recursal/Fanatic-Fandom huggingface dataset:
Make Supers Seem Cool

Superhuman pieces of the world should be just that—superhuman. Beyond the mundane, beyond normal. Strange, exciting, bizarre, magical. The superhuman side of Halcyon City is meant to be extraordinary.

Who cares about what feels realistic in terms of superpowers or plots? Go nuts! A lady who can send her mind into pieces of the city and possess them, bringing them to life— absolutely! A guy made of pure imagination, capable of reshaping his body to his whim, but barely existing and ethereal—sure! An alien robot, powered by a miniature sun, and looking for love—yes!

Make your superhumans truly super. There’s nothing more boring than “just another guy who’s invulnerable and super strong” in a superhero story.
Show Consequences and Ask

Sometimes, the path to victory is clear—but it won’t come without taking a few hits along the way. You can always tell a PC exactly what will happen if they follow a particular course of action, giving them a difficult choice to make or a messy option they hadn’t considered. It raises the tension around their choice and decisions, while still keeping things moving forward.

> *Toro, Arcknife is getting away, dashing down the street. You could throw something at him, but he moves so quickly, you’ve got no chance of hitting him. Your only shot is to smash the ground—send a tremor running through the street—and knock him oﬀ his feet. Of course, that’s going to break everything around you. What do you do?*
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> *Sureshot, from your perch atop the nearby building, you’ve got a shot at the Vorpal Integrator—you can probably take it out. But it’s nearing full power, and you can clearly see Dusk getting crushed by Tectonic Prime. You can send your arrow to either situation—but you only have time for one or the other. What do you do?*
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Think Between Panels

In comics terminology, a “gutter” is that space between any two panels. Thinking in the gutters between panels means thinking about what happens between the things you talk about during the game’s conversation. Halcyon City lives and breathes; the villains make plans, the heroes keep thwarting the villains, and life continues.

The key to making your Halcyon City feel alive is to make sure things keep happening, whether or not you see them firsthand in your game. Don’t just make moves and say what happens based only on what’s narrated directly in the course of play. Make moves and say what happens based on what would’ve happened between the panels.

If it makes sense that the Protégé’s mentor would’ve made their own attempt to take down the Magus, then make your moves and say what happens. If it makes sense that the Dread Queen would’ve worked on a way to neutralize the Legacy’s dangerous powers, then make moves and say what happens then too.
Adding to Labels

* Add +1 to any two Labels
* Add +2 to the Label your mentor embodies or denies
* Change your Mask Label; add +1 to your new Mask Label

These advances increase your overall Label totals. Adding +1 to any two Labels means that you increase any two Labels by one step, without shifting anything down.

Adding +2 to the Label your mentor embodies or denies is a Protégé advance, and it requires you to add the +2 specifically to either the Label that your mentor embodies or denies, and no others.

Changing your Mask Label and adding +1 to the new Mask Label is a Janus advance, and represents you changing your mind about who you are, how you see yourself and your mask.

Remember that each individual Label can never be higher than +3.
Empathize

When you **openly empathize with someone**, roll + Mundane. On a hit, they must reveal a vulnerability or mark a condition. On a 10+, take Influence over them as well.

## Description

Openly empathizing with someone is about creating a deeper connection with another person, something more than just comforting them. You can comfort someone by saying what they want to hear, without ever truly understanding them or reaching them. Empathizing with them requires you to address their real feelings and situation, meaningfully and directly—not to make them feel better, but to connect with them, to reach them. To trigger this move you must empathize openly, speaking about it out loud to let them know. It’s not enough to empathize internally, to think about how you understand where the other person is coming from—you have to speak to them about it.

## Options

When you get a hit on empathizing with someone, they choose whether they reveal a vulnerability or mark a condition. If they choose to mark a condition, they’re keeping themselves closed down, refusing to connect, and doing so hurts them emotionally. They choose which condition they mark.

If they choose to reveal a vulnerability and they’re a PC, it almost certainly triggers the appropriate team move on their playbook.
Lock a Label

Pick one Label and lock it—it can’t move up nor down. If that Label would shift, ignore that eﬀect in its entirety. You also get to add +1 to any Label you choose, remembering that this isn’t a shift, but an addition. You can do these eﬀects in any order, meaning you can add +1 before you lock the Label—raising it to +3, for example, then locking it.
The 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.

## Playing a Beacon

Hopeful, excited, understanding, human. The Beacon is the most directly mortal and least strange of all the playbooks. They haven’t been shaped by anything else—they could choose to leave this life behind, if they wanted. Which is exactly the point. They’re here because they want to be here. They want to do this. And that gives them a purity compared to the other characters.

You can expect NPCs to tell you that you don’t really belong here. After all, you don’t have those extras that most people associate with superheroes. A central conﬂict for the Beacon is proving yourself and making the case for why you actually belong.

Ultimately, your character is all about their drives. Those give you objectives, things to aim towards and try to do, so make sure you pick drives that really interest you. Trying to accomplish your drives might lead you into trouble just as much as it might lead you to triumph, but they’ll always push you toward that key conﬂict—do you actually deserve to be here? And that’s exactly what you want.

