Masks: A New Generation
Masks | ||
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RPG | ||
Rule System | Powered by the Apocalpyse | |
Authors | Brendan Conway | |
First Publication | 2016 |
It's Young Justice, or Teen Titans before Cartoon Network made it chibi. Teens with more power than they can safely have fuck up, and have grown-ups telling them they're fuckups. Sure you can say "fuck you, old man!" but it won't never have an effect.
Mechanics
Another Powered By the Apocalypse game, so you've got playbooks, and dice are 2d6+stat (7-9 partial success, 10 or more full success). Each playbook has slightly different mechanics, but they all have unique two "team moves" for celebrating with teams or exposing a weakness to a teammate, and a "moment of truth" when the junior hero wins the day like a real superhero. No there's no sex moves in this one, perv.
Character attributes are called "labels," and they represent how your character feels about themself. ie someone with a high "Danger" really believes they're a menace.
- Danger - used when confronting threats
- Freak - used when exerting your super-powers
- Saviour - used when acting like a hero
- Superior - used when being smarter than the opposition
- Mundane - used when expressing empathy or sympathy
The "strings" or links between characters are called "influence," and shows that your teenage superhero character cares what the other person thinks of them. While you have influence over someone you get a +1 to your rolls targeting that person (to provoke and to defend), and you can burn influence to move one point of their stats to another stat. What you have to watch out for is every grown-up, even people you've never met before, automatically has influence over your character, and they can use it to move a point between labels without burning it, telling you what to think about yourself. When it happens you can choose to roll dice to see if you defy them, and as you level up you can buy the self-assuredness to "lock" a label in-place.
No hitpoints, just five tags called "conditions" that each give a -2 to rolls for the basic moves like attack, defend, comfort, use powers. If you are told to take on another condition and you're already full, you narrate how you're taken-out or flee the scenario. Heroes don't die, unless the players agree it's appropriate for the story.
The playbooks are:
- the Beacon - Kate "Hawkeye" Bishop, has gadgets and crazy skills instead of powers, wants to prove they belong here. Wants to have an adventure
- the Bull - Molly from Runaways, Amadeus Cho verison of Hulk, super-strong super-tough, causes messes, unrestrained romantic
- the Delinquent - Rose Slade, not much of a hero if you keep flipping off authority and thinking like a criminal.
- the Doomed - Raven, you have power but at a price, and the clock is ticking down
- the Janus - Spiderman (Peter or Miles), you keep your true self secret because something needs protecting
- the Legacy - Kid Flash, Deku from BnHA, you have predecessors you can rely on, and they have high expectations
- the Nova - any of the X-men Phoenixes, Wiccan from Young Avengers, power overwhelming that you can't always control or even aim.
- the Outsider - Starfire, Miss Martian, alien culture shock and misunderstandings all up and down
- the Protege - Robin, you've been carefully molded into the shape of a superhero, but what do you really want?
- the Transformed - Cyborg, Nightcrawler, you will never look normal, there will always be that half-second of hesitation when they see you
Powered By the Apocalypse games |
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Apocalypse World - Dungeon World - Masks: A New Generation - Monsterhearts - Monster of the Week - Spirit of '77 - Urban Shadows |