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Roll +Super

31 Custom Moves for Masks: A New Generation


By Meghan Cross

1. Passion or Heartbreak

When you talk to someone at length about a subject you are passionate about as a means of distraction, roll +
Superior. On a hit, your audience is enraptured and you create an opportunity for your team to act without being
noticed. On a 7-9, choose 1. On a 10+, choose 2. On a miss, the distraction fails. Mark the insecure condition and
leave with your team to create a new plan.
- Your team gets +1 forward on any actions that are a direct result of your distraction.
- You gain influence over your target and +1 forward on moves against them.
- You are able to join your team without being noticed once you are done.

2. Poll of Players

When it is time to come together to decide what type of pizza to order, choose one player to place the
order. The Orderer will begin by telling the group what type of pizza they want and ask each player the same
question.

If there is a consensus, roll +Mundane. On a hit, the pizza is ordered successfully. On a 7-9, choose 1. On a 10+,
choose 2.
- The person taking the order honors an expired coupon, saving you money.
- The pizza arrives faster than expected.
- The pizza is cooked to perfection.

If there is a disagreement, roll +Superior. On a hit, you are barely able to reach a compromise and
place the order. On a 7-9, hold 1. On a 10+, hold 2. Spend 1 hold to remove an option from the list below.
- The pizza disagreement caused a rift in the team. Players who did not agree with the final order may
remove influence over them from another player.
- The delivery person gets lost and by the time the pizza arrives, it is cold and unsatisfying. (And they refuse
to waive the delivery fee!) Mark the Angry condition as you grumpily eat cold pizza.
- Either something was undercooked or it was the combination of hamburger, olives, and pineapple - but
something isn’t sitting right. -1 ongoing until you are able to take some Tums and sleep off the nausea.

At any point during the disagreement, the orderer can choose to mark a condition to overrule the
group and order what they want.

3. A Thousand and Ones

When you have completed 1,000 time loops and begin your final loop, choose three goals from the list
below, and roll +Freak. On a hit, you successfully break out of the time loop with minimal consequences. On a miss
you make it out, but the GM will tell you what important thing you lost in the process.

On a miss, choose 1 of your chosen goals to have been successfully completed, on a hit, choose 2, on a 10+ all three
happen.
- You return to the normal time stream at the exact moment you entered the loop, losing no time
- You retain all of your memories from within the loop
- The one who mattered most to you within the loop remembers some of your moments together
- You now have the knowledge to ensure you are never stuck in a time loop again
- The entity keeping you trapped in the loop is still stuck with no means of escape

4. Shift Narrative Control

At the beginning of each session, each player takes 1 hold. During the session, whenever the GM
introduces an NPC that the players have never encountered, a player can spend one hold to ask one question from
the list below of the NPC, establishing a bond between them.
- What do you know about me that no one else does?
- Who have we both gone to for advice?
- What gift have you given me?
- What about me frightens you?
- What do you have that I want?
- Why will I never forget you?

5. Go Fast

When you sleep through your alarm and wake up late for school, roll +Mundane. On a 10+, hold 2. On a
7-9, hold 1. Spend hold 1 for 1 to remove options from the list below as you hurry to get ready.
- This is the third time in two weeks this has happened and your parent isn’t happy. Shift Superior up and
Mundane down while you listen to them lecture you about being more responsible.
- You missed the bus and decided to call a friend for a ride. They were already halfway to school but
begrudgingly agreed to turn around and get you, which will make both of you late. Mark Guilty as you wait
for them to pick you up.
- You jump out of bed and race to get ready and manage to put yourself together in record time. Your hair is
a disaster, your socks don’t match, and you’re pretty sure your shirt is on inside out - but you can’t let
yourself be any later than you already are. When you get to school it doesn’t take long to realize what a
mess you look like - mark Insecure as you frantically try to make yourself look put together.

6. Backroom Deal

When you are working at your part time job and a customer asks you to check the back room for something that you
know is out of stock, roll +Mundane. On a hit, you are able to convince them that there is no additional backstock of
the product and they leave you alone. On a 10+, the customer is so grateful for your effort, they find your boss to tell
them what a good employee you are - clear a condition or shift Superior up and any other label down. On a miss,
they are not leaving until you go and check the stockroom for them; mark the Angry condition as you put on your
best customer service smile and walk to the backroom to “double check” for their item.

7. Under the Hood

When you defeat a villain and unmask them to reveal their true identity, roll +Savior. On a 10+, ask two and gain
influence over them. On a 7-9, ask one. On a miss, mark a condition as they are revealed to be someone you know.
- Who are your accomplices?
- What do you not want me to find out?
- What part of your plan is still incomplete?
- Where is your hideout?
- What made you become a villain?

