Unmasked
Unmasked
Unmasked
Artists
Jacob Atienza, Marco Caradonna, Felipe Escobar, Kurt Komoda, Brandon Leach, Raph Lomotan, Patrick McEvoy,
Mirco Paganessi, Roberto Pitturru, Cory Trego-Erdner, Lie Setiawan, Joe Slucher, Shane Tyree, Cathy Wilkins
Cartographer
Hugo Solis
As we agree with the growing consensus that “they” can and should be used as a gender-neutral, singular English language pronoun when one is needed,
we have adopted that as the style in our products. If you see this grammatical construction, it is intentional.
© 2017 Monte Cook Games, LLC. CYPHER SYSTEM and its logo are
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names, and the distinctive
likenesses thereof, are trademarks of Monte Cook Games, LLC.
Printed in Canada
table of Contents
In the Beginning Was the Word (Bubble) 4
Part 1: Origins 5
Chapter 1: The World of Unmasked 6
Chapter 2: Unmasked Overview 10
Part 2: Prodigies 13
Chapter 3: Creating a Character in Unmasked 14
Chapter 4: GM ing Prodigies 16
Chapter 5: Creating the Teen-Teen Descriptor 24
Chapter 6: Creating the Mask-Mask-Form Descriptor and Type 32
Chapter 7: Creating the Mask-Mask-Form Focus 52
Chapter 8: Creating the Mask-Mask-Form Power Shifts 62
In 1992, it was nearly impossible to make a living in New York City as a comic book artist.
Still, comics carried me through my teenage years. I vividly recall reading the first issue of Watchmen in
Italian class in 1986 while Mr. Peppini conjugated at me, ascolto, ascolti, ascolta. I remember waiting for
the delivery of the long-delayed issue of The Dark Knight Returns and reading it fresh out of the packing
box. Picking up the masterpiece that is Arzach by Moebius for the first time. Seeing the culmination of
the Claremont/Byrne run of the Uncanny X-Men. To say these experiences shaped my creative life would
be a massive understatement.
When life got difficult (and it often was in New York in the 1980s), comic books were always there for
me. And, amazingly, the comics appeared to change along with me. The switch to more serious comics
with dark, “real” story lines coincided with my teenage years, and looking back, they meshed perfectly
with my shift in world view.
Today, of course, it’s an embarrassment of riches. Every second film is a superhero movie. Dark
heroes are so old hat that they went out of style and have come back into style again. There are so many
superhero films, comics, and games that I can’t keep them all straight.
Unmasked is an attempt to capture the madness of my teenage life and combine it with the power
fantasy of the classic superhero that helped me to get through those years. Put those two together, mix
in a little horror, and you get Unmasked.
Unmasked is designed to take the players back to that
time in their lives when anything seemed possible, and to
give them the power to explore what life would be like if
their characters could have reached out and shaped the
world. After all, teens are violent, loving, insightful, driven,
disinterested, and full of want on a level that an adult can
only dream of approaching. They’re fairly thrumming with
energy, self-aggrandizement, and self-hate. They hope for the
best possible future, and they hope for an apocalypse. I know,
because I was there, too.
We all were there, once. We’ve all felt that power.
We’ve all worn a mask.
Dennis Detwiller
4
PART 1: ORIGINS
A KID CALLED THE END OF THE WORLD
Dude. I knew it was you. You don’t recognize me. Yet. That’s normal. Nothing to worry about. Sit down.
I’ll tell you just the same, then, when you come back here again.
Uh. That . . . must seem confusing.
Never mind. It’ll make sense later.
Sit down. You may not know it yet, but we’re the same. Soon, you’ll be one of us. I mean, you already are,
and here I go again. NOT IMPORTANT.
Since you told me to, I’ll tell you the story that my mask tells me every night. Ready?
Once, there was a hole in the world. Time fell into it. Things happened, or seemed to. History. Science.
Politics. The Muppet Show. People lived and died and thought and fought and did a million different things.
They thought that was it. They thought that was everything.
But-
When everything had been paved and each horizon fixed with a camera, when there was nothing left
inside, our brains spilled out. All that was left then was the end of the world, and it didn’t come on like
anyone thought. It crept. It moved through the places people couldn’t see, and then, at the end of a place
that everyone thought was real, finally, the hole in the world made us.
We’ve come to overturn it all. Or fix it. I guess it depends on how you’re feeling.
The world can’t be made without someone to see it, nor can it be destroyed without a witness. That’s why
we’re here. That’s why we can do what we can do. That’s why the masks can talk to us.
How do you feel when you find that the world is not outside you at all? How do you adjust when you learn
that everything is just the inside sent outward? That it can be retracted? That it can be overridden? Ended?
How do you feel when you know that reality is just an agreement between motes of thought floating in
nothingness?
You’ll see soon.
Have you made your mask yet? How do you feel now? Right now? Look inside and see it. Close your eyes.
See the hole. See the nothing.
That’s you.
You are the end of the world.
Welcome home, dude.
While Unmasked is a
fully realized setting,
you will need a copy
of the Cypher System
I f you grew up in the 1980s as I did, or if
you turned on a TV anytime in the last
thirty years and watched a John Hughes
film, you’ve seen the backdrop of Unmasked.
The town. Disaffected teens. The mall. High
economy car over their head with one hand.
But only when they wear the mask.
More importantly, the mask tells them
things . . .
Even in this small town, quietly and
Rulebook in order to
play or run the game. school. Welcome to America, 1986. among a select group, sides are already
But something else is seeping in from being drawn.
the edges. Normalcy and complacency are
secretly being replaced by something . . .
more. It always starts the same way, though THE SECRET OF UNMASKED
the teens who are the player characters In Unmasked, the player characters are
(PCs) don’t know it yet. First, they begin to teenagers who are somehow different. One
see things; items and places are marked day in 1986, they wake and find they can
as if they held some special importance. see the secret meaning hidden in everyday
Then they have the dreams. Of a being objects. A stop sign, a Bic pen, the clock
Prester John, page 151 called Prester John moving across the on the wall of the gym—each seems to
country, devising dark plans, and gathering practically shine with power for no apparent
followers. And finally, the teens make a reason. Even more fascinating, they can see
mask. Each mask is different. When they other teens illuminated by the same secret
wear the mask, they unleash their mask- light they have found within themselves.
forms and become someone else, someone Each teen independently feels a drive to
powerful that can make impossible things collect items, to fashion a mask from those
happen. They can fly. Or teleport. Or lift an objects, and once that mask is finished, to
6
THE WORLD OF UNMASKED
wear it. When the PC wears the mask, they BACK TO, UH . . . THE PAST?
become someone else and have amazing The 1980s are everywhere. Even today, the
abilities formerly seen only in the pages of decade creeps in through our music, our
comic books. In their mask, it’s almost as if TV and movies, our clothes, and even our
they’re a different person, as the mask itself hairstyles. I don’t think we’ll ever truly escape it.
appears to have a personality, drive, and even Looking back on that time today, it’s clear why:
goals of its own. While the teens always it was arguably the apex of Western civilization.
have the unusual vision that allows them to There was a clarity of purpose, West versus
sense special items and people, the teens’ East, that few could argue against.
other powers only manifest when they The world was trapped in a viselike grip
become their “mask-form” while wearing between the United States and the Soviet
their mask. If the mask is lost or destroyed, Union, each ready (if the need ever arose)
those powers may be gone forever. to end civilization in eighteen minutes and
These teens soon begin to realize change. America was a bastion of freedom,
that they are not alone in having these the Soviet Union an irresistible force.
miraculous abilities. Others in the world hit Where the Soviets pushed, we slid back,
the ground running that morning in 1986 and where we overtook them, they retreated
with these newfound powers, and those and reinforced. The Middle East and
forces are already in motion. Their goals Central America were the fault points, with
and methods are, for the most part, as occasional slips that threatened to escalate
inscrutable as the source of these nascent until the Earth was a radioactive tomb.
powers. The teenagers of the 1980s were caught up
7
Unmasked
in this zeitgeist like no other generation. They Bueller’s Day Off or MTV, you’re halfway there.
were inheriting a world on the brink of nuclear Below you can find lists of essential viewing
annihilation. A collapsing manufacturing and listening for Unmasked (note that some
base in North America. An explosion of weird examples are from a little before or after 1986):
and eclectic music pouring in from around
the world. Clothes and cars and a world of MOVIES
global possibilities were suddenly present in Back to the Future
every American town, beckoning these young Better Off Dead
people to a bigger, stranger world than their The Breakfast Club
parents could ever imagine. Escape was E.T. the Extra-Terrestrial
possible on a level never before seen by any Fast Times at Ridgemont High
previous generation. From cable television Ferris Bueller’s Day Off
to Japanese manga, the country was making Fright Night
its first stumbling, fledgling steps into what The Goonies
eventually would become the global Internet. Gremlins
Didn’t grow up in the 1980s? Unfamiliar Heathers
with that decade? Even if it feels like you are, Hiding Out
it’s likely you’re not. If you’ve watched Ferris The Legend of Billie Jean
8
THE WORLD OF UNMASKED
9
Unmasked
Chapter 2
UNMASKED OVERVIEW
Teen descriptors,
W hile this game book is jam-packed
with the details of a fully realized
game world, that world runs on
the game engine of the Cypher System. So,
you’ll need the Cypher System Rulebook as
Below is a high-level summary of the roles
the PCs take in the world of Unmasked, the
nature of the masks themselves, the PCs’
abilities to see beyond, and the importance
and meaning of the items that appear to glow.
page 24
well as this book to run an Unmasked game.
Mask-form descriptors, This book presents an entire
page 32
superpowered setting for the Cypher PRODIGIES
Foci, page 52 System. It includes tons of nonplayer The term “prodigy” is used in this book to
characters (NPCs), ideas on how to describe the superpowered teenagers of the
Cyphers, page 168 construct an Unmasked game and Unmasked setting who make masks and can
Smasher, page 33 campaign, and rules for building new PCs, bend reality with amazing abilities. Masks
as well as a great grab-and-go adventure can let their wearers fly, deflect bullets,
Thinker, page 38 generator, a weird threat creator, and new survive terrible injuries, and do much,
ideas, descriptors, foci, and cyphers. It also much more. It is important to note that in
Mover, 42
introduces four new types for the game— the default setting, the world is completely
Changer, page 46 the Smasher, the Thinker, the Mover, and unaware of the existence of prodigies. As
the Changer—as well as examples and ideas such, this term is anything the GM wants
on how to bend, warp, and twist the types it to be—from a convenient reference term
Character Type, and focus abilities from the Cypher System in the book, to something the teens call
page 22 Rulebook to fit the Unmasked setting, along themselves, to a term picked up by the news
Character Focus, with extensive ideas on how to make your when (or if) the reports of the teens’ powers
page 90 supers unique. break worldwide.
10
UNMASKED OVERVIEW
11
Unmasked
12
PART 2: PRODIGIES
THE BOARDWALK
You know you’re getting close to the boardwalk because you can smell the sea first. It’s an odor I
love for some reason: like a cooler full of rotting fish on ice. It’s always like that this time of year-a
breeze carrying in the smell from the sea. Sometimes there are gulls, and sometimes kites on the horizon,
like there are now. The sky near the horizon is never blue. There is never a truly blue sky at the beach. I
don’t know why.
Exeter Way dies in a crumbling mess of pavement, clotted with sand and bamboo weeds, and there is a
stripped Dodge Dart that has been there as long as I can remember. On Hell Night 1980, I scrawled “Cheap Trick
rules” in yellow spray paint across its windshield. Since then, that window of the Dart has been smashed in. The
culprit-a cinder block-lies on the destroyed, tan upholstery of the front seat
I walk up the ramp to the boardwalk. Beneath it, in the shadows, unintelligible graffiti tells stories to no
one. Nobody goes under the boardwalk anymore. I mean, it used to be pretty popular for the kids to play
under them, and the teenagers used to go there to fool around and drink and stuff. Then they found a human
torso in a garbage bag, back in the winter of ’82 or ’83, I think. Now no one goes down there except the
bums and every once in a while a cop or two, to kick the bums out.
It was the same year Tim Buston disappeared, just about four weeks before they found the torso. And
everyone in town thinks it was his, but it was never proven. It’s hard to identify just a torso.
I remember a time in the summer of ’81 when me and Tim and Jody were setting rockets off under the
walk, firing them down the quarter-mile stretch of the supports. Sometimes they would go wild, and once
one exploded right near Tim’s head, taking his glasses off and singeing him. He fell to the ground and
covered his face with his hands, and I thought he was crying. But when he stood up again, gingerly touching
the burn, I could see he was really laughing, silently, tears streaming down his face.
I wonder where that face is now.
I’ve made a new face for myself, I think, in a voice not quite my own. And I pull it out and look at it. A ski
mask with “Mount Airy Lodge” sewn into it in Atari-like letters, secured with a set of crap ski goggles and an
old, tangled mess of a plastic parachute army man. If I put it on right now, I could change the world.
But then I see the kid there, on the boardwalk, blazing like a spotlight. Walking. Walking away.
“Hey!” I shout, and he looks up, and I see it’s a girl. And she looks at me in the same way. Confused.
Excited. I run down the boardwalk, stuffing the mask in my back pocket.
“Wait up!”
14
CREATING A CHARACTER IN UNMASKED
15
Unmasked
Chapter 4
GM ing PRODIGIES
16
GMing PRODIGIES
17
Unmasked
Malibu in their right front pocket and pull During character creation, the player has
it out whenever they need it. Or invert the three power shifts they can apply to any
gravity inside a room so that the floor is any ability or action. Once assigned, these power
surface they’re pointing at, with everything shifts do not change (though advancement
falling toward it accordingly. through the tiers by type can grant additional
The world at large and law enforcement power shifts). Otherwise, only with GM
will meet such “powers” with disbelief, and, permission and through great effort can the
in some cases, with a willful urge to ignore PC add more power shifts to their mask.
the impossible events, or with an attempt to
frame them through personal spiritual beliefs.
Eventually, given enough exposure, news PRODIGY SIGHT
of kids with amazing powers will reach the All prodigies can see and sense other
Part 3: Welcome to 1986, national or global consciousness. See PART prodigies and mementos. This is primarily a
page 65 3: Welcome to 1986 for more guidelines on vision-based ability (though some prodigies
how to build an Unmasked campaign. claim they can “hear” people and objects
thrumming like an electric motor when
they’re close to them). Mementos and other
DIFFICULTY AND POWER prodigies glow with an “aura” or “inner
SHIFTS IN UNMASKED fire” with a brightness commensurate to
Unmasked is an unusual beast, in that it covers their approximate power level. So, in game
a spectrum of challenge and difficulty from terms, a fifth-tier Mover has a greater aura
the everyday (a teen PC needs to hop a fence in prodigy sight than a second-tier Smasher.
while running away from bullies; difficulty 3) This doesn’t mean one prodigy can
all the way up to superpowered shenanigans somehow tell what powers another prodigy
(a masked PC needs to catch a plummeting possesses just by looking—they just know
Piper Cub aircraft before it hits the ground; that the other has power.
difficulty 13). The lower end of the difficulty This ability is the only prodigy ability
spectrum is handled normally as presented (besides activating mementos) that works
Running the Cypher in the Running the Cypher System section in with or without the prodigy wearing their
System, page 366 the Cypher System Rulebook. mask. It cannot be “turned off.”
Superpowered actions are handled
differently, however. First off, while difficulty
in the “real world” maxes out at 10 (with a THE PERSONALITY
target number of 30), difficulty in Unmasked OF THE MASK
maxes out at 15 (with a target number of 45). All prodigies make a single mask. This item
Difficulty 11+ tasks are always reserved for (or fetish, or charm) seems to focus the
dealing with threats that are simply beyond wearer’s abilities in powerful ways. When the
human capability. A normal street cop has no prodigy wears the mask, it’s as if they become
hope in hell of dealing with a threat of level someone else and can use their powers,
13, but a prodigy in mask-form does. placing them firmly in the realm of wonders
Power Shifts, page 270 This is because masks have power shifts. once seen only in comic books. The mask also
Think of a power shift as a permanent level represents the core of their psyche.
of Effort on a particular action or ability that Sometimes, if the prodigy is shy and
is always active for the mask-form. So, if you withdrawn, the personality of the mask is
create a mask that has three power shifts in an extrovert, a worrywart may manifest an
strength, that means any strength-related easygoing mask, and a prodigy terrified of
task of difficulty 3 or less is routine and the opposite sex might be a smooth talker.
requires no roll (the character can smash But not always.
through a door of level 3 without a roll, for The mask often has a name for itself
instance). The power shifts are available (usually a one-off joke name, a slang term, or
only when the PC is wearing their mask. some shorthand for something); a prodigy
18
GMing PRODIGIES
who can lift 50 tons (45 t) might call herself Pools remain in stasis while she is in the mask).
“Tiny,” for instance. Usually, the mask also She uses all manner of Tiny’s abilities, dropping
appears to have needs and desires, just like her Might to 1, so she pauses for one action, takes
the teen. Often the wants of the teenager her first recovery roll, and rolls a 5, regaining 6
and the mask relate somehow with one points. She spends more stat Points on various
another—but again, not always. actions, and when her Intellect hits 1, she takes
The two forms share memories and know ten minutes and tries for her second recovery roll.
everything the other knows. This is, of She rolls a 4, regaining 5 points. Again, she spends
course, because “they” are the same person. more points on actions, takes one hour, and
makes her third recovery roll, regaining 4 points.
When a stat hits 0 after her fourth recovery roll,
PRODIGY MANIFESTATION, she is dumped out of the mask and back to her
EXHAUSTION, AND RECOVERY Tina form (Tiny’s stat Pools are in stasis, and
Putting on a mask causes the personality she now uses Tina’s stat Pools).
contained in the mask to physically manifest
while the teen apparently vanishes to some PRODIGY DAMAGE AND HEALING
unknown and likely unknowable location. This The mask-form and the teen have different
switch is not always self-evident. Sometimes damage tracks. The teen, as a normal
this masked entity is physically and mentally human, moves on the damage track Damage Track,
identical to the prodigy, while sometimes it’s precisely like in the rules presented in the page 202
a totally different person. A fourteen-year-old Cypher System Rulebook. The mask-form,
girl could put on her mask and manifest as however, is different.
an 8-foot tall (2 m) albino man, for example. While the mask-form moves down the
Either way, the physical well-being and damage track normally, it does not move
clothing of the entities are somehow separate. back up the damage track in the standard
If the mask-form gets shot up with a dozen fashion. It does have a big advantage: it
bullets, when the mask comes off the teen can’t really reach the dead state on the
is miraculously unharmed. damage track. Instead, when it reaches
Being in mask-form is exhausting. Most dead, the mask comes off, leaving the teen
of this drain comes from spending stat Pool in its place. For every 24 hours from the
points to activate various type abilities. But point that the mask is not worn, the mask-
a mask may attempt to recover by making a form moves up the damage track by one.
recovery roll. While the damage tracks for a The mask-form must at least be in the Recovering Points in a
teen and their mask-form are discrete, their debilitated state before it can be worn again. Pool, page 202
recovery rolls are not. A mask must attempt A dead mask cannot be worn—yet.
a recovery roll any time a stat Pool hits 0 (a
teen does not). Example: Tiny, in her punch-for-punch
When any stat Pool hits 0 after the mask’s exchange with a shadow man, became
last recovery roll, the mask falls off and the dead. Tina—her teen-form—fled the scene,
prodigy collapses back into their normal clutching her mask. Twenty-four hours later,
teen-form. Whatever rest time is needed to the Tiny mask-form is at debilitated on the
make that failed recovery roll is the amount damage track (and the mask can be used,
of time they must wait before they can put though Tiny would still be gravely injured).
the mask on again. During this time, they’re Forty-eight hours later, the Tiny mask-form is
just the teen and the mask will not allow the at impaired on the damage track. Seventy-two
teen to put it on. hours after Tiny’s untimely “death,” the Tiny
mask-form is hale and ready to kick butt.
Example: Tina, who can transform into a first-
tier Smasher, puts on her mask and becomes Tiny, A 24-hour pause in the use of the mask
a Brash Smasher who Flies by Night. Her stat has a secondary beneficial effect: all the
Pools become Tiny’s stat Pools (Tina’s teen stat mask-form’s stat Pools are refreshed to full.
19
Unmasked
20
GMing PRODIGIES
masks, which have a tendency to get abilities. The PCs begin the game believing
misplaced. Like a lost dog, the mask finds they alone have superpowers. In the very
its way “home” to its creator, given enough recent past, they awoke one morning feeling
time. changed, and have since discovered how to
Only a mask can destroy a mask. First, create a mask to tap their powers. It is only
the mask-form must get the mask off their when they arrive at school, and see others
intended target, and only then can they marked by power like they are, that they
try to destroy it. Even so, it is a task with begin to suspect the truth—there’s more Part 3: Welcome to 1986,
a difficulty rating of 15. This would require than one mask. page 65
power shifts as well as the expenditure of
Effort to even make it possible. When a
mask is destroyed in such a manner, it has
several effects:
It causes a huge disruption visible only to
prodigies—like an invisible explosion.
A half dozen new mementos are created
in the area, almost as if the objects were
bombarded with power and absorbed some.
The teen who owned the mask shifts one
step down the damage track. If the teenager
was hale, they suddenly become impaired. If
they were incapacitated, they die.
Whether or not a teen who has had their
mask destroyed can create a new mask is
up to the GM to decide. If this is possible, it
is recommended that undertaking such an
action requires a few sessions of gameplay
that involve searching, assembling, and
activating a new mask before the PC can
use one again normally.
AWAKENING
At the beginning, the GM gives a brief
overview, explaining that the game is set
in 1986, that the PCs are all teenagers who
live in the same town, and all attend the
local high school. The players make their
prodigies, generating their teen, naming
their mask, and picking their foci and
21
Unmasked
22
GMing PRODIGIES
23
Unmasked
Chapter 5
CREATING THE TEEN-
TEEN DESCRIPTOR
24
TEEN DESCRIPTOR
Nearly all of them are available, with the only NEW DESCRIPTORS
restriction being that since this descriptor
describes the teen-form, the descriptor METAL HEAD
cannot grant the teen powers beyond those You live for heavy metal music, and its
common to the everyday world. For example, nihilistic view shapes your world. This goes
Mystical—which implies the teen can hand in hand with a recklessness that—in
cast spells—is not available. Likewise, any less-than-perfect situations—can serve you
descriptor that grants the teen supernatural well. You shun rules, order, and the status
powers is not permitted. quo, but you often will do the minimum
asked of you just to get by. After all, there’s
always another party to go to.
You gain the following characteristics:
If you have Expanded Worlds, you
Whatever, Man: +3 to your Might Pool.
could also choose from the following
Skill: You are trained in one of the
descriptors:
following: mechanical repair, driving, or
Adroit
construction.
Beneficent
I’ll Waste You: If in a tense situation,
Chaotic
you can escalate threat to an art form. The
Heroic
difficulty of all your attempts to intimidate,
Lawful
cajole, or threaten is decreased by one step.
Relentless
Inability: You always dress in the same
Serene
kind of outfit: motorcycle boots and a
Young
denim jacket with a back patch of your
25
Unmasked
favorite band. You’ve got a huge, puffed 3. One of the other PCs knew you before
hairdo and very long hair. The difficulty on you remade yourself in new-wave fashion,
all your attempts to blend in or conceal your yet they don’t seem to notice what you
identity is increased by one step. consider to be a fundamental change in
Initial Link to the Starting Adventure: you. You’re going to show them why it’s so
From the following list of options, choose important.
how you became involved in the first 4. One of the other PCs really intrigues
adventure: you, but you’re not sure why. You’re coming
1. You know one of the other teens knows along to find out more about that person.
what’s what. You need to follow them until
they spill the beans about the masks. PUNK
2. You know a crazy time when you see Bring it all down! You are the embodiment
one. You’ve decided to follow this one to the of a rebuke to the order that has arisen
end. since the end of the last World War. Music,
3. One of the other PCs is a goofball who television, art—all of it is too self-interested,
opposes everything you stand for. You want too fake. You live in the moment, in a world
to be there when they fall on their face. filled with possibility, but only if you operate
4. One of the other PCs really intrigues outside the boxes society has picked for you.
you, but you’re not sure why. You’re coming
along to find out more about that person.
NEW-WAVE
You are part of the new wave—artistic,
individualistic, and most of all, new. You
dress in a striking manner, and everything
you do is an expression of your art. Obscure
European bands, strange books and art, and
a push toward experiencing the outré make
you open-minded in a way not often found
in your town. Sometimes you’re a rebel, too,
shirking responsibility.
You gain the following characteristics:
Internal World: +3 to your Intellect Pool.
Skill: You are trained in one of the
following: art, literature, or music studies.
What Box? Your problem-solving skills
are outside the norm. The difficulty for
all mental skills that require speculative
thinking is decreased by one step.
Inability: You’re no good at fitting in. The
difficulty for all social interaction rolls is
increased by one step for you.
Initial Link to the Starting Adventure: From
the following list of options, choose how you
became involved in the first adventure:
1. You see something in one of the other
PCs. They could be a kindred spirit. You
need to find out more.
2. Something about the group of PCs says
that this is your place. You don’t question
such feelings.
26
TEEN DESCRIPTOR
You gain the following characteristics: One-Off: Any time you attempt to imitate
That Didn’t Hurt: +3 to your Might Pool. someone who has succeeded at an action
Skill: You are trained in one of the that you’ve never tried before, you gain an
following: skateboarding, stunt biking, or asset on that task.
surfing. Chicken? If you are dared to do
In Your Face: You are trained in all actions something (or otherwise socially goaded, at
that involve overcoming or ignoring the the GM’s discretion), you must attempt the
effects of fear or intimidation. challenge.
Edgy: You stink at self-control. If someone Initial Link to the Starting Adventure:
attacks, your first response is always an From the following list of options, choose
equivalent attack. how you became involved in the first
Initial Link to the Starting Adventure: adventure:
From the following list of options, choose 1. One of the PCs is always better at
how you became involved in the first everything than you are. You follow them
adventure: around, because someday it’ll be your turn
1. The other PCs are freakin’ annoying, to be number one.
but crap, they’re your friends. What can you 2. One of the PCs just decided you
do? two were friends and began to show up
2, You find one of the other PCs everywhere you were.
fascinating, though they are nothing like 3. You know one of the teen PCs is hiding
you. You enjoy being around them, but they something, and you really want to find out
must never, ever know. what it is.
