Masks RPG Playbook - Doomed


Something about your powers dooms you. It's just a matter of time before your doom comes for you. Until then, though... you've got a nemesis who needs fighting and a world that needs saving. After all, it's better to burnout than fade away...

Look

Abilities

Your powers are tied into your doom; think about the nature of your doom when you choose them. Choose up to three.

Nemesis

You have a nemesis, an epic and powerful enemy representing and embodying your doom. It’s going to take everything you have to take them down in the time you have left.

At the end of every session, answer the question: Did you make progress on defeating your nemesis? If the answer is yes, mark potential. If the answer is no, mark your doom track.

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 paid a high cost for victory

Relationships

You told all about your doom and the danger you're in.
You'd love to kiss before your doom comes.

Influence

These people matter for what you need to do. Give Influence to two of your teammates.

Doomed

You’re doomed. Your powers may be killing you, or maybe you’re hunted ruthlessly, or maybe you embody an apocalypse. But one way or another, your future is grim.What brings your doom closer? Choose two.

Whenever you bring your doom closer, mark one box on your doom track

Doom Track:

When your doom track fills, clear it and take one of your doomsigns.

Doomsigns

These are abilities that come to you with your approaching doom. Once you have taken all five doomsigns above the line, you must take “Your doom arrives” the next time your doom track fills. Choose one doomsign you already hold at character creation.

Mark your doom track to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.
Mark your doom track to use an ability from any playbook, one time.
Mark your doom track to appear in a scene with anyone you want.
Mark your doom track to ignore one of the GM’s stated requirements when you call upon the resources of your sanctuary.
Mark your doom track to use an Adult Move one time.
confront it and perish.

Sanctuary

You have a place where you can rest, recover, and reflect upon your powers. Choose three features of your sanctuary:

Choose and underline two downsides of your sanctuary:

When you call upon the resources of your sanctuary to solve a problem, say what you want to do. The GM will give you one to four conditions you must fulfill to complete your solution:

Moment of Truth

The prickly tingling fear of your doom, always in your head—it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what’s the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a doomsign after you’re finished.

Team Moves

When you share a triumphant celebration with someone, give them Influence over you and spend a Team from the pool to clear one box on your doom track.

When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there’s hope for you. If they say yes, mark potential or clear one box of your doom track. If they say no, mark a condition or mark your doom track.

Potential

Advancement

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

Take another move from another playbook
Take another 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
Clear a doomsign; you lose access to that move for now
Get burn and three flares (from the Nova’s playbook)

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
Confront your doom on your terms; if you survive, 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
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