8. Clocks on Clocks
When a villain has completed their dramatic monologue and has set a bomb to explode, roll +Superior. On a hit, you
are able to disarm it, saving whatever the villain was attempting to destroy. On a 10+ you are able to disarm it fast
enough to also apprehend the villain before they are able to escape - you may either gain influence over them or +1
ongoing against them. On a miss, take a powerful blow as you realize too late that you can’t disarm it and barely
escape the building before the explosion.

9. Temporary Permission

When an adult hero has left you in charge while they leave the city on a mission and you attempt to use their
authority to get what you want, roll +Superior. On a hit, it works and they will do what you want, but you need to do
something to assure them that you are working for who you say you are. On a 10+, your next move can be an adult
move as long as you are acting under the authority of an adult hero. On a miss, they don’t believe you and refuse to
help, shift Superior down and Mundane up.

10. Outmaneuver

When you enter battle against a dangerous foe as a team, choose a team member and name them as your right hand,
giving them influence over you if they don’t already have it. Roll +Superior, on a 10+ hold 2, on a 7-9, hold 1.
Spend hold 1 for 1 to use moves from the list below. On a miss, you are off balance and unsynchronized; for the
entirety of the confrontation, if you use team pool to help one another, you have to spend 2 team to give +1.
- You have each other’s backs. If either of you roll a 6- on a roll to defend one another, you can treat it as a
7-9.
- Together you can notice what you might have missed alone. When either of you roll to assess the situation,
you can always ask at least one question from the list, even on a miss.
- You understand each other. When either of you rolls to comfort or support one another, you can add +1 to
the roll.

11. Out of this World

When you attempt to form an emotional connection with someone from another planet, roll +Freak. On a
Hit, you may ask 1 question from the list below. On a 10+, ask two and gain influence over them. On a miss, you
stumble and end up accidentally insulting them, give them influence over you and mark the insecure condition as
you attempt to apologize.
- What can I do to show you that we aren’t as different as you may think?
- What can I do to earn your trust?
- What fears about humans can I assuage for you?
- What is something about your people you want me to know?
- What is something you are passionate about?

12. Qualifying Statement

When you believe that you have defeated your foe and are leaving the scene to recoup, roll +Savior. On a 7-9, the
threat was ​not quite d​ efeated and will return to menace you again at a later date, though weakened. Gain +1 forward
for your next encounter with them, as you are familiar with their tricks. On a 10+ you are able to notice them as they
attempt to sneak away, tell the GM how you ensure they are truly defeated and mark potential. On a miss, they
successfully manage to sneak away and begin their plans for revenge. You have -1 ongoing for all rolls involving
this villain until they are defeated again.

13. Learn from Each Other


When you share a triumphant celebration with someone, ask what they have learned from you and if that makes
them a better person. If they say it has made them a better person, give them influence over you and mark potential.
If they say they have learned nothing or what they have learned has not made them a better person, mark a
condition.

When you share a vulnerability or weakness with someone, ask them what they have to teach you. If it is something
that you needed to learn, clear a condition and shift Superior up and any other label down. If they say they have
nothing to teach you, they lose influence over you and you shift one label up and one label down, your choice.

14. A Radical Crawl

When you are knocked down and on the brink of defeat, roll +Superior. On a 7-9 you muster up just enough strength
to keep going, take +1 forward and clear a condition for the remainder of the confrontation - marking a condition
again when the situation is resolved and the adrenaline wears off. On a 10+, you rally in a way you didn’t think
possible - clear a condition and take +1 ongoing for the remainder of the confrontation as you catch a second wind.
On a 6-, you are barely able to hold on - you can make one more move and treat any miss rolled as a 7-9.
Immediately afterwards, tell the GM what removes you from the situation.

15. Reverse XP

Any time you would mark potential as the result of a failed roll, you can instead choose to remove a potential, mark
a condition, and treat the failed roll as a 10+. Describe to the GM how you were able to sidestep fate to achieve this
success, and the toll it takes on you afterwards.

16. Action Reaction

When you make a move to take advantage of an opening created by a teammate, roll +Savior. On a 7-9, hold one, on
a 10+, hold two. On a miss, you stumble and waste your opportunity, mark a condition as you give ground to your
opponent.
- Your teammate set you up for success and you’re going to keep the momentum moving. Give +1 forward
to another teammate for their next move.
- Your team is moving like clockwork and everyone can feel it. Add +1 to the team pool as the team synergy
crystallizes.
- Your teammate has given you the opportunity to think about your opponent’s next move, take +1 forward
to defend.
- You are making the most of this opportunity and feeling like a true hero. Shift Savior up and any other
label down.

17. Copymouse

When you attempt to disguise yourself as someone else, roll +Freak. On a hit, your disguise is successful
and likely to fool anyone you encounter. On a 7-9, tell the GM one thing about the disguise that is imperfect and
might blow your cover. On a 10+, your disguise is flawless, take +1 forward while acting under this assumed
identity. On a miss, you aren’t fooling anyone, though you’re welcome to try; you have a -1 ongoing on any
attempts to maintain this ruse.

18. Spinners

When you feel the balance between your personal life and your superheroics spinning out of control, roll
+Mundane. On a 7-9, hold 1 and on a 10+, hold 2. Spend hold 1 for 1 to remove options from the list below. On a
miss, you have been burning the candle at both ends and now there is no more candle to burn. You must take all
options from the list below and until you take some time to truly relax (Go to the mall, hang out with friends, see a
movie, etc) you have -1 ongoing.
- You want to be a hero, but you can’t stop thinking about the pile of schoolwork that won’t stop growing.
The next time you enter battle against a dangerous foe as a team, remove 1 from the team pool.
- You thought you had it all figured out, but things are slipping through the cracks - both as a hero, and as a
“regular” teenager. Mark the guilty condition as you attempt to make amends with those who you have
disappointed or let down.
- Your tensions are running high - perhaps ​too​ high - and it is beginning to impact the members of your team.
The next time someone attempts to comfort or support you, it is treated as a miss, no matter the roll.

19. Moveable Objects

When you move to a new city and seek to establish yourself as a hero there, roll +Savior. On a hit, your reputation
precedes you - shift savior up and danger down, and tell the GM two tales of superheroics that the citizens have
heard. On a 10+, you are welcomed into your new city with open arms and you gain influence over the city’s mayor.
On a 7-9, the GM will also tell you something negative the citizens have heard about you that means you will have
to earn their trust. On a 6-, there is someone in your new city who thinks the worst of you and has been actively
working to spread negative propaganda against you, leading the city to be mistrusting and wary of you. Tell the GM
who this person is and why they feel so negatively towards you.

20. Bones in There

When you are being briefed for a mission by an adult hero and they inadvertently make an innuendo, roll
+Mundane. On a 10+, you are able to stifle your laughter and the adult hero is impressed with your maturity and
professionalism - shift superior up and any other label down, your choice. On a 7-9, you giggle a bit, but manage to
cover it with a cough pretty convincingly (you think). The adult hero is a bit wary, and you’ll need to work extra
hard to impress them on this mission. On a 6-, you laugh. Loudly. The adult hero is ​not​ impressed and considers not
making you a part of this mission, shift mundane up and superior down.

21. Capital Ship Combat

When you are on a mission and stumble into a grand-scale spaceship battle that you have no business being a part
of, roll +Superior. On a hit, your ship is small and nimble enough to cut through the conflict with minimal
difficulties. On a 10+, someone in the battle notices your expert flying and is going to remember you, tell the GM
who it was and take influence over them. On a 7-9, you made it to the other side, but lost something in the process.
Tell the GM what on your ship needs to be repaired. On a 6-, you got tagged by an enemy fighter when you thought
you were in the clear. Your ship is badly in need of repair and needs to land soon or you’ll be drifting. Mark the
angry condition as you assess the damage.

22. Dice in Pools

When the team plans and prepares for a confrontation against a vastly superior foe, and the time has
come to enter battle against them, roll +Savior. On a 10+, add 3d6 to a pool, on a 7-9, add 2d6, and on a 6-, add
1d6. At any point during the battle when you make a roll, you can choose to expend a die from the pool to reroll one
of the dice rolled.

23. Friends in Space


When the team returns to the spaceship after a hard day of heroics with the intention to rest and
recharge, roll +Mundane. On a hit, everyone has a relaxing night in and will face the next day with renewed vigor;
the next time you enter battle against a dangerous foe, you will start with +1 to your team pool. Additionally, tell
the GM one thing you learned about each of your teammates from this night of relaxation and bonding. On a 10+,
everyone can take the effects of a successful comfort or support someone move. On a miss, everyone is overtired
and hungry, which leads to a heated argument. Everyone spends the night apart in their own rooms and the next time
you enter battle against a dangerous foe, you will start with -1 to your team pool.

24. Prepare for the Future

When it is time for you to leave your team to become a paragon of the city as an adult hero, roll +Savior.
On a hit, your team throws you a going away party! On a 10+ hold 2, on a 7-9, hold 1. Spend hold 1 for 1 to choose
options from the list. On a miss, your team doesn’t think much of you moving on, knowing that they will still see
you from time to time, and does nothing to mark the occasion. Mark a condition as you say goodbye without
ceremony.
- Each one of your teammates gives you something to remember your time together. Together with each
player, determine what gift you were given and what memory it is tied to. Clear a condition, mark potential,
or shift mundane up and any other label down.
- You realize as the party begins to wind down how much you are going to miss your team. You promise to
always be there for them, no matter what. Give any team members who don't already have influence over
you influence over you.
- One team member in particular is the most upset by you leaving. Who is it and why are they so upset? You
spend some time away from the party, just the two of you. Roll to comfort or support them and treat a miss
as if it were a 7-9.