3. You wandered into the PC group, and 4. You and another PC share a secret,
they seem to know how to have a good something you never talk about. You stick
time. What the hell, you only live once. near them to make sure they’re not talking
4. One of the PCs is so very wrong about out of turn.
everything. You want to be there when they
hit rock bottom.
TEEN SKILLS
SHOW-OFF At the GM’s discretion, you can select up
Anything they can do, you can do better. You to three skills for your teen character. Keep
feel a strong need to keep pace or outdo in mind, since your PC is just a kid, it’s
those around you. Sometimes this leaves highly unlikely you have any super useful
you embarrassed—or, at worst, injured. skills—except those which might make you
Still, it’s better to look like a fool in the short appear cool to other teens. Thus, skills are
term than to be forgotten. usually things like skateboarding or break
You gain the following characteristics: dancing. Write any skills down under the
Fast: +3 to your Speed Pool. skill heading in the TEEN section of the
Skill: You are trained in one of the character sheet.
following: acrobatics, climbing, or dodging.
27
Unmasked
28
TEEN DESCRIPTOR
26 You are certain something bad is coming. This anxiety is so crippling that you’re
beginning to underperform.*
27 You are in love with a social outcast but can’t tell anyone.
28 Despite excelling in a sport, you’re haunted by your failures in school.
29 You failed your driving test and can’t let anyone know.
30 Your job is cool in some way (you’re a lifeguard, work in a movie theater, etc.).
31 Your house has an indoor pool—it’s party central.
32 Your older sibling who is off at college was the biggest sports star your high
school has ever known; you struggle in their shadow.
33 You protect students from bullying in exchange for cash.
34 You are guaranteed a full ride at a big college—if you can stay out of trouble.
35 No one knows you can’t read very well.
36 You hate the sport you play and would do anything not to be involved in it
anymore, but you’re great at it.
37 You have your eye on an unpopular student as a love interest, but you’re unsure
what your friends might think.
38 Your dad runs the bank in town.
39 You secretly despise your life, and you dream of running away and starting anew.
40 You have found a secret place that hums with invisible power. When you’re there,
you can see visions.*
41 Your best friend is a weirdo hated by the cool kids, but he doesn’t care.
42 Your dad owns the town’s car dealership and is a local political bigwig.
43 You are secretly in love with a geek, but you’re terrified they will laugh at you if
you confess your feelings.
44 Your older sibling is a well-known nerd in the school whom you do your best to
avoid.
45 Your parents are never home, meaning your house is party central, but
sometimes you go months without seeing them at all.
46 You dream of a grinning man all the time now. In these nightmares, he draws
closer and closer to your house.*
47 A memento you found on the first morning you could “see” seems to thrum with
power when you come near certain people or places.*
48 Your parents died when you were young, and you live with your religious
grandparents, who have no idea about your more outré activities.
49 You’ve been secretly working a crap job and socking away every penny you can to
afford an awesome used car.
50 You are never without some key item that everyone knows you for (a Walkman,
sunglasses, a retractable keychain, boots, a trucker’s cap, etc.)
51 You tried out for a sport but failed miserably, in public, and you’re still recovering
from it.
52 Much to your chagrin, your former love interest is the most popular person in
school, and they hate you.
53 Your family name is associated with petty crime; you’re the ne’er-do-wells in the
town.
54 Although you look like you spend a ton of money on clothes, you’re actually poor
and spend every waking moment slapping together outfits from Goodwill.
29
Unmasked
55 You hate the persona you “wear” at school, but you don’t know how to get off
the popularity train.
56 You find yourself drawn to using your popularity to defend those who are weak or
picked on.
57 Though you’ve never performed in front of anyone, you dream of being an actor,
singer, or dancer.
58 People come to you to boost their social profile in exchange for cash.
59 You are legendary for your disdain for school authority. You mouth off all the
time.
60 You keep a hate book and note all the weird or bad deeds individual students
commit. If anyone ever found it, it would ruin dozens of lives.
61 You’ve just transferred to the school from the big city, and man, is this new
school lame.
62 You’ve struck up an unlikely friendship with a jock who seems unconcerned with
your weirdness.
63 When you daydream now, it always ends up with the same image: a preacher,
head hung down so you can’t see his face, beckoning you. It’s beginning to creep
you out. Like, seriously.*
64 Your house is a disaster area, and your parents are always at work.
65 You have a huge, immortal car from the 1970s that seems beyond mechanical
failure—plus a permit to drive it.
66 Your family is rich, and you are the black sheep. They are sick of your
shenanigans.
67 You dream of being an artist, graffiti artist, or skateboarder, but that’ll never
happen if you don’t skip this crap town.
68 You’re in love with a popular student, but you don’t think they have any idea you
even exist.
69 You have friends in the nearest big-city music scene, and you often end up with
free tickets to sold-out concerts.
70 Your family has so many cousins and siblings that it’s like you have your own
gang.
71 Your family is good-natured, but secretly homeless and living out of the family
van. You live in terror of anyone finding out.
72 Your love of science fiction supersedes your sense of personal embarrassment.
It’s all you talk about.
73 Some teachers think you are a genius, and they constantly pester you to try and
do better in school.
74 Your family is career army, and you’ve attended as many schools as years you’ve
been in high school.
75 You suffer from terrible acne, and you’d do anything to get rid of it.
76 Your life is all about video games. You spend every waking moment you can in
front of an arcade machine.
30
TEEN DESCRIPTOR
77 A close family member died the year before, and your family struggles under the
grief.
78 You are always at school because your home life sucks. Sometimes you secretly
crash at the school when things are particularly bad.
79 One of your parents is a teacher in your high school.
80 You’re a gearhead obsessed with cars. But you can’t drive—yet.
81 You love to kitbash electronics, and you swing a decent income repairing broken
radios and TVs.
82 Your oldest sibling, who once attended the high school, is your (overprotective)
guardian.
83 You are all about after-school activities: band, yearbook, and chess club. You’re
an overachiever.
84 You’ve befriended a janitor who sees and hears everything at the high school.
85 Your family is devoutly religious, and they think you are, too. Only at school are
you truly free.
86 Your parents are never home, and you’re like a parent to your younger sibling.
This takes up a lot of time, but you love them.
87 Some nights you find that your mask seems to talk to you. If you listen closely, it
appears to be describing locations to you, but only you can hear it.*
88 Your mom is the town doctor.
89 You’ve noticed the clock tower in the middle of town glows like a memento—but
only at midnight. One minute past and it’s just a regular clock tower again.*
90 Your record and tape collection is as big as that of a radio station’s.
91 You are a trouble magnet. Every time you open your mouth, something funny
(and then bad) happens.
92 You live with your aunt or uncle, and they barely tolerate you. Your parents aren’t
in the picture.
93 You are the notorious graffiti artist the town is desperately searching for.
94 You’ve won the friendship of a nerd by taking the fall for them, and now they
won’t leave you alone.
95 You are never anywhere without your Walkman, boom box, or transistor radio.
96 Your whole life revolves around comic books.
97 Some people make friends. While you do have some friends, you’re much better
at making enemies. In fact, you enjoy it. A lot.
98 You’ve seen a couple of kids who seem marked with an odd kind of light. They
have apparently formed a clique—but they’re all dumbasses. You think they
might even be dangerous.*
99 You are a night person and a well-known class screwup, because you’re always
falling asleep in class.
00 In the old bus station in town, you noticed a door with the sign “END OF THE
LINE” that seemed lit with power, but you were too frightened to go inside.*
31
Unmasked
Chapter 6
CREATING THE MASK-
MASK-FORM DESCRIPTOR AND TYPE
Mover, page 42
Changer, page 46
I n Unmasked, the mask-form has a
separate descriptor from the teen.
You can choose any descriptor for the
mask-form (even ones such as Mystical,
which aren’t open to the teen-form). The
the Mover, and the Changer. These types
have been built out from those in the Cypher
System Rulebook to suit a 1986 gone weird,
and each one represents a stop along the
spectrum of comic book–style characters.
descriptor should indicate the attitude of Almost all the abilities in the Cypher
your mask-form. It’s the adjective in the System Rulebook will work for the mask-
character creation sentence, “I am an forms in Unmasked, so players should feel
adjective noun who verbs.” free to choose from that source as well.
Type comes next. It is the core of the The new types that follow already have the
mask-form that the PC teen transforms into. abilities from the Cypher System Rulebook
The PC’s teen-form doesn’t have a type, incorporated into them, so it’s easy for a
but their superpowered mask-form sure player to sit down with this book and quickly
does. It’s the noun in the character creation whip up a new character without going back
sentence, “I am an adjective noun who and forth between the two books.
verbs.” When the teen puts on their mask,
this type is the central concept of what they
become (their superpowers are linked to TYPE OVERVIEW
their type abilities, but also to their focus Smashers follow the old motto of walk softly
abilities, which come after this section). and, uh . . . smash everything in sight. Their
Four new types are presented here for first and last thought when confronted by a
Smasher, page 33
players to choose from to create their mask- threat is usually, “Can I hit it?” If the answer
Thinker, page 38 form characters: the Smasher, the Thinker, is yes, you’d better get out of their way.
32
MASK-FORM DESCRIPTOR AND TYPE
These mask-forms are often big and brawny, Changers change things. Whether their
but again, not always. Some Smashers are target is a mind or an object doesn’t really
psychics and don’t need muscles to get the matter. Some Changer mask-forms are really
damage done. good-looking, others know just what to say
Thinkers live in their mind, two minutes and when, and still others can reach into
ahead of the rest of the world. Sometimes the mind of a target or force the physical
their powers are psychic, sometimes nature of an object to change. Changers are
physical, and sometimes a mix, but they all about relationships—between people,
are always concerned with outcomes, likely places, and things. They like to smooth over
actions, and directing matters towards a disagreements and make plans work.
desired conclusion. Most Thinker mask-
forms are small, but again, there is no
restriction. Their constant calculation SMASHER
sometimes makes them appear distant and Smashers are usually bruisers, and
hard to communicate with. they’re not that great at considering
Movers are sure that where they are must future ramifications. They act first and ask
certainly be less interesting than where they questions later, usually when they’re also
are not. As such, they’re always in motion. licking their wounds. They think problems
These mask-forms tend to be small and are best dealt with through physical action.
fast, but not always. This alacrity sometimes In general, Smashers tend to avoid
affects more than just their movement situations that involve deep thought, socially
speed or focus abilities—sometimes their embarrassing actions, and looking bad in
mouths run a bit fast, too. front of others. But they can run, jump,
33
Unmasked
34
MASK-FORM DESCRIPTOR AND TYPE
SMASHER STATS
Smasher Stat Pools
Stat Pool Starting Value
Might 12
Speed 9
Intellect 7
35
Unmasked
36
MASK-FORM DESCRIPTOR AND TYPE
always looks like it’s just stepped out of a abilities. Again, the mask-form must announce Expert Memento Use
battlefield undergoing active bombardment. what it is doing in advance. The mask-form is the same as Expert
Cypher Use.
She selects a huge sledgehammer she calls also gains a power shift to resilience, which
“Percy” (heavy weapon) and a ball-and- makes it harder to injure.
chain shot put she calls “the bean” (heavy
weapon) for equipment. Monster Masher THIRD-TIER SMASHER
gets the Prodigy Sight and Practiced With All You gain the abilities noted for a third-tier Second-Tier Warrior,
page 25
Weapons abilities automatically, and Dana Warrior. In addition, you can replace one of
selects Bash, Control the Field, No Need for your lower-tier abilities with a different one Chop, page 25
Weapons, and Overwatch for her Smasher’s from a lower tier.
Crush, page 26
four abilities. She customizes these by saying Mask-Form Abilities: When you select a
her mask-form announces its moves before it new third-tier ability, you can instead select a Mighty Blow, page 26
does it: “SMASH IT!” for Bash, “MOVE IT!” third-tier mask-form ability. All prodigies have
for Control the Field, “PUNCH IT!” for No access to these special mask-form abilities. Reload, page 26
Need for Weapons, and “THROW IT!” for Skill With Attacks,
Overwatch. If somehow it can’t say it, it can’t THIRD-TIER SMASHER ABILITIES page 26
do it and just stands there, goggling. Choose 3 abilities
Skill With Defense,
Deadly Aim (3 Speed points) page 26
SECOND-TIER SMASHER Experienced With Armor
You gain the abilities noted for a second-tier Successive Attack,
Warrior. In addition, you can replace one of Expert Memento Use page 26
your lower-tier abilities with a different one Fury (3 Might points)
Third-Tier Warrior,
from a lower tier. Lunge (2 Might points) page 26
Mask-Form Abilities: When you select Reaction
a new second-tier ability, you can instead Deadly Aim, page 26
Seize the Moment (4+ Speed points)
select a second-tier mask-form ability. All Experienced With
prodigies have access to these special Slice (2 Speed points)
Armor, page 26
mask-form abilities. Spray (2 Speed points)
Trick Shot (2 Speed points) Expert Cypher Use,
page 26
SECOND-TIER SMASHER ABILITIES
Choose 2 abilities + additional power shift Example Selection and Customization: Fury, page 26
to resilience Dana’s Smasher hits third tier, and Dana
Lunge, page 26
Additional Power Shift to Resilience: selects Fury (“ENOUGH!”), Lunge (“SHUT
Might defense rolls and Armor are UP!”), and Trick Shot (“SURPRISE!”) as her Reaction, page 26
naturally increased or you have a Smasher’s new abilities. Again, the mask-form
must announce what it is doing in advance to Seize the Moment,
permanent +1 in Armor. This can be added page 26
to previously power-shifted resilience. use the abilities.
Slice, page 26
Chop (2 Might points)
FOURTH-TIER SMASHER
Crush (2 Might points) You gain the abilities noted for a fourth-tier Spray, page 16
Mighty Blow (2 Might points) Warrior. In addition, you can replace one of Trick Shot, page 26
Reload (1 Speed point) your lower-tier abilities with a different one
from a lower tier. Fourth-Tier Warrior,
Skill With Attacks page 27
Mask-Form Abilities: When you select a
Skill With Defense
new fourth-tier ability, you can instead select
Successive Attack (2 Speed points) a fourth-tier mask-form ability. All prodigies Mask-form abilities,
have access to these special mask-form page 50
Example Selection and Customization: abilities.
Mask-form power shifts,
Dana’s Smasher hits second tier, and Dana page 62
selects Crush (“BATTER UP!”) and Mighty
Blow (“EAT IT!”) as her Smasher’s new
37
Unmasked
Adroit Memento Use FOURTH-TIER SMASHER ABILITIES Example Selection and Customization:
is the same as Adroit Dana’s Smasher hits fifth tier, and Dana
Cypher Use.
Choose 2 abilities + power shift (+3
damage for a specific attack) selects Greater Skill With Attacks (“WATCH
Power Shift (+3 Damage for a Specific THIS!”), Minor to Major (“THIS IS GONNA
Capable Warrior, Attack): Apply a permanent power shift to HURT!”). and Jump Attack (“YOO-HOO!”)
page 27 as her Smasher’s new abilities. Again, the
a particular attack not previously boosted
Experienced Defender, by a power shift, adding +3 points of mask-form must announce what it is doing in
page 27 damage to it. advance to use the abilities.
Feint, page 27 Capable Warrior
SIXTH-TIER SMASHER
Minor to Major, Experienced Defender You gain the abilities noted for a sixth-tier
page 27 Feint (2 Speed points) Warrior. In addition, you can replace one of
Momentum, page 27 Minor to Major your lower-tier abilities with a different one
Momentum from a lower tier.
Opening Gambit, Mask-Form Abilities: When you select a
page 27 Opening Gambit (4 Might points)
new sixth-tier ability, you can instead select
Snipe (2 Speed points) a sixth-tier mask-form ability. All prodigies
Snipe, page 27
Tough As Nails have access to these special mask-form
Tough As Nails,
page 27 abilities.
Example Selection and Customization:
Fifth-Tier Warrior,
page 27
Dana’s Smasher hits fourth tier, and Dana SIXTH-TIER SMASHER ABILITIES
selects Momentum (“HEADS UP!”) and Choose two abilities
Adroit Cypher Use, Tough As Nails (“THAT’S ALL YOU’VE Finishing Blow (5 Might points)
page 27 GOT?”) as her Smasher’s new abilities. Again,
Magnificent Moment
Arc Spray, page 27 the mask-form must announce what it is doing
in advance to use the abilities. Shooting Gallery (5 Speed points)
Greater Skill With Slayer (3 Might points)
Attacks, page 27
FIFTH-TIER SMASHER Spin Attack (5 Speed points)
Improved Success, You gain the abilities noted for a fifth-tier Weapon and Body (5 Speed points)
page 27 Warrior. In addition, you can replace one of
Jump Attack, page 27 your lower-tier abilities with a different one Example Selection and Customization:
from a lower tier. Dana’s Smasher hits sixth tier, and Dana
Mastery With Armor, Mask-Form Abilities: When you select a selects Finishing Blow (“HI THERE!”) and
page 28
new fifth-tier ability, you can instead select Slayer (“ENOUGH OUTTA YOU!”) as her
Mastery With Defense, a fifth-tier mask-form ability. All prodigies Smasher’s new abilities. Again, the mask-form
page 28 have access to these special mask-form must announce what it is doing in advance to
Parry, page 28 abilities. use the abilities.
38
MASK-FORM DESCRIPTOR AND TYPE
39
Unmasked
40
MASK-FORM DESCRIPTOR AND TYPE
FIFTH-TIER THINKER
You gain the abilities noted for a
fifth-tier Adept. In addition, you can
replace one of your lower-tier abilities
with a different one from a lower tier.
Mask-Form Abilities: When you select a
new fifth-tier ability, you can instead select a
fifth-tier mask-form ability. All prodigies have
access to these special mask-form abilities.
41
Unmasked
42
MASK-FORM DESCRIPTOR AND TYPE
43
Unmasked
Expert Memento Use SECOND-TIER MOVER ABILITIES Example Selection and Customization:
is the same as Expert Michael’s Mover hits second tier, and Michael
Cypher Use.
Choose 4 abilities + additional power shift
to dexterity selects Escape, Quick Recovery, Range Increase,
Additional Power Shift to Dexterity: The and Stand Watch. Again, these are linked to
Enable Others, page 41 the Streaker being clothed or not. Escape is a
difficulty for all movement, acrobatics,
Escape, page 41 initiative, and Speed defense tasks is side effect of the Streaker’s high-speed stuttering
reduced by one step. This can be added to movement. Quick Recovery is a by-product of
Eye for Detail, page 41 the Streaker’s superhuman metabolism (only
previously power-shifted dexterity.
Hand to Eye, page 41 when moving at high speed, of course). Range
Enable Others
Increase again allows the Streaker to move
Investigative Skills, Escape (2 Speed points) faster and farther than most. Stand Watch is
page 41
Eye for Detail (2 Intellect points) more “running watch,” as the Streaker uses
Quick Recovery, Hand to Eye (2 Speed points) his superior speed to circuit an area looking
page 41 for trouble. The Streaker also gains a power
Investigative Skills
Range Increase, shift to dexterity, decreasing the difficulty of all
Quick Recovery
page 41 dexterity-related tasks by one step.
Range Increase
Skill With Defense,
page 41
Skill With Defense THIRD-TIER MOVER
Stand Watch (2 Intellect points) You gain the abilities noted for a third-tier
Stand Watch, page 41 Explorer. In addition, you can replace one of
Travel Skills
Travel Skills, page 41 Wreck your lower-tier abilities with a different one
from a lower tier.
Wreck, page 41 Mask-Form Abilities: When you select a
Third-Tier Explorer, new third-tier ability, you can instead select a
page 41 third-tier mask-form ability. All prodigies have
access to these special mask-form abilities.
Controlled Fall, page 41
44
MASK-FORM DESCRIPTOR AND TYPE
short distances at such speed it appears he your lower-tier abilities with a different one Adroit Memento Use
is teleporting. With Seize Opportunity, the from a lower tier. is the same as Adroit
Cypher Use.
Streaker can gain the upper hand while being Mask-Form Abilities: When you select a
attacked and then immediately attack his new fifth-tier ability, you can instead select a
attacker—by seeming to jump short distances fifth-tier mask-form ability. All prodigies have Fourth-Tier Explorer,
and land hits. Of course, all these speed abilities access to these special mask-form abilities. page 42
require the Streaker to, uh, streak to use them. Capable Warrior,
FIFTH-TIER MOVER ABILITIES page 42
FOURTH-TIER MOVER Choose 3 abilities
Expert, page 42
You gain the abilities noted for a fourth-tier Adroit Memento Use
Explorer. In addition, you can replace one of Increased Effects,
Jump Attack (5 Might points) page 42
your lower-tier abilities with a different one
from a lower tier. Mastery With Defense
Read the Signs,
Mask-Form Abilities: When you select a Parry (5 Speed points) page 42
new fourth-tier ability, you can instead select Physically Gifted
Runner, page 42
a fourth-tier mask-form ability. All prodigies Take Command (3 Intellect points)
have access to these special mask-form Tough As Nails,
Vigilant (5 Might points)
abilities. page 42
Fifth-Tier Explorer,
FOURTH-TIER MOVER ABILITIES Example Selection and Customization: page 42
Choose 2 abilities + additional power shift Michael’s Mover hits fifth tier, and Michael
Adroit Cypher Use,
to any ability selects Jump Attack, Parry, and Vigilant. The page 42
Additional Power Shift to Any Ability: This Jump Attack launches the Streaker into the air
at a high speed and lets him deliver a flurry of Jump Attack,
works like a permanent level of Effort on page 42
any ability. This permanently reduces the punches and strikes as he lands on a target.
difficulty of actions covered by the ability Parry represents the Streaker’s ability to see Mastery With Defense,
attacks coming and deflect them harmlessly page 42
with the power shift by one step per
power shift. before they can hit. Vigilant is just the Parry, page 42
Streaker’s high-speed metabolism at work; it
Capable Warrior Physically Gifted,
allows him to shrug off daze or stun attacks.
Expert page 42
45
Unmasked
46
MASK-FORM DESCRIPTOR AND TYPE
47
Unmasked
FOURTH-TIER CHANGER
You gain the abilities noted for a fourth-tier
Speaker. In addition, you can replace one of
your lower-tier abilities with a different one
from a lower tier.
Mask-Form Abilities: When you select a
new fourth-tier ability, you can instead select
a fourth-tier mask-form ability. All prodigies
have access to these special mask-form
abilities.
48
MASK-FORM DESCRIPTOR AND TYPE
Mask-form abilities,
page 50
49
Unmasked
50
MASK-FORM DESCRIPTOR AND TYPE
51
Unmasked
Chapter 7
CREATING THE MASK-
MASK-FORM FOCUS
am an adjective noun who verbs.” When the NEW FOCI FOR UNMASKED
teen puts on their mask, this is their big The following four new foci are presented
power. They may have a ton of type abilities here in Unmasked for the first time, but they
related to this power, but the focus—that’s can easily be used in any appropriate Cypher
their main power, or the source of their System setting.
power. (And remember, when not wearing
their mask, they’re just a teen and have no FLIES BY NIGHT
type or focus.) Your mask-form thrives in darkness. While
you can exist in light, all rolls when your
mask-form is exposed to any bright light
CHOOSING A FOCUS count as one step more difficult. In the
It is best for the game if PCs do not share darkness—even just in shadow—you thrive.
the same focus. It’s supposed to represent It’s like a medium you swim in, drink in, and
something unique and cool about the subsist on. You usually strike a terrifying
mask-form and shouldn’t be just another figure to those who wander into your
run-of-the-mill ability. Luckily, due to darkness.
the impossible nature of the Unmasked Connection: Choose one of the following.
prodigies, nearly all foci (from any genre) 1. Pick Pick one other PC’s mask-form.
52
MASK-FORM FOCUS
You know them, and they know you—as Major Effect Suggestion: Your foe is Flies by Night GM
if you and they had interacted for a long terrified of supernatural beasties—and you Intrusions: You remove
your mask due to
time—but where and when you met, and are their worst nightmare. The difficulty of exhaustion, and some
how they feel toward one another remains all defense rolls against them is reduced by affected creatures of
up to you to decide. one step. the night come calling
2. Pick one other PC’s teen-form. You when you can’t control
them. You remove your
really dislike them. Nearly any problem can Tier 1: Freaks Come Out at Night (1 mask due to exhaustion
be traced back to them. Intellect point). You can summon small while in night form or
3. Pick one other PC (both forms). One creatures that persist in darkness or in shadow form, and
you drop to the ground
of your forms is in love with one of their shadow (nocturnal animals) to serve as
roughly, suffering 3 points
forms. Whether this love is unrequited or your emissaries and servants. This ability of Might damage to your
unknown is up to you to decide. functions only in an area known to be teen-form.
4. Pick one other PC’s teen-form. This inhabited by such creatures (so, if you’re in
person seems to be able to see through a jet aircraft, it’s unlikely you can call up a
your posturing and can always tell when rat, roach, or raccoon). The animals can be
you’re bluffing. dispatched on complex tasks that do not
Additional Equipment: You love cloaks. involve violence, and they will flee normally
Riding boots and black lace shirts, too. It’s if attacked. Otherwise, they will do their best
likely you have several goth outfits to match to avoid detection while completing their
your dire outlook on life in the shadows. charge. For example, you could instruct a
Minor Effect Suggestion: Your foe fails to brood of rats to chew through the ropes on
notice you and needs a moment to turn their a winch or to form a perfect circle around a
attention toward you again, losing an action. person. Action.
53
Unmasked
The Manner of All Beasts. Nocturnal actions they undertook. This trail vanishes
animals speak to you. The smaller the animal, in light. Action.
the simpler the “report,” and all information
is channeled through the intellect of the Tier 3: The Killing Moon (3 Might points).
particular beast. A roach might call a house a Depending on the phase of the moon,
“woodwoodwood,” while a rat might call it “a you gain an additional Pool of points you
human-nest,” for example. Their language is can move to any mask-form Pool at any
understandable only to you. time until the next moon rises. The GM
determines what phase the moon is in.
