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You are here: Home --> Forum Home --> Recent posts by Skari-dono
Topic: Mutants & Masterminds 2nd Ed.
Subject: heh


A german who can multiply himself

Posted on 2008-12-12 at 22:01:02.

Topic: Mutants & Masterminds 2nd Ed.
Subject: Yes


There is room.

Reralae is a shapeshifter.

I don't have Grugg's character yet, but as far as I can tell he is playing a german duplicater. That's the only power I know he has.

Nimu's a psychic.

Dragonblood is a master of fear, actually able to damage you by "fear-blasting" you.

What we don't have yet is a powerhouse, flying-man, speedster, energy-/elemental-controlor or a heroic norm (such as powered-armor guy, pure martial artist or such characters without innate superpowers)

You are welcome to join, even if you want to play something different from what I just mentioned. They are just ideas

Posted on 2008-12-12 at 21:57:12.

Topic: Mutants & Masterminds 2nd Ed.
Subject: Game starts


...as soon as I have accepted all characters. Still waiting for Grugg's character and Dragonblood's character is a bit iffy. Game should start soon, though.

Posted on 2008-12-12 at 20:08:58.

Topic: Generations of the Requiem Q&A
Subject: update


I've finally updated the game! WHEEE!!! Sorry about how late it is, I just finished my essay last night and had an exam earlier today. That, plus I was trying to start that M&M game, I just didn't find the time to do this earlier.

As for the legionnaires, Deodatus managed to deal 1 Bashing damage and Amhoset did 2 Bashing damage to her target.

Manius has left the place, this sort of attention from legionnaires is certainly not what a criminal needs.

Posted on 2008-12-12 at 17:02:27.

Topic: Generations of the Requiem - Roman Nights
Subject: FIGHT!


Ceramic pieces flew accross the place as Deodatus shattered a mug on the legionaire's head with full force. The drunk legionaire staggered backwards, just out of Deodatus's reach as he was about to hit him again.

Just as the other two legionaires were about to react to this confusion, Amhoset drove her fist into one of their ribs. Amhoset felt the ribcage crack from pressure as her opponent was pushed back.

Just as the third grabbed his sword and was about to pull it out of its sheath, a voice boomed over the place. "STOP!" it said, coming from the entrance where a towering figure stood. Deodatus could recognize him instantly as a centurion, a leading figure for the legionnaires. The three legionnaires stopped instantly, and the look on their faces portraited their fright.

The centurion walked up to the three. "You are a disgrace to the legion! You will leave this place this very instance!" The three legionnaires didn't hesitate, but quickly made their way out.
"I hope you will forgive my men," the centurion said to Amhoset, "they are drunk, and we only recently arrived back from Germania. They would make their way with an animal if nothing else would present itself. This is not the finest of nights for a beauty such as yourself to be in a place such as this."
He then turned his attention to Deodatus, with a quick glance at his tattoo. "I would have thought a fellow soldier would have known better than to attack legionnaires in public. Attack one of us, and you'll deal with all of us. I understand your position and I agree with it, but consider yourself lucky that I came along to stop a brawl before it began."

Posted on 2008-12-12 at 16:58:19.

Topic: Mutants & Masterminds 2nd Ed.
Subject: due to request


The Q&A thread is now open. Feel free to ask any questions, chat about the game, or whatever.

I added some information about the setting there that you might find helpful.

Posted on 2008-12-11 at 22:41:30.

Topic: The Supreme Series Q&A
Subject: Religion, Law, and stuff


Politics
Supers are rarely active in politics. This is because they are rarely trusted not to be using superpowers to influence votes and causes. This lack of trust is because a super has already tried it. Using his abilities to control minds, Trevor Parkins almost became president. Luckily, several supers managed to resist his pull, got Parkins arrested and sent him to prison in Alcatraz II. This is not always the case. In some countries, supers have become a recognizable force in politics, more so in Eastern countries but also in some Western ones.

Law
Supers have the same legal rights as any norm. In most cases, anyway. In much the same sense, supers must abide by the same laws as well. Towards the end of the Dark Years of Heroism, the government created the Private Law Enforcement (PLE for short) permit. Supers, and even some norms, could take a psychological tests that were meant to determine if the super would use his powers for creative or destructive means. Those who passed could get the permit which allowed them to make citizens arrests, at the cost of lesser privacy. Those with the permit would have to be identified by their real names and would get regular visits from an official inspector. The Beauro of Super Affairs (BSA) was created to conduct the inspections, hand out permits and generally deal with this kind of thing. The BSA later created Alcatraz II, a high-tech prison designed to hold the most dangerous of supers.

