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Masks Sheet

The document outlines a role-playing game character creation guide, focusing on the theme of transformation and identity. It includes mechanics for sharing vulnerabilities, tracking potential advancements, and defining character abilities and labels. Additionally, it provides prompts for backstory development and team dynamics within the game.

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oldethanian
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0% found this document useful (0 votes)
221 views2 pages

Masks Sheet

The document outlines a role-playing game character creation guide, focusing on the theme of transformation and identity. It includes mechanics for sharing vulnerabilities, tracking potential advancements, and defining character abilities and labels. Additionally, it provides prompts for backstory development and team dynamics within the game.

Uploaded by

oldethanian
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Moment of Truth

It’s so easy to forget that you’re not your body, and you’re not the voice in your head—you’re both.
Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you
embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those
who see only the monster when they look at you…

Team Moves
When you share a triumphant celebration with someone, clear one condition if they treat you like
a perfectly normal person and mark potential if they praise your power or abilities.
When you share a vulnerability or weakness with someone, ask them if they think you’re losing
or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining,

>> >> >> >> >>


clear a condition and shift Mundane up and any other Label down.

POTENTIAL ❑ ❑ ❑ ❑ ❑ 
Every time you roll a miss on a move, mark potential.

Advancement
When you fill your potential track, you advance. Choose from the list below.
❑❑ Take another move from your playbook ❑❑ Rearrange your Labels as you choose, and add
❑❑
❑❑
❑❑
Take another move from your playbook
Take a move from another playbook
Take a doom, doomtrack, and doomsigns from
+1 to a Label
❑❑ Unlock your Moment of Truth
❑❑ Mutate further and reveal another two new
THE TRANSFORMED
the Doomed playbook abilities (chosen from any playbook) HERO NAME
❑❑ Someone permanently loses Influence over you;
add +1 to a Label REAL NAME
Det. Moss Montgomery
When you’ve taken five advances from the top list, you can take advances from the list below. Look
❑❑ Unlock your Moment of Truth after you’ve used it ❑❑ Lock a Label, and add +1 to a Label of your • ambiguous, man, shifting, transgressing, woman
once choice • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
❑❑ Change playbooks ❑❑ Retire from the life or become a paragon of the • strange eyes, upsetting eyes, piercing eyes, human eyes
❑❑ Take an adult move city • metallic flesh, scaled flesh, alien flesh, plated flesh, untouchable flesh, mottled flesh
❑❑ Take an adult move • terrifying costume, strange costume, unnerving costume, no costume

Abilities
Other Moves You appear obviously and clearly monstrous, and your powers are tied to your appearance.
Choose two, and describe how they make you grotesque.
❑❑ impenetrable armor ❑❑ plant affinity ❑❑ technopathy
❑❑ inhuman might ❑❑ superhuman senses ❑❑ transmuting flesh
Labels Transformed Moves
(at character creation, add +1 wherever you choose) (Choose three)
❑❑ I am not my body:When you take a powerful ❑❑ Wish I could be:When you comfort or support
DANGER -2 -1 0 +1 +2 +3
physical blow, you may roll as if you had two someone, if you tell them what you most envy
FREAK -2 -1 0 +1 +2 +3 fewer conditions marked. If you do, on a 10+ about them, you can roll + Freak instead of
you must choose to lose control of yourself in a + Mundane.
SAVIOR -2 -1 0 +1 +2 +3 terrible way. ❑❑ Be the monster:When you frighten, intimidate,
SUPERIOR -2 -1 0 +1 +2 +3 ❑❑ Not human enough:When you directly engage a or cow others with your monstrous form, roll
threat in a terrifying fashion, mark a condition to + Freak. On a hit, they are thrown off and make
MUNDANE -2 -1 0 +1 +2 +3 choose an additional option, even on a miss. themselves vulnerable to you, or they flee. On a
10+, choose one. On a 7-9, choose two.
❑❑ Unstoppable:When you smash your way through
Conditions scenery to get to or away from something, roll - you frighten others you had not intended to
+ Danger. On a hit, the world breaks before you, scare
❑❑ Afraid (-2 to directly engage a threat) and you get what you want. On a 7-9, choose - you hurt someone or break something you
❑❑ Angry (-2 to comfort or support or pierce the mask) one:mark a condition, leave something behind, shouldn’t have
or take something with you. On a miss, you - you feel like more of a monster afterward;
❑❑ Guilty (-2 to provoke someone or assess the situation)
smash through, but leave devastation in your mark a condition (GM’s choice)
❑❑ Hopeless (-2 to unleash your powers) wake or wind up somewhere worse, GM’s choice. On a miss, they react with violence, hatred, and
❑❑ Insecure (-2 to defend someone or reject others’ influence) ❑❑ Coming for you:When you mark a condition, take paranoia, and you suffer the brunt of it.
+1 forward against the person you most blame
Backstory for causing it.
• Who were you before?
• When did you change? What caused it?
• Who, outside of the team, is helping you understand your new body?
• Why don’t you just try to hide yourself away?
• Why do you care about the team?

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 drew attention and ire from plenty during the fight. One important person in particular now
hates and fears us. Who is it?

Relationships
___________________ comforted you when you were at your lowest.
___________________ knew you before you changed.

Influence
You try not to care what other people think, even if you can’t shut everyone out. Give Influence to
one teammate.

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