Tier 2: Ghost Dance (2 Intellect points). Full Moon. You gain 6 points to place
Living beings cut paths through shadow in any stat Pool. When this Pool hits 0, it
that only you can see, like a wake left behind remains empty until the moon rises again.
a vehicle moving through water. This “dark Half Moon. You gain 5 points to place
wake” persists for an hour after a being in any stat Pool. When this Pool hits 0, it
moves through the shadow, and you can see remains empty until the moon rises again.
the basic trail where it traveled in the area, Quarter Moon. You gain 4 points to place
as well as the wormlike trail of its body as it in any stat Pool. When this Pool hits 0, it
moved through space. In so examining the remains empty until the moon rises again.
wake, you can deduce the meaning of the New Moon. GM’s choice.
54
MASK-FORM FOCUS
Tier 4: Night Moves (4 Intellect points). the far side is not sufficient for your body to
If you pause and concentrate, you can fit in, your body suffers serious damage as
expand your senses to encompass any it tries to expand in the new, smaller space.
living creature in shadow or darkness within Treat this as dropping one step on the
1 mile (2 km). This ability operates for as damage track. Action.
long as you remain still (and free from
attack). When the ability is broadened to Tier 6: Shadows of the Night (6 Intellect
all creatures in the radius, it decreases the points). You can become a disembodied,
difficulty of all actions to do with searching, flowing shadow of up to 20 feet (6 m) in
spying, sneaking, and climbing within length that can move across surfaces (even
that radius by one step, for one hour. On defying normal light sources by crossing
a successful Intellect roll, you can find a lit areas), for up to ten minutes at a time.
specific creature known to you and spy You can even float into the air (and up).
with its senses (hearing, sight, touch, taste, In this form, you can move anywhere
smell). This is not limited to nocturnal light can move—no matter how small the
animals, only animals currently in shadow. opening. Glass is as good as an open door
It does not include humans. Action. to you. In night form, you are immune to
physical damage, but likewise, you cannot
Tier 5: Night Shift (5 Might points). You attack (with physical or mental powers)
can fold your body into a dimensionless until you choose to change back to your
shape that defies reason and then squeeze normal mask-form. Even in open light, you
through absurdly small spaces, such as a can maintain your night form (for a time).
crack in a door jamb or a keyhole. If air can Action.
move through it, so can you, in one swift
movement. On the far side of the obstacle,
you resume normal shape. If that space on
55
Unmasked
LIVES ON THE DARK SIDE 3. Pick one other PC’s mask-form. It has
Lives on the Dark Side You see the spiritual landscape of the taken a shine to your teen-form and does its
GM Intrusions: You universe unfolding before you, moment to best to protect and help them.
remove your mask due
to exhaustion, and your moment. By focusing your energies, you 4. Pick another PC’s mask-form. When it
power seems to attract can change the outcome of events, see the comes in contact with your teen-form, all its
the attention of enemies future, and alter the minds of the weak, abilities inflict 1 point more damage.
to your teen-form. You but these changes cause disturbances Additional Equipment: Your mask-form
remove your mask due to
exhaustion and drop it to and ripples that only you can sense. These tends to either be concealed beneath a
the ground, out of reach. abilities allow you to know things before cloak, or to wear an ascetic’s robes and
others do, to alter situations to suit your simple, monk-like attire.
needs, and even to shift the outcome of life- Minor Effect Suggestion: Your foe is
changing events. It is an immense burden, affected by the power in an unpredictable
as well as an endless boon, when used wisely. way, and they lash out, cause a problem,
You tend to be withdrawn, observant, and, or destroy something—just not you or
above all, decisive—some might even say anything you possess.
cruel. But then again, few understand the Major Effect Suggestion: Your foe is
access to limitless power you possess. somehow protected by the very force you wield,
Connection: Choose one of the following. for reasons you don’t understand. All attempts
1. Pick one other PC’s mask-form. They to use your focus abilities against them
are buddies with your mask-form—with a automatically fail. This effect lasts 24 hours.
long history of adventures together.
2. Pick one other PC’s teen-form. Your Tier 1: Wax On, Wax Off (2 Speed points).
abilities are super effective against them: When you activate this ability, you must hold
all such rolls are treated as one step less your hand up in front of you. All projectile
difficult. weapons targeted at you hit your hand
instead and inflict 0 points of damage for as
56
MASK-FORM FOCUS
long as you keep your hand raised. To take Tier 4: Need for Speed (5+ Speed points).
any other action besides walking and using For each Speed point spent above 5, you
this ability, you must lower your hand. Action. can move to any point within long range
as if it were a single step. Each additional
Tier 2: Phone Home (3 Intellect points). “speed run” past the first costs 1 Speed
You can see, sense, and feel the current point. To those watching, you appear to
situation of targets and, to a certain degree, blur and nearly teleport from point to
their near future. Choose from one of point (though you still have to cross the
effects below. Action. intervening space). You can act normally for
Person to Person. As long as you suffer one action at the conclusion of each “speed
no damage, you can see, hear, and feel run,” but the speed run effect ends if you do
anything a single friendly target does, over not choose to “speed run” again at the end
any distance. You do not have access to of that action, and you must pay the whole
their thoughts, and the ability does not cost again to reactivate the power. Action.
operate on enemies. The target is aware of
your presence. You and the target remain Tier 5: Get Over Here! (5 Intellect points). You
in contact until the connection is severed can cause any person up to twice your size
when you take damage or activate any other or any object up to 500 pounds (230 kg) to
power or ability. float through the air and jump to your hand or
Future Proof. You see the near future of land on the ground in front of you, in a single
a friendly target. These visions are vague, round. This is useful for grabbing enemies at a
but have revelatory clues embedded in distance, rapidly dropping some cover in front
them. Often, they are symbolic. The final of your position, or snatching an object, gun, or
disposition of the vision and its meaning other weapon. If anybody is between you and
are up to the GM. the object being pulled to you, and the object is
Thoughts and Schemes. You can open of significant size (such as an air conditioner
yourself to the psyches of your enemies. You or a person), they suffer 2 points of damage as
can ask one yes/no question about their the object smashes past them. Action.
plans and receive an answer. For example,
you could ask, “Does the army know my Tier 6: Most Impressive! (7 Speed points)
identity?” and receive a truthful “yes” or You can choose one of the following effects:
“no” answer. But you couldn’t ask, “Where Missed Me. You can shrug off any attack
is the army base?” that just happened in the last round,
removing all of its damage and ill effects
Tier 3: Fool, Pity the (4 Intellect points). (even restoring you on the damage track,
You suddenly appear to cut a terrifying unpoisoning you, etc.). To all present, it
figure for up to one minute. People shrink looks as if you were hit or affected, but
at your voice, posture, and appearance, suddenly and inexplicably sidestepped it.
though how you look and what you say Perfect Dodge. For the next six turns,
doesn’t even matter. This activates and no attack (mental or physical) can hit you
deactivates as suddenly as a light switch as long as you do not attack any target.
flipping. The difficulty of all negative social The moment you attack, or at the end of
interactions (such as threatening, bluffing, six rounds, this effect ends. You appear to
or commanding) is reduced by two steps move in a preternatural way, sidestepping,
while this power is active. If those affected jumping, and dodging with ease, as if you
by this ability are engaged in combat with could see each attack coming before it lands.
you, you gain an asset on initiative tasks Out and Over. In a single action, you leap to
and the difficulty of all attacks against the lowest vertical surface that you can hang on
affected targets is reduced by one step. The to (such as the lip of a building), no matter the
ability is not selective and works on allies as height difference. If this distance is greater than
well as enemies. Action. a single story, the effect looks preternatural.
57
Unmasked
TRAVELS BACK FROM THE FUTURE simple actions at your command, like
Travels Back From the Your mask-form jumps back from a future flipping a switch, throwing a gun away, or
Future GM Intrusions: time stream to warn you, help you, or just removing someone’s glasses. The duplicate
Your mask-form blinks
out of existence for a split
plain make your life better. Each time you do has all your skills and knowledge. If the
second to fulfill some this, you claim, you must go back to close duplicate takes any damage, they vanish
need in the past or future, the loop at some future date—but who into the time stream. Action.
causing your action to knows? It might all happen on a Wednesday
fail. Your mask-form
blinks out of existence to in 2022, or not at all. Sometimes your future Tier 2: Time After Time (3 Might points). A
fulfill some need in the duplicate seems strange, as if they’re from time duplicate of yourself appears within
past or future, and when some alternate timeline. 1 mile (2 km) and can act normally under
you return, you’re injured,
Connection: Choose one of the following. your control for an hour—as long as they
knocked one step down
the damage track. 1. Pick one other PC’s mask-form. They suffer no damage, do not see you, and
know a terrible secret about your mask- do not move farther than 5 miles (8 km)
form, and you know they know. from your location. The duplicate can
2. Pick one other PC’s teen-form. They are attack normally and use all your skills. They
invisible to your abilities. know everything you know. The moment
3. Pick one other PC’s mask-form. You the duplicate takes damage or sees you,
used your abilities on them, and now they they vanish instantly into the time stream.
don’t trust you. Action.
4. Pick one other PC’s mask-form. They
seem to boost your focus. When they are Tier 3: Future Shock (4 Might points). Your
touching your mask-form, all rolls are next successful physical attack on a target is
treated as one step lower in difficulty. treated as three such attacks and successes
Additional Equipment: You or your time (inflicting the damage three times as well).
duplicates may be dressed in bizarre, To anyone watching, it appears that time
futuristic, or random clothing from any duplicates suddenly manifest in a haze, land
number of alternate dimensions. For all manner of attacks on the target, and then
example, when you summon a time instantly vanish. Action.
duplicate, they might be wearing a
spacesuit, an electrician’s jumpsuit, or Tier 4: Backup (5 Might points). If any of
holding a stop sign. The standard GM your stat Pools are below maximum, you
response when the time duplicate is asked can swap bodies with a time duplicate,
about their odd outfit is, “You’ll see,” or restoring your stat Pools to full for the next
“Don’t ask.” ten minutes, whereupon you’re dumped
Minor Effect Suggestion: Your foe focuses back into your old, damaged form in
on the time duplicate instead of you—the the current time stream. The Might cost
source of the time duplicates. When your comes out of the form you are leaving, but
duplicate leaves, the foe goes after you. eventually you always have to pay the piper.
Major Effect Suggestion: Your foe is This appears to witnesses as if you are
stunned by a time duplicate’s sudden suddenly restored to a pristine, undamaged
appearance or disappearance, and loses a form. If you have moved down the damage
round goggling at it. track, this does mean you move up the
damage track to hale, instantly. Action.
Tier 1: That’s Heavy (3 Might points). A time
duplicate of yourself appears anywhere in Tier 5: I Already Did It (6 Intellect points).
sight range and tackles a person or lands on You can set any item, mechanical device,
a target as if appearing from thin air above or piece of furniture in a single enclosed
them. While the time duplicate encumbers area into any position you want and have it
them, all attacks against a tackled target are fall, drop, open, light up, or turn on or off
reduced in difficulty by one step. This time at a particular moment in time. You know
duplicate can’t attack, but they can perform this is done by going back in time and
58
MASK-FORM FOCUS
moving things around in a rapid-fire series the future, and describe how the chandelier
of preselected movements, but no one else will fall in 15 seconds, and then it does.
knows it. You vanish for a split second (so
fast that it’s hardly noticeable) and go back Tier 6: How Soon Is Now? (9 Might points).
in time to move and rearrange the room You can call up a time duplicate whom you
in any manner you like. No one present control and who will fight beside you for
realizes it, because to them, the room was the length of a single combat engagement
always like this. This adjustment can provide (what constitutes a single engagement is up
one of the options that follow. Action. to the GM). During this time, you control
Ouch! You set up a chain reaction of the time duplicate as if it were a second
items that increases the damage of any character with identical powers, abilities,
attack you make by +3 points. For example, and skills. However, this duplicate cannot
you tilt a bookshelf so that just tapping it call another time duplicate. Action.
causes it to smash down on a foe.
What Was That? You set up an item to fall WANTS TO BE ADORED
out of sight, causing a significant enough Your mask-form is seductive in look, action, Wants to Be Adored
distraction that the difficulty of all sneaking or speech, and sometimes all three. People GM Intrusions: You
remove your mask due to
and stealth tasks is decreased by one step as like you. Those attracted to forms like exhaustion, and former
attention is drawn elsewhere. For example, you yours love you. You wield this charm like a false allies immediately
place a broom on a wall around the corner, weapon, cutting through relationships and take it out on your teen-
knowing it will slide and slam on the floor. rules like a samurai cuts through enemies. form. You remove your
mask due to exhaustion,
I’m Psychic! You know what’s going to Connection: Choose one of the following. and someone begins to
happen next (for example, a broom is going 1. Pick one other PC’s mask-form. You piece together that your
to drop and cause a door to slam) and intensely dislike them for unexplainable powers are responsible
for various oddities in the
can use this foreknowledge to try and bluff reasons.
town.
people in the area. The difficulty of all such 2. Pick one other PC’s teen-form. You
bluffing actions is reduced by one step for want to help them—whether they want that
a short time. For example, you claim to see help or not.
59
Unmasked
3. Pick one other PC (both forms). don’t really leave—they’re just not in the
Something about them draws you close, but conversation anymore.
that attraction is always tinged with a feeling That Was Dumb. The target is sure the
of impending danger. last thing they said was a bad idea, and they
4. Pick another PC’s mask-form. They are won’t reexamine it for at least an hour (even
always in your way. When you are in a fight if it was a really great idea).
together, the difficulty of all your physical Hush Your Mouth. Whatever the
actions is increased by one step. target is saying, your look shuts them up
Additional Equipment: You usually dress immediately. They don’t speak again in this
well, or at least with enough fashion sense conversation until invited to do so by you.
that you can bully others into admiring such
bold choices. Assume you’re always dressed Tier 2: End of Line (4 Intellect points). With
in some amazing fashion (this need not be a single word, you can remove the ability
attractive, but it’s always striking). of a person to speak except for the last
Minor Effect Suggestion: Your foe, once word they uttered, over and over again. For
free of your abilities, hates you and will do example, if someone shouted, “Look out!”
their best to ruin your day. and was hit by this ability, they would be
Major Effect Suggestion: Your foe able to say only, “Out! Out! Out!” This effect
becomes obsessed with you (in a good or can be removed by you with a single word,
bad way) and will do their best to track you or it naturally expires in 24 hours.
down and enact their plans.
Tier 3: I’ll Be Back (6 Intellect points). You
Tier 1: Stink Eye (1 Intellect point). You can ingratiate yourself to one person with small
fix a person in proximity to you with a look talk, and convince them that no matter what
that has one of several effects. Action. you’re doing (and just you), it’s important
I Wasn’t Talking to You. The target is and completely legal, and you’ll be back
made so uncomfortable by your glance to fix things up shortly. The target believes
that they disengage and step away. They this wholeheartedly until they are attacked,
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MASK-FORM FOCUS
or until you attack someone else in their Tier 6: My Buddy (10 Intellect points).
presence or are out of their presence for Through small talk, you form a bond with
more than an hour. Otherwise, no matter a single person. While the bond lasts, they
how strange it seems, you and your actions believe they are your best friend. If given
are just A-OK with the target. You’re an good reasons by you, they will perform
amazing person. Action. nearly any action for you, including an act of
violence, but you must provide the GM an
Tier 4: Just Do It (5 Intellect points). By explanation of how you attempt to convince
shouting a single word of command directly them to do so. If they are predisposed to
at a person of level 4 or below, you can such actions, it takes less cajoling to get
cause them to take a single, brief action them to do it. This effect lasts until they
without thinking about it. This does include lose sight of you, suffer 3 or more points of
injuring themselves or allies, but not damage (or move down the damage track),
prolonged violence. For instance, you could or suffer any significant trauma. The ability
cause a guard to shoot himself in the foot, can never convince them to physically harm
but not attack everyone in the room. Action. loved ones, though it may make them lie,
cheat, or steal from them. Action.
Tier 5: EVERYBODY! (6 Intellect points).
You can shout in such a manner that it
gains the attention of all the people you NEXT STEP
wish it to within 1,000 feet (300 m). All Once you create your teen and select the
who hear the shout lose an action, goggling focus for their mask-form type, you can
at the speaker. For the next five rounds, move on to assigning power shifts.
the difficulty of all attacks against them is
reduced by one step as they shake off the
distraction. Action.
61
Unmasked
Chapter 8
CREATING THE MASK-
MASK-FORM POWER SHIFTS
62
MASK-FORM POWER SHIFTS
what it affects. For example, “Aquatic!” Indicative of the PC they are attached
goes a long way in suggesting what kinds to: The power shifts should not stand out
of rolls it influences (all rolls dealing with as odd when viewed in relationship to the
swimming, water, holding your breath, etc.), mask-form. For example, a slight, brainy
but “Stuff” does not. What does that even psychic might need a healing or resilience
mean? Jot down a note next to the power power shift, but why should they have it?
shift to make sure its meaning is clear, at Some examples are provided below
least to you and your GM. to give you a head start (these are by no
Restricted in scope: All power shifts means the only power shifts):
should be attached to a power, ability, or 1. Accuracy. Your mask-form has a hard time
situation. For example, you couldn’t just missing. You get a boost to all attack rolls.
have a “me” power shift which allowed your 2. Dexterity. Your mask-form is
PC a power shift for any roll they made. preternaturally fast. You get a boost to all
Instead, it would work better to specify movement, acrobatics, dexterity, and Speed
that your ionic blast ability had +3 points of defense tasks.
damage for its single power shift, your flight 3. Empathic. Your mask-form can sense
had a regular power shift, and your dexterity thoughts and emotions, giving it an
was boosted with a power shift. You can advantage when dealing with bargaining,
also state that the power shift is linked to negotiating, or interpersonal understanding.
an event (for example, nightfall) or even a 4. Healing. Your mask-form gains one
ritual (“I drink some blood!”). How? Just additional recovery roll per shift (each is
establish the limit and talk to your GM. one action and comes before other normal
recovery rolls).
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Unmasked
5. Intelligence. Your mask-form is brilliant, 13. Run and Gun. Any attack rolls
gaining a boost to all Intellect defense rolls your mask-form makes while using your
and all knowledge, science, and crafting skills. movement power (besides the movement
6. Night Ranger. At night, all your mask- power itself) are boosted with a power shift.
form’s rolls gain a power shift. 14. Social. This power shift boosts any
7. Perfect Organism. This power shift positive social interactions with your mask-
enhances all healing and resistance form.
to poisons, suffocation, drowning, or 15. Speed Freak. This power shift boosts
biologicals while in mask-form. all movement, running, jumping, or
8. Power. The mask-form has reduced climbing in mask-form.
difficulty in the use of a specific power or is 16. Weird Science. Any science you
granted +3 additional points of damage to the touch becomes super science. Using this
power per shift (does not affect attack rolls). weird power, you bend, break, and change
9. Psychic Power. Your mask-form gains a the fundamentals of science, creating
power shift for Intellect defense and attack fascinating hybrid futuristic machines.
rolls when using psychic powers.
10. Psycho Killer. Your mask-form’s
psychic attacks are boosted by +3 points of WRAPPING IT UP
damage per shift. Once you assign the power shifts, fill in
11. Reaction Speed. Your mask-form has a your mask-form’s name. Look for any
boost on initiative and Speed defense rolls. outstanding info you’ve missed on your
12. Resilience. Your mask-form knows character sheet. If you’re finished, you’re
how to take a hit, all Might defense rolls are ready to enter the world of Unmasked.
boosted, or you gain +1 Armor per shift.
PUSHING IT
Prodigy mask-forms can do impossible things, often just by believing they can.
The GM may allow players to push their power shifts in a life-or-death situation. This
optional rule allows a player to move a power shift rank from one category into
another for one round at the cost of 2 XP per shift. This can occur only if the situation
is particularly dire; you can’t just trigger it, and it can occur only once per game
session per character. Also, the player must come up with a reasonable explanation
that fits the situation, their powers, and the outcome.
Example: Doug, in his mask-form as Emerald Herald, looks up to see Igor casually
throwing a school bus at him. Doug asks whether he can push his power shifts, and the
GM agrees that for the Emerald Herald (a slight psychic who moves pretty slowly), being
crushed by a school bus might be considered “life-threatening.” The player describes the
Emerald Herald as focusing psychic energy on his feet in glowing green points of light, and
he spends 4 XP to move two power shifts from his intelligence to dexterity. Doug makes
the Speed defense roll (with the difficulty reduced by two steps) and handily gets out of the
way. The Emerald Herald claims he used his telekinesis to speed up his muscle movement.
The next round, his power shifts return to intelligence.
64
PART 3: WELCOME TO 1986
TRUE COLORS
When the guy came in, it was like, yeah, I knew it . . . He. Him. Whatever. He shot through the door to
the gym, and the doors just, like . . . exploded, man. Metal fire doors. They bounced and tumbled and slid on
the rubber floor, making those big gashes. You see them?
The guy? He looked like some sort of pro wrestler. Hulk Hogan? But like, not natural. Bigger. Like, too
big, man. Scary big.
That didn’t stop him. He said, “Hey, lady!” What? No. That’s all he said.
The other, the woman, was more like a cutout. Like those old scrape slates from kindergarten, you
remember those? You draw on the plastic, and when you lift the film, the picture disappears. Yeah, well. Ah,
screw it. Yeah. She looked like that. Not like she was wearing that-she WAS that. Yeah, I know how it sounds.
Why the hell would I make something like that up?
Okay? So. The guy picks up the bleacher. I mean, like, rips it out. The whole thing. What does something
like that weigh? A bunch of kids go tumbling. He dumped them off before throwing it-like you’d, uh, shake
off some peas from a spoon or something?-so that’s good, I guess.
He threw it like, you know, it was a bit heavy even for him. But he still threw it a good 10 yards. It landed
ON the lady, but it seemed to split as it fell on her. I could, like, see little bits of sparkly black around her
when it hit. Like whatever she was made of was cutting through the wood. It was weird. Like, really weird.
She had these, like, uh . . . tentacles that came out of her head then. First they ripped the bleacher in
half and chucked it aside. That’s when Angelina, uh . . . Jaspers was hit. Is she okay? I saw her moving
afterwards, but then the ambulance came.
What?
That? That’s just a thing I made for art class. It’s stupid. It’s just a mask. Dumb. We all had to make one.
Can I, uh . . . go now?
THE EIGHTIES
66
THE EIGHTIES
and their military adventurism in Afghanistan commonplace. Finally, and possibly most
costing them billions annually. dramatically, cable television changed the
The youth of all nations, of course, landscape of both movies and television,
embraced this concept wholeheartedly, bringing dozens and then hundreds of
and by the second half of the decade, a channels into the average American home.
near-global embrace of reconciliation to
end the Cold War had become an almost COMPUTERS, MODEMS, AND BBS
unstoppable force. In 1986, however, to By 1986, companies such as Atari,
the military forces of the world, such an RadioShack, Commodore International, IBM,
outcome was hard to see coming. and Apple Computer, Inc. had infiltrated
many homes across the United States.
While all of these companies made
COMMUNICATIONS systems for playing games, many released
The 1980s were when computers—and simple terminals, which required a basic
especially personal computers, first knowledge of programming to use. There
introduced in the mid-1970s—came into were some exceptions; the Apple Macintosh
their own. The promise of the home was an early mass-market attempt at a
computer revolution in the 1970s rose graphical user interface, which would later
to new, dizzying heights in the 1980s. come to rule computing, but the machine
Telephone technology also advanced was so expensive that despite rave reviews,
dramatically. Leaps in communication such it never really took off. The rest of the
as cellular telephones (in the more urban machines offered only a command prompt.
areas), call-waiting, and group calls became
67
Unmasked
An avid underground of companies, do, elevating the art form into something
programmers, and fans surrounded each more violent, dark, and adult.
system’s ecosystem, trading information Still, the phenomenon was not long-lived.
through the mail, in monthly periodicals Comic companies, long starved of good sales,
such as Byte, and online in limited forums quickly escalated their publishing schedules
known as Bulletin Board Systems (BBSs). to unsustainable levels. Soon after, by the later
These BBSs were the precursor to the 1980s, the market had corrected yet again.
Usenet and later the full-blown internet.
Each BBS could accept only a certain RECORDS, TAPES AND CDS
number of connections over modem, and In 1986, the compact disc was the hot new
as such, at peak hours, almost all were full. thing in musical recording technology. Still, it
You would dial in on your modem, using was common to buy items on both cassette
one of a dozen numbers for the BBS, and tapes and vinyl records. CD tech was
hope for the best. If you were lucky, the prohibitively expensive for many, and it would
“home page” would load. take a few years before CD players became
There was very little art on such “pages” portable like cassette players. But still, the
(though some had ASCII art), but users rich and the musically obsessed were drawn
could post info that others could see, and to CDs because of their supposed fidelity, as
they could perform other simple tasks, such well as the ability to skip tracks instantly.
as check out a book or download some Top Recording Artists
text. Still, at the time, it was amazing—a Bon Jovi
harbinger of the internet to come. Phil Collins
Peter Gabriel
Whitney Houston
ENTERTAINMENT Michael Jackson
Kids went to the movies, watched cable Billy Joel
TV, and collected books, comic books, and Madonna
playing cards of their favorite films and The Police
examples of pop culture. The landscape of Prince
entertainment also went through a dramatic Bruce Springsteen
shift in the 1980s. The proliferation of U2
video technology and special effects led Van Halen
directly to the boom in “music television,”
pressuring music stars to be attractive THE WALKMAN
as well as talented. The need for cable TV Few pieces of personal technology changed
content spawned a huge surge in low-budget the world as much as the Walkman. Though
film production, and with it, new genres to it was developed in the late 1970s in Japan, it
obsess about (horror and science fiction each did not “arrive” in the United States until 1984.
supported nearly half a dozen magazines). When it did, it quickly spread everywhere.