There are some who do not have PLE permits and are considered illegal vigilantes and possibly even criminals. If any of them are ever arrested, they are to be identified immediately and handed over to the BSA.

All supers are allowed legal council, which is where lawfirms specialized in supers come in. They aren't many, which is why they make so much money out of it. There's hardly any competition. Two such firms are Constance & Constantine in Metro City and Prime & Xerlos in Super Town.

Popular Culture
In America's popular culture, there is one name that is frequently seen in comic books, television, magazines, music industry, films, news, on beverages and on signs all over the country. Captain Amazing. Donald Davis, aka Captain Amazing, became multimillionaire after his first few sponsors, such as Coca-Cola Company, DC Comics and Ford. Shortly later he got his own talk-show, has acted in several hit movies, has his own comic-book series, had his biography written (due for filming in 2009, Christian Bale is supposed to play the main role) and more. He is a public figure, loved and adored.

There are many comic book series in the world, and they've become a widely read material. Some of them are about real supers and describe their heroic feats (sometimes inaccurately). Some are about fictional heroes (or vigilantes). It is hard for some to tell the difference. A recently popular theme in comic books are the heroic norms; norms who fight superpowered villains or other uneven odds.

TV shows also feature supers from time to time. One popular show is "Live with Captain Amazing", a talk-show with the most public face of heroism, where Captain Amazing talks to other supers or famous faces. Another TV show is "Lives of the Heroes", a reality show that follows a week or month in the life of a superhero or a heroic group. Films have been made about real-life superheroes, some supers go into the music business, and some become artists (many of them can mold a specific material easily or spray paint through their eyes).

Fashion is something that has proven to be faulty when norms try to imitade supers. A (thankfully) short period saw norms dressed in leather and spandex clothing. Some wore capes and masks. Many of them wore bright colors. Some wore plastic strapped together to resemble armor. Some wore actual armor. This lasted only for a short time, but during that time it became difficult to recognize a common norm from supers.

Religion
Religion is one of the things that became wildly influenced by the rise of the supers. Among other things, Superism was adopted into Christianity. In Superism, Jesus is believed to have been a super and Lord God is supposed to be the most powerful super in the multiverse, supposedly achieving omnipotence.

Cults have also been formed around individual supers and sometimes they are formed around all supers as a whole. Individual supers are often believed to be saviors and protectors, sometimes even chosen ones. The Supreme Religion, however, believes that supers are exalted and will judge the human kind either to divinity or damnation. Superism has adopted some ideas of the Supreme Religion, believing the supers to be heralds of the omnipotent Lord God.

Some supers are bothered by this religious attention. Some enjoy it, and rare few use it for their own gains. With an army of fanatical norms, some villains have attempted to get rid of their rivals and nemesis. Some have succeeded, others have failed. A small cult devoted to Ultima Thule still exists somewhere in Germany, despite Ultima's death in 1944. Although few in this day, the Ultima Thule Cult have made their existance known on several occasions.

Posted on 2008-12-11 at 21:24:25.
Edited on 2008-12-11 at 22:37:20 by Skari-dono

Topic: The Supreme Series Q&A
Subject: History


During the early 1930s, something happened. At the time, no one knew what that something was but its effects were obvious from accross the globe. People started showing increadable powers. Inhuman strength, manipulation of the elements, lightning speed, breathtaking intelligence. These were only few minor samples of the accomplishments that followed what now is simply known as "the Event". In the late 1930s, the government began building the town called Super. In 1938, the heroes known as Paragon (now referred to as "the first Paragon"), Patriot, Aero-Man, Madam Mystic, Momentum, Flaming Woman and Captain Freedom formed the first Righteous Guards in Metro City. In 1944, Paragon, Aero-Man and Flaming Woman were killed by the most powerful super in the service of the Axis, Ultima Thule, who also perished in the most epic battle of the era.

