Tuesday, June 26, 2012

The World and living in it

 So Display Name over at the villains and vigilantes forum I check out every once in a while asked people a couple of questions about the how each gm's world deals with the societal and legal issues of an earth filled with superheroes. My world is more modern fantasy than superhero, but I took a crack at things.

1) What are powered beings called?  If there had to be a blanket term for all beings above normal human ability it would probably be 'Supernaturals' maybe like 'Supes' for short. Paranormals would also probably fit. While many are heroic, they rarely fit the bill of Superheroes, most people would probably call them vigilantes.

2) Do your paranormals require registration?  What are the general rules you have for paranormals that wish to operate as vigilantes? There's a government institution called ESPER that tries to deal with all things paranormal like magic, extraterrestrials, or super-science. They often recruit various Supernaturals to work for them temporarily or permanent. Though they keep a rough form of registration it's far from accurate and it's very difficult for them to keep track of everything. There are plenty of heroic supernatural vigilantes who operate outside the government (like the players for instance).

3) Do you use jurisdiction with vigilantism?  County, state, federal?  International?  If you *do* use any kind of jurisdiction, what are the general rules for this?  Especially international. Since most vigilantes operate outside the law there is no clear cut rules on jurisdiction. Some might consider cities or regions their turf (similar to a street gang). ESPER probably has international ties, though to be honest I haven't thought much about it. The players have yet to leave America accept to visit other dimensions.

4) How does the general public view paranormals?  Do your players simply stop by McD's when they get hungry?  Or are they viewed as a "menace"? The existence of magic and all supernatural activity is rarely acknowledged by the general public. Even if most ordinary people see a paranormal in action they do their best to ignore it or soon forget. Roughly 20 percent (this is a rough estimate) of Earth's population know and accept magic's general existence, but most of these people are further divided into their own groups like different types of wizards, vampires, were-whatevers, etc. so there's no sense of solidarity and at best these groups become a kind of counter-culture. Each of the players can pass for human and they actually have stopped at a diner for a quick rest.

5) The Marvel universe considers a vigilante uniform to be equal to military dress during formal occasions (Avengers #332).  Just thought I'd throw this out. Most don't have a uniform or costume. I didn't let my players start with one. They have the option to try and find some or make them but they'd rather keep there actions somewhat in the shadows and not attract the attention that a lot of superheros do. There actions aren't always noble and though they can act heroic, overall they're probably morally grey.

6) What percentage of the population are paranormals?  This is getting pretty in depth, here, so I don't really expect much of an answer for this one.
I guess I already answered this one with 20 percent, but really I'm not too interested in specifics. Really there's as much as I need for the plot of a given adventure and my players are fine with it.

I will say that more of Earth is starting to take notice of magic and the dark things that lurk at the corners of their vision. Paranormal activity is becoming more prevalent, magic more powerful (as it was in the old days), and recently the players fought off an enormous extra-dimensional entity that destroyed a lot of New York City. It's getting harder for the general public to turn the other way, ignore what's happening around them, and bury their heads in their mundane little lives.

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