Beyond the Backdrop
Most superhero games treat the setting as a colorful backdrop for action scenes. Masks wants a living, breathing world that takes part in character development. Your setting isn't just where stories happen: it's a character in its own right, with history, personality, and opinions about the young heroes trying to find their place within it.
The core rulebook gives you that world ready-made: Halcyon City, a comic-book city that has been home to several generations of heroes before your team arrived. The GM's first agenda is literally "Make Halcyon City feel like a comic book." This page assumes you are playing there, and shows how to build the city out together with your players. If your group would rather invent its own city, everything here still applies; just swap the name.
The High School as Microcosm Analogy
Think about how a high school setting works in teen drama shows. The school isn't just a building - it's a complex social ecosystem with its own rules, hierarchies, traditions, and expectations. Different areas (cafeteria, library, gym) have different feels and social dynamics. Your superhero city should work the same way, but instead of cliques and classes, you have hero teams, villain territories, and civilian communities all interacting in complex ways.
The Masks Approach to World Building
Masks world building focuses on relationships, history, and emotional resonance rather than geography and logistics. The key questions aren't "How does the economy work?" but "How do people feel about superheroes?" and "What expectations does society place on the next generation?"
Halcyon City: The Default Setting
Masks is set in Halcyon City. It is a city with a long superheroic history: four generations of heroes and villains have fought over its streets before your team came along, and the statues, scars and grudges they left behind are still there. The core book describes the city and its history; treat that as a starting point to build on, not a canon to protect.
The four generations are named after the eras of American comics. The decades below are only a loose guide; what matters is the feel of each generation, which shows most clearly in the kinds of villains it produced.
| Generation | Very roughly | Its villains' names tend to be |
|---|---|---|
| Gold | 1940s–50s | Goofy |
| Silver | 1960s–70s | Grandiose and cosmic |
| Bronze | 1980s–90s | Down-to-earth |
| Modern | Recent years | Meme-worthy |
The player characters are the next generation. One of the GM principles is "Remind them of the generations that came before": the heroes should keep bumping into the past, whether that is a retired Gold-generation legend, a Bronze-generation villain back from prison, or a memorial to a battle they only know from textbooks. When you write a villain, giving them a generation (as the villain sheet asks) tells you at once how they talk, dress and scheme.
Agendas and Principles That Shape the City
The GM's three agendas set the tone for every scene in Halcyon City:
- Make Halcyon City feel like a comic book. Bright colors, big set pieces, and a city where a giant robot in the harbor is front-page news but not the end of the world.
- Make the player characters' lives superheroic. Their school, home and love lives get tangled up with capes, villains and secret identities.
- Play to find out what changes. Don't plan where the city's story ends up; let the heroes' choices decide it.
Several of the GM principles are really world-building advice:
- Describe like a comic book: frame scenes as panels, splash pages and dramatic reveals.
- Make supers seem outlandish, creative, and cool: other heroes and villains in the city should have strange, memorable powers and looks.
- Remind them of the generations that came before: put the past generations' legacies, monuments and unfinished business in front of the heroes.
- Treat human life as meaningful: the city is full of ordinary people whose safety matters.
- Make adults seem childish and short-sighted: the city's authorities and older heroes often get it wrong, which is exactly why the young heroes matter.
- Give villains drives to feature their humanity: the city's villains want something understandable, even when they go about it terribly.
- Ask provocative questions and build on the answers: let the players fill in the city, then use what they invent.
- Think in the gutters between panels: the city keeps moving between scenes; things happen off-panel that the heroes discover later.
Essential Elements of a Masks Setting
Every Masks setting needs certain foundational elements that support the game's themes of growth, identity, and generational change:
Generational History
Gold, Silver, Bronze, Modern: Halcyon City has seen four generations of heroes before yours, each with its own style, triumphs and mistakes
Your team: The newest generation, growing up in the shadow of all four and trying to find its own way
Key Questions: What did each generation accomplish? What did they lose? How do they view each other?
