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[ICONS] So...did anyone else preorder?

Started by Tommy Brownell, May 18, 2010, 08:21:42 AM

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Tommy Brownell

Savage (real name unknown)

Origin: Transformed.

Prowess: 5
Coordination: 6
Strength: 4
Intellect: 4
Awareness: 7
Willpower: 4

Powers
Mental: Animal Control 5
Sensory: Detection (Life) 5
Control: Wizardry (Cosmic Power, Does Not Affect Non-Living Beings) 7
   Super Speed
   Strike (Slashing)

Specialties
Athletics
Mental Resistance
Power (Wizardry)

Qualities
"God of Beasts"
Protect Life

Challenges
Animal Rage

Stamina: 8
Determination: 1

The being known as Savage was a tribal warrior blessed with a direct link to all life on earth.  As the protector of The Source of Life, Savage can summon animals to his side, and utilize The Source of Life in a variety of ways, the most common being to accelerate his speed and form claws for combat.

The Source cannot be used to affect non-living objects, which has made Savage's battles with the mechanized insectoid H.I.V.E. rather intense affairs.  While Savage is sworn to protect all life, he feels far more comfortable in the wild than in civilzation (where his powers affect far more), but this detachment from humanity has also begun to erode his "human" sensibilities, leaving him in the thrall of an animalistic rage at times.

Notes: This is the first character I rolled up, and the concept just kept changing as I was reading the powers and such I was rolling.  Norman human scale on abilities is 3-6, with anything below being impaired and anything above being superhuman, for those of you who don't have ICONS but may be reading this...and it is random character generation, the only things actually being selected are the limit on, and type of, Wizardry, plus the Qualities and Challenges.  Every character can give each on Qualities and Challenges, but the book offers an option for only picking two Qualities and defining everything else in play.

Up next will be the high-tech Hi-Speed.
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Tommy Brownell

Hi-Speed (James Jensen)

Origin: Gimmick

Prowess: 5
Coordination: 4
Strength: 5
Intellect: 7
Awareness: 5
Willpower: 3

Sensory: Interface Device 6
Control: Wizardry (Gadgets) 5
   Force Field
   Teleportation
Offensive: Fast Attack Device 4

Electronics Expert
Mechanics Expert

Qualities
Technical Whiz
Motivation: Shutting down the abuses of technology
Connections: BETTY - His robot girlfriend.

Challenges
Socially Inept

Stamina 8
Determination 1

James Jensen was a tech geek and hacker who saw technology in and of itself as a good thing, but was increasingly annoyed with the rise of technologically enhanced villains, hi-tech crime and so on.  Putting his genius to work, Jensen devised a form-fitting suit that allows him to not only jack his mind into a computer device directly, but also responds to him at the speed of thought, giving him far more efficiency in combat than would be expected from a tech geek.  Becoming the hero Hi-Speed, he specializes in stopping hi-tech crime and criminals, armed with his power suit and array of gadgets, including a teleporter and a force field generator.

Jensen does have issues relating with people, however...which is why he's constantly working to perfect BETTY, his robotic "companion".

Notes: I couldn't really find a hook for this guy, and most of the above came off the top of my head a few minutes ago.  Such is the fun of random rolling...;)  Up next is a superpowered Top Cop.
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Silverlion

#17
I only rolled up five (Commander Cranium and 4 others.)

One I decided was an avatar of my namesake. (Its close enough via Random rolls that only a whee bit of shaving filled him out.)

Doctor Fulcrum (II)
Origin: Gimmick
Catchphrase: Give me a lever long enough, and I will move mountains!
Challenges: Connections (Wife, Young daughter, friends)
Motivation: Save the world, with SCIENCE!

Prowess 5
Coordination 6
Strength 4
Intellect 7
Awareness 5
Willpower 4


Powers:

Strike 5 (Staff/Lever)
Density 7
Leaping 4 (Pole vault and density shifting)

