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Doomed Prophet

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Everything posted by Doomed Prophet

  1. Re: A Game Of Questions Would you prefer s/he was Polish?
  2. Re: Super Team Hyper-Retired-Reserve-Force Assemble! Okay... Then pending SSgt Baloo's approval, you can be a Super Team Hyper-Retired-Reserve-Force Reserve Member... Say that five times fast...
  3. Re: NGD Scenes from a Hat Wow... Catman's costume? Only 50 cents? I'm sold!
  4. Re: Super Team Hyper-Retired-Reserve-Force Assemble! I'd say JmOz fits the requirements (with that whole Individual Ready Reserve thing)... Teflon Billy, you're an active member pending retirement... If that makes sense...
  5. Re: Super Team Hyper-Retired-Reserve-Force Assemble! Wow... Are we the only retirees Baloo? Guess it's us against the forces of evil... But we can take 'em... Super Team Hyper-Retired-Reserve-Force HO! Now to figure out the Disadvantage for the VA and it's vile minions....
  6. Re: What is your favourite Superhero adventure/storyline? Marvel: Most of the early Alpha Flight... I loved the fact that they were a team of individuals that needed each other, not a team of individuals that don't need each other... Strikeforce Mortui (sp?)... The idea of "heroes for a year/save the Earth" just struck me as the ultimate form of heroism... People who, for whatever reason, decided to sign up for a terminal project that would help them save the rest of humanity. DC: Identity Crisis... It was sad to have many DC heroes suddenly humanized, but the humanity (in the, HA HA no spoiler here!) of the characters actually made me enjoy it. Watchmen: It's dark but it did present meta/super humanity in a realistic aspect in my opinion... Independents: Rising Stars... Yet another example of "human" super humanity... I like the idea of metahumans (what I call them in my games) being people first, heroes/villains second... In fact the players have met many a meta who does not put on tights and fight crimes... Most of my players also have in-depth histories (two who play husband and wife in game are also married in real life, and it's funny the "married banter" that goes on between them...) and I encourage role-playing over roll-playing... (Sorry for the bit of a tanget...)
  7. Re: Approved by the Comics Code Authority Okay… It took a bit of time, but here I go… Format is: Name (Faction/Violates #): Description of violations… Phantom Photon (Heroine/10): As a magic wielding blaster PP has on many occasions fought against many of the prohibited enemies. So she would have to face more mundane enemies, or other magic wielders, no more werepuppies L Polarity Shift (Heroine/12 and 13): PS is a living gravity field that has come to Earth. She has next to no concept of “socially acceptable” and barely understands humanity. When she was first encountered by the players she was nekkid (12) and she spent much of the encounter being taught what clothing was. I don’t think she would last as a prude, it’s part of her “charm” and all the Presence attacks against thugs/minions is part of her combat tactics. Res-Cue (Heroine/broke 12 in her first appearance): Kind of a moot point seeing as Res-Cue was never built… Otherwise she would fit into a silver age game/comic flawlessly as a healing heroine… Purge (Villain/all except: 6): Purge is a villain who’s getting a second chance (call it time wedgie’s revenge…) A silver age comic writer who wrote a story about Purge would probably be fired… Now for the gruesome details… After players read the short comic about Purge (post his accidental death at the hands of one of the heroes) they actually felt sorry for his psychotic self (CCA #1). Purge was a famous rock star who used his national tour to hunt down other metahumans (CCA #3). He killed three heroes then was killed by a hero (CCA #4). His draining of metahuman lifeforce is definitely a violation of CCA #5, 7, 10, 11, and 12-18 (one of the heroes was a heroine that he seduced, you can guess the rest.) Danger Man (Hero/none): Danger Man is a