Mask or Menace | MODERATORS (
maskormods) wrote2013-12-23 08:10 pm
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[ARCHIVED] FREQUENTLY ASKED QUESTIONS
ARCHIVED
These pages are being preserved for reference but are no longer active and will not be updated. Please visit modormenace for all current game information!
frequently asked questions
GETTING STARTED: OOC
➜ What is the premise here?
➜ What happened to Cape & Cowl?
➜ What are the game's activity requirements?
➜ How long can I hiatus for?
➜ What's the IC/OOC day ratio?
➜ What's the policy on fourthwalling?
➜ How easy is it to engage with and affect the plot?
➜ Can I NPC random encounters or events?
GETTING STARTED: APPING
➜ What kind of characters can I play?
➜ What's the minimum amount of canon?
➜ How many characters can I play?
➜ What's the process for re-apping?
➜ What's the waiting period on new canon?
➜ Can my character bring items from canon?
➜ I'm confused about power umbrellas!
➜ Can my character be ported in with a pet?
➜ Can non-speaking characters be apped?
ARRIVAL
➜ What happens on arrival?
➜ What if an imPort is injured or dead on arrival?
➜ What about the files?
➜ What kind of jobs are they given? Can they quit?
➜ What are government housing and benefits like?
➜ What about minor imPorts?
➜ How can imPorts learn about current events and prominent figures?
THE WORLD
➜ So the world is basically like the real world?
➜ Do weather or current events carry over?
➜ What is the political situation?
➜ What about the economy?
➜ How are imPorts received by the public?
➜ What are the Porter cities like?
➜ What about commuting? Transportation?
➜ Can imPorts leave the country?
➜ How long can ImPorts stay outside the country?
➜ Does my character's canon exist in-game?
➜ Is the History page ICly accessible?
➜ Do ghosts/spirits/etc. exist?
➜ What's anti-drug legislation like?
HOUSING & PROPERTY
➜ What is the housing like?
➜ Is solo housing available?
➜ Can imPorts move to another house? Another city?
➜ Can a group move into individual housing?
➜ Do the residences allow pets?
➜ Is there surveillance in the government housing?
➜ Can imPorts buy land/property?
➜ Can I engage in some property damage?
EMPLOYMENT & SCHOOL
➜ Can imPorts start their own businesses?
➜ Can Unsettled imPorts start their own businesses?
➜ Can imPorts attend college?
➜ Can imPorts drop out of school?
➜ My very old character looks very young! Will they still be enrolled in school?
➜ I want to break into show business!
➜ Can imPorts join the military?
➜ Can imPorts become professional athletes?
➜ Can imPorts run for office?
COMMUNICATORS & THE NETWORK
➜ What about communicators?
➜ So the communicators can connect to the internet?
➜ Are communications on the network public?
➜ Can criminals still access the network?
➜ How are language barriers handled?
➜ Are IDs automatically printed to the network?
➜ Is there an IC directory of communicators?
➜ Can imPorts change IDs/post anonymously?
➜ How does the mental network link work?
➜ Can an imPort get a replacement communicator?
➜ Can I leave messages for a ported out imPort?
➜ Can imPorts crosspost to native platforms?
➜ What is the Mirror Network?
➜ Can network posts be filtered?
SUPERPOWERS & HEROISM
➜ What's all this about powers?
➜ What happens to non-humans?
➜ Isn't heroism illegal? How does that work?
➜ What's the benefit to working with the government?
➜ Will they give me a costume?
➜ Does being a Registered hero mean your identity is known at large?
➜ Can imPorts teach other imPorts their powers?
➜ How do power nullifiers work?
➜ How difficult is it to obtain a nullifier?
➜ What if an imPort wants their powers suppressed?
➜ What's the story with the native metahumans?
REGISTRATION & BENEFITS
➜ What does it mean to be Registered?
➜ What does it mean to be Unsettled?
➜ Do Unsettled imPorts lose access to government housing and jobs?
➜ How does an imPort become a Vigilante?
➜ How does an imPort become a Criminal?
➜ Can a Registered imPort get away with crimes?
➜ How can an Unsettled/AWOL imPort Register?
➜ Can Registered characters go Unsettled?
PORTERS & NANITES
➜ What are the Porters?
➜ What are the Porter buildings like?
➜ Who can use the Porters?
➜ Can the Porters be used to transport goods?
➜ How can an Unsettled imPort use the Porter?
➜ Is there a porter to the moon base?
➜ What are the nanites?
➜ Do imPorts without blood still have nanites?
➜ Why don't natives have nanites?
➜ Is the information on nanites public?
➜ Can imPorts tamper with their nanites?
TATTOOS
➜ What's the story with the tattoos?
➜ How do the tattoos change?
➜ But my character doesn't have arms!
➜ Can tattoos be removed?
➜ Do nanites affect regular tattoos?
➜ Is network communication via tattoos traceable?
➜ How long does a Criminal tattoo stay Criminal?
➜ How can characters use video communication on the network through the tattoos?
LAW, PRISON & PROBATION
➜ What's the in-game legal system like?
➜ What are the in-game prisons like?
➜ So how are offenders dealt with?
➜ How does the probation system work OOCly?
➜ Do probation officers have access to imPort files?
➜ Does law enforcement have access to imPort files?
➜ Are imPorts eligible for bail?
➜ Do all crimes result in power nullification?
➜ Can imPorts join law enforcement?
➜ Can Unsettled imPorts access the legal system?
➜ Can imPorts buy items off the black market?
➜ How do I get NPC deaths approved?
HEALTH & DEATH
➜ What are medicine and health care like?
➜ My character requires a specific medication.
➜ How are the Porter cities equipped for disabilities?
➜ What about missing limbs?
➜ How would terminal illness be handled?
➜ Can imPorts get pregnant?
➜ What if an imPort is pregnant when ported in?
➜ What happens when an imPort dies?
➜ How is continuum involved in the revival process?
➜ What if they don't leave a body?
➜ Do re-apped characters who've died keep their original nanite count?
➜ What about imPorts who drink blood or eat flesh?
➜ Is there an emergency distress signal?
• getting started: ooc •
◈ What is the premise here?
Your character is brought into this universe, to a military base in Cape Canaveral, Florida, by the American government. While their full motivations seem unclear, what is obvious is that they want you to be "heroes" in a country that's outlawed caped vigilantism, so there is a catch; if you want to be a "hero" under the law you're working for them now. Please refer to this post for more details.
◈ What happened to Cape & Cowl?
The universe and storyline that Cape & Cowl took place in came to an end; this is a sequel, a second chapter, a reboot. Mask or Menace takes place in a new universe with a new plot and new setting.
Do I need to know anything about what happened before the reboot to understand the game?
No you don't. Some characters that will have been in-game before the setting reboot will retain their memories of C&C and occasionally elements from the original game will be re-imagined here in new ways; every callback and aspect of plot will be completely accessible to new players and will not require any prior knowledge of the game pre-reboot.
◈ What are the game's activity requirements?
Every month, each character is required to have two proofs of activity, where a single proof is one of the following:
- 1 entry to
maskormenace
- 1 entry to
maskormenacelogs (post must include text for the entry itself to count as a proof; empty logs are not active logs)
- 5 comments from YOUR character from a single or multiple threads in
maskormenacelogs
- 10 comments from YOUR character from a single or multiple threads in
maskormenace
- 15 comments from YOUR character from a single or multiple threads in character inboxes
There is no minimum or maximum number of threads when submitting batches of comments to reach 5/10/15 total as outlined above. Players may use threads from their own logs or network posts if they did not submit the initial post itself as a proof.
Additionally, ONE OF THE TWO PROOFS each month may consist of the following:
- 5 log comments or 10 network comments from YOUR character made during the relevant AC month on a post made during the previous month OR
- 15 comments from YOUR character from a single or multiple threads in the Test Drive Meme
If your character is on Activity Warning Status, they will instead need to provide an equivalent of three proofs. Only one of the three proofs may be from the previous month or from the Test Drive Meme.
◈ How long can I hiatus for?
You can hiatus for a maximum of one month. If there are extenuating circumstances and you wish to request an extension, please speak to the mods.
◈ What's the IC/OOC day ratio?
The IC/OOC time ratio is 1 = 1; real time! However, backward and forward-dating will of course be allowed as long as it's within reason.
◈ What's the policy on fourthwalling?
Our official game policy is don't have your character fourth-wall anyone without getting their permission first. Characters that break the fourth-wall and thus might know they're in a game are allowed to do so, but we ask they keep it to a minimum and still ask permission before imposing it on other players.
◈ How easy is it to engage with and affect the plot?
Very. For every aspect of modplot there will be an OOC info post that allows for sign-ups, questions, and plotting amongst one another; each of these posts will detail the ways characters can or should be involved and to what end certain types of involvement will pay off. Each chapter of plot, similarly, will be resolved depending on what actions and involvement players and characters pursue.
◈ Can I NPC random encounters or events?
Yes! Small or mild adventures, such as characters thwarting a mugging, can be played out in logs however the involved players prefer, and generally don't require notice. Events that may affect other characters or the setting directly — such as bank robberies or events involving several players — will require moderator approval on the Plotting post before you proceed. A good rule of thumb: if it would make the news, it requires mod approval!
• getting started: apping •
◈ What kind of characters can I play?
This is a panfandom game, meaning fictional characters from any kind of published mediums are appable here (novels, comic books, webcomics, television, movies, cartoons, so on), as are original characters that:
1. exist in a world, universe, or story that is original to applicant or is being applied from with permission from the creator
2. are a modifiable "player character" from an MMO/WoW, a tabletop game, or "choose your own adventure" games such as Dragon Age or Mass Effect.
Character types that we do not at this time allow to be apped include:
1. real people, even fictionalized versions
2. fancharacter OCs (original characters set in existing canons)
3. alternate versions of characters already in-game/character duplicates
4. characters brought in with memories from previous games (CR AUs)
5. canon characters from fanmade/unofficial/unpublished AUs
6. representations of real world artifacts such as countries, the literal sun, etc., due to our "canon vanishes" rule
◈ What's the minimum amount of canon required for a character to be appable?
Although ultimately this will be judged on a case-by-case basis, our general guideline is that they should have:
1. one season of canon out, unless they die/exit the series within that season, or:
2. at least 10 issues of canon out in the case of regularly released ongoing comics (less is fine for mini-series shorter than that) unless that cut-off falls just short of important reveals, or other case-by-case circumstances that may lead to more issues being necessary, or fewer issues being acceptable
3. enough "screentime" that enough can be inferred about the character without having to resort to more than 60% headcanon
Exceptions may apply depending upon the pace of canon, release schedules, and/or the circumstances of the character in question. If you are unclear about a character or canon, please feel free to contact us.
◈ How many characters can I play?
Technically you can play as many as you can handle and make activity for, but we will request proof of your activity levels after a fourth character and may cap any players at that limit if their activity is consistently low.
◈ What's the process for re-apping?
Re-apps follow the standard application process. If you have played the same character previously in
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
You're free to adjust your samples to reflect your character's return and memories of the setting if you wish! You may also link to previous in-game logs or posts in lieu of samples.
Note that players cannot re-app the following month if they idled out or failed the concurrent AC round. For example, a character cannot fail to make activity in July, drop before posting activity, and immediately reapp in August; they would have to wait until September's app round to submit their application.
◈ What's the waiting period on newly released canon?
There is a moratorium of TWO WEEKS after the release of new canon before applications are allowed. If it is a canon others have yet to experience (due to regional releases or other reasons), it may be wise to set up a permissions/spoilers opt-out post that way other players who have not been able to view or read the new material and wish to avoid spoilers.
◈ Can my character bring items from canon?
Yes! Items that are independently powerful (e.g. a magical staff, a powersuit, etc.) will take up one power slot, but your character may come in with as many mundane objects as would be on their person. If you're unsure as to whether an item counts as mundane or independently powerful, include it on your application to be safe.
◈ I'm confused about power umbrellas!
A power umbrella is when multiple superhuman abilities result from a single power. For example, being a werewolf will take up a single power slot, and that power umbrella can cover several werewolf-related powers (e.g. transformation into a wolf, heightened sense of smell and hearing, ability to see in the dark, and amazing basketball playing skill). The character would then still have two other power slots to work with.
While power umbrellas contain multiple abilities, the number that falls under each umbrella should be kept to a reasonable number. This isn't a way to sneak in 50 powers. We do not have a hard limit to the number except in the case of magic. If your character has magic as a power umbrella, we limit the number of known spells to 15.
◈ Can my character be ported in with a pet?
Provided the pet is non-sentient, they can be. Pets with special abilities or of particularly large sizes are allowable but will take up one power slot, but normal, smaller pets can be brought in without that stipulation.
◈ Can non-speaking characters be apped, or do they count as pets?
While we do judge this on a case-by-case basis, our rule of thumb is that if a character has their own distinct personality and story arcs (e.g. R2-D2) then they are an appable character rather than a pet!
• arrival •
◈ What happens on arrival?
ImPorts arrive via the Porter in an underground laboratory in the government's Cape Canaveral military base. By the time they've fully regained consciousness and come to their senses, they have been injected with nanites and marked with a digital tattoo on their wrist. The woman manning the machine will give them a brief pep talk, but they are quickly ushered up to ground level. There, the soldier that picks them up will give them a full debriefing on their situation, the story behind their new tattoos and the nanites, a pamphlet to aid them in acclimating to their new environment (this is purely optional — if there is information players wish their characters to learn as they explore their surroundings, that is left at their discretion), as well as a file folder that contains a sparse profile on them: name, powers (new or familiar), medical history, their new job, and their new address. If they ask more specifically, they will be given further details about tattoos and registration. ImPorts are also provided with $250 and, if they wish, a period-appropriate change of clothes. From there, imPorts are escorted to their new homes.
At monthly intervals, imPorts will be invited to attend a Swearing In ceremony. This will act as the introductory mingle log to welcome new characters and ICly serve the function of allowing imPorts to pledge their loyalty to the government and remain (as is the default) Registered, to reject a military/government allegiance and thus become labelled Unsettled, or to simply indulge in the splendor of the event and greet new arrivals.
◈ What if an imPort is injured or dead on arrival?
Depending on the severity of the injury there is some flexibility for how entirely a character can be healed, depending on player preference, but wounds needing treatment would be healed and/or tended to by medics on base. If the injury is grievous or life threatening, they will immediately be transported to one of the major hospitals in a different city and receive treatment there. Dead characters will be resurrected upon arrival or returned to a functional state of living if brought in moments before their death. In these cases, characters, Registered or Unsettled, will not be required to pay the medical bills.
◈ What about the files?
As stated above, it is a very sparse profile, consisting mainly of their name (including secret identity), powers (old and new), and any medical information or work experience that might be pertinent. It does not contain detailed background history; we leave the extent of it up to player discretion.
◈ My character has a secret/dual identity. Does the file contain this? Does the government know?
It does and they do. However, they will not be releasing this information.
◈ My character has a power they are not aware of in their canon. Is this mentioned in their file?
It is mentioned, yes, but we leave the details up to player discretion! The file may not go into much detail about the power, or, of course, your character may simply skim over that section.
◈ What kind of jobs are they given? Can they quit?
ImPorts will often be given jobs that do suit their skills and abilities; for example, if an imPort is an accountant, they can easily resume their practice. Most jobs will be with NPC organizations of various functions, though player-run companies have occasionally hired new imPorts! In many cases, imPorts will be given goofy jobs that either match or clash with their skills and personalities. Just have fun with it!
ImPorts are not required to keep the jobs they're assigned to on arrival, but if they opt not to, then they're on their own as far as finding a source of income. Registered and undecided imPorts will receive a small weekly amount of $75 to assist in, but not fully cover, living costs. They can apply and find jobs elsewhere, they just obviously won't be as guaranteed; it's the difference between being handed a job vs. venturing out uncertainly into the job market.
◈ What are the government-provided housing and benefits like?
The housing differs slightly within each city (see the Locations page for more details), but imPorts can expect to live in a two-story house or townhouse with space enough for five adults (five bedrooms, five bathrooms), a full kitchen, and in some cases, a small yard. Pretty nice! It's free, and characters may even request to have a monthly cleaning service come by, also on the government's dime. This in of itself is one of the benefits being a Registered hero grants you, but the others include steady employment, free health care, immediate access to set-up bank accounts, and government protection both in civilian life and hero life.
◈ What about minor imPorts?
ImPorts who are under the age of 18 (or who appear, for supernatural or other reasons, to be under 18) are automatically enrolled in school and, in the case of teenagers, assigned a part-time job. (For more information on K-12 education in the United States, click here.) Minors, like all imPorts upon arrival, are automatically Registered until they decide upon Registered or Unsettled status. They are not assigned a guardian — legally, they are under the care of the government — but they may find other imPorts to act as guardians if you and another player agree upon it! For the most part, minors, much like the rest of the imPort population, are left to their own devices as they prefer.
◈ How can imPorts learn about current events and prominent figures?
ImPorts can discover more about their new home through a variety of sources, such as the news, the internet, and of course other imPorts. OOCly, information is available to players at the Important NPCs and History pages.
• the world •
◈ So the world is basically like the real world?
Yes and no; it's not exact, but very similar. Looking at a world map will turn up extremely similar geography to the world as we know it, although there may be discrepancies here and there where it comes to countries and cities. The United States, for instance, has several cities that do not exist in our world, including the cities that characters are shipped to after their arrival in Cape Canaveral. The game is set in the present day, and time will continue to pass as it would in real life (with allowances made for back- and forward-dating); the months, years, and holidays will be the same, and the hours pass according to EST.
Compared to the real world, it may be a little jarring how this one seems like the 50s and the future had a baby. It's nothing as drastic as The Jetsons, but cars that don't look like models more recent than 1965 come in both "standard" and "hover," phone booths are back in vogue, and you can sync your iPod to any barroom jukebox. Social politics are at a level of equality beyond what either era can boast; minority prejudices normally associated with the 50s or even the present are not issues here, more or less. Not to say they don't exist at all, but things are at least much better!
History is similar but not the same. A more thorough account can be found on the History page.
◈ Do real world weather or current events carry over into game?
No. Similarities aside, the universe is still a fictional one and separate from our own; real life weather patterns may be used for inspiration but there is no direct correlation aside from the location. Real world current events may not under any circumstance be used for in-game plots, and any player plots submitted that parallel current events even vaguely will be judged on a careful case-by-case basis.
◈ What is the political situation?
The Cold War has reached a new level of chilly following the reappearance of superhuman imPorts. With no other nation in the world able to match the power of these heroes, the Communist bloc has quieted for the time being. While peace is far from being reached, any outright hostilities between nations is, for the time being, on pause. Given their "possession" of the imPort community, however, even allied nations are keeping a particularly wary eye on the United States, waiting for any signs of a power grab. The recent expansion of the United States into space has been a particular topic of international discussion.
◈ What about the economy?
The economy is stable, even booming. Prices are low and wages are high.
◈ How are imPorts received by the public?
ImPorts are well-known and generally well-received by American society, with even the newest imPorts quick to become at least a local level celebrity. However, awareness of the potentially dangerous nature of imPorts has spread in the years since the Porter reactivated. Villains have caused city-wide disasters, and even imPorts minding their own business serve as magnets for danger and attacks. But while the public may be a bit more wary of imPorts, and some groups outright dislike them and call for stricter government regulation, overall they're loved. If nothing else, imPorts remain the ace up America's sleeve when it comes to keeping the Cold War cold.
◈ What are the Porter cities like?
For information on the Porter cities, including details on the government housing available in each, visit the Locations page!
◈ What about commuting? Transportation?
The Porter cities each have their own good quality public transportation system. Hovercyles/hoverbikes/hovervespas are in-game canon, and can be purchased. Registered imPorts will be guaranteed a loan to cover the cost. For commuting between the cities, imPorts also have access to the Porters.
◈ Can imPorts leave the country?
Yes — if they're Registered! Registered imPorts' tattoos count as American passports. While Communist-affiliated countries are off-limits, traveling to other countries will not automatically count as being AWOL. If your character is Unsettled, a Criminal, or a Vigilante, however, leaving the United States through any means (superpowered or otherwise! no teleporting!) will count as being AWOL, and their tattoo will change accordingly. If they are AWOL for more than an extremely brief period of time, they will be tracked down through their nanites and brought back to the United States, regardless of what they were doing abroad.
Repercussions vary on a case-by-case basis — you may contact us through the Plotting post if you have anything in mind! — but imprisonment, parole, and community service are all potential outcomes of going AWOL.
◈ How long can Registered ImPorts stay outside the country?
Registered imPorts can generally stay outside of the country for a maximum of 3 consecutive weeks, after which point they'll be officially declared missing. There are exceptions to this rule, however, on a case-by-case basis; if an imPort gets a four-week contract with a city in France, for example, they may get government authorization for this extension.
◈ Does my character's canon exist in-game?
Nope. Well, it did, but it disappeared upon your character entering the game, and will remain gone as long as someone from that canon remains in-game. Since this world is prepared for imPort presence, though, they have contingency systems already secured when it comes to media, and can have any given canon back on the market a month following anyone from it leaving this universe.
◈ Is the information on the History page accessible to imPorts?
While certain records have been sealed away, yes, the history there is 100% accessible! That's basically the story as it exists on the record, the history books, and so forth. You can assume whatever information that is not included on that page or has not been revealed otherwise in game is not known or not accessible.
◈ Do ghosts/spirits/etc. exist?
Updated as of 2019:
They do, but exclusively in Jeopardy, NV. For every other part of the world of Mask or Menace, ghosts and spirits only exist if they are ported in. ImPorts with an ability to perceive such things will find that "local" ghosts appear to be entirely absent, unless they are in Jeopardy.
◈ What's anti-drug legislation like?
Anti-drug sentiment is a bit mixed in terms of era reception; while marijuana is reasonably accepted in a comparable way to recent legislation in the USA, other, harder drugs take the focus of any throwback anti-drug propaganda or campaigns. There is something of a focus of anti-drug crime among law enforcement as well, but the primary targets are drugs such as heroin, cocaine, and meth.
• housing & property •
◈ What is the housing like?
For detailed descriptions of the general style of each city's imPort housing, see the Locations page. ImPorts can generally expect to live in a five bedroom, five bathroom house or townhouse with a kitchen and typically a yard. We do not have specific layouts or blueprints for any of the government housing projects, so that players may determine the minutiae of their characters' living spaces to suit their narrative needs.
The free housing is available to all imPorts, regardless of registration status. The government considers it to be a basic need to be covered, as opposed to an extra benefit to be granted with registration.
◈ Is solo housing available?
Yes! Characters who would prefer or are unable to be housed with others will be set up in an apartment, once again provided by the government, for as long as they choose to remain. These apartments come with the necessary appliances and furnishing, but they will only have two bedrooms as opposed to the five in a shared housing complex.
These apartments are located toward the edge of the government housing area in each Porter city, with indoor parking for any imPorts with vehicles. ImPorts do not pay rent, of course, but they will be fined if they damage the complex in any way. There are eight rooms per floor, an elevator and staircase to reach each level, and a large pool out back for anyone to take a dip in. Cleaning of the pool, gardening and any yard work, and all other maintenance is done by the locals employed by the city.
◈ Can imPorts move to another house? Another city?
Yes. If imPorts move to any of the three other occupied cities, the benefits they receive from the government will carry over and continue in their new location, regardless of the reason for their move. If a character wishes to move someplace else, they are free to do so and will not be stopped, but their benefits will stop and they will be left to their own devices for housing, jobs, protection, and so forth. It's a matter of what's most important, comfortable, and convenient to them! Characters are also allowed to move between assigned housing in the event they would like to move in with friends, family, or loved ones.
We ask that you give us notice on the Housing & Jobs post if your character will be moving (or changing jobs), regardless of where!
◈ Can an imPort move into individual housing and invite others?
Provided players update the housing page and the characters in question are not under any specific scrutiny from the government, they may move wherever they want within the area of the Porter cities!
◈ Do the residences allow pets?
Residences allow for small pets — cats, rabbits, dogs, raccoons, miniature dragons, etc.
◈ Is there surveillance in the government housing?
Not at this time! While there was surveillance in imPort housing at the height of imPort-related paranoia, they have been rendered defunct and have been removed from housing.
◈ Can imPorts buy land/property?
Yes! As the game atmosphere stands (meaning this is subject to change in the long run):
1. If the imPort does not seek legal justification (and thus must have legal counsel), the imPort must be Registered (for the sake of property rights).Land purchasing will require mod approval via the Plotting post if it is more than three acres of land. Generally: Registered imPorts will face no obstacles. If the imPort is Unsettled or Vigilante, there may be a waiting period.
2. Must be able to afford the property (which would depend on the location and expanse of said property). If the imPort has been in game for at least four months, it's safe to assume the have some substantial funding. If not, then Registered imPorts may apply for loans after having spent some time in game (eight to ten weeks is substantial).
An unregistered imPort may purchase property through illegal means; however, they would likely have to pay a much steeper fee for it, and if they are ever caught, their property would likely be taken from them. If you would like your character to purchase this property for any reason beyond simply having a place to live, please make sure to use the Plotting post.
◈ Can I engage in some good old-fashioned property damage?
Probably! A good rule of thumb is that if something would end up on the news as an event of interest, we have to know about it over on the Plotting post. Significant property damage requires mod approval! If the property damage is minor, however, you can just go for it!
• employment & school •
◈ Can imPorts start their own businesses?
By all means! Be realistic-ish about how soon they could get it going and turn a profit (let alone become a success); while of course it won't have to take years, a week is still pushing it. Give it at least a couple of months. With that said, we encourage proactivity and won't micromanage your efforts!
◈ Can Unsettled imPorts start their own businesses?
They can, yes! Unsettled imPorts can still pursue basically whatever job they'd like — the government would not prohibit such — but since the government will not be vouching for them, it may be more difficult and take longer for them to make progress in professional non-retail careers.
◈ Can imPorts attend college?
Yes! ImPorts will be asked to be able to pass an entrance exam first in order to confirm that they have an American high-school level education. If an imPort is Unsettled, the finances to attend college will be entirely up to them. If an imPort is Registered, however, they will be able to request a scholarship from the government.
◈ Can imPorts drop out of school?
Yes! Whether or not your character remains in school is entirely up to them. They may be contacted by the school requesting their attendance, but no legal action would be taken.
◈ My very old character looks very young! Will they still be enrolled in school?
Yes.
◈ I want to break into show business!
Go right ahead! Even inexperienced imPorts often gain work in the entertainment industry because of their status as minor celebrities. Your character may not be assigned this job when they're first accepted, but will be able to switch jobs to pursue their desired career path whenever they so please.
◈ Can imPorts join the military?
Registered imPorts can! If Registered and interested, imPorts would have to engage in at least basic boot camp training, as well as obtain any required licenses (e.g. piloting aircraft). This would be paid for by the federal government and expedited to benefit the imPort's utilization within their military branch of interest. The process should take no longer than one month.
Generally, the imPort would not be used for sensitive overseas missions, and any specific missions beyond domestic duties would have to be approved as a plot by the mods. You, the player, are given the reins to play out the journey however you want. Note that an imPort must remain Registered to stay part of the military. If at any point an imPort declares themselves as Unsettled, they will be discharged.
◈ Can imPorts become professional athletes?
They may compete professionally, but because of their powers, they will need to go through the government in order to get the nullifiers needed to compete with natives. Upon approval, they will have a government worker present who will put on the nullifying device right before they enter the event, and will take it off immediately after they exit it. Depending on the sport, imPorts may be able to choose between a nullifying bracelet, anklet or collar on request.
◈ Can imPorts run for office?
Yes! The imPort Ambassadors are democratically-elected imPorts who serve an indefinite term until they are exported out of this universe, or until they decide to step down from this position of power. For more information on our ambassadors past and present, refer to Ambassadors thread.
When it comes to other political positions, imPorts will have a much harder time. While the public is generally very receptive to imPorts, the government is not particularly open to the idea of imPorts in office at this time due to the unstable nature of their powers and the uncertainty of how long they'll remain in this universe. However, imPorts that devote their time to being on their best behavior have been allowed to run for office, and others may be allowed exception in the future! From an OOC standpoint, high involvement and activity would be necessary to show us a player would be able to keep up with the IC responsibility that such a position would entail.
• communicators & the network •
◈ What about communicators? How do imPorts stay in touch?
