Showing posts with label Icons. Show all posts
Showing posts with label Icons. Show all posts
Thursday, October 31, 2019
Review: Icons Presents
Icons Presents is described as "kind of a sequel to Icons A to Z" and presents "an alphabet soup" of options for Icons Superhero Roleplaying: Assembled Edition. The PDF is 142 pages long, the art is by the awesome Dan Houser and written by Steve Kenson. A PDF of Icons Assembled was given to for review purposes.
I've always been fascinated by Icons and Steve Kenson has, in my opinion, a spiritual successor to TSR's Marvel Super Hero RPG (AKA FASERIP), with Dan Houser's art being truly on point.
Armed Forces and their weaponry are covered in this chapter. We are given stats for vehicles used by Land Forces, Sea Forces, Air Forces, and Special Forces (in this case battlesuits and drones).
Next come Countdown to Doomsday!, which walks you through choosing a your game's Apocalypse. Are you just destroying civilization, life on earth, the earth, or everything? And what motivates your villain? Are they bluffing about what they are willing to do? Are they seeking power by sacrificing countless lives? Are they looking to protect a planet from those who endanger it? Are they simply trying to make sure that no matter what they survive? These questions really help you plan your campaign. There are three chapters to your Doomsday Scenario: the looming threat comes first and allows your heroes to become aware of the threat they are facing. The gathering storm is second and can be the longest of the three chapters, it allows the heroes to beginning fighting the main villain and gain insight into what they are trying to destroy. Finally, the final confrontation is the climax where the heroes make their stand, but will they succeed or fail? Failure is explored in this section and expands on how the heroes can move forward and what they might be able to do to pick of the pieces.
Deities and Demigods explores playing or interacting with the gods and their children. It helps you decide who and what the gods are in your game and then explores appropriate Divine Abilities, including Attributes and the various powers, specialties, and qualities they might have. A template is provided as a basis for a god. The differences between demi-gods, divine heroes, divinely empowered and the divinely created are highlighted. And the interaction between god and mortals is explored.
Enemy mine explores the roles of villains. Are they the twisted reflection of a hero, are they equal but opposite to them, the all-important nemesis, or merely an adversary with no restrictions to their theme? Team villains also get spotlighted.
Fists of fury details martial arts and explores if they are Ability or Quality driven, how to use martial art Qualities, explores Maneuvers, explores tactics where the character makes a sacrifice in order to gain a benefit, and presents some martial art Powers.
Icons of infamy presents how to run the bad guys in your campaign. Have all the heroes been defeated and it requires the villains to step up and fight the good fight? And if they win will they continue to work together? Or would you like to run a game inspired by Suicide Squad? Are the new heroes in town really villains in disguise like Marvel Comics' Thunderbolts? Have you ever wanted to be a part of a villain school like the Hellions in the X-Men universe? Are you the type of villain that would help going after worse villains? Is your hero posing as a villain to get on the inside of a sinister team or organization? Or have your heroes been wrongly dubbed outlaws and have to operate illegally to prove their innocence? All of these scenarios are covered in this chapter.
Minions and Masterminds outlines different ways to treat henchman, rivals, masterminds, and menaces within the Icons rules.
Panels vs pages give advice on how to tell your stories, including help with advanced techniques such as flashbacks, foreshadowing, interludes, retcons. There are also some great tips on handling events, arcs, and even imaginary stories in your campaign.
Situational qualifiers covers Advantages, Trouble, Limited Qualifiers, Place-Based Qualifiers, Time-Based Qualifiers, Status-Based Qualifiers and how to handle Qualities in play.
The space patrol explores handling sci-fi settings such as DC's Tommy Tomorrow or cosmic police al a the Green Lantern Corps.
Sword and sorcery handles using Icons for a fantasy game or moving your heroes to a fantasy setting. New character creation options are presented and common fantasy monsters are presented.
Taking initiative gives new options including variant Abilities for initiative, rolling for initiative each round, who goes first, declared actions, round robin initiative, card-based initiative, bidding for initiative, tiered initiative, and one-shot conflicts.
Tell me the odds presents the dice probabilities of Icons and presents several dice rolling variants.
The world is mine presents schemes for villains to use and include conquest, extortion, mind control, and altering reality. Then we are presented how to rule the world once your scheme succeeds.
The unobtanium factor explores materials like adamantium, Nth metal, and tritanium that permeate comics. Their properties and origins are explored and several examples are presented.
Vigilantes and Villains concludes the book and coverer street-level heroes, their foes, and the gray areas they face. Additionally, new character creation rules, rules options, and tools of the trade are explored.
There is a lot to love about Icons Presents and I think it can help breathe new life into an existing game or help a fledgling Game Master craft their tale. I heartily recommend it and find it a great expansion for Icons.
