Well, after getting no response o'er on the officvial boards, I figured I'd pick the brains of the folks here for an idea or two.
Recently, one of the PCs in my Incredible Years (Freedom City campaign set in the universe of the Incredibles 2 years after the film) went and did something stupid - after the teams incapacitated the villain Nacht-Krieger (shadow powers, almost permanently insubstantial), the team's brick, Paragon, decided that 'to spare the conscience' of another team member (who'd used Rapid Shot to take Nacht Krieger down; NK failed his Damage save hard, and ended up taking a Lethal hit from it) he'd snap the helpless supercriminal's neck, killing him. Mind, NK was down a single Lethal hit (badly burned and unconscious), and the team's primary healer type was less than 15 feet away...but we drift off topic a bit.
Consequences have already come down the pipe for the team - they've lost half of their Trust Pool (originally all of their shared pool of Hero Points, half recovered due to the team's leader Star Sapphire resurrecting NK; please note that NK's a murderous Nazi scumbag and SS is Jewish...), their friendly face at AEGIS is quitting his job so he can plead the 5th at Paragon's trial, and the local Jewish community isn't going to be happy about the incident when it gets out.
What I need are conseuqences for Paragon himself, the perpetrator. The team is in the last two sessions of the first 'series', and I'd like to give the character a shot at redeeming himself. But a few caveats:
*Paragon can't 'nobly sacrifice' himself. Blame the player for this - he wants to leave the campaign, apparently, but refuses to actually say so.
*The road to redemption's got to be a tough one, and based moreso on roleplaying than dice-rolling.
*In the end, the consequences - a trial and likely some jail time - must remain, though that blow could be softened if Paragon overcomes the challenge facing him.
*The redeeming act must symbolically reverse the act that brought the consequences in the first place.
Right now, the team is infiltrating a prison to rescue the Next Gen, who've been captured by the team's enemies, a group called the Alliance. The Alliance are world-class supervillains, each one a fair match for 2 or 3 heroes. From there, the plot leads to the island of Nomanisan, where the archvilain of the piece is about to lauch a rocket containing a clone of Centurion...all in order to resurrect Omega, Overlord of the Terminus.
So, ideas?
Recently, one of the PCs in my Incredible Years (Freedom City campaign set in the universe of the Incredibles 2 years after the film) went and did something stupid - after the teams incapacitated the villain Nacht-Krieger (shadow powers, almost permanently insubstantial), the team's brick, Paragon, decided that 'to spare the conscience' of another team member (who'd used Rapid Shot to take Nacht Krieger down; NK failed his Damage save hard, and ended up taking a Lethal hit from it) he'd snap the helpless supercriminal's neck, killing him. Mind, NK was down a single Lethal hit (badly burned and unconscious), and the team's primary healer type was less than 15 feet away...but we drift off topic a bit.
Consequences have already come down the pipe for the team - they've lost half of their Trust Pool (originally all of their shared pool of Hero Points, half recovered due to the team's leader Star Sapphire resurrecting NK; please note that NK's a murderous Nazi scumbag and SS is Jewish...), their friendly face at AEGIS is quitting his job so he can plead the 5th at Paragon's trial, and the local Jewish community isn't going to be happy about the incident when it gets out.
What I need are conseuqences for Paragon himself, the perpetrator. The team is in the last two sessions of the first 'series', and I'd like to give the character a shot at redeeming himself. But a few caveats:
*Paragon can't 'nobly sacrifice' himself. Blame the player for this - he wants to leave the campaign, apparently, but refuses to actually say so.
*The road to redemption's got to be a tough one, and based moreso on roleplaying than dice-rolling.
*In the end, the consequences - a trial and likely some jail time - must remain, though that blow could be softened if Paragon overcomes the challenge facing him.
*The redeeming act must symbolically reverse the act that brought the consequences in the first place.
Right now, the team is infiltrating a prison to rescue the Next Gen, who've been captured by the team's enemies, a group called the Alliance. The Alliance are world-class supervillains, each one a fair match for 2 or 3 heroes. From there, the plot leads to the island of Nomanisan, where the archvilain of the piece is about to lauch a rocket containing a clone of Centurion...all in order to resurrect Omega, Overlord of the Terminus.
So, ideas?