Before this technology, music was something
COMIC BOOKS you enjoyed at home or in the car; after its
By the mid-1980s, comic books were arrival, you could enjoy music nearly anywhere.
enjoying an unexpected renaissance, and By 1986, “Walkman” was in the Oxford
the fledgling “graphic novel” format, which English Dictionary. Walk down any street
had been thriving in Japan for decades in in America and count to sixty, and you’d
long-form comics called manga, had finally probably see a Walkman on someone’s hip.
arrived in the United States.
Books such as Watchmen, Batman: The CABLE TELEVISION
Dark Knight Returns, Frank Miller’s Ronin, Cable television opened a world of the new,
V for Vendetta, and X-Men: God Loves, Man cheesy, and strange to the youth of America.
Kills changed what comics meant and could Many cable stations could not afford top-
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THE EIGHTIES
flight content, but their channels still had them—VHS and laser disc technology.
to run 24/7, so they turned to the next best By 1985, many had a videocassette
thing—whatever third-rate movies they could recorder in their home. Not only could this
buy. In this way, hundreds of films that would device play movies, it could also record them
have just run in a half dozen theaters and from the television. With the advent of cable
closed (if they opened at all) found millions television and VHS tapes, this perfect storm
of viewers. Soon, the cable companies began led to the “bootlegging” movement, with
producing their own content, once again, people collecting, replaying, and watching
heralding a sea change that would fully arrive their favorite movies over and over again—
in the form of Netflix thirty years later. without buying the tape from a store.
Laser discs were higher-end technology.
MUSIC TELEVISION They were not recordable, but they offered
If cable television hit entertainment like a the ability to generate still frames without
bomb, Music Television (MTV) was a nuke. distortion, skip sections instantly, listen to
With its arrival in limited cable markets in behind-the-scenes commentary, and see
1981, it soon rose to prominence and power, additional footage in a way that VHS did not
subsuming everything musical in its path. offer. Still, by the mid-1980s, VHS emerged
It upended the music production company the clear winner.
as the main public relations machine for Top Movies
the artist. For the first time, someone with Back to the Future
a catchy tune, good looks, and a video E.T. the Extra-Terrestrial
camera could become famous without the Ferris Bueller’s Day Off
backing of record producers. Even worse for Ghostbusters
the old guard, popular artists could steer The Goonies
their own career with outlandish and clever Sixteen Candles
appearances on the channel. Stand by Me
MTV showed blocks of songs, each Star Wars: Episode V - The Empire Strikes
accompanied by a “music video.” In the Back
beginning these videos were usually the Star Wars: Episode VI - Return of the Jedi
band lip-synching to the track. Later, with The Terminator
the advent of stars such as Prince, Michael Top Gun
Jackson, and Peter Gabriel, they were short
movies with large budgets. For most of the
THE WAITING IS THE HARDEST PART
1980s, MTV was the social hub of those
Although communications enjoyed a leap forward in the
obsessed with modern music.
1980s due to the adoption of computer technology, both at
home and by the telecom companies, trading information
MOVIES, VIDEOTAPES, with others beyond a phone call was slow. If you wanted to
AND LASER DISCS call a friend out of state, your home phone number would
Movies still had a huge draw in the 1980s.
rack up long-distance charges—and these could pile up high
Most small towns had a movie theater (or
very quickly. Most people wrote letters to those they hoped to
two), and on the weekends, such places
converse with if they were overseas or on the other side of the
were packed with visitors. Before the mall
country. And if you think making a phone call to coordinate
rose to full prominence, the movie theater
plans is slow, wait until you write a letter with a two-week
was a place for youth to meet, hang out,
turnaround time back and forth.
and interact outside of school. A swath
Discovery of new songs, movies, and other forms of
of huge “spectacle” movies—called
entertainment was limited to catching a commercial on
blockbusters—began to arrive in the later
television, seeing an ad in a magazine, or some other archaic
’70s and early ’80s, drawing huge numbers
method. There was no real internet to disseminate pop
of viewers to the theaters. But even as
culture, though some local BBS sites (which would eventually
this explosion of blockbuster movies was
evolve into the Usenet) discussed fandom or science fiction,
happening, another force was undermining
horror, and music.
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Chapter 10
THE TOWN
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THE TOWN
often have multiple precincts and fire Still, it’s likely such a small city still looks
stations all over the city, as well as multiple up to Chicago, New York, or Los Angeles
power stations, sanitation, sewer and as “real” cities. If you want your players
water workers, and their own dedicated exposed to the urban blight of rising crime,
maintenance crews. A city’s population is drug use, and more, choose a city as your
usually larger than 50,000 people. backdrop.
The three types each generate a particular
feeling. HOME
Townships tend to have an agricultural Each teen PC, of course, has a home. What
feel, or seem removed from the rest of the that home is depends a lot on the type of
surrounding area. If you want your players town they live in, who their teen character
to tip cows, race cars on back roads, or is, and what the GM wants their background
explore the woods, choose a township as to be. Players should work with their GM
your backdrop. to come up with at least a basic idea of the
Towns are neither here nor there. They place their teen calls home. The following
are generally on the way to the “big city” are the most common types of home
but only a step above “Podunk.” If you want situations:
your players to go into the city for a wild Homeless: Homelessness was a huge,
night and to feel the pull of urban problems newly visible problem in the 1980s. A
without having the standard isolation of the stigma of failure was associated with it,
country, choose a town as your backdrop. but with massive layoffs in agriculture and
Cities are urban and bring in urban manufacturing, it was an all-too-common
problems, such as guns, drugs and gangs. outcome. If your teen PC is homeless, it
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is likely they’re living out of a car or some example, in smaller towns or townships),
other vehicle. while in others, they were viewed simply as
Mobile Home: Many poorer people the status quo (cities). If your teen PC lives
lived in mobile homes in that time period. in an apartment, it’s likely they spend a lot
Clustered in undesirable areas, mobile of time out and about, to avoid the long
home parks were seen as low class by most periods spent in close quarters associated
Americans. Still, financial realities made with apartments.
mobile homes the only viable choice for House: A stand-alone structure, likely
many. If your teen PC lives in a trailer, it is housing a family or extended family. Houses
likely they come from the “wrong side of were found in cities, but the more urban
the tracks,” and they may wish to hide their the environment, the rarer they were. If your
home address from their peers. teen PC lives in a house, it can mean a lot
Apartment: In the 1980s, many Americans of different things depending on the house,
dwelled in apartments, found most often its location, and its size. In a city, a large,
in towns or cities. Few owned those nicely appointed house is a sign of obscene
units; most rented them. In some areas, wealth, while in a township, it just means
apartments were seen as low class (for you’re likely well-to-do.
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THE TOWN
fire departments in such towns are usually yourself. All the elements below were
larger and utilize cutting-edge equipment, snagged from slightly altered real-world
subsidized by the needs of the college. examples.
Emoryville, Vermont, is an old city in Cook
GAS STATIONS, County bordering the Lipscomb River, near
JUNKYARDS, AND GARAGES the Greenvale Ski Resort. It is also home
America is obsessed with automobiles. to Cook County College, a small nursing
Nearly every township, town, and city has school. Its total populace is 22,550 in the
at least a few gas stations. Many also have off-season. During the winter, its population
junkyards, garages, car lots, and used car balloons to 35,000 as out-of-towners rent
dealerships. Lots of teens obsess over property in town to visit the ski resort. The
cars, and many spend their afternoons and sheriff has four cruisers and ten full-time
evenings fixing one they have, building one staff members. The fire department is
from scratch, or working at a gas station, volunteer only.
junkyard, or garage. The city has a main downtown core with
For the gearhead teen PCs, such places the following:
are their hangouts. Broome’s Fine Clothing Store
Green Apple Grocery
ARMY, AIR FORCE, Sears department store
OR NAVY FACILITIES 7-Eleven
Many towns and cities are near military Taggart’s Sporting Goods and Supply
facilities such as United States Air Force Woolworth’s
bases, naval shipyards, or army bases filled Cook County Sheriff’s Office
with soldiers, sailors, marines, or air force A volunteer fire station
personnel. Those municipalities tend to
cater to the service members who frequent This area is surrounded by low, rolling
the area, and whose families likely live hills covered in pine trees and cut with
nearby (if not on the base). Neighborhoods narrow, curvy streets, each set with small
near larger military facilities often count houses and big lots. Past this core to the
them as a large portion—if not the lion’s west is a secondary area called “the rust
share—of their local economy, and the belt,” or “Craptown”—the bad area of town.
residents accordingly have a very strong It contains the following:
sense of “supporting the troops.” Gas n’ Sip
Teen PCs might be “military brats” who Moncton Apartments
live with their families in base housing, A steel mill
attending the local high school. Such teens A tin punch factory
usually cut one of two dramatic shapes— Yarrow’s Wreck Yard and Towing
the screwup or the overachiever—but
players should feel free to establish their On the highway into town are the
own path. following:
Cook County Municipal Hospital
Lamplighter Apartments
EXAMPLE TOWN: McDonald’s
EMORYVILLE, VERMONT Shell Gasoline
By looking around Google Maps for a few Spotted Spruce Apartments
minutes and jotting down names that catch
your eye, you could assemble a town like Just past town are the following:
the following example town. You should Lipscomb Valley Mall
feel free to mix and match your own (there Greenvale Ski Resort
are literally millions of examples on Google Final Straw Bar
Maps), or use Emoryville, Vermont, for
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Chapter 11
THE SCHOOL
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THE SCHOOL
Private School: Nonreligious academies for Parochial schools focus on religion. Even
teaching high schoolers. Usually, such schools if they don’t restrict attendance by religion,
require expensive tuition to attend, but they offer most of the school is at least draped in the
a better chance at academic success (due to appearance of religious activity. Students
the intensive nature of their courses compared are required to have religious instruction or
to public school classes). Usually, such schools go to chapel. Parochial schools often feel
have fewer than a thousand students, and stiff and vaguely authoritarian.
they are run by a full-time administration. Private schools vary wildly in size. Since
The four types each generate a particular the student body pays a tuition to attend,
feeling. the facilities are usually top notch. There
Public high schools tend to be smaller is usually an unstated sense of pride in
and usually just a little bit run down, though attending such a school, since it costs
most in the town are proud of the school money to do so.
and what it represents. Everyone knows
everyone else’s business.
Consolidated public high schools are big LOCATION
and often well funded, thanks to multiple Public high schools and private schools
towns and townships kicking in taxes to pay are usually located in or very near to a
for them. Since many more students attend population center. Municipal schools and
consolidated schools and live spread over a some larger private schools have campuses.
much larger area, you often meet people you Usually this means that they are outside
might not have met otherwise. Consolidated of town and have acreage to themselves
schools sometimes feel cookie cutter. where the main building is quite large.
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THE SCHOOL
thirty or so. Some private schools have coming and going. Sometimes they search
smaller classes and thus a smaller ratio of students, especially if there have been drugs
students to teachers. or weapon violations.
Being a teacher in most high schools An adventure hook might be that a family
goes much further than a simple eight- member becomes on-site security for the
to-three job. Teachers are often expected school and begins noticing odd occurrences
to stay after hours, tutor, run after-school after hours . . .
events or special programs, or take on other
duties. Many teachers don’t leave until well
after 6 p.m. every day. HOURS AND LOCKING UP
Teachers are a useful tool for the GM to Most schools are open, in some form or
force some sort of compliance from a teen another, most of the day and some of the
PC. Mouthing off to a teacher usually means night. The larger the school, the more
detention or a reprimand at the very least. sectional its shutdown might be. A single
Violence against a teacher almost always town high school might be locked up all
means expulsion. night after 6 p.m., while a consolidated high
Teachers can serve as friends, mentors, school might lock down only its pool, the
and even enemies. But above all, they classrooms, and the cafeteria after dark.
are people. Their ideals, goals, and Even after lights-out, a janitor or security
methodologies vary wildly from one teacher guard is often on the premises. The larger the
to the next. As such, PCs should learn the school, the more people are likely to be in it.
landscape of teachers in their school. As a Many larger high schools have more than one
GM, an easy way to shorthand such people janitor, and their work—mopping, polishing
is to write down the teachers’ names, give the floors, cleaning the toilets—often begins
them each a descriptor as a high-level only after the students go home.
summary of their personality, and note their It is rare for most school facilities to
subject. For example, Mrs. Randazzo is a have alarms (though some private schools
Vengeful English teacher. From there, her do). Keys are usually plentiful, and each
uses in the game seem pretty self-evident. teacher likely has a set that allows them
Teachers offer endless adventure hooks. access to nearly anywhere in the school. A
Perhaps a favorite teacher appears to be great adventure hook might involve clever
in trouble, turning up at work late with a students finding a way to copy these keys
black eye. Another might seem suspicious, without being discovered.
subtly indicating that they know something
about the prodigies. Another still might
unknowingly gather mementos into their THE FEELING
office, causing all manner of trouble. OF HIGH SCHOOL
Even without the weirdness of the prodigies,
SECURITY high school is scary. Everyone coming into
Some larger and more urban schools have it feels uncertain, eager, ready to change,
professional security. Sometimes, these and just plain frightened on some level.
people are off-duty police officers from the Emulating this feeling is the key to a good
town. Other schools use full-time employees Unmasked campaign. Even the brightest
who have no real training to serve as “hall student or most accomplished athlete
monitors.” Still others allow junior and should never feel like they have it all
senior students to be hall monitors. figured out, precisely. Being a teen is
Only the largest or most urban schools about feeling uncertain.
occasionally have real police officers. Usually This puts a burden on the GM. To teens,
such officers don’t enter the school proper good relationships, the social pecking
without some sort of justification. Instead, order, and the need to become skilled at
they stand at the entrances, tracking who is something are all extremely important
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THE SCHOOL
spend most of their time dealing with their teen. Prodigy abilities (especially the
the exceptional students, as well as the ability of prodigies to see one another) will
dregs. The exceptional students go to the likely manifest across these social groups
guidance counselor to best shape their high and complicate the established order—
school career in preparation for college meaning PC groups may be composed
applications, while the dregs, of course, of people from the uncool, average, and
simply are trying to stay in school. Average popular groups all at the same time.
students are often overlooked while the
counselor deals with these outliers.
Guidance counselors that detect a GETTING INTO TROUBLE
possibly uncommon student (say, a student Teens spend a large portion of their high
who is exceptional at art, computers, or school career getting into trouble. Most
sports, but not at academics) might decide of the time, the trouble simply results in
that the student is in need of “saving.” Such a verbal reprimand from a teacher or staff
students are in for a rough time, as the member. Other times, it can be much
guidance counselor pursues them, goads further-reaching and even damaging to
them, and tracks their progress on a day-to- their future. Students that cross the line can
day basis in the hopes of getting them into face detention or even expulsion, as well
a good college. In other words, counselors as negative comments on their permanent
become an additional pair of eyes tracking record.
the students during the day.
DETENTION
THE SOCIAL ORDER Detention is the universal salve of school
All high schools have an almost unspoken ills. Teachers apply it to troublesome
social pecking order. There are the popular students, using it as a stick to keep them
students; the middle-of-the-road, average in line. Those who misbehave, mouth off,
students; and those that are considered or don’t listen get detention. There are
“uncool.” The vast majority of students different kinds of detention (sometimes
are average, desperate not to fall below schools employ more than one method):
the waterline to the ranks of the uncool, Study Hall: Students are sent immediately
and eager to somehow secure a seat at the to a classroom filled with other students
popular table. in detention. They are expected to read,
The popular kids often have been well do homework, and otherwise catch up on
liked their entire life, although certain ones schoolwork while under faculty supervision.
have come into their own in high school. Anyone caught doing anything else will
Some have achieved this because they went likely get more detention.
through puberty early or were naturally Saturday Detention: Misbehaving kills
attractive, skilled at sports (or sometimes your weekend. Those who must suffer
even at schoolwork), or just plain funny, through Saturday detention find themselves
cool, or fashion forward. They tend to sitting in a classroom at school on the
police their groups in an unconscious (or weekend for several hours (usually 8
sometimes viciously self-aware) manner. a.m. to lunchtime). They are generally
The uncool students skirt the edges of not permitted to do anything at all. It is a
the social order. These individuals interact miserable experience.
more with one another, teachers, and other After-School Detention: This is the most
adults. Often, their world is the world of common type of detention. Kids report to a
academia or other nonsocial achievements. room after school and must sit there—likely
An important distinction for teen PCs to doing nothing—until dinnertime. Often, an
establish is just where their character stands infringement involves more than one after-
in the school social order. The GM should school detention.
help players to craft a believable position for
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THE SCHOOL
manner have a bad habit of becoming true It was completed in 1973, replacing three
believers. Worse than a witness, these zealots separate high schools scattered throughout
keep records, take pictures, and set traps to the county and gathering all the students to
prove to the world they are not mad at all. one location.
Its mascot is a red hawk, and its teams
CALL THE POLICE are named the Emoryville Hawks.
Many school staff members will immediately It is a large, two-level structure with
escalate any preternatural event to the police. multiple playing fields, a separate indoor
For instance, if two students have a fistfight, pool, and several parking lots.
the teachers will simply break that up, but There are two designated smoking areas
if the cafeteria is under assault by a dragon in the school, one in the internal courtyard
man in red spandex spewing fire from his and the other behind the gym. There is also
eyes, well, that’s above their pay grade. You’d a secret area where the students gather
better bet the police (and probably the fire behind the theater.
department) will be summoned to the school. It has a student body of approximately
Sometimes, it doesn’t even matter if the 2,500, with a staff of 89.
school’s administrators don’t see anything Most students are bussed in from
preternatural, just something unusual. An surrounding towns, but those lucky enough
adult in red spandex wandering the halls of to live in Emoryville proper can walk there.
the school is likely enough to get them to The school does not have security (there
call the police. has been no need to date), and the teachers
and some employees act as monitors.
I QUIT! (OR WORSE)
Some people just can’t take the strain
and simply pack up and leave. The more
amazing or life-changing the event, the
more likely this outcome is, given a large
enough audience. This reaction can
manifest in many ways. A teacher might
serve out the rest of their day, go home, and
never come back. Another might quietly
check into the local mental health concern.
Another might do something even more
self-destructive or outlandish. These people
can even come back to haunt the PCs, if
they somehow snap out of it and realize the
phenomenon is real.
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Chapter 12
THE THREAT
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THE THREAT
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THE THREAT
range where they can threaten and hurt the THE MASTER
mask-forms. Sometimes, they’re even more Selection of a big bad for your Unmasked
powerful than the mask-forms. campaign is very important. This is the
Various ideas for minion creatures threat behind the scenes that can match the
and forces are presented in Chapter 15: prodigies in power or scope and perhaps Chapter 15:
Organizations and Creatures. is linked to their very existence. We present Organizations and
Creatures, page 146
one such big bad in its full glory—Prester
HUMAN SERVANTS John—but it need not be the only possibility. Prester John, page 151
The big bad may be in control of human The master is the embodiment of the big
servants. Sometimes, these individuals have bad threat: the person or creature behind
no idea they are being controlled, and other the power that hunts, captures, consumes,
times they serve them willingly. In either or just wants the prodigies for some reason.
case, it is unlikely such individuals represent Usually, the master stays behind the scenes,
a real threat to the PCs. Still, especially with manipulating outcomes, using people and
servants who have no idea they are being situations like a chess master plays a chess
controlled, it is difficult to fight them. board. When the master is confronted (or
Prodigies are not all good guys. There are, confronts the PCs), the master is facing
no doubt, other prodigies in the PCs’ school them from a position of power.
that are not above using their powers for The master is usually more than a match
violence or personal gain. Some may even for any one prodigy. It is only as a team that
serve the big bad, willingly or unwillingly. the PCs might be able to take the master
Prodigies, of course, pose a great threat to down, and only then after great effort or
other prodigies. personal cost.
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Chapter 13
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THE BIG PICTURE
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THE BIG PICTURE
returns to school—they were apparently cranial surgery. Shortly thereafter, more agents
killed in a car accident. in black suits show up, searching for them.
The Future approaches the PCs and calls The NPC leader mumbles about “gods”
a truce. Something is going on. Their leader and their powers being studied at the “Silo.”
isn’t dead; they were taken. Dr. Grant appears at a PC’s house and
Investigating the accident reveals several speaks to their parents at length about a
suspicious elements. special school for talented children.
Teams of agents in black scour
TIER 3 (FALL/WINTER) neighborhoods and the high school
A doctor from the Centers for Disease searching for the NPC leader.
Control and Prevention, Dr. Grant, arrives at The PCs likely tangle with the agents in
the school. There are rumors that some sort black.
of disease has infected the school. School The PCs capture intelligence from
announcements indicate it’s all routine and defeated agents. These manuals outline
has to do with inoculations. what is called a “GO:D”—Genetic Order:
All students are called to the gym to Deviant. It indicates that the teens all have
receive an inoculation. a strange organ in the center of their brain
When they enter the gym, they meet Dr. that makes these powers possible.
Grant one by one. A powerful, glowing One of the PCs attends a sibling’s recital
memento is placed in the open on a table. If and is met by Dr. Grant, who acts very
the PC reacts to it, Dr. Grant begins asking a happy to see them. The doctor directly
lot of questions. He doesn’t inoculate them; threatens their family and everyone they
instead, he draws blood. know. This war ends, now. They must turn
The funeral of the leader of the Future in the NPC leader.
occurs. Most of the school goes. (If the PCs On Christmas Eve, hit teams descend on
look, there is no body in the coffin.) the PCs’ houses. They plan to capture or kill
Two new, odd students appear in school, the PCs and eliminate everyone else.
a sister and brother. They glow with prodigy
power. The sister wears a wig. The brother TIER 5 (WINTER/SPRING)
has odd crisscross scars on his neck. The government arrives in the town en masse,
These siblings are seen following the under the pretense of containing a Spanish flu
prodigies in the school. They are also outbreak “discovered” by the CDC.
observed collecting mementos when they can. The town population is rounded up by
After some time, the siblings and the PCs troops. The area is cut off from the outside
play a cat-and-mouse game of spying on world. Fake news stories circulate.
one another. Then, the siblings vanish from Teams of those strange, surgically altered
the school. teens show up, searching for the PCs and
On the day before the winter break starts, any other prodigies.
various reasons contrived to keep the PCs The PCs must team up with other
after school culminate in an attack by strange town prodigies to defeat these hostile
“men in black.” These government personnel superpowered teens and the military, and to
seem to have limited access to prodigy-like break the sham quarantine.
powers. Each agent, the PCs note, has a One of the strange, surgically altered
stitchlike scar on the back of their neck. teens defects to the side of the prodigies.
The group attempts to capture the PCs, He spills the beans about the GO:D project
but likely a pitched battle occurs. and the location of the Silo.
Several PCs or friendly prodigy NPCs
TIER 4 (WINTER) are captured in the ensuing battle, but the
During the winter break, the NPC leader of fight causes the quarantine to drop. News
the Future turns up, head shaved, having begins to leak that it was a cover story for
obviously been subjected to some sort of suspicious government actions.
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THE BIG PICTURE
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Both groups discover that the principal’s didn’t kill the cop, but someone like them
glasses are an incredibly powerful did. They too were contacted by Weimar.
memento. The NPCs seem to want it. To The dreams now show the man without a
prevent the bullies from stealing it, the PCs face walking the road at night.
must get to it first. Poking around town, the PCs find that the
The nightmare of the faceless man suddenly Weimar Institute people never left town and
returns and is crippling to some PCs. He instead have set up shop outside of town in
seems to have “awoken” and “broken free.” a storefront.
A police officer is killed on an isolated The storefront sells crap new age
road outside of town in an unknown paperbacks that purport to “unlock the
manner. The PC’s suspect prodigy abilities. power of the human mind.”
When PC prodigies confront the Weimar
TIER 3 (FALL/WINTER) Institute members, the latter use bizarre
The funeral of the cop draws many people weapons to make their escape. One such
from town, including the NPC bullies. device resembling a parabolic mic emits a
One morning at school, all the PCs are horrible screeching that can cause even a
summoned by the school administrators mask-form to collapse.
to various rooms, and there they meet The Weimar Institute members get away,
representatives of the “Weimar Institute.” but they leave behind reams of data.
The representatives give them a test The documents include maps of a strange
with a strange series of questions. The last facility, notes about “Subject 1,” and dozens
question is, “Do you dream about a man of photographs of teenagers—all with their
with no face?” The representatives claim to heads shaven—wearing jumpsuits in some
be from a special school in a nearby state. sort of institution.
The NPC bullies approach the PCs and There are strange photographs of a skin-
call for a truce. They do not kill people. They colored cloth mask.
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TIER 4 (WINTER) steps in. The agent gives the PCs files on
During the winter break, a PC shopping at the NPC teacher.
the mall with their family sees the faceless The NPC teacher was in a cult called
man in the crowd, but only for a split second. “ELOHAEM” in the 1960s and 1970s,
The NPC prodigies attack the PC’s home attempting to “call forth” spirits.
and destroy it. In the ruins of the house, It turns out many of the families in town
occult evidence is found. once were members.
The house painter is found guilty of murder. All the prodigy children are offspring of
The local police become interested in the members of the cult, which fell apart in the
PC as a suspect. late 1970s.
Black vans are spotted driving around town.
The PCs notice the entire high school has TIER 6 (SPRING)
taken on a strange glow. After the spring break, the PCs find the NPC
Another PC is approached by an agent teacher has left the school. Several prodigies
who won’t say where they are from, only have not returned from spring break either.
that they are very interested in the PC’s When the PCs return home, their families
“special abilities.” They leave a nondescript are missing.
card with the PC. The PCs track the NPC teacher to the old
Later, the PC sees the agent speaking with cult compound on the edge of town.
one of the NPC prodigies in school. There, the NPC teacher and their parents
are attempting to draw forth the Iwa. The
TIER 5 (WINTER/SPRING) PC teens were an imperfect summoning
The NPC prodigies target a PC’s family. gone wrong, but their deaths will bring the
The PC teens barely save the family. Iwa—the faceless man—to Earth.
A PC must reveal to their family that they The PCs fight the cult members, who
are special, but the family does not seem are wielding much more powerful abilities
overly shocked. because the ritual is near completion.
The police are alerted, and it looks as The Iwa comes through and must be
if the PCs will be arrested—but the agent defeated.