ImPorts will upon arrival be given communicators — much like iPhones, in appearance and general function — and be told how to use them by their escort, and they will function similarly to how you can by now except a communicator to function... with one exception. In addition to the traditional manual network posting, imPorts will also be granted the means to access the network mentally, allowed by their digital tattoos (which will act as the access code/wifi signal, so to speak); this will allow an imPort to deliberately call up the network in their mind in a way similarly to bluetooth/picture-in-picture way (only visible to them, obviously) and thus allow a more convenient — for some — means of staying connected.
◈ So the communicators can connect to the internet?
Yes — the communicators can do anything that a smartphone can do, essentially! There is some room for flexibility with this, given the advancement of technology in the game's setting, but that's the general rule of thumb.
◈ Are communications on the network public?
Barring threads and posts marked as encrypted/private, yes, everything on the network is public for those to read!
Private conversations do not appear visible to anyone beyond the participants, so it would appear to outsiders as if the conversation simply ended. However, based on the context of any individual conversation or what the outsider party might be inclined to suspect — and to allow for tech-inclined characters to hack in, if permission has been granted — other characters may still assume a conversation has switched to private if the exchange did not appear to have reached a natural stopping point.
◈ Can criminals still access the network?
Yes. However, as long as they are incarcerated, they are unable to send or receive private messages! Messages would either send as publicly visible or not send at all, depending on player preference. Therefore, any private conversations would have to take place in-person when the imprisoned party receives visitation.
◈ How are language barriers handled?
The communicators, be they accessed manually or mentally, have translation features that will activate automatically in the event of a language barrier. They can be disabled if two characters wish to communicate in another language, as well, although we ask that players do not type conversations out in other languages but instead simply note OOCly that another language is being spoken. The communicator does have a subtitle option in the event of these conversations; however, imPorts must turn this function on manually.
We leave the specifics up to player discretion, but ultimately the translation is experienced via whatever medium the conversation is occurring in; text would auto-translate, and audio would sound like the language the character is familiar with. The nanites within the bloodstream synch up with the communicators and if necessary can alter the way a character "receives" audio information so that it reaches them in the correct language.
◈ Are IDs automatically printed to the network?
Yes, by default, an imPort's civilian ID is printed alongside whatever they post on the network.
◈ Can imPorts access a directory of all other communicators?
They cannot access a full list of other imPorts through their communicator, no. However, if an imPort is told to seek out another specific imPort, they can look up their comm ID on the network (similarly to how players can locate a character by their tag) to find and message them that way.
◈ Can an imPort change their ID or post anonymously?
Yes, if an imPort is reasonably tech savvy — or gets someone tech savvy to do it for them — they may hack their communicator and change how their ID is displayed. They may choose to go anonymous or use a different name when accessing the network, either to maintain dual identities or simply because they don't want to give out their name!
◈ How does the mental network link work? Is it different from telepathy?
The nanite mindlink only works in regard to accessing the network, meaning if characters break, misplace, or simply prefer not to use their handheld communicators (or otherwise are lacking access), they still have means of interacting with the network. Therefore, it can only do as much as any imPort could do ordinarily with their communicators — all interactions are still physically present on the network or in characters's personal inboxes, as opposed to telepathic conversations that occur entirely mentally.
For example, just like how a character's comment to a post made by using the mindlink would appear on the post, even messages sent more privately between one character to another are still received the same way they would be if sent with the communicator, so they still physically appear in a character's inbox in whatever format they were sent in.
◈ Can an imPort get a replacement communicator?
Yes, imPorts may get a replacement! The process should take no less than a day and they will need to fill out a quick form with someone at the Cape Canaveral base. Once filled out, they can receive a replacement on base or have a soldier deliver one personally to their residence.
◈ Can an imPort leave messages on the communicator of a ported out imPort?
Unfortunately, no. Currently when a character is ported out, their communicator becomes inactive, so any messages sent to one would not get delivered.
◈ Can imPorts crosspost videos to native platforms (BlueTube, etc.)?
Yes, that's possible, although it will be less of a "crosspost" and more of a "repost," so any comments contained on the network post will not transfer over. This can only be done by an imPort with their own posts, although anything posted to any YouTube derivatives may be more smoothly crossposted to the network than the other way around.
◈ What is the Mirror Network?
The Mirror Network is a separate network, exactly how The Network functions- only the government cannot see it. If your character can or has hacked his or her comm to say a different name or anon, then they can use it on these posts, too. Everyone can see these posts. The mirror network uses the network's directory to give everybody access. This network does NOT work comm-to-comm. Just post like you normally would, but make sure to use the "!mirror" tag when using the Mirror Network.
◈ Can network posts be filtered?
Posts can be filtered to no more than eight people! Additionally, there is no such thing as a "Villains" filter, or a "known baddies" list, or "America's Most Wanted" lock. If you try using any filter like that, everyone will disregard it, as they don't exist!
• superpowers & heroism •
◈ What's all this about powers?
Mask or Menace is a comics-themed game; comics means superheroes, and superheroes means superpowers. If your character already possesses a superpower, or are capable of something an ordinary real-world human isn't, chances are they'll keep it. And if they don't? Well, never fear — they'll get powers on arrival! So even your everyday businessmen and slice-of-life teenagers are in the running! The Porter has a nasty habit of messing with powers, and that works both ways. Demigods may enter with less than they're used to, and normal folks land with a skill or two they might not have had before. It could be something earth-shattering and life-changing, or it could be the most mundane supernatural ability to ever be discovered. A character's powers might not look anything like what they had in their world — it all depends on you!
We try to be somewhat flexible with our power cap, and prefer to leave the specifics of characters' powers up to the player to decide; however, characters with godly power levels or too many skills will find themselves limited in some way or another. Presently the current cap on powers is three distinct "umbrellas," though this is subject to modification based on how darn powerful any one happens to be.
◈ What about non-human characters? What happens to them?
By default, nonhuman characters — be they fluffy, scaly, made of metal, or otherwise — are transformed upon arrival and given squishy human bodies to call their own, modeled as similarly as possible to the one they left behind. However, if a player wants to keep their non-human character non-human, that's possible too! If the character has a way to appear as/be disguised as a human, they may well be left unchanged by the Porter. If they don't, one of their superpower slots will be sacrificed to either "ability to transform to and from a human form," or simply "is [whatever they were before]." Their ability to communicate regularly with humans can be included as part of the same powerslot that allows them to stay in their normal body. Please note this only applies to non-human characters who are appable as a character in the first place.
City-straddling giants or other implausibly large characters would require some scaling down, however; the Cape Canaveral base is just not large enough to accommodate the arrival of a fully grown Godzilla.
◈ Isn't heroism illegal? How does that work?
Heroism in the way that's synonymous with "vigilantism" is illegal, yes, but there are ways to "hero" legally, too. Under the law, the breakdown is simple; if you are government-affiliated, you're sanctioned and legal, and if you aren't, you aren't. That's not to say vigilantes can't get things done! Just that there will always be the chance of arrest or apprehension, should a hero be Unsettled/unregistered. We recommend players of vigilantes (or villains) and Registered heroes alike stay in communication to provide ease and compromise to this dichotomy.
◈ What's the benefit to working with the government vs. going off on your own?
As mentioned elsewhere, the benefit boils down to both the legality of how you fight crime and make your "hero" mark, and the literal benefits that the government grants you for doing so: free housing, food, free health care, a guaranteed job, and government protection, though any hero is allowed to turn one or more of these things down and still be considered Registered.
◈ Would the government help a Registered hero acquire a costume?
They would, yes! The government aims to support registered heroes in their heroic work and will assist with maintaining secret identities or providing materials if requested. Depending on the materials needed, however, they can also likely be purchased in stores or commissioned.
◈ Does being a Registered hero mean your identity is known at large?
It does not, no! A hero's identity is only broadcast if they choose to do so; if they prefer to keep a secret identity, the government will assist them in keeping that secret should they request the help. Communicators, for instance, display the name only and not the hero alias, so players have the flexibility to play that out as they choose.
◈ Can imPorts teach other imPorts their powers?
Yes! ImPorts with powers that can be taught to others (e.g. some types of magic) can teach those powers to other imPorts. The new power will take up a power slot and require the player to submit a Power Update, but will not require a port-out.
NOTE: That a power is teachable must be included either in the original power write up as approved by the mods in your application, or in its own power update.
◈ How do power nullifiers work?
Because nanites enable and stabilize all imPort powers, power nullifiers function by blocking the nanites. This blocks imPorts from using their powers, both active and passive.
◈ How difficult is it to obtain a nullifier?
The government keeps very tight control on their nullifiers, as this is the only known method of imPort control they have. Getting a hold of one for study would be equivalent to trying to smuggle out top secret files — anyone that assisted in even an attempt would be tried and punished for treason against the federal government. Knock-off versions of the government ones have been produced, however, and imPorts might be able to get their hands on these. The downside to these knock-offs is they are often low-quality and prone to issues such as overheating, dangerously short battery lives, and even boosting powers. Please inquire on the Plotting post with what you would like to do, and we can provide you with more details!
◈ What if an imPort wants their powers suppressed?
The government generally does not provide power suppressors on an individual basis unless it's for an urgent reason (e.g. an imPort has powers that are immediately harmful for themselves or others). ImPorts struggling with their powers may have luck turning to their fellow imPorts with power nullifying capabilities or assistance with learning to control their powers!
◈ What's the story with the native metahumans?
In late 2016, thanks to Superior Iron Man (a version of Tony Stark) native citizens were unknowingly granted superpowers of flight, super-speed, enhanced reflexes or fire-breathing. ImPorts were tasked with dealing with these metahumans, many of whom took advantage of the chaos to use their new powers for ill. Eventually, SIM was defeated, but the metahumans remain a core component of America's population.
Note that because native metahumans do not have nanites in their systems, the currently available power nullifier technology does not work on them.
• registration & benefits •
◈ What does it mean to be Registered?
Registration comes with a whole host of perks! As fully fledged American citizens, Registered imPorts can use their tattoos as passports to cross the border into allied territories. They're eligible for several scholarships should they wish to pursue higher education, and they are guaranteed both housing and employment, provided they stay in imPort cities. They will be able to use Porters without question, and will be able to cross state borders without being stopped and investigated. Additionally, they will receive a $75 bonus in their weekly stipend.
◈ What does it mean to be Unsettled?
Mostly, an imPort being Unsettled means that they do not gain all the perks above. They are unable to exit America's borders legally — and if they do, their tattoos will automatically change to AWOL — they will not receive any payment from the government, and their housing nor their jobs will be guaranteed to them. While they will be able to use the Porter, they will have to fill out paperwork regarding their reasoning — whether it's employment or educational purposes or simply by virtue of having friends in other Porter cities — and will undergo a check much like what one would expect from customs at an airport every time they use it. These checks will be slackened should the Unsettled imPort be accompanied by a Registered imPort. Lastly, Unsettled imPorts will be stopped at each state border and will undergo questioning as to the reasoning behind their travel, and may have their belongings searched.
◈ Do Unsettled imPorts lose access to government housing and jobs?
No. Regardless of registration status, imPorts are allowed to keep the jobs the government set them up with, and they may remain within government housing for as long as they would like. The government may have preferred that they registered, but they certainly aren't going to boot universally displaced people out onto the streets! As far as jobs are concerned, think of it this way: if a genius scientist is assigned to a job in the industry of his or her specialty, while they may be put on probation for the first few weeks on the job should they choose not to register, if they are adequate enough at their position their employers have no reason to get rid of them. If an Unsettled imPort is placed at a job that is wholly unsuited for them, however, then their employer may take advantage of this probationary period to terminate their employment prematurely. Players are free to play this out as they wish!
If an unsettled imPort chooses to leave their job to pursue another one, they're largely on their own in finding employment (though if requested, they would be provided with some assistance), and they will have to pay their own medical expenses. They will also have to open their own bank accounts in person.
◈ How does an imPort become labeled as a Vigilante?
Tattoos will change to read "Vigilante" after an Unsettled imPort is witnessed or "caught" in the act of vigilantism in some fashion, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it's less deliberate than "Criminal," which requires a prior arrest to change.
ImPorts who receive the Vigilante tattoos will, for the most part, experience life in much the same way as Unsettled imPorts. As they have yet to be officially apprehended and/or charged — in which case they would be labeled as Criminals — they technically have free movement, but can be expected to undergo a much more strict investigation process whenever using the Porter or crossing any State borders. They will obviously be restricted from gaining access to government jobs, and will generally be underneath close scrutiny.
◈ How does an imPort become labeled as a Criminal?
In order to be labeled as a Criminal, an imPort must first commit a crime and be caught and prosecuted for this crime. Please see the Prison & Probation page for your character to be assigned a probational officer. Typically, Criminals will be assigned a probation officer and a power nullifying anklet or bracelet. They will not be able to use the Porter unaccompanied by their probation officer, nor do they receive any of the benefits that Registered imPorts receive.
◈ Can a Registered imPort get away with criminal activity? How easy is it to play both sides?
An imPort's status will change if they're seen, regardless of if they're hiding their identity, but aside from CRIMINAL and AWOL statuses, these changes do not get recorded in any government databanks. Therefore, even if someone's status shifts from REGISTERED HERO to VIGILANTE (for instance), if they don't tell anyone or show off their tattoo, they can keep that status quiet!
◈ How can an Unsettled/AWOL imPort Register?
Since one (of many) of the intended effects in adding more restrictions to Unsettled/non-Registered imPorts is to convince any that fall into one of those categories to register, if they approach a military official at the Cape Canaveral base or during a Swear-In ceremony and state they would like to register, they will be allowed to do and effectively "wipe their slate clean" as far as that past record goes.
◈ Can Registered characters go Unsettled?
Yes, characters may change affiliations at any time.
• porters & nanites •
◈ What are the Porters?
The main Porter in Cape Canaveral is the only point of entry into this world for newly arrived or recently resurrected imPorts. The city Porters are smaller (relative to the main Porter) pieces of government owned technology that allow instantaneous travel for nanite-possessing individuals.
◈ What are the Porter buildings like?
There is some description of the various Porter buildings city by city on the Locations page, but they are essentially staffed military bases with a specified Porter-room that imPorts are led to, and there is always an agent on-shift to operate it for them.
◈ Who can use the Porters?
Only Registered imPorts have free clearance to use the Porters whenever they'd like to or without specific permission. Besides imPorts, Porter use is restricted only to military and government employees. In the case of emergencies or crisis situations, however, it can be used to quickly transport civilian experts or specialists.
◈ Can the Porters be used to transport goods?
The Porters are used only to transport people and what they could reasonably carry on their person. If an imPort has, for instance, a pizza delivery business, they could certainly carry that with them! For larger shipments, imPorts may wish to seek out options such as moving companies or other imPorts with teleportation abilities.
◈ How can an Unsettled imPort use the Porter?
They will have to fill out some paperwork about why they intend to use the Porter — employment opportunities, friends or family in the other Porter cities, etc. — and being accepted is a fairly simple process. They will be denied if they are under Criminal status, or are acting suspiciously or aggressively at the Porter. Once approved, imPorts do not have to get permission every time they need to use the Porter! They will, however, need to be checked at the gate every time they use the Porter, similar to how people are generally checked before they get on an airplane.
An Unsettled imPort may use the Porter if accompanied by a Registered imPort.
◈ Is there a porter to the moon base?
Yes there is! The moon base is also accessible by shuttle.
◈ What are the nanites?
In short: the nanites are miniature-to-microscopic nanorobots (primarily tech-based with some unidentifiable organic-seeming matter mixed in) that enable and stabilize imPort powers, allow them to access the network and communication devices, interface with their digital tattoos, and allow imPorts to regenerate even from the point of death. Since the nanites are capable of self-replication, learning, healing, and other various forms of organic adaptation, no consistent method of manipulation has been discovered by imPorts yet.
All imPorts receive their injection of nanites when they are first ported in. ImPorts cannot leave the base without receiving nanites. The government is patient with their explanations and would greatly prefer to avoid physical restraint, but given how much imPorts depend on nanites, they will be forced one way or another. Recall that imPorts do not have access to their powers prior to the injection.
Note that natives do not have nanites, and therefore do not resurrect as imPorts can and do!
◈ Do imPorts without blood still have nanites?
Yes, all imPorts have nanites! Because of the vast array of non-humanoids that we get in-game, we generally leave the specifics of their manifestation up to player discretion as well. For example, in the case of robotic imPorts, the nanites might be inserted in their circuits.
◈ Why don't natives have nanites? Is there an official government explanation?
Yes, there is! The government has attempted to use the nanites on natives before, but they simply don't work on them. If such technology were available, companies like the now-defunct Heaven's Scent would have certainly capitalized on it by now.
◈ Is the information on nanites public?
Much of it is, yes! While the information above isn't necessarily public, imPorts can certainly have access to it should they choose to go looking for it.
◈ Can imPorts tamper with their nanites?
Because nanites are an intrinsic game mechanic, we strongly prefer that characters avoid tampering with them. However, if you have a specific nanite-related plot in mind that you would like to pursue, you're welcome to give us your pitch at the Plotting post!
• tattoos •
◈ What's the story with the tattoos?
The tattoos are a way for the government to keep track of how many imPorts they pull in, how to reach them in a crisis, and how many are registered, although they cannot locate people through them. The tattoos manifest upon the skin regardless of species or ability; when characters are pulled in through the Porter they are given an intravenous dosage of nanites that show through the skin and rearrange according to the character's standing with the government. Certain changes are registered in the government systems automatically, allowing said changes to manifest in the tattoo readings, but the only ones the government can actually see with a character's name attached are UNSETTLED and AWOL. All other changes register only that a change was made to someone, but not to whom.
◈ How do the tattoos change?
Once a character has sworn allegiance, their tattoo will automatically read REGISTERED. Similarly, if a character chooses not to register, their tattoo will read UNSETTLED. Those still mulling over it will have REGISTERED printed until they finalize their decision.
Registered characters' tattoos now count as American passports. While Communist-affiliated countries are still off-limits, travelling to other countries will no longer automatically count as being AWOL. If your character is Unsettled, a Criminal, or a Vigilante, however, leaving will still count as being AWOL, and their tattoo will change accordingly.
VIGILANTE status is invoked when a character who is declared UNSETTLED is witnessed or caught in some fashion in the act of vigilantism, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it is less a deliberated change than, say, CRIMINAL which requires an arrest or resist to arrest first to change.
◈ My character doesn't have arms! Where's their tattoo?
Lacking hands or arms, the tattoo will appear either on the back of their neck or ankle.
◈ Can tattoos be removed via skinning or amputation?
The nanites are integrated in the body's blood stream and nervous system, so damaging the skin would not remove the tattoo. In the event of amputation, the nanites would either try to regrow the limb or relocate the tattoo to another part of the body. When the original limb either is regrown or re-attached, the tattoo would move back to that arm.
◈ Do nanites affect regular tattoos?
The nanites do not affect tattoos! Your character is free to get as much ink as they want.
◈ Is network communication through the tattoos traceable?
The signals can emulate many of the signals a technological device might radiate, especially while being used to connect mentally to the network — for example, a wifi signal, a GPS signal (one that can pinpoint general location but not individual identity unless synched with an AWOL status), an EMT/distress signal, and a very, very low trace of harmless radiation.
◈ How long does a Criminal tattoo stay Criminal?
If the character has left prison legitimately, their status would revert back!
◈ How can characters use video communication on the network through the tattoos?
The camera can be either 1) the communicator's camera but accessed remotely, or 2) the nanites that allow the tattoo's status to change adapting temporarily to perform camera functions, via either the wrist (the default) or, with more effort/practice/so on, the eyes. The latter option would of course only work when utilized deliberately!
• law, prison & probation •
◈ What's the in-game legal system like?
The in-game legal system is almost identical to the real world legal system, with some exceptions. Police and government-affiliated heroes both work together, although the latter tend to handle "bigger" cases and crimes, particularly those that involve fellow imPorts or supervillains. Government heroes may occasionally be offered the "At Large" blotter as an assignment so that vigilantes and criminals/villains alike may be pursued. For imPorts only, the sentencing system for prisons and hospitals has been adjusted to allot for four months within a rigorous rehabilitation regimen, followed by their release and then a year of strict monitoring by the government. Further criminal infractions during this period may result in further punitive measures. The government's approach to rehabilitation is very similar to the real life America's approach, although they are a little more permissive and a little more interested in rehabilitation than incarceration alone.
◈ What are the in-game prisons like?
In-game prisons are built similarly to regular prisons; however, imPort prisoners are not incarcerated with the native population. The imPort prison had power dampeners within the walls that worked off of the Porter's radiation to nullify the abilities of anyone in the vicinity marked as CRIMINAL.
NOTE: Currently Heropa's imPort prison has been demolished as the result of a domestic terrorist attack. Due to the low population of imPorts relative to the general population, the government has not yet determined a need to built another.
◈ So how are offenders dealt with?
The government has taken the opportunity to implement a change in its judicial and rehabilitation system. ImPorts who are convicted of crimes they committed will no longer serve their sentences from the confinements of a prison unless they request confinement within government premises. Instead, these imPorts will be given a two month community sentence to complete and will be assigned a Registered imPort to act as their probation officer for the duration of it. Criminals will be required to check in with these Registered imPorts daily to determine if they are fulfilling their probational obligations and to ensure they are not breaking any of the terms of their probation.
Criminal imPorts are still allowed their communicators, but the ability to make a conversation private or encrypted will be disabled for the duration of their sentence.
◈ How does the probation system work OOCly?
This new system functions primarily on the OOC basis of players volunteering their Registered characters, rather than IC volunteering. However, IC willingness can and will factor into this system to an extent. Players interested in having their characters tasked with the duties of an imPort probation officer may sign them up in this thread. Characters who are serving time will need to respond here.
The mods will then randomly pair up Criminal and Registered status imPorts. This is to create brand new CR opportunities for players, although they are free to request a specific Registered character if they have received the player's permission and/or plotted together in advance.
◈ Do probation officers have access to imPort files?
As a general rule, no, they do not, but it's up for discussion on a case-by-case basis, depending on what the players involved wish for! Generally speaking, however, private information is kept private and probation officers are only apprised of the pertinent powers, the details of the imPort's crime, and the housing location of their charge.
◈ Does law enforcement have access to imPort files?
The police would be able to request a copy of a specific character's file from the military, following the same guidelines of probable cause required for a warrant, detainment, or an arrest. This file would contain their name, housing and job assignments (if applicable), registration status, and a brief synopsis of their powers, as it appears on the file given to a character on arrival. Any official updates to this information (for example, an authorized change in occupation) would be included as well.
This would be utilized in order to allow police to, for example, take a character's unique superpowers into account when attempting to detain or contain them, but bar the NPC police (or player characters working in law enforcement) from sweeping access to characters' information.
◈ Are imPorts eligible for bail?
Yes they are! Following real life procedure, if the accused is deemed a flight risk they may not be granted bail at all.
◈ Do all crimes result in power nullification?
We judge everything on a case-by-case basis. Generally speaking, however, minor crimes such as theft may be punished through fines and community service.
◈ How can imPorts get involved with law enforcement?
As with most jobs that require prior licensing, imPorts would have to go through training and pass the necessary tests in order to join the force. In this case, an imPort would need to be able to complete a written and a physical test and undergo a background check in order to sign up as a police officer. Typically, they would need to undergo Police Academy, but provided that imPorts can pass the other tests, that's a process that the government is willing to bypass.
Typically, we OOCly ask that players wait a feasible amount of time before signing their character up to a profession so that the characters have time to ICly study the rules in place in the world of Mask or Menace. Otherwise, once you're ready, all you have to do is switch his job on the Housing & Jobs page and you'll be good to go!
◈ Can Unsettled imPorts access the legal system?
As non-citizens, Unsettled ImPorts cannot file a lawsuit. They can, however, petition an Ambassador to file it on their behalf - just part of the job!
◈ Can imPorts buy items off the black market?
While there are certainly black markets available, even online, such networks in the world of Mask or Menace have been stunted by the rapid advancement of technological achievements by the government, their history of government surveillance, and perhaps most importantly, America's more isolationist policies! This means that the manifestation of online darknet markets as we currently understand them don't exist; they are smaller in scope, more difficult to penetrate, and offer fewer items. If you have anything specific in mind for your character to acquire, please feel free to contact us via the Plotting post and we can work things out with you!
◈ How do I get NPC deaths approved?
All NPC deaths require mod permission through the Plotting post, but players of particularly bloodthirsty imPorts have come to us before to request all of the deaths at once (i.e. a vampire with preapproval for two NPC deaths a month). We'll still have to know the methodology and how your character away with it, but come to us with a pitch, and we can work something out!
• health & death •
◈ What are medicine and health care like?
The world of Mask or Menace has medical technology that is generally about a decade more advanced than our own. Registered ImPorts will receive the highest quality free medical care, and should experience quick relief from pain and discomfort with any medications and/or treatments they're prescribed.
◈ My character requires a specific medication. Will they receive it here? Is it possible for them to bring several doses with them, or to synthesize an alternative?
Yes, any of these options are possible! You are welcome, in fact, to handwave this however you please: the government could set them up with medication right off the bat, or provide them with a limited dosage to open further plotting opportunities for developing the medication. That part is up to you!
◈ How are the Porter cities equipped to deal with people with disabilities?
Given certain advancements in technology, the cities are better equipped for those in a wheelchairs! While automobiles hover, they can be lowered for easier access. Buses in particular will have extendable ramps for wheelchairs. Plenty of buildings in higher income or particularly busy areas will also have pathways for wheelchair users to access. They will also be better taken care of during the winter seasons. Otherwise, you are free to presume the accessibility is similar to that of real life!
◈ What about missing limbs?
Whether your character's missing limbs are healed or not is up to you! Since they are old injuries and not life threatening, he may receive prosthetics free of charge upon arrival — or not — at your discretion. As the world of Mask or Menace is more technologically advanced than our own, prosthetic technology is also more advanced. Additionally, there are several characters in game who could create or modify prosthetic limbs, should you prefer to play that out.
◈ How would terminal illness be handled?
Characters coming into game with severe injury or illness have the option to receive treatment upon arrival, since there will be military personnel present to assist them; considering the flexibility in medical advances, what form that medical assistance takes is up to you — which can include medically halting the symptoms, if you so choose!
Registered imPorts will be provided with health care that will cover chronic requirements. The medical advancement of the world is about a decade more advanced than the real world, so players are free to play out successful maintenance of the disease if they wish. Unregistered imPorts will not be boxed out of treatment; however, they will have to go the traditional way on the free market like any other citizen. Only Registered imPorts get free health care as one of their perks to registering.
◈ Can imPorts get pregnant?
No.
◈ What if an imPort is pregnant when they're ported in?
Because we do not allow for characters to bring in their offspring in the way that we allow characters to bring in pets — except underneath extremely specific situations which have been talked out thoroughly between us and the player in question — your character would no longer be pregnant upon arrival. There would be no sign of miscarriage or any other related incidents, but it simply would not be there.
Due to its sensitive nature and keeping in mind player comfort, we would like to advise any potential applicants to apply from a canonpoint at which the character has already given birth or a canonpoint at which their pregnancy has not yet been discovered, but we do ultimately leave this up to you! If you do decide to apply from a canonpoint at which your character is pregnant, we would like to warn you in advance that we expect that this subject matter be treated with the delicacy it requires; miscarriages and the discussion thereof can be extremely triggering subject material and we would like to preserve the comfort of our playerbase as much as possible.
◈ What happens when an imPort dies?
On first death, if at least some remains are left intact, the nanites in their body will return the imPort back to the condition they were in when they were last ported in through the main Porter. The nanites utilize a limited amount of the element continuum in this process. As continuum is used up, subsequent deaths will become more challenging to be resurrected from, and will eventually include side effects such as reduced superpowers, missing limbs, and memory issues.
Please note that all deaths, imPort or NPC, must be approved through the Plotting page unless clearly stated otherwise!
◈ What is the role of continuum in the revival process?
Continuum is a natural resource treated in government facilities to work remotely, not directly "on" imPorts, in conjunction with the nanites. After it is refined is implanted into the nanites through use of military technology before it enters an imPort's body. When they disperse to aid in the resurrection process, their capacity to repeat and complete the same process successfully lowers drastically, which is why dying more than once will result in complications.
Registration status has nothing to do with the effect of continuum or the resurrection process, as all imPorts have nanites in their system. It is an automatic process, but may have differing rates of resurrection time for different imPorts depending on player preference. Similarly, that means dying before a Swear-In will make no difference.