Sunday, October 20, 2019
Icons: Assembled Edition: Devil's Night
Our regular DM had the flu last night and I stepped up to run something. I was kind of set on Goodman's Games' new Halloween Module Creep, Skrag, Creep, but after reading it, it was really similar to our last play session.
I've been thinking about running a superhero game and I saw that Steve Kenson's Ad Infinitum Adventures had several Halloween adventures available for Icons Superpowered Roleplaying: the Assembled Edition. I bought Devil' Night and then reread Icons.
I was a bit disappointed in Devil's Night because it is very similar to the Halloween Episode of Buffy: the Vampire Slayer in Season 2. Not a total rip-off, Steve Kenson wouldn't do that, but several members of our group are HUGE Buffy fans and it quickly felt familiar to them. In all honesty, I usually would have changed some stuff, but I was trying to teach the system to the group and remember all the pertinent rules. I was disappointed in my Game Mastering skills, I was pretty rusty and it showed. I think everyone had a good time though.
I've run a lot of superhero RPGs and Icons is pretty straightforward. I used the Archetypes in Icons: Origins, so we had a Paragon, Crimefighter, Mentalist, and Energy Projector.
Overall, it wasn't my best outing. I think I'd like to try Icons again, with more prep time. Right now, I have a similar problem with Icons that I have Mutants & Masterminds, which that everything feels the same. I never really felt that with DC Heroes or Champions, but I haven't run those in at least a decade, if not two.
Tuesday, September 13, 2016
Avengers Initiative: Moondragon
I've got an idea for an Icons game set in within the Marvel Cinematic Universe post Civil War where Tony Stark has begun the Avengers Initiative to recruit new members to the team to supplement War Machine and Vision. I'll probably start with adaptations of existing characters before moving into some originals. In many ways it could be a spiritual sequel to my Mightiest game.
Heather Douglas was born in Los Angeles, California, daughter of Arthur and Yvette Steckley Douglas. When Heather was still a girl, her father was driving her and her mother through the desert when they accidentally happened to see a spaceship of the mad titan, Thanos land; the space villains did not want any witnesses, so they destroyed their car. Heather was thrown clear and survived, but her parents were killed. Through her extraordinary mental abilities, she was found by Mentor, who took her to his home world, Titan, to be raised by the monks of Shao-Lom.
From the monks, Heather develops her body to its full potential, becoming a formidable martial artist. They teach Heather various scientific disciplines such as chemistry and genetic engineering; but most significantly, they help Heather tap into her latent psionic powers, present within all humans. Heather is able to develop her mental powers far beyond even those of her teachers, so much so that she eventually mentally contacts a powerful entity called the Dragon of the Moon. The Dragon immediately tries to corrupt and take her over, but she fights back, driving the Dragon away. This fills her with pride and an overwhelming sense of superiority. To commemorate her victory, she takes the name Moondragon. Unknown to Heather, the Dragon subtly continues to influence her on a subconscious level.
MOONDRAGON
Stamina: 14
Origin: Unearthly
Prowess: Incredible (7)
Coordination: Great (6)
Strength: Good (5)
Intellect: Amazing (8)
Awareness: Incredible (7)
Willpower: Fantastic (9)
Powers:
Blast Good (5)
Flight Great (6)
Force Field Great (6)
Illusion Incredible (7)
Mind Control Supreme (10)
Telekinesis Good (5)
Telepathy Amazing (8)
Flight Great (6)
Force Field Great (6)
Illusion Incredible (7)
Mind Control Supreme (10)
Telekinesis Good (5)
Telepathy Amazing (8)
Specialties:
Martial Arts (+2)
Pilot (+1)
Science (+1)
Qualities:
Raised by the Monks of Shao-Lom
Too Proud For Her Own Good
Too Proud For Her Own Good
Looking For The Perfect Mate
Thursday, September 1, 2016
Avengers Initiative: Master Menace for ICONS
I've got an idea for an Icons game set in within the Marvel Cinematic Universe post Civil War where Tony Stark has begun the Avengers Initiative. In many ways it could be a spiritual sequel to my Mightiest game. And along the way we will meet some of their foes:
Emil Burbank has an immense genius and claims to be the "smartest person on the planet" and was hired by Brand Corporation (a division of Roxxon Oil) as it's Chief Technical Officer. Burbank's goal was to use the information acquired by Justin Hammer and other sources to offer it's clients the services of super-soldiers.
Burbank soon became aware of the Inhuman population on Earth and the terigen crystals that were necessary for their powers to express. Emil was able to use technology of his own design, powered by a Terrigen crystal he was able to acquire, to safely grant a subject super powers. However, Emil chose to test the technology on himself and the exposure to the crystal magnified his already narcissistic personality into full blown megalomania.
Currently, Burbank has created the Master Menace persona to front a super-solder for hire organization known as the Squadron Sinister. Thus far he has produced seven Squadron members: Killer Shrike, Anaconda, Manticore, Lightning Fist, Thermite, Foxfire, and Lamprey.
