
Masks is a superhero roleplaying game in which a team of
young heroes fights villains, saves lives, and tries to figure out who
they are. And kick some butt along the way.
Masks: The First Generation is Incorporating several of the
elements of the scenarios presented in Masks: Unbound. This game will
incorporate elements of the Spiderweb (Eliminating all previous
generations of Supers) as well as eventually incorporating elements of
Iron Red Soldiers, Phoenix Academy and the Apocalypse Sonata.
Playbooks:
Unfortunately, certain playbooks won't work in this scenario
and are eliminated: The Legacy, The Soldier, The Reformed, The Scion,
and The Protege are all banned.
The following playbooks will have to have slight
modifications made to them and require an individual session with the GM
before session 0: The Bull, The Beacon, The Outsider, The Nomad and
The Newborn.
A particular heads up about the Outsider and Nomad - if you
aren't Ok with the GM dictating 90% of your character's backstory, you
won't be able to play either of these.
Additionally I want no more than one character that is not a
normal human being from the modern world (prior to getting their powers
at least). Therefore, once someone selects any of the following
playbooks, ALL the other playbooks on the list are moved to the banned
list.
Outsider
Harbinger
Innocent
Nomad
Newborn
House Rules: Powers are going to be given a set of moves
similar to those attached to your playbook. Once people select their
powers, the GM will add the starting moves to your character sheet, and
send you a list of other moves that can be selected as advancements.
Due to the radical increase in potential, the number of
advancements needed to "transition" (Take adult moves, change playbooks,
etc.) is increased from 5 to 15.
Additionally all advancements that take moves or abilities
from other playbooks are subject to GM approval. If the move doesn't fit
in with your character's powers then it won't be allowed