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PART 4: WELCOME TO BOUNDARY
BAY, NEW YORK
WOULDN’T IT BE GOOD
“I’m pretty sure he’s dead. He must be dead.” Aline was crying, and Jeremy was watching out the
window of the house. The room was dark. Flickering static from the TV cast crazy, staccato shadows on the
wall. The three teens were gathered near the storm door, near the bay window that looked out on the lawn.
“What happened? Tell me. Again,” Michael demanded.
“The man was there,” Jeremy said, almost like an afterthought.
“Shut up!” Aline shrieked. “Just shut up!”
“Okay. Calm down. Tell me.”
“There were people waiting for us. Agents, in suits. And they had a machine . . .” Aline was crying again.
“Jeremy, what the hell happened?”
“They killed him, Mike. They shot Steven as he was changing. When he put on his mask-“
“Did you see the body?” Aline looked up, her face wet, eyes wide, and then she looked at Jeremy.
“DID YOU SEE HIM DEAD?”
“No. Aline had already changed, and I put on my mask and went to go . . . help . . . and then I saw . . .”
“You saw Prester John,” Michael finished. And just at that moment, a spray of headlights tracked across
the walls of the darkened room, followed by the sounds of car doors slamming. Of people running around
outside, in the dark, preparing.
Aline covered her ears.
“Jeremy, get ready. Aline, go if you have to. Change. Get out of here. Tell the others they’re coming.”
THE SETTING
100
THE SETTING
101
Unmasked
102
THE SETTING
HOW TO USE THIS SECTION with this level of comfort clearly established
If you’ve read a Stephen King book or that the mysterious and horrific aspects of
enjoyed shows such as Stranger Things, Twin an Unmasked campaign can really sink their
Peaks, or Lost, you’ll recognize this section teeth in.
on Boundary Bay for what it is: a grab
bag filled with locations, characters, and
elements with which a GM can populate NORMAL HUMAN STATS
their game setting. This section outlines the Boundary Bay is set in the real 1986. As
principal cast in a show that is Boundary such, the people of the town are not all
Bay, Long Island, on the first day of school that different from one another, stats-
in 1986. From this point forward, many wise. Only the preternatural threats or
elements can and will change, but the the mask-forms have any significant
secrets, interrelations, powers, and plot power. Below is a list of the basic stats
hooks remain here to be brought out on the for normal humans, by type:
table at any time. As GM, you should keep Teacher, typical: level 2, knowledge
this section handy while running a game tasks as level 4
in Boundary Bay, because you never know Janitor, typical: level 3
when you’ll need a plot twist or three to mix Watchman, typical: level 3
things up. Professional security guard, typical:
The key to making an engaging game level 3
world that players are both comfortable in Off-duty police officer, typical: level 4
and eager to explore is to have substance Reporter, typical: level 3, public
below the base descriptions of game speaking tasks as level 4
elements. GMs can and should make Firefighter, typical: level 3, firefighting
up their own material, of course, but the as level 4; Armor 1
sheer volume of characters, locations, and Police officer or sheriff ’s deputy,
interrelationships presented here should typical: level 4; Armor 1
be enough to make Boundary Bay pass the SWAT team member, typical: level 5,
basic player test of: do I feel like I know what combat tasks as level 6; Armor 2
my character would do here? Soldier, typical: level 5, combat tasks
During gameplay, the GM will uncover as level 6; access to explosives and
the player’s preferences—what they hope heavy weapons grant a +2 power shift
Boundary Bay will be for them. Maybe they Circus Agent: level 7, subterfuge,
enjoy the high school aspect of the game, spying, and stealth as level 8;
the horror, the interrelationships between antiprodigy technology can grant
people, the mystery, or all of it at once. up to a +3 power shift
Individual players often like elements to
differing degrees, and it’s the GM’s job to
tailor the game to each. Luckily, there are
more than enough elements presented
here to cover all those aspects for an entire
campaign.
The goal, of course, is to make the
players feel as if Boundary Bay were their
hometown, so much so that they tell you
who runs the Good and Plenty, or predict
how a particular well-worn NPC might react
to a particular course of action. A good
hometown feels comfortable, clear, and
simple, even if thousands of illicit acts are
taking place under the waterline. It is only
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Unmasked
104
THE SETTING
a sand beach that overlooks the inlet to can often be seen swimming early in the
Boundary Bay. Boats often pass heading morning at the beach.
into the bay to dock. Smilak House: This big, three-level house
Each house on Point East occupies a on the beach is painted bright yellow with
select sliver of land along the stretch of road red shutters. It has a manicured yard and
called Bay Avenue. Most of the homes were an inset stone pool. For much of the year
built in the 1930s, but some more recent the house is vacant (it is a summer home).
ones are built in a geometric wood-slat During the school year, teens often gather
style with odd oval windows. These houses here (unbeknownst to the owners, John and
border the Strand, and their backyards are Alma Smilak) for parties.
usually blocked with a simple gate. Most Old Man Lynch’s House (a.k.a. “The
of the houses also have a private slip for a White House”): Walter Lynch is the
boat on Boundary Bay. only fisherman to become rich from the
Those that live here are the envy of the disintegrating fishing industry in Boundary
town, and many of the local families once Bay in the 1960s. He lives alone in a
called this neighborhood home before huge, rambling Cape Cod house that is
selling their land or beach house off to painted white each year in June (hence
settle debts when the fishing dried up. the nickname). He can sometimes be
spied sitting on the back patio talking
POINT EAST on a telephone, watching the ocean.
SIGNIFICANT LOCATIONS: The inside of the house is a hoarder’s
The Breakers: At the end of Point East, at dream. Every surface is covered in folded
the inlet of Boundary Bay past the end of newspapers dating back to the 1960s, legal
Bay Avenue, are the Breakers. Here, huge correspondence, or sections of books torn
sand dunes overgrown with reeds and high from old novels. A huge 1919 safe stands in
grass are interspersed around chunks of old the living room; inside he keeps hundreds
concrete, ripped up from Beach Street in of thousands of dollars in stocks, gold, and
the 1930s when the sewers were installed. bills. When Walter (very rarely) leaves the
Several wrecked cars have been left out house, his black 1968 Jaguar is recognized
here, and teens (as well as some locals like (and avoided) by all.
David Jericho) can be found out here.
Warzowski Residence: Emil Warzowski POINT EAST REGULARS:
(owner of Sand Point Consumer David Jericho: A forty-seven-year-old local David Jericho: level 3,
Electronics) and his teenage daughter and veteran of the Vietnam War, David is survival and combat tasks
as level 4
Emma live in the largest house on Point often seen walking the beach with his metal
East. This house is considered the “end” detector and his dog, Doc. He lives in a
of the beach, though the shore does rotted-out Dodge up on blocks in the dunes
continue past the end of Bay Avenue into at the end of Point East, and he makes little
the Breakers. It is a friendly, old-looking or no trouble. He is well known and well
house with a huge, improbable tree in the liked. In fact, he often mows the lawn of
back where a tire swing still hangs. Emil’s the Warzowski house and does odd jobs
office is fully kitted out with cutting-edge there (he went to high school with Emil
electronics, multiple computer setups, Warzowski at Ocean View High). David is
and various high-tech devices. The boat a believer in the paranormal and claims to
slip in the back is usually occupied by the have “seen things” in the war. Teens will
Olyphant, Emil’s yacht. find a ready ally in David if they ever reveal
Yaros Residence: Assemblyman Dean their power to him.
Yaros, his wife Eleanor, and their two Emil Warzowski: A forty-nine-year-old Emil Warzowski: level
teenage children, Danny and Imogen, live in local self-made millionaire, Emil Warzowski 5, science, physics, and
computer tasks as level 6
a modern wood-slat house recently built in made a name for himself first at Caltech
the middle of Point East. The assemblyman working in microcomputers (some of which
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Unmasked
were used in the Apollo program and other Industrial Park. It is also well known that
classified Air Force programs). Later, he Dean is a philanderer who sleeps with many
founded Sand Point Consumer Electronics, different women in town.
Eleanor Yaros: level 3, a semiconductor production facility in his Eleanor Yaros: This fifty-five-year-old
persuasion, deception, hometown that utilized a chemical bonding matron is far more attractive than her
and social interaction as
level 4
process he patented, bringing roughly a husband and, although no one believes
thousand jobs to the area and becoming it, far cleverer. Eleanor plays the perfect
a local hero. In the last two years, he has political wife, but since discovering her
been working quietly with Director Holtz husband’s illicit activities in town (illegal
of the federal research program called the real estate deals and philandering), she has
Circus, attempting to dissect a piece of been quietly selling household items and
unique and unknown technology referred exchanging the cash for diamonds, gold,
to as “the key.” Emil is talkative and easy to and jewels she keeps at her cousin’s home
spot, with his horn-rimmed glasses, blond
beard, and frizzy mop of curly red hair. He
drives a beaten-up, light-blue Volkswagen
Bug, and he knows nearly everyone in town
by name, family, or reputation. His memory
is legendary. Emil has little tolerance for the
“supernatural” and will have a hard time
wrapping his head around the concept of
prodigies.
Emma Warzowski: level Emma Warzowski: A fourteen-year-old
2, social interaction as overachiever, Emma is insanely popular
level 4
while somehow remaining kind, humble,
and friendly with everyone. Despite
being local royalty (many in the town
owe her father their jobs), Emma fails
to even notice such things, much less
take advantage of them. Emma’s mother,
Nancy, lives in New York City and is an
“actress”—that is, she lives off the monthly
checks Emil sends her. Emil and Nancy
never speak directly. What little conflict
Emma has with her father concerns her
wanting to spend more time in the city with
her mom. Usually, Emma and her father are
thick as thieves.
Assemblyman Dean Assemblyman Dean Yaros: A sixty-one-
Yaros: level 4, politics year-old politician, Dean Yaros looks like a
and public speaking as
level 5 movie idol gone to pot. His hair is a perfect,
shiny black, and each temple is touched by
gray. His teeth are too straight and precise
to be real, and his voice has the practiced
quality of a TV host. His body is wiry and
potbellied. Though he works hard at it,
Dean has a difficult time with the names of
those without pull in the town, though he
will readily pretend to know everyone. Dean
is involved in several questionable deals
regarding the Meadowdale Mall and Estes
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THE SETTING
in Bethpage, Long Island. In addition, she’s who—no matter how well dressed he is
secreted away several photocopies of the (and he always dresses well)—appears
deeds and titles her husband forged to somewhat haggard. He has a mind like
establish dumping areas and construction an encyclopedia and a heart like an ice
areas in no-build zones at the mall and in cube. He’s well known in town, but widely
the Estes Industrial Park. Once she has avoided, as he tends to hold grudges
established enough of a nest egg to support and makes such grudges known through
herself, she’ll drop the evidence at the financial pressures. He has no family (his
offices of the Suffolk County Reporter and daughter, Yvonne, died in 1966 at the age
watch her husband’s life implode. of eighteen in an automobile accident).
Imogen Yaros: A nineteen-year-old drug Most of the older folks in town believe this Imogen Yaros: level
addict, Imogen’s been to rehab twice, once is when Walter “went off the rails,” but 2, lying, stealing, and
deception tasks as level 3
in high school (in 1984), and more recently in truth, he was always inclined toward
when she vanished from her college dorm the darker aspects of life. Walter operates
and turned up in jail in New Hampshire. dozens of ongoing business concerns
Her drug of choice is cocaine. She is a from his office in his house in Point East,
sullen, withdrawn, bitter woman who hates rarely leaving the property. Some of those
her parents and most people in town, and concerns have touched on the illegal, and
she is eager to get the hell out of Boundary he is aware of many more of the business
Bay. Still, she loves her little brother, and secrets in town, but he has yet to take the
since she knows about the secret tensions leap into being a full-fledged crook . . . yet. Danny Yaros: level
between her mother and father, she is eager 3, athletics, running,
to protect Danny from the fallout. POINT EAST HOOKS: jumping, and climbing
as level 5
Danny Yaros: This fifteen-year-old sports David Jericho sometimes picks up shifts
star plays on the junior varsity baseball at the Sand Point Consumer Electronics Wayne Depco: level 3,
team and lacrosse team at Ocean View building as a janitor, since he went to positive interactions and
High School. He is always sunny, genuinely high school with Emil Warzowski. Perhaps persuasion as level 5
happy to see everyone, and eager to get he sees something relating to prodigies Swoosh: This mask-form
along with others. Much of this stems from there after hours, or even escapes with an is a lithe, superhumanly
the fact that he’s just not very smart. He important item. fast Mover. He always
adores his sister, and the only thing anyone John and Alma Smilak, both in their wears skintight, bright
blue tights, pilot’s
can do to make Danny hold a grudge is to sixties, occupy their beach home only during goggles, and a yellow
talk unkindly about her. the summer months. In the off-season, scarf. He looks like the
Wayne Depco (Mask-Form: Swoosh): Hal Walmer, the seventeen-year-old son of Germanic ideal of a
downhill skier. When he
This sixteen-year-old student has mild the Boundary Bay police chief, “looks after begins a run at super
cerebral palsy that causes him to walk it.” During the fall and winter, Hal uses the speed, the colors tend to
with a staggering gait. Otherwise, his Smilaks’ residence as a party house, though blend into a vague Nike
disease causes him no real difficulty. he keeps it meticulously clean. Most kids in “swoosh.” He claims he’s
from Colorado but left
Wayne is popular, and despite having to the high school have been to a party or two “before the cold fusion
deal with minor bullying, he is confident out there; they call it the “flop house.” reactor at Millennium
and outgoing. He is also a prodigy. His Imogen Yaros might run off, either Springs opened in 1977.”
With those he doesn’t
mask-form is Swoosh. Though Wayne lives to look for drugs or just to escape her
know, he keeps most
in Bayside, he hides his mask (and his parents’ fights. Danny, her little brother, will conversations down to
mementos) out in a ruined dairy truck in desperately search for her, of course. But two-word questions or
the sand at Point East, because his mother, will the PCs help? responses, such as “Who’s
that?” or “Got it.” He’s
Helen, is a busybody, always poking into Some kids walking the beach report being here because of some sort
his business. Wayne (and Swoosh) can startled by a “man without a face” sitting of machine, but he can’t
sometimes be seen walking after school at alone at a campfire. After a brief kerfuffle in recall precisely why.
the end of Bay Avenue, or out in the dunes. town, the news dies down. But fires on the
Walter Lynch: level 6,
Walter Lynch: A sixty-one-year-old miser, beach at night persist. business interaction,
Walter Lynch is an old, bitter, thin man planning, and deception
tasks as level 8
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Unmasked
Some less-than-friendly prodigies declare The marina is run by the Shaeffer family:
an isolated section of Point East their own. Seth and Gail Shaeffer and their two teenaged
They use mementos and their powers children, Brett and Tabitha. The whole
to scare off trespassers, including David family works at the marina in various areas,
Jericho, who becomes suspicious and along with several other employees. In the
witnesses the prodigy abilities in action. off-season, the restaurant and cocktail bar
Wayne Depco might recognize the PCs remain open, but the staff is greatly reduced.
as fellow prodigies and enlist their help to
Seth Shaeffer: level 4, locate a missing mask, or a stolen memento SHAEFFER MARINA REGULARS:
business administration or two. Alternatively, the PCs might become Seth Shaeffer: This balding forty-nine-year-
and positive social
interactions as level 5
suspicious of how Wayne treks out into the old man with a slight paunch always wears
dunes every day and spy a transformation. sunglasses. He’s happy, thoughtful, and
Swoosh: level 7, Speed Wayne, in his Swoosh mask-form, might outgoing, but only if he knows someone;
defense as level 10; intervene to prevent a prodigy gang from otherwise, he’s somewhat standoffish. Seth
health 50; “Mach 4
punch” inflicts 7 points
scaring people off the beach. inherited the marina (which was nothing
of damage and ignores Walter Lynch employs out-of-town muscle more than the moorage back then) from
1 point of Armor; to frighten the people living in two houses his great-uncle Stephen Lynch—Walter
regenerates 1 health per near the end of Point East that he hopes Lynch’s long-dead older brother. Seth hires
turn; can move faster
than the human eye can to get at bargain-basement prices, so he many busboys and waitresses during the
track; power shifts: +5 to can develop his beach parking lot next to busy season, along with a lifeguard for
Speed the Shaeffer Marina. Perhaps these vague the pool and sometimes a tennis “pro”
threats go too far and someone gets hurt. to give lessons. Seth keeps his business
entanglements with Walter Lynch and others
a strict secret from his family.
Gail Shaeffer: level
3, positive social
SHAEFFER MARINA Gail Shaeffer: A slightly overweight forty-
This social club is frequented by the richer seven-year-old mother with perfectly coifed
interactions as level 4
families in town (mostly from Bayside, Bay red hair, Gail is the “mom” of the marina.
Avenue, and Fox Run Road), who spend Many of the employees call her “Mrs. S.” She
their weekends here during the summer takes care of what needs taking care of, and
season. Behind the marina in Boundary when her husband is not there, she works
Bay itself, there are eleven docks that can the desk. The two often take dinner there
comfortably moor up to twenty-two boats. together with the family when “handing off.”
In the off-season, many of these boats are Despite her usually sunny disposition, Gail
taken out of the water and put up on blocks behaves like a mom to the employees in
near Estes Road or next to the marina. other ways, too—she doesn’t put up with
The large clubhouse features a inappropriate behavior. Vices such as drug
tennis court, an indoor pool, the Conch use, drinking, or premarital sex at the marina
Restaurant, and the Hermit Crab Cocktail will show a whole new side of Gail to those
Bar. Seats on a large deck overlook the subjected to her wrath. Her children know
beach to the north, and a dock over this side well. They are not cut any slack.
Brett Shaeffer: level Boundary Bay to the south is filled with Brett Shaeffer: This fifteen-year-old is a
2, science fiction and tables for dining and an outdoor bar for slightly chunky kid with braces, freckles, a
fantasy literature as
level 3 when the weather is nice. flat face, and tight, curly black hair. Despite
his appearance (one might imagine a junior
high school bully), he is a very quiet, well-
read, and careful individual. He collects and
plays roleplaying games with a small group of
similarly eccentric friends. At the marina, Brett
is stuck doing grunt work—mopping toilets,
mooring vessels, scrubbing and treating
decks, and painting boats up on blocks.
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THE SETTING
Tabitha Shaeffer: This thin, spindly Dorothy “Dot” Telasco (Faceless): This Tabitha Shaeffer: level 3,
fourteen-year-old cheerleader is more attractive twenty-two-year-old works as dancing, tumbling, and
gymnastics as level 5
technically proficient at dance than anyone a waitress and bartender at the Conch
on the Ocean View squad. Despite her Restaurant. She went to Ocean View High Dorothy “Dot” Telasco:
severe ponytail and bulky glasses, she is School (class of 1982) and has worked level 2, positive social
interactions as level 3
considered one of the best performers in at the marina since she was fifteen, long
town, and she spends much of her time at enough that she is almost part of the
the Waves Dance Studio on Beach Street, Shaeffer family. They even put her up for
practicing. In school, she is an uninspired a summer when her father kicked her out
student who does the minimum to get by, for dropping out of college. Dot dated Rob
and she has few real friends. At the marina, Escadero, the full-time bartender at the
Tabitha usually works as a waitress or marina, for two years, but they’ve recently
service staff, or—at the worst—she assists broken up. So far, despite their breakup,
her brother, Brett, with menial labor. She the two have somehow managed to get
and her brother fight. Often. along. Dot was asleep in her car on August
Gavin Hyk: This thirty-three-year-old cook 22, 1986, at 1:55 p.m. when the “incident” Gavin Hyk: level 4,
spent eight years in the United States Army occurred. From time to time now, she combat, survival, and
espionage as level 5
stationed in Berlin, Germany, in the late forgets where she is and wakes hours later,
1970s. He is a muscular, balding man with having done things she can’t recall. Like
a carefully trimmed mustache and black, someone who suspects they might have a
curly hair, and he is as fastidious in his serious illness, she does her best to ignore
dress as he is in his behavior. He is polite it while she can . . .
to the point of near-absurdity. He lives in Rob Escadero: This twenty-one-year-old Rob Escadero: level 3
a houseboat moored at the end of the “rot bartender moved to Boundary Bay two
dock”—an old dock at the marina. His boat, years before. He has carefully feathered
the Ulrikia, is named after a long-vanished brown hair and a muscular build, and he
European girlfriend. Out of everyone in is always dressed in polo shirts, jeans, and
Patrick Villanueva: level
town, Gavin has noticed more than others moccasins. Considered a “fox,” Rob is a 3, fighting, wrestling, and
the oddities going on. He has run into draw for women (and men) at the Hermit theft as level 5
strange people out in the dunes during Crab Cocktail Bar. He drives a red 1977
his morning runs, and once, he’s certain, Mustang and lives in a loft above the Waves Smyk: This mask-form
is a lumbering Smasher
he saw a woman without a face moving Dance Studio on Beach Street. His recent with one withered leg
through the parking lot of the marina late at breakup with Dot Telasco is a well-worn and huge, overgrown,
night. subject of local gossip. apelike arms, along with
a Mr. Jekyll-like face fit
Patrick Villanueva: An eighteen-year- Ophelia Grant (Mask-Form: Smyk): This with features that seem
old ex-juvenile convict, Patrick lives in sixteen-year-old is a wispy, quiet, blonde- randomly selected from
the Kennedy Estates with his aunt, Esther haired teen who works in the marina as a a dozen different ugly
Villanueva. He is a tall, lanky man who waitress in the restaurant. In school, she madmen. He claims
he was created in the
appears older than his age—most mistake is a nodding acquaintance with nearly “London incident,” and
him for someone in his late twenties. everyone, but spends much of her time in will say no more on the
Patrick grew up in Brooklyn, New York, and the library reading (she has a deep interest subject, as if everyone
should know what that
served seven months in a juvenile facility in fiction). Since she was asleep on her day
is. Loud and bent on
in upstate New York for assault. His aunt, off during the incident on August 22, she intervening when he feels
Esther, who does the books for the marina, became a prodigy. Her mask-form is Smyk. the odds aren’t fair, Smyk
asked Seth Shaeffer about a job for her Twice, she has wandered about at night loves to make a bully
pay—but he’s no killer.
nephew, and Patrick came to live with her in Smyk-form, testing out her newfound He is deeply protective
when he was released. Since he started, he powers on the cement piles in the weeds of Ophelia, going out of
has proven an exceptional employee, and he and dunes of Point East, but so far, she his way to keep her from
spends almost all his time at the marina— has barely wrapped her head around the physical and emotional
harm.
he loves it. situation.
Ophelia Grant: level 3;
reading as level 5
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Unmasked
110
THE SETTING
Elizabeth Washington: Elizabeth is a sixty- Goop and any of its kind back to her house, Elizabeth Washington:
one-year-old widow from Bayside. She and if it ever needs a place to lay low. level 3, town history and
gossip as level 4
her late husband, Carl, called Boundary Bay One night, in Goop-form, Anthony
home from their marriage until his death DiGiovanni comes upon thugs vandalizing
in 1982. She remains in their house, but boats on the Boundary Bay side of the
spends much of her time walking out on marina. There, Goop meets Smyk, and the
the marsh islands at low tide, setting up an two team up to defeat the thugs before
easel to paint landscapes when the weather they can torch a half dozen boats. But the
suits. She is strangely foul-mouthed and has question remains: who sent the criminals?
thrown her former “good matron” act to the Cassidy Geary turns out to be in the
wind since her husband’s death. Many think pocket of Walter Lynch; he reports every
she has lost her mind, but she promised strange thing he sees out on the bay to the
Carl on his deathbed she would do only eccentric millionaire. Late at night, Cassidy’s
what made her happy from then on. She is boat can be seen moored at the “White
a ready ear (and ally) for anyone on the outs House,” where the two talk about the odd
with their family, although she tends to ask goings-on in town.
uncomfortable questions.
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Unmasked
Battlefield: This mask- several miles of it. Teens from town often was a town assemblyman in the 1950s and
form is a hulking, spend their time among the piers and everyone knows him. He spends much of
Rambo-like Smasher
who fights for truth, pylons below the boardwalk, hanging out. his time under the boardwalk, drinking and
justice, and sometimes The following locations can be found on the talking to himself, or reading from a stash
the American way (or Strand: of paperback books he hides down there.
at least the cartoon
Timothy Buston (Mask-Form: Battlefield):
version of it). No matter
how many times he is THE BOARDWALK This short, squat fifteen-year-old spends
searched, there always This winding wooden boardwalk is raised many nights below the boardwalk due to
seems to be another off the sand about 8 feet (2 m), and is his volatile family life. He is unpopular at
pistol or knife hidden on
him. He maintains his
scattered with benches, bicycle-locking school for all the wrong reasons, and he is
allegiance to the “5th stations, and occasional access to the considered “poor” because he wears the
Regulars of the Second streets heading into town. Though much of same clothes repeatedly—but this is due
American Revolution, the rotten wood was replaced in 1971, there more to a desire to not be at home than
New Hampshire” and
will say little more on are areas of the boardwalk that have once a lack of clothing. When Timothy wears
the subject. He’s come again begun to rot through. his uncle’s green beret, he manifests as
here to “find a war Below the boardwalk, a maze of wooden Battlefield.
criminal”—but if pressed,
pylons rises to hold up the walkway. The
he can’t remember who
that might be. Battlefield angled, cave-like area beneath is a favorite BOARDWALK HOOKS:
is a constant companion hangout of teens and of the few homeless Murray sometimes spies boats coming in
and friend to Timothy, people found in Boundary Bay. It is covered off the water from some of the big cargo
whom he has “taken
under his wing.” He feels
in often garish, fluorescent graffiti. ships at night. Twice, he’s seen workers
the kid has had some moving boxes from inflatable rafts up onto
tough breaks but shows BOARDWALK REGULARS: the boardwalk to Waxy’s Surf Shop, but of
great potential. Murray Greene (Faceless): Everyone calls course no one would believe him, so he
Murray Greene: level 2 this forty-eight-year-old homeless man “Old keeps his mouth shut.