He divides his time between running Brand and overseeing Squadron interests.
Burbank soon became aware of the Inhuman population on Earth and the terigen crystals that were necessary for their powers to express. Emil was able to use technology of his own design, powered by a Terrigen crystal he was able to acquire, to safely grant a subject super powers. However, Emil chose to test the technology on himself and the exposure to the crystal magnified his already narcissistic personality into full blown megalomania.
Currently, Burbank has created the Master Menace persona to front a super-solder for hire organization known as the Squadron Sinister. Thus far he has produced seven Squadron members: Killer Shrike, Anaconda, Manticore, Lightning Fist, Thermite, Foxfire, and Lamprey.
He divides his time between running Brand and overseeing Squadron interests.
MASTER MENACE
Stamina: 17
Origin: Gimmick
Prowess: Fair (4)
Coordination: Great (6)
Strength: Incredible (7)
Intellect: Supreme (10)
Awareness: Great (6)
Willpower: Great (6)
Powers:
Blast Amazing (8)
Fast Attack Amazing (8)
Flying Amazing (8)
Force Field Incredible (7)
Gadgets Great (6)
Specialties:
Science (+2)
Technology (+2)
Business (+1)
Technology (+2)
Business (+1)
Qualities:
I'm Simply Smarter Than You Are
Don't Test Me
Don't Test Me
I Already Thought Of That!
Tuesday, August 30, 2016
Avengers Initiative: Hercules for Icons
I've got an idea for an Icons game set in within the Marvel Cinematic Universe post Civil War where Tony Stark has begun the Avengers Initiative to recruit new members to the team to supplement War Machine and Vision. I'll probably start with adaptations of existing characters before moving into some originals. In many ways it could be a spiritual sequel to my Mightiest game.
Hercules is the son of Zeus, king of the gods of Olympus, and Alcmena, a mortal woman who lived about three thousand years ago. Recognizing the need for a son who would be powerful enough to defend both the Olympian gods and humanity from future dangers he foresaw, Zeus seduced Alcmena in the guise of her husband, King Amphitryon of Troezen. Thanks to Zeus's enchantment, Hercules was born with the potential for extraordinary strength, which he first displayed before he was even one year old by strangling two serpents which attacked him. As an adult, Hercules is best known for his celebrated Twelve Labors, which were performed in part to prove his worthiness for immortality to Zeus. (One of these Labors, the cleansing of the Aegean Stables, was actually performed by the Eternal called the Forgotten One, who was sometimes mistaken for Hercules.)
In the course of these Labors, Hercules provoked the wrath of three immortals who remain his enemies to this day. By slaughtering the man-eating Stymphalian Birds, he enraged the war god Ares, to whom they were sacred. In temporarily capturing Cerberus, the three-headed hound that serves as guardian to the Olympian underworld (not to be confused with the shape-shifting giant of the same name), Hercules offended Pluto, the lord of that realm. By killing the Nemean Lion, the Hydra, and other creatures spawned by the inconceivably grotesque and powerful monster Typhoeus, Hercules gained the bitter enmity of Typhon, the immortal humanoid offspring of Typhoeus and a Titaness.
However, it was the centaur Nessus who caused Hercules's mortal demise. Nessus kidnapped Hercules's wife Deianeira, whereupon Hercules shot him with an arrow. Feigning a wish to make amends, the dying centaur told Deianeira how to make a love charm from his allegedly enchanted blood, aware that it was now tainted with the lethal poison of the Hydra, in which Hercules had dipped his arrows. Some time after Nessus's death, Deianeira, distraught over her husband's latest infidelity, rubbed the supposed love charm into Hercules's shirt. When Hercules's donned the shirt, the poison quickly worked and caused Hercules great pain. In an attempt to end this pain, he built a funeral pyre for himself and set it ablaze. Zeus intervened however, consuming the pyre with his thunderbolts and bringing Hercules to Olympus to be made a true immortal.
In the course of these Labors, Hercules provoked the wrath of three immortals who remain his enemies to this day. By slaughtering the man-eating Stymphalian Birds, he enraged the war god Ares, to whom they were sacred. In temporarily capturing Cerberus, the three-headed hound that serves as guardian to the Olympian underworld (not to be confused with the shape-shifting giant of the same name), Hercules offended Pluto, the lord of that realm. By killing the Nemean Lion, the Hydra, and other creatures spawned by the inconceivably grotesque and powerful monster Typhoeus, Hercules gained the bitter enmity of Typhon, the immortal humanoid offspring of Typhoeus and a Titaness.
