The Supernatural Handbook from Mutants and Masterminds has a player archetype that gives me an interesting idea for…

The Supernatural Handbook from Mutants and Masterminds has a player archetype that gives me an interesting idea for…

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?

5 thoughts on “The Supernatural Handbook from Mutants and Masterminds has a player archetype that gives me an interesting idea for…”

  1. 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.

  2. 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.

  3. 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.

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