Masks RPG Playbook - Beacon


You don't have to do this. You could probably have a safe, decent, simple life. It'd be nice but... come on. Superpowers! Aliens! Wizards! Time travel! You're out of your depth but who cares? This is awesome. Everybody should try it.

Look

Abilities

If you have superpowers, they’re pretty minor or not noticeable. If you have skills, you carry the necessary equipment. Choose two.

Labels

(at character creation, add +1 wherever you choose)

Danger

Freak

Savior

Superior

Mundane

Conditions

(-2 to directly engage a threat)
(-2 to comfort or support or pierce the mask)
(-2 to provoke someone or assess the situation)
(-2 to unleash your powers)
(-2 to defend someone or reject others’ influence)

Backstory

Once you’ve finished your backstory, introduce your character to the other players, and then determine what happened when your team first came together, the relationships between you and your teammates, and who has Influence over you.

When our team first came together...

We found signs that this incident was just the start of something bigger.

Relationships

is awesome, and you take every chance you get to hang out with them.
You've got to prove yourself to before you feel like a real hero.

Influence

You are so excited to be here. Give Influence over you to three of your teammates.

Beacon Moves

(Choose two)

When you scope out a person or place, roll + Mundane. On a 10+, ask two. On a 7-9, ask one.
  • what’s my best way in/out?
  • what happened here recently?
  • what here is worth grabbing?
  • who or what here is not what they seem?
  • whose place is this?
On a miss, you find yourself in over your head. The GM will tell you why this is a bad spot.
You’re always picking up new gear to keep yourself in the game. Whenever you pick up a new piece of gear, you can write it in as a new ability if this line is empty.

The first time you use each piece of gear to directly engage a threat, unleash your powers, or defend someone, you can roll + Mundane instead of the normal Label.
When you help a teammate, you can spend 2 out of the Team pool to add +2 to their roll.
When you bring up your superhero name to someone important (your call) for the first time, roll + Savior. On a hit, they’ve heard of you; say which of your exploits they’ve heard about and which Label they think applies. On a 7-9, the GM will tell you something else they’ve heard, and pick a second Label they assign to you. On a miss, they don’t take you seriously or mistrust you moving forward.
You have a pet of some kind, a smaller companion that helps you out. Detail it. Choose three basic moves and tell the GM how it helps you with those moves. Whenever your pet could help you, take +1 to that move. If your pet ever gets hurt, treat it as taking a powerful blow.
When you stand strong while dramatically under fire, roll +Savior instead of +Danger to directly engage a threat.

Drives

Choose four drives to mark at the start of play. When you fulfill a marked drive, strike it out, and choose one: mark potential, clear a condition, take Influence over someone involved.

When your four marked drives are all struck out, choose and mark four new drives. When all drives are struck out, change playbooks, retire from the life, or become a paragon of the city.

lead the team successfully in battle
kiss someone dangerous
punch someone you probably shouldn't
help a teammate when they most need you
take down a threat all on your own
outperform an adult hero
pull off a ridiculous stunt
save a teammate’s life
get drunk or high with a teammate
drive a fantastical vehicle
get a new costume
get a new hero name
earn the respect of a hero you admire
make out with a teammate
punch out a teammate
break up with someone
stop a fight with calm words
tell someone your true feelings for them
travel to an incredible place (or time)
reject someone who tells you "you shouldn’t be here"

Moment of Truth

This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that’s you. Their jaws are gonna drop when you’re done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...

Team Moves

When you share a triumphant celebration with someone, tell them how they’re awesome and add a Team to the pool. If they tell you how you’re awesome in return, add another Team to the pool.

When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.

Potential

Advancement

When you fill your potential track, you advance. Choose from the list below.

Take another move from your playbook
Take another move from your playbook
Take a move from another playbook
Take a move from another playbook
Take a move from another playbook
Someone permanently loses Influence over you; add +1 to a Label
Rearrange your Labels as you choose, and add +1 to a Label
Unlock your Moment of Truth

When you’ve taken five advances from the top list, you can take advances from the list below.

Unlock your Moment of Truth after it’s been used once
Change playbooks
Take an adult move
Take an adult move
Lock a Label, and add +1 to a Label of your choice
Retire from the life or become a paragon of the city

Other Moves

Masks RPG Character Sheet - Save and Bookmark to store your character.
by Joe Fulgham / Adventure For Hire
Twitter: @joefulgham | Facebook: /joefulgham | Twitch: joefulgham | PayPal: joefulgham | Buy me a coffee
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