However, it was the centaur Nessus who caused Hercules's mortal demise. Nessus kidnapped Hercules's wife Deianeira, whereupon Hercules shot him with an arrow. Feigning a wish to make amends, the dying centaur told Deianeira how to make a love charm from his allegedly enchanted blood, aware that it was now tainted with the lethal poison of the Hydra, in which Hercules had dipped his arrows. Some time after Nessus's death, Deianeira, distraught over her husband's latest infidelity, rubbed the supposed love charm into Hercules's shirt. When Hercules's donned the shirt, the poison quickly worked and caused Hercules great pain. In an attempt to end this pain, he built a funeral pyre for himself and set it ablaze. Zeus intervened however, consuming the pyre with his thunderbolts and bringing Hercules to Olympus to be made a true immortal.
HERCULES
Stamina: 17
Origin: Unearthly
Prowess: Fantastic (9)
Coordination: Amazing (8)
Strength: Supreme (10)
Intellect: Fair (4)
Awareness: Average (3)
Willpower: Great (7)
Powers:
Leaping Good (5)
Resistance (Damage) Fair (4)
Super Speed Fair (4)
Resistance (Damage) Fair (4)
Super Speed Fair (4)
Specialties:
Athletics (+1)
Carousing (+2)
Martial Arts (+1)
Carousing (+2)
Martial Arts (+1)
Weapons (+1)
Wrestling (+1)
Wrestling (+1)
Qualities:
Golden Mace Forged By Hephaestus
Lion of Olympus
Lion of Olympus
Prince of Power
Saturday, July 4, 2015
The Bad Guys: Simeon Carcosa for IconsI
SIMEON CARCOSA
Determination: 4
Stamina: 13Origin: Unearthly
Prowess: Incredible (7)
Coordination: Great (6)
Strength: Amazing (8)
Intellect: Fantastic (9)
Awareness: Good (5)
Willpower: Great (6)
Powers:
Magic: Amazing (8)
Mental Blast: Great (6)
Resistance (Damage): Great (6)
Resistance (Damage): Great (6)
Specialties:
Exploration (+1)
Occultist (+1)
Qualities:
"You Win a No Prize!"
Something Wicked This Way Comes
"3X2(9YZ)4A."
Something Wicked This Way Comes
"3X2(9YZ)4A."
Background:Simeon Carcosa was an urban legend. A boogeyman that first appeared on the DELPHI boards decades ago. A demoniac ape sorcerer who was said to drag hell to you.
And then hell spat him out. Loosed him upon Los Angeles, where he began a path of destruction culminating into a massacre at the Gateway to the West in St. Louis. Seventeen metahumans, hero and villain, lost their lives in that bloodshed. They almost didn't stop Carcosa from summoning Chod'Xoth, the Dream Reaver, the Eater of Hope, the End of All Things.
But when Simeon failed, he surrendered. He begged for mercy. He asked for forgiveness. He cried that he was insane. And he smiled for the cameras.
He was convicted and detained, in the newly build Bident. ECHELON's top priority in their top facility. They hoped he'd rot.
And then the Order of the Basilisk breached the prision, and Carcosa disappeared.
So now they watch. Now the wait. Soon they will tremble.
Tuesday, June 30, 2015
The Bad Guys: Apotheosis for Icons
APOTHEOSIS
Determination: 4
Stamina: 13
Origin: Transformed
Prowess: Good (5)
Coordination: Great (6)
Strength: Fair (4)
Intellect: Good (5)
Awareness: Good (5)
Willpower: Fantastic (9)
Powers:
Cosmic Power: Amazing (8)
Flight: Incredible (7)
Flight: Incredible (7)
Specialties:
Science (+1)
Pilot (+1)
Leadership (+1)
Leadership (+1)
Qualities:
"I Will Lead Humanity Into the Stars..."
"The Sworn Warned Me About You!"
"The Sworn Warned Me About You!"
The Ends Justify the Means
Background:Captain Noah Bettis was crew chief of Athena 1, the doomed mission to establish a permanent base on Luna. Seventy-eight minutes into the flight, an unexplained power surge was recorded by the ships systems and moments later Athena 1 exploded.
The United Stated was still mourning the loss of the Hercules' astronaut crew, when Captain Bettis appeared in the Oval Office and warned the President that he had been saved and contacted by a mysterious race of beings known as the Sworn, powerful entities from the Ninth Dimension, who wanted to save humanity by leading it into the stars. He demonstrated to the POTUS that he had been transformed into a cosmically powered being and began telepathically showing her his plan to save the world. However, the Secret Service and the metahuman federal agent known as Jaunt, arrived on the scene and were able to get President Green to safety.
The Secret Services actions caused Bettis to go on a rampage through the streets of Washington D.C., where he was finally driven off by the Liberty Machine, a superteam sponsored by the FBI.
Captain Bettis, now going by Apotheosis, has become the chief suspect in the kidnapping of several prominent experts in various fields and is believed to be formulating a plan to "save humanity from itself".