During the height of the "Red Scare" many supers were accused of being communists. At the time, the Supers Relocation Project was put into motion. Many supers put down their masks and were relocated to Super Town. Those who could hid among the norms everywhere in the states. Basic needs were met in Super Town and the era saw rise to Prime High.
During the 1960s and '70s, the Event became much clearer to the residents of the world. The so called Event was a rift between worlds. Some supers managed to travel through those rifts, but even fewer returned from those trips. The first super to make a trip through a rift and return was Captain Freedom. Captain Freedom later retired, took up his old name of Charles Banks and settled down in Super Town Retirement Home for the Elderly. The 1960s also saw the coming of extraterrestrials and visitors from other worlds. It was known as the Years of Exploration to many supers.

During the 1970s and into the '80s, social issues became more apparent among supers. Dark skinned superheroes and female superheroines started to pop up more frequently. Prime High's superhero program was launched in secret and heroes from all over the world joined forces together to form the Hero's Codes. These years also saw the rise of.. less renown "heroes", such as Disco-Man and Captain Coke (not the soda). The era saw the recruitment of the first african-american super into the Righteous Guards, the Dark Knight.

During the later half of 1980s and into the '90s, a dark shadow was cast over the Hero's Codes. The so called heroics of the heroes became more and more questionable, and villains were harder to identify because they weren't always evil. Who was heroic and who was villainous? These questions turned the heroic society into spiralling chaos that sundered many groups of heroes, such as the Freedom Force. The questionable acts of the supers also forced some great heroes to be arrested, some wrongfully and some rightfully, such as Metro-Man, the greates hero in the recent history of Metro City. These years also saw heroic norms in greater numbers. Guns and martial arts replaced super powers, and anyone with an outfit called himself a hero. These were the dark years of heroism.

During the mid to late 1990s, the dark years of heroism came to an official end. Some heroic groups came back together, some never settled their differences, and some new groups made their way to the headlines. The Hero's Code was honored once again. In late 1990s, scientists made greater discovery about the Event and theories were made about a force that divided the Multiverse, which was dubbed the Fold.
Since the Event, there have been multiple instances of... individuals coming through the rifts that appear in the Fold and entering our world. These individuals have made home of this unknown world they have stumbled upon. Seeing as how these rifts are irratic, making one's way back is nearly impossible.

Posted on 2008-12-11 at 21:23:53.

Topic: The Supreme Series Q&A
Subject: Location


Welcome to the township of Super, a town built in the late 1930s to house the supers that were popping up all over the states (and in fact the world). Although it was originally meant to house only the extraordinary, in time the norms have made up to 20% of the town's populace.

Everyone has the right of education, and that is what the children of the supers can get at Prime High. This public school is open to anyone, with or without powers, and has special programs for special kids with special needs. Less known fact is Prime High's secret hero program, but selected students who have shown great skills are signed up for it and trained to be the future super heroes of the world.

Welcome to Metro City, the greatest city in the whole world by some accounts, home to the greatest heroes and the most infamous villains. Metro City is home to the Rightous Guard, a group of heroes who banded together to guard over Metro City. Also home to several superheroes who work solo within the city limits, such as Magni Thorson, Miss Starshot, the Black Falcon, and Captain Amazing.

Where there are heroes, there are villains, and Metro City has its fair share of villains, both working as a group and solo. Some of the most dangerous ones include Professor Sinister, Dark Mercury, Ghost, Modi Thorson, Wraith, Sorceress, and the list goes on.

Posted on 2008-12-11 at 21:23:30.
Edited on 2008-12-11 at 22:38:55 by Skari-dono

Topic: The Supreme Series Q&A
Subject: The Supreme Series Q&A


The Supreme Series is what I think I'll be calling this campaign. The first adventure will be called "Supreme Beginning" or something like that.

This is the Q&A thread. If you are interested in joining us, post in the recruiting thread. This thread is for questions regarding the game, not for declaring interest in joining.

You all work for an organization. The organization has not yet mentioned if it is called anything but it has stated that its goal is to protect the world from anything that might endanger it.

You have been given the name Delta Six, or D-VI for easier refrence. You have been given a home in the Grey Building in Metro City. You have been given equipment and tools, some of which you didn't even know existed. You have been given a purpose.

You were all contacted by one mean or another, most of the time it was unexpected. A man came to you in a diner and called you by your first name. A payphone was ringing by a gas-station in the desert and you somehow knew you were supposed to answer it. A letter was waiting for you in the living room when you got out from a shower, but it wasn't there before. How is not relevant, but they always get to you. They offer you to meet someone about a job. Whoever it is that you meet, they always offer the same thing; a job, a purpose. For whatever the reasons, you accept their offer.

