The Supernatural Handbook from Mutants and Masterminds has a player archetype that gives me an interesting idea for a Masks game. What if the Innocent’s future self isn’t a supervillain, but a hero that took a turn for the paranoid and left public life to pursue an enemy they refuse to tell anyone about?
The archetype from M&M makes this adversary a supernatural menace, but I guess a shadow cabinet or secret nebulous organization along the lines of the Light from Young Justice might work as well.
Any thoughts?
As long as both player and master can see this as a deviation from youthful ideals, I don’t see any issue. Specially because the future self is not telling anybody, even the past self, what it’s all about.
Oooo… I like that a lot! I think it could work really well!
Brandon Leon-Gambetta Thanks! Like the DCAU Question, only not nearly as hilarious.
Gustavo Campanelli Indeed. I’m thinking a Silver Age Innocent would work best. And while the M&M archetype has a light control powerset, which is probably covered under the energy manipulation ability, I think telepathy would fit the story better.
That’s very in keeping with the Scott Summers inspiration. Old about wasn’t a supervillain, and in fact didn’t most of his time in paranoid seeming seclusion.