Institutional Framework
Government Relations: How do authorities interact with heroes?
Educational Systems: Are there special schools for powered individuals?
Media Landscape: How does the press cover superhero activities?
Key Questions: Who has official authority? What oversight exists? How public are heroes?
Cultural Attitudes
Hero Worship: How does society view superheroes?
Youth Expectations: What pressure is placed on young heroes?
Power Dynamics: How do powered and non-powered people relate?
Key Questions: Are heroes celebrities? Role models? Necessary evils? Symbols of hope?
Physical Spaces
Neighborhoods: Different areas with distinct personalities and needs
Gathering Places: Where heroes meet, train, and socialize
Conflict Zones: Areas that regularly need heroic intervention
Key Questions: Where do teens feel safe? Where are they judged? Where do they grow?
Social Networks
Hero Communities: How different teams and individuals connect
Civilian Relationships: Friends, family, and normal life connections
Support Systems: Who helps heroes with training, equipment, and guidance?
Key Questions: Who influences the teens? Who do they trust? Who disappoints them?
Ongoing Conflicts
Systemic Issues: Large-scale problems that can't be punched away
Recurring Threats: Villains and challenges that return in new forms
Internal Tensions: Conflicts within the hero community itself
Key Questions: What problems persist despite heroes' efforts? What divides the community?
Building the City with Your Players
You don't build Halcyon City alone. In the first session each player answers their playbook's "When our team first came together…" question, and those answers put villains, landmarks and grudges into the city before anyone has rolled a die (see Running the First Session). After that, the GM keeps asking provocative questions and building on the answers. Here's one way to organize that work so the city supports your group's stories:
A Collaborative Approach
Phase 1: Tone and Scope (before or at the start of the first session)
Tone and Genre
- Serious drama vs. lighter adventure?
- Street-level vs. cosmic scope?
- Modern day vs. near future?
- Realistic consequences vs. comic book logic?
Power Level and Scope
- How common are powered individuals?
- What's the upper limit of power?
- Are powers genetic, technological, magical, or mixed?
- How long have heroes been active?
Phase 2: Historical Framework
Gold and Silver Generations
- Who were the city's first heroes?
- What great crisis did they face?
- Which of them are still around, and what legacy did they leave?
- Which of their villains are still at large?
Bronze and Modern Generations
- How did they follow in their predecessors' footsteps?
- What compromises did they make?
- Which of them are the adults in the heroes' lives now?
- How do they view the new generation?
Phase 3: Current Landscape
Official Structure
- Government superhero programs
- Training institutions
- Oversight organizations
- Legal frameworks
Public Perception
- Media representation
- Celebrity culture
- Fear vs. admiration
- Expectations of youth
Phase 4: Let Play Fill In the Map
Questions from the Playbooks
- The team's first-meeting answers create the first villains and events
- The Legacy's family, the Protégé's mentor and the Doomed's nemesis are city NPCs
- Note every name and place the players invent
Questions from the GM
- "Which older hero did you have a poster of as a kid?"
- "Where in the city do you go when you can't face anyone?"
- "Who in your neighborhood still blames heroes for the last big fight?"
- Build on the answers instead of overriding them
Designing Meaningful Locations
Locations in Masks should serve the story and character development. Each important place should have emotional significance and opportunities for relationship drama.
Types of Important Locations
Team Headquarters
Function: Safe space for team bonding and private conversations
Emotional Role: Where the team becomes a family
Design Considerations:
- Who provided it? (Adult mentor, inherited, found/claimed?)
- What's the security level? (Secret vs. known to authorities)
- How comfortable is it? (High-tech vs. makeshift)
- What rules govern it? (Adult supervision vs. teen autonomy)
Example: An abandoned subway station the team discovered and converted, representing their independence from adult oversight but also their lack of resources and support.
Civilian Havens
Function: Where heroes connect with normal life
Emotional Role: Grounding and identity reminders
Design Considerations:
- Schools and educational institutions
- Family homes and neighborhoods
- Social gathering spots (cafes, malls, parks)
- Places of employment or volunteer work
Example: The local community center where several heroes volunteer, creating opportunities for civilian relationship development and moral dilemmas about using powers to help.
