Caveat: still have not RUN or PLAYED this game (though Doyce Testerman I want to take you up on your offer.

Caveat: still have not RUN or PLAYED this game (though Doyce Testerman I want to take you up on your offer.

Caveat: still have not RUN or PLAYED this game (though Doyce Testerman I want to take you up on your offer. But my life has basically become insane since Dec 23).

What do people think of the idea of having a team HQ and letting the heroes pick Advances for it (better security, teleport tubes, a pool, a big TV, etc) as the game progresses. Not using a personal advance, but just as a fun thing for them to decide on?

I’m curious as to how the Delinquent ability of power negation manifests mechanically.

I’m curious as to how the Delinquent ability of power negation manifests mechanically.

I’m curious as to how the Delinquent ability of power negation manifests mechanically. I’m guessing to use it would be Unleash Your Powers, and on a success, the target’s powers are negated. But how does that impact the ability of the target to do anything? Do I just sort of remove super-stuff from the list of potential Moves?

Looks like I may be running Masks via Roll20.

Looks like I may be running Masks via Roll20.

Looks like I may be running Masks via Roll20.

Haven’t even cracked the book, and I was a KS backer!

Does anyone have experience/advice/tips/tools for playing via Internet? I see there’s a sheet in Roll20, but I don’t know the game well enough to know how useful it is in play.

I’m excited to run this, but nervous!