Hier mal (in Spoiler-Tag) die Milestones aus Civil War. Die Miestones aus den Supplements haben nicht mehr gepasst, kann aber vermute ich mal jeder der davon "betroffen" ist auch selbst raussuchen, oder?
CAPTURE OUTLAW HEROES (PRO-REGISTRATION)
Vigilantes have long skirted the law, but breaking this law brings on serious consequences. You’re one of the heroes tasked with apprehending those who refuse to register.
1 XP when you capture an Anti-Registration super hero.
3 XP when you let an Anti-Registration hero escape for personal reasons.
10 XP when your attempt to capture another hero leads to their death, or your leniency gets you declared a fugitive yourself.
COMPROMISE SHRA INFRASTRUCTURE (ANTI-REGISTRATION)
S.H.I.E.L.D. and their SHRA allies possess much greater resources and equipment than the underground. If you’re going to stand a chance, you’ll need to even the playing field.
1 XP when you stress out a Cape-Killer team or wreck a piece of S.H.I.E.L.D. hardware.
3 XP when your destruction of infrastructure results in collateral damage to innocent bystanders or heroes on your side.
10 XP when you destroy or commandeer a major S.H.I.E.L.D. resource or an irreplaceable piece of technology created by the Pro-Registration forces.
CONVERT THE ENEMY
You’re sure you’ve chosen the right side. You just know that you can convince your opponents they’ve made a mistake, if they’ll just listen to reason! So many heroes could go either way that your persuasive efforts could make a massive difference in the war.
1 XP when you make a specific plea to another hero, in a forum that exposes you to the other side (like a live TV interview or open Avengers frequency).
3 XP when your efforts to recruit someone cause that hero to quarrel with his allies or oppose your side even more strongly.
10 XP when you directly convince an opposing hero to switch to your side, causing emotional stress or you fight a hero you’ve tried to convert and one of you stresses out the other.
FREE THE PRISONERS (ANTI-REGISTRATION)
The SHRA heroes and Cape-Killers are rounding up anyone who refuses to register and making them disappear. You need to find out where they’re being held and give them back their freedom!
1 XP when one of your allies is captured.
3 XP when you successfully raid a prisoner convoy or uncover important information about Prison 42 in the Negative Zone.
10 XP when you free the heroes imprisoned in Prison 42 or become captured and put into Prison 42.
LEAD THE CHARGE!
Before the fight against the SHRA, it might have been easy to be a lone wolf or maintain a carefree attitude. Now heroes need to band together with the others on their side of the fight, and someone needs to step up and lead. Maybe that someone is you.
1 XP when you accept leadership or act as the leader in the midst of a conflict.
3 XP when you discuss the difficulties of leading your allies against other heroes with an ally.
10 XP when you lead your side to a significant victory, or your actions as leader result in the death of one of your teammates.
MY ALLY, MY ENEMY
You were never as close to anyone as you were with one old teammate, lover, or best friend. But now that the battle lines are drawn, you find yourselves on opposite sides. Can you reconcile, or will this strain break your relationship for good?
1 XP when you visit a place the two of you frequented, encounter an enemy you fought together, or meet up with a mutual friend.
3 XP when you use your powers against your old ally.
10 XP when one of you switches sides, or one of you removes the other from the conflict.
REDEEM HEROES IN THE PUBLIC EYE
Many of the “heroes” in this conflict have turned a blind eye to the very people they’re supposed to protect. You haven’t. Reestablishing the public’s trust in super heroes won’t be easy, but you’re committed to the task.
1 XP when you protect an innocent bystander or layperson instead of fighting an opposing hero.
3 XP when you prevent injury or death to an uninvolved person present in an Action Scene.
10 XP when you curtail your superhero life to join public service or create a lasting program to foster goodwill with the public. If you’re Anti-Registration, you can instead register to fit the new mold of hero the public wants or create a program that attempts to heal the public perception of super heroes in a different way.
SACRIFICE FOR THE CAUSE
You’re committed to your side no matter what. Even as your life falls apart around you, and you face off against your best friends, you’ll fight the good fight. Sticking to your convictions could cost you dearly.
