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The Worst Generation is a Third Party Supplement from Five Points Games that fundamentally broadens the base game of Masks: A New Generation. The Worst Generation aims to bring inspirations from manga and manwha to the otherwise Western Comics themed game of Masks: A New Generation.

The Worst Generation introduces a new Super City in San Fransapporo, a West Coast city where magic and manga style battle antics dominate.

Chapter One covers San Fransapporo and its environs as well as explains in detail the political struggle between The Guardians West, the Five Warlords, the Weather Report and the neutral Monsoon that seeks to keep an easy peace within the city. Explore the expansive Sleeping Giant reserve, a stretch of redwood forest on the northern edge of the city proper filled with secret ninja villages and druids. Experience the sights and sounds of the festive River District, an open air market on the waters of the Pepper River or fight crime in the Jingu District where the Warlords are at their strongest.

Chapter Two introduces a wide array of NPCs for GMs to utilize in their games from Lightbringer, the defacto leader of the Guardians West to the nefarious Rogue, second only to The Warrior himself in The Five Warlords.

Chapter Three provides the largest swath of content for players, giving suggestions and pointers for using all existing Playbooks from Masks: A New Generation in the city to the best of their themes and dramas allow, introduces new abilities and two new Moves for each of these playbooks as well as a slew of custom moves to add Shonen-style action to dangerous enemies. The ribbon of the chapter are the rules for Shonen-style Tournament arcs, a mainstay of the genre, with two separate rule sets for longer, narratively focused play and a fast and ruthless system that highlights quick team combat.

Chapter Four is the first of our Playsets, small campaign concepts written to give GMs an easy in on running games within the city. San Fransapporo Sightseeing is put together to be run as a one-shot, introducing the general concepts of The Worst Generation as well as giving players room to explore the more concrete setting elements

Chapter Five is Vacation on Onigashima, another Playset designed to take an afternoon or several individual play sessions. Take on the Barbarian, unofficial sixth Warlord, her army of Oni, and the fallen and disgraced heroes that serve as her right hand in a tale of honor and sacrifice.

Chapter Six presents In Another Castle which explores the Guardians West through the lens of an ongoing street-level drama as the Guardians seek to put a stop to a political marriage between The Five Warlords and foreign villainous powers. The team must decide what they stand for and who they wish to protect as the Guardians seem committed to stopping this marriage through any means necessary.

Chapter Seven is Storm Chasers, the most expansive of the Playsets, taking the team outside the comfortable confines of the city to the haunted and devastated Karakuri Town and even to the storm-wracked Storm King’s Prison, a plane beyond the scope of the mortal realm that lies beyond the Ley Lines. Fight powerful witches, discover the truth of the Storm King and its incarceration and deal with the Weather Report on their terms. Only you can break the storm.

Chapter Eight is simply called The Worst Generation and details the history of The Worst Generation as it formed after the Bronze Age, their place within the city and specific haunts and activities that teenage heroes might enjoy.

Chapter Nine details ten new Playbooks for use within San Fransapporo and beyond as well as integration and use for The Joined Playbook.


Purchase

Buy Now$25.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $25 USD. You will get access to the following files:

WORST GENERATION - 12.11.2023.pdf 31 MB

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Hello,
I wanted to print the book and bind it, but the format is a little problematic if I wanted to print it as A5 book. Would it be possible to add a pdf that contains no double pages?

The short answer is: It is possible.
The long answer is: It's not something on the cards at this moment. It'd require Sam to shift from current projects, the major one being getting A Monster's Tail ready for physical print.

We do plan on getting it print friendly now that we have it up on Drivethru as well, to take advantage of their Print on Demand ability. We'll make an announcement when that's coming through the pipe.

Thanks for the reply. I will be waiting for it as long as I need to.

Hello!
My question addresses the mechanic of Street Tournament, namely the tokens of Earth and Lightning. Me and my friends got a little bit confused over this three sentences: 
1. "On a 10+, flip one of your Tokens after all Tokens are declared in the next Scuffle." - Earth token.
2. "On a miss you’ve left yourself open. Your opponent either gains an opportunity or may switch one of your tokens in the next Scuffle." - Earth token.
3. "On a miss they’re prepared, they may change one of your Tokens next Scuffle." - Lightning token. 
With earth token we are not really sure, what's the point of flipping your own token, when all of them have already been declared. With second sentence and the  Lightning one... we are not certain, if "flip", "switch" and "change" mean the same action, or not. So, basically we can't really wrap our heads around how this two tokens work in practice.  
Also a more of a narrative-point-of-view question about the Wood token.
On a 10+ it allows you to avoid the next Scuffle entirely, but... why would anyone want to do that in a tournament? Or is it more of a "avoid the Scuffle, to prepare an ambush" type of move? 