Specialties

Weapons (Staff)
Electronics
Physic

Determination: 2   Stamina: 8


Doctor Fulcrum (II) (Daniel Fulsom) had just earned his doctorate in physics when his daughter Samantha was born. He and his wife struggled with all the woes of a married couple with a newborn. Sleepless nights, money stresses, and so on. Yet their deep love held them together through the craziness of the first two years.
That was until the fateful day when a foolish young man took the school where Daniel's wife Elena worked hostage. Across town and watching it unfold, the police were intractable on the young man's mad demands. Watching his wife's face as one of those directly in line of fire when the young man allowed a student to film them with their camera phone. Quickly brainstorming a solution he determined that it likely the police would manage to get the young man out but not before he turned the gun on one or more hostages. However, the stress in his voice, and his obvious depression and lack of hope might be redirected if something showed him that civilians could make a difference, that knowledge WOULD matter. Dr. Fulcrum quickly fashioned a rough costume and turned one of his small projects into a portable device. He then utilized it to get across town (nearly bashing in his own skull as he did so.) When he arrived on scene, he managed to talk the police into letting him inside the school. Cautiously approaching the young man he realized he was the same age as the students and very frightened. Using the most booming voice he could manage. (And giving himself away to his wife--since he'd used it for Santa Claus at Christmas.) He approached the boy and demonstrated the amazing tool he'd created with knowledge, and science. He pointed out that he two had been picked on at school once years ago, but was now a hero! What more could anyone ask? Deftly redirecting the boys fears and self-doubts from bullying and prejudice he managed to calm him down and walk him out--without landing a single blow, or causing a single gunshot.

It wasn't until he got home and his wife asked if he'd planned to keep doing this in "that godawful outfit" that he realized logic, science, and gentle heroism as well as fisticuffs could be used to protect people. He nodded and his wife shook her head. "Well at least let me make you a better costume.."





I don't have a picture yet, I prefer to draw mine so unlikely I'll get one done before this thread vanishes..:D



Pooka

Origin: Birthright (Faery Lord)
Identity: Brilliant and quirky high school student
Challenges:Personal (Church Bells Drive him away in pain)

Prowess 4  
Coordination 5
Strength 6
Intellect 6
Awareness 4      
Willpower 4

Powers
Wizardry 6 (Cosmic: Faery Magic Doesn't work on cold iron)
Invisibility 6


Specialties:
Occult
Languages
Mental Resistance

Determination: 4 Stamina: 10

Pooka is a Faery Lord and Ladies son named Oberith--fascinated with the human (mortal) world, he ran away from home, and quickly enrolled himself in highschool using his magics, and other abilities. He got involved in hero-ing when he saw a magic using villain duking it out downtown while he was having this mortal food "pizza" which he adores.
Not wishing to be known he turned invisible and proceeded to school the human wizard. His keen occult senses shaken by the disruption of his magics he quickly explained it must be a "pooka's" work. Despite the misnomer it worked much better than "Faery Boy" or "Faery Lord" so he kept it. It wasn't until a few weeks later he showed up for a tryout of a "teen" group looking for members that he made a costume and used the name for the first time. He's really just out to have fun. But he rather likes the human world, and would hate to see anything untowards happen to it. He has a stilted way of speaking that most think is geeky but "cute." He's enjoying his life, and fears his parents will intervene and call him back to the Seelie Court before he's ready to go back. Sometime in the next ten years or more. Pooka dresses in spooky wizard's robe, complete with hood. though should his hood fall back he always has used his magic to make his head look like some animals. Sometimes a dogs, sometimes a rabbit, once he did a moose, and often he just makes himself invisible under the robe.  He's not very serious and he mostly watches too much television.







Herald

Origin: Unearthly
Identity: Alien Harbinger of Peace
Catchphrase: "Don't run! I'll just get there first!"
Challenges: Enemy (Chthun), Social (Appearance)

Prowess: 5
Coordination: 7
Strength: 7
Intellect: 5
Awareness: 5
Willpower: 5

Powers:

Superspeed 7
Regeneration 4

Specialties:
Pilot
Computers
Language

Determination: 2  Stamina: 12


Backgroun: Al'x Andr's (Alex Andrews) is an alien from a distant star known as Cetas. A herald sent to Earth and make his people known as friends of humanity. He's completely serious. His world has attained a virtual utopia, and frankly he got bored. When they posited a mission to explore new worlds and bring peace to them, he leaped at the chance. He went through two years of intense training to learn to pilot the exploratory ship, developing languages skills, and the like. Fortunately his species learns fast. Herald (As he we came to be called) wasn't looking specifically for Earth. That was a happy accident as he was scanning the path of a Cthun slave ship that passed by Earth. It paused to take readings which was a serious warning to Alex of future slave raids. While his people had faced and driven the Cthun away from their homeworld, fiercely enough that they were marked off limits to the slow and powerful toadlike aliens. He new they'd return to this world and carry out their plans of conquest and slavery. So he parked his ship somewhere he though safe, and began exploring and learning the natives language and ways. Alex is truly enjoying this excursion and is acting pretty much as a sole agent for his people. Though they might not see everything he has done as appropriate they did send him, so he had to have done something right. Alex is a gadabout. He loves dancing, chasing women (humans are lovely,) and generally having a good time on planet Earth. More to the point he is following his peoples master plan to bring peace, and law to the planet. Despite his many attempts to move forward with sweeping plans for social change, he, admittedly is not the best diplomat, and lacks true ability for much subterfuge. He's hontest, forthright, and has a smile for everyone, even criminals before he takes them on. He's generally a good guy. Unfortunately Cetasians have blue grey skin that is slick and looks much like a dolphins. A narrow ridged head fin with no hair,
black eyes and razor sharp teeth that match together like the teeth of a cartoon shark. While handsome despite this, it can be a bit unnerving when he smiles.
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The Butcher

I really like what I'm reading here, and here too.