## Inspiration

* Kate Bishop, YOUNG AVENGERS and HAWKEYE
* Artemis and Arrowette, YOUNG JUSTICE cartoon and comic (respectively)
* Doug Ramsey, THE NEW MUTANTS
* Kamala Khan, MS. MARVEL
* Gertrude Yorkes, RUNAWAYS
* Felicity Smoak, ARROW (TV show)
* Stephanie Brown (Spoiler), DETECTIVE COMICS
Take a Powerful Blow

When you **take a powerful blow**, roll + Conditions marked.

On a 10+, choose 1:

* You must remove yourself from the situation. Flee, pass out, etc.
* You lose control of yourself or your powers in a terrible way.
* Choose two options from the 7-9 list.

On a 7-9, choose 1:

* You lash out verbally: provoke a teammate to foolhardy action or take advantage of your Influence to inflict a condition.
* You give ground; your opposition gets an opportunity.
* You struggle past the pain; mark two conditions.

On a miss, you stand strong. Mark potential as normal, and say how you weather the blow.

## Description

Taking a powerful blow is a move for when you get hit—hard. You’ll never trigger this one intentionally. The GM always tells you when you need to roll it.

Most likely, you’ll get smacked during a fight—often as a result of directly engaging—and the GM will tell you to take a powerful blow to see what happens.

You can take a powerful blow on an emotional level, too—getting punched with a deep and terrible truth, maybe, or hearing someone you care about utterly rip your heart to shreds.

Rolling + conditions marked means that you count up however many conditions you have marked, and add that number to your roll. Remember, you can’t roll with higher than +4. If you have zero conditions marked, then you roll +0.

## Options

**You must remove yourself from the situation** means you’re out. You’re knocked from the scene somehow. You get ultimate say in how exactly you’re removed, but you should follow the fiction. If you just got punched in the face, you probably got knocked out. You’ll come back next scene, but all your conditions will still be marked.

**You lose control of yourself or your powers in a terrible way** means the GM gets to tell you how your powers go haywire, cause collateral damage, make the world around you unstable, and all kinds of other bad stuﬀ. Losing control of yourself means that you might say or do something awful. The GM chooses which you do, and what exactly that looks like.

**Lashing out verbally** means you’re thrown oﬀ your game, and you release the tension by snapping at someone you care about, usually another teammate. You have to immediately provoke them to take a foolhardy action, or you have to take advantage of your Inﬂuence over them to inﬂict a condition—any condition.

**Giving ground** means you retreat, or hold back, or otherwise leave an opening for your opposition. The GM decides what it is, but usually it means your opposition can make some move they otherwise would’ve been blocked from, without you being able to stop them.

**Struggling past the pain** means you mark two conditions of your choice. You hurt, but you keep going.

**When you stand strong**, you mark potential (just like on any miss), and you get to say exactly how you manage to weather or avoid the blow.
The 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 burn out than fade away…

## Playing a Doomed

Tragic, melodramatic, powerful, driven. The Doomed is a character best served by long-term play, even though their story is about time pressure and not knowing how long they have left. They’re the only character who starts with a clear-cut enemy—their nemesis—and a dangerous timer on their character’s lifespan. They’re also the only character that explicitly faces death by the end of their story. As a result, adding a Doomed to your campaign inherently adds a level of drama, gloom, and danger to your game—death, while not a constant element, is now on the table.

If you’re playing the Doomed, you may feel a desire to avoid using your doomsigns or to stay away from the triggers that advance your doom track. Don’t! Embrace those pieces of your character. Filling your doom track gives you doomsigns; doomsigns give you more power; and that power demands a purpose.

By default, you can rely on your nemesis to provide you with a purpose, something to strive against, but you can aim for other things, too. Be ready to pay a lot of costs along the way to accomplishing your goals, whether through your sanctuary or other means.

## Inspiration

* Veil, AVENGERS ACADEMY
* Raven, TEEN TITANS
* Rachel Summers, X-MEN
* Monster Girl, INVINCIBLE
* Velocidad, GENERATION HOPE
Bring Them Together

The young heroes will do a bang-up job of separating themselves. They’ve all got their own stuﬀ to worry about, their own interests and ideas to pursue. It’s your job to bring ’em back together and connect the disparate elements of their lives so they wind up encountering each other again in surprising places and ways. You don’t have to make them love each other—but you do need to point them at each other.

> *Grasshopper, your sister runs right up to Huma and holds out her little pocket notebook. “Could you...could you sign it?” she says, her eyes glistening with hope and wonder and worship. “You’re my favorite hero!” What do you do?*
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> *Toro, you read the file that Ursa sent you, and realize it lays the blame for your creation at the feat of Crystal Corp., the same company that Mantis, Hornet’s mentor, once owned and ran. Did Mantis know about this? Did Hornet? What do you do?*
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Inflict a Condition

Young heroes lead stressful lives! Inﬂict a condition to clarify how intense the pressure’s getting, how they’re negatively aﬀected by all that’s coming at them. Inﬂicting a condition always leads to more fiction, which is exactly what you want. When you inﬂict a condition, you should only tell the PC which condition if you have a very clear idea for it - by default, let them choose.