◈ What if they don't leave a body?
If an imPort is completely disintegrated, then yes, their resurrection would be more akin to porting out and in; whatever remains of the body or the nanites therein will identify the imPort in question to the Porter, allowing them to be "reconstructed" via porting back in.
◈ Do re-apped characters who've died keep their original nanite count?
Generally speaking, reapped characters would have nanite counts that reflect their deaths; for fairness' sake, re-apped characters will maintain the same physical condidtions that they had prior to being dropped. If this is problematic to your playing, you may contact us privately to pitch an idea as to why this would not be the case or, of course, you may simply your character's powers section in order to make his condition workable.
◈ What about imPorts who drink blood or eat human body parts?
For vampiric characters, synthetic blood supplements are available in supply via local clinics or they may obtain them directly from the military. Characters who require human meat could receive synthetic meat from the military, as providing human meat would be highly unethical. Another alternative is being provided corpses that had been donated to science, but did not meet their required standards. As for other sources of sustenance, the military can attempt replicating what the character needs to some degree! Synthetic replications are typically as effective as possible, but it is up to individual player discretion if there are any side-effects and how often it is provided to them.
◈ If an imPort is injured, will the distress signal in their communicator or tattoo call for help?
Yes, in the event of extreme injury or medical distress! The signal does require some degree of consciousness to activate, as it's sort of like a mental call for help, but once it is, an ambulance will be able to use the GPS signals to find the imPort in question. Ultimately, the use of these emergency services is up to the player.
• drops, updates & port-outs •
◈ What happens to my character if I hiatus? Or drop?
If you hiatus you may choose whether or not to "autopilot" your character for the duration, or port them out; porting out or dropping a character manifests ICly as a Porter glitch. That simple! When they are ported out, temporarily or permanently, their ID on the network goes offline.
◈ How are canon/power updates handled?
Players must submit an Update Form. Once approved, characters will experience a minimum port-out time of 24 hours. Port-outs for canon/power updates also occur due to Porter glitching.
◈ Do equipment upgrades require a power update?
Yes. Any changes to something established as a part of a power slot (unless previously discussed between the player and the mod team) will require a power update.
◈ Can I revert my character to an earlier canon point?
Yes! In this case, you would submit it through the Canon Updates page as usual, making sure to provide us with a description of their personality at the point you'll be taking them from. Please note that upon getting a canon reset, your character will be losing all in-game memories, and will have to start from scratch again!
◈ Can criminals still access the network?
Yes. However, as long as they are incarcerated, they are unable to send or receive private messages! Messages would either send as publicly visible or not send at all, depending on player preference. Therefore, any private conversations would have to take place in-person when the imprisoned party receives visitation.
◈ How are language barriers handled?
The communicators, be they accessed manually or mentally, have translation features that will activate automatically in the event of a language barrier. They can be disabled if two characters wish to communicate in another language, as well, although we ask that players do not type conversations out in other languages but instead simply note OOCly that another language is being spoken. The communicator does have a subtitle option in the event of these conversations; however, imPorts must turn this function on manually.
We leave the specifics up to player discretion, but ultimately the translation is experienced via whatever medium the conversation is occurring in; text would auto-translate, and audio would sound like the language the character is familiar with. The nanites within the bloodstream synch up with the communicators and if necessary can alter the way a character "receives" audio information so that it reaches them in the correct language.
◈ Are IDs automatically printed to the network?
Yes, by default, an imPort's civilian ID is printed alongside whatever they post on the network.
◈ Can imPorts access a directory of all other communicators?
They cannot access a full list of other imPorts through their communicator, no. However, if an imPort is told to seek out another specific imPort, they can look up their comm ID on the network (similarly to how players can locate a character by their tag) to find and message them that way.
◈ Can an imPort change their ID or post anonymously?
Yes, if an imPort is reasonably tech savvy — or gets someone tech savvy to do it for them — they may hack their communicator and change how their ID is displayed. They may choose to go anonymous or use a different name when accessing the network, either to maintain dual identities or simply because they don't want to give out their name!
◈ How does the mental network link work? Is it different from telepathy?
The nanite mindlink only works in regard to accessing the network, meaning if characters break, misplace, or simply prefer not to use their handheld communicators (or otherwise are lacking access), they still have means of interacting with the network. Therefore, it can only do as much as any imPort could do ordinarily with their communicators — all interactions are still physically present on the network or in characters's personal inboxes, as opposed to telepathic conversations that occur entirely mentally.
For example, just like how a character's comment to a post made by using the mindlink would appear on the post, even messages sent more privately between one character to another are still received the same way they would be if sent with the communicator, so they still physically appear in a character's inbox in whatever format they were sent in.
◈ Can an imPort get a replacement communicator?
Yes, imPorts may get a replacement! The process should take no less than a day and they will need to fill out a quick form with someone at the Cape Canaveral base. Once filled out, they can receive a replacement on base or have a soldier deliver one personally to their residence.
◈ Can an imPort leave messages on the communicator of a ported out imPort?
Unfortunately, no. Currently when a character is ported out, their communicator becomes inactive, so any messages sent to one would not get delivered.
◈ Can imPorts crosspost videos to native platforms (BlueTube, etc.)?
Yes, that's possible, although it will be less of a "crosspost" and more of a "repost," so any comments contained on the network post will not transfer over. This can only be done by an imPort with their own posts, although anything posted to any YouTube derivatives may be more smoothly crossposted to the network than the other way around.
◈ What is the Mirror Network?
The Mirror Network is a separate network, exactly how The Network functions- only the government cannot see it. If your character can or has hacked his or her comm to say a different name or anon, then they can use it on these posts, too. Everyone can see these posts. The mirror network uses the network's directory to give everybody access. This network does NOT work comm-to-comm. Just post like you normally would, but make sure to use the "!mirror" tag when using the Mirror Network.
◈ Can network posts be filtered?
Posts can be filtered to no more than eight people! Additionally, there is no such thing as a "Villains" filter, or a "known baddies" list, or "America's Most Wanted" lock. If you try using any filter like that, everyone will disregard it, as they don't exist!
• superpowers & heroism •
◈ What's all this about powers?
Mask or Menace is a comics-themed game; comics means superheroes, and superheroes means superpowers. If your character already possesses a superpower, or are capable of something an ordinary real-world human isn't, chances are they'll keep it. And if they don't? Well, never fear — they'll get powers on arrival! So even your everyday businessmen and slice-of-life teenagers are in the running! The Porter has a nasty habit of messing with powers, and that works both ways. Demigods may enter with less than they're used to, and normal folks land with a skill or two they might not have had before. It could be something earth-shattering and life-changing, or it could be the most mundane supernatural ability to ever be discovered. A character's powers might not look anything like what they had in their world — it all depends on you!
We try to be somewhat flexible with our power cap, and prefer to leave the specifics of characters' powers up to the player to decide; however, characters with godly power levels or too many skills will find themselves limited in some way or another. Presently the current cap on powers is three distinct "umbrellas," though this is subject to modification based on how darn powerful any one happens to be.
◈ What about non-human characters? What happens to them?
By default, nonhuman characters — be they fluffy, scaly, made of metal, or otherwise — are transformed upon arrival and given squishy human bodies to call their own, modeled as similarly as possible to the one they left behind. However, if a player wants to keep their non-human character non-human, that's possible too! If the character has a way to appear as/be disguised as a human, they may well be left unchanged by the Porter. If they don't, one of their superpower slots will be sacrificed to either "ability to transform to and from a human form," or simply "is [whatever they were before]." Their ability to communicate regularly with humans can be included as part of the same powerslot that allows them to stay in their normal body. Please note this only applies to non-human characters who are appable as a character in the first place.
City-straddling giants or other implausibly large characters would require some scaling down, however; the Cape Canaveral base is just not large enough to accommodate the arrival of a fully grown Godzilla.
◈ Isn't heroism illegal? How does that work?
Heroism in the way that's synonymous with "vigilantism" is illegal, yes, but there are ways to "hero" legally, too. Under the law, the breakdown is simple; if you are government-affiliated, you're sanctioned and legal, and if you aren't, you aren't. That's not to say vigilantes can't get things done! Just that there will always be the chance of arrest or apprehension, should a hero be Unsettled/unregistered. We recommend players of vigilantes (or villains) and Registered heroes alike stay in communication to provide ease and compromise to this dichotomy.
◈ What's the benefit to working with the government vs. going off on your own?
As mentioned elsewhere, the benefit boils down to both the legality of how you fight crime and make your "hero" mark, and the literal benefits that the government grants you for doing so: free housing, food, free health care, a guaranteed job, and government protection, though any hero is allowed to turn one or more of these things down and still be considered Registered.
◈ Would the government help a Registered hero acquire a costume?
They would, yes! The government aims to support registered heroes in their heroic work and will assist with maintaining secret identities or providing materials if requested. Depending on the materials needed, however, they can also likely be purchased in stores or commissioned.
◈ Does being a Registered hero mean your identity is known at large?
It does not, no! A hero's identity is only broadcast if they choose to do so; if they prefer to keep a secret identity, the government will assist them in keeping that secret should they request the help. Communicators, for instance, display the name only and not the hero alias, so players have the flexibility to play that out as they choose.
◈ Can imPorts teach other imPorts their powers?
Yes! ImPorts with powers that can be taught to others (e.g. some types of magic) can teach those powers to other imPorts. The new power will take up a power slot and require the player to submit a Power Update, but will not require a port-out.
NOTE: That a power is teachable must be included either in the original power write up as approved by the mods in your application, or in its own power update.
◈ How do power nullifiers work?
Because nanites enable and stabilize all imPort powers, power nullifiers function by blocking the nanites. This blocks imPorts from using their powers, both active and passive.
◈ How difficult is it to obtain a nullifier?
The government keeps very tight control on their nullifiers, as this is the only known method of imPort control they have. Getting a hold of one for study would be equivalent to trying to smuggle out top secret files — anyone that assisted in even an attempt would be tried and punished for treason against the federal government. Knock-off versions of the government ones have been produced, however, and imPorts might be able to get their hands on these. The downside to these knock-offs is they are often low-quality and prone to issues such as overheating, dangerously short battery lives, and even boosting powers. Please inquire on the Plotting post with what you would like to do, and we can provide you with more details!
◈ What if an imPort wants their powers suppressed?
The government generally does not provide power suppressors on an individual basis unless it's for an urgent reason (e.g. an imPort has powers that are immediately harmful for themselves or others). ImPorts struggling with their powers may have luck turning to their fellow imPorts with power nullifying capabilities or assistance with learning to control their powers!
◈ What's the story with the native metahumans?
In late 2016, thanks to Superior Iron Man (a version of Tony Stark) native citizens were unknowingly granted superpowers of flight, super-speed, enhanced reflexes or fire-breathing. ImPorts were tasked with dealing with these metahumans, many of whom took advantage of the chaos to use their new powers for ill. Eventually, SIM was defeated, but the metahumans remain a core component of America's population.
Note that because native metahumans do not have nanites in their systems, the currently available power nullifier technology does not work on them.
• registration & benefits •
◈ What does it mean to be Registered?
Registration comes with a whole host of perks! As fully fledged American citizens, Registered imPorts can use their tattoos as passports to cross the border into allied territories. They're eligible for several scholarships should they wish to pursue higher education, and they are guaranteed both housing and employment, provided they stay in imPort cities. They will be able to use Porters without question, and will be able to cross state borders without being stopped and investigated. Additionally, they will receive a $75 bonus in their weekly stipend.
◈ What does it mean to be Unsettled?
Mostly, an imPort being Unsettled means that they do not gain all the perks above. They are unable to exit America's borders legally — and if they do, their tattoos will automatically change to AWOL — they will not receive any payment from the government, and their housing nor their jobs will be guaranteed to them. While they will be able to use the Porter, they will have to fill out paperwork regarding their reasoning — whether it's employment or educational purposes or simply by virtue of having friends in other Porter cities — and will undergo a check much like what one would expect from customs at an airport every time they use it. These checks will be slackened should the Unsettled imPort be accompanied by a Registered imPort. Lastly, Unsettled imPorts will be stopped at each state border and will undergo questioning as to the reasoning behind their travel, and may have their belongings searched.
◈ Do Unsettled imPorts lose access to government housing and jobs?
No. Regardless of registration status, imPorts are allowed to keep the jobs the government set them up with, and they may remain within government housing for as long as they would like. The government may have preferred that they registered, but they certainly aren't going to boot universally displaced people out onto the streets! As far as jobs are concerned, think of it this way: if a genius scientist is assigned to a job in the industry of his or her specialty, while they may be put on probation for the first few weeks on the job should they choose not to register, if they are adequate enough at their position their employers have no reason to get rid of them. If an Unsettled imPort is placed at a job that is wholly unsuited for them, however, then their employer may take advantage of this probationary period to terminate their employment prematurely. Players are free to play this out as they wish!
If an unsettled imPort chooses to leave their job to pursue another one, they're largely on their own in finding employment (though if requested, they would be provided with some assistance), and they will have to pay their own medical expenses. They will also have to open their own bank accounts in person.
◈ How does an imPort become labeled as a Vigilante?
Tattoos will change to read "Vigilante" after an Unsettled imPort is witnessed or "caught" in the act of vigilantism in some fashion, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it's less deliberate than "Criminal," which requires a prior arrest to change.
ImPorts who receive the Vigilante tattoos will, for the most part, experience life in much the same way as Unsettled imPorts. As they have yet to be officially apprehended and/or charged — in which case they would be labeled as Criminals — they technically have free movement, but can be expected to undergo a much more strict investigation process whenever using the Porter or crossing any State borders. They will obviously be restricted from gaining access to government jobs, and will generally be underneath close scrutiny.
◈ How does an imPort become labeled as a Criminal?
In order to be labeled as a Criminal, an imPort must first commit a crime and be caught and prosecuted for this crime. Please see the Prison & Probation page for your character to be assigned a probational officer. Typically, Criminals will be assigned a probation officer and a power nullifying anklet or bracelet. They will not be able to use the Porter unaccompanied by their probation officer, nor do they receive any of the benefits that Registered imPorts receive.
◈ Can a Registered imPort get away with criminal activity? How easy is it to play both sides?
An imPort's status will change if they're seen, regardless of if they're hiding their identity, but aside from CRIMINAL and AWOL statuses, these changes do not get recorded in any government databanks. Therefore, even if someone's status shifts from REGISTERED HERO to VIGILANTE (for instance), if they don't tell anyone or show off their tattoo, they can keep that status quiet!
◈ How can an Unsettled/AWOL imPort Register?
Since one (of many) of the intended effects in adding more restrictions to Unsettled/non-Registered imPorts is to convince any that fall into one of those categories to register, if they approach a military official at the Cape Canaveral base or during a Swear-In ceremony and state they would like to register, they will be allowed to do and effectively "wipe their slate clean" as far as that past record goes.
◈ Can Registered characters go Unsettled?
Yes, characters may change affiliations at any time.
• porters & nanites •
◈ What are the Porters?
The main Porter in Cape Canaveral is the only point of entry into this world for newly arrived or recently resurrected imPorts. The city Porters are smaller (relative to the main Porter) pieces of government owned technology that allow instantaneous travel for nanite-possessing individuals.
◈ What are the Porter buildings like?
There is some description of the various Porter buildings city by city on the Locations page, but they are essentially staffed military bases with a specified Porter-room that imPorts are led to, and there is always an agent on-shift to operate it for them.
◈ Who can use the Porters?
Only Registered imPorts have free clearance to use the Porters whenever they'd like to or without specific permission. Besides imPorts, Porter use is restricted only to military and government employees. In the case of emergencies or crisis situations, however, it can be used to quickly transport civilian experts or specialists.
◈ Can the Porters be used to transport goods?
The Porters are used only to transport people and what they could reasonably carry on their person. If an imPort has, for instance, a pizza delivery business, they could certainly carry that with them! For larger shipments, imPorts may wish to seek out options such as moving companies or other imPorts with teleportation abilities.
◈ How can an Unsettled imPort use the Porter?
They will have to fill out some paperwork about why they intend to use the Porter — employment opportunities, friends or family in the other Porter cities, etc. — and being accepted is a fairly simple process. They will be denied if they are under Criminal status, or are acting suspiciously or aggressively at the Porter. Once approved, imPorts do not have to get permission every time they need to use the Porter! They will, however, need to be checked at the gate every time they use the Porter, similar to how people are generally checked before they get on an airplane.
An Unsettled imPort may use the Porter if accompanied by a Registered imPort.
◈ Is there a porter to the moon base?
Yes there is! The moon base is also accessible by shuttle.
◈ What are the nanites?
In short: the nanites are miniature-to-microscopic nanorobots (primarily tech-based with some unidentifiable organic-seeming matter mixed in) that enable and stabilize imPort powers, allow them to access the network and communication devices, interface with their digital tattoos, and allow imPorts to regenerate even from the point of death. Since the nanites are capable of self-replication, learning, healing, and other various forms of organic adaptation, no consistent method of manipulation has been discovered by imPorts yet.
All imPorts receive their injection of nanites when they are first ported in. ImPorts cannot leave the base without receiving nanites. The government is patient with their explanations and would greatly prefer to avoid physical restraint, but given how much imPorts depend on nanites, they will be forced one way or another. Recall that imPorts do not have access to their powers prior to the injection.
Note that natives do not have nanites, and therefore do not resurrect as imPorts can and do!
◈ Do imPorts without blood still have nanites?
Yes, all imPorts have nanites! Because of the vast array of non-humanoids that we get in-game, we generally leave the specifics of their manifestation up to player discretion as well. For example, in the case of robotic imPorts, the nanites might be inserted in their circuits.
◈ Why don't natives have nanites? Is there an official government explanation?
Yes, there is! The government has attempted to use the nanites on natives before, but they simply don't work on them. If such technology were available, companies like the now-defunct Heaven's Scent would have certainly capitalized on it by now.
◈ Is the information on nanites public?
Much of it is, yes! While the information above isn't necessarily public, imPorts can certainly have access to it should they choose to go looking for it.
◈ Can imPorts tamper with their nanites?
Because nanites are an intrinsic game mechanic, we strongly prefer that characters avoid tampering with them. However, if you have a specific nanite-related plot in mind that you would like to pursue, you're welcome to give us your pitch at the Plotting post!
• tattoos •
◈ What's the story with the tattoos?
The tattoos are a way for the government to keep track of how many imPorts they pull in, how to reach them in a crisis, and how many are registered, although they cannot locate people through them. The tattoos manifest upon the skin regardless of species or ability; when characters are pulled in through the Porter they are given an intravenous dosage of nanites that show through the skin and rearrange according to the character's standing with the government. Certain changes are registered in the government systems automatically, allowing said changes to manifest in the tattoo readings, but the only ones the government can actually see with a character's name attached are UNSETTLED and AWOL. All other changes register only that a change was made to someone, but not to whom.
◈ How do the tattoos change?
Once a character has sworn allegiance, their tattoo will automatically read REGISTERED. Similarly, if a character chooses not to register, their tattoo will read UNSETTLED. Those still mulling over it will have REGISTERED printed until they finalize their decision.
Registered characters' tattoos now count as American passports. While Communist-affiliated countries are still off-limits, travelling to other countries will no longer automatically count as being AWOL. If your character is Unsettled, a Criminal, or a Vigilante, however, leaving will still count as being AWOL, and their tattoo will change accordingly.
VIGILANTE status is invoked when a character who is declared UNSETTLED is witnessed or caught in some fashion in the act of vigilantism, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it is less a deliberated change than, say, CRIMINAL which requires an arrest or resist to arrest first to change.
◈ My character doesn't have arms! Where's their tattoo?
Lacking hands or arms, the tattoo will appear either on the back of their neck or ankle.
◈ Can tattoos be removed via skinning or amputation?
The nanites are integrated in the body's blood stream and nervous system, so damaging the skin would not remove the tattoo. In the event of amputation, the nanites would either try to regrow the limb or relocate the tattoo to another part of the body. When the original limb either is regrown or re-attached, the tattoo would move back to that arm.
◈ Do nanites affect regular tattoos?
The nanites do not affect tattoos! Your character is free to get as much ink as they want.
◈ Is network communication through the tattoos traceable?
The signals can emulate many of the signals a technological device might radiate, especially while being used to connect mentally to the network — for example, a wifi signal, a GPS signal (one that can pinpoint general location but not individual identity unless synched with an AWOL status), an EMT/distress signal, and a very, very low trace of harmless radiation.
◈ How long does a Criminal tattoo stay Criminal?
If the character has left prison legitimately, their status would revert back!
◈ How can characters use video communication on the network through the tattoos?
The camera can be either 1) the communicator's camera but accessed remotely, or 2) the nanites that allow the tattoo's status to change adapting temporarily to perform camera functions, via either the wrist (the default) or, with more effort/practice/so on, the eyes. The latter option would of course only work when utilized deliberately!
• law, prison & probation •
◈ What's the in-game legal system like?
The in-game legal system is almost identical to the real world legal system, with some exceptions. Police and government-affiliated heroes both work together, although the latter tend to handle "bigger" cases and crimes, particularly those that involve fellow imPorts or supervillains. Government heroes may occasionally be offered the "At Large" blotter as an assignment so that vigilantes and criminals/villains alike may be pursued. For imPorts only, the sentencing system for prisons and hospitals has been adjusted to allot for four months within a rigorous rehabilitation regimen, followed by their release and then a year of strict monitoring by the government. Further criminal infractions during this period may result in further punitive measures. The government's approach to rehabilitation is very similar to the real life America's approach, although they are a little more permissive and a little more interested in rehabilitation than incarceration alone.
◈ What are the in-game prisons like?
In-game prisons are built similarly to regular prisons; however, imPort prisoners are not incarcerated with the native population. The imPort prison had power dampeners within the walls that worked off of the Porter's radiation to nullify the abilities of anyone in the vicinity marked as CRIMINAL.
NOTE: Currently Heropa's imPort prison has been demolished as the result of a domestic terrorist attack. Due to the low population of imPorts relative to the general population, the government has not yet determined a need to built another.
◈ So how are offenders dealt with?
The government has taken the opportunity to implement a change in its judicial and rehabilitation system. ImPorts who are convicted of crimes they committed will no longer serve their sentences from the confinements of a prison unless they request confinement within government premises. Instead, these imPorts will be given a two month community sentence to complete and will be assigned a Registered imPort to act as their probation officer for the duration of it. Criminals will be required to check in with these Registered imPorts daily to determine if they are fulfilling their probational obligations and to ensure they are not breaking any of the terms of their probation.
Criminal imPorts are still allowed their communicators, but the ability to make a conversation private or encrypted will be disabled for the duration of their sentence.
◈ How does the probation system work OOCly?
This new system functions primarily on the OOC basis of players volunteering their Registered characters, rather than IC volunteering. However, IC willingness can and will factor into this system to an extent. Players interested in having their characters tasked with the duties of an imPort probation officer may sign them up in this thread. Characters who are serving time will need to respond here.
The mods will then randomly pair up Criminal and Registered status imPorts. This is to create brand new CR opportunities for players, although they are free to request a specific Registered character if they have received the player's permission and/or plotted together in advance.
◈ Do probation officers have access to imPort files?
As a general rule, no, they do not, but it's up for discussion on a case-by-case basis, depending on what the players involved wish for! Generally speaking, however, private information is kept private and probation officers are only apprised of the pertinent powers, the details of the imPort's crime, and the housing location of their charge.
◈ Does law enforcement have access to imPort files?
The police would be able to request a copy of a specific character's file from the military, following the same guidelines of probable cause required for a warrant, detainment, or an arrest. This file would contain their name, housing and job assignments (if applicable), registration status, and a brief synopsis of their powers, as it appears on the file given to a character on arrival. Any official updates to this information (for example, an authorized change in occupation) would be included as well.
This would be utilized in order to allow police to, for example, take a character's unique superpowers into account when attempting to detain or contain them, but bar the NPC police (or player characters working in law enforcement) from sweeping access to characters' information.
◈ Are imPorts eligible for bail?
Yes they are! Following real life procedure, if the accused is deemed a flight risk they may not be granted bail at all.
◈ Do all crimes result in power nullification?
We judge everything on a case-by-case basis. Generally speaking, however, minor crimes such as theft may be punished through fines and community service.
◈ How can imPorts get involved with law enforcement?
As with most jobs that require prior licensing, imPorts would have to go through training and pass the necessary tests in order to join the force. In this case, an imPort would need to be able to complete a written and a physical test and undergo a background check in order to sign up as a police officer. Typically, they would need to undergo Police Academy, but provided that imPorts can pass the other tests, that's a process that the government is willing to bypass.
Typically, we OOCly ask that players wait a feasible amount of time before signing their character up to a profession so that the characters have time to ICly study the rules in place in the world of Mask or Menace. Otherwise, once you're ready, all you have to do is switch his job on the Housing & Jobs page and you'll be good to go!
◈ Can Unsettled imPorts access the legal system?
As non-citizens, Unsettled ImPorts cannot file a lawsuit. They can, however, petition an Ambassador to file it on their behalf - just part of the job!
◈ Can imPorts buy items off the black market?
While there are certainly black markets available, even online, such networks in the world of Mask or Menace have been stunted by the rapid advancement of technological achievements by the government, their history of government surveillance, and perhaps most importantly, America's more isolationist policies! This means that the manifestation of online darknet markets as we currently understand them don't exist; they are smaller in scope, more difficult to penetrate, and offer fewer items. If you have anything specific in mind for your character to acquire, please feel free to contact us via the Plotting post and we can work things out with you!
◈ How do I get NPC deaths approved?
All NPC deaths require mod permission through the Plotting post, but players of particularly bloodthirsty imPorts have come to us before to request all of the deaths at once (i.e. a vampire with preapproval for two NPC deaths a month). We'll still have to know the methodology and how your character away with it, but come to us with a pitch, and we can work something out!
• health & death •
◈ What are medicine and health care like?
The world of Mask or Menace has medical technology that is generally about a decade more advanced than our own. Registered ImPorts will receive the highest quality free medical care, and should experience quick relief from pain and discomfort with any medications and/or treatments they're prescribed.
◈ My character requires a specific medication. Will they receive it here? Is it possible for them to bring several doses with them, or to synthesize an alternative?
Yes, any of these options are possible! You are welcome, in fact, to handwave this however you please: the government could set them up with medication right off the bat, or provide them with a limited dosage to open further plotting opportunities for developing the medication. That part is up to you!
◈ How are the Porter cities equipped to deal with people with disabilities?
Given certain advancements in technology, the cities are better equipped for those in a wheelchairs! While automobiles hover, they can be lowered for easier access. Buses in particular will have extendable ramps for wheelchairs. Plenty of buildings in higher income or particularly busy areas will also have pathways for wheelchair users to access. They will also be better taken care of during the winter seasons. Otherwise, you are free to presume the accessibility is similar to that of real life!
◈ What about missing limbs?
Whether your character's missing limbs are healed or not is up to you! Since they are old injuries and not life threatening, he may receive prosthetics free of charge upon arrival — or not — at your discretion. As the world of Mask or Menace is more technologically advanced than our own, prosthetic technology is also more advanced. Additionally, there are several characters in game who could create or modify prosthetic limbs, should you prefer to play that out.
◈ How would terminal illness be handled?
Characters coming into game with severe injury or illness have the option to receive treatment upon arrival, since there will be military personnel present to assist them; considering the flexibility in medical advances, what form that medical assistance takes is up to you — which can include medically halting the symptoms, if you so choose!
Registered imPorts will be provided with health care that will cover chronic requirements. The medical advancement of the world is about a decade more advanced than the real world, so players are free to play out successful maintenance of the disease if they wish. Unregistered imPorts will not be boxed out of treatment; however, they will have to go the traditional way on the free market like any other citizen. Only Registered imPorts get free health care as one of their perks to registering.
◈ Can imPorts get pregnant?
No.
◈ What if an imPort is pregnant when they're ported in?
Because we do not allow for characters to bring in their offspring in the way that we allow characters to bring in pets — except underneath extremely specific situations which have been talked out thoroughly between us and the player in question — your character would no longer be pregnant upon arrival. There would be no sign of miscarriage or any other related incidents, but it simply would not be there.
