TEXT: Basic Moves
  DIRECTLY ENGAGE A THREAT
  When you directly engage a threat, roll + Danger. 
  On a hit, trade blows. On a 10+, pick two. On a 7-9, 
  pick one.
  • resist or avoid their blows
  • take something from them
  • create an opportunity for your allies
  • impress, surprise, or frighten the opposition
  UNLEASH YOUR POWERS
  When you unleash your powers to overcome an 
  obstacle, reshape your environment, or extend your 
  senses, roll + Freak. On a hit, you do it. On a 7-9, 
  mark a condition or the GM will tell you how the 
  effect is unstable or temporary.
  COMFORT OR SUPPORT
  When you comfort or support someone, roll 
  + Mundane. On a hit, they hear you: they mark 
  potential, clear a condition, or shift Labels if they 
  open up to you. On a 10+, you can also add a Team 
  to the pool or clear a condition yourself.
  PIERCE THE MASK
  When you pierce someone’s mask to see the person 
  beneath, roll + Mundane. On a 10+, ask three. On a 
  7-9, ask one. 
  • what are you really planning?
  • what do you want me to do?
  • what do you intend to do?
  • how could I get your character to ___?
  • how could I gain Influence over you?
  DEFEND
  When you defend someone or something from an 
  immediate threat, roll + Savior. For NPC threats: on 
  a hit, you keep them safe and choose one. On a 7-9, 
  it costs you: expose yourself to danger or escalate 
  the situation. 
  • add a Team to the pool
  • take Influence over someone you protect
  • clear a condition
  For PC threats: on a hit, give them -2 to their roll. 
  On a 7-9, you expose yourself to cost, retribution, or 
  judgment.
  ASSESS THE SITUATION
  When you assess the situation, roll + Superior. On 
  a 10+, ask two. On a 7-9, ask one. Take +1 while 
  acting on the answers.
  • what here can I use to ________?
  • what here is the biggest threat?
  • what here is in the greatest danger?
  • who here is most vulnerable to me?
  • how could we best end this quickly?
  PROVOKE SOMEONE
  When you provoke someone susceptible to your 
  words, say what you’re trying to get them to do and 
  roll + Superior. For NPCs: on a 10+, they rise to 
  the bait and do what you want. On a 7-9, they can 
  instead choose one.
  • they stumble: you take +1 
  forward against them
  • they err: you gain a critical opportunity
  • they overreact: you gain Influence over them
  For PCs: On a 10+, both. On a 7-9, choose one.
  • if they do it, add a Team to the pool
  • if they don’t do it, they mark a condition
  TAKE A POWERFUL BLOW
  When you take a powerful blow, roll + conditions 
  marked. On a 10+, choose one.
  • you must remove yourself from the 
  situation: flee, pass out, etc.
  • you lose control of yourself or your 
  powers in a terrible way
  • two options from the 7-9 list
  On a 7-9, choose one.
  • you lash out verbally: provoke a teammate 
  to foolhardy action or take advantage 
  of your Influence to inflict a condition
  • you give ground; your opposition 
  gets an opportunity
  • you struggle past the pain; 
  mark two conditions
  On a miss, you stand strong. Mark potential as 
  normal, and say how you weather the blow.
  Adult Moves
  Wield your powers
  When you wield your powers with precision or grace, 
  roll + Freak. On a hit, choose one. On a 10+, choose 
  two. 
  • take hold of something vulnerable to you
  • create something useful from 
  your environment
  • neutralize an opponent or 
  threat, at least for now
  Overwhelm a 
  vulnerable foe
  When you overwhelm a vulnerable foe, roll + 
  Danger. On a hit, the fight’s over. They’re done. 
  On a 10+, choose one. On a 7-9, choose two. 
  • you take a powerful blow in turn
  • you hurt your foe more than you intended
  • you cause serious collateral damage
  Persuade with 
  best interests
  When you persuade someone with their best 
  interests, roll + Superior. If they’re an NPC, on a 
  10+, they buy it and act accordingly. On a 7-9, they 
  need concrete assurance, right now. 
  If they’re a PC, on a hit, they can mark potential 
  or shift their own Labels if they do what you want. 
  On a 10+, take Influence over them as well.
  Empathize
  When you openly empathize with someone, roll + 
  Mundane. On a hit, they must reveal a vulnerability 
  or mark a condition. On a 10+, take Influence over 
  them as well.
  Stand up for something
  When you stand up for something, roll + Savior. On 
  a 10+, choose two. On a 7-9, choose one. 
  • listeners can’t keep doing what they’re doing
  • listeners can’t flee without addressing you
  • listeners can’t attack you without 
  losing status or position
  
  Peripheral Moves
  Start of Session 
  At the start of every session, the GM adds a Team to 
  the pool.
  End of Session
  At the end of every session, choose one:
  • Grow closer to the team. Explain 
  who made you feel welcome; give 
  Influence to that character and clear 
  a condition or mark potential.
  • Grow into your own image of yourself. 
  Explain how you see yourself and why; 
  shift one Label up and another down. 
  • Grow away from the team. Explain why 
  you feel detached. Take Influence over 
  you away from another character.
  Team Mechanics
  When you enter battle against a dangerous foe as a 
  team, add two to the Team pool. 
