Beyond Traditional Stats
Forget Strength, Dexterity, and Intelligence. Masks uses a revolutionary approach: instead of measuring what your character can do, it measures what others think they can do - and how much that opinion matters to your character. This isn't just clever design; it's a direct simulation of the teenage experience.
The Social Media Analogy
Traditional RPG stats are like a character sheet resume - objective measures of capability. Masks' Labels are like your social media reputation - they shift based on how others perceive you, and they have real power over how you see yourself. When everyone keeps calling you "the responsible one," you start acting more responsible. When they treat you like a screw-up, it becomes harder to succeed.
Labels: How the World Sees You
Labels are Masks' version of ability scores, but they represent how others perceive your character rather than objective capabilities. Your character has five Labels, each ranging from -2 to +3:
Danger
High: Others see you as threatening, aggressive, or likely to cause harm
Low: Others see you as harmless, gentle, or non-threatening
Examples: Wolverine (+3), Superman (-1)
Freak
High: Others see you as weird, alien, or fundamentally different
Low: Others see you as normal, relatable, or human
Examples: Raven (+2), Spider-Man (-1)
Savior
High: Others see you as heroic, protective, or self-sacrificing
Low: Others see you as selfish or uncaring about others
Examples: Captain America (+3), Deadpool (-2)
Superior
High: Others see you as better, smarter, or more capable
Low: Others see you as inferior or less capable
Examples: Batman (+2), Hawkeye (-1)
Mundane
High: Others see you as normal, human, or down-to-earth
Low: Others see you as extraordinary or larger-than-life
Examples: Peter Parker (+1), Thor (-2)
How Labels Change the Game
Labels aren't just flavor text - they directly affect your dice rolls and create a feedback loop between perception and performance. Here's how it works:
Example: The Perception Spiral
Scenario: Alex (playing a Beacon) tries to hack a computer system.
- GM: "That sounds like you're trying to directly engage a threat using Superior. Roll 2d6 + Superior."
- Alex: "My Superior is -1, so I'm rolling with a penalty because everyone sees me as less capable."
- Result: Alex rolls badly and the hack fails spectacularly, setting off alarms.
- Consequence: The team's tech expert says, "Maybe leave the computer stuff to me next time."
- Mechanical Effect: Alex's Superior might drop even lower, making future attempts harder.
Influence: Who Matters to You
Influence represents whose opinion actually affects your character. It's not about power or authority - it's about emotional connection. Your worst enemy might have Influence over you if you care what they think, while the most powerful adult might not if you've written them off.
Understanding Influence
High School Parallel
The Principal has authority but might not have Influence - you don't care what they think of you personally.
Your Best Friend has no official authority but huge Influence - their opinion of you matters deeply.
Your Crush might have Influence even if you barely know them - you care how they see you.
Superhero Version
The Mayor wants you to be more careful, but you don't care what they think.
Your Teammate criticizes your recklessness - that hits hard because you respect them.
Your Nemesis calls you weak - it stings because part of you worries they're right.
How Influence Works
When someone with Influence over you tries to shift your Labels, they have a much better chance of success. This creates a powerful dynamic where the people you care about shape who you become.
Basic Moves: The Engine of Play
Moves are triggered actions that create dramatic moments. Unlike traditional RPGs where you declare an action and roll, Masks moves are triggered by narrative circumstances and emotional states.
The Core Basic Moves
Directly Engage a Threat
When: You attack, defend, or face danger head-on
Roll: 2d6 + Danger
Drama: Higher Danger makes you more effective but reinforces the "dangerous" label
Unleash Your Powers
When: You use your abilities in a big, flashy way
Roll: 2d6 + Freak
Drama: Using powers marks you as more "freakish" and different
Defend Someone
When: You protect another person from immediate harm
Roll: 2d6 + Savior
Drama: Being protective reinforces the "savior" role
Assess the Situation
When: You analyze the scene and look for tactical advantages
Roll: 2d6 + Superior
Drama: Taking charge reinforces superiority but can isolate you
Comfort or Support
When: You help someone deal with their problems
Roll: 2d6 + Mundane
Drama: Being human and relatable helps others but might make you seem ordinary
Pierce the Mask
When: You try to figure out someone's true emotions or motivations
Roll: 2d6 + Mundane
Drama: Understanding others requires being human and relatable
Moves in Practice
The genius of Masks' move system is that it forces characters into emotional growth through their mechanical choices:
Example: The Combat Dilemma
Situation: A villain is threatening civilians. Your character wants to stop them.
