Citizens of the Sun and Sentinels RPG

So I have found the Citizens of the Sun to be an interesting group. I hope that with the development of sentinels RPG we will not only see basic RPG stats for characters but potentially a setting or sotry hook.

 

I think that the Four Seasons would make an interesting party. I would like to see how through villany they planned to make the world a better place. I could see very interesting greay or lawful evil types of stories playing out as they hold to a different morality.

 

I hope as this develops we get more.

 

Also will the vangance/villains style decks I was hoping to get a team like the four season citizens. Anvil adn hammer are cool I guess.

I think they are only giving villain stats to villain characters, with the 4 seasons being minions or hammer and anvil being lieutenants. I could be wrong though. 

A citizens campaign would be interesting. They seem like good people at first...

I know they all got backstories in Tactics, I wonder if that is on the Wiki yet...

 

Yep, the links to the individual entries are listed below the Rise art

 

http://sotm.wikidot.com/group:the-citizens-of-the-sun

 

I like the Citizens a lot. If I ever can build a campaign for the RPG, there are chances it will be from the Citizen's point of view !

Villainy is in the eye of the beholder… For me - I may be wrong - Citizens are Villains because they have plans that the Heroes can't accept. They are "adversaries" villains more than "for the evulz" villains like Blade can be…

It's a little like if Magneto had decided, early in his carreer to build a new country "for mutants only" rather than trying to conquer/wipe out the "normals".

They have built their own culture, their own sense of morality - and it conflicts with the way the remainder of humanity thinks. They enjoy (and are encouraged to) using their powers, they think of themselves as "better" than normals, they think they are the future and should be seen as thus by everyone else. I guess they consider themselves the saviors of super-powered humans, even if said super-powered humans don't want to be saved. They certainly are ready to do questionable things for the "cause", like kidnapping powered children for their own protection, or making big shows of power to make normals think twice about trying anything against their "country". They are racists, thinking non-powered humans to be primitive and unworthy.

How these opinions manifest, though, make the difference between "true villainy" and "different culture we may not agree with". Maybe they feel they have the "burden" to educate and govern the normals, with all the moral conundrums it may lead to… Or that they have to protect themselves from the normals in whatever way feels relevant. Or maybe they have plans to systematically eradicate the faulty normals.

Personally, I feel they just want to be able to live their powered life without interference from normals trying to "control" them one way or another, and that they are ready to be very violent to keep their lifestyles. Dawn seems to think that the best way to ensure the freedom and security of her followers is to take control of humanity before humanity tries to eradicate/control them. But I guess she doesn't act like she does because she is "evil" - but because she is protective of her country, her citizens, and the culture they try to build.

I always wanted to read a "One Day in the life : Citizen Dawn" Sentinel Comics, and see events through the eyes of the Citizens. Gimme that RPG now !

(note to self : build a Romeo+Juliet impossible love story between a Citizen and a hero. )

 

Well, fun fact, Magneto at one point did indeed make a mutant only country! It was an artificial island called Genosha. The only problem is that despite his best intentions of “just let us be,” other villains used it as an operating point that wasnt on interpol patrolled land, the UN refused to accept its sovereign nation status, and it eventually was sunk due to some shenanigans. But Magneto himself was actually very chill about it!

In fact, starting around the late 80s, magneto was FAR more pro-mutant than he was anti-human, to the point of being headmaster of the xavier academy for almost a decade, at xavier’s request while he recovered from mortal wounds.

So, all that said, I think Dawn might be a little closer to straight villainy than modern magneto, even if she’s an almost perfect parallel to old school Brotherhood of Evil Mutants magneto.

Then, Magneto did that again with Asteroid M.  And then again with... well, Genosha a second time.  It's a thing.

 

A friend of mine refers to Dawn as "Magneto by way of Jonestown," and I think that's about right - where Mags is (usually) rational and more interested in preserving his people than hurting others', Dawn would burn the world in sunfire to hurt just one more person who's roused her ire.

But that's just one take!  I can totally picture a great Sentinels RPG campaign in which Dawn is just as well-intentioned as Magneto ever was (and for a time, Magneto was leading the Xavier School and going out to protect children from muggers) and the PCs are loyal Citizens in a world which hates and fears them.  Why not?

Maybe that's why she's after Visionary -- on some level, she knows she needs a bald psychic in the mix somehow.

I think it is exactly how the Citizens in general and Dawn in particular see themselves. That does ot mean they are not doing things that others may find villainous and or unacceptable. Just that they probably do not think of themselves as bad guys.

Too stay in RPG context, I think they are like Paladins in most RPGs : ready to burn to the ground goblin villages, females and childrens included, with no doubt or remorse, because it is "obviously" the "good" thing to do to protect the local human village.

slow clap

 

Only because most people are terrible at playing and writing paladins, or vehemently hate the very concept.  blerg

Dawn did start out just wanting to be away from normal people. I wonder what changed her vmind?

True words. Though, in real world's history, people who could have morally decribed themselves as "paladins" have often acted the same, or worse.

I suppose that's the question with the assorted terrifying real-world events you could go to as analogues, too.  What takes a person from self-interest to actively wanting to cause harm to others who pose no direct threat to them?  We may never know.

 

Or, less-depressingly, she was minding her own business and then an insanely large number of tanks showed up to trigger a thrilling, if senseless action scene.  That's how it always goes with The Hulk.

Possibly she saw someone else, like her with powers they didn't understand, being picked on and decided to help them.

Starting by blasting her tormenters, perhaps not the right move, but it's what she did.

Makes me wonder -- who was her first fellow Citizen?

Dawn's bio says that, "She was approached by other powerful individuals who had heard of the power of Dawn and thought her potentially a great leader. At first, she resisted, turning away all that sought her, but their words did get through, and she began to consider. She was the most powerful individual in all the world, and what did she do with that power? Why was she forced to hide away from the world, just because she was stronger?"

So she was basically convinced by her citizens that she was a natural leader, and through a combination of loneliness, boredom, and perhaps some mental maipulation by one or more of her followers, the Citizens of the Sun were born.

The law of dramatic irony leads me to think that Citizen Pain (or whatever Expat's dad is named) was the one who finally convinced Dawn to become a power hungry tyrant, because the "destroyed by the very monster he created" cliche is a time honored classic.

I wonder if the RPG events will all be Freedom Five heroes and company, or if there will just be scenarios and rules for character levels so that you could make your own Seasonal Citizens team to play.

I'm not sure I understand this?

 

When the RPG corebook comes out, they promise rules for character creation.  Suspect that any official adventures will assume you're playing heroes rather than super-terrorists, but there'll be nothing stop GMs from changing things/making their own scenarios.

But if by "events" you mean demos before the game out god-knows-when, then I doubt they'd have CharGen as part of the demo.  It takes too long!

Ok, now that I have looked at the tactics card again...are we certain that is an I on the gravestone? It could just be PA and the start of a 3rd letter. For all we know, it could be Citizen Paul.

Citizens Parsnip and Cabbage?

From the picture I'm looking at, it certainly looks like part of an I follows P and A, but I could easily be wrong. (It could also be part of a styilized H or N, but none of the other letters on the tombstone seemed to follow that style)

This is where I've been looking at said picture, because I don't have Tactics yet.

https://www.boardgamegeek.com/article/20045452#20045452