GM's Toolkit

Trackers, a villain builder and quick generators for running Masks: A New Generation at the table.

Digital Support for Your Masks Campaign

Running Masks means keeping track of shifting Labels, marked conditions, who holds Influence over whom, and the Team pool. These tools handle that bookkeeping so you can focus on the emotional drama that makes Masks special. Everything here lives in this browser tab only: reloading the page clears it, so copy anything you want to keep into your own notes.

Need to roll? The Dice Roller has its own page; this toolkit sticks to tracking and prep.

Hero Tracker

Labels (−2 to +3), the five conditions and the five-box potential track for each hero

Influence & Team

A who-holds-Influence-over-whom grid and the Team pool

Villain Builder

Drive, villain moves, 1–5 conditions and a condition move for each

Generators

Original villain names, drives and scene sparks when you need one fast

Hero Tracker

Add each hero with their current Labels: the playbook's starting spread plus the +1 the player added at character creation. Labels run from −2 to +3.

Label Shift Tracker

Shift Labels

Shifts come in pairs: one Label up and one Label down. If a Label would go above +3 or below −2, it stays put and the hero marks a condition instead (the GM chooses which).

Recent Label Shifts

No Label shifts recorded yet

Conditions at a Glance

Masks has no hit points. When a move tells a hero to mark a condition, they choose which one unless the GM names it. Each marked condition gives −2 to specific moves.

ConditionPenaltyClear it by…

A condition cleared by action clears at the end of any scene in which the hero does it. Conditions also clear through other moves, such as someone comforting or supporting the hero, and through some end-of-session choices and playbook moves.

Taken out: if a hero must mark a condition and has none left to mark, they are taken out. They lose consciousness or flee, and the GM says when they come back into another scene. When they do, they may clear one condition.

Influence Grid

Influence is held or not held: a character either has Influence over someone or doesn't. Tick a box when the hero in the row has Influence over the hero in the column. Every adult has Influence over the heroes when first introduced; track adults in the NPC list below.

Add at least two heroes to build the grid.

  • Having Influence: +1 to all moves that target that character (including rejecting their Influence).
  • Taking advantage of it: give it up to give them −2 on a move they just made, inflict a condition on them, or take an extra +1 on a move against them (the −2 and +1 are chosen after the roll).
  • Gaining Influence you already hold: over a teammate, immediately shift one of their Labels up and one down; over an NPC, take +1 forward against them.

Team Pool

Team Pool

0

Heroes

0

Conditions Marked

0

Entering battle as a team

When the team enters battle against a dangerous foe together, add 2 Team, then adjust:

Add heroes to see the team at a glance

Move Quick Reference

Short summaries for quick lookups; the full wording is on Labels, Conditions & Moves. Every move rolls 2d6 plus a Label: 10+ is a full hit, 7–9 a hit with a cost or fewer choices, 6 or less a miss, and a miss marks potential.

Basic moves
Directly Engage a Threat (+Danger)
On a hit you trade blows. 10+ pick two, 7–9 pick one: resist or avoid their blows; take something from them; create an opportunity for your allies; impress, surprise, or frighten the opposition.
Unleash Your Powers (+Freak)
To overcome an obstacle, reshape your environment, or extend your senses. On a hit you do it; on a 7–9 either mark a condition or the GM tells you how the effect is unstable or temporary.
Comfort or Support (+Mundane)
On a hit, if they open up to you they can mark potential, clear a condition, or shift their Labels. On a 10+ you can also add a Team to the pool or clear one of your own conditions.
Pierce the Mask (+Mundane)
10+ ask three, 7–9 ask one: What are you really planning? What do you want me to do? What do you intend to do? How could I get your character to ___? How could I gain Influence over you?
Defend Someone (+Savior)
Leap in to protect someone from an immediate threat. The results differ when the threat is an NPC or another hero; against a hero, a hit gives them −2 to their roll.
Assess the Situation (+Superior)
10+ ask two questions from the move's list, 7–9 ask one. Take +1 while acting on the answers.
Provoke Someone (+Superior)
Goad someone into acting. The move has separate results for NPCs and for other heroes.
Take a Powerful Blow and Reject Influence
Take a Powerful Blow (+conditions marked)
This move is inverted: a high roll is bad. 10+ choose one: remove yourself from the fight (flee or pass out); lose control of yourself or your powers in a terrible way; or two options from the 7–9 list. 7–9 choose one: lash out verbally; give ground; struggle past the pain (mark two conditions). On a miss you stand strong, and mark potential as normal.
Reject Influence
When someone with Influence tells you who you are or how the world works, accept it (the GM adjusts your Labels) or reject it. On a hit you hold true to yourself: 10+ choose two, 7–9 choose one: clear a condition or mark potential by acting to prove them wrong; shift one Label up and one down; cancel their Influence and take +1 forward against them. On a miss, mark a condition and the GM adjusts your Labels. Insecure gives −2 to this move.
Team, Influence and session moves
Aid a teammate
Spend Team one for one to give a teammate +1 to their roll.
Act selfishly
Remove one Team from the pool and shift one Label up and one down. You can do this after rolling, to change the Label you rolled.
Team moves
Each playbook has two: one for sharing a triumphant celebration with someone, and one for sharing a vulnerability or weakness with someone. The results differ by playbook.
Start of session
The GM adds one Team to the pool.
End of session
Each hero chooses one: grow closer to the team (give someone Influence, then clear a condition or mark potential); grow into your own image (shift one Label up and one down); or grow away from the team (take Influence over you away from another character).
When time passes
The GM empties the Team pool and resets it to 1.

Villain Builder

A Masks villain needs a name and generation, a drive, a handful of villain moves, and between one and five conditions from the same list the heroes use. The number of conditions is how tough they are: one is barely a threat, five is a true arch-villain. When a villain is hit hard, they mark a condition and immediately make that condition's move. If they have no condition left to mark, they are definitively defeated.

Conditions and condition moves

Tick the conditions this villain has (one to five) and write the move they make when they mark each one.

Quick Generators

Original sparks for when the table needs something right now. Treat them as starting points and change whatever doesn't fit your Halcyon City.

NPC Relationship Tracker

Session Notes & Reminders

Earlier Notes