Anyone Can Wear The Mask - RPG by Jeff Stormer (Hack of Beyond The Rift by Dee Pennyway)
Anyone Can Wear The Mask - RPG by Jeff Stormer (Hack of Beyond The Rift by Dee Pennyway)
Anyone Can Wear The Mask - RPG by Jeff Stormer (Hack of Beyond The Rift by Dee Pennyway)
This is an imaginary story (which may never happen, but which then again may),
About someone with great power, who chose to use that power only for the good of all.
It tells of their final triumph, their ultimate showdown with their great and terrible adversary,
And of the city that believed in them, and the people they saved, and the people they couldn’t.
We tell their story and celebrate their successes, knowing they are only a myth.
This is a work of fiction. Names, characters, places, and incidents are either are the product of
the author’s imagination or are used fictitiously. Any resemblance to actual persons, living or
dead, events, or locales is entirely coincidental.
Anyone Can Wear The Mask by Jeff Stormer is licensed under a
Creative Commons Attribution-Share Alike 4.0 International License.
02
INTRODUCTION
Anyone Can Wear The Mask is an RPG for 1 to 3 players about
a superhero, a supervillain, and their city. Throughout play,
you’ll record the adventures of a great hero as they defend
their city, stand up to those in power, and eventually confront
a terrible nemesis. You’ll draw maps, roll dice, pull cards from
a deck, and make a living record of the city and its people. To
play, you’ll need the following:
• A deck of playing cards, with jokers included but set
aside for now.
• Several six-sided dice.
• A space to make a map, or record location names/
descriptions.
• A space to list character names.
• If you have a Bullet Journal, you can
use it for your names & map.
• Something to write with.
TABLE OF CONTENTS
INTRODUCTION 03
WE ARE OUR OWN HEROES 03
ORIGIN STORIES 04
HOW TO BE A SUPERHERO 06
A DAY IN THE LIFE 07
SOMEWHERE IN IMMINENT DANGER 08
SOMEWHERE PEACEFUL 09
SOMEWHERE PERSONAL 09
SOMEWHERE PROTECTED 10
SOMEWHERE PRIVATE 10
THE DOWNFALL 11
THE UPRISING 12
TONE SAFETY
This is an emotionally challenging game. The Hero MECHANICS
will fail, and people will be lost, and that’s a lot to
Once you’ve confirmed your group is on-board
deal with. The Hero will win in the end, but part
with the premise, take some time to discuss some
of that is rising above their own failures to come
safety mechanics players can use to further ensure
back stronger. Make sure you’re all on-board with
their comfort and support during play:
that before diving into Anyone Can Wear The Mask.
If you’d like to make the game a less emotionally • Lines/Veils: Discuss any topics you don’t
heavy, consider changing the following: want coming up (Lines), or topics you’d
like to approach at arm’s length (Veils).
• You can remove the “1” option from any
of your dice rolls if you want to remove • X/N/O Cards or Signals: At any time, a
the idea of the Hero failing. Treat a 1 as a player can tap the X-Card or making an
result of 2-3, and play as normal. appropriate X-signal to entirely pause play
and/or remove an element from the story,
• You can freely change the “Lose Someone”
no questions asked (whether due to safety
mechanic to represent any sort of worst-
concerns, discomfort, or simply wanting
case scenario: perhaps you Make a New
to go in a different direction). Tapping or
Enemy, or Lose the Public’s Trust.
signalling the N-Card indicates that, while
• The Injury mechanic in the game also play shouldn’t stop, it should move natu-
pushes you towards failure; you can rally in a different direction or past a par-
remove this mechanical effect and just ticular topic. Finally, the O-Card should be
treat injuries as a purely narrative factor tapped/signaled if a player is really feeling
if you so choose. a particular moment and wants to really
explore more of it at the table.
• You can also remove failure altogether, if
you’re more interested in randomly gen- For more information about safety mechanics, refer
erating the exploits of a friendly neighbor- to the TTRPG Safety Toolkit, compiled by Kienna
hood superhero. Shaw and Lauren Bryant-Monk.
Once you’ve discussed safety at the table, it’s time
to discover our Origin Stories.
04 ORIGIN
STORIES
WHERE IT ALL BEGINS
At this point, we meet our three main characters (The
Hero, The Villain, and The City), decide on which role/
roles we’d like to play, and go through some initial
brainstorming to get to know our characters.
First, decide who will play the City.
THE CITY
You are… well, you’re everyone. Ordinary people.
Extraordinary people. Other heroes. Other villains.
People trying to live their lives. People in danger. Taken
together, you’re the city the Hero protects, and the
city that gives the Hero their strength.
