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Labels

In Masks, Labels represent how characters view themselves and their abilities. For
a Star Wars setting, we'll use these Labels:

Force: Represents how in tune the character is with the Force and their ability
to use it for guidance, defense, or influence.
Duty: Reflects the character's sense of responsibility, loyalty to causes, and
ability to inspire or command others.
Cunning: Measures the character's cleverness, strategy, and ability to
manipulate or outwit opponents.
Power: Indicates the character’s strength, combat ability, and raw destructive
force.
Hope: Reflects the character's optimism, determination, and ability to resist
despair or inspire others in dire situations.

Basic Moves

These moves are inspired by Masks but are reimagined to align with the Star Wars
universe:

Feel the Force (Roll + Force)


When you reach out with the Force to sense your surroundings or influence
someone’s emotions, roll + Force. On a 10+, you get a clear impression of what
you’re seeking and choose two. On a 7-9, choose one, but the GM tells you something
unexpected:
You learn something hidden or significant.
You calm or agitate someone nearby.
You foresee a critical event.

Lead or Inspire (Roll + Duty)


When you try to lead a group or inspire hope in others, roll + Duty. On a 10+,
they follow your plan or rally around you; choose two. On a 7-9, they hesitate, and
the GM adds a complication:
They achieve their goal without hesitation.
They push through fear or uncertainty.
They grant you a favor or support.

Strike with Precision (Roll + Cunning)


When you attack an opponent with finesse or take advantage of their weakness,
roll + Cunning. On a 10+, you hit your mark; choose two. On a 7-9, you hit but
expose yourself to danger or cost:
Deal damage or disable an important piece of equipment.
Learn something useful about your target.
Create an opportunity for an ally.

Unleash Power (Roll + Power)


When you channel raw strength or unleash devastating power (like lightsaber
combat or heavy blaster fire), roll + Power. On a 10+, you dominate the situation;
choose two. On a 7-9, you succeed but must face a complication:
Inflict great damage or break through a barrier.
Intimidate or frighten an opponent.
Protect someone vulnerable.

Resist Despair (Roll + Hope)


When you confront overwhelming odds or a dark moment, roll + Hope. On a 10+,
you remain resolute and gain insight; choose two. On a 7-9, you hold firm but
reveal a weakness:
Shake off fear or doubt.
Inspire an ally to keep fighting.
Discover a hidden strength.

Negotiate or Deceive (Roll + Cunning)


When you negotiate or deceive someone, roll + Cunning. On a 10+, they believe
you completely or agree to your terms; choose two. On a 7-9, they hesitate or
suspect something:
Gain leverage over them.
Convince them to take an action.
Learn a secret.

Overcome a Challenge (Roll + Duty or Cunning)


When you try to overcome a physical obstacle or difficult situation, roll +
Duty or Cunning. On a 10+, you manage it flawlessly; choose two. On a 7-9, you do
it but at a cost:
Complete it quickly.
Avoid drawing attention.
Gain something useful.

Protect the Innocent (Roll + Duty or Power)


When you defend someone or stand against a threat, roll + Duty or Power. On a
10+, you stand firm; choose two. On a 7-9, you protect them but expose yourself to
harm:
Hold the line against an overwhelming force.
Keep someone safe from harm.
Draw the threat’s attention to yourself.

Use the Dark Side (Roll + Power)


When you tap into anger, hatred, or fear to gain strength, roll + Power. On a
10+, you succeed dramatically but at a price; choose two. On a 7-9, you feel the
pull of the Dark Side and suffer for it:
Gain temporary strength or power.
Intimidate or frighten enemies.
Get what you want, but at a moral cost.

Find Weakness (Roll + Cunning)


When you assess an opponent or situation for weaknesses, roll + Cunning. On a
10+, you spot the flaw; choose two. On a 7-9, you see it but it comes with a
complication:
Exploit the weakness effectively.
Set up an ally for success.
Learn something valuable.

Rally Allies (Roll + Hope)


When you try to lift the spirits of allies or reinforce their resolve, roll +
Hope. On a 10+, they respond positively and rally; choose two. On a 7-9, they are
inspired but hesitant:
Erase a condition or fear.
Boost someone’s next action.
Maintain focus under pressure.

Escape Danger (Roll + Cunning or Force)


When you need to escape a dangerous situation quickly, roll + Cunning or Force.
On a 10+, you slip away smoothly; choose two. On a 7-9, you escape but leave
something behind:
Leave no trace.
Get to a strategic location.
Evade pursuit.

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