> *Toro, you unleash a barrage of punches at Vanquish, but he’s not aﬀected by any of them. When you’re done, you’re panting, and your fists hurt, and he just laughs at you. Mark Afraid. What do you do?*
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> *Huma, your words of comfort fall ﬂat—Iconoclast looks at you with utter contempt. “You don’t know what you’re talking about. You’re just a kid,” she says. Mark a condition, your choice. What do you do?*
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Be a Fan of the PCs

The main characters of a game of MASKS are always the PCs. No NPC is ever as important as the PCs. And you, as an audience member of this story, are always more interested in the PCs’ stories than anybody else’s stories.

When you’re saying what happens next, think about it from the perspective of a fan. What would you want to see next? Would you really want to see the Protégé, an incredibly adept fighter, look like a clumsy fool? Would you really like to see the Transformed just be accepted instantly and loved, without any trials or tribulations? Being a fan means both that you want the PCs to be awesome, and that you want to see them pressed. They go together!

Putting pressure on the PCs means they have the chance to be awesome. But it means you won’t want to see them made chumps, or look incompetent, or anything similar. Ruining the core conceits of a character, or taking away what makes them cool—that’s the epitome of not being a fan.
Segmento Dex

El **Segmento Dex** es un segmento de la Galaxia conocida como Vía Láctea, situado en el Brazo de Sagitario en el Borde medio de la Galaxia. Es uno de los últimos segmentos antes de llegar al Borde exterior. Se encuentra localizado en paralello con el segmento Mazavi, estando este más exterior mientras el segmento dex es más interno, mirando hacia el nucleo galáctico. El segmento Mazavi separa al segmento Dex del brazo de Perseo. El segmento contiene una alta densidad de estrellas y está bastante poblado. Es el hogar de varias especies y naciones xenos importantes. El mundo de Dex es el más importante y poblado y el que le da su nombre.

El segmento está atravesado por varias hiperrutas:

* **Vía Shorem** - la Principal y mayor hiperruta, recorre todo el segmento.
* Senda Toryan - Ruta Menor que atraviesa el segmento
* Ruta de Hu'Kvur - Ruta Menor que nace en la parte más externa del segmento.
* Vía Mikerni- Ruta Menor, conecta el segmento con el Borde exterior
Moves

Moves represent actions taken in the game. Each Move has a **trigger** and an **effect**, often involving a dice roll.

All characters have access to the basic moves and any moves they have chosen from their playbook.

Besides the basic moves and the moves in playbooks, there are Team moves, Session moves and Influence moves:

* Team moves trigger when players celebrate or commiserate with each other.

* Session moves only trigger at the beginning or end of a session.

* Influence moves are triggered when characters attempt to use their Influence or have another's Influence used against them.
Calendario de la Federación

El Calendario de la Federación es el calendario de mayor uso entre las naciones de la vía láctea y de la humanidad en general. Se trata de un calendario adoptado por la Federación Galáctica de Planetas y Sistemas, teniendo el **año O** como el día de la fundación oficial de la Federación. Es decir, marcando la fecha en la que la anterior Federación de Sol evolucionó como una organización para englobar la totalidad de Sistemas y Mundos colonizados por la humanidad en ese momento más allá del Sistema Solar. Con el tiempo cientos de mundos y naciones Xeno se unieron también a la Federación, adoptando este calendario.

Toda fecha tras el año 0 se marca como **TFF**, es decir "***T**ras la **F**undación de la **F**ederacion*". Y toda fecha anterior al año 0 se marca como **AFF**, es decir "***A**nterior a la **F**undación de la **F**ederación*". El año 0 se marca como **FF**, que corresponde a "***F**undación de la **F**ederación*".

El año de la fundación de la Federación y por tanto el año 0 del calendario, correspondería al 8788 **EC** (Calendario de las Eras), al año 6 532 **ACP** (Calendario de Andrómeda), al 11 378 **AdA** o **AdD** (Calendario Lersiano) y al año 19 860 **A.I** (Calendario Imperial).
Your Team

You are a team of young superheroes. The specifics of your team are filled in by many of the choices you and your teammates make during character creation, but these basic things are always true:

**You all choose to be here**. You might have initially been pressured to join the team, you might openly say you hate the team while secretly loving it. But ultimately, you choose to be part of the team. One way or another, you want to be here.

**You aren't killers.** You may have made some mistakes and blown some stuff up, and maybe your actions have lead to deaths. But you are't a killer - you don't solve your problems by killing your enemies. You might grapple with the complexities of killing as a solution to dark problems, but your team hasn't gone down that path yet.

**You aren't illegal or openly hunted... yet.** Your team might technically be illegal, depending on the specifics of the city or country in which you operate. But even if you are, you aren't being hunted by the authorities. Adult heroes are more likely making overtures to your team, offering you sanctuary or legal support. The actions you take may lead to you being hunted or captured, but your team doesn't start that way.

**You aren't beloved.** Just as you aren't yet hunted, you aren't beloved by the city yet. You haven't established a big enough presence in the city - you might be well-liked by some, or have a fickle following like a celebrity, but you aren't loved.
Show Collateral Damage

It’s easy to just pass over and ignore the damage when buildings get destroyed, cars trashed, streets torn up. Halcyon City’s gotten pretty darn good at cleaning up that kind of destruction, after all. But that doesn’t mean someone doesn’t come calling, demanding that the PCs take responsibility for the damage they’ve caused. Especially when it’s important structures, or people, who’ve been hurt. Show them the costs and the penalties for letting that damage ensue.

