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Team & Growth

Downtime & Between Sessions

Downtime: Cool Down, Hang Out, Train Together, Lay Low. Civilian-life consequences land here.

Downtime

When the team is between fights, downtime moves cover what the heroes do with their non-cape time.

  • Cool Down — clear a condition by spending a session with somebody you trust, somebody you're afraid of, or somebody you wronged. The cleanup takes a scene.
  • Hang Out — pick a teammate and spend the off-time together. Mark Potential, gain Influence over each other, and bring something into the next session.
  • Train Together — the team trains. Each member adds 1 to the team pool, and the GM gets to ask one team-level question.
  • Lay Low — a teen hero ducks the cape life. Adults pile up Influence, but you clear a condition and trade a label shift in the direction they want.

Downtime in Masks is also when adult-life consequences bite — homework piled up, relationships strained, parents asking questions. The downtime moves are how the genre keeps the civilian half of the playbook alive.