Peripheral Moves
Start of Session
At the start of every session, the GM adds a Team to
the pool.
End of Session
At the end of every session, choose one:
Grow closer to the team. Explain
who made you feel welcome; give
Influence to that character and clear
a condition or mark potential.
Grow into your own image of yourself.
Explain how you see yourself and why;
shift one Label up and another down.
Grow away from the team. Explain why
you feel detached. Take Influence over
you away from another character.
Team Mechanics
When you enter battle against a dangerous foe as a
team, add two to the Team pool.
If the leader has Influence over every
teammate, add another Team.
If everyone has the same purpose
in the fight, add another Team.
If any team member mistrusts the
leader or the team, remove a Team.
If your team is ill-prepared or offbalance, remove a Team.
The leader of the team can mark a condition to avoid
removing a Team from the pool.
Anyone working with the team can spend Team one
for one to help a teammate; give them +1 to their
roll.
Team members can also spend Team to act selfishly.
When you act selfishly, say how your actions ignore
or insult your teammates, remove one Team from the
pool, and shift one Label up and one Label down,
your choice. You can use this option after rolling to
alter the Label you’re rolling with.
Whenever time passes, the GM will empty the Team
pool and restore it to one Team.
Conditions
When a move tells you to mark a condition, mark any
condition you choose. Sometimes the GM may tell
you a specific condition to mark, especially after a
hard move.
If you need to mark a condition and have no
more conditions to mark, you are taken out. You lose
consciousness or flee. The GM will tell you when you
come back into another scene. You may clear one
condition.
Once a condition is marked, take -2 to certain
moves (max -3).
If you’re Angry, take -2 to comfort or
support someone or pierce the mask.
If you’re Afraid, take -2 to directly engage.
If you’re Guilty, take -2 to provoke
someone or assess the situation.
If you’re Hopeless, take -2 to
unleash your powers.
If you’re Insecure, take -2 to stand
in defense or reject what others
say about you or the world.
Clearing Conditions
You can always clear a condition by taking a certain
action. At the end of any scene in which you take the
corresponding action, clear that condition.
To clear Angry, hurt someone or
break something important.
To clear Afraid, run from something difficult.
To clear Guilty, make a sacrifice
to absolve your guilt.
To clear Hopeless, fling
yourself into easy relief.
To clear Insecure, take foolhardy
action without talking to your team.
You can also clear a condition when someone
else comforts or supports you, or when you defend
someone.
Shifting Labels
When you shift a Label, it means that your view of
yourself is changing. You see yourself more as the
Label you shift up, less as the Label you shift down.
If you ever need to shift a Label above +3 or below
-2 mark a condition instead, GM’s choice.
Influence
When someone has Influence over you, it means you
care about what they do, say, or think. At any time
you can give Influence to any character who doesn’t
have Influence over you. All adults have Influence
over you when first introduced.
When you have Influence over someone, take +1 to
all moves targeting them, including rejecting their
Influence.
When you take advantage of your Influence over
someone, surrender the Influence you hold over
them to choose one:
give them -2 on a move they
just made (after the roll)
inflict a condition on them
take an additional +1 on a move
targeting them (after the roll)
When someone with Influence over you tells you
who you are or how the world works, accept what
they say or reject their Influence. If you accept what
they say, the GM will adjust your Labels accordingly;
if you want to keep your Labels as they are, you must
reject their Influence.
When you reject someone’s Influence, roll. On a hit,
you successfully hold to yourself and tune them out.
On a 10+, choose two. On a 7-9, choose one.
clear a condition or mark potential by
immediately acting to prove them wrong
shift one Label up and one
Label down, your choice
cancel their Influence and take
+1 forward against them
On a miss, their words hit you hard. Mark a
condition, and the GM will adjust your Labels.
If you have Influence over a teammate and you
would gain Influence over them again, immediately
shift one of their Labels up and one of their Labels
down, your choice.
If you have Influence over an NPC and you would
gain Influence over them again, take +1 forward
against them.
Moment of Truth
When you unlock your Moment of Truth, you can
activate it at any time: read your Moment of Truth
out loud from the back of your playbook and follow
that script. In essence, you (the player) take full
control of the narrative in this moment. The GM will
let you know what consequences arise...
After you use your Moment of Truth,
permanently lock one Label. You have changed, and
some part of you has become set in stone. You can
unlock your Moment of Truth a second time through
advancements.
Advancements
When someone permanently loses Influence over you,
it means that character can never hold Influence
over you again. This is almost always best used on
an NPC, to indicate that you have moved past them
and won’t be affected by what you think of them
again.
When you retire from the life, it means you’re not
part of the superpowered world anymore, and that
character should be considered safe and off-limits
to the GM’s moves.
When you lock a Label, it means that Label can
never shift up or down again—that part of yourself
is set in stone.
When you become a paragon of the city, it means
you’re no longer a “young” hero—you’re a peer
of the biggest heroes in the city, and you aren’t a
Masks character anymore. The GM should treat your
character as one of the biggest heroes in the city,
but play them as an NPC