Authority Centers
Function: Where heroes interact with official power structures
Emotional Role: Tension between independence and accountability
Design Considerations:
- Government superhero agencies
- Police stations and city hall
- Training facilities and academies
- Courtrooms and legal institutions
Example: The Department of Enhanced Individuals, a sterile government building where teens must report for registration and oversight, representing the tension between safety and freedom.
Conflict Zones
Function: Where heroic action takes place
Emotional Role: Testing ground for values and teamwork
Design Considerations:
- Vulnerable neighborhoods that need protection
- Villain territories and criminal strongholds
- Disaster-prone areas (industrial, environmental)
- Places where past conflicts left scars
Example: The Docks District, where economic desperation makes people vulnerable to both crime and vigilante overreach, forcing heroes to confront systemic problems they can't simply fight.
Neutral Grounds
Function: Where different factions can interact safely
Emotional Role: Opportunity for understanding and compromise
Design Considerations:
- Hospitals and medical centers
- Memorial sites and museums
- Public events and festivals
- Diplomatic or conference venues
Example: Heroes Memorial Park, where fallen heroes are honored, creating opportunities for heroes and villains to meet on common ground and reflect on the cost of their choices.
Hidden Worlds
Function: Secret places known only to the superhero community
Emotional Role: Exclusive identity and belonging
Design Considerations:
- Underground hero networks and meeting places
- Magical or dimensional pocket spaces
- Abandoned facilities from past hero eras
- Secret training grounds and testing areas
Example: The Nexus, a hidden interdimensional café where heroes from across time and space meet, offering perspective on heroic traditions and the weight of legacy.
Building Cultural Context
The culture surrounding superheroes in your setting should reflect and amplify the themes of growing up, finding identity, and dealing with expectations.
Key Cultural Elements to Define
Media and Celebrity Culture
Questions to Consider:
- Are heroes celebrities or public servants?
- How does social media affect hero culture?
- What kind of media coverage do teen heroes get?
- Are there hero reality shows, documentaries, or news programs?
Example Approach: Heroes are treated like teen pop stars - adored but also scrutinized, with fan sites tracking their relationships and mistakes going viral.
Educational and Training Systems
Questions to Consider:
- Are there special schools for powered individuals?
- How do normal schools handle superhero students?
- What training programs exist for young heroes?
- Who controls superhero education?
Example Approach: A mix of specialized academies and mainstream integration programs, creating divisions between "elite" trained heroes and "street" self-taught ones.
Legal and Governmental Framework
Questions to Consider:
- Are powered individuals required to register?
- What legal protections and restrictions exist?
- How does law enforcement interact with heroes?
- What happens when heroes break the law?
Example Approach: A "Junior Hero License" program that gives teens limited authority but also subjects them to strict oversight and curfews.
Creating NPC Networks
Your setting should be populated with NPCs who have their own goals, relationships, and opinions about the teen heroes. Think of them as a supporting cast in a TV show rather than isolated quest-givers.
Essential NPC Types
Authority Figures
Role: Represent institutional power and adult expectations
Examples:
- Government liaison officers
- School administrators
- Police commissioners
- Training program directors
Story Function: Create tension between rules and idealism
Mentor Figures
Role: Provide guidance while struggling with their own past
Examples:
- Retired heroes
- Current adult heroes
- Specialized trainers
- Support staff (tech, medical)
Story Function: Show different paths heroism can take
Civilian Connections
Role: Represent normal life and what heroes fight to protect
Examples:
- Family members
- School friends
- Romantic interests
- Community members
Story Function: Ground heroes in human connections
Peer Heroes
Role: Mirror, rival, or complement the main team
Examples:
- Rival teen teams
- Solo heroes
- Former teammates
- International heroes
Story Function: Show different approaches to heroism
Antagonistic Forces
Role: Challenge heroes' methods and beliefs
Examples:
- Villains with sympathetic goals
- Corrupt officials
- Anti-hero vigilantes
- Misguided protesters
Story Function: Force heroes to examine their values
Wild Cards
Role: Unpredictable elements that complicate situations
Examples:
- Investigative journalists
- Ambitious politicians
- Corporate sponsors
- Mysterious benefactors
Story Function: Add uncertainty and opportunity
Try It at the Table
Your Corner of Halcyon City
Work through these questions with your players to give your version of the city its core identity:
- Generational Question: What was the greatest triumph and the greatest failure of the generation before yours?
