Masks: A New Generation, also known simply as Masks, is a Powered by the Apocalypse game by Magpie Games, funded through Kickstarter. The game takes place in a bustling metropolis known as Halcyon City, which has been an epicenter of superpowered activity for three generations so far. There was the Golden Age, the Silver Age, the Bronze Age...
Masks casts its players as a team of teenage or young adult superheroes, in the vein of Teen Titans or Young Justice. The game's Splats (called "Playbooks") suggest your hero's origin and the main issue they struggle with in their superhero career—for instance, you might be an alien from outer space learning to fit into human society, or somebody coming to grips with the way their newly acquired superpowers have changed their body, or the protégé of an established superhero trying to live up to your mentor's expectations. However, the game's central mechanic—and its biggest departure from the design of other Apocalypse games—is the way it handles stats. Rather than having the set, largely static stats found in other games, Masks uses a system of five "Labels" (Danger, Freak, Savior, Superior, and Mundane) that give you bonuses on dice rolls but also reflect how your character views themself—and since all characters are young adults trying to find their way in the world, these Labels change constantly. A character can shift their own Labels by coming to a new understanding of themselves, but it's also possible to have your Labels shifted for you if another character has Influence over you.
Available for purchase and download off of Magpie Games' site here.
This game provides examples of:
- Action Film, Quiet Drama Scene: The game includes rules for teammates sharing triumphant moments, opening up about their insecurities, and comforting and supporting each other, meaning that by design play tends to alternate between furious action setpieces and more laid-back character interaction.
- Adults Are Useless: The GM chapter encourages you to make adult NPCs just as flawed as the player characters, and to avoid Parent ex Machina.
- Badass Normal: A suggested "superpower" for several playbooks is simple martial arts expertise.
- The Chessmaster: Characters with a high Superior label tend to be good at analyzing situations and manipulating people to do what they want.
- Coming-of-Age Story: So much so that advanced abilities are referred to as "Adult Moves".
- Cybernetics Eat Your Soul: ...or do they? This is a possible question for the Transformed to struggle with.
- Destructive Savior: A number of playbooks contain moves that cause significant collateral damage if the user isn't careful (and sometimes even then).
- Future Me Scares Me: The bonus playbook "The Innocent" is a character who time-traveled to the present day from the past, only to find that their future self is in some way... off from who they want to be.
- The Heart: Characters with a high Mundane label may not be the best fighters or have the flashiest powers, but they're hard to fool and excellent at helping their teammates through hard times.
- Hot-Blooded: The Bull playbook embodies the archetype of the hotheaded, reckless superhero who charges into a fight without thinking. To a lesser extent, any character with a high Danger label may act like this.
- How Do I Shot Web?: As a young superhero, player characters are generally just coming into their powers, and unless they roll really well (10+) tend to not quite get what they're going for. As a character advances, they can learn to wield their powers more reliably.
- Legacy Character: The central idea of the Legacy playbook is that you're a third-generation Legacy Character who constantly has to deal with what your predecessors think of your actions.
- Let's Get Dangerous!: Every playbook has a "Moment of Truth" that they can unlock through advancements. Using it basically allows the player to "seize the narrative" and accomplish whatever they're doing with style and confidence... but there are always consequences.
- Secret Identity: Most heroes have one, of course, but the Janus playbook in particular centers on the struggle between one's superhero identity and civilian identity.
- Slave to PR: The bonus playbook "The Star" is a celebrity superhero who can leverage their fame to their advantage but also needs to put effort into pleasing their audience.
- Super Team: Also known as the player characters.
- Superhero Prevalence Stages: Way into the late stage; superheroes have been around for decades and there are dozens active in Halcyon City alone. The government has even formed an official organization, AEGIS, to deal with superpowered matters.
- Superpower Lottery: The Beacon is explicitly one of the losers, at best the equivalent of somebody who wins $5 in the regular lottery. This is to underscore their assigned role as the Plucky Comic Relief.
- Team Spirit: Represented in-game by the Team Pool, a reserve of points players can spend to help each other accomplish whatever feats they're attempting. However...
- Teeth-Clenched Teamwork: ...several factors can reduce the size of the team pool, such as if there's no clear team leader or the team leader is mistrusted, or members of the team have conflicting goals in a given scenario.
- The Unmasking: The core of the Janus's Moment of Truth.Mask off. Costume on. And you're going to save the damn day.
- We Can Rebuild Him: A possible origin for the Transformed.
- What the Hell, Hero?: This trope is, by name, an ability the Reformed has. It works the same way, too; the Reformed calls out a hero for doing something dangerous or unjust. Whether or not the hero listens is up to a dice roll.
- Wide-Eyed Idealist: The Beacon playbook lives and breathes this trope.
- Your Days Are Numbered: The focus of the Doomed playbook.