> *Skysong, when you come back to your crystalline ship, you see A.E.G.I.S. agents surrounding it, looping weird straps over it. The lead agent explains that after your last ride through the city, where you clipped all those skyscrapers, they’re impounding your ship. What do you do?*
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> *Dusk, you brought down the Magus, but the crowd looks at you in shock and horror. They’re quiet, and you can hear some of the whispers—they remember when you destroyed Freedom Plaza, and they’re terrified of you. The looks in their eyes...you can’t help but feel like a Danger. What do you do? Do you accept their view of you?*
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Treat NPCs Like Hammers

NPCs all have ideas for who the PCs should be. They don’t just withhold approval until the PCs act the way they want—they take active steps to change and reshape the PCs. It doesn’t matter if the PCs want to go into those shapes. They’re going to hammer away at the PCs anyway. Villains are great for this. They often want the PCs to either think less of themselves or adopt ideologies that match the villain’s own. The PCs won’t necessarily seek approval from those villains...but that doesn’t mean the villains won’t try to impose their own views on the PCs, to hammer them into shape.

Mechanically, this looks like telling the PCs who they are or how the world works, and thereby shifting their Labels, among other things. But so long as the NPCs are trying to reshape the PCs, for good or for ill, they’re doing their job.
Comfort or Support Someone

When you **comfort or support someone**, roll + Mundane.

On a hit, they hear you: they mark potential, clear a condition, or shift labels if they open up to you.

On a 10+, you can also add a team to the pool or clear a condition yourself.

## Description

Comforting or supporting someone is the move for helping others get over their conditions and take control of their own destinies. It might appear to be a nonessential move at first glance—which is more important, comforting or supporting someone, or being able to punch superhuman monsters in the face? But comforting or supporting is just as crucial as any other move in the game.

Comforting or supporting needs to break a certain threshold for the move to be triggered. This isn’t for pats on the back or simple “Good job!” compliments. This is for genuine, open-hearted, even extended emotional support of another person. This is for heart-to-hearts, for meaningful gestures and actions.

That said, you shouldn’t feel that there are more limits on situations when you can trigger comforting or supporting. You absolutely can trigger it in the middle of a terrible fight, just as much as you can trigger it when you’re hanging out at your base. As long as you’re genuinely trying to comfort or support someone in a meaningful fashion, you can trigger the move.

You can also comfort or support PCs and NPCs. If you comfort or support an NPC, their reactions largely depend on whether they have conditions marked. If they do, they act to clear those conditions. If they don’t, then it’s up to the GM whether the NPC chooses to open up in that moment.

Other PCs always get to make their own decisions about opening up to you.

## Options

On a hit, the person you are comforting or supporting has to decide if they want to open up to you. The key is that it supports a meaningful emotional, dramatic exchange. If you don’t feel like you’ve received any kind of open-hearted response, then it’s not enough—the character you supported or comforted hasn’t opened up.

A 10+ allows you to choose an option as well, but uou only get to do this if they open up to you—if they don’t open up, then no one gets anything.

Sometimes, opening up in response to comfort or support triggers another move, a Team move—sharing a vulnerability or weakness. If that’s the case, it’s fine! Finish resolving the comfort or support, then resolve the vulnerability or weakness.
Team

Team is a resource that heroes use to help each other out. It represents their unity, connection and coordination, but its pretty intangible - heroes with a lot of Team don't look different, but they're much more prepared to work together!

## Spending Team

Anyone can spend a Team out of the Team Pool to give a teammate +1 on a move (after the roll). The person spending Team has to be able to actually help in the fiction, though - if they're on the other side of the battlefield, it's unlikely they will be able to help.

On any single roll, each player besides the one performing the move can spend a Team, as long as there is enough Team in the pool for everyone to spend and each player's aid makes sense in the fiction.

## Acting Selfishly

When you **act selfishly**, say how your actions ignore or insult your teammates. Remove one Team from the pool, and then shift the Labels of your choice, one up and on down. You may do this after seeing your roll.

## Entering Battle

When you **enter battle against a dangerous foe as a team**, add two Team to the pool. Then check the following:

* If the leader has Influence over every teammate, add 1 Team.
* If everyone has the same purpose in the fight, add 1 Team.
* If any team member mistrusts the leader or the team, remove 1 Team.
* If the team is ill-prepared or off-balance, remove 1 Team.

Then the leader may mark a condition to avoid removing 1 Team from the pool (only if Team will be removed).

To determine if everyone shares the same purpose, the leader declares what their purpose for the fight is. Then each teammate declares whether they agree or disagree. Mild variation is fine, but there is a big difference between "Beat the villain" and "Save the hostage".
Rearrange Your Labels

As soon as you pick this advance, you can reassign the points in your Labels however you choose, shifting any of them up and down as much as you want, so long as the overall total of all your Labels doesn’t change.

After you’re finished shifting however you want, add +1 to a single Label. This isn’t a shift. That Label goes up by 1, and no other Label has to come down.
Shrikefeather

Shrikefeather is a tall, dark, mottled gray tortoiseshell-and-white tom with vibrant blue eyes.

## Personality

Shrikefeather is a very quiet and untrusting cat who likes to stay by his mama, he doesn’t like talking much and is a cat a very few words normally speaking in sentences with one or two words. He can be a bit playfully though and chases his tail, bugs and his brothers tail occasionally. He mainly talks to his brother but sometimes talks to his sister as well.