Due to its sensitive nature and keeping in mind player comfort, we would like to advise any potential applicants to apply from a canonpoint at which the character has already given birth or a canonpoint at which their pregnancy has not yet been discovered, but we do ultimately leave this up to you! If you do decide to apply from a canonpoint at which your character is pregnant, we would like to warn you in advance that we expect that this subject matter be treated with the delicacy it requires; miscarriages and the discussion thereof can be extremely triggering subject material and we would like to preserve the comfort of our playerbase as much as possible.
◈ What happens when an imPort dies?
On first death, if at least some remains are left intact, the nanites in their body will return the imPort back to the condition they were in when they were last ported in through the main Porter. The nanites utilize a limited amount of the element continuum in this process. As continuum is used up, subsequent deaths will become more challenging to be resurrected from, and will eventually include side effects such as reduced superpowers, missing limbs, and memory issues.
Please note that all deaths, imPort or NPC, must be approved through the Plotting page unless clearly stated otherwise!
◈ What is the role of continuum in the revival process?
Continuum is a natural resource treated in government facilities to work remotely, not directly "on" imPorts, in conjunction with the nanites. After it is refined is implanted into the nanites through use of military technology before it enters an imPort's body. When they disperse to aid in the resurrection process, their capacity to repeat and complete the same process successfully lowers drastically, which is why dying more than once will result in complications.
Registration status has nothing to do with the effect of continuum or the resurrection process, as all imPorts have nanites in their system. It is an automatic process, but may have differing rates of resurrection time for different imPorts depending on player preference. Similarly, that means dying before a Swear-In will make no difference.
◈ What if they don't leave a body?
If an imPort is completely disintegrated, then yes, their resurrection would be more akin to porting out and in; whatever remains of the body or the nanites therein will identify the imPort in question to the Porter, allowing them to be "reconstructed" via porting back in.
◈ Do re-apped characters who've died keep their original nanite count?
Generally speaking, reapped characters would have nanite counts that reflect their deaths; for fairness' sake, re-apped characters will maintain the same physical condidtions that they had prior to being dropped. If this is problematic to your playing, you may contact us privately to pitch an idea as to why this would not be the case or, of course, you may simply your character's powers section in order to make his condition workable.
◈ What about imPorts who drink blood or eat human body parts?
For vampiric characters, synthetic blood supplements are available in supply via local clinics or they may obtain them directly from the military. Characters who require human meat could receive synthetic meat from the military, as providing human meat would be highly unethical. Another alternative is being provided corpses that had been donated to science, but did not meet their required standards. As for other sources of sustenance, the military can attempt replicating what the character needs to some degree! Synthetic replications are typically as effective as possible, but it is up to individual player discretion if there are any side-effects and how often it is provided to them.
◈ If an imPort is injured, will the distress signal in their communicator or tattoo call for help?
Yes, in the event of extreme injury or medical distress! The signal does require some degree of consciousness to activate, as it's sort of like a mental call for help, but once it is, an ambulance will be able to use the GPS signals to find the imPort in question. Ultimately, the use of these emergency services is up to the player.
• drops, updates & port-outs •
◈ What happens to my character if I hiatus? Or drop?
If you hiatus you may choose whether or not to "autopilot" your character for the duration, or port them out; porting out or dropping a character manifests ICly as a Porter glitch. That simple! When they are ported out, temporarily or permanently, their ID on the network goes offline.
◈ How are canon/power updates handled?
Players must submit an Update Form. Once approved, characters will experience a minimum port-out time of 24 hours. Port-outs for canon/power updates also occur due to Porter glitching.
◈ Do equipment upgrades require a power update?
Yes. Any changes to something established as a part of a power slot (unless previously discussed between the player and the mod team) will require a power update.
◈ Can I revert my character to an earlier canon point?
Yes! In this case, you would submit it through the Canon Updates page as usual, making sure to provide us with a description of their personality at the point you'll be taking them from. Please note that upon getting a canon reset, your character will be losing all in-game memories, and will have to start from scratch again!
◈ Are IDs automatically printed to the network?
Yes, by default, an imPort's civilian ID is printed alongside whatever they post on the network.
◈ Can imPorts access a directory of all other communicators?
They cannot access a full list of other imPorts through their communicator, no. However, if an imPort is told to seek out another specific imPort, they can look up their comm ID on the network (similarly to how players can locate a character by their tag) to find and message them that way.
◈ Can an imPort change their ID or post anonymously?
Yes, if an imPort is reasonably tech savvy — or gets someone tech savvy to do it for them — they may hack their communicator and change how their ID is displayed. They may choose to go anonymous or use a different name when accessing the network, either to maintain dual identities or simply because they don't want to give out their name!
◈ How does the mental network link work? Is it different from telepathy?
The nanite mindlink only works in regard to accessing the network, meaning if characters break, misplace, or simply prefer not to use their handheld communicators (or otherwise are lacking access), they still have means of interacting with the network. Therefore, it can only do as much as any imPort could do ordinarily with their communicators — all interactions are still physically present on the network or in characters's personal inboxes, as opposed to telepathic conversations that occur entirely mentally.
For example, just like how a character's comment to a post made by using the mindlink would appear on the post, even messages sent more privately between one character to another are still received the same way they would be if sent with the communicator, so they still physically appear in a character's inbox in whatever format they were sent in.
◈ Can an imPort get a replacement communicator?
Yes, imPorts may get a replacement! The process should take no less than a day and they will need to fill out a quick form with someone at the Cape Canaveral base. Once filled out, they can receive a replacement on base or have a soldier deliver one personally to their residence.
◈ Can an imPort leave messages on the communicator of a ported out imPort?
Unfortunately, no. Currently when a character is ported out, their communicator becomes inactive, so any messages sent to one would not get delivered.
◈ Can imPorts crosspost videos to native platforms (BlueTube, etc.)?
Yes, that's possible, although it will be less of a "crosspost" and more of a "repost," so any comments contained on the network post will not transfer over. This can only be done by an imPort with their own posts, although anything posted to any YouTube derivatives may be more smoothly crossposted to the network than the other way around.
◈ What is the Mirror Network?
The Mirror Network is a separate network, exactly how The Network functions- only the government cannot see it. If your character can or has hacked his or her comm to say a different name or anon, then they can use it on these posts, too. Everyone can see these posts. The mirror network uses the network's directory to give everybody access. This network does NOT work comm-to-comm. Just post like you normally would, but make sure to use the "!mirror" tag when using the Mirror Network.
◈ Can network posts be filtered?
Posts can be filtered to no more than eight people! Additionally, there is no such thing as a "Villains" filter, or a "known baddies" list, or "America's Most Wanted" lock. If you try using any filter like that, everyone will disregard it, as they don't exist!
• superpowers & heroism •
◈ What's all this about powers?
Mask or Menace is a comics-themed game; comics means superheroes, and superheroes means superpowers. If your character already possesses a superpower, or are capable of something an ordinary real-world human isn't, chances are they'll keep it. And if they don't? Well, never fear — they'll get powers on arrival! So even your everyday businessmen and slice-of-life teenagers are in the running! The Porter has a nasty habit of messing with powers, and that works both ways. Demigods may enter with less than they're used to, and normal folks land with a skill or two they might not have had before. It could be something earth-shattering and life-changing, or it could be the most mundane supernatural ability to ever be discovered. A character's powers might not look anything like what they had in their world — it all depends on you!
We try to be somewhat flexible with our power cap, and prefer to leave the specifics of characters' powers up to the player to decide; however, characters with godly power levels or too many skills will find themselves limited in some way or another. Presently the current cap on powers is three distinct "umbrellas," though this is subject to modification based on how darn powerful any one happens to be.
◈ What about non-human characters? What happens to them?
By default, nonhuman characters — be they fluffy, scaly, made of metal, or otherwise — are transformed upon arrival and given squishy human bodies to call their own, modeled as similarly as possible to the one they left behind. However, if a player wants to keep their non-human character non-human, that's possible too! If the character has a way to appear as/be disguised as a human, they may well be left unchanged by the Porter. If they don't, one of their superpower slots will be sacrificed to either "ability to transform to and from a human form," or simply "is [whatever they were before]." Their ability to communicate regularly with humans can be included as part of the same powerslot that allows them to stay in their normal body. Please note this only applies to non-human characters who are appable as a character in the first place.
City-straddling giants or other implausibly large characters would require some scaling down, however; the Cape Canaveral base is just not large enough to accommodate the arrival of a fully grown Godzilla.
◈ Isn't heroism illegal? How does that work?
Heroism in the way that's synonymous with "vigilantism" is illegal, yes, but there are ways to "hero" legally, too. Under the law, the breakdown is simple; if you are government-affiliated, you're sanctioned and legal, and if you aren't, you aren't. That's not to say vigilantes can't get things done! Just that there will always be the chance of arrest or apprehension, should a hero be Unsettled/unregistered. We recommend players of vigilantes (or villains) and Registered heroes alike stay in communication to provide ease and compromise to this dichotomy.
◈ What's the benefit to working with the government vs. going off on your own?
As mentioned elsewhere, the benefit boils down to both the legality of how you fight crime and make your "hero" mark, and the literal benefits that the government grants you for doing so: free housing, food, free health care, a guaranteed job, and government protection, though any hero is allowed to turn one or more of these things down and still be considered Registered.
◈ Would the government help a Registered hero acquire a costume?
They would, yes! The government aims to support registered heroes in their heroic work and will assist with maintaining secret identities or providing materials if requested. Depending on the materials needed, however, they can also likely be purchased in stores or commissioned.
◈ Does being a Registered hero mean your identity is known at large?
It does not, no! A hero's identity is only broadcast if they choose to do so; if they prefer to keep a secret identity, the government will assist them in keeping that secret should they request the help. Communicators, for instance, display the name only and not the hero alias, so players have the flexibility to play that out as they choose.
◈ Can imPorts teach other imPorts their powers?
Yes! ImPorts with powers that can be taught to others (e.g. some types of magic) can teach those powers to other imPorts. The new power will take up a power slot and require the player to submit a Power Update, but will not require a port-out.
NOTE: That a power is teachable must be included either in the original power write up as approved by the mods in your application, or in its own power update.
◈ How do power nullifiers work?
Because nanites enable and stabilize all imPort powers, power nullifiers function by blocking the nanites. This blocks imPorts from using their powers, both active and passive.
◈ How difficult is it to obtain a nullifier?
The government keeps very tight control on their nullifiers, as this is the only known method of imPort control they have. Getting a hold of one for study would be equivalent to trying to smuggle out top secret files — anyone that assisted in even an attempt would be tried and punished for treason against the federal government. Knock-off versions of the government ones have been produced, however, and imPorts might be able to get their hands on these. The downside to these knock-offs is they are often low-quality and prone to issues such as overheating, dangerously short battery lives, and even boosting powers. Please inquire on the Plotting post with what you would like to do, and we can provide you with more details!
◈ What if an imPort wants their powers suppressed?
The government generally does not provide power suppressors on an individual basis unless it's for an urgent reason (e.g. an imPort has powers that are immediately harmful for themselves or others). ImPorts struggling with their powers may have luck turning to their fellow imPorts with power nullifying capabilities or assistance with learning to control their powers!
◈ What's the story with the native metahumans?
In late 2016, thanks to Superior Iron Man (a version of Tony Stark) native citizens were unknowingly granted superpowers of flight, super-speed, enhanced reflexes or fire-breathing. ImPorts were tasked with dealing with these metahumans, many of whom took advantage of the chaos to use their new powers for ill. Eventually, SIM was defeated, but the metahumans remain a core component of America's population.
Note that because native metahumans do not have nanites in their systems, the currently available power nullifier technology does not work on them.
• registration & benefits •
◈ What does it mean to be Registered?
Registration comes with a whole host of perks! As fully fledged American citizens, Registered imPorts can use their tattoos as passports to cross the border into allied territories. They're eligible for several scholarships should they wish to pursue higher education, and they are guaranteed both housing and employment, provided they stay in imPort cities. They will be able to use Porters without question, and will be able to cross state borders without being stopped and investigated. Additionally, they will receive a $75 bonus in their weekly stipend.
◈ What does it mean to be Unsettled?
Mostly, an imPort being Unsettled means that they do not gain all the perks above. They are unable to exit America's borders legally — and if they do, their tattoos will automatically change to AWOL — they will not receive any payment from the government, and their housing nor their jobs will be guaranteed to them. While they will be able to use the Porter, they will have to fill out paperwork regarding their reasoning — whether it's employment or educational purposes or simply by virtue of having friends in other Porter cities — and will undergo a check much like what one would expect from customs at an airport every time they use it. These checks will be slackened should the Unsettled imPort be accompanied by a Registered imPort. Lastly, Unsettled imPorts will be stopped at each state border and will undergo questioning as to the reasoning behind their travel, and may have their belongings searched.
◈ Do Unsettled imPorts lose access to government housing and jobs?
No. Regardless of registration status, imPorts are allowed to keep the jobs the government set them up with, and they may remain within government housing for as long as they would like. The government may have preferred that they registered, but they certainly aren't going to boot universally displaced people out onto the streets! As far as jobs are concerned, think of it this way: if a genius scientist is assigned to a job in the industry of his or her specialty, while they may be put on probation for the first few weeks on the job should they choose not to register, if they are adequate enough at their position their employers have no reason to get rid of them. If an Unsettled imPort is placed at a job that is wholly unsuited for them, however, then their employer may take advantage of this probationary period to terminate their employment prematurely. Players are free to play this out as they wish!
If an unsettled imPort chooses to leave their job to pursue another one, they're largely on their own in finding employment (though if requested, they would be provided with some assistance), and they will have to pay their own medical expenses. They will also have to open their own bank accounts in person.
◈ How does an imPort become labeled as a Vigilante?
Tattoos will change to read "Vigilante" after an Unsettled imPort is witnessed or "caught" in the act of vigilantism in some fashion, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it's less deliberate than "Criminal," which requires a prior arrest to change.
ImPorts who receive the Vigilante tattoos will, for the most part, experience life in much the same way as Unsettled imPorts. As they have yet to be officially apprehended and/or charged — in which case they would be labeled as Criminals — they technically have free movement, but can be expected to undergo a much more strict investigation process whenever using the Porter or crossing any State borders. They will obviously be restricted from gaining access to government jobs, and will generally be underneath close scrutiny.
◈ How does an imPort become labeled as a Criminal?
In order to be labeled as a Criminal, an imPort must first commit a crime and be caught and prosecuted for this crime. Please see the Prison & Probation page for your character to be assigned a probational officer. Typically, Criminals will be assigned a probation officer and a power nullifying anklet or bracelet. They will not be able to use the Porter unaccompanied by their probation officer, nor do they receive any of the benefits that Registered imPorts receive.
◈ Can a Registered imPort get away with criminal activity? How easy is it to play both sides?
An imPort's status will change if they're seen, regardless of if they're hiding their identity, but aside from CRIMINAL and AWOL statuses, these changes do not get recorded in any government databanks. Therefore, even if someone's status shifts from REGISTERED HERO to VIGILANTE (for instance), if they don't tell anyone or show off their tattoo, they can keep that status quiet!
◈ How can an Unsettled/AWOL imPort Register?
Since one (of many) of the intended effects in adding more restrictions to Unsettled/non-Registered imPorts is to convince any that fall into one of those categories to register, if they approach a military official at the Cape Canaveral base or during a Swear-In ceremony and state they would like to register, they will be allowed to do and effectively "wipe their slate clean" as far as that past record goes.
◈ Can Registered characters go Unsettled?
Yes, characters may change affiliations at any time.
• porters & nanites •
◈ What are the Porters?
The main Porter in Cape Canaveral is the only point of entry into this world for newly arrived or recently resurrected imPorts. The city Porters are smaller (relative to the main Porter) pieces of government owned technology that allow instantaneous travel for nanite-possessing individuals.
◈ What are the Porter buildings like?
There is some description of the various Porter buildings city by city on the Locations page, but they are essentially staffed military bases with a specified Porter-room that imPorts are led to, and there is always an agent on-shift to operate it for them.
◈ Who can use the Porters?
Only Registered imPorts have free clearance to use the Porters whenever they'd like to or without specific permission. Besides imPorts, Porter use is restricted only to military and government employees. In the case of emergencies or crisis situations, however, it can be used to quickly transport civilian experts or specialists.
◈ Can the Porters be used to transport goods?
The Porters are used only to transport people and what they could reasonably carry on their person. If an imPort has, for instance, a pizza delivery business, they could certainly carry that with them! For larger shipments, imPorts may wish to seek out options such as moving companies or other imPorts with teleportation abilities.
◈ How can an Unsettled imPort use the Porter?
They will have to fill out some paperwork about why they intend to use the Porter — employment opportunities, friends or family in the other Porter cities, etc. — and being accepted is a fairly simple process. They will be denied if they are under Criminal status, or are acting suspiciously or aggressively at the Porter. Once approved, imPorts do not have to get permission every time they need to use the Porter! They will, however, need to be checked at the gate every time they use the Porter, similar to how people are generally checked before they get on an airplane.
An Unsettled imPort may use the Porter if accompanied by a Registered imPort.
◈ Is there a porter to the moon base?
Yes there is! The moon base is also accessible by shuttle.
◈ What are the nanites?
In short: the nanites are miniature-to-microscopic nanorobots (primarily tech-based with some unidentifiable organic-seeming matter mixed in) that enable and stabilize imPort powers, allow them to access the network and communication devices, interface with their digital tattoos, and allow imPorts to regenerate even from the point of death. Since the nanites are capable of self-replication, learning, healing, and other various forms of organic adaptation, no consistent method of manipulation has been discovered by imPorts yet.
All imPorts receive their injection of nanites when they are first ported in. ImPorts cannot leave the base without receiving nanites. The government is patient with their explanations and would greatly prefer to avoid physical restraint, but given how much imPorts depend on nanites, they will be forced one way or another. Recall that imPorts do not have access to their powers prior to the injection.
Note that natives do not have nanites, and therefore do not resurrect as imPorts can and do!
◈ Do imPorts without blood still have nanites?
Yes, all imPorts have nanites! Because of the vast array of non-humanoids that we get in-game, we generally leave the specifics of their manifestation up to player discretion as well. For example, in the case of robotic imPorts, the nanites might be inserted in their circuits.
◈ Why don't natives have nanites? Is there an official government explanation?
Yes, there is! The government has attempted to use the nanites on natives before, but they simply don't work on them. If such technology were available, companies like the now-defunct Heaven's Scent would have certainly capitalized on it by now.
◈ Is the information on nanites public?
Much of it is, yes! While the information above isn't necessarily public, imPorts can certainly have access to it should they choose to go looking for it.
◈ Can imPorts tamper with their nanites?
Because nanites are an intrinsic game mechanic, we strongly prefer that characters avoid tampering with them. However, if you have a specific nanite-related plot in mind that you would like to pursue, you're welcome to give us your pitch at the Plotting post!
• tattoos •
◈ What's the story with the tattoos?
The tattoos are a way for the government to keep track of how many imPorts they pull in, how to reach them in a crisis, and how many are registered, although they cannot locate people through them. The tattoos manifest upon the skin regardless of species or ability; when characters are pulled in through the Porter they are given an intravenous dosage of nanites that show through the skin and rearrange according to the character's standing with the government. Certain changes are registered in the government systems automatically, allowing said changes to manifest in the tattoo readings, but the only ones the government can actually see with a character's name attached are UNSETTLED and AWOL. All other changes register only that a change was made to someone, but not to whom.
◈ How do the tattoos change?
Once a character has sworn allegiance, their tattoo will automatically read REGISTERED. Similarly, if a character chooses not to register, their tattoo will read UNSETTLED. Those still mulling over it will have REGISTERED printed until they finalize their decision.
Registered characters' tattoos now count as American passports. While Communist-affiliated countries are still off-limits, travelling to other countries will no longer automatically count as being AWOL. If your character is Unsettled, a Criminal, or a Vigilante, however, leaving will still count as being AWOL, and their tattoo will change accordingly.
VIGILANTE status is invoked when a character who is declared UNSETTLED is witnessed or caught in some fashion in the act of vigilantism, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it is less a deliberated change than, say, CRIMINAL which requires an arrest or resist to arrest first to change.
◈ My character doesn't have arms! Where's their tattoo?
Lacking hands or arms, the tattoo will appear either on the back of their neck or ankle.
◈ Can tattoos be removed via skinning or amputation?
The nanites are integrated in the body's blood stream and nervous system, so damaging the skin would not remove the tattoo. In the event of amputation, the nanites would either try to regrow the limb or relocate the tattoo to another part of the body. When the original limb either is regrown or re-attached, the tattoo would move back to that arm.
◈ Do nanites affect regular tattoos?
The nanites do not affect tattoos! Your character is free to get as much ink as they want.
◈ Is network communication through the tattoos traceable?
The signals can emulate many of the signals a technological device might radiate, especially while being used to connect mentally to the network — for example, a wifi signal, a GPS signal (one that can pinpoint general location but not individual identity unless synched with an AWOL status), an EMT/distress signal, and a very, very low trace of harmless radiation.
◈ How long does a Criminal tattoo stay Criminal?
If the character has left prison legitimately, their status would revert back!
◈ How can characters use video communication on the network through the tattoos?
The camera can be either 1) the communicator's camera but accessed remotely, or 2) the nanites that allow the tattoo's status to change adapting temporarily to perform camera functions, via either the wrist (the default) or, with more effort/practice/so on, the eyes. The latter option would of course only work when utilized deliberately!
• law, prison & probation •
◈ What's the in-game legal system like?
The in-game legal system is almost identical to the real world legal system, with some exceptions. Police and government-affiliated heroes both work together, although the latter tend to handle "bigger" cases and crimes, particularly those that involve fellow imPorts or supervillains. Government heroes may occasionally be offered the "At Large" blotter as an assignment so that vigilantes and criminals/villains alike may be pursued. For imPorts only, the sentencing system for prisons and hospitals has been adjusted to allot for four months within a rigorous rehabilitation regimen, followed by their release and then a year of strict monitoring by the government. Further criminal infractions during this period may result in further punitive measures. The government's approach to rehabilitation is very similar to the real life America's approach, although they are a little more permissive and a little more interested in rehabilitation than incarceration alone.
◈ What are the in-game prisons like?
In-game prisons are built similarly to regular prisons; however, imPort prisoners are not incarcerated with the native population. The imPort prison had power dampeners within the walls that worked off of the Porter's radiation to nullify the abilities of anyone in the vicinity marked as CRIMINAL.
NOTE: Currently Heropa's imPort prison has been demolished as the result of a domestic terrorist attack. Due to the low population of imPorts relative to the general population, the government has not yet determined a need to built another.
◈ So how are offenders dealt with?
The government has taken the opportunity to implement a change in its judicial and rehabilitation system. ImPorts who are convicted of crimes they committed will no longer serve their sentences from the confinements of a prison unless they request confinement within government premises. Instead, these imPorts will be given a two month community sentence to complete and will be assigned a Registered imPort to act as their probation officer for the duration of it. Criminals will be required to check in with these Registered imPorts daily to determine if they are fulfilling their probational obligations and to ensure they are not breaking any of the terms of their probation.
Criminal imPorts are still allowed their communicators, but the ability to make a conversation private or encrypted will be disabled for the duration of their sentence.
◈ How does the probation system work OOCly?
This new system functions primarily on the OOC basis of players volunteering their Registered characters, rather than IC volunteering. However, IC willingness can and will factor into this system to an extent. Players interested in having their characters tasked with the duties of an imPort probation officer may sign them up in this thread. Characters who are serving time will need to respond here.
The mods will then randomly pair up Criminal and Registered status imPorts. This is to create brand new CR opportunities for players, although they are free to request a specific Registered character if they have received the player's permission and/or plotted together in advance.
◈ Do probation officers have access to imPort files?
As a general rule, no, they do not, but it's up for discussion on a case-by-case basis, depending on what the players involved wish for! Generally speaking, however, private information is kept private and probation officers are only apprised of the pertinent powers, the details of the imPort's crime, and the housing location of their charge.
◈ Does law enforcement have access to imPort files?
The police would be able to request a copy of a specific character's file from the military, following the same guidelines of probable cause required for a warrant, detainment, or an arrest. This file would contain their name, housing and job assignments (if applicable), registration status, and a brief synopsis of their powers, as it appears on the file given to a character on arrival. Any official updates to this information (for example, an authorized change in occupation) would be included as well.
This would be utilized in order to allow police to, for example, take a character's unique superpowers into account when attempting to detain or contain them, but bar the NPC police (or player characters working in law enforcement) from sweeping access to characters' information.
◈ Are imPorts eligible for bail?
Yes they are! Following real life procedure, if the accused is deemed a flight risk they may not be granted bail at all.
◈ Do all crimes result in power nullification?
We judge everything on a case-by-case basis. Generally speaking, however, minor crimes such as theft may be punished through fines and community service.
◈ How can imPorts get involved with law enforcement?
As with most jobs that require prior licensing, imPorts would have to go through training and pass the necessary tests in order to join the force. In this case, an imPort would need to be able to complete a written and a physical test and undergo a background check in order to sign up as a police officer. Typically, they would need to undergo Police Academy, but provided that imPorts can pass the other tests, that's a process that the government is willing to bypass.
Typically, we OOCly ask that players wait a feasible amount of time before signing their character up to a profession so that the characters have time to ICly study the rules in place in the world of Mask or Menace. Otherwise, once you're ready, all you have to do is switch his job on the Housing & Jobs page and you'll be good to go!
◈ Can Unsettled imPorts access the legal system?
As non-citizens, Unsettled ImPorts cannot file a lawsuit. They can, however, petition an Ambassador to file it on their behalf - just part of the job!
◈ Can imPorts buy items off the black market?
While there are certainly black markets available, even online, such networks in the world of Mask or Menace have been stunted by the rapid advancement of technological achievements by the government, their history of government surveillance, and perhaps most importantly, America's more isolationist policies! This means that the manifestation of online darknet markets as we currently understand them don't exist; they are smaller in scope, more difficult to penetrate, and offer fewer items. If you have anything specific in mind for your character to acquire, please feel free to contact us via the Plotting post and we can work things out with you!
◈ How do I get NPC deaths approved?
All NPC deaths require mod permission through the Plotting post, but players of particularly bloodthirsty imPorts have come to us before to request all of the deaths at once (i.e. a vampire with preapproval for two NPC deaths a month). We'll still have to know the methodology and how your character away with it, but come to us with a pitch, and we can work something out!
• health & death •
◈ What are medicine and health care like?
The world of Mask or Menace has medical technology that is generally about a decade more advanced than our own. Registered ImPorts will receive the highest quality free medical care, and should experience quick relief from pain and discomfort with any medications and/or treatments they're prescribed.
◈ My character requires a specific medication. Will they receive it here? Is it possible for them to bring several doses with them, or to synthesize an alternative?
Yes, any of these options are possible! You are welcome, in fact, to handwave this however you please: the government could set them up with medication right off the bat, or provide them with a limited dosage to open further plotting opportunities for developing the medication. That part is up to you!
◈ How are the Porter cities equipped to deal with people with disabilities?
Given certain advancements in technology, the cities are better equipped for those in a wheelchairs! While automobiles hover, they can be lowered for easier access. Buses in particular will have extendable ramps for wheelchairs. Plenty of buildings in higher income or particularly busy areas will also have pathways for wheelchair users to access. They will also be better taken care of during the winter seasons. Otherwise, you are free to presume the accessibility is similar to that of real life!
◈ What about missing limbs?
Whether your character's missing limbs are healed or not is up to you! Since they are old injuries and not life threatening, he may receive prosthetics free of charge upon arrival — or not — at your discretion. As the world of Mask or Menace is more technologically advanced than our own, prosthetic technology is also more advanced. Additionally, there are several characters in game who could create or modify prosthetic limbs, should you prefer to play that out.
◈ How would terminal illness be handled?
Characters coming into game with severe injury or illness have the option to receive treatment upon arrival, since there will be military personnel present to assist them; considering the flexibility in medical advances, what form that medical assistance takes is up to you — which can include medically halting the symptoms, if you so choose!
Registered imPorts will be provided with health care that will cover chronic requirements. The medical advancement of the world is about a decade more advanced than the real world, so players are free to play out successful maintenance of the disease if they wish. Unregistered imPorts will not be boxed out of treatment; however, they will have to go the traditional way on the free market like any other citizen. Only Registered imPorts get free health care as one of their perks to registering.
◈ Can imPorts get pregnant?
No.
◈ What if an imPort is pregnant when they're ported in?