As the City, here’s what you’ll do in play:
• Draw cards to determine locations within the
city where the story takes place.
• Name the people that live there.
• Keep a list of the people the Hero saves, and
recite them during The Uprising.
• Roleplay the ordinary people living in the
City as they interact with the Hero during
their adventures.
• Help lift up the Hero when they’re at their
lowest, so they can continue protecting every-
one within their power.
After you understand the core mechanics of the game, move to A Day in the Life.
07
A DAY IN THE
LIFE
GAMEPLAY IN ACTION
When it’s time to start play, The Hero should make a spot
on the map for their home. Take a moment to describe
where the Hero lives: is it a stately manor? A fortress of
solitude on the far side of the world? Their aunt’s house?
Then, the City will draw a card from the deck, and
describe where the Hero’s next adventure takes them:
Card
Location Page
Value
2-10 Somewhere in 08
Imminent Danger
Jack Somewhere Peaceful 09
Queen Somewhere Personal 09
King Somewhere Protected 10
Ace Somewhere Private 10
Joker 1 The Downfall 11
Joker 2 The Uprising 12
Once you’ve determined the scene of the Hero’s
next adventure, follow the instructions for the
location you’ve drawn.
After you’ve finished following the instructions,
the City will draw a card and pick a new loca-
tion to continue the story.
08 SOMEWHERE IN IMMINENT DANGER
Here the Hero comes face to face with something that threatens the city (whether physically, emotion-
ally, or anywhere in-between). When you arrive here, perform the following:
THE HERO
Answer the Villain’s questions as you are able.
Describe how you save the day. If you take an injury,
tell the Villain, so they can make note of it. If you
cause Collateral Damage (whether physical, emo-
tional, or otherwise), tell the City, and have them
discard the top card off of the deck.
If you successfully save someone, mark their name
in your journal, and set the card aside. This card
becomes your Renown. Your legend has grown and
more people throughout the city look up to you.
This will become very important later.
SOMEWHERE PEACEFUL 09
Here the Hero encounters someone in need. Someone who can help them on their journey to defeat
the villain, but who needs something from the Hero first. When you arrive here, perform the following:
SOMEWHERE PERSONAL
The Hero has a responsibility to the City, yes, but they also have a life of their own. There is a person
behind the mask, and that person has friends, loved ones, and people that count on them. At this
moment, you find yourself in one of those moments, with someone you care about: someone who
knows the real you.
Suit
Who you ENEMIES
Encounter
Enemies represent long-term antagonists who
repeatedly oppose the Hero’s efforts to help the
Clubs Someone with powerful political
City. After an Enemy is introduced, every time the
connections.
Villain rolls to see if the Hero stops a threat, if the
Diamonds Someone with great wealth and card drawn matches the suit of the Enemy, they
status. will appear and block the Hero’s progress. Reduce
the number of Dice rolled by 1. This continues
Hearts Someone well-respected with
until either:
great personal acclaim.
• The Hero obtains the Enemy’s Weakness
Spades Someone with illicit connections,
(represented by an Ace)
well-armed and dangerous.
• The Ally of the same suit sacrifices them-
selves to stop the Enemy
THE CITY
Describe this person’s place of power to the Hero.
This place is opulent, decorated with obvious dis-
plays of power and luxury. How does it stand in
contrast to the rest of the City?
SOMEWHERE PRIVATE
Perhaps this is a quiet meeting in a secluded city park. Perhaps this is an empty parking garage, where
you’ve agreed to meet under the cover of nightfall. Here, the Hero meets someone with inside infor-
mation on people in power, and gets an inside look at what makes them tick. This, Hero, is where you
learn how you can win. This is where you learn how you can stop them.
CONSEQUENCES CONTEMPLATION
This is the moment where it all comes undone, when The world is still reeling from the battle. These
the Villain emerges, and the Villain triumphs. how scars will change the landscape of the City forever.
does it all happen?
THE CITY
THE HERO Take a moment of silence to mourn your losses.
Answer the following questions:
• What piece of yourself most scares you?
THE HERO
How do you see that amplified in the Take a moment of silence to deal with your failure.
Villain?
• What weakness are you afraid will be dis- THE VILLAIN
covered? How does the Villain use it?
Let the City and the Hero have their moment. Then,
hand the deck back to the City.
THE CITY
Answer the following questions: THE CITY
• What part of the Hero most scares you? When you’re ready, take the remaining Joker and
How is the Villain the worst version of that? place it in front of the Hero. Tell them what it rep-
• What is your biggest fear for the City? How resents: The Uprising. Their decision to come back,
does the Villain embody that? and move forward, and
make it right, and rise to
THE VILLAIN the occasion. Tell them
why you need them, and
Once you hear the answers from the Hero and the
why you believe in them.