Your Options:
- Directly Engage (Danger): Fight them head-on, but you'll seem more dangerous
- Unleash Powers (Freak): Use your abilities, but you'll seem more alien
- Defend Someone (Savior): Focus on protecting people, reinforcing your heroic image
- Assess the Situation (Superior): Look for a clever solution, but seem calculating
The Drama: Each choice changes how others see you, which changes how you see yourself, which affects future choices.
The Heart of the System: Emotional Moves
The most innovative aspect of Masks is how it handles emotional growth through specific mechanical triggers:
Reject Someone's Influence
When: Someone with Influence tries to tell you who you are, but you resist
Effect: You can shift your own Labels and prove what kind of person you really are
Example: "I don't care what you think - I'm not a monster!"
Accept Someone's Influence
When: You let someone important to you change how you see yourself
Effect: They shift your Labels, but you mark potential and grow
Example: "You're right... I have been acting recklessly."
Take a Powerful Blow
When: You're seriously hurt or emotionally devastated
Effect: You choose how to respond - lash out, withdraw, or learn
Example: After a major failure, do you become angry or more cautious?
How It All Works Together
The beautiful thing about Masks is how Labels, Influence, and Moves create a self-reinforcing cycle of character development:
Practice Exercises
Exercise: Reading the Room
For each scenario, identify:
- Which Move would be triggered
- What Label you'd roll with
- How success might change perceptions
Scenario A: You throw yourself between a teammate and an energy blast
Scenario B: You try to calm down a panicking civilian
Scenario C: You study security footage to find the villain's pattern
Scenario D: You blast through a wall with your heat vision
Click for answers
- A: Defend Someone (Savior) - Success makes you seem more heroic
- B: Comfort or Support (Mundane) - Success makes you seem more human
- C: Assess the Situation (Superior) - Success makes you seem smarter
- D: Unleash Your Powers (Freak) - Success makes you seem more alien
Exercise: Influence Mapping
Think about a character you created in the previous tutorial. Who would have Influence over them and why?
- List 3-5 people whose opinion would matter to your character
- For each, explain why their opinion carries weight
- Consider: it's not about power, it's about emotional connection
Advanced Mechanical Concepts
Label Extremes
When a Label hits +3 or -2, special things happen. High labels make you very effective but lock you into that identity. Low labels make you ineffective and trigger crisis moments.
Team Moves
Special moves that trigger when the team works together or falls apart. These create bonding moments and group dynamics.
Adult Moves
Adults in Masks have different moves focused on giving orders, offering support, or disappointing the younger generation. They're not meant to be played, but to create meaningful relationships.
Moment of Truth
Each playbook has a special climactic scene where the character faces their core struggle head-on. It's like a character's season finale moment.
For Game Masters: Making the System Sing
Key GM Principles
- Ask about Labels: "How does it feel when everyone expects you to be the responsible one?"
- Use Influence strategically: Have important NPCs try to shift Labels at dramatic moments
- Make failure interesting: Failed moves create opportunities for character growth
- Focus on relationships: The action is just the backdrop for emotional drama
Why This System Matters
Masks' mechanical innovations solve several problems that traditional RPGs struggle with:
Character Growth Through Play
Instead of gaining levels, characters evolve through their choices and relationships
Meaningful Social Mechanics
Relationships have mechanical weight and affect gameplay directly
Emotional Realism
The system models how teenagers actually think and grow
Natural Drama
Conflict emerges from character choices rather than external threats
Related Topics to Explore
Powered by the Apocalypse Design
How PbtA games create narrative focus through mechanical innovation
Social Psychology in Games
How game mechanics can model real psychological phenomena
Narrative Game Design
Designing mechanics that support story rather than simulation
Adolescent Development
The real psychology behind Masks' character growth systems