Murray” or “Drunk Murray.” He sleeps A grate set into a cement face beneath the
Timothy Buston: level 3 beneath the boardwalk and begs in town. boardwalk opens into a 6-foot-wide (2 m
He’s permitted to do so because his father wide) pipe that carries wastewater from the
Battlefield: level 5, tasks
related to combat and
survival as level 9 (power
shifted); health 45;
regenerates 3 health per
turn; can always pull a
gun, grenade, or knife
from his person, even if
thoroughly searched—
these weapons inflict 5
points of damage and
ignore 2 points of Armor;
power shifts: +3 to
accuracy, +1 to resilience,
+1 to tactical operations
112
THE SETTING
town and spills it on to the beach, where it found riding the desk in Waxy’s, listening to
drains into the sea. Entering these pipes can psychedelic rock on a cracked boom box.
grant access to many locations in town, if the
PCs know where to go . . . WAXY’S HOOKS:
Graffiti beneath the boardwalk begins to Michael Gioccino falls in with New York
change in the fall of 1986. A stylized face of organized crime and agrees to store boxes
a man in a hoodie with no eyes begins to in his back room in exchange for cash to
appear more and more, though the culprit settle looming bank bills. These boxes are
painting this symbol is never seen. filled with raw opium poppies smuggled
Timothy warns other prodigies in high from freighters at night before they reach
school that something bad is going down Port Newark.
on the beach at night. Twice he’s seen weird A gang of surfers from midisland who call
people down there, including an “ape man” themselves “Half-Life” squat on the beach
and a “faceless dude.” Will the PCs team up and begin causing trouble at the store. Their
with Timothy and help him investigate? leader, an ex-con named Mike Dunphy,
takes an unrequited shine to Ellen Paladino.
Perhaps her uncle steps in . . .
WAXY’S SURF SHOP Strange fires begin breaking out near
Waxy’s has stood on the boardwalk since Waxy’s, first in the garbage can out back,
1967, when the owner, Michael Gioccino, then on the roof. Who is responsible? Lewis
converted his family’s taffy stand into a Graham, the secret town firebug? The gang
surf shop. Many older people in town still of surfers? A prodigy?
remember the Gioccino taffy stand fondly, A buff soldier in a green beret thwarts an
but Michael’s parents retired long ago attempted break-in at Waxy’s when Ellen is
to Delray Beach, Florida, after running closing. The soldier pulverizes the thieves,
the shop for twenty years. The building karate-chopping and judo-throwing them
is a sagging wooden structure with sun- as if they were rag dolls. Before the local
wrecked, peeling paint and a leaky roof. police arrive, the soldier vanishes. Everyone
While the shop is run down, it holds a at Waxy’s—and Ellen especially—wants to
strong reputation as being “authentic.” know who he is.
During the summer, it is packed with
surfers. Though it stays open year-round for
“seals”—surfers who suit up in thick wet WIND AND SKY
suits and hit the waves in winter—its hours This building was renovated recently, though
are greatly diminished in the wintertime, it has stood here since 1964. Owned by Betty
and some days, it doesn’t even open. and Marcus O’Sullivan, Wind and Sky opens
on Memorial Day (near the end of May)
WAXY’S SURF SHOP REGULARS: and closes on Labor Day (the first week of
Ellen Paladino: A spacy, sporty, and fun September). In the off-season, it is shuttered, Ellen Paladino: level 3,
sixteen-year-old, Ellen is outgoing, and with most of its stock removed and stored surfing and swimming as
level 4
somehow blind to social hierarchies, at a storage facility two towns over. The
drifting effortlessly through all the groups O’Sullivans spend this time “on vacation”—
at the school without any concern for what though almost no one in town knows where.
people think of her. She’s an avid surfer. When the shop is open, it sells T-shirts,
Michael Gioccino is her uncle (her mother’s gewgaws, suntan lotion, sunglasses, boogie
brother). boards, shorts, and assorted beach fare.
Michael Gioccino: This overweight, Marcus O’Sullivan—a retired New York City Michael Gioccino: level
balding forty-nine-year-old surfer has a nose accountant—is a meticulous businessman, 4, brawling, surfing, and
lying as level 5
that’s been broken many, many times. He and since the O’Sullivans took over the
still hits the beach every day, just like when shop in 1977, he has turned it into a money-
he was a young man, but usually he can be making powerhouse.
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THE SETTING
old-timey piano player with a striped shirt, SWINDON’S ICE CREAM SHOPPE HOOKS:
suspenders, and wing-tipped shoes. He is Swindon’s is decorated with large, wooden
well known and well liked in town. However, carousel horses hung on the walls, and one
Lewis is the Boundary Bay firebug; he glows as a powerful memento—but it is
burned down the town hall in 1947 and the located behind the counter, in a place not
library in 1955, though no one knows this. readily accessible to customers. What can
Even worse, he still dreams about lighting it do?
new fires, even all these years later. And he Hidden in the storage room at Swindon’s
Helen Basille: level 2,
will kill to protect this secret. is Lewis Graham’s greatest love and shame: volleyball and physical
Helen Basille: This very tall, loud, socially his scrapbook. Each page contains two activities as level 3
awkward sixteen-year-old volleyball player black-and-white pictures of a building; Monica Demath:
works the counter, scooping ice cream and in one, the building is fine, in the next, level 1, schoolwork and
knowledge tasks as level 4
wiping up after school and on weekends it is burned out. Graham set fire to
(volleyball allowing). She is a head taller each building. Sometimes, he comes to Scott “Scotty” Veracruz:
than any other girl in her class. While she Swindon’s late at night and pores over its level 3, mathematics as
doesn’t have a lot of friends, she often pages. level 5
spends time with Brett Shaeffer at the One of the teens at Swindon’s vanishes Morrow: This Thinker
marina; the two have been friends since when closing one night. No one sees them mask-form is a slight
second grade. Though she would never, ever go, and they leave the store unlocked. Englishman dressed in
admit it, she has a crush on him. Only a strange symbol painted on the wall a tuxedo who carries
various clocks, watches,
Monica Demath: This fifteen-year-old is a remains behind. Obviously, the police (and and wristwatches all over
smart, withdrawn, bookish teen with braces possibly the PCs) become involved. his body. Each timepiece
and long blonde hair she always keeps is tuned to a “time”
braided. In Swindon’s, she works tables PIXEL PALACE when an event is going
to happen—something
and sometimes cooks or scoops ice cream. This open-air storefront contains twenty- that Morrow just seems
She needs to wear glasses, which she two video game machines, two Skee-Ball to know. If he pulls the
hates, so she can often be found squinting machines, a small counter that accepts proper timepiece out
and stops it, the event it
to keep them off her face. She lives in the tickets in exchange for cheap gewgaws, and is connected to stops as
Kennedy Estates with her grandmother and two utilitarian toilets. The machines are all well, at least for a few
grandfather, and often catches a ride to slotted with welded loops through which a seconds. He also seems to
school or work with Scotty Veracruz in his security wire has been run, to prevent theft. catch occasional glimpses
of the future. He comes
Dodge Dart. Despite multiple advances by At night, all the machines are covered in from “1555 originally, but
Scotty, Monica remains uninterested. plastic tarp, to protect against the ocean air. don’t hold that against
Scott “Scotty” Veracruz (Mask-Form: The arcade is owned by Margaret and me,” and he is here to
locate the source of some
Morrow): This big, quiet seventeen-year-old Howard Jen, though their son Asa is the
effect that has rippled
football player lives next door to Monica face most often seen here, and sometimes through all time. He
Demath. Scotty has long held a torch for the his little sister, Katy, as well. The arcade’s believes Scott is lazy and
girl next door. He works as a busboy and business hours seem completely the inverse ill-behaved. Morrow will
do his best to force Scott
general helper for cleaning up, painting, of high school hours. When it’s open, into situations where he
fixing things, and throwing out garbage. dozens of kids are packed in under the tarp has to think his way out.
He’s terrible at all school subjects except, playing Pac-Man, Donkey Kong, Frogger, Out
Morrow: level 7, tasks
surprisingly, math, which he seems to be a Run, Galaga, and even oldies such as Space
related to time and
natural at. He often calculates and counts Invaders and Lunar Lander. causality as level 10
off the till at closing with a speed that is Asa manages the counter, handles (power shifted); health
startling. And he’s always right. In football, disputes, and makes change. Thanks to his 35; Armor 3 (treated as
moving out of the way
he is a serviceable brick wall of a player, “owning” an arcade, Asa is considered cool of attacks); can stop
trained to get between the ball and the by most in the high school and gets invited any action he can see
opposing team. His mask-form is Morrow. to all the parties as a matter of course. On before it happens (one
the weekends, the Pixel Palace is always use per power shift per
engagement); power
packed, rain or shine. shifts: +3 to time control,
+1 to time prescience, +1
to dexterity
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has few friends. The only person he talks to remembers a weird dream where she was
regularly is Brett Shaeffer, as the two share holding something that went over her eyes.
an interest in computers, electronics, and She’s also noticed some people and objects
programming. in town appear to sparkle and shine with
Soraya: level 3 Soraya Khalaji (Prodigy, no mask-form importance, but she has yet to pay much
yet): Soraya is a sixteen-year-old with long, attention to it . . .
Maryam Khalaji: level 2 black hair, a winning smile, and an upfront Maryam Khalaji: Maryam is a kind,
nature. She and her twin brother were dark-haired thirty-seven-year-old woman
born in the United States, and she speaks with a striking gray streak in the middle
perfect English with a Long Island accent. of her coif. Her English is limited, though
In school, she moves among the upper she drives to Bethpage twice a month to
echelons of the popular kids, and she has attend English classes. She usually stays
dated various sports stars, including Hal home and handles the housework while
Walmer, the son of the chief of police. She her husband, Farood, runs the store. She
takes her schoolwork very seriously, and is speaks Farsi to her children, and while they
currently all about the Scholastic Aptitude completely understand it, they don’t speak
Test (SAT), which will affect her chances it themselves.
Dustin Trewes: level 2, for college. When she is in the store, it is Dustin Trewes: Dustin is a fifteen-year-old
riding dirt bikes and bike usually after hours, when she helps with troublemaker from Dutton Street who is
stunts as level 4
restocking. Soraya was asleep on the forever decked out in a ratty, hand-painted
morning of the incident, and she vividly Van Halen jean jacket, high-tops, and
ruined T-shirts. His eyes goggle beneath
his huge bifocals, and his long blond hair
is cut in a mullet, often tucked up under a
trucker hat. He is always in the Good and
Plenty, hovering around the video game
machines. Dustin is the kind of kid who
mouths off all the time to anyone. The only
person he seems to respect is Farood. The
kindly owner once caught him stealing and,
instead of turning him in, had him come
twice a week to mop the store for several
bucks in store credit—a job which Dustin
does dutifully. Dustin’s Frankenstein-like
bicycle, composed of a hundred different
dead bikes salvaged out at Bluebeard Scrap,
can usually be seen propped up outside the
candy shop.
Abigail Delgreccio: Abigail Delgreccio: Abigail is another
level 1 fifteen-year-old Dutton Street kid who
often turns up at the Good and Plenty for
different reasons. She wants to be Madonna
and spends every available penny on mesh
gloves, short shorts, makeup, and hair
products. She is most often at the Good
and Plenty when Vahid is there, a fact that
Vahid’s twin, Soraya, has noticed. Abigail
has tried time and again to strike up a
conversation with Vahid, but so far, the
boy has shown no interest—or even an
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THE SETTING
119
Unmasked
Nearly two dozen tapes in the shop have WAVES DANCE STUDIO
turned up blank, most stored toward the This small, two-level box-front shop has a
northeast wall of the shop. Anyone with single large dance room, with bathrooms
a science background can tell they were downstairs and a small office and a studio
exposed to a strong magnetic force. apartment upstairs. During most days,
An odd man in a suit who says he is from at least two classes are held here, varying
the government asks a lot of questions about from children’s dance and more advanced
the week of August 22. He never gives his classes such as ballet for teens to disco and
Alea Laskaris: level 3,
dancing as level 4 name. His car has a GOV license plate. flamenco classes for adults in the evening.
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THE SETTING
BOUNDARY BAY traffic stops just off State Route 25A, where
POLICE STATION two Boundary Bay police cruisers are always
The town of Boundary Bay employs a police parked with radar guns, handing out tickets
chief appointed by the city council. The as cars rush down Estes Road. Locals are
current police chief is Chester A. Walmer, well aware of this trap, and they always drop
who enjoys broad support from both the to a very slow speed when entering town
politicians and the public. Chester has from the highway.
implemented a “zero tolerance” policy for Overall, the town has never seen much
drugs, and he has “sent up” multiple locals in the way of trouble (yet), but that does
for stints in the county jail and elsewhere. not mean the police are not eager to
He is tough, no-nonsense, and old prove their worth if such a need arises. If
fashioned. His son, Hal Walmer, is a well- anything, Chief Walmer and his officers will
known, popular high school bully who often be overzealous in their pursuit of apparently
breaks all the laws his father has sworn to “big” crimes. As Boundary Bay is still small
protect. enough to be considered a “burg,” the
The local police force has twelve police police might cut a lot of corners, and a lot
cruisers (bought in 1978) and thirty-two full- of “swearing up” might arise where it’s a
time staff. The police station, a building on third party’s word against the police. Still,
Beach Street constructed in 1966, includes Chester’s primary concern is the safety of
nine holding cells and a weapons locker the town’s residents. If it comes down to it,
with shotguns and semiautomatic rifles, he will make the right choice.
as well as various emergency supplies.
The town is big enough to require 24-hour
policing, so the station is always occupied
by some staff, even in the dead of night.
Much of the local revenue is generated by
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122
THE SETTING
123
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124
THE SETTING
Geerat (called “the rat” by bullies at Ocean might let them piece together just what the hell
View), incredibly unobservant when it is going on. PCs going there find that the place
comes to social cues, will glom onto any is packed with prodigies and mementos.
conversation or group that comes his way Eloise Rosemont was sitting on her back
until told to go elsewhere. patio facing the Sand Point Consumer
Eloise Rosemont: This seventeen-year-old Electronics building on August 22 and saw “a Eloise Rosemont: level 2
new wave devotee works at the shop several huge beam of blue-white light shoot from it
days a week after school. She has short hair like a mushroom cloud,” but no one believes
(dyed a different color every week) and is her. She wants to know what’s going on!
generally a social pariah. She doesn’t put up Micah Geerat has discovered the secret
with any monkey business in the shop and identity of one of the town’s prodigies when
can be downright scary when she wants to he sees them “shift back” to their teen-form.
be. Her uncle is Detective Graham Arnette, He’s following and keeping careful track of this
with whom she is very close. person in hopes of becoming their sidekick.
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Unmasked
with the bank as the chain stores in the On Fridays and Saturdays, there’s live music
Meadowdale Mall gobble up his profits. He from 7 to 11 p.m., and many of the locals of
has already let half of his staff of eighteen go, age turn up. Teenagers from the high school
and it’s only a matter of time before the bank sometimes try to get in, but the owner of
comes calling for the last time. Pompeii, Colleen Giordano, a fifty-five-year-
Red Badge RX: This small six-aisle old bruiser, is a stickler for checking IDs and
pharmacy sells pills, medicine, health knows almost every teen in town by sight.
goods, and some simple groceries. Its Most of the time, the worst that happens
owner, Adrian Schermerhorn, is a fifty-nine- out at Pompeii is the occasional fight, but
year-old transplant from Baldwin, New once or twice the police have been called
York, who has run the Red Badge since out to break up something more serious.
1976. The store is perpetually quiet and
undertrafficked, as well as freezing cold OTHER BEACH STREET HOOKS:
(due to the air conditioner). Yvengi Bonanni vanishes one night, leaving
Association Foods: This twelve-aisle Schwatsky’s unlocked and the register
supermarket is the mainstay of the town. Its filled with cash. The black-and-white still
owner is Henry “Big Henry” McGill, and it is camera up front shows the door opening at
run by Henry “Little Henry” McGill Jr. Little 1:45 a.m. on its own, but no Bonanni. Is he
Henry graduated from Ocean View High somehow still inside?
School in 1982, and he now lives in town with A weird fellow in blue tights wearing a
his high school sweetheart, Beth, and their yellow scarf appears at the Pompeii Bar &
four-year-old son. The supermarket is an oddity Grill. When he’s cut off after two beers, he
in town, as it is one of the few places that does destroys several tables, attacks a bartender,
not employ people under eighteen years of age. and flees so fast he shatters the mirror
Pompeii Bar & Grill: This long, thin behind the bar. He’s last seen running down
storefront sits at the end of Beach Street. Fox Run Road to the west.
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THE SETTING
Something big and scary has broken into Bonanni House: The Bonanni house,
Association Foods and is eating up the stock. belonging to the owner of Schwatsky’s, was
It seems to come back on the full moon. once one of the most admired in town,
What the hell can chew through plexiglass? but it has fallen a bit into disrepair. What
Tom Cruise comes into the Red Badge RX is not known is that Mrs. Bonanni left her
in a flight suit with the name “Maverick” husband in late 1985, and that he has quietly
on it and writes down a request for a bottle put the house up on the market.
of two dozen painkillers. Since he has Medina House: This large, new house is
no prescription, he is turned away. As he built in a modern style on what was once
leaves, he says, “Sorry to bother you on a an empty lot on Fox Run Road. The Medina
Sunday, sir, but thank you.” It is a Tuesday. family (Winston, his wife Estelle, and their
junior high school–aged children, Amelia
and Dianne) live here. It is huge, with
FOX RUN ROAD three stories with over 4,000 square feet
This long road runs from Beach Street (370 square meters) and a game room, an
to Bay Avenue, further inland from the inset stone pool with a slide, and an ample
ocean. The streets here are winding and backyard. Winston is often out in front of the
the landscape dotted with pine trees, oaks, four-car garage, tinkering with a sports car.
small lakes, and parks. This area is where
many influential people from the town live. FOX RUN ROAD HOOKS:
The yards are large and often feature fences A pharmacist, Harold Beymer, is discovered
or natural obstructions such as stone walls after having collapsed while jogging on
and hedges, and the homes tend to be Fox Run Road. While recovering in the
spacious. hospital, Harold describes a weird chase
where a man in light-blue runner’s clothing
FOX RUN ROAD LOCATIONS: was pursuing him. He remembers nothing
Standard Houses on Fox Run Road: There past their struggle, but he now dreams
are about three hundred homes scattered sometimes of losing his face.
in the area on or just off Fox Run Road. A glowing pile of mementos, secreted by
They are usually late 1960s split-levels or some unknown party in a culvert behind the
1950s ranch houses. In general, most are houses on Fox Run Road, draws in nearby
well kept, and everyone in the neighborhood prodigies. But who put them there?
knows one another. Grandpa Graham is being abused by
Graham House: The owners of Swindon’s his deranged son, because the old man
Ice Cream Shoppe, the Graham family has uncovered his firebug secret. Lewis Graham
lived out on Fox Run Road since 1947. The has the old man locked away in the upper
house is a white, three-story classic with a story of the house, where Grandpa Graham
wraparound porch and red shutters, built attempts to wave down the PCs during the
in 1908 and perfectly maintained. Grandpa day while his son is at work.
Graham lives in the house, and can often Yvengi Bonanni’s disintegration becomes
be seen puttering about. His son Lewis’s plainer and plainer to everyone in town. The
car is there in the evenings, and the two once dapper man now shambles about and
sometimes sit out on the porch. turns up at Pompeii more and more to drink.
Wright House: Officer Dustin Wright’s
parents, Helene and Michael Wright, live
in a small one-story ranch-style home off SAND POINT
a cul-de-sac on Fox Run Road. The young CONSUMER ELECTRONICS
officer can often be seen visiting and, due Built in the mid-1970s, this large office
to his father’s bad back, mowing the lawn or campus slowly expanded to engulf what
performing other menial tasks on his days was once forest and small parks in the
off. Oceanside section of town. Many of the
127
Unmasked
trees remain on the perimeter, and the extremely low-level electromagnetic pulse
winding Company Road leading to the was sent into the “key.”
facility cuts between them to the main The “key” is an amorphous blob of spiky,
building (called Building A). Almost 1,000 metallic material that pulses and moves
people work at this campus in various when living things or heat sources come
buildings. For the most part, they work in near. It is about the size of a grapefruit.
the assembly plants (Buildings B, C, and D), Usually, it reverts to a sphere when
checking integrated circuit chips for defects. undisturbed, but if people interact with it or
The entire facility is surrounded by a touch it, it can extend, grow, and twist into
stone wall topped with tightly slung (and bigger, stranger geometric shapes. As far as
recessed) razor wire. During regular work can be determined, it is not poisonous and
hours, the main gate is open, and security has no ill effect on the human body.
pays little attention to the cars that come in Emil Warzowski has his own office on this
and fill the lot (there are a lot of employees). hub of rooms surrounding the “key” room.
After hours, however, the gate is locked and He can often be found there, poring over
accessed only via key card. differential equations scrawled on wall after
The specialty work goes on in the wall of blackboards.
basement of Building A and is restricted
by key card access. Emil Warzowski leads
the team in the specially constructed MEADOWDALE MALL
subbasement investigating the bizarre, Built between 1978 and 1980, this large mall
otherworldly piece of technology referred off Estes Road soon found itself filled to the
to as “the key,” brought to Sand Point brim with the standard fare of shops. Its
Consumer Electronics by the Circus in 1983. location next to State Route 25A puts it in
These labs are filled with bizarre easy travel distance of a dozen municipalities
machines, videotape equipment, and in Suffolk County, and it serves over 500,000
dozens of specialty rooms, from a complete people annually. It is a common haunt for
surgical suite to a swimming pool. There’s the kids and teenagers of Boundary Bay,
even a full cafeteria below Building A, which particularly on the weekends.
is almost like a world unto itself. Many It is a large, two-level structure with four
Circus agents, some regular military, and fountains, two food courts, and dozens of
tons of scientists can be found down here shops, including large chain stores such
at all hours. For the most part, if someone as Sears, Brooks Pharmacy, Playworld, and
looks like they belong and they don’t try to more. It does brisk business, so mall leases
move into locked rooms, they can circulate are extremely valuable, and it is a very rare
freely without drawing attention. occurrence for a shop to close or suddenly
The “key” is contained within a sealed change hands.
vault in the center of the subbasement,
which is always monitored. All the suites POPULAR LOCATIONS:
with thick plexiglass windows that open onto Wax and Stax: This is the most popular
this central room are videotaped 24 hours “serious” record, tape, and CD shop in
a day, and all staff members who come and town. The owner, Federico Galvani, speaks
go are searched by military personnel. This with a heavy Italian accent, but loves to talk
room that contains the “key” is opened at set music—all music—for hours with anyone
intervals and accessed through an airlock- who frequents the shop.
like room with environmental suits. Various Ultimate Arcade: A cavernous, dark-
probes, monitors, and devices are moved carpeted arcade filled with every conceivable
about the room to study and test the “key” as arcade machine, including oddities from
it is flooded with various energies, chemicals, Japan and Europe. Birthday parties are often
or processes. To date, only one test—that held here, and high-score contests regularly
of August 22—had any effect, when an take place on Friday and Saturday nights.
128
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129
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131
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132
THE SETTING
Yavarro Propane and Fuel Supplies: The hand. If some local wants to buy weapons,
property consists of a storage depot for fuel drugs, or a stolen car, Dutton Street is a
oil (which most houses still use for central good place to start.
heating), as well as a huge propane tank. The Creek and Silver Lake: This
This lot employs three full-time workers and neighborhood exists in what was once a
a professional car-patrol and alarm service natural stream. The roads wind down into
to make certain no one siphons fuel. Trucks large lots with big houses spaced at such
come and go from the site all day, especially large intervals that residents can’t see their
in the fall. neighbors. This area ends at Silver Lake—a
large artificial lake that has a bicycle track,
a walking path, and several playgrounds.
OTHER NEIGHBORHOODS The Creek is considered an affluent
IN BOUNDARY BAY neighborhood, but the houses often have
Like any town, each area has its own issues with flooding and a high water table.
characteristics and secrets that only Middle Village: With mixed two- and
locals seem to know. Below are the most three-story apartments, rooming houses,
significant neighborhoods in Boundary Bay and single-family residences, Middle Village
not described elsewhere in this chapter. is where most regular tourists stay in the
Bayside: There are about two hundred summer. As such, many of the properties
homes on the winding, slightly hilly roads of are rentals. During the summer, this area
Bayside, on the west side of Boundary Bay. is filled with out-of-state cars and “toury
This area is considered lavish, with large, kids”—children staying in town just for
multistory houses with perfectly manicured the summer break. The roads here are
yards. Many of these streets are private, considered some of the worst in Boundary
with gates and security. Bay. Poor locals think this is a rich area, but
Waukena Avenue: So far away from it’s just average.
Beach Street that it’s almost its own town, Meadowdale Estates: Built in the late
Waukena Avenue is still part of Boundary 1960s and mid-1970s, the Meadowdale
Bay. Waukena has cheap and run-down Estates are six large apartment blocks for
equivalents of almost all the shops on general rental. Each has its own name (the
Beach Street. At night, the avenue tends Claremont, the DuBois, the Carter, the
to be a trouble spot for the police, as there Maxwell, the Estate, and the Opal), and
are multiple liquor shops and two bars each houses at least a hundred people. This
operating there. Waukena Avenue is where area is not generally walkable, and almost
kids from Dutton Street go when they everyone here gets around by car. It’s
graduate to real crime. considered an area for poorer folks in town
Dutton Street: This is a series of streets or for young people hoping to save up for a
around the once-industrial Dutton Street. house.
