MASKS: The New Generation is a game in which we
collectively orchestrate a comic book! Each player creates a character of
a specific archetype,
the GM provides a back drop, and together you make the story. You are teenage superheroes (Ages 15 to 19) in Halcyon City, where heroes are
welcome. You might find a tyrannosaurus rampaging down the boulevard or a
shady group of cultists stealing art. Aliens,
time travelers, robots, it all happens here.
There are 10 Playbooks (to start). A playbook is an archetype.
Each player chooses a different playbook.
- THE BEACON, a non-superpowered hero who drives the team, but is not
without abilities and/or gadgets. (Batgirl)
- THE BULL, the tough, reckless scrapper, often the team muscle, sometimes
just a ball of fury and claws. (Collosus)
- THE DELINQUENT, the rebellious trouble-maker, skirting the line between
good and bad. (X23)
- THE DOOMED, something in your past has put you on a collision course
with oblivion, it's only a matter of time. (Raven)
- THE JANUS, you've got a busy normal life but you still need more, so you jam a
secret heroic ID into the mix! (Spiderman)
- THE LEGACY, latest in a long line of heroes with a past to live up to!
(Green Lantern, Black Canary)
- THE NOVA, your power is massive and often scary, you're a barely
controlled powder-keg when you let loose! (Phoenix)
- THE OUTSIDER, stranger from a strange land, you have grown an affinity
for this world. (Starfire, Groot)
- THE PROTEGE, a mentor has taken it upon themselves to teach you the ways
of the heroic world. (Robin/Nightwing)
- THE TRANSFORMED, something has gone horribly wrong/right and you've
gained powers but also disfigurement! (Deadpool)
You don't make a character in advance. We gather together, go over the
playbooks, and cooperatively create the characters, how they came together and
sometimes create new enemies and alter the setting to fit the group.
There is no running Experience tally because
experience in this game is called "Potential". You get a dot of potential
every time you MISS a roll. 5 Potential allows you to select an
Advancement from your playbook. So experience is highly pesonalized.
WHAT YOU NEED TO PLAY |
WHAT'S OPTIONAL |
WHAT IS PROVIDED FOR YOU |
- A piece of paper
- Pencil or Pen
- 2D6
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- A 2 page Color copy of your playbook
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