pure silver age hero, even if he’s officially the DNPC of Galaxy Shield… Galaxy Shield (Heroine/13): She’s struck a few poses that could be called “suggestive” but other than that, she’s another silver age heroine… Crimes shall never be presented in such a way as to create sympathy for the criminal, to promote distrust of the forces of law and justice, or to inspire others with a desire to imitate criminals. If crime is depicted it shall be as a sordid and unpleasant activity. Criminals shall not be presented so as to be rendered glamorous or to occupy a position which creates a desire for emulation. In every instance good shall triumph over evil and the criminal punished for his misdeeds. Scenes of excessive violence shall be prohibited. Scenes of brutal torture, excessive and unnecessary knife and gunplay, physical agony, gory and gruesome crime shall be eliminated. No comic magazine shall use the word horror or terror in its title. All scenes of horror, excessive bloodshed, gory or gruesome crimes, depravity, lust, sadism, masochism shall not be permitted. All lurid, unsavory, gruesome illustrations shall be eliminated. Inclusion of stories dealing with evil shall be used or shall be published only where the intent is to illustrate a moral issue and in no case shall evil be presented alluringly, nor so as to injure the sensibilities of the reader. Scenes dealing with, or instruments associated with walking dead, torture, vampires and vampirism, ghouls, cannibalism, and werewolfism are prohibited. Profanity, obscenity, smut, vulgarity, or words or symbols which have acquired undesirable meanings are forbidden. Nudity in any form is prohibited, as is indecent or undue exposure. Suggestive and salacious illustration or suggestive posture is unacceptable. Females shall be drawn realistically without exaggeration of any physical qualities. Illicit sex relations are neither to be hinted at nor portrayed. Violent love scenes as well as sexual abnormalities are unacceptable. Seduction and rape shall never be shown or suggested. Sex perversion or any inference to same is strictly forbidden. Nudity with meretricious purpose and salacious postures shall not be permitted in the advertising of any product; clothed figures shall never be presented in such a way as to be offensive or contrary to good taste or morals. On a side note... I've noticed that when I was in the military most of my players played "silver age" characters (maybe one in 30 characters was a Wolverine or Punisher)... It seems like my players now (that I've left the service) are more prone to play "Kill the villain" type characters, with the exception of people I used to play with prior to joining... Maybe it's repressed anger or (and I don't mean to anger/offend anyone, if I do I appologize now "Sorry") lack of experience with violence and it's real effects, but it's just odd that seems to happen that way (military personnel= thinkers, civvies = killers)... Or it could just be the age difference...
  8. Re: Nuclear Shade (Feng Shui creature) Nice job Susano, I'm really impressed by your work... Hopefully, one day, I'll be as creative...
  9. Re: Are YOU a superhero? Ummm... If you get below a -100 does that make you a villain? Just asking... Honest... My score wasn't -120ish... Honest... Now where did I put my death ra... WHAT DO YOU MEAN THE VOICE TO TEXT TRANSLATOR IS STILL ON?!?!?!? Stupid minions...
  10. Re: Quote of the Week from my gaming group... Yes... Please... Move along, nothing to see here... The yellow zone is for the loading and unloading of supervillains only... Mr. Kent please pick up the white courtesy phone... Mr. Kent please pick up the white courtesy phone...
  11. Re: Keeping track of END, STUN and BOD. You could get colored chips/beads of different sizes... I usually use the full sized poker chips for 10s, then smaller (about 3/4 inch markers I found at a gaming store) for the 1s... END is green, STUN is yellow and BOD is red... For villains I just run an Excel WS on my laptop (whatever did I do before computers? Oh, yeah, dry erase boards...)