Because we do not allow for characters to bring in their offspring in the way that we allow characters to bring in pets — except underneath extremely specific situations which have been talked out thoroughly between us and the player in question — your character would no longer be pregnant upon arrival. There would be no sign of miscarriage or any other related incidents, but it simply would not be there.
Due to its sensitive nature and keeping in mind player comfort, we would like to advise any potential applicants to apply from a canonpoint at which the character has already given birth or a canonpoint at which their pregnancy has not yet been discovered, but we do ultimately leave this up to you! If you do decide to apply from a canonpoint at which your character is pregnant, we would like to warn you in advance that we expect that this subject matter be treated with the delicacy it requires; miscarriages and the discussion thereof can be extremely triggering subject material and we would like to preserve the comfort of our playerbase as much as possible.
◈ What happens when an imPort dies?
On first death, if at least some remains are left intact, the nanites in their body will return the imPort back to the condition they were in when they were last ported in through the main Porter. The nanites utilize a limited amount of the element continuum in this process. As continuum is used up, subsequent deaths will become more challenging to be resurrected from, and will eventually include side effects such as reduced superpowers, missing limbs, and memory issues.
Please note that all deaths, imPort or NPC, must be approved through the Plotting page unless clearly stated otherwise!
◈ What is the role of continuum in the revival process?
Continuum is a natural resource treated in government facilities to work remotely, not directly "on" imPorts, in conjunction with the nanites. After it is refined is implanted into the nanites through use of military technology before it enters an imPort's body. When they disperse to aid in the resurrection process, their capacity to repeat and complete the same process successfully lowers drastically, which is why dying more than once will result in complications.
Registration status has nothing to do with the effect of continuum or the resurrection process, as all imPorts have nanites in their system. It is an automatic process, but may have differing rates of resurrection time for different imPorts depending on player preference. Similarly, that means dying before a Swear-In will make no difference.
◈ What if they don't leave a body?
If an imPort is completely disintegrated, then yes, their resurrection would be more akin to porting out and in; whatever remains of the body or the nanites therein will identify the imPort in question to the Porter, allowing them to be "reconstructed" via porting back in.
◈ Do re-apped characters who've died keep their original nanite count?
Generally speaking, reapped characters would have nanite counts that reflect their deaths; for fairness' sake, re-apped characters will maintain the same physical condidtions that they had prior to being dropped. If this is problematic to your playing, you may contact us privately to pitch an idea as to why this would not be the case or, of course, you may simply your character's powers section in order to make his condition workable.
◈ What about imPorts who drink blood or eat human body parts?
For vampiric characters, synthetic blood supplements are available in supply via local clinics or they may obtain them directly from the military. Characters who require human meat could receive synthetic meat from the military, as providing human meat would be highly unethical. Another alternative is being provided corpses that had been donated to science, but did not meet their required standards. As for other sources of sustenance, the military can attempt replicating what the character needs to some degree! Synthetic replications are typically as effective as possible, but it is up to individual player discretion if there are any side-effects and how often it is provided to them.
◈ If an imPort is injured, will the distress signal in their communicator or tattoo call for help?
Yes, in the event of extreme injury or medical distress! The signal does require some degree of consciousness to activate, as it's sort of like a mental call for help, but once it is, an ambulance will be able to use the GPS signals to find the imPort in question. Ultimately, the use of these emergency services is up to the player.
• drops, updates & port-outs •
◈ What happens to my character if I hiatus? Or drop?
If you hiatus you may choose whether or not to "autopilot" your character for the duration, or port them out; porting out or dropping a character manifests ICly as a Porter glitch. That simple! When they are ported out, temporarily or permanently, their ID on the network goes offline.
◈ How are canon/power updates handled?
Players must submit an Update Form. Once approved, characters will experience a minimum port-out time of 24 hours. Port-outs for canon/power updates also occur due to Porter glitching.
◈ Do equipment upgrades require a power update?
Yes. Any changes to something established as a part of a power slot (unless previously discussed between the player and the mod team) will require a power update.
◈ Can I revert my character to an earlier canon point?
Yes! In this case, you would submit it through the Canon Updates page as usual, making sure to provide us with a description of their personality at the point you'll be taking them from. Please note that upon getting a canon reset, your character will be losing all in-game memories, and will have to start from scratch again!
◈ Can an imPort change their ID or post anonymously?
Yes, if an imPort is reasonably tech savvy — or gets someone tech savvy to do it for them — they may hack their communicator and change how their ID is displayed. They may choose to go anonymous or use a different name when accessing the network, either to maintain dual identities or simply because they don't want to give out their name!
◈ How does the mental network link work? Is it different from telepathy?
The nanite mindlink only works in regard to accessing the network, meaning if characters break, misplace, or simply prefer not to use their handheld communicators (or otherwise are lacking access), they still have means of interacting with the network. Therefore, it can only do as much as any imPort could do ordinarily with their communicators — all interactions are still physically present on the network or in characters's personal inboxes, as opposed to telepathic conversations that occur entirely mentally.
For example, just like how a character's comment to a post made by using the mindlink would appear on the post, even messages sent more privately between one character to another are still received the same way they would be if sent with the communicator, so they still physically appear in a character's inbox in whatever format they were sent in.
◈ Can an imPort get a replacement communicator?
Yes, imPorts may get a replacement! The process should take no less than a day and they will need to fill out a quick form with someone at the Cape Canaveral base. Once filled out, they can receive a replacement on base or have a soldier deliver one personally to their residence.
◈ Can an imPort leave messages on the communicator of a ported out imPort?
Unfortunately, no. Currently when a character is ported out, their communicator becomes inactive, so any messages sent to one would not get delivered.
◈ Can imPorts crosspost videos to native platforms (BlueTube, etc.)?
Yes, that's possible, although it will be less of a "crosspost" and more of a "repost," so any comments contained on the network post will not transfer over. This can only be done by an imPort with their own posts, although anything posted to any YouTube derivatives may be more smoothly crossposted to the network than the other way around.
◈ What is the Mirror Network?
The Mirror Network is a separate network, exactly how The Network functions- only the government cannot see it. If your character can or has hacked his or her comm to say a different name or anon, then they can use it on these posts, too. Everyone can see these posts. The mirror network uses the network's directory to give everybody access. This network does NOT work comm-to-comm. Just post like you normally would, but make sure to use the "!mirror" tag when using the Mirror Network.
◈ Can network posts be filtered?
Posts can be filtered to no more than eight people! Additionally, there is no such thing as a "Villains" filter, or a "known baddies" list, or "America's Most Wanted" lock. If you try using any filter like that, everyone will disregard it, as they don't exist!
• superpowers & heroism •
◈ What's all this about powers?
Mask or Menace is a comics-themed game; comics means superheroes, and superheroes means superpowers. If your character already possesses a superpower, or are capable of something an ordinary real-world human isn't, chances are they'll keep it. And if they don't? Well, never fear — they'll get powers on arrival! So even your everyday businessmen and slice-of-life teenagers are in the running! The Porter has a nasty habit of messing with powers, and that works both ways. Demigods may enter with less than they're used to, and normal folks land with a skill or two they might not have had before. It could be something earth-shattering and life-changing, or it could be the most mundane supernatural ability to ever be discovered. A character's powers might not look anything like what they had in their world — it all depends on you!
We try to be somewhat flexible with our power cap, and prefer to leave the specifics of characters' powers up to the player to decide; however, characters with godly power levels or too many skills will find themselves limited in some way or another. Presently the current cap on powers is three distinct "umbrellas," though this is subject to modification based on how darn powerful any one happens to be.
◈ What about non-human characters? What happens to them?
By default, nonhuman characters — be they fluffy, scaly, made of metal, or otherwise — are transformed upon arrival and given squishy human bodies to call their own, modeled as similarly as possible to the one they left behind. However, if a player wants to keep their non-human character non-human, that's possible too! If the character has a way to appear as/be disguised as a human, they may well be left unchanged by the Porter. If they don't, one of their superpower slots will be sacrificed to either "ability to transform to and from a human form," or simply "is [whatever they were before]." Their ability to communicate regularly with humans can be included as part of the same powerslot that allows them to stay in their normal body. Please note this only applies to non-human characters who are appable as a character in the first place.
City-straddling giants or other implausibly large characters would require some scaling down, however; the Cape Canaveral base is just not large enough to accommodate the arrival of a fully grown Godzilla.
◈ Isn't heroism illegal? How does that work?
Heroism in the way that's synonymous with "vigilantism" is illegal, yes, but there are ways to "hero" legally, too. Under the law, the breakdown is simple; if you are government-affiliated, you're sanctioned and legal, and if you aren't, you aren't. That's not to say vigilantes can't get things done! Just that there will always be the chance of arrest or apprehension, should a hero be Unsettled/unregistered. We recommend players of vigilantes (or villains) and Registered heroes alike stay in communication to provide ease and compromise to this dichotomy.
◈ What's the benefit to working with the government vs. going off on your own?
As mentioned elsewhere, the benefit boils down to both the legality of how you fight crime and make your "hero" mark, and the literal benefits that the government grants you for doing so: free housing, food, free health care, a guaranteed job, and government protection, though any hero is allowed to turn one or more of these things down and still be considered Registered.
◈ Would the government help a Registered hero acquire a costume?
They would, yes! The government aims to support registered heroes in their heroic work and will assist with maintaining secret identities or providing materials if requested. Depending on the materials needed, however, they can also likely be purchased in stores or commissioned.
◈ Does being a Registered hero mean your identity is known at large?
It does not, no! A hero's identity is only broadcast if they choose to do so; if they prefer to keep a secret identity, the government will assist them in keeping that secret should they request the help. Communicators, for instance, display the name only and not the hero alias, so players have the flexibility to play that out as they choose.
◈ Can imPorts teach other imPorts their powers?
Yes! ImPorts with powers that can be taught to others (e.g. some types of magic) can teach those powers to other imPorts. The new power will take up a power slot and require the player to submit a Power Update, but will not require a port-out.
NOTE: That a power is teachable must be included either in the original power write up as approved by the mods in your application, or in its own power update.
◈ How do power nullifiers work?
Because nanites enable and stabilize all imPort powers, power nullifiers function by blocking the nanites. This blocks imPorts from using their powers, both active and passive.
◈ How difficult is it to obtain a nullifier?
The government keeps very tight control on their nullifiers, as this is the only known method of imPort control they have. Getting a hold of one for study would be equivalent to trying to smuggle out top secret files — anyone that assisted in even an attempt would be tried and punished for treason against the federal government. Knock-off versions of the government ones have been produced, however, and imPorts might be able to get their hands on these. The downside to these knock-offs is they are often low-quality and prone to issues such as overheating, dangerously short battery lives, and even boosting powers. Please inquire on the Plotting post with what you would like to do, and we can provide you with more details!
◈ What if an imPort wants their powers suppressed?
The government generally does not provide power suppressors on an individual basis unless it's for an urgent reason (e.g. an imPort has powers that are immediately harmful for themselves or others). ImPorts struggling with their powers may have luck turning to their fellow imPorts with power nullifying capabilities or assistance with learning to control their powers!
◈ What's the story with the native metahumans?
In late 2016, thanks to Superior Iron Man (a version of Tony Stark) native citizens were unknowingly granted superpowers of flight, super-speed, enhanced reflexes or fire-breathing. ImPorts were tasked with dealing with these metahumans, many of whom took advantage of the chaos to use their new powers for ill. Eventually, SIM was defeated, but the metahumans remain a core component of America's population.
Note that because native metahumans do not have nanites in their systems, the currently available power nullifier technology does not work on them.
• registration & benefits •
◈ What does it mean to be Registered?
Registration comes with a whole host of perks! As fully fledged American citizens, Registered imPorts can use their tattoos as passports to cross the border into allied territories. They're eligible for several scholarships should they wish to pursue higher education, and they are guaranteed both housing and employment, provided they stay in imPort cities. They will be able to use Porters without question, and will be able to cross state borders without being stopped and investigated. Additionally, they will receive a $75 bonus in their weekly stipend.
◈ What does it mean to be Unsettled?
Mostly, an imPort being Unsettled means that they do not gain all the perks above. They are unable to exit America's borders legally — and if they do, their tattoos will automatically change to AWOL — they will not receive any payment from the government, and their housing nor their jobs will be guaranteed to them. While they will be able to use the Porter, they will have to fill out paperwork regarding their reasoning — whether it's employment or educational purposes or simply by virtue of having friends in other Porter cities — and will undergo a check much like what one would expect from customs at an airport every time they use it. These checks will be slackened should the Unsettled imPort be accompanied by a Registered imPort. Lastly, Unsettled imPorts will be stopped at each state border and will undergo questioning as to the reasoning behind their travel, and may have their belongings searched.
◈ Do Unsettled imPorts lose access to government housing and jobs?
No. Regardless of registration status, imPorts are allowed to keep the jobs the government set them up with, and they may remain within government housing for as long as they would like. The government may have preferred that they registered, but they certainly aren't going to boot universally displaced people out onto the streets! As far as jobs are concerned, think of it this way: if a genius scientist is assigned to a job in the industry of his or her specialty, while they may be put on probation for the first few weeks on the job should they choose not to register, if they are adequate enough at their position their employers have no reason to get rid of them. If an Unsettled imPort is placed at a job that is wholly unsuited for them, however, then their employer may take advantage of this probationary period to terminate their employment prematurely. Players are free to play this out as they wish!
If an unsettled imPort chooses to leave their job to pursue another one, they're largely on their own in finding employment (though if requested, they would be provided with some assistance), and they will have to pay their own medical expenses. They will also have to open their own bank accounts in person.
◈ How does an imPort become labeled as a Vigilante?
Tattoos will change to read "Vigilante" after an Unsettled imPort is witnessed or "caught" in the act of vigilantism in some fashion, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it's less deliberate than "Criminal," which requires a prior arrest to change.
ImPorts who receive the Vigilante tattoos will, for the most part, experience life in much the same way as Unsettled imPorts. As they have yet to be officially apprehended and/or charged — in which case they would be labeled as Criminals — they technically have free movement, but can be expected to undergo a much more strict investigation process whenever using the Porter or crossing any State borders. They will obviously be restricted from gaining access to government jobs, and will generally be underneath close scrutiny.
◈ How does an imPort become labeled as a Criminal?
In order to be labeled as a Criminal, an imPort must first commit a crime and be caught and prosecuted for this crime. Please see the Prison & Probation page for your character to be assigned a probational officer. Typically, Criminals will be assigned a probation officer and a power nullifying anklet or bracelet. They will not be able to use the Porter unaccompanied by their probation officer, nor do they receive any of the benefits that Registered imPorts receive.
◈ Can a Registered imPort get away with criminal activity? How easy is it to play both sides?
An imPort's status will change if they're seen, regardless of if they're hiding their identity, but aside from CRIMINAL and AWOL statuses, these changes do not get recorded in any government databanks. Therefore, even if someone's status shifts from REGISTERED HERO to VIGILANTE (for instance), if they don't tell anyone or show off their tattoo, they can keep that status quiet!
◈ How can an Unsettled/AWOL imPort Register?
Since one (of many) of the intended effects in adding more restrictions to Unsettled/non-Registered imPorts is to convince any that fall into one of those categories to register, if they approach a military official at the Cape Canaveral base or during a Swear-In ceremony and state they would like to register, they will be allowed to do and effectively "wipe their slate clean" as far as that past record goes.
◈ Can Registered characters go Unsettled?
Yes, characters may change affiliations at any time.
• porters & nanites •
◈ What are the Porters?
The main Porter in Cape Canaveral is the only point of entry into this world for newly arrived or recently resurrected imPorts. The city Porters are smaller (relative to the main Porter) pieces of government owned technology that allow instantaneous travel for nanite-possessing individuals.
◈ What are the Porter buildings like?
There is some description of the various Porter buildings city by city on the Locations page, but they are essentially staffed military bases with a specified Porter-room that imPorts are led to, and there is always an agent on-shift to operate it for them.
◈ Who can use the Porters?
Only Registered imPorts have free clearance to use the Porters whenever they'd like to or without specific permission. Besides imPorts, Porter use is restricted only to military and government employees. In the case of emergencies or crisis situations, however, it can be used to quickly transport civilian experts or specialists.
◈ Can the Porters be used to transport goods?
The Porters are used only to transport people and what they could reasonably carry on their person. If an imPort has, for instance, a pizza delivery business, they could certainly carry that with them! For larger shipments, imPorts may wish to seek out options such as moving companies or other imPorts with teleportation abilities.
◈ How can an Unsettled imPort use the Porter?
They will have to fill out some paperwork about why they intend to use the Porter — employment opportunities, friends or family in the other Porter cities, etc. — and being accepted is a fairly simple process. They will be denied if they are under Criminal status, or are acting suspiciously or aggressively at the Porter. Once approved, imPorts do not have to get permission every time they need to use the Porter! They will, however, need to be checked at the gate every time they use the Porter, similar to how people are generally checked before they get on an airplane.
An Unsettled imPort may use the Porter if accompanied by a Registered imPort.
◈ Is there a porter to the moon base?
Yes there is! The moon base is also accessible by shuttle.
◈ What are the nanites?
In short: the nanites are miniature-to-microscopic nanorobots (primarily tech-based with some unidentifiable organic-seeming matter mixed in) that enable and stabilize imPort powers, allow them to access the network and communication devices, interface with their digital tattoos, and allow imPorts to regenerate even from the point of death. Since the nanites are capable of self-replication, learning, healing, and other various forms of organic adaptation, no consistent method of manipulation has been discovered by imPorts yet.
All imPorts receive their injection of nanites when they are first ported in. ImPorts cannot leave the base without receiving nanites. The government is patient with their explanations and would greatly prefer to avoid physical restraint, but given how much imPorts depend on nanites, they will be forced one way or another. Recall that imPorts do not have access to their powers prior to the injection.
Note that natives do not have nanites, and therefore do not resurrect as imPorts can and do!
◈ Do imPorts without blood still have nanites?
Yes, all imPorts have nanites! Because of the vast array of non-humanoids that we get in-game, we generally leave the specifics of their manifestation up to player discretion as well. For example, in the case of robotic imPorts, the nanites might be inserted in their circuits.
◈ Why don't natives have nanites? Is there an official government explanation?
Yes, there is! The government has attempted to use the nanites on natives before, but they simply don't work on them. If such technology were available, companies like the now-defunct Heaven's Scent would have certainly capitalized on it by now.
◈ Is the information on nanites public?
Much of it is, yes! While the information above isn't necessarily public, imPorts can certainly have access to it should they choose to go looking for it.
◈ Can imPorts tamper with their nanites?
Because nanites are an intrinsic game mechanic, we strongly prefer that characters avoid tampering with them. However, if you have a specific nanite-related plot in mind that you would like to pursue, you're welcome to give us your pitch at the Plotting post!
• tattoos •
◈ What's the story with the tattoos?
The tattoos are a way for the government to keep track of how many imPorts they pull in, how to reach them in a crisis, and how many are registered, although they cannot locate people through them. The tattoos manifest upon the skin regardless of species or ability; when characters are pulled in through the Porter they are given an intravenous dosage of nanites that show through the skin and rearrange according to the character's standing with the government. Certain changes are registered in the government systems automatically, allowing said changes to manifest in the tattoo readings, but the only ones the government can actually see with a character's name attached are UNSETTLED and AWOL. All other changes register only that a change was made to someone, but not to whom.
◈ How do the tattoos change?
Once a character has sworn allegiance, their tattoo will automatically read REGISTERED. Similarly, if a character chooses not to register, their tattoo will read UNSETTLED. Those still mulling over it will have REGISTERED printed until they finalize their decision.
Registered characters' tattoos now count as American passports. While Communist-affiliated countries are still off-limits, travelling to other countries will no longer automatically count as being AWOL. If your character is Unsettled, a Criminal, or a Vigilante, however, leaving will still count as being AWOL, and their tattoo will change accordingly.
VIGILANTE status is invoked when a character who is declared UNSETTLED is witnessed or caught in some fashion in the act of vigilantism, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it is less a deliberated change than, say, CRIMINAL which requires an arrest or resist to arrest first to change.
◈ My character doesn't have arms! Where's their tattoo?
Lacking hands or arms, the tattoo will appear either on the back of their neck or ankle.
◈ Can tattoos be removed via skinning or amputation?
The nanites are integrated in the body's blood stream and nervous system, so damaging the skin would not remove the tattoo. In the event of amputation, the nanites would either try to regrow the limb or relocate the tattoo to another part of the body. When the original limb either is regrown or re-attached, the tattoo would move back to that arm.
◈ Do nanites affect regular tattoos?
The nanites do not affect tattoos! Your character is free to get as much ink as they want.
◈ Is network communication through the tattoos traceable?
The signals can emulate many of the signals a technological device might radiate, especially while being used to connect mentally to the network — for example, a wifi signal, a GPS signal (one that can pinpoint general location but not individual identity unless synched with an AWOL status), an EMT/distress signal, and a very, very low trace of harmless radiation.
◈ How long does a Criminal tattoo stay Criminal?
If the character has left prison legitimately, their status would revert back!
◈ How can characters use video communication on the network through the tattoos?
The camera can be either 1) the communicator's camera but accessed remotely, or 2) the nanites that allow the tattoo's status to change adapting temporarily to perform camera functions, via either the wrist (the default) or, with more effort/practice/so on, the eyes. The latter option would of course only work when utilized deliberately!
• law, prison & probation •
◈ What's the in-game legal system like?
The in-game legal system is almost identical to the real world legal system, with some exceptions. Police and government-affiliated heroes both work together, although the latter tend to handle "bigger" cases and crimes, particularly those that involve fellow imPorts or supervillains. Government heroes may occasionally be offered the "At Large" blotter as an assignment so that vigilantes and criminals/villains alike may be pursued. For imPorts only, the sentencing system for prisons and hospitals has been adjusted to allot for four months within a rigorous rehabilitation regimen, followed by their release and then a year of strict monitoring by the government. Further criminal infractions during this period may result in further punitive measures. The government's approach to rehabilitation is very similar to the real life America's approach, although they are a little more permissive and a little more interested in rehabilitation than incarceration alone.
◈ What are the in-game prisons like?
In-game prisons are built similarly to regular prisons; however, imPort prisoners are not incarcerated with the native population. The imPort prison had power dampeners within the walls that worked off of the Porter's radiation to nullify the abilities of anyone in the vicinity marked as CRIMINAL.
NOTE: Currently Heropa's imPort prison has been demolished as the result of a domestic terrorist attack. Due to the low population of imPorts relative to the general population, the government has not yet determined a need to built another.
◈ So how are offenders dealt with?
The government has taken the opportunity to implement a change in its judicial and rehabilitation system. ImPorts who are convicted of crimes they committed will no longer serve their sentences from the confinements of a prison unless they request confinement within government premises. Instead, these imPorts will be given a two month community sentence to complete and will be assigned a Registered imPort to act as their probation officer for the duration of it. Criminals will be required to check in with these Registered imPorts daily to determine if they are fulfilling their probational obligations and to ensure they are not breaking any of the terms of their probation.
Criminal imPorts are still allowed their communicators, but the ability to make a conversation private or encrypted will be disabled for the duration of their sentence.
◈ How does the probation system work OOCly?
This new system functions primarily on the OOC basis of players volunteering their Registered characters, rather than IC volunteering. However, IC willingness can and will factor into this system to an extent. Players interested in having their characters tasked with the duties of an imPort probation officer may sign them up in this thread. Characters who are serving time will need to respond here.
The mods will then randomly pair up Criminal and Registered status imPorts. This is to create brand new CR opportunities for players, although they are free to request a specific Registered character if they have received the player's permission and/or plotted together in advance.
◈ Do probation officers have access to imPort files?
As a general rule, no, they do not, but it's up for discussion on a case-by-case basis, depending on what the players involved wish for! Generally speaking, however, private information is kept private and probation officers are only apprised of the pertinent powers, the details of the imPort's crime, and the housing location of their charge.
◈ Does law enforcement have access to imPort files?
The police would be able to request a copy of a specific character's file from the military, following the same guidelines of probable cause required for a warrant, detainment, or an arrest. This file would contain their name, housing and job assignments (if applicable), registration status, and a brief synopsis of their powers, as it appears on the file given to a character on arrival. Any official updates to this information (for example, an authorized change in occupation) would be included as well.
This would be utilized in order to allow police to, for example, take a character's unique superpowers into account when attempting to detain or contain them, but bar the NPC police (or player characters working in law enforcement) from sweeping access to characters' information.
◈ Are imPorts eligible for bail?
Yes they are! Following real life procedure, if the accused is deemed a flight risk they may not be granted bail at all.
◈ Do all crimes result in power nullification?
We judge everything on a case-by-case basis. Generally speaking, however, minor crimes such as theft may be punished through fines and community service.
◈ How can imPorts get involved with law enforcement?
As with most jobs that require prior licensing, imPorts would have to go through training and pass the necessary tests in order to join the force. In this case, an imPort would need to be able to complete a written and a physical test and undergo a background check in order to sign up as a police officer. Typically, they would need to undergo Police Academy, but provided that imPorts can pass the other tests, that's a process that the government is willing to bypass.
Typically, we OOCly ask that players wait a feasible amount of time before signing their character up to a profession so that the characters have time to ICly study the rules in place in the world of Mask or Menace. Otherwise, once you're ready, all you have to do is switch his job on the Housing & Jobs page and you'll be good to go!
◈ Can Unsettled imPorts access the legal system?
As non-citizens, Unsettled ImPorts cannot file a lawsuit. They can, however, petition an Ambassador to file it on their behalf - just part of the job!
◈ Can imPorts buy items off the black market?
While there are certainly black markets available, even online, such networks in the world of Mask or Menace have been stunted by the rapid advancement of technological achievements by the government, their history of government surveillance, and perhaps most importantly, America's more isolationist policies! This means that the manifestation of online darknet markets as we currently understand them don't exist; they are smaller in scope, more difficult to penetrate, and offer fewer items. If you have anything specific in mind for your character to acquire, please feel free to contact us via the Plotting post and we can work things out with you!
◈ How do I get NPC deaths approved?
All NPC deaths require mod permission through the Plotting post, but players of particularly bloodthirsty imPorts have come to us before to request all of the deaths at once (i.e. a vampire with preapproval for two NPC deaths a month). We'll still have to know the methodology and how your character away with it, but come to us with a pitch, and we can work something out!
• health & death •
◈ What are medicine and health care like?
The world of Mask or Menace has medical technology that is generally about a decade more advanced than our own. Registered ImPorts will receive the highest quality free medical care, and should experience quick relief from pain and discomfort with any medications and/or treatments they're prescribed.
◈ My character requires a specific medication. Will they receive it here? Is it possible for them to bring several doses with them, or to synthesize an alternative?
Yes, any of these options are possible! You are welcome, in fact, to handwave this however you please: the government could set them up with medication right off the bat, or provide them with a limited dosage to open further plotting opportunities for developing the medication. That part is up to you!
◈ How are the Porter cities equipped to deal with people with disabilities?
Given certain advancements in technology, the cities are better equipped for those in a wheelchairs! While automobiles hover, they can be lowered for easier access. Buses in particular will have extendable ramps for wheelchairs. Plenty of buildings in higher income or particularly busy areas will also have pathways for wheelchair users to access. They will also be better taken care of during the winter seasons. Otherwise, you are free to presume the accessibility is similar to that of real life!
◈ What about missing limbs?
Whether your character's missing limbs are healed or not is up to you! Since they are old injuries and not life threatening, he may receive prosthetics free of charge upon arrival — or not — at your discretion. As the world of Mask or Menace is more technologically advanced than our own, prosthetic technology is also more advanced. Additionally, there are several characters in game who could create or modify prosthetic limbs, should you prefer to play that out.
◈ How would terminal illness be handled?
Characters coming into game with severe injury or illness have the option to receive treatment upon arrival, since there will be military personnel present to assist them; considering the flexibility in medical advances, what form that medical assistance takes is up to you — which can include medically halting the symptoms, if you so choose!
Registered imPorts will be provided with health care that will cover chronic requirements. The medical advancement of the world is about a decade more advanced than the real world, so players are free to play out successful maintenance of the disease if they wish. Unregistered imPorts will not be boxed out of treatment; however, they will have to go the traditional way on the free market like any other citizen. Only Registered imPorts get free health care as one of their perks to registering.
◈ Can imPorts get pregnant?
No.
◈ What if an imPort is pregnant when they're ported in?
