Guys.

Guys.

Guys. A Doomed in our group used their sanctuary to ask the question of “How can I defeat my nemesis?” It darn-near caused me a heart attack. I did my best to answer the question, but damn. Should I have made that one off-limits?

It also seems like a weird question on my side, because I’m going to have trouble sticking to the idea of “Once they’ve met A-D requirements, the nemesis is defeated.” I feel like it’ll be hard for it to play out that neatly. 

I don’t know. I’m probably just anxious. It’s probably fine, right? Tips, anyone?

Can NPCs take advantage of their influence over a PC?

Can NPCs take advantage of their influence over a PC?

Can NPCs take advantage of their influence over a PC? Like in terms of giving a PC -2 to their roll after they roll? I have assumed up till now that move can only be made by PCs. Is that correct?

On another note, can the leader of a team only mark a condition to avoid removing team from the pool in regards to the “going into battle” move, or only after that, or either?

Okay, so I noticed that one of the advancements is the ability to change play books.

Okay, so I noticed that one of the advancements is the ability to change play books.

Okay, so I noticed that one of the advancements is the ability to change play books. Does this mean you retain what you had from your previous playbook and now get to add in new things from your new one?

How come no one is talking about how the Deliquent and the Protege?

How come no one is talking about how the Deliquent and the Protege?

How come no one is talking about how the Deliquent and the Protege? 

They can get an additional +2 to their stats! That is HUGE, isn’t it? 

The Janus can get an additional +1.

I wonder what the decision there was.  

Well, last night’s session was full of snake-eyes.

Well, last night’s session was full of snake-eyes.

Well, last night’s session was full of snake-eyes. Never seen so many in one session of PbtA play. Lots went wrong, but they used teamwork and played to their strengths and made it through, even though they’re now on the defensive on about three fronts, as the intertwined plots of the two Doomeds nemeses encircle them.

But more importantly, we came up with the best wannabe-Beacon I’ve encountered yet. Basix! He gets all his gear from Amazon, and annoyingly refers to it as the power of Prime. He also is entirely funded by corporate sponsorships, with logos all over his costume, like a Nascar driver.

He has yet to make an actual appearance in play. We are all glad of this.

Botched rolls are the best rolls.

Botched rolls are the best rolls.

Botched rolls are the best rolls.

In our first session, the Outsider (Citizen 1) got a mission, which turned out to be a media assignment. In the second adventure, what she thought was a socialist weekly turned out to be “Haly”, the city’s #1 teen magazine.

During the interview, she tried to play it cool and focus on the plight of the worker, the success of collectivism, and her team’s good works. Unfortunately, she failed to reject the interviewer’s influence, so she ended up dishing about the Bull’s attraction to a certain heroine named Gadget Girl.

This attempted romantic sabotage went completely sideways when the staff photographer asked the Teen Soviet for some foldout poster pictures. While her male teammates liked the photos, her handler demanded biweekly, in-person chats about how her mission was going.

On the plus side, she looked damn good.

I have a question about the Protege, namely about the mentor.

I have a question about the Protege, namely about the mentor.

I have a question about the Protege, namely about the mentor. Maybe I’m just not getting what’s meant by denying a label. I get what embody is about, but by deny are a talking consciously denying a label? Or they passively like….don’t live up to that label?

Ran my first session of Masks this past Saturday with six (!) players.

Ran my first session of Masks this past Saturday with six (!) players.

Ran my first session of Masks this past Saturday with six (!) players. Notes on gameplay below, with a summary of events at the bottom:

– Despite the players being evenly split male/female, there were 5 female PCs and 1 male PC. Diverse playbook art works!

– I felt unsteady on my feet at first, but the big fight that kicked off the session went well. Splitting focus between 6 PCs is a challenge, but I kept in mind that every player move requires an interesting response and everyone got something to do.

