The Masks RPG Guide

Masks: A New Generation is a superhero roleplaying game about teenagers: young heroes in Halcyon City who are still working out who they are, while everyone around them tells them who they should be. Fights matter, but what really moves the game is emotion, pressure and growing up. This guide takes you from the dice and Labels through the playbooks and the team to villains, the city and your first session, or playing alone.

The core roll10+ Β· 7–9 Β· 6βˆ’

Masks at a Glance

Four ideas carry most of the game. Each part of the guide builds on them.

Labels

Danger, Freak, Savior, Superior and Mundane are how your hero sees themselves. They are your stats, and they shift when people tell you who you are.

Conditions

Afraid, Angry, Guilty, Hopeless and Insecure: emotional harm that gets in the way until you deal with it.

Influence

When someone's opinion matters to you, they have Influence over you, and they can use it to change how you see yourself.

The Team

The heroes share a Team pool, and how they treat each other matters as much as any fight.

The Guide

The rules first, then your hero and the team, then the GM pages and playing solo.

Getting Started

The Rules

The World

For the GM

Playing Solo

Tools

Use these at the table.