Masks RPG Playbook - Legacy

You're the latest in a storied heroic lineage, a family that shares a name and a cause. Now, everybody is watching and waiting to see if you've got what it takes to uphold that tradition. No pressure, right?



You have powers that match your general line. Choose one suite of powers, but pick two powers that you don’t have from your suite (Note: click strikethrough to toggle individual powers):

, , , , , , , , , , , , , , , , , , , ,


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







(-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)


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...

All things considered, we did well and impressed an established hero.


You once got caught doing something that shames your legacy with .
You trust and told them an important secret of your legacy


You're a part of this team, for better or worse, and you care what they think. Give Influence to all your teammates.

Legacy Moves

(Choose two)

When you pull your punches while directly engaging a threat, you can roll +Savior instead of +Danger. If you do, you cannot choose to impress, surprise, or frighten your foe.
Once per scene, when you defend a teammate you can shift Savior up and another Label down in addition to any other benefits from the move, even on a miss. If you do, add 1 Team to the pool.
When you seek the guidance of one of your elders or a member of your legacy, tell them a problem you face, and ask them a question about the problem. They will answer it honestly, and tell you what to do. Take +1 ongoing if you listen. If you go your own way, mark potential.
When you take Influence over someone from your legacy (or give them Influence over you), mark potential and take +1 forward. When someone from your legacy causes your Labels to shift, mark potential and take +1 forward.
When you take a powerful blow from someone with far greater power than you, use this move instead of the basic move. Roll + Savior. On a hit, you stand strong and choose one. On a 7-9, mark a condition.
  • you get an opportunity or opening against your attacker
  • you rally from the hit, and it inspires the team; add 1 Team to the pool
  • you keep your attacker’s attention
On a miss, you go down hard but leave your opponent off balance and vulnerable.
When you give an NPC an order based on authority they recognize, roll +Savior. On a hit, they choose one:
  • do what you say
  • get out of your way
  • attack you at a disadvantage
  • freeze
On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.


Your legacy is an important part of Halcyon City.

Name the different members of your legacy (at least two):

is still active and prominent in the city.
is retired and quite judgemental.
is the next possible member of your legacy.
is the next possible member of your legacy.
is the greatest opponent your legacy ever faced... and is still at large

Whenever time passes, roll + Savior to see how the members of your legacy feel or react to your most recent exploits. Before rolling, ask the other players to answer these questions about your performance. Take -1 to the roll for each “no” answer:

On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet’s nest—expect several members of your legacy to meddle with your life.

Moment of Truth

This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn’t do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...

Team Moves

When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don’t, shift Superior up and any other Label down.

When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.



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 Sanctuary from the Doomed playbook
Rearrange your Labels as you choose, and add +1 to a Label
Someone permanently loses Influence over you; add +1 to a Label
Unlock the remaining two powers of your suite
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

Notes / Other Moves

Masks RPG Character Sheet - Save and Bookmark to store your character.
by Joe Fulgham / Adventure For Hire
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