– Some interesting Directly Engage outcomes: the Nova used her biokinesis to make an enemy bruiser punch himself into unconsciousness. She elected to open up an opportunity with her 7-9, meaning taking a blow from him in return was still an option. Since she was zapping him at range, I narrated that he was staggering towards her while battering himself bloody and fell on top of her as he blacked out. She decided “Afraid” was an appropriate condition. 🙂

– More than once, there was some interesting back-and-forth between NPCs and PCs, or between PCs, that I had to pause to remind myself of the influence rules. For instance: the goody two-shoes got caught sneaking back into her dorm after curfew by the headmaster. Roleplaying the power struggle between the two was so entertaining that I had to remind myself, “Oh, right – are you rejecting his influence or letting him influence you?”

I imagine I’ll get more graceful at this with time. If nothing else, it served as a good signpost for the scene’s climax: okay, enough banter; now it’s the moment of truth. Will Nessa accede to the headmaster’s wishes or stand up for herself?

– One thing I definitely need to do is make sure the supervillains use their influence more. If every adult has influence over the PCs, they should take advantage!

– I’m sure this has come up before, but a place on the playbook to record influence would be nice! It was unclear whether it’s a player’s responsibility to record who has influence over them or who they have influence over (or both). Does anyone have any best practices on this that they’d like to share?

– This session ended with several heroes going off to investigate things on their own. I have no objection to that – one of them did it to clear a condition through reckless behavior – but wonder how the game works when the party is split up. I imagine the team pool no longer comes into play. Do challenges need to be staged down?

– I played fast and loose with the powers, as the recap might hint at. The mechanics of how the powers work (as opposed to the playbook moves) are fairly loose, so it shouldn’t be a big deal.

As for the session itself:

The setting was Boston, 4 years after a Mutants & Masterminds campaign I’d run before (which borrowed a bunch of villains and organizations from the Champions setting, to complicate things further). After a dimensional invasion wrecked a chunk of the city, a high school for superpowered teens was built on the remains of Boston Latin School. Students are taught how to live with their powers, not how to become superheroes. In fact, costumed crimefighting is expressly forbidden by the administration.

With that: our heroes were watching a Red Sox playoff game in the Protege‘s luxury box when the sound of a melee caught their attention. Power Crusher and Pulsar, along with some armed thugs, were kidnapping a woman from the adjacent box. The Nova used her biokinesis to (temporarily) jellify Pulsar’s legs. The Transformed flowed through a vent in his liquid metal form and overpowered two of the armed thugs, while the Outsider caught the third by transforming a patch of carpet into flypaper. The Janus found a woman who seemed to be directing the kidnapping via a radio, and nabbed her before she could flee. The Protege and the Legacy dodged blows from Power Crusher until the Nova could double back and puppet him into unconsciousness.

The kids snuck back onto campus, but the Legacy was caught by the headmaster. He reminded her of the school policy against costumed heroics, but she refused to promise not to intervene in future threats. The Nova handed in an incomplete math assignment, then shrugged off her teacher’s insistence that she come to office hours to review it. The Janus and the Protege passed their “drop a VW Bug off a roof” Physics challenge when the Janus “borrowed” another student’s hover powers. The Transformed spent lunch period in the library after being mocked by the popular girls. And the Outsider realized the “substitute” English teacher was a visitor from her home dimension, there to prank her!

What happens if a character gets from another playbook a move with reference to that specific playbook? For example:

What happens if a character gets from another playbook a move with reference to that specific playbook? For example:

What happens if a character gets from another playbook a move with reference to that specific playbook? For example:

Dangerous Web: When you reveal a trap you’ve left for someone using your powers, roll + your Mask Label. On a hit, your opponent trips into it, and you get an opening or opportunity against them. On a 10+, take +1 forward to pursuing it. On a miss, the trap inadvertently leads to a dangerous escalation

that require a Mask Label. Do the character gets to choose a Mask Label (or a Mentor Label, or whatever), or characters outside that playbook just can’t get those moves?

Do you want to play Masks and maybe playtest a new Playbook?

Do you want to play Masks and maybe playtest a new Playbook?

Do you want to play Masks and maybe playtest a new Playbook?

Originally shared by T. Franzke

Greetings Heroes!

I will run a One-Shot of the Masks RPG.

I will also use this opportunity to playtest The Newborn Playbook Alberto Muti and I are writing. So one of you will get to play it and be the first one to ever do so.  

If you don’t have access to the Beta Documents, they will be provided on time.

See you in Halycron City!