The Vanguard encountered him in Buenos Aires and were able to prevent him from kidnapping noted physicist, Tara Baloo. However, Aphotheosis managed to escape.
All ESCHELON agents should be on the lookout for Apotheosis. He is considered to be unstable and extremely dangerous. President Green has requested that all precautions to apprehend him non-fatally should be taken, if possible.
Sunday, June 21, 2015
The Bad Guys: Anomaly for Icons
ANOMALY
Stamina: 11
Origin: Artificial
Prowess: Good (5)
Coordination: Fair (4)
Strength: Fantastic (9)
Intellect: Great (6)
Awareness: Good (5)
Willpower: Poor (2)
Powers:
Life Support: Amazing (8)
Material Mimicry: Incredible (7)
Phasing: Good (5)
Material Mimicry: Incredible (7)
Phasing: Good (5)
Precognition: Good (5)
Transformation (Humanoids): Good (5)
Specialties:
Tactics (+1)
Computers (+1)
Qualities:
From the Future
Remorseless
"The Doctrine Will Prevail."
Background:The artificial intelligence known as Anomaly was first encountered at the Bauhaus Nuclear Reactor in Germany seven years ago. The being literally appeared in the heart of the reactor and would have sent the reactor into meltdown if not for the intervention of ECHELON's Atlas One super team.
While Atlas One was able to defeat and stop Anomaly, the Merovingian tragically lost his life during the mission. However, before Anomaly could be taken into custody, several operatives from the Order of the Basilisk--Maw, Granite, and Chasm-- arrived and were able to escape with the AI.
For close to five years, Anomaly was a key factor in many of the Order's greatest success until he was finally defeated by the Emissary during a raid on the ESCHELON Aerofortress known as Alcazar.
When ESCHELON finally took the AI into custody at the BIDENT, noted cyberpath, Doctor Henrietta Plex, was able to discern that Anomaly was from a future where it served as a general in the forces of the Invex Doctrine. The Doctrine was a conquering army of artificial intelligences that was trying to wipe out mankind and Anomaly was sent back in time to prevent the defeat of the Invex Doctrine by it's leader, the Primary Cortex. Dr. Plex noted that Anomaly is constantly looking a the probabilities of various world events and interfering when it believes it can alter its future to ensure the victory of the Invex Doctrine.
During her third interview, Dr. Plex was severely injured when the Order of the Basilisk broke Anomaly out of the BIDENT.
The AIs current whereabouts is unknown.
Cycons: Cypher System + Icons (A Quick and Dirty Hybrid)
I've always been a big fan of Monte Cook's core ideas with the Cypher System, but have mixed feeling about how it works in play and have never been a fan of that type of resource management.
In the past, I've mixed it with the Archmage Engine, but yesterday I realized that I could keep my favorite parts of the Cypher System and easily mix it with Icons' brand of FATE--to create Cycons.
So I start with a Graceful Nano who Bears a Halo of Fire:
Statistics
Might Average (3)
Speed Fair (4)
Intellect Great (6)
Abilities
Graceful Specialized (+1)
Nano Specialized (+1)
Bears a Halo of Fire Specialized (+1)
Stamina (Body + Mind + 2) 11
Edge (Determination) 6
Nanos roll their Statistics per Icons and gain a +1 to Intellect.
Then all three Abilities are at at Specialized.
Determination is known as Edge in Cycons and Nanos have 6.
Now we move onto a Honorable Glaive who Siphons Power:
Statistics
Might Great (6)
Speed Average (3)
Intellect Good (5)
Abilities
Honorable Specialized (+1)
Glaive Specialized (+1)
Siphons Power Specialized (+1)
Stamina (Body + Mind + 2) 13
Edge (Determination) 3
Glaives roll their Statistics per Icons and gain a +1 to Might and Speed.
Then all three Abilities are at at Specialized.
Determination is known as Edge in Cycons and Glaives have 3.
Now we move onto a Foolish Jack who Talks to Machines:
Statistics
Might Poor (2)
Speed Incredible (7)
Intellect Great (6)
Abilities
Foolish Specialized (+1)
Jack Specialized (+1)
Talks to Machines Expert (+2)
Stamina (Body + Mind + 2) 10
Edge (Determination) 3
Nano roll their Statistics per Icons and gain a +1 to any Statistic.
Then one Ability is at Expert level and the other two are at Specialized.
Determination is known as Edge in Cycons and Jacks have 3.
I realize this is a pretty rough conversion, I'd have the rules basically run with Icons and just use the 9th World as a setting. I didn't add Qualities, but if you are using them, I'd give each character three, per Icons.
In the past, I've mixed it with the Archmage Engine, but yesterday I realized that I could keep my favorite parts of the Cypher System and easily mix it with Icons' brand of FATE--to create Cycons.