Because we do not allow for characters to bring in their offspring in the way that we allow characters to bring in pets — except underneath extremely specific situations which have been talked out thoroughly between us and the player in question — your character would no longer be pregnant upon arrival. There would be no sign of miscarriage or any other related incidents, but it simply would not be there.
Due to its sensitive nature and keeping in mind player comfort, we would like to advise any potential applicants to apply from a canonpoint at which the character has already given birth or a canonpoint at which their pregnancy has not yet been discovered, but we do ultimately leave this up to you! If you do decide to apply from a canonpoint at which your character is pregnant, we would like to warn you in advance that we expect that this subject matter be treated with the delicacy it requires; miscarriages and the discussion thereof can be extremely triggering subject material and we would like to preserve the comfort of our playerbase as much as possible.
◈ What happens when an imPort dies?
On first death, if at least some remains are left intact, the nanites in their body will return the imPort back to the condition they were in when they were last ported in through the main Porter. The nanites utilize a limited amount of the element continuum in this process. As continuum is used up, subsequent deaths will become more challenging to be resurrected from, and will eventually include side effects such as reduced superpowers, missing limbs, and memory issues.
Please note that all deaths, imPort or NPC, must be approved through the Plotting page unless clearly stated otherwise!
◈ What is the role of continuum in the revival process?
Continuum is a natural resource treated in government facilities to work remotely, not directly "on" imPorts, in conjunction with the nanites. After it is refined is implanted into the nanites through use of military technology before it enters an imPort's body. When they disperse to aid in the resurrection process, their capacity to repeat and complete the same process successfully lowers drastically, which is why dying more than once will result in complications.
Registration status has nothing to do with the effect of continuum or the resurrection process, as all imPorts have nanites in their system. It is an automatic process, but may have differing rates of resurrection time for different imPorts depending on player preference. Similarly, that means dying before a Swear-In will make no difference.
◈ What if they don't leave a body?
If an imPort is completely disintegrated, then yes, their resurrection would be more akin to porting out and in; whatever remains of the body or the nanites therein will identify the imPort in question to the Porter, allowing them to be "reconstructed" via porting back in.
◈ Do re-apped characters who've died keep their original nanite count?
Generally speaking, reapped characters would have nanite counts that reflect their deaths; for fairness' sake, re-apped characters will maintain the same physical condidtions that they had prior to being dropped. If this is problematic to your playing, you may contact us privately to pitch an idea as to why this would not be the case or, of course, you may simply your character's powers section in order to make his condition workable.
◈ What about imPorts who drink blood or eat human body parts?
For vampiric characters, synthetic blood supplements are available in supply via local clinics or they may obtain them directly from the military. Characters who require human meat could receive synthetic meat from the military, as providing human meat would be highly unethical. Another alternative is being provided corpses that had been donated to science, but did not meet their required standards. As for other sources of sustenance, the military can attempt replicating what the character needs to some degree! Synthetic replications are typically as effective as possible, but it is up to individual player discretion if there are any side-effects and how often it is provided to them.
◈ If an imPort is injured, will the distress signal in their communicator or tattoo call for help?
Yes, in the event of extreme injury or medical distress! The signal does require some degree of consciousness to activate, as it's sort of like a mental call for help, but once it is, an ambulance will be able to use the GPS signals to find the imPort in question. Ultimately, the use of these emergency services is up to the player.
• drops, updates & port-outs •
◈ What happens to my character if I hiatus? Or drop?
If you hiatus you may choose whether or not to "autopilot" your character for the duration, or port them out; porting out or dropping a character manifests ICly as a Porter glitch. That simple! When they are ported out, temporarily or permanently, their ID on the network goes offline.
◈ How are canon/power updates handled?
Players must submit an Update Form. Once approved, characters will experience a minimum port-out time of 24 hours. Port-outs for canon/power updates also occur due to Porter glitching.
◈ Do equipment upgrades require a power update?
Yes. Any changes to something established as a part of a power slot (unless previously discussed between the player and the mod team) will require a power update.
◈ Can I revert my character to an earlier canon point?
Yes! In this case, you would submit it through the Canon Updates page as usual, making sure to provide us with a description of their personality at the point you'll be taking them from. Please note that upon getting a canon reset, your character will be losing all in-game memories, and will have to start from scratch again!
◈ Can an imPort get a replacement communicator?
Yes, imPorts may get a replacement! The process should take no less than a day and they will need to fill out a quick form with someone at the Cape Canaveral base. Once filled out, they can receive a replacement on base or have a soldier deliver one personally to their residence.
◈ Can an imPort leave messages on the communicator of a ported out imPort?
Unfortunately, no. Currently when a character is ported out, their communicator becomes inactive, so any messages sent to one would not get delivered.
◈ Can imPorts crosspost videos to native platforms (BlueTube, etc.)?
Yes, that's possible, although it will be less of a "crosspost" and more of a "repost," so any comments contained on the network post will not transfer over. This can only be done by an imPort with their own posts, although anything posted to any YouTube derivatives may be more smoothly crossposted to the network than the other way around.
◈ What is the Mirror Network?
The Mirror Network is a separate network, exactly how The Network functions- only the government cannot see it. If your character can or has hacked his or her comm to say a different name or anon, then they can use it on these posts, too. Everyone can see these posts. The mirror network uses the network's directory to give everybody access. This network does NOT work comm-to-comm. Just post like you normally would, but make sure to use the "!mirror" tag when using the Mirror Network.
◈ Can network posts be filtered?
Posts can be filtered to no more than eight people! Additionally, there is no such thing as a "Villains" filter, or a "known baddies" list, or "America's Most Wanted" lock. If you try using any filter like that, everyone will disregard it, as they don't exist!
• superpowers & heroism •
◈ What's all this about powers?
Mask or Menace is a comics-themed game; comics means superheroes, and superheroes means superpowers. If your character already possesses a superpower, or are capable of something an ordinary real-world human isn't, chances are they'll keep it. And if they don't? Well, never fear — they'll get powers on arrival! So even your everyday businessmen and slice-of-life teenagers are in the running! The Porter has a nasty habit of messing with powers, and that works both ways. Demigods may enter with less than they're used to, and normal folks land with a skill or two they might not have had before. It could be something earth-shattering and life-changing, or it could be the most mundane supernatural ability to ever be discovered. A character's powers might not look anything like what they had in their world — it all depends on you!
We try to be somewhat flexible with our power cap, and prefer to leave the specifics of characters' powers up to the player to decide; however, characters with godly power levels or too many skills will find themselves limited in some way or another. Presently the current cap on powers is three distinct "umbrellas," though this is subject to modification based on how darn powerful any one happens to be.
◈ What about non-human characters? What happens to them?
By default, nonhuman characters — be they fluffy, scaly, made of metal, or otherwise — are transformed upon arrival and given squishy human bodies to call their own, modeled as similarly as possible to the one they left behind. However, if a player wants to keep their non-human character non-human, that's possible too! If the character has a way to appear as/be disguised as a human, they may well be left unchanged by the Porter. If they don't, one of their superpower slots will be sacrificed to either "ability to transform to and from a human form," or simply "is [whatever they were before]." Their ability to communicate regularly with humans can be included as part of the same powerslot that allows them to stay in their normal body. Please note this only applies to non-human characters who are appable as a character in the first place.
City-straddling giants or other implausibly large characters would require some scaling down, however; the Cape Canaveral base is just not large enough to accommodate the arrival of a fully grown Godzilla.
◈ Isn't heroism illegal? How does that work?
Heroism in the way that's synonymous with "vigilantism" is illegal, yes, but there are ways to "hero" legally, too. Under the law, the breakdown is simple; if you are government-affiliated, you're sanctioned and legal, and if you aren't, you aren't. That's not to say vigilantes can't get things done! Just that there will always be the chance of arrest or apprehension, should a hero be Unsettled/unregistered. We recommend players of vigilantes (or villains) and Registered heroes alike stay in communication to provide ease and compromise to this dichotomy.
◈ What's the benefit to working with the government vs. going off on your own?
As mentioned elsewhere, the benefit boils down to both the legality of how you fight crime and make your "hero" mark, and the literal benefits that the government grants you for doing so: free housing, food, free health care, a guaranteed job, and government protection, though any hero is allowed to turn one or more of these things down and still be considered Registered.
◈ Would the government help a Registered hero acquire a costume?
They would, yes! The government aims to support registered heroes in their heroic work and will assist with maintaining secret identities or providing materials if requested. Depending on the materials needed, however, they can also likely be purchased in stores or commissioned.
◈ Does being a Registered hero mean your identity is known at large?
It does not, no! A hero's identity is only broadcast if they choose to do so; if they prefer to keep a secret identity, the government will assist them in keeping that secret should they request the help. Communicators, for instance, display the name only and not the hero alias, so players have the flexibility to play that out as they choose.
◈ Can imPorts teach other imPorts their powers?
Yes! ImPorts with powers that can be taught to others (e.g. some types of magic) can teach those powers to other imPorts. The new power will take up a power slot and require the player to submit a Power Update, but will not require a port-out.
NOTE: That a power is teachable must be included either in the original power write up as approved by the mods in your application, or in its own power update.
◈ How do power nullifiers work?
Because nanites enable and stabilize all imPort powers, power nullifiers function by blocking the nanites. This blocks imPorts from using their powers, both active and passive.
◈ How difficult is it to obtain a nullifier?
The government keeps very tight control on their nullifiers, as this is the only known method of imPort control they have. Getting a hold of one for study would be equivalent to trying to smuggle out top secret files — anyone that assisted in even an attempt would be tried and punished for treason against the federal government. Knock-off versions of the government ones have been produced, however, and imPorts might be able to get their hands on these. The downside to these knock-offs is they are often low-quality and prone to issues such as overheating, dangerously short battery lives, and even boosting powers. Please inquire on the Plotting post with what you would like to do, and we can provide you with more details!
◈ What if an imPort wants their powers suppressed?
The government generally does not provide power suppressors on an individual basis unless it's for an urgent reason (e.g. an imPort has powers that are immediately harmful for themselves or others). ImPorts struggling with their powers may have luck turning to their fellow imPorts with power nullifying capabilities or assistance with learning to control their powers!
◈ What's the story with the native metahumans?
In late 2016, thanks to Superior Iron Man (a version of Tony Stark) native citizens were unknowingly granted superpowers of flight, super-speed, enhanced reflexes or fire-breathing. ImPorts were tasked with dealing with these metahumans, many of whom took advantage of the chaos to use their new powers for ill. Eventually, SIM was defeated, but the metahumans remain a core component of America's population.
Note that because native metahumans do not have nanites in their systems, the currently available power nullifier technology does not work on them.
• registration & benefits •
◈ What does it mean to be Registered?
Registration comes with a whole host of perks! As fully fledged American citizens, Registered imPorts can use their tattoos as passports to cross the border into allied territories. They're eligible for several scholarships should they wish to pursue higher education, and they are guaranteed both housing and employment, provided they stay in imPort cities. They will be able to use Porters without question, and will be able to cross state borders without being stopped and investigated. Additionally, they will receive a $75 bonus in their weekly stipend.
◈ What does it mean to be Unsettled?
Mostly, an imPort being Unsettled means that they do not gain all the perks above. They are unable to exit America's borders legally — and if they do, their tattoos will automatically change to AWOL — they will not receive any payment from the government, and their housing nor their jobs will be guaranteed to them. While they will be able to use the Porter, they will have to fill out paperwork regarding their reasoning — whether it's employment or educational purposes or simply by virtue of having friends in other Porter cities — and will undergo a check much like what one would expect from customs at an airport every time they use it. These checks will be slackened should the Unsettled imPort be accompanied by a Registered imPort. Lastly, Unsettled imPorts will be stopped at each state border and will undergo questioning as to the reasoning behind their travel, and may have their belongings searched.
◈ Do Unsettled imPorts lose access to government housing and jobs?
No. Regardless of registration status, imPorts are allowed to keep the jobs the government set them up with, and they may remain within government housing for as long as they would like. The government may have preferred that they registered, but they certainly aren't going to boot universally displaced people out onto the streets! As far as jobs are concerned, think of it this way: if a genius scientist is assigned to a job in the industry of his or her specialty, while they may be put on probation for the first few weeks on the job should they choose not to register, if they are adequate enough at their position their employers have no reason to get rid of them. If an Unsettled imPort is placed at a job that is wholly unsuited for them, however, then their employer may take advantage of this probationary period to terminate their employment prematurely. Players are free to play this out as they wish!
If an unsettled imPort chooses to leave their job to pursue another one, they're largely on their own in finding employment (though if requested, they would be provided with some assistance), and they will have to pay their own medical expenses. They will also have to open their own bank accounts in person.
◈ How does an imPort become labeled as a Vigilante?
Tattoos will change to read "Vigilante" after an Unsettled imPort is witnessed or "caught" in the act of vigilantism in some fashion, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it's less deliberate than "Criminal," which requires a prior arrest to change.
ImPorts who receive the Vigilante tattoos will, for the most part, experience life in much the same way as Unsettled imPorts. As they have yet to be officially apprehended and/or charged — in which case they would be labeled as Criminals — they technically have free movement, but can be expected to undergo a much more strict investigation process whenever using the Porter or crossing any State borders. They will obviously be restricted from gaining access to government jobs, and will generally be underneath close scrutiny.
◈ How does an imPort become labeled as a Criminal?
In order to be labeled as a Criminal, an imPort must first commit a crime and be caught and prosecuted for this crime. Please see the Prison & Probation page for your character to be assigned a probational officer. Typically, Criminals will be assigned a probation officer and a power nullifying anklet or bracelet. They will not be able to use the Porter unaccompanied by their probation officer, nor do they receive any of the benefits that Registered imPorts receive.
◈ Can a Registered imPort get away with criminal activity? How easy is it to play both sides?
An imPort's status will change if they're seen, regardless of if they're hiding their identity, but aside from CRIMINAL and AWOL statuses, these changes do not get recorded in any government databanks. Therefore, even if someone's status shifts from REGISTERED HERO to VIGILANTE (for instance), if they don't tell anyone or show off their tattoo, they can keep that status quiet!
◈ How can an Unsettled/AWOL imPort Register?
Since one (of many) of the intended effects in adding more restrictions to Unsettled/non-Registered imPorts is to convince any that fall into one of those categories to register, if they approach a military official at the Cape Canaveral base or during a Swear-In ceremony and state they would like to register, they will be allowed to do and effectively "wipe their slate clean" as far as that past record goes.
◈ Can Registered characters go Unsettled?
Yes, characters may change affiliations at any time.
• porters & nanites •
◈ What are the Porters?
The main Porter in Cape Canaveral is the only point of entry into this world for newly arrived or recently resurrected imPorts. The city Porters are smaller (relative to the main Porter) pieces of government owned technology that allow instantaneous travel for nanite-possessing individuals.
◈ What are the Porter buildings like?
There is some description of the various Porter buildings city by city on the Locations page, but they are essentially staffed military bases with a specified Porter-room that imPorts are led to, and there is always an agent on-shift to operate it for them.
◈ Who can use the Porters?
Only Registered imPorts have free clearance to use the Porters whenever they'd like to or without specific permission. Besides imPorts, Porter use is restricted only to military and government employees. In the case of emergencies or crisis situations, however, it can be used to quickly transport civilian experts or specialists.
◈ Can the Porters be used to transport goods?
The Porters are used only to transport people and what they could reasonably carry on their person. If an imPort has, for instance, a pizza delivery business, they could certainly carry that with them! For larger shipments, imPorts may wish to seek out options such as moving companies or other imPorts with teleportation abilities.
◈ How can an Unsettled imPort use the Porter?
They will have to fill out some paperwork about why they intend to use the Porter — employment opportunities, friends or family in the other Porter cities, etc. — and being accepted is a fairly simple process. They will be denied if they are under Criminal status, or are acting suspiciously or aggressively at the Porter. Once approved, imPorts do not have to get permission every time they need to use the Porter! They will, however, need to be checked at the gate every time they use the Porter, similar to how people are generally checked before they get on an airplane.
An Unsettled imPort may use the Porter if accompanied by a Registered imPort.
◈ Is there a porter to the moon base?
Yes there is! The moon base is also accessible by shuttle.
◈ What are the nanites?
In short: the nanites are miniature-to-microscopic nanorobots (primarily tech-based with some unidentifiable organic-seeming matter mixed in) that enable and stabilize imPort powers, allow them to access the network and communication devices, interface with their digital tattoos, and allow imPorts to regenerate even from the point of death. Since the nanites are capable of self-replication, learning, healing, and other various forms of organic adaptation, no consistent method of manipulation has been discovered by imPorts yet.
All imPorts receive their injection of nanites when they are first ported in. ImPorts cannot leave the base without receiving nanites. The government is patient with their explanations and would greatly prefer to avoid physical restraint, but given how much imPorts depend on nanites, they will be forced one way or another. Recall that imPorts do not have access to their powers prior to the injection.
Note that natives do not have nanites, and therefore do not resurrect as imPorts can and do!
◈ Do imPorts without blood still have nanites?
Yes, all imPorts have nanites! Because of the vast array of non-humanoids that we get in-game, we generally leave the specifics of their manifestation up to player discretion as well. For example, in the case of robotic imPorts, the nanites might be inserted in their circuits.
◈ Why don't natives have nanites? Is there an official government explanation?
Yes, there is! The government has attempted to use the nanites on natives before, but they simply don't work on them. If such technology were available, companies like the now-defunct Heaven's Scent would have certainly capitalized on it by now.
◈ Is the information on nanites public?
Much of it is, yes! While the information above isn't necessarily public, imPorts can certainly have access to it should they choose to go looking for it.
◈ Can imPorts tamper with their nanites?
Because nanites are an intrinsic game mechanic, we strongly prefer that characters avoid tampering with them. However, if you have a specific nanite-related plot in mind that you would like to pursue, you're welcome to give us your pitch at the Plotting post!
• tattoos •
◈ What's the story with the tattoos?
The tattoos are a way for the government to keep track of how many imPorts they pull in, how to reach them in a crisis, and how many are registered, although they cannot locate people through them. The tattoos manifest upon the skin regardless of species or ability; when characters are pulled in through the Porter they are given an intravenous dosage of nanites that show through the skin and rearrange according to the character's standing with the government. Certain changes are registered in the government systems automatically, allowing said changes to manifest in the tattoo readings, but the only ones the government can actually see with a character's name attached are UNSETTLED and AWOL. All other changes register only that a change was made to someone, but not to whom.
◈ How do the tattoos change?
Once a character has sworn allegiance, their tattoo will automatically read REGISTERED. Similarly, if a character chooses not to register, their tattoo will read UNSETTLED. Those still mulling over it will have REGISTERED printed until they finalize their decision.
Registered characters' tattoos now count as American passports. While Communist-affiliated countries are still off-limits, travelling to other countries will no longer automatically count as being AWOL. If your character is Unsettled, a Criminal, or a Vigilante, however, leaving will still count as being AWOL, and their tattoo will change accordingly.
VIGILANTE status is invoked when a character who is declared UNSETTLED is witnessed or caught in some fashion in the act of vigilantism, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it is less a deliberated change than, say, CRIMINAL which requires an arrest or resist to arrest first to change.
◈ My character doesn't have arms! Where's their tattoo?
Lacking hands or arms, the tattoo will appear either on the back of their neck or ankle.
◈ Can tattoos be removed via skinning or amputation?
The nanites are integrated in the body's blood stream and nervous system, so damaging the skin would not remove the tattoo. In the event of amputation, the nanites would either try to regrow the limb or relocate the tattoo to another part of the body. When the original limb either is regrown or re-attached, the tattoo would move back to that arm.
◈ Do nanites affect regular tattoos?
The nanites do not affect tattoos! Your character is free to get as much ink as they want.
◈ Is network communication through the tattoos traceable?
The signals can emulate many of the signals a technological device might radiate, especially while being used to connect mentally to the network — for example, a wifi signal, a GPS signal (one that can pinpoint general location but not individual identity unless synched with an AWOL status), an EMT/distress signal, and a very, very low trace of harmless radiation.
◈ How long does a Criminal tattoo stay Criminal?
If the character has left prison legitimately, their status would revert back!
◈ How can characters use video communication on the network through the tattoos?
The camera can be either 1) the communicator's camera but accessed remotely, or 2) the nanites that allow the tattoo's status to change adapting temporarily to perform camera functions, via either the wrist (the default) or, with more effort/practice/so on, the eyes. The latter option would of course only work when utilized deliberately!
• law, prison & probation •
◈ What's the in-game legal system like?
The in-game legal system is almost identical to the real world legal system, with some exceptions. Police and government-affiliated heroes both work together, although the latter tend to handle "bigger" cases and crimes, particularly those that involve fellow imPorts or supervillains. Government heroes may occasionally be offered the "At Large" blotter as an assignment so that vigilantes and criminals/villains alike may be pursued. For imPorts only, the sentencing system for prisons and hospitals has been adjusted to allot for four months within a rigorous rehabilitation regimen, followed by their release and then a year of strict monitoring by the government. Further criminal infractions during this period may result in further punitive measures. The government's approach to rehabilitation is very similar to the real life America's approach, although they are a little more permissive and a little more interested in rehabilitation than incarceration alone.
◈ What are the in-game prisons like?
In-game prisons are built similarly to regular prisons; however, imPort prisoners are not incarcerated with the native population. The imPort prison had power dampeners within the walls that worked off of the Porter's radiation to nullify the abilities of anyone in the vicinity marked as CRIMINAL.
NOTE: Currently Heropa's imPort prison has been demolished as the result of a domestic terrorist attack. Due to the low population of imPorts relative to the general population, the government has not yet determined a need to built another.
◈ So how are offenders dealt with?
The government has taken the opportunity to implement a change in its judicial and rehabilitation system. ImPorts who are convicted of crimes they committed will no longer serve their sentences from the confinements of a prison unless they request confinement within government premises. Instead, these imPorts will be given a two month community sentence to complete and will be assigned a Registered imPort to act as their probation officer for the duration of it. Criminals will be required to check in with these Registered imPorts daily to determine if they are fulfilling their probational obligations and to ensure they are not breaking any of the terms of their probation.
Criminal imPorts are still allowed their communicators, but the ability to make a conversation private or encrypted will be disabled for the duration of their sentence.
◈ How does the probation system work OOCly?
This new system functions primarily on the OOC basis of players volunteering their Registered characters, rather than IC volunteering. However, IC willingness can and will factor into this system to an extent. Players interested in having their characters tasked with the duties of an imPort probation officer may sign them up in this thread. Characters who are serving time will need to respond here.
The mods will then randomly pair up Criminal and Registered status imPorts. This is to create brand new CR opportunities for players, although they are free to request a specific Registered character if they have received the player's permission and/or plotted together in advance.
◈ Do probation officers have access to imPort files?
As a general rule, no, they do not, but it's up for discussion on a case-by-case basis, depending on what the players involved wish for! Generally speaking, however, private information is kept private and probation officers are only apprised of the pertinent powers, the details of the imPort's crime, and the housing location of their charge.
◈ Does law enforcement have access to imPort files?
The police would be able to request a copy of a specific character's file from the military, following the same guidelines of probable cause required for a warrant, detainment, or an arrest. This file would contain their name, housing and job assignments (if applicable), registration status, and a brief synopsis of their powers, as it appears on the file given to a character on arrival. Any official updates to this information (for example, an authorized change in occupation) would be included as well.
This would be utilized in order to allow police to, for example, take a character's unique superpowers into account when attempting to detain or contain them, but bar the NPC police (or player characters working in law enforcement) from sweeping access to characters' information.
◈ Are imPorts eligible for bail?
Yes they are! Following real life procedure, if the accused is deemed a flight risk they may not be granted bail at all.
◈ Do all crimes result in power nullification?
We judge everything on a case-by-case basis. Generally speaking, however, minor crimes such as theft may be punished through fines and community service.
◈ How can imPorts get involved with law enforcement?
As with most jobs that require prior licensing, imPorts would have to go through training and pass the necessary tests in order to join the force. In this case, an imPort would need to be able to complete a written and a physical test and undergo a background check in order to sign up as a police officer. Typically, they would need to undergo Police Academy, but provided that imPorts can pass the other tests, that's a process that the government is willing to bypass.
Typically, we OOCly ask that players wait a feasible amount of time before signing their character up to a profession so that the characters have time to ICly study the rules in place in the world of Mask or Menace. Otherwise, once you're ready, all you have to do is switch his job on the Housing & Jobs page and you'll be good to go!
◈ Can Unsettled imPorts access the legal system?
As non-citizens, Unsettled ImPorts cannot file a lawsuit. They can, however, petition an Ambassador to file it on their behalf - just part of the job!
◈ Can imPorts buy items off the black market?
While there are certainly black markets available, even online, such networks in the world of Mask or Menace have been stunted by the rapid advancement of technological achievements by the government, their history of government surveillance, and perhaps most importantly, America's more isolationist policies! This means that the manifestation of online darknet markets as we currently understand them don't exist; they are smaller in scope, more difficult to penetrate, and offer fewer items. If you have anything specific in mind for your character to acquire, please feel free to contact us via the Plotting post and we can work things out with you!
◈ How do I get NPC deaths approved?
All NPC deaths require mod permission through the Plotting post, but players of particularly bloodthirsty imPorts have come to us before to request all of the deaths at once (i.e. a vampire with preapproval for two NPC deaths a month). We'll still have to know the methodology and how your character away with it, but come to us with a pitch, and we can work something out!
• health & death •
◈ What are medicine and health care like?
The world of Mask or Menace has medical technology that is generally about a decade more advanced than our own. Registered ImPorts will receive the highest quality free medical care, and should experience quick relief from pain and discomfort with any medications and/or treatments they're prescribed.
◈ My character requires a specific medication. Will they receive it here? Is it possible for them to bring several doses with them, or to synthesize an alternative?
Yes, any of these options are possible! You are welcome, in fact, to handwave this however you please: the government could set them up with medication right off the bat, or provide them with a limited dosage to open further plotting opportunities for developing the medication. That part is up to you!
◈ How are the Porter cities equipped to deal with people with disabilities?
Given certain advancements in technology, the cities are better equipped for those in a wheelchairs! While automobiles hover, they can be lowered for easier access. Buses in particular will have extendable ramps for wheelchairs. Plenty of buildings in higher income or particularly busy areas will also have pathways for wheelchair users to access. They will also be better taken care of during the winter seasons. Otherwise, you are free to presume the accessibility is similar to that of real life!
◈ What about missing limbs?
Whether your character's missing limbs are healed or not is up to you! Since they are old injuries and not life threatening, he may receive prosthetics free of charge upon arrival — or not — at your discretion. As the world of Mask or Menace is more technologically advanced than our own, prosthetic technology is also more advanced. Additionally, there are several characters in game who could create or modify prosthetic limbs, should you prefer to play that out.
◈ How would terminal illness be handled?
Characters coming into game with severe injury or illness have the option to receive treatment upon arrival, since there will be military personnel present to assist them; considering the flexibility in medical advances, what form that medical assistance takes is up to you — which can include medically halting the symptoms, if you so choose!
Registered imPorts will be provided with health care that will cover chronic requirements. The medical advancement of the world is about a decade more advanced than the real world, so players are free to play out successful maintenance of the disease if they wish. Unregistered imPorts will not be boxed out of treatment; however, they will have to go the traditional way on the free market like any other citizen. Only Registered imPorts get free health care as one of their perks to registering.
◈ Can imPorts get pregnant?
No.
◈ What if an imPort is pregnant when they're ported in?
Because we do not allow for characters to bring in their offspring in the way that we allow characters to bring in pets — except underneath extremely specific situations which have been talked out thoroughly between us and the player in question — your character would no longer be pregnant upon arrival. There would be no sign of miscarriage or any other related incidents, but it simply would not be there.
Due to its sensitive nature and keeping in mind player comfort, we would like to advise any potential applicants to apply from a canonpoint at which the character has already given birth or a canonpoint at which their pregnancy has not yet been discovered, but we do ultimately leave this up to you! If you do decide to apply from a canonpoint at which your character is pregnant, we would like to warn you in advance that we expect that this subject matter be treated with the delicacy it requires; miscarriages and the discussion thereof can be extremely triggering subject material and we would like to preserve the comfort of our playerbase as much as possible.
◈ What happens when an imPort dies?