  12. Re: A pair of power sets into 5th ed Champions from City of Heroes? Here's my take on the Spines powerset: Cost POWERS 2 Drain REC 1d6 (10 Active Points); Linked (Throw Spines; -1/2), Linked (Barb Swipe; -1/2), Linked (Ripper; -1/2), Linked (Lunge; -1/2), Linked (Spine Burst; -1/2), Linked (Quills; -1/2) - END=1 2 Drain SPD 1d6 (10 Active Points); Linked (Throw Spines; -1/2), Linked (Ripper; -1/2), Linked (Lunge; -1/2), Linked (Barb Swipe; -1/2), Linked (Quills; -1/2), Linked (Spine Burst; -1/2) - END=1 70 Spines: Multipower, 70-point reserve, all slots Personal Immunity (+1/4), Armor Piercing (+1/2) (122 Active Points); all slots Only In Heroic Identity (-1/4), No Knockback (-1/4), Visible (Spines/Quills sprout from body.; -1/4) - END= 2u 1) Ripper: Hand-To-Hand Attack +6d6, Area Of Effect Nonselective (7" Cone; +3/4) (52 Active Points); Hand-To-Hand Attack (-1/2), Visible (Spines; -1/4), Only In Heroic Identity (-1/4), No Knockback (-1/4) - END=5 4u 2) Quills: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Range Based On STR (+1/4), Area Of Effect Nonselective (5" Radius; +3/4), Damage Shield (Offensive; +3/4), Continuous (+1) (64 Active Points); Only In Heroic Identity (-1/4), No Knockback (-1/4), Visible (Spines/Quills sprout from body.; -1/4) - END=3 2u 3) Spine Burst: Killing Attack - Hand-To-Hand 2d6, Area Of Effect Nonselective (3" Radius; +3/4) (52 Active Points); No STR Bonus (-1/2), Visible (Ohhh... Spikey!; -1/4), Only In Heroic Identity (-1/4), No Knockback (-1/4) - END=5 3u 4) Impale: Killing Attack - Ranged 4d6 (60 Active Points); Visible (Spikes and spines on hands; -1/4), Range Based On Strength (-1/4), Only In Heroic Identity (-1/4), No Knockback (-1/4) - END=6 3u 5) Barb Swipe: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2), Visible (Spines sprout from hands; -1/4), Only In Heroic Identity (-1/4), No Knockback (-1/4) - END=6 3u 6) Lunge: Killing Attack - Hand-To-Hand 4d6 (4d6+1 w/STR) (60 Active Points); Visible (Spines appear on hands.; -1/4), Only In Heroic Identity (-1/4), No Knockback (-1/4) - END=6 3u 7) Throw Spines: Killing Attack - Ranged 2d6, Area Of Effect (7" Cone; +1) (60 Active Points); Only In Heroic Identity (-1/4), No Knockback (-1/4), Visible (Spines/Quills sprout from body.; -1/4) - END=6 POWERS Cost: 94
  13. Re: A pair of power sets into 5th ed Champions from City of Heroes? Couple of questions for you... 1) How many points is the game? 2) How many points do you want to spend on powers? Long time CoHer myself (had to stop when it got boring though)...
  14. Re: Super Team Hyper-Retired-Reserve-Force Assemble! Anytime, ask and ye shall receive... Thought it would be interesting to create a brick power armor (don't know why it wouldn't let me make Growth into "Always On" though...) with a bit of Tail Spin thrown in for comedic effect... Glad you enjoy it
  15. Re: Approved by the Comics Code Authority Just to make life easier, here's the Wikipedia version of the code: Crimes shall never be presented in such a way as to create sympathy for the criminal, to promote distrust of the forces of law and justice, or to inspire others with a desire to imitate criminals. If crime is depicted it shall be as a sordid and unpleasant activity. Criminals shall not be presented so as to be rendered glamorous or to occupy a position which creates a desire for emulation. In every instance good shall triumph over evil and the criminal punished for his misdeeds. Scenes of excessive violence shall be prohibited. Scenes of brutal torture, excessive and unnecessary knife and gunplay, physical agony, gory and gruesome crime shall be eliminated. No comic magazine shall use the word horror or terror in its title. All scenes of horror, excessive bloodshed, gory or gruesome crimes, depravity, lust, sadism, masochism shall not be permitted. All lurid, unsavory, gruesome illustrations shall be eliminated. Inclusion of stories dealing with evil shall be used or shall be published only where the intent is to illustrate a moral issue and in no case shall evil be presented alluringly, nor so as to injure the sensibilities of the reader. Scenes dealing with, or instruments associated with walking dead, torture, vampires and vampirism, ghouls, cannibalism, and werewolfism are prohibited. Profanity, obscenity, smut, vulgarity, or words or symbols which have acquired undesirable meanings are forbidden. Nudity in any form is prohibited, as is indecent or undue exposure. Suggestive and salacious illustration or suggestive posture is unacceptable. Females shall be drawn realistically without exaggeration of any physical qualities. Illicit sex relations are neither to be hinted at nor portrayed. Violent love scenes as well as sexual abnormalities are unacceptable. Seduction and rape shall never be shown or suggested. Sex perversion or any inference to same is strictly forbidden. Nudity with meretricious purpose and salacious postures shall not be permitted in the advertising of any product; clothed figures shall never be presented in such a way as to be offensive or contrary to good taste or morals. Now I need to sit down and see which ones my characters comply with/violate...