## History

His mother died giving birth to him, and he never knew his father, so he and his sister Wasptail were both named and raised by their older brother, Tallwillow. He never knew who his father was, as Tallwillow told him and Wasptail that he doesn't know who he is.
Mundane

Mundane is seeing yourself as normal, human, empathetic, and understanding. Other people see you as mundane when they think of you as all too normal and uninteresting, but also comprehending and sympathetic. You see yourself as mundane when you think you’re regular, just a person, not special, and focused on normal human things like feelings and emotions
Capture Someone

Lock people down. Put them into dangerous situations, with no clear way out. Do it to the PCs, or to people the PCs care about. Sometimes you can even just straight up capture characters, having the villain take them to a secret lair or something similar. When you capture someone, you amp up the stakes, giving the heroes a chance to be heroes and save their friend.

> *Sureshot, the doorway’s blocked by fire, and you’re on the eighth ﬂoor—any jump will be pretty nasty for you. Meanwhile, Satin is still advancing toward you, seemingly impervious to the ﬂames. What do you do?*
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> *Fission, you wake up after your powers knocked you out, and you’re bound, held inside some kind of laboratory. Weird cords are plugged into your arms, pulling energy through your skin—you feel weak, certainly not strong enough to do anything about the restraints. Above you, Rosa Rook looks down through thick glass. What do you do?*
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Danger

Danger is seeing yourself as threatening, strong, bloody-knuckled, and risky. Other people see you as a danger when they think they should steer clear of you because you might bring them harm. You see yourself as a danger when you believe you can take down other dangerous threats, and when you think you yourself are a threat to other people.
Bring NPCs to Rash Decisions

NPCs don’t always know what’s best. They judge situations quickly and harshly and, especially when they have power of their own, they act just as quickly. Those decisions can set in motion all kinds of mayhem and future moves. Don’t hesitate to take advantage of an opportunity in which an NPC would jump to a wrong conclusion.

> *Toro, you’re moving down the hallway alongside Arcknife, your uneasy alliance settling into a kind of mutual silence, when Wayfinder, the youngest hero on the Exemplars, appears. He takes one look at the two of you together and shakes his head. “Yeah. I’ve read your file, Toro. Of course the two of you would team up. Just a matter of time before you became a villain.” Now he’s charging down the hallway towards you at super speed. What do you do?*
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> *Grasshopper, you take oﬀ your costume and rejoin the evacuated students now that Power Sink has been captured. You find your sister, but she looks at you with sadness and disgust. “You ran,” she says. “You ran and left me there. If it wasn’t for that green hero lady, I’d be dead, because you ran. I hate you!” What do you do?*
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The 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?

## Playing a Legacy

Capable, impressive, burdened, famous. The Legacy comes from a long line of superheroes, meaning they have a superheroic family, either biologically related or connected through their shared legacy. Their story is about the support of that family, and the pressure of carrying on the family name. They have many benefits and advantages that the other PCs might not have—the name of their legacy itself probably carries weight with the city— but at the same time, the expectations and responsibilities placed on them are even higher.

The Legacy has a constant source of support and connection in the other members of their legacy— returning to those characters on a regular basis is an important part of the Legacy’s cycle. If you don’t spend time with them, you can expect them to purposefully force their way into your life. The Legacy often inherently pushes into a position of authority on the team—they’re probably from one of the most established traditions of heroism in the city. Run with it! Putting still more responsibility on the Legacy only further highlights your issues—and gives you even more chances to triumph.

## Inspiration

* Kid Flash, YOUNG JUSTICE
* Robin (Tim Drake), YOUNG JUSTICE
* Lightspeed, AVENGERS ACADEMY
* Beast Boy, TEEN TITANS
* Green Lantern (any), JUSTICE LEAGUE
Assess the Situation

When you assess the situation, roll + Superior. On a 10+, ask 2. On a 7-9, ask 1. Take +1 ongoing while acting on the answers.

* What here can I use to ...?
* What here is the biggest threat?
* What here is in the greatest danger?
* Who here is most vulnerable to me?
* How could we best end this quickly?

## Description

Assess the situation is the move for when you want to get specific and useful information about your situation and surroundings. In the fiction, this is you taking a moment to survey what’s going on around you, looking for important details.

You can always ask the GM clarifying questions about your environment and what your character would know—assessing the situation is for highly specific and pointed information.

If the situation changes too much, you might lose the bonus for acting on your observations.

If you can take a single course of action that uses information from multiple answers, the bonuses stack, but remember you can never roll with more than +4 total, including your Label.

## Options

**“What here can I use to ...?”** lets you fll in the blank when you ask the question. This is a great question for fnding useful tools and pieces of your surroundings that will help you accomplish some purpose. The answer might be “nothing.”

**“What here is the biggest threat?”** helps you to prioritize dangers and threats in the area. You can clarify to the GM how you prioritize things yourself—so the GM knows whether you’d think that the biggest threat is an enemy or something that endangers civilians, for instance. It’s also useful even when you’re not in an immediately dangerous situation to find out who’s the most menacing in the room.