The houses here are run down and in ill Meadow Park: Meadow Park just . . .
repair. They are low-slung ranchers (some happened. When Oceanside met a natural
burned out and boarded up) with cyclone boundary, Teralt Stream, cheaper cookie-
fencing and occasionally razor wire. Several cutter houses were put up to the south
gangs operate out of houses in this area, beyond it. After they sold out, the land
including Half-Life, a surf gang; Acey Deucy, between there and Estes Road was divided
a biker gang supposedly affiliated with the into ten house lots. One company bought
New York Mafia; and the Dutton Street Kids, half of them. Since 1981, the area has
the local gang concern that deals in petty officially been infilled. Meadow Park is
theft and stripping cars. There are others, neutral in social standing—few care who
and Dutton Street is widely avoided, day or comes out of or goes into the area.
night. The police leave the area to its own Creekside: These last-ditch lots were
regulation unless things get really out of stragglers from the end of Meadow Park
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Unmasked
that were never snapped up. Now, Old Man OCEAN VIEW HIGH
Lynch owns the area and rents cheap trailers SCHOOL, GO SAILORS!
to dozens of families, raking in money. In Ocean View High School is the public high
Boundary Bay, Creekside is considered a school for Boundary Bay. Built in 1951, it
dead end or a place you wash up. Nothing has slowly expanded along with the town.
good comes from Creekside. The first class it graduated was composed
Oceanside: Many locals who had family of fifty kids, and the latest class in 1985 had
before the town’s fishing crash ended up two hundred and fifty students. Its current
in Oceanside. The houses are generally total student count is almost eight hundred
two or three stories tall, built in the 1950s, and ninety students. It is well funded by
with wraparound decks and large lots. Sand local taxes, and well maintained.
Point Consumer Electronics maintains its Ocean View High School is located off of
campus here on a slight artificial bluff that Fox Run Road just west of Beach Street. It
gives the upper floors of SPCE a view of the is a large campus with two big multistory
ocean. Many employees of SPCE make their buildings connected by glass-enclosed
home in this neighborhood so they can walk corridors and a third, smaller sports
to work. building, along with several sports fields, a
Kennedy Estates: This neighborhood is full track, and a sizable parking lot.
composed of cookie-cutter houses that are The school teams are called “The Sailors,”
too small and packed too tightly together. with a sailor mascot. The school colors are
Backyards are nearly nonexistent, and blue and white.
parking is always an issue. The houses all
look almost identical—single-level ranch- BUILDINGS ONE AND TWO
style homes. The winding roads here are The remnants of the original high school,
smooth and well paved, and they are an built in 1951, compose the entrance of
obsession with the skateboarders in town. Building One, but the rest of the structure
134
THE SETTING
135
Unmasked
She lives in Rockville with her husband, an forty-three years. Since the death of her
electrical engineer in the employ of Sand daughter in 1981 from ovarian cancer, her
Point Consumer Electronics. life is teaching. She is forever arriving early
Mr. Mangiapane: level 4 Mr. Albert Mangiapane (Principal). This and staying late, and she will go out of
tall, thin, balding sixty-one-year-old man her way to look out for kids she feels are
wears the same suit on the same day “falling through the cracks.” Those that take
each week, each only a slightly different a shine to literature will find her an endless
color. When seen wandering the halls, he resource for books and knowledge on the
is usually smiling and happy, but when subject. Her husband once worked for
a student turns up in his office for an AT&T but retired early and now spends all
infraction, he tends to do away with this of his time at their home off Beach Street,
amiable persona. He is very loose with maintaining the house. He is clinically
detention slips and has permanently depressed, but Mrs. Wexler never talks
expelled more than one student. Few people about her private life at school.
know it, but in 1948, Mr. Mangiapane played
one season of professional basketball for COOL KIDS
the New York Knickerbockers. Here are some of the more popular kids in
Mr. Saia: level 2, physics Mr. George Saia (Earth Science, AP the school. There are, of course, hundreds
and earth science as Physics). Mr. Saia is a fifty-nine-year-old of others.
level 3
pedant whom the kids call “Mr. Stinker”
Wayne Depco, page 107 behind his back. His lack of personal hygiene Wayne Depco (Sophomore and prodigy):
is legendary in the school, and kids in his Wayne is a sixteen-year-old who suffers from
class fight for seats near the back of the mild cerebral palsy, but who is outgoing
room where they can open the windows. and funny, making him popular. He is also a
Despite this, he doesn’t look filthy, he prodigy who can manifest in the mask-form
Swoosh, page 107 just smells bad. He is also a stickler to Swoosh.
the smallest degree on all the subjects he
teaches. His favorite saying, “Everything HOOKS:
is equally important,” torments the bad • Wayne likes Ellen Paladino but has no
students along with the best in the school. idea how to talk to her. Ellen likes one
All live in dread of ending up in his class. of the PCs, and Wayne makes it his
Mr. Sullivan: level 2, Mr. Thomas Sullivan (Gym). Mr. Sullivan, business to make them look bad.
sports and athletics as a tall, potbellied fifty-one-year-old, is forever • Wayne is considering using his Swoosh
level 3
clad in Ocean View High School shorts and form to “fight crime” but has no idea
T-shirt, his neck hung with keys, whistles, where to find any “crime.” Maybe he’s
and other crazy things. Because of the jingle just not looking hard enough. Then
that precedes him, you can always hear he notices the PCs all “glow”—maybe
him coming. He is loud and brash, and he they’re the supervillains?
tends to shout when he wants to speak, • Wayne becomes interested in anyone
and SHRIEK when he wants to shout. He and anything that “glows” and keeps a
is the coach of most of the sports teams notebook of the people and objects that
at Ocean View (except boys’ lacrosse and he’s seen with the “aura.” He confronts
girls’ volleyball), and he is a popular figure the PCs to compare notes.
around town, but the other teachers tend
Todd DeSpain, page 136 to look down their noses at him. He is a Todd DeSpain (Junior): Todd is a seventeen-
bachelor who lives in the Kennedy Estates year-old football player who is short and
near the eastern edge of town. His principle stocky, with curly brown hair, freckles, and
obsession is his 1962 MG, which he has discolored teeth. He is a creature of social
Mrs. Wexler: level 3, lovingly and obsessively restored by hand. interactions, and he will do what he believes
teaching and positive
social interactions as Mrs. Janet Wexler (English, AP English). is required of him to be “cool.” Often, this
level 4 This woman looks much older than her means making bad decisions.
136
THE SETTING
137
Unmasked
HOOKS:
• Ellen is worried about her uncle, Michael
Gioccino. He recently showed up
at work with a black eye, and she’s
certain he’s in trouble, but he won’t
talk about it. She asks one of the
PCs to watch her back while she spies
on her uncle when he meets up with a
“business partner” at Pompeii.
• Ellen loves to surf and is often out off
the Strand on her board at dawn, even
in the winter. One day at school, she
invites one of the PCs out on this usually
solitary activity. But why?
• Ellen lives in the relatively rough
Dutton Street neighborhood, a fact
138
THE SETTING
HOOKS: HOOKS:
• Tabitha can’t stand her “geeky” brother, • Scotty is in love with Monica Demath,
Brett and goes out of her way to his next-door neighbor. One of the PCs
humiliate him at school. She tries to is friends with her, and Scotty is certain
rope in one of the PCs to help her. their approval is the key to her heart.
• Tabitha is aloof when it comes to social • Scotty enjoys football and thinks one of
activities. Many realize this is due to the PCs is well suited for the sport. He
her obsession with dance, while others tries to get them to go to Coach Sullivan
think she is stuck up. Many of the cool and try out.
kids talk about her behind her back. She • Scotty needs a tutor in social studies
approaches a PC asking whether they’ve and English, so he approaches one of
heard anyone with something bad to say the PCs for help.
about her. • Scotty dreams nightly of a man without
• Tabitha keeps a secret journal about Rob eyes walking closer and closer to town.
Escadero—the bartender at her father’s In his last dream, a PC was there with
marina—who is way too old for her. She him while the faceless man chased
recruits a PC to talk to Rob and find out them.
his current dating status.
Hal Walmer (Senior): Hal is a seventeen- Hal Walmer, page 139
Scott “Scotty” Veracruz (Junior and prodigy): year-old baseball star, the son of the local
Scotty Veracruz, page 115
Scotty is a seventeen-year-old football player police chief, and basically an all-around jerk.
who works at Swindon’s Ice Cream Shoppe. He often hangs out with Steven Yarborough.
He is also a prodigy who can manifest in
the mask-form Morrow. Morrow, page 115
139
Unmasked
HOOKS: HOOKS:
• Hal abuses his relationship with his • Emma keeps crossing the lines between
father, the chief of police, to get away cool and uncool, making friends with
with a lot of infractions, including petty oddballs such as Vahid Khalaji, Maria
theft, buying alcohol while under age, Juhasz, and Brett Shaeffer. The other
and vandalism. He commits some crime cool girls are on the verge of giving
and then blames it on a PC. her an ultimatum: stick with the clique
• Coach Sullivan secretly can’t stand Hal, or get kicked out. She approaches a
and if he can see any way to take the kid random PC and tries to introduce them
down a few pegs without getting caught, to the cool kids, even if the PC is geeky.
he’ll do it. He goes so far as to ask the • Emma and Soraya Khalaji have quickly
PCs to come to him if they have any become best friends—a fact that their
information that can help. parents are quite pleased about. Soraya
• Hal has an unhealthy obsession with often spends time over at the Warzowski
Ms. Diamante, the math teacher, and house in Point East. Soraya acts as
often follows her around town in a emissary, telling a PC that Emma likes
creepy manner. He thinks he’s subtle, them or pumping them for information
but everyone knows. Only the PCs notice on a third party they think is cute.
when this obsession becomes darker, • Vahid has fallen for Emma for reasons
however. Will they step in? other than her father’s profession and
wealth, but he is as terrified of her as he is
Emma Warzowski, Emma Warzowski (Freshman): Emma is the enamored with her. Even his sister has no
page 106 daughter of Emil Warzowski, who owns Sand knowledge of his feelings. Vahid begs the
Point Consumer Electronics (which employs PCs to help him figure out how to confess
much of the town); thus, she is local royalty. his feelings without looking like a fool.
140
THE SETTING
Steven Yarborough (Senior): Steven is a Rockville, and he’s going to kick that guy’s Steven Yarborough,
tall, well-built seventeen-year-old football ass. Will the PCs help Danny find him? page 141
star with carefully feathered blond hair and • Danny is sick to death of lacrosse, and
perfect teeth. He is the Sailors’ premier he is actually interested in music. He
quarterback and knows it. Despite this blind breaks down and confesses this to the
belief that he deserves all he has, he is not PCs before asking just how he might
inherently a bad person. escape what feels like a predetermined
future.
HOOKS:
• Steven kind of likes Maria Juhasz and “LOSERS”
often finds himself in Beach Street Video Here are some of the least popular kids in
coincidentally during the hours she works the school. There are, of course, hundreds
the counter. Due to her social standing, of others.
he will never admit this to anyone. Still,
he approaches a PC and asks about her, Helen Basille (Sophomore): Helen is a tall
trying to play it off as no big deal. sixteen-year-old volleyball player who works at
• Steven is a binge drinker. On the weekends Swindon’s Ice Cream Shoppe. There is more
or after a game, a common outcome for information on Helen Basille on page 115.
a night of partying is for Steven either to
crash on the floor of a friend’s house or HOOKS:
to barely make it home before collapsing. • Helen gets close to a PC because she
It’s rapidly becoming a problem. The PCs knows they know Brett Shaeffer—her
find Steven wandering the streets one secret crush. But it would be easy for
weekend night, stumbling drunk, but he the PC to mistake Helen’s feelings for a
won’t give up his car keys and insists on crush on them instead.
driving home. What do they do? • Helen’s house is in Oceanside on
• Steven is generally unhappy. He lives in Company Road, and last week she saw
the moment. College doesn’t interest two big army trucks roll up to Sand Point
him, and football—though he is good at Consumer Electronics.
it—isn’t enough for him. He tries not to • Helen’s dad works at SPCE and seems
think about his future. As such, school is preoccupied with work lately, so much
a very low priority in his life. He’s drawn so that he’s there almost all day and
to a driven PC and looks for advice on night. These weird shifts have been in
how to change his life. effect since the end of summer.
Danny Yaros (Sophomore): Danny is the Timothy Buston (Sophomore and prodigy): Danny Yaros, page 107
fifteen-year-old son of a local assemblyman, Timothy is a fifteen-year-old sometime
Dean Yaros. Danny is a skilled lacrosse runaway. He is also a prodigy who can
player and naturally popular. manifest in the mask-form Battlefield. There
is more information on Timothy Buston on
HOOKS: page 112 and on Battlefield on page 112.
• Danny thinks something’s up with his
family. His dad, Dean, is acting weird, HOOKS:
and his mom keeps vanishing for days • Timothy is picked on at school because
on end. He’s decided he’s going to figure he always wears the same clothes
out what’s going down. He needs some and sometimes smells as if he’s not
help, so he turns to one of the PCs. showered in a while. A PC sees Timothy
• Danny has found drugs in his sister’s curling up to sleep under the boardwalk
room and thinks she might be getting one evening, and his lack of hygiene
them out at Pompeii Bar & Grill. He’s makes much more sense. But will the PC
looking for some loser who lives in do anything about it?
141
Unmasked
HOOKS:
• Abigail falls hard for one of the PCs and
follows them around school all the time.
• Abigail is fairly certain the parking lot
near the Good and Plenty is haunted.
One night, on her way home, she saw a
man with no face there.
• Abigail thinks maybe something is
wrong with Soraya Khalaji—she’s seen
the girl collecting weird items from all
over town and stashing them behind a
cinder block at the back of the shop. Do
the PCs know what she’s up to?
HOOKS:
• Despite Scotty Veracruz’s obvious crush
on her, Monica has taken a shine to one
of the PCs. This is something Scotty—a
huge football player—does not like.
• Monica often stays late at school, and
three times now, she’s seen strange
people gathering in the courtyard after
dark, talking. One of them was Asa Jen’s
dad, and another was a police officer.
142
THE SETTING
• Monica has decided one of the PCs Micah Geerat (Senior): Micah is an eighteen-
is her fashion icon, and she styles her year-old comic enthusiast whom teens
looks and behavior on that PC (whether at the school call “the rat.” There is more
they like it or not). information on Micah Geerat on page 124.
143
Unmasked
HOOKS: HOOKS:
• Maria wants the PCs to tell Steve • Vahid has long bothered the people at
Yarborough to piss off. He keeps the front desk of Sand Point Consumer
bothering her, and she thinks he’s a jerk, Electronics, but so far he’s had no luck
but he scares her. in getting an internship there. Still, he
• Dead Ringer wants out of Maria, and knows a few of the engineers and chats
the mask-form thinks the key is in Sand with them when they come into the
Point Consumer Electronics—it needs Good and Plenty, and he thinks a PC
the PCs’ help to get inside. would like to meet them.
• Maria falls for one of the PCs’ mask- • Brett Shaeffer and Vahid have been
forms and does everything she can to invited to a “game night” at the Dark
spend time with it. Dungeon by Daniel Haas, but they need a
few more to fill the table. Will the PCs go?
Vahid Khalaji (Sophomore): Vahid is a • Now that Emma Warzowski is suddenly
sixteen-year-old electronics enthusiast who his twin sister’s best friend, she’s always
works at the Good and Plenty. There is more at Vahid’s house. This is driving shy
information on Vahid Khalaji on page 117. Vahid over the edge. He needs a PC’s
help to formulate a plan!
HOOKS:
• Rachel found Gerald Wacter unconscious
in the bathroom at Mario’s Pizza one
night. When she turned him over,
thinking he was drunk or unconscious,
she could swear he didn’t have a face. A
moment later, though, he seemed fine.
• Rachel has noticed she’s making a ton
more pizza and almost all the orders
are coming from Sand Point Consumer
Electronics. It’s almost as if a bunch of
new employees have started there who
never leave the premises.
• Rachel has seen weird figures perched
on cars at Bluebeard Scrap on Estes
Road when she drives in to work. Once,
a giant, deformed man with apelike
arms was standing on top of the 1955
Edsel on the sign.
HOOKS:
• Eloise’s uncle, Detective Arnette, has
asked her about one of the PCs. Does
144
THE SETTING
the PC know why the police might be • Dustin is desperate to become a sidekick
interested in them? to any prodigy that will take him. He’s
• Eloise is convinced something fishy constantly rushing toward trouble in the
is going on at Sand Point Consumer hopes of being recruited.
Electronics—she is one of the few
witnesses of the “light” emanating from Gerald Wacter (Junior, one of the Faceless):
the building on August 22. Do the PCs Gerald is a seventeen-year-old pizza delivery
know anything about it? driver who is also a Faceless. There is more
• Eloise thinks one of the PCs is cool, and information on Gerald Wacter on page 124
attempts to strike up a friendship with and on the Faceless on page 152.
them.
HOOKS:
Dustin Trewes (Sophomore): Dustin • Gerald has been having weird dreams, and
is a fifteen-year-old troublemaker from he seems drawn to particular students,
Dutton Street who hangs out at the Good including the PCs. He approaches one,
and Plenty all the time. There is more terrified and asks for their help to figure
information on Dustin Trewes on page 118. out what’s behind his fugues.
• Gerald keeps finding collections of items
HOOKS: he’s unconsciously gathered or stolen
• Dustin looks dumb, but he sees from all over town and hidden in his
everything. The whole town has been locker. They are mementos, though he
screwy since the end of August. The PCs has no idea there is anything special
in particular appear suspicious to him. about them.
• Dustin has seen some really weird guys • Gerald has been delivering pizza to Sand
hanging out with the Acey Deucy bikers Point Consumer Electronics a lot in the
off Dutton Street. Crazy rumors abound last few weeks. It’s always paid for in
that the gang has teamed up with a real cash by agents in dark suits. One, he
demon. saw, had a gun in a shoulder rig.
145
Unmasked
Chapter 15
146
ORGANIZATIONS AND CREATURES
larger than life. Murders, disappearances, or Once on the trail, he’ll be very difficult to
strange flying people clothed in tights tend shake.
to attract his attention.
David is a thirty-three-year-old divorcee
who lives out of his car, always carries a THE MILITARY THREAT
beaten tape recorder and Polaroid instant
camera, and smokes like a chimney. His THE CIRCUS
clothes—secondhand mostly—reek of The “Circus” is an unofficial designation
nicotine. He tends to laugh and smile given to a desk at the Defense Intelligence
and try to take the side of the people he’s Agency (DIA). The DIA is concerned with
interviewing, often spraying smoke in foreign intelligence “actors” in the United
their face. When asked to put items off the States, as well as other state intelligence
record, he’s not above putting them on it. agencies’ intentions toward the United
David believes that a single story can States. The Circus’s mission is strangely
make his career. If he’s drawn to Boundary both more and less specific.
Bay, it will likely be because the general The Circus was born in 1969, when
public saw or recorded mask-forms. Once information began coming in from
there, if Dawkins gets a taste of something foreign intelligence services about Soviet
truly odd, he won’t let go until he’s gotten to “nonconventional intelligence gathering”
the bottom of it. He will break laws (within operations occurring on United States soil.
reason—he won’t kill or injure anyone) and This included reports of psychic abilities,
violate all the classic rules of journalism to such as remote viewing, psychometry, and
get proof, or at least to gain deeper access. other bizarre powers. Despite oddities in
147
Unmasked
148
ORGANIZATIONS AND CREATURES
BOUNDARY BAY:
DEVIANT MASK-FORM NPCS
In addition to Prester John and the Faceless,
some of the mask-forms that “came
through” are less-than-moral beings.
These mask-forms (defined below) can
be assigned to nearly any teen NPC, so
only the mask-form is described. Usually,
such beings want to keep their teen-form a
closely guarded secret, so they can commit
crimes without being ambushed in their
human form. Also, keep in mind that the
mask-forms these teens contain often tell
them precisely what they want to hear . . .
These mask-forms have their own plans
and methodologies. Out of the fifty or so
mask-forms that manifested during the
event, about half are either criminal or
aberrant in some way. Despite their less-
than-charitable attitude, each of these mask-
forms lives in mortal fear of Prester John and
its minions. It is likely that, if push comes to
shove, they will team up with “good” mask-
forms to fight against this force.
149
Unmasked
150
ORGANIZATIONS AND CREATURES
151
Unmasked
152
PART 5: GM’S TOOLBOX
SAVED BY ZERO
“There’s Michael-he’s also Friend Electric, who can jump into, like, light bulbs and stuff. There’s Emily.
She’s, uh, Rat Pack, who is . . . uh . . . a pack . . . uh . . . of rats? Sorry. Uh-” Ian stopped talking then, and
looked around at the others in the room.
“I’m Terry,” Terry said, making a little wave.
They looked at him, and he could see it in them all. The fire. They were glowing, flickering in his vision
like someone was messing with the contrast-but only on them. Like God had whipped out a highlighter and
covered them from head to toe in a nearly invisible color that screamed IMPORTANT. He knew they saw the
same in him. It’s why Ian had asked him here.
“So, what can you do?” Emily said finally, looking bored.
“If basketball is any metric, not much,” Michael snorted.
Terry pulled out his mask. It was a swim cap with two rows of Mardi Gras beads sewn to it. He slid it over
his face. There was a bright white flash.
“Huh,” said Ian.
The man that stood before them was two heads taller than Terry, clad in blue, and . . . flat. Not thin, but
flat, like a rug-but even thinner. When you looked at him side-on at the proper angle, he practically vanished.
“I am Flat Guy!” the blue man shouted, his voice sounding strangely un-echoey and slight, but the people
in the room jumped anyway.
“Okay. So, Electric Dude. Rat Girl. Flat Man. Are we missing anyone?”
“Guy. Flat GUY,” the man in blue said.
“Okay, so, Strangely Specific Flat Guy.”
RUNNING UNMASKED
154
RUNNING UNMASKED
155
Unmasked
156
RUNNING UNMASKED
the secret of the prodigies, making progress I promised to mow Ms. Futterman’s lawn.
in school or social activities, and covering I need to wax my dad’s car before he’s back
up the prodigy phenomenon. from his business trip. I agreed to help my
uncle build a deck around his fire pit.
TEEN PROBLEMS These may seem mundane, but in a
The lion’s share of any Unmasked game world of secret superheroes, they are also
concerns teen problems. Masks are usually grounding. They make the amazing, the
worn only at crescendos in the action, horrific, the powerful, and the strange seem
while the rest of the game revolves around all the more incredible. They also make the
the normal lives of the teens that manifest life of the teen PC seem real.
those mask-forms. Most of a teenager’s life These side activities also have a habit of
is dealing with problems. popping up at the worst possible time.
My friends are acting weird. My new look
isn’t going over very well. I need a job to pay EXAMPLE SIDE ACTIVITIES:
the insurance on my used car. Mom and Dad • Helping a family member or neighbor
are fighting all the time. • Running errands
The list goes on and on. And, with a • Working on some side project
clever GM, it should never end. GMs should • Practicing a hobby or sport
watch their PCs, note who they interact • Completing odd jobs for a third party
with, what their hobbies are, and what
their standing in school is, and from there, SCHOOL
keep a list per PC of hooks for their teen Every student has to contend with school.
character to explore. Even exceptional students need to work
For example, an uptight, bookish teen to achieve what is expected of them,
might be flunking gym and living in fear while malcontents must comply or face
of the gym teacher. They might be in love expulsion—something they may say they
with a lunch worker, attempting to earn want, but which, they know, will really ruin
extra credit by working on the model United their life.
Nations, and more. And that’s not even Every game session that involves a
really getting into social entanglements. It normal school week should concern itself,
should be easy for nearly anyone to come at least a little bit, with school, attending
up with teen problems; after all, we were all classes, taking tests, and doing homework.
teenagers once. No PC should feel completely on top of the
school situation; after all, it’s where they’ll
EXAMPLE TEEN PROBLEMS: spend most of their day, and the demands
• A former friend stops talking to the PC on a teenager are pretty grueling.
• A bully sets their sights on the PC
• An upheaval occurs at home (for EXAMPLE SCHOOL ISSUES:
example, a sibling moves out, the • Pop quiz
parents get divorced, or a family • After-school requirement
member dies) • Standardized testing
• The PC must help with some sort of • Homework deadlines
function for a hobby or a club that • A teacher picking on a PC
requires effort • A teacher taking an interest in a PC
• The PC must participate in a dreaded • A guidance counselor taking an interest
family social function in a PC
• A school monitor or guard getting
SIDE ACTIVITIES suspicious of a PC
Sometimes, distractions drag a teen PC
away from their peer group, and they have
some task they must achieve on their own.
157
Unmasked
KEEPING THE LID ON A good rule of thumb is this: the bigger and more
THE PRODIGY PHENOMENON public the superpowered incident, the longer a
Unmasked requires the GM to be clever in a way prodigy has to stay below the radar to effectively de-
not often required in roleplaying games. The game escalate the situation. Likewise, the more evidence
is predicated on the concept that the PCs have (for example, photographs, videotape, film, or other
superpowered mask-forms that don’t wish to be records) exists, the longer the story tends to linger.
discovered. This is a core conceit of the mask-form. All Removing such evidence (in a manner that doesn’t
PCs should be informed that, above all, their mask- make the issue bigger) is also a great way to mitigate
forms (and by proxy, their teen-forms) desperately the situation.
don’t want to be discovered by the authorities or the
world at large. The situation needs a subtle hand that SHELL GAMES
both lets the players have the choice to keep or reveal Clever PCs or allies will think outside the box to come
secrets, but also sets up the world, circumstances, and up with new methods of removing suspicion and
mechanics to subtly suggest that it would be best if obfuscating the truth. For example, if the police are
the PCs kept a low profile. hot on the trail of a teen they believe to somehow be
For the mask-forms, it’s a kind of self-preservation. the Red Rider, the PCs might go out of their way to
For the teen, it’s more of a secret identity situation. plant a facsimile of a Red Rider suit in the home of a
Regardless, though either form might be a showboat known bad guy or even set up an incident that makes
independently, the prodigy in both forms will go out of it seem as if the Red Rider were killed.
their way to keep others from revealing their secret. Remember, most normal people will do anything to
explain away the impossible. Such bizarre occurrences
HOW DO PRODIGIES NOT BREAK WIDE? don’t fit well into everyday life. All most people need
Without the PCs (and other prodigies) actively working is even a shred of evidence to suggest some other
to suppress exposure of the prodigy phenomenon, the explanation, and almost all of them will run with it.
story will soon break into the public consciousness. It The alternative—that something beyond reality is
will appear on the news and in government reports, happening—is just too difficult for most to process.
and it will quickly become the focus of scientific study.