My mood has shifted from "leery of pre-release hype" to "cautious optimism".

I like how they present options for both random and deliberate PC generation, and how they make it seem so light and carefree.

Now I ask, as a personal favor, from those who have pre-ordered. Can anyone show me a power-armored genius inventor Iron Man type? I ask because, they're pretty much my "measuring stick" for supers games.

Tommy Brownell

#19
Quote from: The Butcher;382238I really like what I'm reading here, and here too.

My mood has shifted from "leery of pre-release hype" to "cautious optimism".

I like how they present options for both random and deliberate PC generation, and how they make it seem so light and carefree.

Now I ask, as a personal favor, from those who have pre-ordered. Can anyone show me a power-armored genius inventor Iron Man type? I ask because, they're pretty much my "measuring stick" for supers games.

I completely understand that thought process.  Not so much because I like those characters myself, but because I have a friend who is a HUGE Iron Man fan, and making a powered armor guy comes up a lot in each system (and sometimes works, and sometimes leaves us screaming at the books).

The rules as written give you an "either/or"...you use random rolls or you use point buy.  But I'll fudge things a bit to show you how it works.  Actually, I'll just convert Iron Man...=P

Iron Man (Tony Stark)
Origin: Gimmick

Prowess: 5
Coordination: 6
Strength: 7
Intellect: 7
Awareness: 5
Willpower: 3

Powers
Iron Man Armor
Blast (Energy) 8
Flight 8
Invulnerability 8
Life Support (Breathing, Radiation) 2
Resistance (Protected Senses) 8

Specialties
Aerial Combat
Business
Mechanics Master

Qualities
Identity - Billionaire Playboy
Epithet - "The Invincible Iron Man"
Connections - Pepper Potts, Happy Hogan & Jarvis

Challenges
Personal -Demons in a Bottle
Enemy - The Mandarin
Weakness - Powerless without suit (No powers and physical stats drop to 3)
Personal - Weak Heart

Stamina: 10
Determination: 1

Notes: This is a straight conversion from Marvel FASERIP, from the '92 stats, so this is hardly accurate today.  (For those who don't know, ICONS has a list of "names" for each stat level, and each one has a suggested name that pretty well matches with the Marvel scale).  I would definitely put Stark's Willpower higher than that...not pushing Captain America or Dr. Strange territory, but definitely higher than that.  As well, it has been established that his physical stats should be higher (without the armor), especially as Cap has trained him to fight unarmored.

If the powers seem simplistic, just remember that you can tag the "Invincible Iron Man" quality and use that as an excuse for any reasonable stunt, including changing up the type of Blast and so forth.  His stats look pretty stacked, but they probably should be.  He's one of Earth's Mightiest Heroes.  However, he NEEDS all of those challenges in order to get the kind of determination that he needs to pull off the Big Damn Hero stuff.

For specialties, I didn't give him Electronics, going to assume that his Intellect is going to be good enough.  Definitely a Mechanics Master, though.  I gave him Business, but not at too high a level...after all, he's already got five Specialities (Mastery takes three slots), but his company gets ripped away from him all the time.  In fact, you could argue for ditching it.  He does need at least a level of Aerial Combat, IMHO, though Mechanics Mastery is the one that makes this build.
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The Butcher

#20
Quote from: Tommy Brownell;382336I completely understand that thought process.  Not so much because I like those characters myself, but because I have a friend who is a HUGE Iron Man fan, and making a powered armor guy comes up a lot in each system (and sometimes works, and sometimes leaves us screaming at the books).

Emphasis mine. I'm kind of glad you've posted this, because I thought it was just me. :o I'm not a huge Iron Man fan per se, but I like the "powered armor" concept.

Quote from: Tommy Brownell;382336The rules as written give you an "either/or"...you use random rolls or you use point buy.  But I'll fudge things a bit to show you how it works.  Actually, I'll just convert Iron Man...=P

Wow, that's... really thorough. I was kind of curious to see a "legal" starting character, but that does the trick just as well. :) Thanks!