**“What here is in the greatest danger?”** is the inverse of the prior question. This tells you what needs protection the most, and potentially alerts you to the target or focus of a villain’s attention—if they’re after someone or something, chances are it’ll be in the greatest danger.

**“Who here is most vulnerable to me?”** is about your own abilities and whom they can best aﬀect. The obvious answers focus on who’s most vulnerable to your particular skills and abilities, but it can also take into account who’s most vulnerable to your words, if someone‘s susceptible to the things you could say.

**“How could we best end this quickly?”** outlines a course of action to stop a dangerous or bad situation as quickly as possible. This could be how best to take down an enemy quickly, but it might tell you that the best way to end things quickly is to ﬂee. It might also tell you that all you have to do is apologize to bring a bad situation to a close.
Activate Downsides of Heroing

Every ability has a downside; every relationship comes with responsibility. Bring those into play to increase the pressure on the PCs. If your powers require you to have equipment, then having that equipment break can mess with your ability to act. If your dad is the leader of the biggest superhero team in the city, people will judge you by his standards. Make the problems and difficulties of each PC’s abilities and relationships come up to counterbalance the benefits.

> *Hornet, when you and the team enter the Exemplars’ base, you’re met almost immediately by one of their security people. “You’re on file as working with Mantis,” she says. “She’s considered a possible threat in our systems. You’ll have to wait outside.” What do you do?*
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> *Sureshot, you manage to land a few good shots against Carlo the Assassin while you’re punching each other, but he goes straight for a kick at your bow, breaking it in half. You pull away from each other, but your bow dangles uselessly from your hand. He grins as he pulls out his own bow and nocks an arrow. What do you do?*
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The Delinquent

You’ve got these cool powers. But everyone keeps telling you how to use ’em. You know what they need? Someone to give them trouble, to make sure they don’t always get their way. And hey! You’re the perfect hero to do it.

## Playing a Delinquent

Rebellious, joking, attention-seeking, manipulative. The Delinquent is the class clown, or the punk with the stash of weed, or the rebel without a cause. They’re the spoiler, most often just because they can be more than out of any particular desire. They trick other people, they mess with people, they cause problems.

That said, the Delinquent isn’t an excuse to just be an annoying jerk. They cause trouble because it’s how they get attention, and it’s how they deal with problems—but that doesn’t mean they’re without deeper feelings or goals that make them more human. The Delinquent veers between being selfish and being a proud member of the team, and their moves point them in that direction. Your moves are about both ignoring your team and helping them out. The Delinquent bounces back and forth over that line, over and over, so play in that space and have fun with it.

Remember always that, ultimately, you’re part of this team for a reason— you wanted to be here—so simply ditching them all is never an option. (Not least because it means your character would probably retire!) The Delinquent works best by sticking close to teammates, one way or another, as much as possible. Whether you’re giving them grief, getting to know them better, or even revealing your true self, your story is ultimately about how you relate to your closest compatriots. You’re the companion, the helper, the provocateur, and you make other characters’ lives interesting with your presence. Own it!

## Inspiration

* Quentin Quire, WOLVERINE AND THE X-MEN
* Kid Loki, YOUNG AVENGERS
* Chase Stein, RUNAWAYS
* Arsenal, YOUNG JUSTICE
* Striker, AVENGERS ACADEMY
Freak

Freak is seeing yourself as strange, unusual, unique, and powerful. Other people see you as a freak when they think you’re odd, unlike them, something unnatural or outside of their understanding. You see yourself as a freak when you accept and own the things you can do that no one else can, and when you think you don’t belong with the people and the world around you.
República Galáctica de Anthropos

La República galáctica de Anthropos fue una nación antecesora del actual Imperio, y sucesora de la República de Elpida. Localizada en la Galaxia de Lersis, fue un estado que existió unos 6317 años, desde el año 22 331 EC hasta el 28 648 EC (2 165 **DDA** - 8 462 **DDA**).

La nación fue fundada considerando el auge de Pax y Mitra que comenzaron a equipararse en poder, riqueza y esplendor a Elpida, un mundo que hasta entonces había sido el epicentro de la nueva nación. Esta reforma incluyó también equitativamente a otros mundos y colonias menores prósperas y en auge con el objetivo de hacer de todos los mundos equiparables en poder político con la antigua nación centralista.

Sin embargo, Elpida continuó siendo el mundo más poderoso y rico, así como la capital de la nación aunque muchos elementos del gobierno, empresas publicas y otros, fueron llevados a Pax y Mitra, otorgándoles su sitio en el nuevo estado ya que estos dos mundos eran los más importantes y fuertes dentro de la incipiente nación humana.
Espacio de Galaxias Kýklos

El Espacio de Galaxias Kýklos es un conjunto de Galaxias cercanas entre si que se suelen agrupar bajo el mismo nombre debido a su cercanía para separarlas de otros grupos de galaxias espaciales como el Espacio de Herschel. Toma su nombre de Kýklos un importante filósofo Mokthasiano, famoso por sus conocimientos de Astrología y Astrofísica. Galaxias importantes de este Espacio son la Vía Láctea, Andrómeda, la Galaxia del Triángulo, La Nube de Magallanes y otros cúmulos menores cercanos a estas tres galaxias.
Turn Their Move Back On Them

Sometimes, all you have to do to make a move is ﬂip around the move a PC just made. They tried to pierce someone’s mask? Great! Pierce theirs, and ask them some questions. They tried to provoke someone? Great! Provoke them, telling them to do something nasty. When you turn their move back on them, always do it as if it was a 10+ result.

