RTJ and Game Info.   Posted by Between the Panels.Group: 0
Between the Panels
 GM, 1 post
Thu 28 Feb 2019
at 00:20
RTJ and Game Info
-= Request to Join =-

  This game will be using Masks: A New Generation. A Powered by the Apocalypse system centered around players embodying teenage superheroes. A general idea of how the game works is appreciated but not required. If you’re new (To Masks, or RPing in general) that is okay, the rules are very easy to learn and questions are always welcomed. Know that Masks is a story driven game. MinMaxing character stats will be impossible and in fact will be counter productive. The game will ask to change your character stats on the fly regularly, so keep that in mind before joining. It is less about how amazing and powerful your abilities are, and more about discovering how your character sees themselves and those around them. You are a teenager after all, you are hormonal, insecure, impulsive and very emotional. The interpersonal relationships of the characters are the main focus of this game. Kicking supervillain butt is just a bonus.

  I am looking for 3 dedicated players. That are willing to post at least once every 2 days. Only the 10 playbooks from the core book are available at the start of this game. Some of the expansion playbooks will become available afterwards, if new players are required. For your convenience, Masks has the 10 core playbooks and the Basic Move list available for free. Please reference these throughout play.

  Since there are parts to character creation that needs other player and GM input for RTJs what I require is:
  • Character Name: Their civilian identity and their hero identity (if they have one)
  • Playbook: Choose two playbooks you’re interested in playing. Keep in mind these are less like traditional rpg classes and more like character themes. The Bull and The Transformed could both be the tanky bruiser, but the stories they tell will be vastly different. Choose based on what kind of story YOU want to tell.
  • Looks: Describe how your character looks. In and out of their hero costume.
  • Abilities: Each playbook has a list of abilities to choose from. Describe them in more detail here. How does your ability look/work that makes it different from those around you?
  • Backstory: There are a few questions listed with each playbook, please answer these with as much detail as you can. If you wish to postpone answering until after seeing who else is playing that is okay.
  • If you decide to play as The Legacy or The Protege, you will also have to create additional NPC Heroes based on which playbook you’re playing. You may forgo creating a new NPCs and choose from the premade NPC list instead. This will limit some aspects of character creation.

  If the backstory or abilities you wish to roleplay isn’t “available” in your chosen playbook, it is okay to deviate and create your own. Inform me if that is what you wish to do so we may work together to keep the thematic feel of the playbook intact. Sometimes it’s not the power but the playbook that needs to be changed.

  While creating a character keep in mind the premise of this game. You are teenage heroes, you might have your own personal hang-up, but at your core you want to be a hero. You were chosen by the Alliance of Heroes to infiltrate Black Rose Prep. A school training other young metas like you to be villains.

  Core Playbooks Available:
  • The Beacon
  • The Bull
  • The Delinquent
  • The Doomed
  • The Janus
  • The Legacy
  • The Nova
  • The Outsider
  • The Protege
  • The Transformed

  After the players have joined, we will continue character creation together as a group, finishing up “When our team first came together”, “Relationships”, and “Influence” sections.

-= General Rules =-

  This game will be running at a decent pace. It is expected for players to post at least once every 2-3 days. If we can run the game at a faster pace then we will.

  Write posts in 3rd person past tense. Use a color for spoken words. Orange will be reserved for OOC talk. This game calls for a lot of OOC talk in IC posts, so separate each section accordingly.

  As a rule I don’t hide any information a player needs to know. I trust that metagaming will be kept to a minimum, and for the story to come first. We are all here to write the best story we can, collectively. If in doubt just ask.

  There will be times characters will butt heads and disagree with one another, in fact it will be encouraged to drive the story in different and exciting ways. But while characters may not get along, I expect the players to. Generally, “Don’t be a jerk” is the golden rule here. Don’t hide behind the “that’s just how my character acts” excuse, your character is a Hero after all.

  World building is a team effort. If a player comes up with an idea (history of the world, NPC hero/villain, or interesting location) introduce it into the game. We'll be able to work it into the story and build upon it more.

  This isn't a mature game, try to keep things light hearted. Romance will play a part but keep it all PG-13.

-= Spin-off Rules =-

  The Team Stat
  • The team as a whole gains a Team stat, and a Team track with five boxes. Your Team stat starts the game at +0. Your Team stat can never go higher than +3 or lower than -2.
  • Whenever you would add a Team to the pool, mark a box on the track instead. When you mark the fifth box, clear it and increase your Team stat by +1. Whenever you would spend a Team from the pool, instead clear one box on the track. If there are no filled boxes to clear, then decrease your Team stat by -1.
  • When you help a teammate, roll + Team. On a hit, add +1 to their roll. On a 7-9, clear one box on the Team track. On a miss, clear one box on the Team track in addition to any other hard moves.
  • When you act selfishly, say how your actions ignore or insult your teammates and roll + Team instead of your usual Label on any move. After the move is resolved, decrease the Team stat by -1.

  This rule change is laid out in the core book (pg. 239). The game will use this spin-off rule to eliminate players from doubling up on certain moves. For example, there won't be situations where multiple players use DIRECTLY ENGAGE A THREAT in one turn. Spending Team points no longer give instant +1 to rolls, but will allow players aid others even if no Team points are available.

This message was last edited by the GM at 02:56, Tue 05 Mar 2019.

Between the Panels
 GM, 8 posts
Mon 4 Mar 2019
at 18:42
RTJ and Game Info
-= Character Sheet =-


 Character Name  :                          Height :
 Power           :                          Weight :
 Playbook        :                          Hair   :
 Alias           :                          Eyes   :


 DANGER       : -2  -1  0  +1  +2  +3
 FREAK        : -2  -1  0  +1  +2  +3
 SAVIOR       : -2  -1  0  +1  +2  +3
 SUPERIOR     : -2  -1  0  +1  +2  +3
 MUNDANE      : -2  -1  0  +1  +2  +3





[ ] Afraid    (-2 to directly engage a threat)
[ ] Angry     (-2 to comfort or support or pierce the mask)
[ ] Guilty    (-2 to provoke someone or assess the situation)
[ ] Hopeless  (-2 to unleash your powers)
[ ] Insecure  (-2 to defend someone or reject others' influence)


 [ ] [ ] [ ] [ ] [ ]

Every time you roll a miss on a move, mark potential.


When you fill your potential track, you advance. Choose from the list below.

When you've taken five advances from the top list, you can take advances from the list below.




Is influenced by:

Has influence over: