In MASKS, you have five main stats called Labels. Each Label tells you how your character understands their self-image. These Labels shift and change over the course of play as your character’s own self-image changes, and those changes are often in direct reaction to how others see you. When you’re a young hero, how you see yourself is determined just as much by others as it is by your own choices, for better or worse.


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.


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.


Seeing yourself as defending, guarding, protecting, and stalwart. Other people see you as a savior when they think of you as noble or selfsacrificing, or a bit overbearing and moralizing. You see yourself as a savior when you think of yourself as a martyr, someone who gladly sacrifices to protect and defend others.


Seeing yourself as smart, capable, crafty, and quick. Other people see you as superior when they think you’re the smartest person in the room, an arrogant and egotistical jerk. You see yourself as superior when you think you’re cleverer than everyone else, and when you know exactly what to say to make the people around you do what you want.


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

Rules for Labels

Every playbook comes with a predetermined set of values for your Labels. You can add +1 to any one Label of your choice, making sure it doesn’t go over +3. You might want to look at the basic moves and your playbook moves to determine what Label you want to add +1 to, but you can also do it just based on your character’s self-image.
On your playbook, record your starting Labels by circling the appropriate numbers on each line. Do this in pencil; your Labels will change a lot! A couple important rules for your Labels:

• The vast majority of the time, when one Label shifts up, another shifts down, and vice versa. There might be a few cases when this isn’t true, but if rules reference shifting Labels without further explanation, this is what they mean: one goes up, and another goes down.

• If a Label would shift up past +3, or down past -2, then no shift at all occurs—neither of the two Labels that would change goes up or down. Instead, you mark a condition—a negative emotional state that starts affecting your actions. If you see yourself as too much of an extreme, then it starts messing you up.

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