> *Vertex, your eﬀorts to provoke Grasshopper to come out partying with you wind up making you look more insecure—and open you up. Grasshopper, you can provoke Vertex to do whatever you want, as if you’d rolled a 10+. What do you do?*
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> *Skysong, you’re piercing Kalka the Bloodhewn’s mask, but she’s just stone-faced and angry. You wind up showing much more on your face than she does on hers, so she gets to ask you some questions from the pierce the mask move. How could she get you to help her defeat Sablestar?*
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Snowshadow

Snowshadow is a white tom with dark silver patches and pale blue eyes.

## Personality

Snowshadow is extremely insecure and awkward, as well as being a scaredy-cat. He's very skittish and paranoid, often staying awake at night and standing guard outside of the warriors den, leading to sleep deprivation. He doesn't talk much and when he does, he speaks quietly and is hesitant about whether he should share something personal with another cat. Always thinks before he speaks, and when he has a suggestion or an idea to share, he never does.

## History

Accidentally clawed his sister over the eye when they were apprentices, resulting in Heatherbreeze's half-blindness.
Unlock Your Moment of Truth

When you take this advance, you unlock your Moment of Truth.

When you trigger your Moment of Truth, you follow the script listed in your playbook and take control of what happens in the narrative.

After you’ve triggered it once, it becomes “locked” again, and you have to take the second advance to unlock it again. The second advance is listed below the line, so you can only take it after you’ve already taken five advances.

Even if you change playbooks, you can only take the second advance once, after you’ve already unlocked and triggered your playbook’s Moment of Truth. You never get two use a Moment of Truth more than twice.
The GM

In addition to GM moves, Playbook moves, and Condition moves, the GM must follow their Agendas and Principles while playing.

## Agendas

Agendas are your overarching, big goals for running the game. You have to balance your focus and attention between them.

* Make Halcyon City feel like a comic book
* Make the player characters’ lives superheroic
* Play to find out what changes

**MAKE HALCYON CITY FEEL LIKE A COMIC BOOK**. Halcyon City is a crazy, amazing, incredible place, full of monsters and mutants and aliens and wizards and more. Own it! Revel in it! Love it! MASKS and Halcyon City are based on stories that originate in the sequential art of comics; using the tropes and techniques of those stories only makes MASKS stronger. It’s your job to make your game of MASKS feel like it could be your new favorite comic book, and the rest of this chapter gives you the tools you need to make that happen.

**MAKE THE PLAYER CHARACTERS’ LIVES SUPERHEROIC**. Even though a lot of the PCs actually desire stability and normalcy, it’s your job as GM to make their lives appropriately incredible and superheroic. MASKS isn’t about characters going to the mall and shopping for clothes—it’s about characters going to the mall and a supervillain picking that moment to attack. Keep their lives interesting and epic!

**PLAY TO FIND OUT WHAT CHANGES**. You don’t know exactly what will happen over the course of the game. You don’t know who the PCs will become. You don’t know how they’ll change the city. That’s why you’re playing in the first place—because you’re excited to fnd out! MASKS is a game about change, about young people growing up, about the city reacting and reshaping itself in response to the people within it. Don’t plan on any single course of events coming true—plan only on pushing and prodding the characters and the setting to see what it might become.

## Principles

The agendas are your goals, and the principles are how you get there. These are rules — don’t break them! —but it’s up to you to figure out how they apply in any specific situation. They’re general paths for you to produce the best possible MASKS stories. Use them, and the game will work! Ignore them, and it’s gonna explode on you.

* Ask Questions, Build on the Answers
* Be a Fan of the PCs
* Describe Like a Comic Book
* Give Up to Fight Another Day
* Give Villains Drive
* Heroes, Not Players
* Make Adults Seem Childish
* Make Supers Seem Cool
* Make Threats Real
* Make Your Move, but Misdirect
* Recall Earlier Generations
* Sometimes, Disclaim Decision-Making
* Support Conditionally
* Think Between Panels
* Treat Human Life as Meaningful
* Treat NPCs Like Hammers
Nossis

Nossis es una de las dos lunas que orbitan Selen, situada en el sistema Halis, en el Gran Reino Galactico Aldoriano. Se trata de la más pequeña de las dos, siendo la otra luna Nahan. Es una luna dedicada en especial a la agricultura y el ocio.

La luna fue terraformada poco despues de terraformarse Nahan, sin embargo, experimentos de terraformación se habian producido ya aqui antes y contaba con una enorme base scientifica, anterior casi a la propia colonizacion de Selen, desde donde se podía estudiar el planeta sin alterar la flora y la fauna del mismo.

Fue colonizada por 120 000 colonos procedentes de Selen, y el ecosistema del planeta fue poblado con elementos importados de la cercana Selen, Birnis, Kasna, Haradaris y Tyran. Con los años, algunas variedades biologicas de Nahan se han introducido en Nossis, y viceversa. El planeta ahora cuenta con unos 780 millones de habitantes. Una parte importante de la poblacion son esclavos traidos para ser usados en las granjas.

