Random:
So what next, people pick the powers in the playbook so we don't overlap or something?
Given I have no idea how this system works nor played in a game that doesn't have limits or guidelines on powers (or even normal stuff) telling me what is and isn't possible, could someone who knows this system (and has some free time) send me a PM (and possibly Abigail as well since she's in a similar boat I think) explaining all this? Thanks! I don't have the book (and am a tad too poor atm to go buy it) so I'm a tad lost.
Overlapping usually isn't an issue. The roles in Masks are often more about who you are than what you can do.
In game, things that require die rolls are called 'moves'. While every playbook has moves of their own, there's a set of moves that any character can perform. A brief list of such moves follows:
Directly Engage a Threat: Attacking or fighting against someone or something. This usually works off your Danger stat, but there are powers and moves that can change that.
Unleash Your Powers: Push your abilities beyond what they can normally do. Note that this can be the power level of the ability, pinpoint accuracy, or simply using it in a way you wouldn't normally do. This works off your Freak stat, but there are powers and playbook moves that can change that.
Comfort or Support Someone: Getting someone into a better headspace, or perhaps getting them to like you a bit more. As many condition markers are psychological, this has some specific in-game effects when it comes to that. Works off your Mundane stat. Powers and moves, yadda yadda...
Pierce the Mask: Figuring out what someone's really thinking or planning. Works off your Mundane stat.
Defend: Defending someone or something other than yourself, often exposing yourself to danger in the process. Goes off your Savior stat.
Assess the Situation: Observation work to pick up clues around you, either through extended detective work, or simply getting a momentary read on what's going on. Works off your Superior stat.
Provoke Someone: Get a PC or NPC to do what you say, even if they don't want to. Works off your Superior stat.
Take a Powerful Blow: An often involuntary action, this roll is for when you take a hit, usually physical, but it can also represent a particularly powerful blow to one's emotions or ego. No stat is involved in this- only how much damage you've already taken.
Now, powers often dictate -how- you can do these things. If, for instance, you have invulnerability or armor or force fields, that would dictate how you can defend. If you have telepathy, it would indicate how you can pierce the mask. Master detective? You probably assess the situation in different ways than others would.
In later posts, I'll probably talk about two other factors in the game: Influence and Conditions. But for now, does this answer some of your questions?