City, answer the following questions:
• What power do you crave? How are you THE HERO
going to seize it?
When you’re ready, pick
• What insurmountable odds will the Hero
up the remaining Joker,
have to overcome to defeat you?
and shuffle it into the deck.
• What hidden weakness do you hope the
Thank the City. Promise
Hero never finds?
you won’t let them down.
Finally, introduce yourself in all your terrible glory Because I can promise you,
to the other players. Describe your powers, equal Hero… this time you won’t.
in measure to the Hero (though perhaps not iden-
tical — you might wield wealth and power how THE CITY
they wield flight and super-strength, for instance).
When you’re ready, draw the
Describe your grand plans. And describe how, when
next card off of the deck and
the battle comes to you, you overpower the Hero.
describe the next location.
Take the deck of cards from the City. Look to the Change your narration going
Hero’s Renown; the number of cards they put aside, forward; show the wounds of
the number of lives they saved. Discard one card the City and the influence of
off the top of the deck for every card in the Hero’s the Villain in everything you
Renown. These cards are never shuffled back in describe. But never forget; the
the deck. Hero will overcome, and the
Hero will save the day.
Alternately, if as a table, you’re
ready to do, you can skip straight
to The Uprising. Whatever feels
right for your story.
12 THE UPRISING UNTIL NEXT
It has all led to this. The Hero is back in the Villain’s TIME...
place of power, having refused to stand down and
With the Villain defeated, the City is at peace.
accept defeat. Their losses hang heavy in the air,
There will be another Villain in time; there’s always
but it’s time to finish this. The Downfall is over; it’s
another issue to sell. But for now, there is quiet. For
time for the Uprising.
now, there is only a City. For now, the Hero can rest.
THE VILLAIN THE CITY
Describe your place of power now that you’re at the
Describe how the City recovers from the Villain’s
height of your glory. Describe the insurmountable
actions. Describe how the Hero’s influence makes
odds, and note how the Hero failed to stop you last
the City a better place, and how their legacy is
time. Describe the power you seek, and the power
carried on in the hearts of the people.
you already have. Note how often the Hero failed.
Name the people they couldn’t save. Ask the Hero
why they think they can change things now.
THE VILLAIN
Describe how the City mourns those it lost. Describe
THE CITY the shadow still cast by the Villain, even though
they are long since defeated.
Tell the Hero what they need to hear. Name the
people they DID save. Tell them how they helped
make this world a better place. Guide them. Encour-
THE HERO
age them. Lift them up. Help them carry the weight Describe how, for an all-too-brief moment, the
of falling short, so they can stand tall now, when Hero rests. How they celebrate their victory. How
they need to most. they spend their downtime. And how they pay their
respects to those that helped them succeed, and
THE HERO those that fell along the way. Then, at last, rest.
This is your moment. Hear what the City has to When the City needs you again, pick up this rule-
say. Repeat the names of the people you saved to book again and start from the top.
yourself. Think about how you helped people in
need. Hear what the Villain has to say. Honor
those you couldn’t save by standing tall in
this moment.
Describe how you fight. Describe how you win.
And move on to Until Next Time.
WHAT IF? 13
OTHER WAYS TO PLAY
MASTERMIND POINTS
ANTAGONISTIC VILLAIN PLAY
If you’d like the back-and-forth between the Hero & Villain to be
more competitive, have the Villain put aside any cards discarded by
damaging the City, similar to how the Hero gains Renown. At any
time, the Villain may spend these cards to reduce the number of
dice they roll while the Hero saves the day.
THIS IS AN IMAGINARY STORY...
ABOUT SOMEONE WITH GREAT POWER, WHO CHOOSES TO USE THAT POWER ONLY FOR
THE GOOD OF ALL.
Anyone Can Wear The Mask is a tabletop RPG about a superhero, a supervillain, and the city they share.
Throughout play, you’ll record the adventures of a great hero as they defend their city, stand up to those
in power, and eventually confront a terrible nemesis. You’ll draw maps, roll dice, pull cards from a deck, and
make a living record of the city and its people.
THIS GAME BUILDS ON THE DESIGN OF BEYOND THE RIFT AND TAKES IT
FURTHER THAN I EVER THOUGHT POSSIBLE. BEING A SUPERHERO IS ROUGH,
AND THIS GAME LETS THAT PAIN SHINE WITH SWEET, VISCERAL STRUGGLE.
- DEE PENNYWAY
ANYONE CAN WEAR THE MASK IS A TRUE LABOR OF LOVE. TOSS OUT YOUR
CYNICISM AND BELIEVE A PERSON CAN FLY... AND DO GOOD.
- JAMES D’AMATO