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
Labels, Conditions & Moves
The 2d6 roll, the five Labels, Conditions, the basic moves and Influence.
Playbooks
The playbooks: what each one is about and the special rules that make it tick.
Team Dynamics
The Team pool, Influence between heroes, and how teammates help and hurt each other.
The World
For the GM
Villains & Conflicts
Villains who challenge who the heroes are, not just what they can do.
World Building
Halcyon City, its history of heroes, and building a setting with your table.
Running the First Session
Making heroes, forming the team, and getting a campaign started.
Playing Solo
Tools
Use these at the table.
Dice Roller
Roll 2d6 plus a Label, apply Conditions and bonuses, and see the exact odds.
Sample Characters
20 ready-made heroes, two per playbook, in four teams; load them into the sheets with one button.
Character Sheets
Fill in, save and print heroes, with Labels you can shift, Conditions, potential, Influence and advances.
GM's Toolkit
Trackers for Labels, Conditions, Influence and the Team pool, plus generators for the table.