Young Justice: Knights of Red Chapel (Science, Sin, & Sorcery)
Masks: A New Generation | Campaign
About the adventure
This is your beginning. Your origin story. And through your choices, heroes and villains alike will rise—or fall. Red Chapel is a place of proud contradictions, a city where neo-Gothic spires and sleek modern labs rise side-by-side at the juncture of Massachusetts and New York. Red stone and restless ambition mark its skyline as surely as the spires of St. Sebastian's Cathedral do. Polished electric cars hum past storied bronze statues no one remembers commissioning. In the last five years, the so-called Super-Science Boom has transformed Red Chapel’s otherwise unremarkable presence on the national and world stages—cleaner streets, gleaming towers, the promise of a better tomorrow. After the events of Young Justice: Invasion, the world has changed in ways that are almost as hard to name as they are to ignore. The League is overextended, answering global threats and leaving many cities without protectors of their own. Meanwhile, age and experience have pushed The Team into something more complicated than just “young heroes.” And here in Red Chapel—a city of storms and folklore—the push to become a hub of “super-science” is accelerating fast. But not all progress is clean. Not all growth is healthy. And not everyone sees the cracks beneath the surface. They turn up the radio. Swipe to the next app. convince themselves everything's fine. But the new heroes? The ones just starting to notice? They see it differently. They hear it. Feel it. In the watchful silence... in the things no one talks about. This campaign is built on character and consequence, on both inhabiting your mask and living truthfully beneath it. Red Chapel is ready to be shaped—and whether it thrives, crumbles, or mutates into something else entirely will depend on what you believe, who you become, and the future you're willing either to accept... or fight to bring about.
Less than a year on StartPlaying
Additional details
How to prepare
NOTE: If you're brand new to the system or the setting, don't sweat it. What matters most is that you're ready to engage, stay open to collaborative storytelling, and come to the table willing to build something meaningful for yourself, and the group as a whole. Right then, to get the most out of this campaign, here’s what you’ll need, and a few things that would help, even if they aren't required: - **Discord account** (free) – Used for out-of-session communication, updates, and community vibe. - **Roll20 account** (free) – Our virtual tabletop for maps, tokens, handouts, and dice rolls. - **A working microphone and headset** – Please no open speakers; clean audio keeps us all sane. - **A webcam** – Strongly encouraged. Facial reactions and body language add a lot to roleplay and connection. **Strongly Recommended:** - **Watch *Young Justice* Seasons 1 & 2** (available on Max) – You don’t need to be a lore expert, but understanding the world we’re playing in will seriously elevate your experience. - **Familiarity with *Masks: A New Generation*** – The rules are easy to learn, but if you come in with a basic sense of how playbooks, moves, and conditions work, we can hit the ground running. **Optional, but Helpful:** - **A quiet, distraction-free space** – The vibe of this game leans into atmosphere, emotion, and narrative weight. Give yourself the space to live in your character.
What I provide
I'm a published author, multimedia creator, and experienced voice actor/director with decades of GM experience across genres—including superhero narratives. Every game I run is deeply prepped and designed for narrative depth, emotional realism, and character agency. I bring a storyteller’s toolkit and a worldbuilder’s obsession with detail. Whether it’s a random pedestrian or a corporate titan, if you talk to someone in Red Chapel, you’ll get more than just a placeholder—I’ll know their voice, their vibe, and why they matter (or don’t) to the story. I’ve done the real-world research—on city planning, crime networks, linguistics, sociology, urban development, the psychology of crime, and more—to make the setting feel lived-in and reactive. My job isn’t just to run a plot; it’s to build a world that responds. You won’t clip through the map. If you dig, the soil has layers. If you detour, the road still leads somewhere. I front-load the work so you don’t have to wade through it—I want the world to *feel* real, not *remind you* how much I know. What I bring beyond mechanics is an open mind, genuine empathy, and a deep respect for player agency. My antagonists will fight to win—and sometimes, they might. The threats are real. The clock ticks. The enemy gets a vote. But *I* am not your enemy. I’m your fan. I want your characters to succeed, to triumph against impossible odds, to earn every hard-fought moment of victory. I won’t hand it to you, but I want to *cheer when you get there*. Because when you win in Red Chapel, it’s because you *earned* it—and that’s what makes it unforgettable.
Gameplay details
Content warnings
Safety tools used
• Debriefing
• Session 0
• Stars and Wishes
• X, N, and O Cards
How will character creation work
NOTE:The game is designed with mature themes baked into it. However, based on both the age ranges of the players, and of the characters, as well as the preferences of the individual players, any and all such topics will be tempered and/or outright removed as necessary and appropriate. We are, after all, dealing with tween and teen/very young adult characters. Simply put, how far any given mature topic (horror, violence, sex, romance, drugs, etc, etc) goes within the game is dependent on both player and PC comfort and maturity/age, and will be discussed during session 0. Masks uses playbooks—archetypal character templates that help define your hero’s role in the story. ## Player Character Expectations This is your story. You're about to step into the public eye for the first time. Sure, you likely have experience, scars, and complicated ties from your past — but your true journey starts now. - You've had a life, of course — a real history. Maybe you trained under a famous hero, fought alongside a villain, escaped a shadowy organization, or fled a homeworld that didn't understand you. - You might be recognized *by association* — as a sidekick, a runaway, a known family member, or a survivor of something bigger. At bottom, you **are** new to the spotlight. The world is only just starting to notice you — not just as a part of someone else's story, but as someone at the start of a brand new one. During Session 0, each player will work one-on-one with me (or as a group, if the characters are already connected) to choose a playbook that fits both your concept and the campaign’s tone. This is a collaborative process, not something done in a vacuum. My job is to help you take what’s in your head and find the playbook that supports it—while grounding it in the world of Young Justice and the emerging narrative of Red Chapel. Virtual, interactive character sheets are available online for nearly every playbook and are recommended (though not required), as they streamline the process and keep everyone focused on playing, rather than pouring over books to look things up.
Players can expect
Combat / Tactics
Medium
Roleplay
High
Puzzles
Medium
Experience level
Open to all
Platforms used
• Discord
• Roll20
$25.00
/ Session
Each player will be charged when a session starts.
Details
Weekly / Saturday - 6:00 PM UTC
3-4 Hour Duration
1 / 5 Seats Filled
Schedule
Requirements
Experience required: Open to all
Age: All Ages