So, I just took a quick skim of the Meta playbook, and I don't think it's what you're looking for. It's designed for someone from our world who somehow appeared inside a comic (think the old Dungeons and Dragon cartoon; it's also a pretty big trope in manga). from the playbook:
quote:
In the real world you were a nobody, a comic geek that got pushed around. Now that you've somehow found your way into the world of your favorite comics, you can be whatever you want! Sure, none of this is real, but while you're here you might as well have fun and get into superhero (and maybe supervillain) shenanigans. You definitely won't be getting attached to anyone here...right?
And all of the moves pretty much play on this trope as well.
I would also highly recommend getting a hold of the Masks rules; especially as I get the feeling you've never played a Powered by the Apocalypse (PbtA) style of game. It is quite different from a "traditional" RPG.
For example, you still seem very focused on your power set, when honestly powers are ancillary to your playbook. As an example, regardless of your power set, the only moves (think actions) that you can perform (other than special playbook moves) are:
quote:
Unleash Your Powers
When you unleash your powers to overcome an obstacle, reshape your environment, or extend your senses
Directly Engage
When you directly engage a threat
Defend
When you defend someone or something from an immediate threat
Assess The Situation
When you assess the situation
Provoke Someone
When you provoke someone susceptible to your words, say what you’re trying to get them to do
Comfort or Support
When you comfort or support someone
Pierce the Mask
When you pierce someone's mask to see the person beneath
Take a Powerful Blow
When you take a powerful blow
Note, for example, that healing someone is not on that list. For a very big reason; there is no such thing as hit points, or a damage track, or anything like that in Masks. When you get "hurt", you mark a "Condition" (Afraid, Angry, Guilty, Hopeless, or Insecure). Now, you can help someone remove conditions through the "Comfort or Support" move, but everyone can already do that. Your powers are simply there to provide an "explanation" of how you do something. For example, if someone is 200 yards away and I want to "Directly Engage" them, I can say I'm teleporting behind them and stabbing a knife in their back (since Max can teleport). Ricochet on the other might not be able to "Directly Engage" that foe at this time, because she doesn't have a power that would let her get there. Now, what your empathic powers might let you do is to "Comfort or Support" someone at a distance, or perhaps without having to talk to them. And that's cool, but it's worth knowing that's how you'll do things from a game mechanic perspective. You can't "Comfort or Support" any better than the rest of us, you just might be able to do it in more circumstances than we could.
Now, what your playbook gives you is additional moves. For example, the Delinquent playbook (mine) adds moves such as:
quote:
Troublemaker: When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.
They might also let you use a different label to do something. For example, typically when you want to "Provoke Someone" you roll and add your Superior, however The Bull playbook (Ricochet's) has a move that lets them roll and add Danger instead.
Basically they help "flavor" the character based on a particular superhero teen trope.
So I would recommend before going too much further down the road of worrying about powers, you decide on your playbook, and get to know the moves; they will help you flesh out how you're going to use your powers.