Proposal : To The Abandoned Warehouse!
[ Changing Henchgoons into generic emergencies and disasters, and allowing any Villain to initiate them... ]
Rename Rule 15 to "Emergencies", and reword it to:-
[ Edited to retain the power-gaining thing, at Joranj's persuasion. ]
Enacted by Kevan, 26th Feb - timed out 7 votes to 6. +12 to Kevan.
Rename Rule 15 to "Emergencies", and reword it to:-
Any Villain may use a weblog posting to declare an Emergency, if no Emergencies have happened in the last three days - the post should contain a brief description of the Emergency; its location, its apparent cause, the risk to the general public, and so forth. Each Emergency should also have a Danger Value, of the Villain's choice; a number between one and twenty. The Heroes then have 24 hours to save the day!
Any Hero may attempt to avert the Emergency by describing their efforts in comments - such efforts are considered to take place at the time of posting, so any invoked Super-Powers that require a cost must be paid for at that time. Heroes may choose to work alone, or to add their efforts to those of previous attempts (Heroes receiving unwanted assistance may attempt to disown it in further comments).
After 24 hours, the Super Villain must choose one or more of the Heroes who responded within the time limit as being directly responsible for averting the Emergency (based on the creativity and plausibility of their solution). The chosen Hero or Heroes each gain Power equal to the Danger Level of the Emergency.
Within 24 hours of successfully resolving an Emergency, a Hero may see if they've developed any new Powers by making a GNDT comment of "Power-Up:DICE" - if they roll a six, the Super Villain must create a new Super-Power somehow related to the Emergency and give that Super-Power to the Hero. If they roll a one, they are wracked with exhaustion and lose the Power they gained from averting the Emergency.
If no Hero responds to an Emergency within 24 hours, then the Emergency runs its course - the Villain who initiated it gains Power equal to its Danger Level. In addition, all Good Heroes lose Power equal to its Danger Level.
[ Edited to retain the power-gaining thing, at Joranj's persuasion. ]
Enacted by Kevan, 26th Feb - timed out 7 votes to 6. +12 to Kevan.
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