Masks Session Zero
Masks Session Zero
Young heroes, newest generation in a city that's had supers since the 20s
Halcyon City is a gleaming metropolis (you'll all get to declare features) and a Nexus for superheroic,
supernatural, and interdimensional events
Tone
Setting is very "rea world" but heroes are very much a part of the popular culture
Steer cleer of "edgy" or "lone wolf" characters - they do exist in this world as NPCs, and the public reacts
appropriately
Housekeeping
Take turns, share the spotlight, enable each other's cool stuff ( <-- MOST IMPORTANT "Rule")
IC drama / OOC drama firewall (None of us are jerks, but keep them separate always)
2d6 + Modifier (no higher than +4 or less than -3), always want to roll high EXCEPT "Take a powerful
blow" move
· 10+ is a "strong hit", usually letting you do what you wanted to and something more
· 7-9 is a "hit", and you will choose what that means in terms of success
Hold: You have X points to spend on some effect described by the move
Forward: You get a bonus to related rolls for a duration described by the move
Fiction FIRST, playbook SECOND ("The answers aren't on your character sheet")
If there is no consequence for failure or no risk, and your character could do it, it happens
Describe what you want to do in terms of what's happening on the "comic page", and the GM will tell
you what to roll
Everyone has the Basic Moves and some Moves unique to their playbook
Eventually, you will learn more Playbook moves and can learn moves from the Adult (advanced) Moves
or other playbooks
Not part of the Masks rules, but I'm cribbing this from another super hero game:
· Free-form "initiative", action happens in the order you choose, with responses from adversaries
coming according to the fiction
· Want to talk about it? Sure, but talk while doing the thing.
· When you take a turn, your character can do as much as a character can do in a panel of a comic
· Everyone gets a turn to have their panel, and with the GM characters' reactions, that makes a
page
· Not all panels are the same size, but don't try to have a big panel every page
This will be 100% optional, but there will be in-game benefits to the group if more than half of the
players do their "homework" in a given week
I did this at the start of the Vampire: the Masquerade game I run to help the players think beyond their
character sheets and ground their characters in the game world, and it got a very positive response
Each week will be a task that can be finished in 15 minutes to an hour, and we'll take a few minutes at
the start of the next session to discuss them or post them on the Discord channel
I won't say what they'll be but in the Vampire game, they included "what is your haven like", "what is
your character's 'everyday carry' (what's in your pockets/purse/car trunk)", "how do you get around the
city", "choose five songs that represent your character or that your character would listen to (we made a
soundtrack)", and "why were you chosen by your sire to become a vampire"