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<blockquote data-quote="Blue" data-source="post: 9513741" data-attributes="member: 20564"><p>A couple of ways Masks differs from generic supers to me that not part of the normal elevator pitch summary:</p><ol> <li data-xf-list-type="ol">You can't play an adult. (Well, you could play a teen who is legally an adult, but not an adult-adult.)</li> <li data-xf-list-type="ol">Once a character becomes established, you need to retire them, you can't keep playing. EDIT: Which is okay, since a new character isn't "behind" in power like in many RPGs. And gives a new dynamic for everyone.</li> <li data-xf-list-type="ol">The big character creation choices (playbooks in this case) are more around the types of personal challenges you want to encounter on the regular, and less about how you fight crime. Want to deal with the trouble of maintaining a secret ID? Pick the Janus playbook. Be the only non-powered one and prove you belong? Okay Nightwing, be a Beacon. Transformed and worried you're still human? A non-human trying to fit in? More power than control? Part of a legacy or family of heroes? Eventually Doomed by your powers?</li> <li data-xf-list-type="ol">You use the same moves (mechanical interactions) for defeating a bad guy or arguing with the head cheerleader about who should be prom queen. Including moves like to defend someone and such.</li> <li data-xf-list-type="ol">There aren't any rules about actually becoming physically hurt. Not that it can't happen, but it's entirely narrative.</li> <li data-xf-list-type="ol">Along that line, so are the powers. There are no numbers and vanishingly few mechanics connected to your powers. As long as the GM and the player are basically on the same page about how they can affect the narrative you are good to go. Want to know how far someone is knocked back after getting hit by a light pickup? Go play Hero System. (Which I played well over a decade of, this isn't putting it down, just showing it's the complete opposite rules-wise.)</li> <li data-xf-list-type="ol">Going back to getting hurt, you can become afraid, hopeless, and a number of other conditions, which are supported mechanically. And yes, the lead cheerleader and Trog the Immortal Flame can both inflict these on you. You will be taken out if all five conditions are marked.</li> <li data-xf-list-type="ol">There are rules about people having influence over you, and what they say impacting your labels, which are somewhat analogous to ability score modifiers in D&D. And how you can resist this influence and even take it from someone.</li> <li data-xf-list-type="ol">Oh, <em>every single adult</em>, powered or not, starts with influence over you. Your mentor, a villain, and the kindly janitor all have it.</li> </ol></blockquote><p></p>
[QUOTE="Blue, post: 9513741, member: 20564"] A couple of ways Masks differs from generic supers to me that not part of the normal elevator pitch summary: [LIST=1] [*]You can't play an adult. (Well, you could play a teen who is legally an adult, but not an adult-adult.) [*]Once a character becomes established, you need to retire them, you can't keep playing. EDIT: Which is okay, since a new character isn't "behind" in power like in many RPGs. And gives a new dynamic for everyone. [*]The big character creation choices (playbooks in this case) are more around the types of personal challenges you want to encounter on the regular, and less about how you fight crime. Want to deal with the trouble of maintaining a secret ID? Pick the Janus playbook. Be the only non-powered one and prove you belong? Okay Nightwing, be a Beacon. Transformed and worried you're still human? A non-human trying to fit in? More power than control? Part of a legacy or family of heroes? Eventually Doomed by your powers? [*]You use the same moves (mechanical interactions) for defeating a bad guy or arguing with the head cheerleader about who should be prom queen. Including moves like to defend someone and such. [*]There aren't any rules about actually becoming physically hurt. Not that it can't happen, but it's entirely narrative. [*]Along that line, so are the powers. There are no numbers and vanishingly few mechanics connected to your powers. As long as the GM and the player are basically on the same page about how they can affect the narrative you are good to go. Want to know how far someone is knocked back after getting hit by a light pickup? Go play Hero System. (Which I played well over a decade of, this isn't putting it down, just showing it's the complete opposite rules-wise.) [*]Going back to getting hurt, you can become afraid, hopeless, and a number of other conditions, which are supported mechanically. And yes, the lead cheerleader and Trog the Immortal Flame can both inflict these on you. You will be taken out if all five conditions are marked. [*]There are rules about people having influence over you, and what they say impacting your labels, which are somewhat analogous to ability score modifiers in D&D. And how you can resist this influence and even take it from someone. [*]Oh, [I]every single adult[/I], powered or not, starts with influence over you. Your mentor, a villain, and the kindly janitor all have it. [/LIST] [/QUOTE]
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