  16. Re: Silk Deveroux (Feng Shui) Ahhh... Okay, I thought it was a distinctive style of clothing...
  17. Re: Silk Deveroux (Feng Shui) Nice write up... I only have one question: What's her DF: Style?
  18. Re: Super Team Hyper-Retired-Reserve-Force Assemble! SSgt Baloo after being given (okay talked into testing) the USAF's new Armored Skeleton, Experimental (ASX-05): SSgt Baloo - SSgt Baloo VAL CHA Cost Total Roll Notes 14 STR 4 14/49 12-/19- HTH Damage 2 1/2d6/9 1/2d6 END [1/2] 14 DEX 12 14 12 OCV 5 DCV 5 17 CON 14 17 12- 15 BODY 10 15/18 12-/13- 17 INT 7 17 12- PER Roll 12- 17 EGO 14 17 12- ECV: 6 16 PRE 6 16 12- PRE Attack: 3d6 10 COM 0 10 11- 3 PD 0 3/7 3/7 PD (0 rPD) 3 ED 0 3/26 3/26 ED (0/23 rED) 2 SPD 0 2 Phases: 6, 12 6 REC 0 6/16 34 END 0 34 31 STUN 0 31/44 6 RUN 0 6 END [1] 2 SWIM 0 2 END [1] 3 LEAP 0 2 1/2"/34 ½ 2 1/2"/34 1/2" forward, 1"/17" upward CHA Cost: 67 Cost POWERS 45 ASX-05 (Air Force Armored Skeleton, Experimental): Multipower, 90-point reserve, (90 Active Points); all slots OIF Expendable (Difficult to obtain new Focus; -3/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END= 3u 1) Titanium Exoskelton: Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 3u 2) Time for a Recharge: Absorption 6d6 (energy, Endurance Reserve), Absorption As A Defense (x2) (60 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Limited Phenomena (All electrical attacks; -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 1u 3) Why did they have to make this thing so BIG?: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +1/2) (22 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 2u 4) Big guns, big fun: Double .50: Energy Blast 6d6, 32 Charges (+1/4), Armor Piercing (+1/2), Autofire (10 shots; +1) (82 Active Points); Activation Roll 14-, Jammed (-1), OIF Expendable (Difficult to obtain new Focus; -3/4), Gestures (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=[32] 3u 5) Shoulder Mounted Laser: Energy Blast 12d6, Armor Piercing (+1/2) (90 Active Points); OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Beam (-1/4), No Knockback (-1/4), Limited Range (-1/4), Real Weapon (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=9 2u 6) Shoulder Mounted Missile Pack: Killing Attack - Ranged 3d6, Explosion (+1/2), Nonselective Target (-1/4), Double Knockback (+3/4) (90 Active Points); Independent (-2), 4 Charges which Recover every 1 Week (-1 1/2), OIF Expendable (Difficult to obtain new Focus; -3/4), Can Be Missile Deflected (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=[4] 3u 7) Energy Blast 12d6, Explosion (+1/2), Nonselective Target (-1/4), Hole In The Middle (+1/4) (90 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Cannot Use Targeting (-1/2), No Range (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=9 1u 8) Invisibility to Sight Group (20 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Chameleon (-1/2), Increased Endurance Cost (x2 END; -1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=4 1u 9) Armor (0 PD/23 ED) (35 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Always On (-1/2), Real Armor (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 1u 10) Leaping +25" (2 1/2"/34 1/2" forward, 1"/17" upward) (x4 Noncombat) (30 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Double Endurance Cost (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=3 2u 11) Hand-To-Hand Attack +6d6, Personal Immunity (+1/4), Explosion (+1/2), Nonselective Target (-1/4), Penetrating (+1/2), Double Knockback (+3/4) (82 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Extra Segment, Only to Activate, -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=16 7 Endurance Reserve (60 END, 1 REC) (7 Active Points) - END=0 15 +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END= 6 +6 REC (12 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END= 15 ASX-05 Helmet: Life Support (Extended Breathing: 1 END per Turn; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (30 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 14 ASX-05 Visor: High Range Radio Perception (Radio Group), Discriminatory, Targeting, Telescopic: +1 (28 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 4 ASX-05 Visor: Infrared Perception (Sight Group), Increased Arc Of Perception (240 Degrees), Telescopic: +1 (8 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 3 ASX-05 Visor: Nightvision, Telescopic: +1 (6 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 