On first death, if at least some remains are left intact, the nanites in their body will return the imPort back to the condition they were in when they were last ported in through the main Porter. The nanites utilize a limited amount of the element continuum in this process. As continuum is used up, subsequent deaths will become more challenging to be resurrected from, and will eventually include side effects such as reduced superpowers, missing limbs, and memory issues.
Please note that all deaths, imPort or NPC, must be approved through the Plotting page unless clearly stated otherwise!
◈ What is the role of continuum in the revival process?
Continuum is a natural resource treated in government facilities to work remotely, not directly "on" imPorts, in conjunction with the nanites. After it is refined is implanted into the nanites through use of military technology before it enters an imPort's body. When they disperse to aid in the resurrection process, their capacity to repeat and complete the same process successfully lowers drastically, which is why dying more than once will result in complications.
Registration status has nothing to do with the effect of continuum or the resurrection process, as all imPorts have nanites in their system. It is an automatic process, but may have differing rates of resurrection time for different imPorts depending on player preference. Similarly, that means dying before a Swear-In will make no difference.
◈ What if they don't leave a body?
If an imPort is completely disintegrated, then yes, their resurrection would be more akin to porting out and in; whatever remains of the body or the nanites therein will identify the imPort in question to the Porter, allowing them to be "reconstructed" via porting back in.
◈ Do re-apped characters who've died keep their original nanite count?
Generally speaking, reapped characters would have nanite counts that reflect their deaths; for fairness' sake, re-apped characters will maintain the same physical condidtions that they had prior to being dropped. If this is problematic to your playing, you may contact us privately to pitch an idea as to why this would not be the case or, of course, you may simply your character's powers section in order to make his condition workable.
◈ What about imPorts who drink blood or eat human body parts?
For vampiric characters, synthetic blood supplements are available in supply via local clinics or they may obtain them directly from the military. Characters who require human meat could receive synthetic meat from the military, as providing human meat would be highly unethical. Another alternative is being provided corpses that had been donated to science, but did not meet their required standards. As for other sources of sustenance, the military can attempt replicating what the character needs to some degree! Synthetic replications are typically as effective as possible, but it is up to individual player discretion if there are any side-effects and how often it is provided to them.
◈ If an imPort is injured, will the distress signal in their communicator or tattoo call for help?
Yes, in the event of extreme injury or medical distress! The signal does require some degree of consciousness to activate, as it's sort of like a mental call for help, but once it is, an ambulance will be able to use the GPS signals to find the imPort in question. Ultimately, the use of these emergency services is up to the player.
• drops, updates & port-outs •
◈ What happens to my character if I hiatus? Or drop?
If you hiatus you may choose whether or not to "autopilot" your character for the duration, or port them out; porting out or dropping a character manifests ICly as a Porter glitch. That simple! When they are ported out, temporarily or permanently, their ID on the network goes offline.
◈ How are canon/power updates handled?
Players must submit an Update Form. Once approved, characters will experience a minimum port-out time of 24 hours. Port-outs for canon/power updates also occur due to Porter glitching.
◈ Do equipment upgrades require a power update?
Yes. Any changes to something established as a part of a power slot (unless previously discussed between the player and the mod team) will require a power update.
◈ Can I revert my character to an earlier canon point?
Yes! In this case, you would submit it through the Canon Updates page as usual, making sure to provide us with a description of their personality at the point you'll be taking them from. Please note that upon getting a canon reset, your character will be losing all in-game memories, and will have to start from scratch again!
◈ Can imPorts crosspost videos to native platforms (BlueTube, etc.)?
Yes, that's possible, although it will be less of a "crosspost" and more of a "repost," so any comments contained on the network post will not transfer over. This can only be done by an imPort with their own posts, although anything posted to any YouTube derivatives may be more smoothly crossposted to the network than the other way around.
◈ What is the Mirror Network?
The Mirror Network is a separate network, exactly how The Network functions- only the government cannot see it. If your character can or has hacked his or her comm to say a different name or anon, then they can use it on these posts, too. Everyone can see these posts. The mirror network uses the network's directory to give everybody access. This network does NOT work comm-to-comm. Just post like you normally would, but make sure to use the "!mirror" tag when using the Mirror Network.
◈ Can network posts be filtered?
Posts can be filtered to no more than eight people! Additionally, there is no such thing as a "Villains" filter, or a "known baddies" list, or "America's Most Wanted" lock. If you try using any filter like that, everyone will disregard it, as they don't exist!
• superpowers & heroism •
◈ What's all this about powers?
Mask or Menace is a comics-themed game; comics means superheroes, and superheroes means superpowers. If your character already possesses a superpower, or are capable of something an ordinary real-world human isn't, chances are they'll keep it. And if they don't? Well, never fear — they'll get powers on arrival! So even your everyday businessmen and slice-of-life teenagers are in the running! The Porter has a nasty habit of messing with powers, and that works both ways. Demigods may enter with less than they're used to, and normal folks land with a skill or two they might not have had before. It could be something earth-shattering and life-changing, or it could be the most mundane supernatural ability to ever be discovered. A character's powers might not look anything like what they had in their world — it all depends on you!
We try to be somewhat flexible with our power cap, and prefer to leave the specifics of characters' powers up to the player to decide; however, characters with godly power levels or too many skills will find themselves limited in some way or another. Presently the current cap on powers is three distinct "umbrellas," though this is subject to modification based on how darn powerful any one happens to be.
◈ What about non-human characters? What happens to them?
By default, nonhuman characters — be they fluffy, scaly, made of metal, or otherwise — are transformed upon arrival and given squishy human bodies to call their own, modeled as similarly as possible to the one they left behind. However, if a player wants to keep their non-human character non-human, that's possible too! If the character has a way to appear as/be disguised as a human, they may well be left unchanged by the Porter. If they don't, one of their superpower slots will be sacrificed to either "ability to transform to and from a human form," or simply "is [whatever they were before]." Their ability to communicate regularly with humans can be included as part of the same powerslot that allows them to stay in their normal body. Please note this only applies to non-human characters who are appable as a character in the first place.
City-straddling giants or other implausibly large characters would require some scaling down, however; the Cape Canaveral base is just not large enough to accommodate the arrival of a fully grown Godzilla.
◈ Isn't heroism illegal? How does that work?
Heroism in the way that's synonymous with "vigilantism" is illegal, yes, but there are ways to "hero" legally, too. Under the law, the breakdown is simple; if you are government-affiliated, you're sanctioned and legal, and if you aren't, you aren't. That's not to say vigilantes can't get things done! Just that there will always be the chance of arrest or apprehension, should a hero be Unsettled/unregistered. We recommend players of vigilantes (or villains) and Registered heroes alike stay in communication to provide ease and compromise to this dichotomy.
◈ What's the benefit to working with the government vs. going off on your own?
As mentioned elsewhere, the benefit boils down to both the legality of how you fight crime and make your "hero" mark, and the literal benefits that the government grants you for doing so: free housing, food, free health care, a guaranteed job, and government protection, though any hero is allowed to turn one or more of these things down and still be considered Registered.
◈ Would the government help a Registered hero acquire a costume?
They would, yes! The government aims to support registered heroes in their heroic work and will assist with maintaining secret identities or providing materials if requested. Depending on the materials needed, however, they can also likely be purchased in stores or commissioned.
◈ Does being a Registered hero mean your identity is known at large?
It does not, no! A hero's identity is only broadcast if they choose to do so; if they prefer to keep a secret identity, the government will assist them in keeping that secret should they request the help. Communicators, for instance, display the name only and not the hero alias, so players have the flexibility to play that out as they choose.
◈ Can imPorts teach other imPorts their powers?
Yes! ImPorts with powers that can be taught to others (e.g. some types of magic) can teach those powers to other imPorts. The new power will take up a power slot and require the player to submit a Power Update, but will not require a port-out.
NOTE: That a power is teachable must be included either in the original power write up as approved by the mods in your application, or in its own power update.
◈ How do power nullifiers work?
Because nanites enable and stabilize all imPort powers, power nullifiers function by blocking the nanites. This blocks imPorts from using their powers, both active and passive.
◈ How difficult is it to obtain a nullifier?
The government keeps very tight control on their nullifiers, as this is the only known method of imPort control they have. Getting a hold of one for study would be equivalent to trying to smuggle out top secret files — anyone that assisted in even an attempt would be tried and punished for treason against the federal government. Knock-off versions of the government ones have been produced, however, and imPorts might be able to get their hands on these. The downside to these knock-offs is they are often low-quality and prone to issues such as overheating, dangerously short battery lives, and even boosting powers. Please inquire on the Plotting post with what you would like to do, and we can provide you with more details!
◈ What if an imPort wants their powers suppressed?
The government generally does not provide power suppressors on an individual basis unless it's for an urgent reason (e.g. an imPort has powers that are immediately harmful for themselves or others). ImPorts struggling with their powers may have luck turning to their fellow imPorts with power nullifying capabilities or assistance with learning to control their powers!
◈ What's the story with the native metahumans?
In late 2016, thanks to Superior Iron Man (a version of Tony Stark) native citizens were unknowingly granted superpowers of flight, super-speed, enhanced reflexes or fire-breathing. ImPorts were tasked with dealing with these metahumans, many of whom took advantage of the chaos to use their new powers for ill. Eventually, SIM was defeated, but the metahumans remain a core component of America's population.
Note that because native metahumans do not have nanites in their systems, the currently available power nullifier technology does not work on them.
• registration & benefits •
◈ What does it mean to be Registered?
Registration comes with a whole host of perks! As fully fledged American citizens, Registered imPorts can use their tattoos as passports to cross the border into allied territories. They're eligible for several scholarships should they wish to pursue higher education, and they are guaranteed both housing and employment, provided they stay in imPort cities. They will be able to use Porters without question, and will be able to cross state borders without being stopped and investigated. Additionally, they will receive a $75 bonus in their weekly stipend.
◈ What does it mean to be Unsettled?
Mostly, an imPort being Unsettled means that they do not gain all the perks above. They are unable to exit America's borders legally — and if they do, their tattoos will automatically change to AWOL — they will not receive any payment from the government, and their housing nor their jobs will be guaranteed to them. While they will be able to use the Porter, they will have to fill out paperwork regarding their reasoning — whether it's employment or educational purposes or simply by virtue of having friends in other Porter cities — and will undergo a check much like what one would expect from customs at an airport every time they use it. These checks will be slackened should the Unsettled imPort be accompanied by a Registered imPort. Lastly, Unsettled imPorts will be stopped at each state border and will undergo questioning as to the reasoning behind their travel, and may have their belongings searched.
◈ Do Unsettled imPorts lose access to government housing and jobs?
No. Regardless of registration status, imPorts are allowed to keep the jobs the government set them up with, and they may remain within government housing for as long as they would like. The government may have preferred that they registered, but they certainly aren't going to boot universally displaced people out onto the streets! As far as jobs are concerned, think of it this way: if a genius scientist is assigned to a job in the industry of his or her specialty, while they may be put on probation for the first few weeks on the job should they choose not to register, if they are adequate enough at their position their employers have no reason to get rid of them. If an Unsettled imPort is placed at a job that is wholly unsuited for them, however, then their employer may take advantage of this probationary period to terminate their employment prematurely. Players are free to play this out as they wish!
If an unsettled imPort chooses to leave their job to pursue another one, they're largely on their own in finding employment (though if requested, they would be provided with some assistance), and they will have to pay their own medical expenses. They will also have to open their own bank accounts in person.
◈ How does an imPort become labeled as a Vigilante?
Tattoos will change to read "Vigilante" after an Unsettled imPort is witnessed or "caught" in the act of vigilantism in some fashion, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it's less deliberate than "Criminal," which requires a prior arrest to change.
ImPorts who receive the Vigilante tattoos will, for the most part, experience life in much the same way as Unsettled imPorts. As they have yet to be officially apprehended and/or charged — in which case they would be labeled as Criminals — they technically have free movement, but can be expected to undergo a much more strict investigation process whenever using the Porter or crossing any State borders. They will obviously be restricted from gaining access to government jobs, and will generally be underneath close scrutiny.
◈ How does an imPort become labeled as a Criminal?
In order to be labeled as a Criminal, an imPort must first commit a crime and be caught and prosecuted for this crime. Please see the Prison & Probation page for your character to be assigned a probational officer. Typically, Criminals will be assigned a probation officer and a power nullifying anklet or bracelet. They will not be able to use the Porter unaccompanied by their probation officer, nor do they receive any of the benefits that Registered imPorts receive.
◈ Can a Registered imPort get away with criminal activity? How easy is it to play both sides?
An imPort's status will change if they're seen, regardless of if they're hiding their identity, but aside from CRIMINAL and AWOL statuses, these changes do not get recorded in any government databanks. Therefore, even if someone's status shifts from REGISTERED HERO to VIGILANTE (for instance), if they don't tell anyone or show off their tattoo, they can keep that status quiet!
◈ How can an Unsettled/AWOL imPort Register?
Since one (of many) of the intended effects in adding more restrictions to Unsettled/non-Registered imPorts is to convince any that fall into one of those categories to register, if they approach a military official at the Cape Canaveral base or during a Swear-In ceremony and state they would like to register, they will be allowed to do and effectively "wipe their slate clean" as far as that past record goes.
◈ Can Registered characters go Unsettled?
Yes, characters may change affiliations at any time.
• porters & nanites •
◈ What are the Porters?
The main Porter in Cape Canaveral is the only point of entry into this world for newly arrived or recently resurrected imPorts. The city Porters are smaller (relative to the main Porter) pieces of government owned technology that allow instantaneous travel for nanite-possessing individuals.
◈ What are the Porter buildings like?
There is some description of the various Porter buildings city by city on the Locations page, but they are essentially staffed military bases with a specified Porter-room that imPorts are led to, and there is always an agent on-shift to operate it for them.
◈ Who can use the Porters?
Only Registered imPorts have free clearance to use the Porters whenever they'd like to or without specific permission. Besides imPorts, Porter use is restricted only to military and government employees. In the case of emergencies or crisis situations, however, it can be used to quickly transport civilian experts or specialists.
◈ Can the Porters be used to transport goods?
The Porters are used only to transport people and what they could reasonably carry on their person. If an imPort has, for instance, a pizza delivery business, they could certainly carry that with them! For larger shipments, imPorts may wish to seek out options such as moving companies or other imPorts with teleportation abilities.
◈ How can an Unsettled imPort use the Porter?
They will have to fill out some paperwork about why they intend to use the Porter — employment opportunities, friends or family in the other Porter cities, etc. — and being accepted is a fairly simple process. They will be denied if they are under Criminal status, or are acting suspiciously or aggressively at the Porter. Once approved, imPorts do not have to get permission every time they need to use the Porter! They will, however, need to be checked at the gate every time they use the Porter, similar to how people are generally checked before they get on an airplane.
An Unsettled imPort may use the Porter if accompanied by a Registered imPort.
◈ Is there a porter to the moon base?
Yes there is! The moon base is also accessible by shuttle.
◈ What are the nanites?
In short: the nanites are miniature-to-microscopic nanorobots (primarily tech-based with some unidentifiable organic-seeming matter mixed in) that enable and stabilize imPort powers, allow them to access the network and communication devices, interface with their digital tattoos, and allow imPorts to regenerate even from the point of death. Since the nanites are capable of self-replication, learning, healing, and other various forms of organic adaptation, no consistent method of manipulation has been discovered by imPorts yet.
All imPorts receive their injection of nanites when they are first ported in. ImPorts cannot leave the base without receiving nanites. The government is patient with their explanations and would greatly prefer to avoid physical restraint, but given how much imPorts depend on nanites, they will be forced one way or another. Recall that imPorts do not have access to their powers prior to the injection.
Note that natives do not have nanites, and therefore do not resurrect as imPorts can and do!
◈ Do imPorts without blood still have nanites?
Yes, all imPorts have nanites! Because of the vast array of non-humanoids that we get in-game, we generally leave the specifics of their manifestation up to player discretion as well. For example, in the case of robotic imPorts, the nanites might be inserted in their circuits.
◈ Why don't natives have nanites? Is there an official government explanation?
Yes, there is! The government has attempted to use the nanites on natives before, but they simply don't work on them. If such technology were available, companies like the now-defunct Heaven's Scent would have certainly capitalized on it by now.
◈ Is the information on nanites public?
Much of it is, yes! While the information above isn't necessarily public, imPorts can certainly have access to it should they choose to go looking for it.
◈ Can imPorts tamper with their nanites?
Because nanites are an intrinsic game mechanic, we strongly prefer that characters avoid tampering with them. However, if you have a specific nanite-related plot in mind that you would like to pursue, you're welcome to give us your pitch at the Plotting post!
• tattoos •
◈ What's the story with the tattoos?
The tattoos are a way for the government to keep track of how many imPorts they pull in, how to reach them in a crisis, and how many are registered, although they cannot locate people through them. The tattoos manifest upon the skin regardless of species or ability; when characters are pulled in through the Porter they are given an intravenous dosage of nanites that show through the skin and rearrange according to the character's standing with the government. Certain changes are registered in the government systems automatically, allowing said changes to manifest in the tattoo readings, but the only ones the government can actually see with a character's name attached are UNSETTLED and AWOL. All other changes register only that a change was made to someone, but not to whom.
◈ How do the tattoos change?
Once a character has sworn allegiance, their tattoo will automatically read REGISTERED. Similarly, if a character chooses not to register, their tattoo will read UNSETTLED. Those still mulling over it will have REGISTERED printed until they finalize their decision.
Registered characters' tattoos now count as American passports. While Communist-affiliated countries are still off-limits, travelling to other countries will no longer automatically count as being AWOL. If your character is Unsettled, a Criminal, or a Vigilante, however, leaving will still count as being AWOL, and their tattoo will change accordingly.
VIGILANTE status is invoked when a character who is declared UNSETTLED is witnessed or caught in some fashion in the act of vigilantism, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it is less a deliberated change than, say, CRIMINAL which requires an arrest or resist to arrest first to change.
◈ My character doesn't have arms! Where's their tattoo?
Lacking hands or arms, the tattoo will appear either on the back of their neck or ankle.
◈ Can tattoos be removed via skinning or amputation?
The nanites are integrated in the body's blood stream and nervous system, so damaging the skin would not remove the tattoo. In the event of amputation, the nanites would either try to regrow the limb or relocate the tattoo to another part of the body. When the original limb either is regrown or re-attached, the tattoo would move back to that arm.
◈ Do nanites affect regular tattoos?
The nanites do not affect tattoos! Your character is free to get as much ink as they want.
◈ Is network communication through the tattoos traceable?
The signals can emulate many of the signals a technological device might radiate, especially while being used to connect mentally to the network — for example, a wifi signal, a GPS signal (one that can pinpoint general location but not individual identity unless synched with an AWOL status), an EMT/distress signal, and a very, very low trace of harmless radiation.
◈ How long does a Criminal tattoo stay Criminal?
If the character has left prison legitimately, their status would revert back!
◈ How can characters use video communication on the network through the tattoos?
The camera can be either 1) the communicator's camera but accessed remotely, or 2) the nanites that allow the tattoo's status to change adapting temporarily to perform camera functions, via either the wrist (the default) or, with more effort/practice/so on, the eyes. The latter option would of course only work when utilized deliberately!
• law, prison & probation •
◈ What's the in-game legal system like?
The in-game legal system is almost identical to the real world legal system, with some exceptions. Police and government-affiliated heroes both work together, although the latter tend to handle "bigger" cases and crimes, particularly those that involve fellow imPorts or supervillains. Government heroes may occasionally be offered the "At Large" blotter as an assignment so that vigilantes and criminals/villains alike may be pursued. For imPorts only, the sentencing system for prisons and hospitals has been adjusted to allot for four months within a rigorous rehabilitation regimen, followed by their release and then a year of strict monitoring by the government. Further criminal infractions during this period may result in further punitive measures. The government's approach to rehabilitation is very similar to the real life America's approach, although they are a little more permissive and a little more interested in rehabilitation than incarceration alone.
◈ What are the in-game prisons like?
In-game prisons are built similarly to regular prisons; however, imPort prisoners are not incarcerated with the native population. The imPort prison had power dampeners within the walls that worked off of the Porter's radiation to nullify the abilities of anyone in the vicinity marked as CRIMINAL.
NOTE: Currently Heropa's imPort prison has been demolished as the result of a domestic terrorist attack. Due to the low population of imPorts relative to the general population, the government has not yet determined a need to built another.
◈ So how are offenders dealt with?
The government has taken the opportunity to implement a change in its judicial and rehabilitation system. ImPorts who are convicted of crimes they committed will no longer serve their sentences from the confinements of a prison unless they request confinement within government premises. Instead, these imPorts will be given a two month community sentence to complete and will be assigned a Registered imPort to act as their probation officer for the duration of it. Criminals will be required to check in with these Registered imPorts daily to determine if they are fulfilling their probational obligations and to ensure they are not breaking any of the terms of their probation.
Criminal imPorts are still allowed their communicators, but the ability to make a conversation private or encrypted will be disabled for the duration of their sentence.
◈ How does the probation system work OOCly?
This new system functions primarily on the OOC basis of players volunteering their Registered characters, rather than IC volunteering. However, IC willingness can and will factor into this system to an extent. Players interested in having their characters tasked with the duties of an imPort probation officer may sign them up in this thread. Characters who are serving time will need to respond here.
The mods will then randomly pair up Criminal and Registered status imPorts. This is to create brand new CR opportunities for players, although they are free to request a specific Registered character if they have received the player's permission and/or plotted together in advance.
◈ Do probation officers have access to imPort files?
As a general rule, no, they do not, but it's up for discussion on a case-by-case basis, depending on what the players involved wish for! Generally speaking, however, private information is kept private and probation officers are only apprised of the pertinent powers, the details of the imPort's crime, and the housing location of their charge.
◈ Does law enforcement have access to imPort files?
The police would be able to request a copy of a specific character's file from the military, following the same guidelines of probable cause required for a warrant, detainment, or an arrest. This file would contain their name, housing and job assignments (if applicable), registration status, and a brief synopsis of their powers, as it appears on the file given to a character on arrival. Any official updates to this information (for example, an authorized change in occupation) would be included as well.
This would be utilized in order to allow police to, for example, take a character's unique superpowers into account when attempting to detain or contain them, but bar the NPC police (or player characters working in law enforcement) from sweeping access to characters' information.
◈ Are imPorts eligible for bail?
Yes they are! Following real life procedure, if the accused is deemed a flight risk they may not be granted bail at all.
◈ Do all crimes result in power nullification?
We judge everything on a case-by-case basis. Generally speaking, however, minor crimes such as theft may be punished through fines and community service.
◈ How can imPorts get involved with law enforcement?
As with most jobs that require prior licensing, imPorts would have to go through training and pass the necessary tests in order to join the force. In this case, an imPort would need to be able to complete a written and a physical test and undergo a background check in order to sign up as a police officer. Typically, they would need to undergo Police Academy, but provided that imPorts can pass the other tests, that's a process that the government is willing to bypass.
Typically, we OOCly ask that players wait a feasible amount of time before signing their character up to a profession so that the characters have time to ICly study the rules in place in the world of Mask or Menace. Otherwise, once you're ready, all you have to do is switch his job on the Housing & Jobs page and you'll be good to go!
◈ Can Unsettled imPorts access the legal system?
As non-citizens, Unsettled ImPorts cannot file a lawsuit. They can, however, petition an Ambassador to file it on their behalf - just part of the job!
◈ Can imPorts buy items off the black market?
While there are certainly black markets available, even online, such networks in the world of Mask or Menace have been stunted by the rapid advancement of technological achievements by the government, their history of government surveillance, and perhaps most importantly, America's more isolationist policies! This means that the manifestation of online darknet markets as we currently understand them don't exist; they are smaller in scope, more difficult to penetrate, and offer fewer items. If you have anything specific in mind for your character to acquire, please feel free to contact us via the Plotting post and we can work things out with you!
◈ How do I get NPC deaths approved?
All NPC deaths require mod permission through the Plotting post, but players of particularly bloodthirsty imPorts have come to us before to request all of the deaths at once (i.e. a vampire with preapproval for two NPC deaths a month). We'll still have to know the methodology and how your character away with it, but come to us with a pitch, and we can work something out!
• health & death •
◈ What are medicine and health care like?
The world of Mask or Menace has medical technology that is generally about a decade more advanced than our own. Registered ImPorts will receive the highest quality free medical care, and should experience quick relief from pain and discomfort with any medications and/or treatments they're prescribed.
◈ My character requires a specific medication. Will they receive it here? Is it possible for them to bring several doses with them, or to synthesize an alternative?
Yes, any of these options are possible! You are welcome, in fact, to handwave this however you please: the government could set them up with medication right off the bat, or provide them with a limited dosage to open further plotting opportunities for developing the medication. That part is up to you!
◈ How are the Porter cities equipped to deal with people with disabilities?
Given certain advancements in technology, the cities are better equipped for those in a wheelchairs! While automobiles hover, they can be lowered for easier access. Buses in particular will have extendable ramps for wheelchairs. Plenty of buildings in higher income or particularly busy areas will also have pathways for wheelchair users to access. They will also be better taken care of during the winter seasons. Otherwise, you are free to presume the accessibility is similar to that of real life!
◈ What about missing limbs?
Whether your character's missing limbs are healed or not is up to you! Since they are old injuries and not life threatening, he may receive prosthetics free of charge upon arrival — or not — at your discretion. As the world of Mask or Menace is more technologically advanced than our own, prosthetic technology is also more advanced. Additionally, there are several characters in game who could create or modify prosthetic limbs, should you prefer to play that out.
◈ How would terminal illness be handled?
Characters coming into game with severe injury or illness have the option to receive treatment upon arrival, since there will be military personnel present to assist them; considering the flexibility in medical advances, what form that medical assistance takes is up to you — which can include medically halting the symptoms, if you so choose!
Registered imPorts will be provided with health care that will cover chronic requirements. The medical advancement of the world is about a decade more advanced than the real world, so players are free to play out successful maintenance of the disease if they wish. Unregistered imPorts will not be boxed out of treatment; however, they will have to go the traditional way on the free market like any other citizen. Only Registered imPorts get free health care as one of their perks to registering.
◈ Can imPorts get pregnant?
No.
◈ What if an imPort is pregnant when they're ported in?
Because we do not allow for characters to bring in their offspring in the way that we allow characters to bring in pets — except underneath extremely specific situations which have been talked out thoroughly between us and the player in question — your character would no longer be pregnant upon arrival. There would be no sign of miscarriage or any other related incidents, but it simply would not be there.
Due to its sensitive nature and keeping in mind player comfort, we would like to advise any potential applicants to apply from a canonpoint at which the character has already given birth or a canonpoint at which their pregnancy has not yet been discovered, but we do ultimately leave this up to you! If you do decide to apply from a canonpoint at which your character is pregnant, we would like to warn you in advance that we expect that this subject matter be treated with the delicacy it requires; miscarriages and the discussion thereof can be extremely triggering subject material and we would like to preserve the comfort of our playerbase as much as possible.
◈ What happens when an imPort dies?
On first death, if at least some remains are left intact, the nanites in their body will return the imPort back to the condition they were in when they were last ported in through the main Porter. The nanites utilize a limited amount of the element continuum in this process. As continuum is used up, subsequent deaths will become more challenging to be resurrected from, and will eventually include side effects such as reduced superpowers, missing limbs, and memory issues.
Please note that all deaths, imPort or NPC, must be approved through the Plotting page unless clearly stated otherwise!
◈ What is the role of continuum in the revival process?
Continuum is a natural resource treated in government facilities to work remotely, not directly "on" imPorts, in conjunction with the nanites. After it is refined is implanted into the nanites through use of military technology before it enters an imPort's body. When they disperse to aid in the resurrection process, their capacity to repeat and complete the same process successfully lowers drastically, which is why dying more than once will result in complications.
Registration status has nothing to do with the effect of continuum or the resurrection process, as all imPorts have nanites in their system. It is an automatic process, but may have differing rates of resurrection time for different imPorts depending on player preference. Similarly, that means dying before a Swear-In will make no difference.
◈ What if they don't leave a body?
If an imPort is completely disintegrated, then yes, their resurrection would be more akin to porting out and in; whatever remains of the body or the nanites therein will identify the imPort in question to the Porter, allowing them to be "reconstructed" via porting back in.
◈ Do re-apped characters who've died keep their original nanite count?
