Conditions — How You Get Hurt
Five conditions: Afraid, Angry, Guilty, Hopeless, Insecure. Each penalizes specific moves. Cleared narratively.
Conditions
Masks does not have hit points. It has conditions — five emotional states a young hero can mark when they take a hit, take a barb, or take a public dressing-down.
Marking a condition imposes a -2 penalty on the moves that condition blocks. (E.g., Afraid penalizes Directly Engage a Threat; Insecure penalizes Defend and Reject Influence.) The penalties are listed on each condition's entry.
Stacking conditions is how you escalate. The more conditions you have marked, the worse the next Take a Powerful Blow roll will land — that move adds the number of currently-marked conditions to the roll, which is how a young hero spirals.
Clearing a condition is narrative. Each condition lists two ways out — one selfish, one open. Both cost something. The Bull does not just stop being Angry; the Bull breaks something.
Marking all five conditions triggers the out of action state — the hero is removed from the scene, in whatever fictional way fits (knocked out, runs off, breaks down, gets carried out by a teammate). They come back when the team works for it.