Quote from: Tommy Brownell;382336If the powers seem simplistic, just remember that you can tag the "Invincible Iron Man" quality and use that as an excuse for any reasonable stunt, including changing up the type of Blast and so forth.  His stats look pretty stacked, but they probably should be.  He's one of Earth's Mightiest Heroes.  However, he NEEDS all of those challenges in order to get the kind of determination that he needs to pull off the Big Damn Hero stuff.

Now this is intriguing. From what I've read, Qualities work like your usual FATE 3.0 Aspects (i.e. player tags for bonus, by spending Fate Points, i.e. Determination; GM compels and the player may comply and gain Determination, or resist by spending Determination), while Challenges are specifically "compel-only" Aspects. Is that right?

You also speak of stunts. Is that achieved via a flat die-roll (influenced by tagged Qualities and the accompanying Determination spenditure), or is there a more involved subsystem?

And what is the relevance of the different "categories" of Qualities and Challenges? Is it merely illustrative, or are there actual, in-game effects, that distinguish Epithets and Catchphrases and so forth? Also, "Invincible Iron Man" (or "Earth's Mightiest Mortal", or any similarly hyperbolic appelation) sounds like it could be tagged for just about anything.

:hmm: Curiouser and curiouser.

Once again, thanks! :)

Tommy Brownell

Quote from: The Butcher;382358Emphasis mine. I'm kind of glad you've posted this, because I thought it was just me. :o I'm not a huge Iron Man fan per se, but I like the "powered armor" concept.

Now this is intriguing. From what I've read, Qualities work like your usual FATE 3.0 Aspects (i.e. player tags for bonus, by spending Fate Points, i.e. Determination; GM compels and the player may comply and gain Determination, or resist by spending Determination), while Challenges are specifically "compel-only" Aspects. Is that right?

You also speak of stunts. Is that achieved via a flat die-roll (influenced by tagged Qualities and the accompanying Determination spenditure), or is there a more involved subsystem?

And what is the relevance of the different "categories" of Qualities and Challenges? Is it merely illustrative, or are there actual, in-game effects, that distinguish Epithets and Catchphrases and so forth? Also, "Invincible Iron Man" (or "Earth's Mightiest Mortal", or any similarly hyperbolic appelation) sounds like it could be tagged for just about anything.

:hmm: Curiouser and curiouser.

Once again, thanks! :)

Oooooh no, it's not just you...I promise.

The categories are there more as guidelines for someone who's not sure how to come up with suitable qualities.  And yeah, stuff like "Invincible Iron Man" can be tagged for a bunch of stuff, especially just about anything armor related, so long as the GM thinks it makes sense.

Sounds like Aspects work more or less the same in FATE (which I'm not terribly familiar with) and ICONS (which I am still learning).  Stunts are achieved by describing what you want to do, and tagging an appropriate Quality.  If the GM approves, you roll against the Power you're using, though you can use Determination to boost this roll to ensure success.  If you fail, the stunt fails.  If you get an effect of a 0, the stunt works, but with an unintended side effect.  Any clear success is a clear success.

An optional rule has it so that after you have used the same stunt 10 times, it becomes essentially a bonus power (not unlike how Classic Marvel made you stop spending Karma to perform stunts after the tenth success).

I hope that helps, sorry if I'm not explaining well...=P
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The Butcher

Quote from: Tommy Brownell;382360Oooooh no, it's not just you...I promise.

This is a huge relief, seriously, I thought I was superhero-RPG-dyslexic or something.

Interestingly, this RP-by-post thread over at RPGnet puts forth a randomly-created hero (Character #2, I think) with the Wizardry power, which apparently, despite the name, may be applied to technological gadgets.

If it works like I'm imagining it, i.e. a super-flexible "wild card" power like classic MEGS DC Heroes' Sorcery or Omni-Power, it could be a nice way of simulating Iron Man's (and a few other suited heroes') propensity for installing all sorts of interesting peripherals to their armor suits, from satellite comlinks, to holographic image projectors, to particle accelerators. What do you think?

Quote from: Tommy Brownell;382360Stunts are achieved by describing what you want to do, and tagging an appropriate Quality.  If the GM approves, you roll against the Power you're using, though you can use Determination to boost this roll to ensure success.  If you fail, the stunt fails.  If you get an effect of a 0, the stunt works, but with an unintended side effect.  Any clear success is a clear success.

Gimmicky. I like it. :D

Quote from: Tommy Brownell;382360An optional rule has it so that after you have used the same stunt 10 times, it becomes essentially a bonus power (not unlike how Classic Marvel made you stop spending Karma to perform stunts after the tenth success).