Generally speaking, reapped characters would have nanite counts that reflect their deaths; for fairness' sake, re-apped characters will maintain the same physical condidtions that they had prior to being dropped. If this is problematic to your playing, you may contact us privately to pitch an idea as to why this would not be the case or, of course, you may simply your character's powers section in order to make his condition workable.
◈ What about imPorts who drink blood or eat human body parts?
For vampiric characters, synthetic blood supplements are available in supply via local clinics or they may obtain them directly from the military. Characters who require human meat could receive synthetic meat from the military, as providing human meat would be highly unethical. Another alternative is being provided corpses that had been donated to science, but did not meet their required standards. As for other sources of sustenance, the military can attempt replicating what the character needs to some degree! Synthetic replications are typically as effective as possible, but it is up to individual player discretion if there are any side-effects and how often it is provided to them.
◈ If an imPort is injured, will the distress signal in their communicator or tattoo call for help?
Yes, in the event of extreme injury or medical distress! The signal does require some degree of consciousness to activate, as it's sort of like a mental call for help, but once it is, an ambulance will be able to use the GPS signals to find the imPort in question. Ultimately, the use of these emergency services is up to the player.
• drops, updates & port-outs •
◈ What happens to my character if I hiatus? Or drop?
If you hiatus you may choose whether or not to "autopilot" your character for the duration, or port them out; porting out or dropping a character manifests ICly as a Porter glitch. That simple! When they are ported out, temporarily or permanently, their ID on the network goes offline.
◈ How are canon/power updates handled?
Players must submit an Update Form. Once approved, characters will experience a minimum port-out time of 24 hours. Port-outs for canon/power updates also occur due to Porter glitching.
◈ Do equipment upgrades require a power update?
Yes. Any changes to something established as a part of a power slot (unless previously discussed between the player and the mod team) will require a power update.
◈ Can I revert my character to an earlier canon point?
Yes! In this case, you would submit it through the Canon Updates page as usual, making sure to provide us with a description of their personality at the point you'll be taking them from. Please note that upon getting a canon reset, your character will be losing all in-game memories, and will have to start from scratch again!
◈ Can network posts be filtered?
Posts can be filtered to no more than eight people! Additionally, there is no such thing as a "Villains" filter, or a "known baddies" list, or "America's Most Wanted" lock. If you try using any filter like that, everyone will disregard it, as they don't exist!
• superpowers & heroism •
◈ What's all this about powers?
Mask or Menace is a comics-themed game; comics means superheroes, and superheroes means superpowers. If your character already possesses a superpower, or are capable of something an ordinary real-world human isn't, chances are they'll keep it. And if they don't? Well, never fear — they'll get powers on arrival! So even your everyday businessmen and slice-of-life teenagers are in the running! The Porter has a nasty habit of messing with powers, and that works both ways. Demigods may enter with less than they're used to, and normal folks land with a skill or two they might not have had before. It could be something earth-shattering and life-changing, or it could be the most mundane supernatural ability to ever be discovered. A character's powers might not look anything like what they had in their world — it all depends on you!
We try to be somewhat flexible with our power cap, and prefer to leave the specifics of characters' powers up to the player to decide; however, characters with godly power levels or too many skills will find themselves limited in some way or another. Presently the current cap on powers is three distinct "umbrellas," though this is subject to modification based on how darn powerful any one happens to be.
◈ What about non-human characters? What happens to them?
By default, nonhuman characters — be they fluffy, scaly, made of metal, or otherwise — are transformed upon arrival and given squishy human bodies to call their own, modeled as similarly as possible to the one they left behind. However, if a player wants to keep their non-human character non-human, that's possible too! If the character has a way to appear as/be disguised as a human, they may well be left unchanged by the Porter. If they don't, one of their superpower slots will be sacrificed to either "ability to transform to and from a human form," or simply "is [whatever they were before]." Their ability to communicate regularly with humans can be included as part of the same powerslot that allows them to stay in their normal body. Please note this only applies to non-human characters who are appable as a character in the first place.
City-straddling giants or other implausibly large characters would require some scaling down, however; the Cape Canaveral base is just not large enough to accommodate the arrival of a fully grown Godzilla.
◈ Isn't heroism illegal? How does that work?
Heroism in the way that's synonymous with "vigilantism" is illegal, yes, but there are ways to "hero" legally, too. Under the law, the breakdown is simple; if you are government-affiliated, you're sanctioned and legal, and if you aren't, you aren't. That's not to say vigilantes can't get things done! Just that there will always be the chance of arrest or apprehension, should a hero be Unsettled/unregistered. We recommend players of vigilantes (or villains) and Registered heroes alike stay in communication to provide ease and compromise to this dichotomy.
◈ What's the benefit to working with the government vs. going off on your own?
As mentioned elsewhere, the benefit boils down to both the legality of how you fight crime and make your "hero" mark, and the literal benefits that the government grants you for doing so: free housing, food, free health care, a guaranteed job, and government protection, though any hero is allowed to turn one or more of these things down and still be considered Registered.
◈ Would the government help a Registered hero acquire a costume?
They would, yes! The government aims to support registered heroes in their heroic work and will assist with maintaining secret identities or providing materials if requested. Depending on the materials needed, however, they can also likely be purchased in stores or commissioned.
◈ Does being a Registered hero mean your identity is known at large?
It does not, no! A hero's identity is only broadcast if they choose to do so; if they prefer to keep a secret identity, the government will assist them in keeping that secret should they request the help. Communicators, for instance, display the name only and not the hero alias, so players have the flexibility to play that out as they choose.
◈ Can imPorts teach other imPorts their powers?
Yes! ImPorts with powers that can be taught to others (e.g. some types of magic) can teach those powers to other imPorts. The new power will take up a power slot and require the player to submit a Power Update, but will not require a port-out.
NOTE: That a power is teachable must be included either in the original power write up as approved by the mods in your application, or in its own power update.
◈ How do power nullifiers work?
Because nanites enable and stabilize all imPort powers, power nullifiers function by blocking the nanites. This blocks imPorts from using their powers, both active and passive.
◈ How difficult is it to obtain a nullifier?
The government keeps very tight control on their nullifiers, as this is the only known method of imPort control they have. Getting a hold of one for study would be equivalent to trying to smuggle out top secret files — anyone that assisted in even an attempt would be tried and punished for treason against the federal government. Knock-off versions of the government ones have been produced, however, and imPorts might be able to get their hands on these. The downside to these knock-offs is they are often low-quality and prone to issues such as overheating, dangerously short battery lives, and even boosting powers. Please inquire on the Plotting post with what you would like to do, and we can provide you with more details!
◈ What if an imPort wants their powers suppressed?
The government generally does not provide power suppressors on an individual basis unless it's for an urgent reason (e.g. an imPort has powers that are immediately harmful for themselves or others). ImPorts struggling with their powers may have luck turning to their fellow imPorts with power nullifying capabilities or assistance with learning to control their powers!
◈ What's the story with the native metahumans?
In late 2016, thanks to Superior Iron Man (a version of Tony Stark) native citizens were unknowingly granted superpowers of flight, super-speed, enhanced reflexes or fire-breathing. ImPorts were tasked with dealing with these metahumans, many of whom took advantage of the chaos to use their new powers for ill. Eventually, SIM was defeated, but the metahumans remain a core component of America's population.
Note that because native metahumans do not have nanites in their systems, the currently available power nullifier technology does not work on them.
• registration & benefits •
◈ What does it mean to be Registered?
Registration comes with a whole host of perks! As fully fledged American citizens, Registered imPorts can use their tattoos as passports to cross the border into allied territories. They're eligible for several scholarships should they wish to pursue higher education, and they are guaranteed both housing and employment, provided they stay in imPort cities. They will be able to use Porters without question, and will be able to cross state borders without being stopped and investigated. Additionally, they will receive a $75 bonus in their weekly stipend.
◈ What does it mean to be Unsettled?
Mostly, an imPort being Unsettled means that they do not gain all the perks above. They are unable to exit America's borders legally — and if they do, their tattoos will automatically change to AWOL — they will not receive any payment from the government, and their housing nor their jobs will be guaranteed to them. While they will be able to use the Porter, they will have to fill out paperwork regarding their reasoning — whether it's employment or educational purposes or simply by virtue of having friends in other Porter cities — and will undergo a check much like what one would expect from customs at an airport every time they use it. These checks will be slackened should the Unsettled imPort be accompanied by a Registered imPort. Lastly, Unsettled imPorts will be stopped at each state border and will undergo questioning as to the reasoning behind their travel, and may have their belongings searched.
◈ Do Unsettled imPorts lose access to government housing and jobs?
No. Regardless of registration status, imPorts are allowed to keep the jobs the government set them up with, and they may remain within government housing for as long as they would like. The government may have preferred that they registered, but they certainly aren't going to boot universally displaced people out onto the streets! As far as jobs are concerned, think of it this way: if a genius scientist is assigned to a job in the industry of his or her specialty, while they may be put on probation for the first few weeks on the job should they choose not to register, if they are adequate enough at their position their employers have no reason to get rid of them. If an Unsettled imPort is placed at a job that is wholly unsuited for them, however, then their employer may take advantage of this probationary period to terminate their employment prematurely. Players are free to play this out as they wish!
If an unsettled imPort chooses to leave their job to pursue another one, they're largely on their own in finding employment (though if requested, they would be provided with some assistance), and they will have to pay their own medical expenses. They will also have to open their own bank accounts in person.
◈ How does an imPort become labeled as a Vigilante?
Tattoos will change to read "Vigilante" after an Unsettled imPort is witnessed or "caught" in the act of vigilantism in some fashion, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it's less deliberate than "Criminal," which requires a prior arrest to change.
ImPorts who receive the Vigilante tattoos will, for the most part, experience life in much the same way as Unsettled imPorts. As they have yet to be officially apprehended and/or charged — in which case they would be labeled as Criminals — they technically have free movement, but can be expected to undergo a much more strict investigation process whenever using the Porter or crossing any State borders. They will obviously be restricted from gaining access to government jobs, and will generally be underneath close scrutiny.
◈ How does an imPort become labeled as a Criminal?
In order to be labeled as a Criminal, an imPort must first commit a crime and be caught and prosecuted for this crime. Please see the Prison & Probation page for your character to be assigned a probational officer. Typically, Criminals will be assigned a probation officer and a power nullifying anklet or bracelet. They will not be able to use the Porter unaccompanied by their probation officer, nor do they receive any of the benefits that Registered imPorts receive.
◈ Can a Registered imPort get away with criminal activity? How easy is it to play both sides?
An imPort's status will change if they're seen, regardless of if they're hiding their identity, but aside from CRIMINAL and AWOL statuses, these changes do not get recorded in any government databanks. Therefore, even if someone's status shifts from REGISTERED HERO to VIGILANTE (for instance), if they don't tell anyone or show off their tattoo, they can keep that status quiet!
◈ How can an Unsettled/AWOL imPort Register?
Since one (of many) of the intended effects in adding more restrictions to Unsettled/non-Registered imPorts is to convince any that fall into one of those categories to register, if they approach a military official at the Cape Canaveral base or during a Swear-In ceremony and state they would like to register, they will be allowed to do and effectively "wipe their slate clean" as far as that past record goes.
◈ Can Registered characters go Unsettled?
Yes, characters may change affiliations at any time.
• porters & nanites •
◈ What are the Porters?
The main Porter in Cape Canaveral is the only point of entry into this world for newly arrived or recently resurrected imPorts. The city Porters are smaller (relative to the main Porter) pieces of government owned technology that allow instantaneous travel for nanite-possessing individuals.
◈ What are the Porter buildings like?
There is some description of the various Porter buildings city by city on the Locations page, but they are essentially staffed military bases with a specified Porter-room that imPorts are led to, and there is always an agent on-shift to operate it for them.
◈ Who can use the Porters?
Only Registered imPorts have free clearance to use the Porters whenever they'd like to or without specific permission. Besides imPorts, Porter use is restricted only to military and government employees. In the case of emergencies or crisis situations, however, it can be used to quickly transport civilian experts or specialists.
◈ Can the Porters be used to transport goods?
The Porters are used only to transport people and what they could reasonably carry on their person. If an imPort has, for instance, a pizza delivery business, they could certainly carry that with them! For larger shipments, imPorts may wish to seek out options such as moving companies or other imPorts with teleportation abilities.
◈ How can an Unsettled imPort use the Porter?
They will have to fill out some paperwork about why they intend to use the Porter — employment opportunities, friends or family in the other Porter cities, etc. — and being accepted is a fairly simple process. They will be denied if they are under Criminal status, or are acting suspiciously or aggressively at the Porter. Once approved, imPorts do not have to get permission every time they need to use the Porter! They will, however, need to be checked at the gate every time they use the Porter, similar to how people are generally checked before they get on an airplane.
An Unsettled imPort may use the Porter if accompanied by a Registered imPort.
◈ Is there a porter to the moon base?
Yes there is! The moon base is also accessible by shuttle.
◈ What are the nanites?
In short: the nanites are miniature-to-microscopic nanorobots (primarily tech-based with some unidentifiable organic-seeming matter mixed in) that enable and stabilize imPort powers, allow them to access the network and communication devices, interface with their digital tattoos, and allow imPorts to regenerate even from the point of death. Since the nanites are capable of self-replication, learning, healing, and other various forms of organic adaptation, no consistent method of manipulation has been discovered by imPorts yet.
All imPorts receive their injection of nanites when they are first ported in. ImPorts cannot leave the base without receiving nanites. The government is patient with their explanations and would greatly prefer to avoid physical restraint, but given how much imPorts depend on nanites, they will be forced one way or another. Recall that imPorts do not have access to their powers prior to the injection.
Note that natives do not have nanites, and therefore do not resurrect as imPorts can and do!
◈ Do imPorts without blood still have nanites?
Yes, all imPorts have nanites! Because of the vast array of non-humanoids that we get in-game, we generally leave the specifics of their manifestation up to player discretion as well. For example, in the case of robotic imPorts, the nanites might be inserted in their circuits.
◈ Why don't natives have nanites? Is there an official government explanation?
Yes, there is! The government has attempted to use the nanites on natives before, but they simply don't work on them. If such technology were available, companies like the now-defunct Heaven's Scent would have certainly capitalized on it by now.
◈ Is the information on nanites public?
Much of it is, yes! While the information above isn't necessarily public, imPorts can certainly have access to it should they choose to go looking for it.
◈ Can imPorts tamper with their nanites?
Because nanites are an intrinsic game mechanic, we strongly prefer that characters avoid tampering with them. However, if you have a specific nanite-related plot in mind that you would like to pursue, you're welcome to give us your pitch at the Plotting post!
• tattoos •
◈ What's the story with the tattoos?
The tattoos are a way for the government to keep track of how many imPorts they pull in, how to reach them in a crisis, and how many are registered, although they cannot locate people through them. The tattoos manifest upon the skin regardless of species or ability; when characters are pulled in through the Porter they are given an intravenous dosage of nanites that show through the skin and rearrange according to the character's standing with the government. Certain changes are registered in the government systems automatically, allowing said changes to manifest in the tattoo readings, but the only ones the government can actually see with a character's name attached are UNSETTLED and AWOL. All other changes register only that a change was made to someone, but not to whom.
◈ How do the tattoos change?
Once a character has sworn allegiance, their tattoo will automatically read REGISTERED. Similarly, if a character chooses not to register, their tattoo will read UNSETTLED. Those still mulling over it will have REGISTERED printed until they finalize their decision.
Registered characters' tattoos now count as American passports. While Communist-affiliated countries are still off-limits, travelling to other countries will no longer automatically count as being AWOL. If your character is Unsettled, a Criminal, or a Vigilante, however, leaving will still count as being AWOL, and their tattoo will change accordingly.
VIGILANTE status is invoked when a character who is declared UNSETTLED is witnessed or caught in some fashion in the act of vigilantism, even if they are not necessarily identified. The change is dependent upon the combination of a mental impulse and exposure within a certain distance to police equipment, but it is less a deliberated change than, say, CRIMINAL which requires an arrest or resist to arrest first to change.
◈ My character doesn't have arms! Where's their tattoo?
Lacking hands or arms, the tattoo will appear either on the back of their neck or ankle.
◈ Can tattoos be removed via skinning or amputation?
The nanites are integrated in the body's blood stream and nervous system, so damaging the skin would not remove the tattoo. In the event of amputation, the nanites would either try to regrow the limb or relocate the tattoo to another part of the body. When the original limb either is regrown or re-attached, the tattoo would move back to that arm.
◈ Do nanites affect regular tattoos?
The nanites do not affect tattoos! Your character is free to get as much ink as they want.
◈ Is network communication through the tattoos traceable?
The signals can emulate many of the signals a technological device might radiate, especially while being used to connect mentally to the network — for example, a wifi signal, a GPS signal (one that can pinpoint general location but not individual identity unless synched with an AWOL status), an EMT/distress signal, and a very, very low trace of harmless radiation.
◈ How long does a Criminal tattoo stay Criminal?
If the character has left prison legitimately, their status would revert back!
◈ How can characters use video communication on the network through the tattoos?
The camera can be either 1) the communicator's camera but accessed remotely, or 2) the nanites that allow the tattoo's status to change adapting temporarily to perform camera functions, via either the wrist (the default) or, with more effort/practice/so on, the eyes. The latter option would of course only work when utilized deliberately!
• law, prison & probation •
◈ What's the in-game legal system like?
The in-game legal system is almost identical to the real world legal system, with some exceptions. Police and government-affiliated heroes both work together, although the latter tend to handle "bigger" cases and crimes, particularly those that involve fellow imPorts or supervillains. Government heroes may occasionally be offered the "At Large" blotter as an assignment so that vigilantes and criminals/villains alike may be pursued. For imPorts only, the sentencing system for prisons and hospitals has been adjusted to allot for four months within a rigorous rehabilitation regimen, followed by their release and then a year of strict monitoring by the government. Further criminal infractions during this period may result in further punitive measures. The government's approach to rehabilitation is very similar to the real life America's approach, although they are a little more permissive and a little more interested in rehabilitation than incarceration alone.
◈ What are the in-game prisons like?
In-game prisons are built similarly to regular prisons; however, imPort prisoners are not incarcerated with the native population. The imPort prison had power dampeners within the walls that worked off of the Porter's radiation to nullify the abilities of anyone in the vicinity marked as CRIMINAL.
NOTE: Currently Heropa's imPort prison has been demolished as the result of a domestic terrorist attack. Due to the low population of imPorts relative to the general population, the government has not yet determined a need to built another.
◈ So how are offenders dealt with?
The government has taken the opportunity to implement a change in its judicial and rehabilitation system. ImPorts who are convicted of crimes they committed will no longer serve their sentences from the confinements of a prison unless they request confinement within government premises. Instead, these imPorts will be given a two month community sentence to complete and will be assigned a Registered imPort to act as their probation officer for the duration of it. Criminals will be required to check in with these Registered imPorts daily to determine if they are fulfilling their probational obligations and to ensure they are not breaking any of the terms of their probation.
Criminal imPorts are still allowed their communicators, but the ability to make a conversation private or encrypted will be disabled for the duration of their sentence.
◈ How does the probation system work OOCly?
This new system functions primarily on the OOC basis of players volunteering their Registered characters, rather than IC volunteering. However, IC willingness can and will factor into this system to an extent. Players interested in having their characters tasked with the duties of an imPort probation officer may sign them up in this thread. Characters who are serving time will need to respond here.
The mods will then randomly pair up Criminal and Registered status imPorts. This is to create brand new CR opportunities for players, although they are free to request a specific Registered character if they have received the player's permission and/or plotted together in advance.
◈ Do probation officers have access to imPort files?
As a general rule, no, they do not, but it's up for discussion on a case-by-case basis, depending on what the players involved wish for! Generally speaking, however, private information is kept private and probation officers are only apprised of the pertinent powers, the details of the imPort's crime, and the housing location of their charge.
◈ Does law enforcement have access to imPort files?
The police would be able to request a copy of a specific character's file from the military, following the same guidelines of probable cause required for a warrant, detainment, or an arrest. This file would contain their name, housing and job assignments (if applicable), registration status, and a brief synopsis of their powers, as it appears on the file given to a character on arrival. Any official updates to this information (for example, an authorized change in occupation) would be included as well.
This would be utilized in order to allow police to, for example, take a character's unique superpowers into account when attempting to detain or contain them, but bar the NPC police (or player characters working in law enforcement) from sweeping access to characters' information.
◈ Are imPorts eligible for bail?
Yes they are! Following real life procedure, if the accused is deemed a flight risk they may not be granted bail at all.
◈ Do all crimes result in power nullification?
We judge everything on a case-by-case basis. Generally speaking, however, minor crimes such as theft may be punished through fines and community service.
◈ How can imPorts get involved with law enforcement?
As with most jobs that require prior licensing, imPorts would have to go through training and pass the necessary tests in order to join the force. In this case, an imPort would need to be able to complete a written and a physical test and undergo a background check in order to sign up as a police officer. Typically, they would need to undergo Police Academy, but provided that imPorts can pass the other tests, that's a process that the government is willing to bypass.
Typically, we OOCly ask that players wait a feasible amount of time before signing their character up to a profession so that the characters have time to ICly study the rules in place in the world of Mask or Menace. Otherwise, once you're ready, all you have to do is switch his job on the Housing & Jobs page and you'll be good to go!
◈ Can Unsettled imPorts access the legal system?
As non-citizens, Unsettled ImPorts cannot file a lawsuit. They can, however, petition an Ambassador to file it on their behalf - just part of the job!
◈ Can imPorts buy items off the black market?
While there are certainly black markets available, even online, such networks in the world of Mask or Menace have been stunted by the rapid advancement of technological achievements by the government, their history of government surveillance, and perhaps most importantly, America's more isolationist policies! This means that the manifestation of online darknet markets as we currently understand them don't exist; they are smaller in scope, more difficult to penetrate, and offer fewer items. If you have anything specific in mind for your character to acquire, please feel free to contact us via the Plotting post and we can work things out with you!
◈ How do I get NPC deaths approved?
All NPC deaths require mod permission through the Plotting post, but players of particularly bloodthirsty imPorts have come to us before to request all of the deaths at once (i.e. a vampire with preapproval for two NPC deaths a month). We'll still have to know the methodology and how your character away with it, but come to us with a pitch, and we can work something out!
• health & death •
◈ What are medicine and health care like?
The world of Mask or Menace has medical technology that is generally about a decade more advanced than our own. Registered ImPorts will receive the highest quality free medical care, and should experience quick relief from pain and discomfort with any medications and/or treatments they're prescribed.
◈ My character requires a specific medication. Will they receive it here? Is it possible for them to bring several doses with them, or to synthesize an alternative?
Yes, any of these options are possible! You are welcome, in fact, to handwave this however you please: the government could set them up with medication right off the bat, or provide them with a limited dosage to open further plotting opportunities for developing the medication. That part is up to you!
◈ How are the Porter cities equipped to deal with people with disabilities?
Given certain advancements in technology, the cities are better equipped for those in a wheelchairs! While automobiles hover, they can be lowered for easier access. Buses in particular will have extendable ramps for wheelchairs. Plenty of buildings in higher income or particularly busy areas will also have pathways for wheelchair users to access. They will also be better taken care of during the winter seasons. Otherwise, you are free to presume the accessibility is similar to that of real life!
◈ What about missing limbs?
Whether your character's missing limbs are healed or not is up to you! Since they are old injuries and not life threatening, he may receive prosthetics free of charge upon arrival — or not — at your discretion. As the world of Mask or Menace is more technologically advanced than our own, prosthetic technology is also more advanced. Additionally, there are several characters in game who could create or modify prosthetic limbs, should you prefer to play that out.
◈ How would terminal illness be handled?
Characters coming into game with severe injury or illness have the option to receive treatment upon arrival, since there will be military personnel present to assist them; considering the flexibility in medical advances, what form that medical assistance takes is up to you — which can include medically halting the symptoms, if you so choose!
Registered imPorts will be provided with health care that will cover chronic requirements. The medical advancement of the world is about a decade more advanced than the real world, so players are free to play out successful maintenance of the disease if they wish. Unregistered imPorts will not be boxed out of treatment; however, they will have to go the traditional way on the free market like any other citizen. Only Registered imPorts get free health care as one of their perks to registering.
◈ Can imPorts get pregnant?
No.
◈ What if an imPort is pregnant when they're ported in?
Because we do not allow for characters to bring in their offspring in the way that we allow characters to bring in pets — except underneath extremely specific situations which have been talked out thoroughly between us and the player in question — your character would no longer be pregnant upon arrival. There would be no sign of miscarriage or any other related incidents, but it simply would not be there.
Due to its sensitive nature and keeping in mind player comfort, we would like to advise any potential applicants to apply from a canonpoint at which the character has already given birth or a canonpoint at which their pregnancy has not yet been discovered, but we do ultimately leave this up to you! If you do decide to apply from a canonpoint at which your character is pregnant, we would like to warn you in advance that we expect that this subject matter be treated with the delicacy it requires; miscarriages and the discussion thereof can be extremely triggering subject material and we would like to preserve the comfort of our playerbase as much as possible.
◈ What happens when an imPort dies?
On first death, if at least some remains are left intact, the nanites in their body will return the imPort back to the condition they were in when they were last ported in through the main Porter. The nanites utilize a limited amount of the element continuum in this process. As continuum is used up, subsequent deaths will become more challenging to be resurrected from, and will eventually include side effects such as reduced superpowers, missing limbs, and memory issues.
Please note that all deaths, imPort or NPC, must be approved through the Plotting page unless clearly stated otherwise!
◈ What is the role of continuum in the revival process?
Continuum is a natural resource treated in government facilities to work remotely, not directly "on" imPorts, in conjunction with the nanites. After it is refined is implanted into the nanites through use of military technology before it enters an imPort's body. When they disperse to aid in the resurrection process, their capacity to repeat and complete the same process successfully lowers drastically, which is why dying more than once will result in complications.
Registration status has nothing to do with the effect of continuum or the resurrection process, as all imPorts have nanites in their system. It is an automatic process, but may have differing rates of resurrection time for different imPorts depending on player preference. Similarly, that means dying before a Swear-In will make no difference.
◈ What if they don't leave a body?
If an imPort is completely disintegrated, then yes, their resurrection would be more akin to porting out and in; whatever remains of the body or the nanites therein will identify the imPort in question to the Porter, allowing them to be "reconstructed" via porting back in.
◈ Do re-apped characters who've died keep their original nanite count?
Generally speaking, reapped characters would have nanite counts that reflect their deaths; for fairness' sake, re-apped characters will maintain the same physical condidtions that they had prior to being dropped. If this is problematic to your playing, you may contact us privately to pitch an idea as to why this would not be the case or, of course, you may simply your character's powers section in order to make his condition workable.
◈ What about imPorts who drink blood or eat human body parts?
For vampiric characters, synthetic blood supplements are available in supply via local clinics or they may obtain them directly from the military. Characters who require human meat could receive synthetic meat from the military, as providing human meat would be highly unethical. Another alternative is being provided corpses that had been donated to science, but did not meet their required standards. As for other sources of sustenance, the military can attempt replicating what the character needs to some degree! Synthetic replications are typically as effective as possible, but it is up to individual player discretion if there are any side-effects and how often it is provided to them.
◈ If an imPort is injured, will the distress signal in their communicator or tattoo call for help?
Yes, in the event of extreme injury or medical distress! The signal does require some degree of consciousness to activate, as it's sort of like a mental call for help, but once it is, an ambulance will be able to use the GPS signals to find the imPort in question. Ultimately, the use of these emergency services is up to the player.
• drops, updates & port-outs •
◈ What happens to my character if I hiatus? Or drop?
If you hiatus you may choose whether or not to "autopilot" your character for the duration, or port them out; porting out or dropping a character manifests ICly as a Porter glitch. That simple! When they are ported out, temporarily or permanently, their ID on the network goes offline.
◈ How are canon/power updates handled?
Players must submit an Update Form. Once approved, characters will experience a minimum port-out time of 24 hours. Port-outs for canon/power updates also occur due to Porter glitching.
◈ Do equipment upgrades require a power update?
Yes. Any changes to something established as a part of a power slot (unless previously discussed between the player and the mod team) will require a power update.
◈ Can I revert my character to an earlier canon point?
Yes! In this case, you would submit it through the Canon Updates page as usual, making sure to provide us with a description of their personality at the point you'll be taking them from. Please note that upon getting a canon reset, your character will be losing all in-game memories, and will have to start from scratch again!
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