So I start with a Graceful Nano who Bears a Halo of Fire:
Statistics
Might Average (3)
Speed Fair (4)
Intellect Great (6)
Abilities
Graceful Specialized (+1)
Nano Specialized (+1)
Bears a Halo of Fire Specialized (+1)
Stamina (Body + Mind + 2) 11
Edge (Determination) 6
Nanos roll their Statistics per Icons and gain a +1 to Intellect.
Then all three Abilities are at at Specialized.
Determination is known as Edge in Cycons and Nanos have 6.
Statistics
Might Great (6)
Speed Average (3)
Intellect Good (5)
Abilities
Honorable Specialized (+1)
Glaive Specialized (+1)
Siphons Power Specialized (+1)
Stamina (Body + Mind + 2) 13
Edge (Determination) 3
Glaives roll their Statistics per Icons and gain a +1 to Might and Speed.
Then all three Abilities are at at Specialized.
Determination is known as Edge in Cycons and Glaives have 3.
Now we move onto a Foolish Jack who Talks to Machines:
Statistics
Might Poor (2)
Speed Incredible (7)
Intellect Great (6)
Abilities
Foolish Specialized (+1)
Jack Specialized (+1)
Talks to Machines Expert (+2)
Stamina (Body + Mind + 2) 10
Edge (Determination) 3
Nano roll their Statistics per Icons and gain a +1 to any Statistic.
Then one Ability is at Expert level and the other two are at Specialized.
Determination is known as Edge in Cycons and Jacks have 3.
I realize this is a pretty rough conversion, I'd have the rules basically run with Icons and just use the 9th World as a setting. I didn't add Qualities, but if you are using them, I'd give each character three, per Icons.
Tuesday, June 16, 2015
The Bad Guys: Anathema for Icons
ANATHEMA
Determination: 2
Stamina: 14
Origin: Birthright
Prowess: Great (6)
Coordination: Amazing (8)
Determination: 2
Stamina: 14
Origin: Birthright
Prowess: Great (6)
Coordination: Amazing (8)
Strength: Amazing (8)
Intellect: Fair (4)
Awareness: Good (5)
Willpower: Amazing (8)
Powers:Aquatic: Good (5)
Binding: Good (5)
Regeneration: Good (5)
Teleportation: Poor (2)Specialties:Occult (+2)
Martial Arts (+1)Qualities:Member of the Order of the Basilisk
Apex Predator
"By the Leprous Lesions of Leph, I Curse You!"
Background:The metahuman known only as Anathema, burst on the international scene four years ago, when she participated on a coordinated strike of BIDENT, an ECHELON Containment Facility under the Atlantic Ocean. She reportedly lead the raid by Jumpjet, Aperture, Spire, and Narwhal, all members of the Order of the Basilisk, a infamous team of assassins, to free their long-time comrade, Anomaly.
Since then, she has been connected in at least seven other terrorist actions all over the globe and has twice battled Minuteman, Boston's legendary speedster, before narrowly escaping.
She has demonstrated metahuman speed and willpower, short range teleportation, the ability to breath underwater, regenerative properties and the ability to spit a mucous substance to snare opponents. She is a trained martial artist and is believed to be a devoted student to the mystical teachings of Leph, Liege of the Last Level.
ECHELON Agents should be aware that she has shown a willingness to kill and caution should always be maintained in confronting her.
Monday, June 15, 2015
The Bad Guys: The Zodiac Club for Icons
In 1911, Renee Padilecki, the heiress to the Viceroy Hotel empire, took control of the Zodiac Club and succeeded in moving it away from its infamous past and into a quiet and stately institution. What publicity they did garner was due to the many charitable works their members supported.
Meanwhile, Renee used the Club and all of its resources to assure that any Zodiac member would loyally work to ensure each other's success.
Over the decades, the Club's dominance grew from high society to private industry to the government and finally into organized crime.
The Zodiac Club is the best kept secret in crime, even in the 21st century. Its uses its highly respectable members to shield itself and divert attention to more tempting targets for all of its nefarious activities.
The Zodiac Club is invitation only and new members must be willing to donate 10 million dollars to the Club and sign extensive non-disclousure agreements with harsh punishments.
It currently has thirteen lodges throughout the world, and its headquarters is still in San Francisco.
The Club is lead by the Star Chamber, twelve members who set the agenda and guide it's machinations.
Lady Aries - Renee Padilecki, who has used Prima Vitae to achieve immortality and currently poses as her own great-grandaugher, Rose. She is the leader of the Club.
Lady Taurus - Judith Van Zandt, co-founder of Peach Computers. She is in charge of Antartica.
Lord Gemini - Kurt Bloom, front man for the band Kismet and acclaimed songwriter. He is in charge of weapon assets.
Lord Cancer - Nasir Touma, real estate mogul and founder of Sold.Com. He is in charge of Research and Development.
Lady Leo - Ingrid Bunt, founder of Godiva Clothiers. She is in charge of counter-intelligence.