So players are who use stunts to create signature moves, are mechanically rewarded with the stunt as a bonus power? Very interesting.

Quote from: Tommy Brownell;382360I hope that helps, sorry if I'm not explaining well...=P

Not at all, it's being quite clarifying. In fact, if I end up buying ICONS, you should call Adamant and demand a sales comission. ;)

Tommy Brownell

Quote from: The Butcher;382382This is a huge relief, seriously, I thought I was superhero-RPG-dyslexic or something.

Interestingly, this RP-by-post thread over at RPGnet puts forth a randomly-created hero (Character #2, I think) with the Wizardry power, which apparently, despite the name, may be applied to technological gadgets.

If it works like I'm imagining it, i.e. a super-flexible "wild card" power like classic MEGS DC Heroes' Sorcery or Omni-Power, it could be a nice way of simulating Iron Man's (and a few other suited heroes') propensity for installing all sorts of interesting peripherals to their armor suits, from satellite comlinks, to holographic image projectors, to particle accelerators. What do you think?

Wizardry has three "types"...Cosmic Power, Gadgets and Wizardry...each is keyed to a separate mental stat, and each has a drawback (Cosmic Power has to have a specified weakness, like the color yellow, for instance.  Gadgets can be taken away.  Wizardry requires being able to speak and and gesture).  You get two free powers that you can duplicate with Wizardry, and any other power can be used with a successful stunt...you just gotta explain it.  VERY flexible, though I don't know if Gadgets works quite the way you're thinking, due to the fact that they can be taken away.

And I am glad this is helping...=)
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Silverlion

Quote from: Tommy Brownell;382389Wizardry has three "types"...Cosmic Power, Gadgets and Wizardry...each is keyed to a separate mental stat, and each has a drawback (Cosmic Power has to have a specified weakness, like the color yellow, for instance.  Gadgets can be taken away.  Wizardry requires being able to speak and and gesture).  You get two free powers that you can duplicate with Wizardry, and any other power can be used with a successful stunt...you just gotta explain it.  VERY flexible, though I don't know if Gadgets works quite the way you're thinking, due to the fact that they can be taken away.

And I am glad this is helping...=)

I could see it being used tied to a physical trait for Martial arts maneuvers for a chi powered combatant.
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Tommy Brownell

Quote from: Silverlion;382420I could see it being used tied to a physical trait for Martial arts maneuvers for a chi powered combatant.

Good call.  That would be a perfectly good 'hack' for the system.
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Ghost Whistler

I'm still really not seeing what all the fuss is about. It looks like just one more perfectly servicable SHRPG game. I'm not saying in anyway it's bad, but the adulation is doing my head in (not so much over here). What happens when the next big SHRPG is released and this one joins the ranks of 'here today gone tomorrow' and abandoned. Gaming seems to be suffering some kind of weird ADD.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Silverlion

Quote from: Ghost Whistler;382483I'm still really not seeing what all the fuss is about. It looks like just one more perfectly servicable SHRPG game. I'm not saying in anyway it's bad, but the adulation is doing my head in (not so much over here). What happens when the next big SHRPG is released and this one joins the ranks of 'here today gone tomorrow' and abandoned. Gaming seems to be suffering some kind of weird ADD.



You act like that's a new thing...:D

I think the big deal is Steve Kenson has a track record (Long before M&M he was doing solid articles for supers.) Add to that M&M's castoffs who want something where "builds" aren't important, just play--and you get Icons popularity.

I think its a good light system--that looks like it will get solid support which is a good thing to me. (I wish I could do more support, for H&S but sheesh one guy can only do so much, with other games to write.)


As previously mentioned--it isn't the cure for cancer. Most of the big deal elements, are its a TBP darling. Will it last? Who knows? Probably not with DC and M&M3 coming out. Despite that, I like it a lot. :D I'd put it close to Truth & Justice for me--solid game that does something neat.
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Ghost Whistler

I think i'd be more interested if it was offering something a bit different, but from the stats i've seen listed (which is the closest i'll get to understanding the rules as an outsider) it's just a.n. other shrpg. YMMV
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Silverlion

Quote from: Ghost Whistler;382486I think i'd be more interested if it was offering something a bit different, but from the stats i've seen listed (which is the closest i'll get to understanding the rules as an outsider) it's just a.n. other shrpg. YMMV

I think aspects (qualities and challenges) are its "new" thing, and even then we've got those from Fate, albeit these are incredibly simplified.

About it really.
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