Nossis basa su economía en la agricultura. Es una luna agricola que abastece a Selen y al sistema Halis de diversos alimentos. Los distintos esclavos y muchos granjeros trabajan en las enormes granjas que se extienden kilometros por la superficie.

En las ciudades de Nossis se ha ido introduciendo distintas variantes de ocio, como la venta de Licor de Gor y sobre todo centros de juego y apuesta. Esta luna es más asequible al ocio para personas algo menos pudientes que visitan Nahan. Los segundos hijos o hijas de su majestad son los gobernantes oficiales de esta luna y son denominados con el titulo de principes de Nossis. Tambien poseen un complejo palaciego importante para ellos. En ausencia de hijos que tomen este titulo, es la esposa del Rey, la gobernadora de esta luna y de la que optiene sus ingresos.
Taking Another Playbook's Extra

* Take drives from the Beacon playbook
* Take The Bull’s Heart from the Bull playbook
* Take a sanctuary from the Doomed playbook
* You adopt a human life; take Secret Identity and The Mask from the Janus
* Take a doom, doom track, and doomsigns from the Doomed playbook

These advances allow you to take a specific extra from a diﬀerent playbook. Make your choices and fill in your options as if you were building a character of that playbook anew, unless the advance tells you to do something diﬀerent.

For all these options, make sure you talk with the GM. Taking drives from the Beacon might not mean much—maybe you’re just getting more interested and excited about living a superheroic life. But if you take a sanctuary, that’s got to come from somewhere. If you take a secret identity, you have to explain how you can ft in with the mortal population. Work with the GM to answer these questions after you take the advance.
Segmento Bushpra

El **Segmento Bushpra** es un segmento de la galaxia conocida como Vía Láctea. Está situado muy entre el borde interior y borde medio, siendo el segundo segmento del Brazo de Norma, el brazo más largo de la Galaxia. Tiene una densidad media de estrellas y sistemas.

Algunos de sus sistemas están bajo control del Konsortium pero es una parte pequeña. La mayor parte del segmento es el hogar de los Mukaparah una raza originaria del planeta Shapru, formando parte del Imperio Prasha.

Las principales hiperrutas son:

* **Ruta Nelviana** - Hiperruta mayor que atraviesa el segmento desde la parte interna hasta la más externa del segmento continuando hasta el borde exterior.
* **Corredor Jakkis** - Hiperruta mayor que atraviesa parte del segmento de un lado a otro.
* Vía Lomuriana - Ruta menor localizada entre la frontera del segmento con el brazo de Sagitario
* Sendero Ikapu - Ruta menor que tras recorrer el segmento Itera y Kadosh muere en el segmento Bushpra.
Junta Militar Aldoriana

La ***Junta Militar Aldoriana*** , en su idioma "*Arases Kotera*" es una de las Ocho Naciones Espaciales de los Aldorianos. Es una nación xenófoba y nacionalista, basada en el honor y los logros militares. También son aislacionistas y se consideran superiores y mejores que otras especies y naciones. Su capital está en el Planeta Erken, y la base de su fuerza se encuentra en su país de alta marcialidad y militarismo. Muchos opinan que funciona como una Estratocracia, mientras que otros opinan que lo hace como una dictadura militar. Buscan la supremacía de la raza aldoriana. No tienen relaciones oficiales con naciones extranjeras. Se encuentran en la Galaxia de Rodaun.

Confían fuertemente en los valores aldorianos, siendo fuertemente tradicionales, religiosos y nacionalistas. Están gobernados por una Junta de los miembros más importantes de su ejército. Debido a su ejército, son una fuerza a tener en cuenta. Pueden tener mucho poder e influencia, pero debido a su pequeño tamaño, por ahora se ha evitado de alguna manera el conflicto. También está en el otro extremo del territorio de las Naciones de Lersis, que es una red de seguridad para las naciones humanas.

Son el segundo país más pequeño de los aldorianos en términos de tamaño y población, y están aliados con Aldorian Shabada, y de alguna manera tienen buenos términos con la Hegemonía Aldoriana y el Alto Reino Aldoriano. Se mantienen neutrales hacia la Asamblea Aldoriana de Clanes de Clanes, ya que son guerreros, lo que la Junta Militar admira, pero por otro lado son una fuerza molesta que ataca e intenta asaltar sus planetas. Sin embargo, sus guerreros pueden comprarse como mercenarios y suelen ser empleados de la Junta. En contraste, tienen terribles relaciones con el Dominio Aldoriano y la Confederación Aldoriana, así como con todas las Naciones Lewis y las Naciones Krizik. Desprecian principalmente a la Alianza Unida por ser la nación más diversa de Alien, un principio que odian. Por otro lado, respetan (aunque odian) el Imperio de la Humanidad, debido a su política prohumana y la evitación de los extraterrestres en su país.

"*Tu propia especie por encima de todo*" sería un buen lema para la Junta Militar Aldoriana.

## Historia

La nación fue una de las últimas en ser fundada. Ha sido creado a partir de varias facciones de los aldorianos que tenían un enfoque diferente hacia Alien Life y los valores aldorianos.

Estos aldorianos no pudieron soportar la situación en sus propios países de origen y partieron para crear una colonia, en el planeta Erken y desde allí, expandirse a diferentes mundos, creando lo que se conocería como la Junta Militar Aldoriana.