Lord Virgo - Pierre Beringer, internet gossip columnist. He is in charge of intelligence.
Lady Libra - Monique Washingon, Chief Justice of the California Supreme Court. She is in charge of Australia.
Lady Scorpius - Meifen Kwan, CTO of Qin Computers. She is in charge of Africa.
Lady Sagittaurius - Misaki Mori, CEO of Kabuki Motors. She is in charge of Asia and the Pacific Rim.
Lord Capricorn - Len Epstein, legendary producer of World News Nightly. He is in charge metahuman assets.
Lord Aquarius - Morgan DuBois, former mayor of Oakland. He is in charge of North and South America.
Lady Pisces - Cheryl Hudson, supermodel and entertainment mogul. She is in charge of Europe.
Sunday, June 14, 2015
New Comics Day: Smartgun for Icons
SMARTGUN
Determination: 5
Stamina: 10
Origin: Transformed
Prowess: Average (3)
Coordination: Great (6)
Determination: 5
Stamina: 10
Origin: Transformed
Prowess: Average (3)
Coordination: Great (6)
Strength: Poor (2)
Intellect: Fair (4)
Awareness: Fair (4)
Willpower: Average (3)
Powers:Blast: Amazing (8)Specialties:Fast Talk (+1)
Computers (+1)
Technology (+1)Qualities:Life of the Party
Gearhead
"Could Sell an igloo to an eskimo"
Background:Ravi Beshear has always been the kind of guy that could talk his way into or out of anything.
After finding himself working for a start-up company, Damage Control Inc., cleaning up the Five Burroughs after the alien invasion that the Avengers defeated, when his crew came across what was assumed to be unexploded Chitauri ordinance. Moments after locating the strange device his whole brain seemed to catch on fire and then he passed out.
He awoke up at a Simon Innovations facility in Los Angeles to discover he had been in a coma for 11 months. He was the lucky one though, as the other two members of the crew, Jenna Lowell and Lilian Clay hadn't made it. They both suffered a subdural hematoma after being exposed to the device and passed away within hours.
While Ravi was glad to be alive, he had a long period of rehabilitation and had to relearn how to walk. During one of his rehab sessions, his frustration got the best of him and a concussive blast emanated from his right hand, shattering one of the facility's huge windows--a shatterproof window designed to withstand an earthquake.
It was then that he learned that a CRT had picked up some abnormal brain scans while he was comatose.
He's remained with Simon Innovations and became their first recruit to the Force Works project.
In many ways Ravi is the heart of the team, he's likable, smart, and never stops lightening the mood. A trait that is required more and more.
Wednesday, June 10, 2015
New Comics Day: Spook for Icons
SPOOK
Determination: 3
Stamina: 10
Origin: Transformed
Prowess: Average (3)
Coordination: Good (5)
Determination: 3
Stamina: 10
Origin: Transformed
Prowess: Average (3)
Coordination: Good (5)
Strength: Good (5)
Intellect: Good (5)
Awareness: Good (5)
Willpower: Amazing (8)
Powers:Telepathy: Average (3)
Astral Projection: Incredible (7)
Mental Blast: Fair (4)Specialties:Investigation (+2)Qualities:People Person
Hacker
"The Best Defense, is a Good Offense"
Background:Colleen Pyka was in her first year at UNLV as a Criminal Justice major with big plans to one day join the FBI. However, after getting paid for a psychological profile she was contacted by Future Perfect, a bleeding edge bioresearch firm in Oakland. She was told that her grades and psych profile made her a perfect candidate as a summer intern with their security department, which paid great and could potentially help her get into Quantico.
She was attached as a security liaison to JJ Cooper's team and like them, was exposed to a strain of Terrigin Mist.
However, within several hours she fell into a mysterious coma which led her to discover her astral projection talent and then her telepathy. Her astral form came into contact with a being calling himself Century, who claimed to be an extraterrestrial and warned her about Future Perfect's experiment on her. He also helped her sense that Future Perfect had dispatched personnel to kill her, but told her that he had an ally on their way to help.
Colleen realized that two women were now in her hospital room with a syringe and she used her newfound telepathy to confirm they were here to kill her. She awoke from her coma and used her mental blast to subdue them both, just as a tall, dark stranger came into the room.
The stranger identified himself as Simon Williams and told her his company Williams Innovations could help her. Reading his mind, she saw that he was sincere, he hoped she join a special project known as Force Works, but also that he was hiding something. She told him she would leave with him but, wouldn't make any long-term promises.
He reunited her with several members of the research team she was assigned to and discovered that Future Perfect was a subsidiary of Roxxon Oil and had used them all as guinea pigs for a strain of Terrigin Mists they'd found in Iraq during the First Gulf War.
For the moment she's content to help Force Works and is hellbent on toppling Future Perfect. She has grown close to Century and continues to try to figure out Simon's secret.