  • If the leader has Influence over every 
  teammate, add another Team.
  • If everyone has the same purpose 
  in the fight, add another Team.
  • If any team member mistrusts the 
  leader or the team, remove a Team.
  • If your team is ill-prepared or off-
  balance, remove a Team.
  The leader of the team can mark a condition to avoid 
  removing a Team from the pool. 
  Anyone working with the team can spend Team one 
  for one to help a teammate; give them +1 to their 
  roll.
  Team members can also spend Team to act selfishly. 
  When you act selfishly, say how your actions ignore 
  or insult your teammates, remove one Team from the 
  pool, and shift one Label up and one Label down, 
  your choice. You can use this option after rolling to 
  alter the Label you’re rolling with. 
  Whenever time passes, the GM will empty the Team 
  pool and restore it to one Team.
  Conditions
  When a move tells you to mark a condition, mark any 
  condition you choose. Sometimes the GM may tell 
  you a specific condition to mark, especially after a 
  hard move.
  If you need to mark a condition and have no 
  more conditions to mark, you are taken out. You lose 
  consciousness or flee. The GM will tell you when you 
  come back into another scene. You may clear one 
  condition.
  Once a condition is marked, take -2 to certain 
  moves (max -3).
  • If you’re Angry, take -2 to comfort or 
  support someone or pierce the mask.
  • If you’re Afraid, take -2 to directly engage.
  • If you’re Guilty, take -2 to provoke 
  someone or assess the situation.
  • If you’re Hopeless, take -2 to 
  unleash your powers.
  • If you’re Insecure, take -2 to stand 
  in defense or reject what others 
  say about you or the world.
  Clearing Conditions
  You can always clear a condition by taking a certain 
  action. At the end of any scene in which you take the 
  corresponding action, clear that condition.
  • To clear Angry, hurt someone or 
  break something important.
  • To clear Afraid, run from something difficult.
  • To clear Guilty, make a sacrifice 
  to absolve your guilt.
  • To clear Hopeless, fling 
  yourself into easy relief.
  • To clear Insecure, take foolhardy 
  action without talking to your team. 
  You can also clear a condition when someone 
  else comforts or supports you, or when you defend 
  someone.
  Shifting Labels 
  When you shift a Label, it means that your view of 
  yourself is changing. You see yourself more as the 
  Label you shift up, less as the Label you shift down. 
  If you ever need to shift a Label above +3 or below 
  -2 mark a condition instead, GM’s choice.
  Influence
  When someone has Influence over you, it means you 
  care about what they do, say, or think. At any time 
  you can give Influence to any character who doesn’t 
  have Influence over you. All adults have Influence 
  over you when first introduced. 
  When you have Influence over someone, take +1 to 
  all moves targeting them, including rejecting their 
  Influence.
  When you take advantage of your Influence over 
  someone, surrender the Influence you hold over 
  them to choose one:
  • give them -2 on a move they 
  just made (after the roll)
  • inflict a condition on them
  • take an additional +1 on a move 
  targeting them (after the roll)
  When someone with Influence over you tells you 
  who you are or how the world works, accept what 
  they say or reject their Influence. If you accept what 
  they say, the GM will adjust your Labels accordingly; 
  if you want to keep your Labels as they are, you must 
  reject their Influence.
  When you reject someone’s Influence, roll. On a hit, 
  you successfully hold to yourself and tune them out. 
  On a 10+, choose two. On a 7-9, choose one.
  • clear a condition or mark potential by 
  immediately acting to prove them wrong
  • shift one Label up and one 
  Label down, your choice
  • cancel their Influence and take 
  +1 forward against them
  On a miss, their words hit you hard. Mark a 
  condition, and the GM will adjust your Labels.
  If you have Influence over a teammate and you 
  would gain Influence over them again, immediately 
  shift one of their Labels up and one of their Labels 
  down, your choice. 
  If you have Influence over an NPC and you would 
  gain Influence over them again, take +1 forward 
  against them.
  Moment of Truth
  When you unlock your Moment of Truth, you can 
  activate it at any time: read your Moment of Truth 
  out loud from the back of your playbook and follow 
  that script. In essence, you (the player) take full 
  control of the narrative in this moment. The GM will 
  let you know what consequences arise...
  After you use your Moment of Truth, 
  permanently lock one Label. You have changed, and 
  some part of you has become set in stone. You can 
  unlock your Moment of Truth a second time through 
  advancements. 
  Advancements
  When someone permanently loses Influence over you, 
  it means that character can never hold Influence 
  over you again. This is almost always best used on 
  an NPC, to indicate that you have moved past them 
  and won’t be affected by what you think of them 
  again.
  When you retire from the life, it means you’re not 
  part of the superpowered world anymore, and that 
  character should be considered safe and off-limits 
  to the GM’s moves.
  When you lock a Label, it means that Label can 
  never shift up or down again—that part of yourself 
  is set in stone.
  When you become a paragon of the city, it means 
  you’re no longer a “young” hero—you’re a peer 
  of the biggest heroes in the city, and you aren’t a 
  Masks character anymore. The GM should treat your 
  character as one of the biggest heroes in the city, 
  but play them as an NPC.
  
SOURCE: textdata/thevault/Masks (PbtA)/Masks - A New Generation - Basic Moves.pdf