Difference between revisions of "Prject VIGILANCE MnM.PbP"

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'''Name – Project VIGILANCE'''
 
  
[[World of Project VIGILANCE Factbook]]
 
 
 
== Headline text ==
 
 
'''What''' – M&M 2nd ed. Superheroes game, based somewhat on my old ''Villains and Vigilantes'' game setting. I would use some/many of the Villains and Vigilantes villains and heroes (like the Crusaders, and the Crushers, the Protectors, the Centurions, FORCE, V.I.L.E., the Destroyers, Doctor Apocalypse, etc) along with a lot of original ones.   
 
'''Style''' – Modern Day Supers setting, with a mix of ‘campy’ heroes and villains but a bit more lethal/realistic(?). Powers and all Weapons that do not specially say that they do ‘Bruise’ damage now default to Lethal damage and any Strength/Unarmed Attacks do Bruised damage only up to Human levels (Strength 25 or lower) or if you total Strength Bonus plus Super-Strength levels are +7 or lower. It requires a Power Stunt too allow a power, weapon and/or super-strength to be either Bruise or Lethal (then the player can choice each time the power is used what type of damage they with to deal).
 
'''Power Level''' – PL 8, Power Points: 120 (Trade-Offs maximum +4/-4). Should have at least 2 Complications listed also. Try to limit the number of Drawbacks though (not really going to set a limit, just try not to take too many without a good reason). 
 
'''Setting Info''' – the year is now, the history is very similar to our own, with superheroes making their public appearance during WWI and WWII, fading out during the 50’s and 60’s and returning in a big way in the late 60’s and early 70’s. There is a great deal of ‘super-technology’ out there but it is too expensive to really trickle down to the ‘masses’ and does not affect their everyday lives to much. There are exceptions of course - most notably the Seattle Space Needle Elevator, etc. 
 
 
Some setting notes…
 
'''The ‘Vigilance’ Act of 1971''' – passed under the Nixon Administration, this Act was in response to increased Metahuman activities across the U.S., both costumed vigilantes and villains. The act created two federal agencies; the ''Federal Office of Metahuman Control'' (FOMC) and the ''Federal Investigations and Security Headquarters'' (FISH), who were tasked with creating a coordinated response from so-called ‘masked heroes’. FISH would sponsor teams of superheroes in major cities around the country. In agreeing to responding U.S. government requests for aid (if available and capable), FISH would provide these semi-independent teams with money for a base of operation and equipment (basically the ‘team’ will get so many Equipment Points for free that could be spend on a Headquarters, Vehicles, and minor equipment like communicators, night goggles, etc). FISH would also then provide these team legal representation and insures to cover any expenses they might incur while acting on the governments behalf. Team members are allowed to maintain a secret identity, only need to file their ‘supers’ name with the government. Those metahumans who do not register with the government in this way are subject to fines, incarceration, revelations of their true identities if apprehended and are denied access to government faculties and resources in all cases. 
 
 
'''FOMC''' – Federal Office of Metahuman Control is based out of Washington DC and coordinates metahuman laws and legal issues. They present detailed reports every quarter to a Senate Subcommittee on Metahuman Activity over the last quarter, budget issues for themselves and FISH, and response and research any laws or bills dealing with metahumans.
 
 
'''FISH''' – Federal Investigations and Security Headquarters is the elite federal agency that deals mostly with the metahuman community most directly. Their operate off of one of three Super-Flying Carriers code-named ''Hammerheads'' (think of them as Marvel’s SHIELD, and the Flying Fortresses). Headed by General Marcus Hammer, the agency projects stability to the general population of the U.S. in controlling (or at least containing) the metahuman population (and they also run the various federal metahuman prisons in the U.S.). They also have offices in Washington DC and every city where there is a Project VIGINANCE sponsored team. They can provide access to federal databases and files on known meta-villains, along with agent support in cases of emergency.
 

Latest revision as of 12:59, 16 October 2008