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Masks: A New Generation
"Brightside" uses a table-top roleplay game system called "Masks" by Magpie Games! This is a system centered around super heroics, teenage drama, and is more roleplay oriented then mechanic oriented. Learn more about how the game works below! It's very simple but you don't have to know the game to enjoy the show- it's just that awesome of a system!
Playbooks
Playbooks are basically classes (for those of you who play dungeons and dragons!). They set up a framework for a character; power sets, back story, appearance, story, etc.! We use them to define our characters. Example: Spider Man, in Masks, would be known as the "Janus" playbook since he lives dual lives with a secret identity. We tried to use every playbook in our game!
Labels
Labels are character' stats. It's like their strength, intelligence, etc.! In Masks, there's only a few. Here's what they're used for!
-Danger: engaging threats
-Freak: unleashing super powers
-Savior: saving people
-Superior: intelligence checks or persuasion skills
-Mundane: being emotional or being "normal"
These labels can shift constantly! They can be as low as -2 or as high as +3. When characters roll dice, they roll 2 normal 6 sided dice. We refer to this as rolling "2D6". Labels can help or hurt rolls that may influence the game and roleplay in all sorts of ways!
Labels and Conditions affect one another!
Conditions
In Masks, there is no complicated math (THANK GOODNESS!). There's no "health" or "armor" to keep up with. These are teenagers! They have emotions! To take "damage", our characters mark conditions based on how they're feeling. These conditions directly impact labels and make rolls even more difficult!
-Angry: marked when angry
-Afraid: marked when scared
-Guilty: marked when guilty
-Hopeless: mark when feeling like giving up
-Insecure: mark when losing confidence
Example: our hero gets decked in the face by their nemesis! They might mark angry because, ow, that hurt, but more importantly it was a hit from someone they strongly dislike and it made them more angry than physically in pain! Now that they are angry though, they'll have more difficulty comforting others or feeling other emotions until they calm down; AKA their Mundane takes a hit!
Rolling Dice & Roleplay
When the scene calls for it, the GM (PetPyves) will ask players to roll certain labels to determine roleplay! We always use 2 normal 6 sided dice (2d6) to roll and then add or subtract labels and conditions from the roll to get an outcome. This is how we make the story fun & unpredictable!
Typically, rolling 10+ is an amazing roll! The best outcome happens and then some!
7-9 is a decent roll where good things happen, but at a cost.
Rolling 6 or anything less is a failure- that means trouble!
We use dice to keep the story interesting- relying on fate and chance to spice up the scenario. But again! This is a roleplay based game- you don't have to make sense of any rolls (unless you want to!) because the players will react and roleplay based on them for you!
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