Masks, A New Generation is a Powered by Apocolypse game that really stands on its own. Below are certain aspects I really enjoyed.
Fluidity of Playbooks
Masks allows players to build their hero based off templates called playbooks. These playbooks are vague within set archetypes, allowing the creation of characters that can vary wildly in powers and backstory, but still fit within an identity that defines them. Whether you'd like to be the average Joe who's keeping up with powerhouses, or the strained teen trying to keep their normal life and heroic life seperate, you've got a great selection to choose from.
Character Failure = Leveling Up
There isn't really a way to "Power game" in Masks, or at least not one that doesn't seem fake. The only way to advance in your power, options, abilities is to fail. For each failure, you tally up until you get to five and then you grow as a character. There's no way around it. It's brilliant really. Imagine a teen superhero that always gets the bad guy, never let's down the hostages, always comes through to save the day. Wouldn't that be boring? Why would that character need to change? By tying failure to growth, even the more most powerful of heroes will be humbled.
Relationships and Influence
Another major mechanic of the system is its emphasis on how relationships with adults and other people mold a character's identity. People who you care about, whether for good or bad reasons, will have an impact on you with their words. Believing you're a dark loner will change if the defender of the city takes time to tell you, "You're one heck of a hero." By embracing and rejecting changes, it adds an extra layer of fun and complexity as the players try and figure out "Who is this character?"
This is great game for groups looking to experience the entire teen hero life, and perhaps have some really emotional moments as well if they get invested in the lives of their characters.