1 XP when you’re assaulted because of the side you’ve chosen.
3 XP when you sacrifice your career, your finances, or a part of your personal life in order to help your side.
10 XP when you make it impossible to return to your former life, must adopt a new identity, or take trauma in order to protect your side.
SPY ON YOUR FOES
Both sides try to place moles within the other’s ranks to gather good intel on their plans. With so many alliances, it can be easy to plant yourself among your foes—either as yourself or in disguise.
1 XP when you feed information to the side you’re secretly working for.
3 XP when you provide intel to gain trust as a mole and the information leads to the capture of one of your secret allies on the other side.
10 XP when you get exposed as a mole and either fight against your false allies or switch sides to truly join them.
TEST YOUR ALLEGIANCE
There are a few heroes who know they’ve chosen the right side, but you’re not one of them. You have friends on both sides, and you see them acting in ways you don’t consider exactly “heroic.” The side you’ve chosen might not be the right one after all.
1 XP when you confront another hero about the ethics of actions they’ve taken to help your side, or another hero confronts you about yours.
3 XP when you confess to another hero you’re not certain you’ve chosen the right side.
10 XP when you either cause enough emotional stress on another hero to force them to switch sides or react to emotional stress or trauma by switching sides yourself.
UNMASK (PRO-REGISTRATION)
If heroes are going to register, one of the strongest gestures you can make is to reveal your secret identity. It’s not a decision made lightly, but it could make a major difference for the Pro-Registration argument.
1 XP when you discuss the ramifications of taking off your mask with your loved ones and family.
3 XP when you reveal your identity to someone who didn’t know it before.
10 XP when you reveal your secret identity in a public forum, or you publicly refuse a direct order to unmask and are declared a fugitive.
EVIL FOR JUSTICE
Can super-villains be used to turn the tide to your side as potent tools to use against your super heroic enemies? The enemies of your enemies are still thieves and murderers.
1 XP when you talk to a super villain about fighting on your side.
3 XP when you take precautions to keep the villains in check so they will not go out of control.
10 XP when you either decide that this is folly or see the true potential of this approach, gather villains as a team and lead them.
A.I.M. MILESTONES
Any hero who wishes to have a closer connection to A.I.M. can choose to follow one or both of these Milestones.
I WAS AN ADVANCED IDEA
You know you owe some or all of your superpowers to A.I.M. technology. While you may not share the organization’s objectives or agenda, you remain grateful to them and seek to know more about your origins in order to fully exploit your powers.
1 XP when you mention the A.I.M. origin of one of your powers while using it.
3 XP when you learn a new piece of information about how you were created.
10 XP when you discover the truth about the project that created you or you destroy an A.I.M. facility even though it means you’ll lose that information forever.
HUNTED BY M.O.D.O.K.
For some reason, A.I.M. and its insane giant-headed leader want to get their hands on you. They won’t stop until they get to study you or the technology that powers you, and they’re not asking nicely.
1 XP when you confront A.I.M.-affiliated villains bent on capturing you (or your technology) for study.
3 XP when you shutdown one of your powers to prevent A.I.M. from gaining access to it.
10 XP when you defeat M.O.D.O.K. himself or give A.I.M. the opportunity to study you in exchange for the safety of innocents.
HYDRA MILESTONES
Characters associated with Hydra may choose from one or both of these Milestones.
DEEP COVER AGENT
You have either infiltrated or allied yourself with one or more organizations in order to report on their activities to Hydra, or you’re reporting to one of those organizations by joining Hydra. You may also be a sleeper agent waiting to receive specific instructions to execute one of Hydra’s glorious secret plans. Hail Hydra!
1 XP when you make a choice or perform an action that could put your true allegiance in question.
3 XP when you allow the organization you’re infiltrating to accomplish one of its goals to maintain your cover identity.
10 XP when you either blow your cover to protect someone or allow innocents to suffer to maintain your secret.
CHILD OF HYDRA
Hydra’s influence transcends generations and filial loyalties. An older relative has been involved with Hydra, making you and your family a potential target of the organization itself or some of its many enemies.