25. Rethink Fantasy

When you have a wish granted by magical means and the result was not what you expected, roll +Freak.
On a hit, you are able to negate the effects of your wish with minimal difficulty. On a 10+, you are able to
completely undo any damage done by your wish and no one knows you were the cause. On a 7-9, there is one
lingering effect of the wish, tell the GM what it is. On a 6-, this problem is bigger than you and you need to ask for
help from someone you normally wouldn’t call. Tell the GM who they are and mark the insecure condition as you
plead with them to help you.

26. A Television Show

When you realize your team is about to be stuck in a bottle episode, roll +Mundane. On a 10+, you refuse to be
trapped in one place all day when you have things to do. Whatever the issue is - something needing to be found, an
outfit crisis, someone needing a pep-talk - you solve it handedly. Take +1 forward as you go about the rest of your
day. On a 7-9, you suffer minor delays, but your plans don’t get disrupted ​too​ much. Tell the GM what held you up
and what effect it had on your plans. On a 6-, you’re in a bottle episode. Tell the GM what the issue is that is
keeping you and your team in place and what plans you are missing to deal with it. Mark the angry condition as the
bottle episode plays itself out.

27. Initialize Initiative

When you make the first steps to befriend another superhero team, roll +Savior. Tell the GM about the
hero from the other team that you reach out to. On a 10+, they are excited to hear from you - you gain influence over
them and you make plans to work together in the future. On a 7-9, they were receptive to a partnership in the future,
but feel your team hasn't proved yourselves as heroes yet. You get +1 forward against the next foe you face if you
are acting in a way that would impress the other heroes. On a miss, you reach out but the other team has no interest
in talking or working together. Mark either the insecure or angry condition as you tell your team the bad news.

28. Consequences

When you and your team are made to do community service to clean up a mess made by your last bout
of heroics, roll +Savior. Tell the GM what confrontation caused the damage, where the community service is taking
place, and who is chaperoning you. On a 10+ you work together to clean up all of the damage you caused. Your
chaperone alerts the mayor, who is incredibly impressed by your motivation and professionalism, and you gain
influence over them. On a 7-9, it takes all day and the work isn’t perfect, but it’s done - clear a condition or mark
potential. On a 6-, you all can’t stop goofing around when you’re meant to be cleaning. You barely make any
headway on the cleanup and are going to have to come back every day until the work is done. Mark the guilty
condition as your chaperone gives you a long lecture about the importance of taking responsibility for your actions.

29. Stop

When you are entering a city on the business end of a spaceship, roll +Superior. On a 10+ you manage to figure out
the controls enough to slow the descent and land it safely, causing minimal damage. Mark potential or clear a
condition. On a 7-9, you are able to land the ship without harming anyone, but the city suffers some damage in the
incredibly bumpy landing. Shift superior up and any other label down, your choice. On a 6-, you have no idea how
to fly this thing and the best you can manage is to put it over water in the hopes that that will soften the impact. Roll
to take a powerful blow as the ship plunges into the water.

30. Hack

When you attempt to hack into the supercomputer of a villain, roll +Superior. On a hit, declare "I'm in" as you
successfully bypass network security. On a 10+ hold 2, on a 7-9 hold 1. Spend hold 1 for 1 to choose options from
the list below.
- You manage to find important information about the villain's next move. Take +1 forward when acting on
this information.
- You make it so the villain will never know they were hacked. Shift Superior up and Mundane down.
- You stumble upon notes and documents about you and your team in a (formerly) secret folder - they
definitely view you as a threat. You gain influence over them.
On a miss, you can't get past security and you have alerted the villain to a break in attempt that can easily be traced
back to you. They will be even more vigilant about safeguarding their information now. Mark the insecure condition
and you have a -1 ongoing for any attempts to get information from or about this villain.

31. Roll

When your alarm goes off in the morning after a late night of superheroics and you just want to roll over and go
back to sleep, do that. Roll +Mundane to see what you missed at school by staying in bed.
6-: ​A pop quiz in the class you’re struggling in the most. It will take some convincing (or a well worded
note from an adult) to get the teacher to let you make it up. But that’s tomorrow-you’s problem.
7-9:​ A field trip to city hall to learn about local politics from the mayor, who you rescued from a villain the
night before. You sleep well knowing you aren’t missing any schoolwork, though it would have been nice
to potentially hear the mayor singing your (or your heroic alter-ego’s) praises in front of your classmates.
10+:​ Nothing at all. The fire alarm system malfunctioned five minutes into the day and the entire school
spent hours standing outside waiting for it to be fixed before school was cancelled and everyone was
eventually sent home.

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