You are given a key and directions. Following these directions, you find your new home.

That's the idea, anyway. So far, they haven't given you any missions and you have been there no longer than a week. The Grey Building is a skyscraper and you have been given the top 5 floors. The base is equipped with all sorts of stuff, including secret doors into the more secretive parts of your base. Your only contact to the organization that hired you is the person who contacted you, Angela Ross. Everyday, she comes up to the base to check up on you. She rarely stays long.

What do you think?
D-VI Base of Operations: Toughness 10, Large Size, Features: Communications, Computer, Concealed, Gym, Infirmary, Living Space, Security System, and Workshop.

Posted on 2008-12-11 at 21:22:50.
Edited on 2008-12-11 at 22:49:39 by Skari-dono

Topic: Mutants & Masterminds 2nd Ed.
Subject: heh


Oh, sure, landing on your feet is great but hundred feet are still going to break them.

As for Nimu's questions:

Metro City is in.... I don't really care. I guess you care, or else you wouldn't be asking. I was thinking general when I made the city, so it really could be anywhere. I think we should stick to the States though. So, Metro City is somewhere in America.

Morality has a shade of gray. This is exactly what became a problem in the "Dark Years of Heroism" during the 1980s into the mid '90s, some heroes behaved like villains while some villains behaved like heroes. The easiest way is simply not try to identify who is good and who is evil, and just stop those who commit crime. Evil is in the eye of the beholder, so who do you think is evil?

I have no idea how you met up. If you work for an organization, that's a good enough reason; you were hired. You may share an idea of how the world should be or have a common foe that needs to be dealt with. This is something I want you to decide instead of having me force it on you.

Who's Sen McCarthy? For now, the government is on standby. They came up with the idea for PLE permits for supers so that they could keep an eye on most heroes and so that those heroes could keep an eye on the rest of the supers. The government is between benign and malignant, some believe they are evil and others have great faith in them. Pretty much how it is.
If there is some sort of shadow government pulling the strings of the world, you certainly wouldn't know about it.

And Grugg, I still haven't got your character, and Dragonblood failed to send his too. The Q&A thread may be up later today though, if I find the time between writing an essay and prepairing for a practical exam in performance arts. Which I probably will.

EDIT: I would suggest that you work for an organization. It answers a lot of questions and the plot-hooks are very interesting in my thought

Posted on 2008-12-11 at 11:52:34.
Edited on 2008-12-11 at 12:04:01 by Skari-dono

Topic: Mutants & Masterminds 2nd Ed.
Subject: Well


You are not recruited by any bigger organization unless you prefer having the game that way. As vigilantes, that's unlikely. With a permit to be private law enforcement, that's more likely.

If you are recruited by a bigger organization, that would answer a lot of questions. Like how you got together, why you do what you do and where you got all the high-tech junk that I haven't yet decided if you should have or not (I didn't see you ask nicely, Dragonblood )

If you don't have a PLE permit, that organization is very likely off the books. If so, there is hardly anyone that knows anything about it or have even heard a hint of a rumor about it. It could be a great plot, I'll tell you that much. How much do you really know about the guys you work for?

If you do have a PLE permit, the organization is more official. Probably the goverment, possibly not.

I'm going to leave the decision-making up to you guys. I'm still working on the first adventure (assuming there'll be later ones) so it will be easy for me to make major changes.

Posted on 2008-12-11 at 00:04:33.

Topic: Mutants & Masterminds 2nd Ed.
Subject: So...


As soon as I have all the involving characters, I will start a Q&A thread and the gaming thread shortly after that.

So if I got this right, your group won't have a permit for being vigilantes, your HQ will be concealed but has a sunroof, you will be able to live there full-time and you want a creative enviroment? No real problem there, specially not if someone add equipment points to this *wink* *wink*

This might be a tough one to pull, unless the HQ is also difficult to reach (which allows it to be hidden in the sky, in another dimension, underground even) because I doubt it is easy to have a hidden base and want to sunbathe as well. But making it hard to reach also makes it hard to get away from. There aren't many to can get out of a base hidden in the sky without being able to fly. You could jump, but it wouldn't be pretty.