- Cultural Question: How does society view teen heroes - as inspirations, problems, or something else?
- Authority Question: What organization or individual has the most influence over young heroes?
- Conflict Question: What ongoing problem have heroes been unable to solve?
- Personal Question: What does each player character's family think about their heroic activities?
Setting Statement Template: "In [Halcyon City or your own city], teen heroes must navigate [main cultural challenge] while dealing with [authority structure] and the legacy of [past generation's major event]. The biggest ongoing problem is [systemic issue], and most families [general attitude toward hero teens]."
Location Network Mapping
Create a network of six to eight important locations for your city:
- Team Hub: Where do the heroes gather and plan?
- Civilian Space: Where do they live normal lives?
- Authority Center: Where do they report or get orders?
- Conflict Zone: Where do problems regularly occur?
- Neutral Ground: Where different factions can meet safely?
- Secret Space: Where do they go when they need to hide or plan?
For each location, define: Who controls it? What emotions does it evoke? What story opportunities does it provide?
NPC Web Creation
Build a web of ten to twelve NPCs connected to your heroes:
- Start with each player character
- Give each PC two or three important NPCs (family, friends, mentors, rivals)
- Connect some NPCs to multiple PCs
- Add two or three city-level NPCs who affect everyone
- Define relationships and conflicts, and note who holds Influence over whom (remember that adults start with Influence over the heroes when first introduced)
Remember: Each NPC should have their own goals and opinions about the heroes.
Example Homebrew City: New Harbor City
If your group would rather invent its own city than use Halcyon City, here's a short example showing how all these elements fit together. It keeps Masks' four past generations:
Historical Foundation
Gold generation: The Sentinels, a team of five heroes who fought a gang of costumed crooks with names like the Abacus and the Rubber Baron.
Silver generation: The Sentinels' successors saved the city from an alien invasion, but disbanded after their leader was corrupted by alien technology.
Bronze generation: The New Guard, former sidekicks who took over and grew increasingly militaristic and government-controlled.
Modern generation: Media-savvy solo heroes with sponsors and follower counts, many of whom now run the programs the teens are part of.
The new generation: The player characters, trying to recapture the old idealism while avoiding their elders' mistakes.
Cultural Context
Media: Hero activities are live-streamed and heavily analyzed on social media. Teen heroes have fan bases but also harsh critics.
Education: The city has both the prestigious Harbor Academy for gifted individuals and a controversial "Integration Initiative" in public schools.
Government: The Department of Metahuman Affairs oversees all hero activities through a "Junior Hero Permit" system that grants limited authority but requires regular check-ins.
Key Locations
The Lighthouse: An abandoned Coast Guard station that serves as the teens' unofficial headquarters, representing their independence but also their isolation.
Harbor Academy: Elite school for powered individuals, creating class tensions between "academy kids" and "street heroes."
The Docks: Working-class area hit hard by economic changes, where heroes must deal with systemic problems they can't punch.
City Hall: Where the teens must report to their government liaison, representing the tension between autonomy and accountability.
Important NPCs
Director Sarah Santiago: Government liaison who genuinely cares about the teens but represents institutional control.
Salvatore "Granitewall" Torres: Last surviving Gold-generation hero, now a recluse who occasionally offers cryptic advice.
Dr. Miriam Kessler: Academy counselor and former New Guard member struggling with guilt over past mistakes.
Jamie Park: Teen blogger who covers hero activities, representing both support and scrutiny from their generation.
