ok, so, an odd question:

ok, so, an odd question:

ok, so, an odd question:

Am I correct in thinking that Masks as a supers system / setting isn’t really about heroes defined by singular items like adamantium/vibranium blended shields that defy physics? I ask because that’s a bit more central than the equipment of Beacons, yet I’d imagine a Directly Engaging a Threat move could just take their special item away from them on a single roll.

So i got the pdf read it a little am i am confused for role playbooks they are really that little of extra moves?

So i got the pdf read it a little am i am confused for role playbooks they are really that little of extra moves?

So i got the pdf read it a little am i am confused for role playbooks they are really that little of extra moves? and some have only 1 or 2? Also explaing those moves without introduce them at once make me confused why arent there the list ov moves and than the description….

Any advice on adapting Masks to a less-than-conventional superhero setting?

Any advice on adapting Masks to a less-than-conventional superhero setting?

Any advice on adapting Masks to a less-than-conventional superhero setting? I ask because I know my gaming group would be psyched to play in the Overwatch universe, and I think Masks’s “new generation of heroes” premise could fit that really well.

I’ve only had the chance to start perusing the pdf, but it seems like the Team is important to game play.

I’ve only had the chance to start perusing the pdf, but it seems like the Team is important to game play.

I’ve only had the chance to start perusing the pdf, but it seems like the Team is important to game play. So playing a 1 player, 1 GM game is probably going to have problems, right?

Does anyone have a collection of GM playbook moves for the playtest LE playbooks?

Does anyone have a collection of GM playbook moves for the playtest LE playbooks?

Does anyone have a collection of GM playbook moves for the playtest LE playbooks? The Renegade in my game just did a thing where my GM instincts is telling me to look at the renegade-specific moves, but I don’t have a list like I do for the core playbooks.

Now that I have the PDF in hand and am waiting anxiously for the physical copies to ship, I find myself regretting…

Now that I have the PDF in hand and am waiting anxiously for the physical copies to ship, I find myself regretting…

Now that I have the PDF in hand and am waiting anxiously for the physical copies to ship, I find myself regretting not adding the physical stretch goal books to my pledge.

Are there major edits in the final PDF with respect to the previous one?

Are there major edits in the final PDF with respect to the previous one?

Are there major edits in the final PDF with respect to the previous one?

I’m starting a campaign next week and probably won’t have the time to read all the manual and notice small changes, but at the same time I’d prefer using the definitive rules from the start.

Where do we hunt down the limited edition playbooks mentioned in this very fine corebook I picked up off drivethru?

Where do we hunt down the limited edition playbooks mentioned in this very fine corebook I picked up off drivethru?

Where do we hunt down the limited edition playbooks mentioned in this very fine corebook I picked up off drivethru?