Of course, if you ask nicely, I might be nice enough to give you an awesome base with all the stuff you'll need

Posted on 2008-12-10 at 23:33:21.

Topic: The Official Red Dragon Inn Name Generator thread
Subject: yay


Wunderschön! Brilliant! Marvelous!

Not sure about the German word's spelling. I wasn't really good at German and I haven't used it much lately.

But that the Name Generators bring in more traffic is very cool

Posted on 2008-12-10 at 15:34:26.

Topic: Failure to thrive
Subject: Wonderful news


Wonderful news, indeed

Glad to hear (read?) that everything's alright.

Posted on 2008-12-10 at 14:23:51.

Topic: Mutants & Masterminds 2nd Ed.
Subject: Alright, historical facts are GO!


During the early 1930s, something happened. At the time, no one knew what that something was but its effects were obvious from accross the globe. People started showing increadable powers. Inhuman strength, manipulation of the elements, lightning speed, breathtaking intelligence. These were only few minor samples of the accomplishments that followed what now is simply known as "the Event". In the late 1930s, the government began building the town called Super. In 1938, the heroes known as Paragon (now referred to as "the first Paragon"), Patriot, Aero-Man, Madam Mystic, Momentum, Flaming Woman and Captain Freedom formed the first Righteous Guard in Metro City. In 1944, Paragon, Aero-Man and Flaming Woman were killed by the most powerful super in the service of the Axis, Ultima Thule, who also perished in the most epic battle of the era. That battle is often considered an important event to the victory of the Allies in the WWII.

During the height of the "Red Scare" many supers were accused of being communists. At the time, the Supers Relocation Project was put into motion. Many supers put down their masks and were relocated to Super Town. Those who could hid among the norms everywhere in the states. Basic needs were met in Super Town and the era saw rise to Prime High.
During the 1960s and '70s, the Event became much clearer to the residents of the world. The so called Event was a rift between worlds. Some supers managed to travel through those rifts, but even fewer returned from those trips. The first super to make a trip through a rift and return was Captain Freedom. Captain Freedom later retired, took up his old name of Charles Banks and settled down in Super Town Retirement Home for the Elderly. The 1960s also saw the coming of extraterrestrials and visitors from other worlds. It was known as the Years of Exploration to many supers.

During the 1970s and into the '80s, social issues became more apparent among supers. African-American superheroes and female superheroines started to pop up more frequently. Prime High's superhero program was launched in secret and heroes from all over the world joined forces together to form the Hero's Codes. These years also saw the rise of.. less renown "heroes", such as Disco-Man and Captain Coke (not the soda). The era saw the recruitment of the first african-american super into the Righteous Guard, the Dark Knight.

During the later half of 1980s and into the '90s, a dark shadow was cast over the Hero's Codes. The so called heroics of the heroes became more and more questionable, and villains were harder to identify because they weren't always evil. Who was heroic and who was villainous? These questions turned the heroic society into spiralling chaos that sundered many groups of heroes, such as the Freedom Force. The questionable acts of the supers also forced some great heroes to be arrested, some wrongfully and some rightfully, such as Metro-Man, the greates hero in the recent history of Metro City and then a member of the Righteous Guard. These years also saw heroic norms in greater numbers. Guns and martial arts replaced super powers, and anyone with an outfit called himself a hero. These were the dark years of heroism.

During the mid to late 1990s, the dark years of heroism came to an official end. Some heroic groups came back together, some never settled their differences, and some new groups made their way to the headlines. The Hero's Code was honored once again. In late 1990s, scientists made greater discovery about the Event and theories were made about a force that divided the Multiverse, which was dubbed the Fold.
Since the Event, there have been multiple instances of... individuals coming through the rifts that appear in the Fold and entering our world. These individuals have made home of this unknown world they have stumbled upon. Seeing as how these rifts are irratic, making one's way back is nearly impossible.
Current members of the Righeous Guard: Paragon (the third), Velocity (Momentum's grand-daughter), Madam Mystic, Crusader, White Diamond and Rapier.



I guess you didn't need to know anything about the Righteous Guard, but as my creation I thought I might just as well just show off a little bit

The Righteous Guard may, or may not, be presented in a story later on, but I think it's good if you at least have an idea of who Paragon or the other members are.