Evolving Your Setting Through Play
Your setting should grow and change based on player actions and story developments. The GM's third agenda, "Play to find out what changes," applies to the city as much as to the heroes. Here's how to keep your world dynamic:
Techniques for Setting Evolution
Arcs: Campaign-Sized Change
Masks doesn't use the "fronts" of other Powered by the Apocalypse games. Instead, the GM builds the larger story from villains, their Hooks, and Arcs. An Arc describes a big change unfolding in Halcyon City, and the GM materials offer five kinds: Corruption, Invasion, Restriction, Destruction and Restoration. Each has its own variants and GM moves to push it forward while the heroes are busy with their own lives. Pick one that fits the threats your first sessions created, and let the heroes' choices decide how it ends. (See Villains & Conflicts for villains and their moves.)
Example: A Restriction Arc in New Harbor City: after a public disaster, the Department of Metahuman Affairs starts tightening the Junior Hero Permit rules a little more each time the teens make the news.
Consequence Integration
Every major hero action should have lasting effects on the setting. Property damage changes neighborhoods, public failures shift media coverage, and personal growth affects relationships. GM moves such as "Show the costs of collateral damage" and "Announce between-panel threats" are built for this.
Example: After the heroes stop a villain's robot attack but cause significant collateral damage, the affected neighborhood becomes more suspicious of young heroes, leading to new social challenges.
NPC Agency
NPCs should pursue their own goals independent of the heroes. This creates a living world where things happen even when the heroes aren't directly involved.
Example: The government liaison starts a new training program after the heroes' recent struggles, creating opportunities and complications for future stories.
Seasonal Changes
Let your setting evolve with the school year and calendar events. This creates natural story rhythms and relationship development opportunities.
Example: The start of the school year brings new students, including potential heroes and rivals, while summer vacation allows for more intensive hero training and adventures.
Player Contribution
Regularly ask players what they want to see more of in the setting. Their interests should influence which locations become important and which NPCs get development.
Example: If players show interest in the civilian consequences of hero actions, develop more neighborhood NPCs and community response storylines.
Supplement note (not core rules)
Magpie's supplements add more ways to frame the city. The Halcyon City Herald Collection presents the city through in-universe newspaper articles. Secrets of A.E.G.I.S. includes the playsets Agents of A.E.G.I.S. and The Suits, plus its own "Threats" structure. Unbound includes the playsets Iron Red Soldiers, Spiderweb, Phoenix Academy and Apocalypse Sonata. None of these are needed to play in Halcyon City with the core book.
Common World Building Challenges
Setting Feels Generic
Problem: Your superhero city could be anywhere, with no distinct personality or unique elements
Solutions: Focus on one unique aspect (unusual government, specific cultural element, distinctive history) and build everything around that theme. Ask what makes this place different from every other superhero setting.
Too Much Detail, Not Enough Drama
Problem: Extensive world building that doesn't connect to character stories or create interesting conflicts
Solutions: Every setting element should either support character development or create story opportunities. If it doesn't do one of those things, it's probably unnecessary detail.
Players Don't Engage with Setting
Problem: Players treat locations as interchangeable backdrops and ignore NPCs
Solutions: Make setting elements personally relevant to characters. NPCs should have opinions about individual heroes, and locations should connect to character backstories or current struggles.
Setting Overwhelms Character Focus
Problem: Complex world building distracts from the core theme of teenage growth and relationships
Solutions: Remember that setting serves story, not the other way around. Every element should ultimately support the themes of identity, growth, and relationships that make Masks special.
Related Topics to Explore
Urban Planning and Design
How real cities develop personality and how different neighborhoods create different social dynamics
Media Studies
How media representation affects public perception and personal identity in the modern world
Generational Sociology
How different generations develop distinct values and how they interact across age groups
Institutional Analysis
How organizations and bureaucracies actually function and affect individual lives
Whether you play in Halcyon City or a city of your own, the best worlds grow and change alongside the young heroes who live in them.