Item description for Mutants & Masterminds: Lockdown (Mutants & Masterminds Sourcebook) by Lucien Soulban...
So your heroes have captured yet another super-villain. Where are they going to put them all? In prison, of course! Lockdown is a sourcebook for Mutants & Masterminds, describing a prison for super-convicts. It details all four levels of the Buckner Ridge Superhuman Penitentiary, the first privately run super-prison. You get details on the prison's layout, operations, and staff, including its super-powered guards. Lockdown has profiles on various inmates and factions within the prison, as well as a description of the nearby town of Buckner Ridge. Lockdown saved its failing economy, but is it worth the price of having a prison full of the world's most dangerous super-criminals in its backyard? Lockdown comes with numerous adventure ideas and ways to use the prison in your own Mutants & Masterminds campaign. You can make it a background element or build an entire game where the characters are convicts! Plus, Lockdown comes with a secret: a conspiracy that could bring the prison crashing down and threaten law and order across the world!
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Est. Packaging Dimensions: Length: 10.6" Width: 8.2" Height: 0.3" Weight: 1 lbs.
Release Date Mar 15, 2006
Publisher Green Ronin Publishing
ISBN 1932442456 ISBN13 9781932442458
Availability 0 units.
More About Lucien Soulban
Lucien Soulbanis has written several novels and stories for The Black Library. Steve Parker is an up and coming author who recently wrote the Space Marine Battles novel - Rynn's World. Steve Lyons is a veteran genre writer from the UK
Reviews - What do customers think about Mutants & Masterminds: Lockdown (Mutants & Masterminds Sourcebook)?
Go to Jail! Dec 3, 2006
It's an often overlooked part of the superhero genre: the super prison. But a necessity of the convention. After all once you've caught the big bad villain and he's been convict of his heinous crimes, where are you going to put him?
Lockdown is a fairly generic prison specialized in contain convicted felons with super powers or access to fabulous gadgets or both. Like anyting else, it can be altered to fit what ever terrain you want to put it. PC supers can either go undercover as prisoners or help out the guards. Extra villains are provided in case you want a prison break to introduce new bad guys to your campaign.
Many is the time that whenever the villain of the week is caught, that's all the campaign deals him or her. The trial and incarceration is glossed over or ignored altogether. So this is primarily a GM book, but a necessary book. Not getting this book is leaving a hole in your campaign world you very well regret later.