At a recent Masks session, my sister guest-starred as a Legacy. She was the child of adult heroes that had already been introduced in the campaign, and their powerset didn’t match one of those listed for the Legacy. So we took her parents’ powers (weather control) and created a track of abilities for them:
*Temperature control
*Precipitation control
*Wind control
*Lightning control
*Flight
This worked well. She picked Temperature control, wind control, and flight. Which are pretty cool on their own! But the lack of lightning and rain, snow, hail etc. also gave the sense she had room to grow into her heroic mantle. It’s cool to break down a classic powerset into a suite from which the Legacy has to choose what they can do already and what they aspire to get to do.
That’s cool! A player recently wanted to make a magic legacy and we got
mystical lore, arcane artifacts, unique mobility, spellcasting, familiar.
We tried to do a spidey legacy but could only get
stupendous strength, insane mobility, superhuman senses, webs(or something)
Hannah Banks Nice! For the spider-themed legacy, other powers could include wallcrawling, superhuman reflexes, poison stingers, invisibility in shadows, gliding on webs—these are all powers versions of Spider-Man have used in the comics.
I’ve seen videos where a Legacy’s powers had nothing to do with his parent’s powers. (Masks High School on The Gauntlet channel on YouTube) He was a speedster while his father’s powers were to change into a vapor. The “legacy” part was that their powers were unlocked by this ring that got passed down through the generations, and only worked for members of their bloodline.
I love the idea of the legacy growing into the full powerset. This also works for others, but since the legacy has sort of defined his endgame, it’s a great way to work it out.