Luckily, all prodigies are naturally secretive with their
abilities and almost instinctually want to keep their
teen identities a closely guarded secret. It is because
of this prodigy “shyness,” as well as the mask-forms’
habit of actively removing evidence or diverting the
stories, that the news does not usually go much
further than a small blurb in the local paper.
Combine the above with the fact that prodigy
abilities are just plain impossible. I mean, they still
occur, but no one in their right mind would ever
believe in such powers without seeing them in
action first. Lastly, information in 1986 travels slowly.
Compared to today’s ever-connected, always-on,
television-station-in-your-pocket world, news in 1986
circulates at a positively glacial pace.
DE-ESCALATION
Sometimes, all a story needs to drop out of the public
eye is time. If a giant plant man keeps turning up in
the news, it might be enough for the teen behind that
mask-form manifestation to lay off transforming for a
while.
158
RUNNING UNMASKED
159
Unmasked
EXPOSURE
Manifesting prodigy abilities on any real
scale will lead to questions. When school
security, the police, or even the military
shows up, those questions don’t go away
too easily. Often, PCs need to clean up their
own mess. They can do this by collecting and
destroying evidence, creating distractions,
or fabricating other plausible explanations to
inexplicable incidents.
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RUNNING UNMASKED
161
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162
RUNNING UNMASKED
163
Unmasked
Chapter 17
RULE OPTIONS, ORIGINS,
AND BIG SECRETS
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RULE OPTIONS, ORIGINS, AND BIG SECRETS
it up with their GM. Attempting such an Likewise, this ability might be able to
action is always one step more difficult than move damaged mask-forms up the damage
usual and costs 1 XP per tier of the power track. Each step up the damage track
or ability it is based on. On a failure, the requires the sacrifice of a memento of a
XP is lost and the new power fails to work level equivalent to the tier of the mask-form.
(whether this means the PC can never do
it is up to the GM), while on a success, the Example: Alabaster (tier 3) is at debilitated
player’s mask-form gains that new ability. on the damage track. She could sacrifice one
level 3 memento (or any number adding up
Example: Mica’s mask-form, Starchild, can to 3 levels) to move up the damage track to
focus light like a human prism and attack with impaired, or one level 6 memento (or any
it as if it were a laser. What if, she asks, she could number adding up to 6 levels) to move up the
also use the beam to light a fire? The GM says damage track to hale.
this is possible. Starchild spends 2 XP (it is a tier 2
ability) and makes a roll on her ability to light a GRITTIER: NORMALS ARE FRAGILE
fire with it. She succeeds, and she now has access To make your Unmasked campaign grittier
to a “firestarter” power. She and the GM work and deadlier, you can treat normal non-
out the details as they continue to play. prodigies as very fragile. An easy way to
do this is to say any attack that inflicts 4
GRITTIER: MEMENTOS FUEL MASKS or more points of damage to health in
To make your Unmasked campaign grittier, a single hit effectively incapacitates the
and to make mask-forms more difficult to target—usually by sending them into shock,
use, you can establish that each time the knocking them out, or causing so much
mask is worn, the prodigy in question must trauma that they’re out of action.
“replenish” their ability by sacrificing a GMs who hope to be even more realistic
memento (or mementos) of a level equal to can state that targets hit by weapons that
the tier of their mask-form. This is treated pierce and cut continue to bleed out 1 point
as the prodigy holding and draining the of health per minute until treated by a
memento of its power without activating its skilled doctor, surgeon, or someone trained
normal power effect. in first aid.
It is not recommended that this option
Example: Louisa’s mask-form, Alabaster, is be used for prodigy teens, since they are
tier 3. She used the mask once, and she now supposed to be somewhat exceptional
wants to put it on again, but it needs “fuel.” compared to normals. Making a prodigy
She could consume three level 1 mementos, this weak would have serious repercussions
one level 3 memento, or one level 1 and one on gameplay.
level 2 memento to give her enough power to
activate it. When that mask comes off again,
she’ll have to replenish this power again.
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166
RULE OPTIONS, ORIGINS, AND BIG SECRETS
POSSESSION
Non-human consciousnesses possess the
teen PCs, allowing them to access incredible
powers. The purposes of such immaterial
beings are up to the GM to devise, and while
they are in general beneficial to the teen they
take over, their methods and end goal may
be in direct conflict with the PCs’ wishes.
They might ultimately be the
enemy the PCs face!
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Chapter 18
MEMENTOS
168
MEMENTOS
over time, some ending up on the shelf of prodigy how powerful it is. The higher the
the fire chief, others in a garage sale after level of the memento, the brighter the effect
sitting in a rubbish pile, and others still in is. In gameplay, this means a prodigy PC
the back seat of a gardener’s car. In any can glance at a memento and know its level,
case, they seem to push away from one even if they can’t touch it.
another in ways that go unnoticed by the
everyday world. It’s very rare for a handful of COLLECTION AND USE
mementos to remain in one place together When a prodigy PC touches a memento,
for very long. The more mementos, the they instantly know what it can do. This
faster the scattering effect seems to happen. is innate, unconscious knowledge, but it
requires touch. For example, at a glance,
APPEARANCE AND POWER LEVEL a prodigy PC would know a memento
All prodigies (in teen and mask-form) can consisting of a pair of keys was level 6,
see mementos. To a prodigy, a memento but only after touching it would they know
is a mundane object that appears lit with it allowed the user to teleport. A PC need
a halo of power, fire, or energy, or emits not activate a memento to understand its
an “aura.” Prodigies have a difficult time function.
explaining this phenomenon to non- Both the teen and mask-form of a prodigy
prodigies; it’s instinctual for them. To the can pick up and use mementos. They do
rank and file of humanity, mementos are so as a normal action during a turn. All
mundane—even boring—objects that mementos in Unmasked are one use.
normal people simply overlook.
Seeing a memento is enough to tell the
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Unmasked
MEMENTOS INTERFERING WITH PRODIGY Mementos multiply. When enough are placed in
SIGHT proximity to one another for a sufficient period, others
Prodigies can see one another in much the same way are created nearby.
they can see mementos: the objects and prodigies When gathered together, mementos cause bad luck.
appear as if they are illuminated by a supernatural fire. When carefully spaced, however, they may produce the
Because of this “light,” any area with a large number opposite effect for a short time.
of mementos in it may interfere with prodigy sight, in Mementos are runoff from whatever force makes the
much the same way a room full of bright lights might prodigies’ powers work, and their beginning location
make it difficult to see. marks an important conduit to this other, unseen
Any enclosed area with six or more mementos in world.
proximity to one another, or any open area with ten or
more mementos in proximity to one another, makes CREATING YOUR OWN MEMENTOS
prodigy sight difficult. An attempt to see or gauge a Creating your own mementos is incredibly easy. Select
prodigy or memento under these conditions requires a a boring object in 1986, add a cypher ability from the
difficulty 4 Intellect roll. Cypher System Rulebook, set a level, come up with
some sort of emotion associated with its activation,
MEMENTO ORIGINS and you’re done.
Why do mementos exist? As for the prodigy Good GMs will keep mementos in steady supply. As
phenomenon, the GM doesn’t have to begin the they are used up, more should turn up in the world,
game with the answer to this question all figured out. so they can serve their purpose as a way for players
Instead, they can wait for gameplay, PC action, or to level the playing field just a little bit when things
some other cool inciting event to give them an idea on become too difficult.
just how to sell it to the players.
Why mementos exist, how they replenish, and
what their ultimate purpose is remains up to the
GM to establish. In the beginning of any Unmasked
campaign, mementos are just amazing “one-use
superpowers in a can” for the PCs to use to even out
the playing field as needed. As gameplay develops
and mementos begin to move around, get depleted,
and somehow replenish, the PCs might start asking
questions about them.
Sometimes, the GM might decide they are beyond
explanation, while other GMs will have a very careful
explanation for their origin. In either case, the GM
should have an idea of where mementos come from
and how they replenish before it becomes an issue
for the PCs. Below are some secrets about mementos
(but these are not the only possibilities, of course) that
the GM can sprinkle throughout the game:
Mementos contain prodigy power, and when
enough is released, new prodigies manifest.
Mementos slowly suck up ambient power over time
until they become “live.”
Mementos are created by prodigies transforming
into their mask-form nearby.
Mementos are constant in number. Using one up
creates another.
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MEMENTOS
171
Unmasked
172
MEMENTOS
STOP SIGN
Level: 1d6 + 3
Effect: If the stop sign is tapped with the
forefinger, the user feels as if they’ve
been caught cheating at a test, and all
projectiles in flight in a 50-foot (15 m)
radius stop moving and drop to the
ground, instantly spent. This does not
affect flying people, energy blasts, or
other nonphysical projectiles.
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Chapter 19
MAsks
It’s possible that during play, the GM will need to come up with some masks or mask forms on the fly. Alternatively,
players may want some inspiration for devising a mask for their character. Use the following masks and mask-
forms as needed to trigger ideas, add depth, or otherwise enhance your game.
174
Masks
175
Unmasked
Chapter 20
176
QUICK ADVENTURE GENERATOR
S ometimes, in a pinch, a GM needs to make up something on the fly for their PCs. To that
end, this section provides an adventure generator; roll 3d10 and consider the WHO, WHY,
and WHAT. It is likely the GM will have to finesse the results, but overall the outcome
should be relatively straightforward.
WHO WHY
1 Preternatural threat 1 Wants
2 Teen 2 Hates
3 Townsperson 3 Loves
4 Classmate 4 Follows
5 Teacher 5 Steals
6 Bully 6 Loses
7 Authority figure 7 Discovers
8 Parent 8 Sees
9 College kid 9 Hides
10 Prodigy 10 Hurts or destroys
WHAT SPECIAL
1 Memento (If you roll two or more of the same number,
2 Mask roll on this chart and take this result instead.)
3 Records 1 Murder
4 Property 2 Runaway
5 Classmate 3 Fire
6 Valuables (burglary) 4 Vehicle crash
7 Media (film, pictures, audio) 5 Kidnapping
8 Drugs 6 Drugs
9 Car 7 Explosion
10 Money 8 Natural disaster (tornado,
earthquake, etc.)
9 Corruption
10 Hostage situation
Example: The GM rolls a 2, 1, and 3 and gets: Who: Teen. Why: Wants. What: Records. The
PCs are approached by some overachieving students and asked to remove a particular portion of
paperwork from their permanent record. Will the PCs help? Or report them?
Example: The GM rolls a 5, 3, and 1 and gets: Who: Teacher. Why: Loves. What: Memento. A
teacher is never without a coffee mug with “GREAT ESCAPES PARK” on it, one which thrums
with incredible power. What other prodigies might be after it?
Example: The GM rolls an 8, 3, and 5 and gets: Who: Parent. Why: Loves. What: Classmate. A
parent has inappropriate feelings for their kid’s classmate, and drama ensues.
Example: The GM rolls a 7, 7, and 1. The duplicate 7s means the GM rolls another d10 and
considers the SPECIAL chart. The GM rolls a 5. A kidnapping occurs in the town, perhaps of a child
the PCs know. Will they become involved?
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Chapter 21
MISTER MONSTER
178
MISTER MONSTER
179
Unmasked
180
MISTER MONSTER
Steven’s friends commiserate with the falls silent. This happens in the middle of
football player in the parking lot until class. The alarm sounds familiar to Todd,
someone points out that Arnie is laughing. but the teacher—who can’t stand him—
Those present will note that Steven drags won’t allow him to leave until the end of the
his finger across his throat while looking period.
at Arnie indicating, “You’re dead.” Arnie Todd rushes out at the bell and finds his
stops smiling and vanishes into the red Mustang in its parking space—but it
crowd. However, it’s Yasmine—and more has been crushed into a 3-foot (1 m) sphere
specifically Suomi—who is responsible. of ruined metal. Liquid from inside the
vehicle (gasoline, oil, wiper fluid, and water)
TUESDAY, OCTOBER 28- has sprayed everywhere.
A NORMAL SCHOOL DAY The car is utterly destroyed. It is so
On Tuesday, Arnie is getting ready to exact round you can push it around as a solid,
revenge during the team spirit rally when 3,500-pound metal ball. As Todd weeps and
he is set upon and pushed by some football swears and circles the wreck, many students
players. But since Steven is not with the gather. People whisper and some laugh, but
group, the athletes let him off after a few Todd is incensed.
shoves, and it doesn’t escalate into a The scene ends with Todd screaming,
manifestation of Mister Monster—yet. “Who did this!? WHO!?” No one answers.
A teacher—Mr. Fedov—begins to talk with
THE PUSHING INCIDENT Todd about the incident, and the school
Arnie is caught by four members of the calls the police. As Mr. Fedov takes Todd
football team near the back exit of the inside to the office, the students disperse,
school, which leads to a few picnic tables in and school goes on.
the back. The group drags him outside and
begins to push him from person to person, THE SCHOOL PERKS UP
antagonizing him and asking whether he Those asking around soon find some juicy
was behind the slagging of Steven’s locker. gossip: Steven Yarborough’s talking about
Arnie is terrified but says nothing; he hurting Arnie. There are also rumors that
only cries silently. Twice he’s thrown to the Todd’s car was destroyed by the football
ground, and the second time he tears his team from the next county over, the Rockville
pants. Then, just before things escalate,
the home economics teacher, Mrs. Kalakis,
steps in and stops the melee, threatening
WHERE WAS ARNIE?
the team. She says if she ever hears of them
PCs that poke around can discover
picking on Arnie again, she’ll go directly to
that Arnie slipped out of Mrs.
Coach Sullivan.
Wexler’s AP English class at 1:34
Grumbling, the athletes disperse, and Mrs.
p.m., shortly before the car alarm
Kalakis helps Arnie inside. Before she can
triggered. Yasmine Blumenthal had
take him to the nurse’s office, Arnie begs off
a “skip period” with no class, but
and disappears. He claims he is fine.
persistent PCs can find out that she
was seen near the back of the building
THE IMPLODED CAR
at about that time, on the other side
Todd DeSpain received his new red 1985
of the building from the parking lot.
Mustang from his father for his birthday in
The witnesses say she was watching
August. It is his pride and joy. He always
someone cross the soccer field into
parks it close to the school and visits it
the woods back there, though they
several times a day (often with friends in
can’t say who that person was (it
tow). Around 2 p.m., a car alarm begins to
was Arnie, retrieving the memento to
bray in the parking lot. It goes off for a short
destroy the car).
time, makes some weird noises, and then
181
Unmasked
Corsairs. Many on the team are discussing school gathers there, as well as the teachers
whether to gather up a group and drive over and staff. This rally is run twice a year to
there to exact revenge after school. usher in and close out the football season.
First, the marching band plays some
THE POLICE songs: “Louie Louie,” the theme to Star
Two policemen from the Boundary Bay Wars, and a few others. This is followed by
police department, Detective Graham a cheerleading display. Finally, it’s time to
Arnette and Officer Dustin Wright, arrive. introduce the football team.
After examining the “car” and being suitably When the team runs out into the gym,
impressed by the level of the “prank,” all appears normal—at first. The players
they decide they are going to question the trot out to the fight song booming from the
teachers about who was out of class during band, and then, a few seconds into them
fifth period, which coincided with the alarm circling and gathering in a group, the color
being triggered. on their uniforms, helmets, and shoes
This goes on for the rest of the begins to change. A ripple of “oohs” and
school day, with the two police officers “ahhs” travels through the crowd as this
walking around the school and stopping shift becomes evident. It happens on all
passersby—seemingly at random—to players at once, spreading from the middle
ask them questions. Where were you when of the uniform outward, replacing the blue
the car alarm went off ? Do you know Todd and gray of Ocean View with a bright, sickly
DeSpain? Do you know of anyone who held a pink. The players cease clapping and goggle
grudge against DeSpain? at one another. The music stops midtrack.
The police are all bark and no bite. They The talking in the stands stops, and the gym
may try to intimidate students by implying falls completely silent.
they possess inside knowledge of what’s After a minute, someone in the crowd
gone on or have access to a witness who shouts, “AWESOME!” and everyone begins
saw the PC being questioned near the clapping, shouting, and screaming. It is
wreck. This is, of course, all false. the most amazing thing they’ve ever seen!
The GM should use the police as a tool to The team is confused at first, but it soon
push or pull the PCs (or Arnie) in particular embraces the adulation. What else are the
directions. Need to speed the story up? football players going to do?
Have the police become interested in one
PC as a suspect in the destruction of the BEHIND THE SCENES AT THE RALLY
car. Those watching for prodigy powers or
mementos at work (perhaps those on guard
WEDNESDAY, OCTOBER 29- after Steven’s locker was destroyed) see
THE TEAM SPIRIT RALLY several glowing individuals and objects in
Arnie plans to use another memento the crowd. Yasmine Blumenthal glows as a
shown to him by Mister Monster to change prodigy, as does the stapler she takes from
the color of the football team’s clothing her backpack and then quickly puts away
to bright pink in the middle of the team as the crowd begins to react to the uniform
spirit rally. The memento, which looks like change. It’s difficult to see whether the
a multicolored click pen (with six colors), memento was used up when it disappears
is clearly visible as a powered item to any into her bag.
prodigy. He recovers it from the field and Arnie is there as well. He doesn’t glow,
brings it to the rally in his backpack. but those watching him carefully see
something flash in his hand briefly just
THE UNIFORM CHANGE as the team enters the gym, and just as
The team spirit rally occurs at 3:30 p.m. suddenly, Arnie is lost in the standing,
after school in the gym. Almost the entire shouting crowd of people.
182
MISTER MONSTER
ESCALATION
PCs who become too zealous in interacting with Arnie may end up facing Mister
Monster. Anyone attacking Arnie or trying to seize his mask will be met with Arnie putting
it on and letting Mister Monster out for the first time.
Such a manifestation will be striking. Arnie suddenly transforms into a giant, hulking
shadow that emits thousands of moans, roars, and mutterings. Its face has a dozen red
eyes in a sea of perfect black. Its teeth are yellowed fangs that seem to drift around its
body as needed. It is HUGE.
It attacks the source of the threat to Arnie and then vanishes into a nearby shadow.
From this point on, Arnie glows as a prodigy, and his attitude seems to change. He
becomes more brash and demanding, and he pushes back when picked on.
183
Unmasked
184
MISTER MONSTER
185
Unmasked
mask must succeed at a difficulty 10 task it is clear to the GM that the PCs are losing
to do so. If it is pulled off, Arnie collapses the fight against Mister Monster. Yasmine
in his normal form, weeping. Anyone who Blumenthal, in the form of Suomi, is an
attempts to take off Mister Monster’s mask obvious candidate for a last-minute assist
and fails becomes the creature’s primary or designated target.
target.
186
PART 6: BACK MATTER
Kickstarter Playtesters
and Contributors
A huge thanks to every one of our Kickstarter playtesters, who helped us With extra special thanks to our
make this game so much better: in-person playtesters:
Aaron Mortensen Karl Apsel (CidCalypso) Chris Piazzo
Arturo Caissut Kurt Blanco Troy Pichelman
Carlos Ovalle Lars Lauridsen Dave Hanlon
Charles Myers Lee Sims Marc Plourde
Chris Malone Lord Deron Creag Mhor Kurt Blanco
Chris Piazzo Luc Teunen Brett Gann
Chris Wine Marc Plourde Jake Linford
Christian Taylor Mark Craddock Matt Jensen
Cory Bonifay Mark Parish Michael Parker
Dave Hanlon Massimo Cranchi Tracy Gosell
Dave Moyer Matthew Sercely Jeromy French
Dwayne C Schueller Michael Goldrich
Eric M Jackson Mike Greszler And triple-special thanks to our
George H. Trace Webster II Paul Huey Hubbard Unmasked Patrons:
J Aaron Farr Paul Wocken Chris Piazzo
James a.k.a. uber retnuH Kelly Cory Bonifay
James Gray Robert Beck John Smith
James McKendrew Rod Holdsworth Michael Greszler
Jeff Scifert Ryan Dukacz Ryan Williams Hyde
Jeff Wheeler Ryan Hyde (Num’bokwei)
Jenifer Doll Shawn Lamb
Jessie Beasley Tekfactory
Jim Sharples Teófilo Hurtado Navarro
John Kender Tim Watkins
Jon Schreife Troy Pichelman
Jonathon Smith Zanth
Joseph A Noll
188
Teen Form Mask Form
NAME NAME
IS A WHO
IS
DESCRIPTOR TYPE ATTACKS
DESCRIPTOR MOD DAM
MIGHT SPEED INTELLECT FOCUS
SKILLS SKILLS
T = trained, S = specialized, I = inability Pool T S I T = trained, S = specialized, I = inability Pool T S I
POOL EDGE POOL EDGE POOL EDGE
SPECIAL ABILITIES
EQUIPMENT
CYPHERS
ADVANCEMENT
RECOVERY ROLLS 1d6+ DAMAGE TRACK RECOVERY ROLLS 1d6+ DAMAGE TRACK
IMPAIRED DEBILITATED IMPAIRED DEBILITATED
1 ACTION 1 HOUR +1 Effort per level Can move only an 1 ACTION 1 HOUR +1 Effort per level Can move only an
Ignore minor and major immediate distance Ignore minor and major immediate distance
effect results on rolls Cannot move if effect results on rolls Cannot move if
10 MINS 10 HOURS Combat roll of 17-20 Speed Pool is 0 10 MINS 10 HOURS Combat roll of 17-20 Speed Pool is 0
deals only +1 damage deals only +1 damage LIMIT
BACKGROUND NOTES PORTRAIT
Index
awakening 21 Incredible Pulp, the 129 putting on the mask 20
Back Lot 132 infection 167 puzzle cube (memento) 172
Backstory 50 junk computer printout (memento) 172 recovery 19
Bayside 133 Kennedy Estates 134 Red Badge RX 126
Beach Street 117 Last Slice, the 129 revelations 23
Beach Street Video 119 Liberace 50 revelations, final 23
Bluebeard Scrap 130 Lives on the Dark Side (focus) 56 rotary phone (memento) 173
boardwalk 112 losing a mask 20 ruined eight-track tape (memento) 173
Bonanni House 127 LP record (memento) 172 Sand Point Consumer Electronics 127
Boundary Bay 110 manifestation 19 Schwatsky’s Clothing 125
Boundary Bay Lanes 130 manifestation, exhaustion, and recovery 19 Second Wind 51
Boundary Bay Police Station 121 Mario’s Pizza 124 secret of Boundary Bay Overview, the 100
Boundary Bay, Long Island, New York 104 mask-form abilities 50 Seek them Out 50
Breakers, the 105 mask-form descriptor 32 Shaeffer Marina 108
Captain Meat 149 mask-form focus 52 show-off (descriptor) 27
Changer 46 mask-form power shifts 62 Shrug It Off 50
character creation steps 15 mask-form type 32 skills 15
Circus, the 147 masks, the 11 Smasher 33
communications 67 Meadow Park 133 Smilak House 105
connection to an alternate reality 166 Meadowdale Estates 133 Standard Houses on Fox Run Road 127
Creek and Silver Lake, the 133 Meadowdale Mall 128 stop sign (memento) 173
Creekside 133 Meadowdale Twin Cinema 129 Strand and Boardwalk, the 111
curse 166 Medina House 127 strange exploration 22
Daily View 146 memento origins 170 strongman action figure (memento) 173
damage 19 metal head (descriptor) 25 supernatural problems 23
damage and healing 19 metal toy car (memento) 172 Suppression 50
Dancing Between the Rain Drops 51 Middle Village 133 Swindon’s Ice Cream Shoppe 114
dark awakening 22 Mill Frame Siding 132 taking off the mask 20
Dark Dungeon 124 Mistermind 150 teen background connection 28
David Dawkins-NYPI Reporter 146 Mover 42 teen descriptor 24
destroying a mask 20 mundane threats 84 teen name 24
difficulty and power shifts 18 nail clippers (memento) 172 teen skills 27
drugs 166 neon shoelaces (memento) 172 Teenage Disguise 50
Dutton Street 133 new descriptors 25 Thinker 38
entertainment 68 new foci 52 Thomas Sullivan (npc) 136
Estes Industrial Park 130 new-wave (descriptor) 26 threat, the 23
evolution 167 No Can Do 51 township, town, or city 70
exhaustion 19 No Pictures 50 trauma, surgery, or violence 167
exploration 22 normal human stats 103 Travels Back From the Future (focus) 58
Faceless 152 Not It 51 twirly pencil (memento) 173
First Federal Bank 130 Ocean View High School 134 type overview 32
Flesh Wound 50 Oceanside 134 Ultimate Arcade 128
Flies By Night (focus) 52 Old Man Lynch’s House 105 velcro-sealed notebook (memento) 173
floppy disk (memento) 171 Oops 150 Wants to Be Adored (focus) 59
Fox Run Road 127 origin 166 Warzowski Residence 105
friendship 22 Ouch! 59 Waukena Avenue 133
fruit roll (memento) 171 outcomes 23 Waves Dance Studio 120
Get Over Here! 57 Pixel Palace 115 Wax and Stax 128
giving tier abilities the unmasked feeling 34 plastic hinged toy block (memento) 172 Waxy’s Surf Shop 113
Good and Plenty 117 plastic parachute man (memento) 172 Wexler Lumber Systems 132
googly eyes (memento) 171 Point East 104 what is my mask-form? 34
Graham House 127 Pompeii Bar & Grill 126 What Was That? 59
guitar pick (memento) 171 possession 167 Where Did THAT Come From? 50
hall pass (memento) 171 power shift categories 62 Wind and Sky 113
Headlights 150 predestined friendship 22 world, the 66
healing 19 Prester John 151 Wright House 127
high school, the 76 preternatural threats 86 Yaros Residence 105
home 71 problems 22 Yavarro Propane and Fuel Supplies 133
Hot Skates 129 prodigies 10
I’m Psychic! 59 prodigy sight 18
immaterial threat 23 punk (descriptor) 26
191
More Campaign and Character Options for
Unmasked—or Any Cypher System Game!
Over 40 new foci, such as Changes Shape,
Makes Prophecy, Conducts Rocket Science,
Hacks the Network, Is Wanted by the Law,
Plays Too Many Games, Helps Their Friends,
and Is Hunted by Moths.
Plus over 35 new
creatures, along with other character options,
equipment, artifacts, and more!