5 SINCGARS-4 System: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 10 TACRADX-01 (Tactical Radar, Experimental): Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 POWERS Cost: 146 Cost MARTIAL ARTS 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 6 1/2d6 / 13 1/2d6 Strike 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 / 11 1/2d6 Strike 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 24 STR / 59 STR for holding on 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 29 STR / 64 STR vs. Grabs 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 / 9 1/2d6 +v/5, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort MARTIAL ARTS Cost: 23 Cost SKILLS 10 +2 with Ranged Combat 15 +3 with HTH Combat 3 Persuasion 12- 3 Interrogation 12- 5 Accurate Sprayfire 3 Armorsmith 12- 4 Computer Programming (Personal Computers, Military Computers) 12- 3 Deduction 12- 3 Electronics 12- 3 KS: Military Organization 12- 3 KS: The Superhuman World 12- 3 KS: UCMJ 12- 0 Language: English (completely fluent) (3 Active Points) 3 Mechanics 12- 2 Navigation (Land) 12- 3 PS: Soldiering 12- 5 Skipover Sprayfire 3 Streetwise 12- 3 Tactics 12- 3 Teamwork 12- 2 WF: Small Arms, Unarmed Combat SKILLS Cost: 82 Cost PERKS 12 Contact: Department of Homeland Security (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 11- 2 Registered Superhero 1 Able To Testify In Court In Hero ID 3 Computer Link 10 Fringe Benefit: DHS Special Agent Equivalent, Federal/National Police Powers, Passport (In Hero ID), Security Clearance 1 Salary: $100,000 per year PERKS Cost: 29 Cost TALENTS 3 Bump Of Direction TALENTS Cost: 3 Value DISADVANTAGES 20 Normal Characteristic Maxima 15 Hunted: Department of Homeland Security 8- (Mo Pow, NCI, Secret ID On File, Watching) 5 Dependent NPC: "Kit" 8- (Normal; Useful Noncombat Position or Skills) 0 Hunted: Louie 11- (Less Pow, NCI, Limited Geographical Area, Watching) [Notes: Still owes Louie a "favor or two"... Funny how no matter what he does the number of favors never diminshes...] 10 Psychological Limitation: Attitude About Killing (Prefers Not to Kill) (Common, Moderate) 20 Psychological Limitation: Committed to Justice (Common, Total) 15 Social Limitation: Civilians Just Don't Get it (Very Frequently, Minor) 15 Social Limitation: Secret ID (Frequently, Major) 15 Social Limitation: Subject To Orders (Frequently, Major) DISADVANTAGES Points: 115 Base Pts: 200 Exp Required: 35 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350
  19. Re: Quote of the Week from my gaming group... He'd probably go great with my group's resident cyberpsychotic Irresistable "Idiot-to-his-teammates" Array... Maybe they could both go on a mission to fight evil sunspots?
  20. Re: A DC Animated-style HeroMachine Would be nice to DL it... Even if I'd have to make a spanish cheat sheet...
  21. Re: Space Pirate Amazon Ninja Foxgirl Don't forget the ever amazing: Lieutenant Lost (as in "You can't spell lost without Lt...)
  22. Re: Did the CCA create the Silver Age? Sounds like a chicken/egg:egg/chicken issue... Maybe both of them were spontaneous mutual mutations due to the general sociological conditions of the time...
  23. Re: Super Team Hyper-Retired-Reserve-Force Assemble! Is this what you're looking for? SFC Doomed Prophet 15 Years US Army Medically Retired Dec 2005
  24. Re: Some questions about Stronghold It's all up to the GM. If you're the GM you can say that the Stronghold has a "Technology Dampening Field" that stops non-Stronghold technology from working. If you're not the GM then all you can do is try to get in. Just make sure to have a good exit strategy. In my game, most of the big villains us the "He's incompetent, that's why he got captured" mentality when it comes to minions getting caught. They won't go out of their way to free them, but they will give them a welcome back party if they escape. Low level villains who have team-mates get captured either: Try to free them (if they're not smart enough to realize that their powers will be shut down if my Stronghold goes to "Full Containment" status). or Get some help and try to spring them with a full assault on the Stronghold. (Trying the old "Get them back into court, and spring them en-route" routine doesn't work in my games. Most super villains are tried via teleconfrence from the safety of their cell.) I'd say it's all up to the GM for anything not covered in the source material.
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