You should also know, that even if the "Event" took place in the 1930s, that is not to say that there weren't any supers before that time. It only means that supers didn't become a commonly known fact until then. Rather few people know that there were any supers before the Event, and those few who do know usually don't mind the others not knowing.

Posted on 2008-12-10 at 14:11:47.
Edited on 2008-12-10 at 14:17:38 by Skari-dono

Topic: Mutants & Masterminds 2nd Ed.
Subject: Another hmm...


Wondering if you'd like to see the history write-up I did. Two have mentioned interest in history, so it got me thinking. I was thinking about adding a little bit to it, but that could be worked out in a flash.

Posted on 2008-12-10 at 03:13:05.

Topic: Mutants & Masterminds 2nd Ed.
Subject: heh


I'm sorry to say I apparently forgot you were interested

Your character is acceptable from what I can see, and I think she will prove to be very interesting addition to this game

If you don't want the permit, I might suggest that you consider making your HQ hard to find (using the Concealed feature) and/or hard to get to (using the Isolated feature), even at the cost of the HQ's size or other features. Just a thought.

Posted on 2008-12-10 at 02:54:02.

Topic: Mutants & Masterminds 2nd Ed.
Subject: Thought


Wondering if I should start a Q&A thread already or wait until I have the other two character I know are in the making.

The Justice Brigade is actually a good idea I think, but I'm only the GM.

Posted on 2008-12-09 at 22:15:52.

Topic: Mutants & Masterminds 2nd Ed.
Subject: Name ideas


World Defenders
Hero Team
Hero Legue
Super Heroes Inc.

The thing about a name that describes the group is that new recruits and replacements will have a tougher time fitting in. If the team is called Team of Fear-Duplicating Cats it will be hard for a fire-manipulater to feel like fitting in.

As for a leader, that's something you'll have to figure out yourselves.

Posted on 2008-12-09 at 19:56:31.

Topic: Mutants & Masterminds 2nd Ed.
Subject: As far as I know...


Grugg is a German duplicater, Dragonblood strikes fear in others, and Reralae is a cat person who changes appearances every now and then. That's all I've got so far.

Speaking of which; only three players? Jozan has temporarily excused himself, so technically there are 4 players, but there's still room for more if any lurkers find the time and will.

Posted on 2008-12-09 at 19:29:02.
Edited on 2008-12-09 at 19:29:34 by Skari-dono

Topic: Mutants & Masterminds 2nd Ed.
Subject: ...


You still need a name for your group.

Posted on 2008-12-09 at 19:01:52.

Topic: Mutants & Masterminds 2nd Ed.
Subject: Well


How about shrinking it to Large sized, giving it the Living Space feature and say it's the top 5-7 floors of a skyscraper? Not overtly obvious, you can live there full time, and has a beautiful view (or a horrible view if you prefer that).

Posted on 2008-12-09 at 18:10:00.

Topic: Mutants & Masterminds 2nd Ed.
Subject: Yes


This is Earth, or at least one of them. Except for the coming of the supers in the 1930s and some super-related events, this Earth's history is pretty much exactly as you (Players) know it. There were supers in WWII, in Vietnam and most other major events. I have some added historical facts for this game, but none of them change the history of Earth as we know it.

Posted on 2008-12-09 at 16:55:48.

Topic: Mutants & Masterminds 2nd Ed.
Subject: hmm


I've been thinking about the legal issues of supers in the world, but I'm thinking about something like a vigilante permits which basically would make you an independent law enforcement group. Kinda like private security.

Lets take the Righteous Guardians as an example. They have this permit, which allows them to interfere with police work, arrest suspects and investigate crime scenes. They are also allowed to keep criminals in their own holding cells UNTIL they can be transported to an actual prison, like Alcatraz II. This permit does NOT allow them to execute prisoners or murder suspects. This permit covers the group as a whole, not individuals, so if a new member joins he gets the same benefits. If a single member breaks the law, though, the whole group could be blamed and lose the permit.

Solo heroes get this permit more rarely than groups. One solo hero who has this permit is Captain Amazing, a very public figure.

The permit insists that the heroes allow a monthly visit from a legal inspector to the HQ.

It is your choice whether you have the permit or not, but if you do have it you can't have the Concealed feature for your HQ. If you don't have the permit, you can assume there will be some legal troubles for the group (if the law can find you).

Posted on 2008-12-09 at 15:30:31.

 


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