1 XP when you mention that a parent, older sibling, or other relative is or was a Hydra agent.
3 XP when you suffer mental or emotional stress related to your family’s affiliation.
10 XP when you stress out a Hydra-affiliated family member or forsake your allies to join your family.
ILLUMINATI MILESTONES
Shortly before the Civil War began, Tony revealed an early copy of the Superhuman Registration Act to the Illuminati. He outlined a scenario very similar to the events that eventually triggered the Civil War, and suggested that they go along with the efforts to register and legitimize super heroes. This split the group, seemingly for good, with only Reed siding with Tony. Still, the “greater good” can continue to influence these heroes’ goals.
SHAPE THE FUTURE
You have the solution to the problems of today, but you need some time to put all the pieces into place. Friends, family, and allies might not understand, or might wonder why you’re distant. You know it will all be worth it.
1 XP when actions you take in service of your future goal undermine your short-term success.
3 XP when you steal or destroy an ally’s information, technology, or resources to further your goal.
10 XP when your future goal comes to fruition, whether the consequences are what you had planned or not.
KEEP YOUR SECRETS
Part of the burden of being in the Illuminati is never telling the other heroes, authorities, or even your loved ones about the group. Likewise, some of the things you find out would be better dealt with by the Illuminati than by other heroes—even those you trust.
1 XP when you withhold information from, or lie to, an ally.
3 XP when you reveal a secret another member of the Illuminati divulged to you.
10 XP when you side with the Illuminati to betray an old friend, or betray the Illuminati for an old friend.
S.H.I.E.L.D. MILESTONES
Characters associated with S.H.I.E.L.D.—or hoping to become so—may choose one or both of these Milestones.
CLIMBING THE RANKS
You’re on S.H.I.E.L.D.’s payroll by choice or by decree and you’ve taken on the duty of upholding the law, including the SHRA...
1 XP when your actions earn you a commendation from your superiors in S.H.I.E.L.D.
3 XP when you inflict stress on an Anti-Registration hero on orders from S.H.I.E.L.D.
10 XP when you’re appointed Director or Deputy Director of S.H.I.E.L.D., or when you sacrifice your career with S.H.I.E.L.D. to do what you think is right.
DOUBLE AGENT
…But you work for some other organization(s) who want you to keep tabs on whatever S.H.I.E.L.D. is up to. You may be called upon to feed wrong information to your supposed superiors or get involved in acts of sabotage.
1 XP when you pass confidential S.H.I.E.L.D. information to an Anti-Registration hero or pass intelligence on an Anti-Registration hero or group of heroes on to S.H.I.E.L.D.
3 XP when you suffer mental stress as part of an investigation to find a mole or when someone attempts to blow your cover.
10 XP when you reveal your true allegiance or convince your “allies” that you really are on their side once your cover is blown.
PRESS MILESTONES
Characters associated with various media outlets may choose from one or both of these Milestones in addition to those on their datafiles, or those related to the Event.
ON THE FRONT LINES
Your involvement in the conflict, your ability to withstand its violence, and, more importantly, your willingness to stand in the spotlight makes you a natural source for media reporters.
1 XP when you give an exclusive interview to a member of the media who’s on the front lines.
3 XP when you rescue members of the working media who are risking their lives (or yours) in a war zone.
10 XP when you turn the media away from the Civil War in order to focus on something else, or you succeed in making yourself the central figure of the media’s coverage of the Civil War to the exclusion of others.
INSIDE SOURCE
The Civil War is not as clear-cut as people would like; you want to expose its darker secrets without blowing your cover or endangering your family and loved ones. You act as an off-the-record source for reporters and seek out proof to change public opinion about the underlying issues of the war.
1 XP when you leak secret information that will aid a reporter in a breaking news story.
3 XP when you risk your life to provide a journalist with valuable information that could affect the outcome of the Civil War.
10 XP when you reveal Top Secret information from a major organization, such as the U.S. government, S.H.I.E.L.D., rogue heroes, Hydra, etc., that would forever change the face of the war, either way, and could be Pulitzer worthy for the reporter.
Hat jemand noch konkrete Interessenten an der Runde oder soll man mal wieder in den Marvel-Thread im weitere Systeme (ich kann ja beim Mod ein gutes Wort fuer diesen OT-Kommentar einlegen