At last, I would be very grateful, if you could  help me understand the mechanical usage and benefits of Earth and Wood tokens in general. Some examples would have been very nice. 

Thank you very much for your response and help in advance! 

I wish you a very nice day!  

 

The point to Earth and Wood Tokens is you can change your choices once you know what your opponent chooses. Since both sides declare at once, and you flip them, it allows you to either not take a loss or to change a choice to a win.


You need to win two out of three scuffles. If you're already down one, cutting a second means it's a draw. If you're up one and confident you can win the second, it's a victory.


I'm not sure what you're looking for for the last question.

Good evening!
Thank you very much for such a rapid answer! It actually helped to clarify a lot of misunderstandings. Though some new questions have arisen: 
1. If I understand correctly, "flip" and "change" used for Earth and Lightning tokens respectively mean the same action, right? 
2. What are the mechanical consequences on a 10+ of a Fire Token's "your opponent must give ground or flee for the moment".
3. When do you consider the tournament won by one side or another? When one of the sides win the majority of the three rounds (scuffles), or when one of the sides has made the most moves?
4. What does it mean to win a Scuffle? Do you consider a scuffle won, when you make a token move, or does your opponent have to mark a condition?
5. When you gain an opportunity, does it mean that you can use another token's move right here and now, in the same scuffle (tournament round)? If yes, is this move taken in account, when the winner of the Street Tournament is declared? 
6. The last one is about Tag Team. Do you need to roll +Superior in the beginning of each scuffle (tournament round) or only in the first one?

Thank you very much for your help in advance!

1. Yes, flip and change are the same.
2. Whatever feels right for the fiction. I know that's sort of a hinky answer but it's really dependent on the narrative like a lot of PbtA stuff. Running from the fight for a better position, having to fall back from a powerful assault. That sort of thing.

3.  Whenever the GM says it's over. We did three rounds, fourth for a tie breaker and it was over during playtests.

4. Again, this depends on the GM and the fiction. As the book says, the GM sets the prizes for winning.

5. The former.

6. Also the former.

Good afternoon!
Thank you very much for your response - it has helped us a lot!

(+1)

Can you give an example for Transfer's Move "Good Egg"?

I don't understand the meaning of "On a hit, you rise above." What does that mean? What does it affect? I mean you can "take the high road" without this Move. So what's the pros of this Move?

Per the GM advice

The “High Road” specified in Good Egg applies to giving into a person’s Influence or ignoring a Provoke action from other players in addition to simply not raising to the bait from opponents or being the better person in a given situation. The actual stakes of the situation should be important however, simply ignoring a baseless taunt is not enough for this move.

This is a move that triggers when people use their Influence on you. You can't simply take the high road without either rolling to reject their influence or using this move.

(3 edits) (+1)

Hello!

I've found critical misprint in Tactitian playbook. Backstory question in this playbook is from Smith playbook. What are the real questions for Tactician? And do you plan to update the rulebook?

Also while I'm here. I have a question about Ranger feature. How do exactly work his Image Problems? When you "pick four" for the Image should you also Mark them? If so can you mark one Image Track twice? Or are you just pick 4 Image Tracks and none of them is marked at the start of the play? If so what does it exactly mean "At the start of play, when you fully clear an Image Track"? Does it mean that you first should Mark Image Track (from zero marks to 1 or 2) and then Unmark (from 1 or 2 to 0)?

(3 edits)

Oh crap, yep! We totally missed that! Thanks for the catch! The real Backstory questions are 

When did you learn you had a mind for tactics?

What scheme of yours cost the most when it fell apart?

Who do you see as a rival to your strategic skills?

What is the biggest obstacle for your long term plans?

Why do you care about the team?

Yes, we'll be updating any errors. That one probably soon.


For The Ranger, when you pick the four they're clear. On a hit you mark them. When they're both marked, you clear it.

They start at 0. On a hit, you mark one. On a miss, you unmark one. Two hits, you clear an Image.

(+1)

thank you very much

(-1)

Is this for a physical copy or just a pdf?

Just a PDF

(+1)

I want to buy it but i need to allow payments with paypal. 

Hope you enjoy when you can!

(+2)

Awesome concepts and the play styles look amazing! Can't wait to see them in play and can't recommend it enough!

Thanks Emads!! Let us know how it all goes during play! We love to hear it!

(+1)

Really cool book, there's so much content to be had in this. Can't recommend it enough!

Thanks Comissar! Means a lot!!