"You're not who they think you are. Or are you?"
Masks: A New Generation is a Powered by the Apocalypse RPG about a team of young superheroes. Saving the city is half the job; the other half is figuring out who you are when everyone around you keeps telling you who to be. This isn't a game about builds and damage — it's about emotion, identity, and coming of age behind the mask.
Halcyon City — a metropolis rebuilt three times over by generations of heroes. Young supers fight villains and save lives, but the real struggle is inside: mentors' expectations, idols' pressure, the fear of falling short. A bright, four-color comic-book world where growing up is harder than the fight.
2d6 moves (PbtA)
An action triggers a 'move': 2d6 + stat. 10+ is a hit, 7–9 comes with a complication, 6 or under fails and hands the GM a move. The rules are light; all the drama lives in the fiction.
Labels instead of stats
Five emotional Labels: Danger, Freak, Savior, Superior, Mundane. They aren't fixed — they shift during play. The mechanic literally models how a teen's self-image changes.
Influence
Others — villains, teammates, adults — hold Influence over a hero and can shift their Labels, praise and wound them. Taking back Influence or giving in is the key choice about whose opinion of you matters.
Archetype playbooks
The Bull, The Nova, The Doomed, The Legacy, and more — archetypes drawn from superhero canon. Each frames a coming-of-age drama and its own moves, not just a power set.
Open in Session Zero to let every player vote and see the results.