Sunday, June 7, 2015
New Comics Day: Flash Mob for Icons
For years I've heard that Icons: the Superpowered Roleplaying Game was the spiritual successor to TSR's Marvel Super Heroes or FASERIP RPG. I had avoided it because FATE is just not my bag. I went through my Story Game phase in the early part of this century and was nearly out of it and onto the OSR when Spirit of the Century was published. It was neat, by WAY too fiddly for what to me should be a rules lite system. Plus, while I love Feng Shui, the whole Positive + Negative D6 system was something I was fed up with.
Well, I picked up the Icons Assembled Edition and the whole product just rose well above all of my past criticisms and struck home. Its a great game and captures what I like best about FASERIP and what I think FATE should represent.
This game would be a continuation of my Mightiest campaign set in the Marvel Cinematic Universe, but with Icons instead of Marvel Heroic Role Playing or FASERIP.
It would be set post Avengers: Age of Ultron on the West Coast--kind of my version of the West Coast Avengers and Force Works.
Simon Williams is the team's backer and is aided by the alien known as Century.
Flash Mob
Determination: 4
Stamina: 9
Origin: Transformed
Prowess: Great (6)
Coordination: Good (5)
Well, I picked up the Icons Assembled Edition and the whole product just rose well above all of my past criticisms and struck home. Its a great game and captures what I like best about FASERIP and what I think FATE should represent.
This game would be a continuation of my Mightiest campaign set in the Marvel Cinematic Universe, but with Icons instead of Marvel Heroic Role Playing or FASERIP.
It would be set post Avengers: Age of Ultron on the West Coast--kind of my version of the West Coast Avengers and Force Works.
Simon Williams is the team's backer and is aided by the alien known as Century.
Determination: 4
Stamina: 9
Origin: Transformed
Prowess: Great (6)
Coordination: Good (5)
Strength: Average (3)
Intellect: Great (6)
Awareness: Fair (4)
Willpower: Great (6)
Powers:Duplication: Incredible (7)
Precognition: Incredible (7)Specialties:Science (+1)Perform: Music (+1)Qualities:Family is Everything
"I Just Had a Vision!"
"I'm Curious..."
Background:
Jon Martin Cooper Jr. is the oldest son of Jon Martin Cooper Sr. and Lena R. Cooper. His parents met while going to college at Longhorn State in Texas. After graduating, they married and moved to San Diego, California with Jon Sr. taking a position at Brighton Solutions (a division of Roxxon Oil) and Lena becoming an Art teacher at Sizemore Elementary.
Jon Jr. or JJ's science and math scores were off the chart and after graduating high school at 15, he was offered a full scholarship from Roxxon Oil in exchange for a 3 year contract upon graduation.
JJ, only 19 upon graduating with his PhD in Biochemistry and Biology, took a position on a team doing bleeding edge research at Future Perfect in Oakland, California to fulfill his contract with Roxxon Oil. Unbeknownst to him and his colleagues, their team was exposed to a strain of Terrigin Mist that Roxxon had unearthed in Iraq during the First Gulf War.
JJ achieved terrigenssis later that week, when his apartment building caught fire. He woke several minutes before his fire alarm went off due to a premonition of a Future Perfect employee setting his apartment building on fire. After waking, his fear created seven duplicates so he could help himself and all his neighbors escape the blaze unscathed.
As the fire was being battled, JJ was approached by a man named Nathan who claimed that he worked for Williams Innovations on a project called Force Works and that Roxxon was responsible for exposing his team to the Terrigin Mists as guinea pigs. He offered to help JJ and any of his coworkers. JJ then had another premonition of the good he could do with Force Works and took Nathan up on the offer.
Jon Jr. or JJ's science and math scores were off the chart and after graduating high school at 15, he was offered a full scholarship from Roxxon Oil in exchange for a 3 year contract upon graduation.
JJ, only 19 upon graduating with his PhD in Biochemistry and Biology, took a position on a team doing bleeding edge research at Future Perfect in Oakland, California to fulfill his contract with Roxxon Oil. Unbeknownst to him and his colleagues, their team was exposed to a strain of Terrigin Mist that Roxxon had unearthed in Iraq during the First Gulf War.
JJ achieved terrigenssis later that week, when his apartment building caught fire. He woke several minutes before his fire alarm went off due to a premonition of a Future Perfect employee setting his apartment building on fire. After waking, his fear created seven duplicates so he could help himself and all his neighbors escape the blaze unscathed.
As the fire was being battled, JJ was approached by a man named Nathan who claimed that he worked for Williams Innovations on a project called Force Works and that Roxxon was responsible for exposing his team to the Terrigin Mists as guinea pigs. He offered to help JJ and any of his coworkers. JJ then had another premonition of the good he could do with Force Works and took Nathan up on the offer.
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