StarGuard Session 4 Actual Play

This was one of those sessions where everything felt like it was lurching forward, but very little actually happened in some ways.

C., the player of a Mutant Alien-Space God’s Love-Child known as Brainzor was unable to attend, but Rhea, our Titan turned litigator was able to make it.

The session started off with Rhea being pulled to the mansion in the early hours of the morning to be in attendance for the Zorgology fuelled party that was engineered by Jessica Ga-In in the previous session. Chronos was already at the party and he and all of his duplicates were making the most of it. Cruthu, on the other hand, was hiding out.

I described the party as a wild affair with two main groups. The first were beautiful Zorgologists who were obsequiously out to please the PCs. The second was a huge cluster of A-list celebrities (if they are Scientologist, I painted them as a Zorgologist) that had StarGuard’s producers celebrating.

Golden Hammer and Brainzor, in the meantime, were flying back to mansion at super-sonic speeds in the newly dubbed ‘StarGuard Two,’ a vintage 90s Fantasti-Flyer donated to them by the show’s parent corporation. As they came into a landing, I had Golden Hammer review the news and learn that:

• The media’s hero bashing has spread to nearly every major super-hero and group, with the exception of Professor Fantastic and the Fantastic Family
• The Tomorrow Foundation had issued a statement to the press indicating that they were shocked that two accountants (the same that Brainzor had messed with) had committed suicide after confessing to moving money to radical groups (including Pulsar’s People’s Revolutionary Action Front)

At this point one of my players asked if StarGuard existed just to make the Fantastic Family look good, while another opined that they might exist just to make everyone look bad. It’s always good when your ideas start to take hold.

Golden Hammer and Brainzor landed and joined the party. I stated that Brainzor was offered sugar water and had his other challenges compelled and, consequently, disappears for the rest of the session.

I reminded the Players that Pulsar was slated to meet with the PRAF troops at 11 am that day and then rob the ‘Tans for Tots’ event at 1 pm. Would the PCs continue partying or would they try and get some rest?

Each player then made their choice and, if they had an appropriate challenge I compelled it to encourage them to keep partying. Everyone who kept partying (with the exception of Rhea who can regenerate and Chronos who power stunted his time control to rest) was given a temporary ‘Brutally Hung-Over’ aspect.

The PCs opted to wait until Pulsar and his cronies hit the event, to get better live coverage. Rhea staked out a position on a building overlooking the pier where the event was being held. Cruthu failed to make nice with crowd (she is a hideous freak. Jessica Ga-In brought a Korean boy-band with her causing some interesting roleplay, Chronos started stealing from rich guest using his super-human coordination and time-control. Golden Hammer said he would roll in late.

Rhea, failing an awareness check, did not notice when Pulsar and four PRAF members emerged out of a truck on the other side of the building she was on the roof of. The PRAF members were wearing bulky, ‘Stalinvolk’ Soviet Era battlesuits. Consequently the baddies got the jump on her as the fight broke out.

The fight was long. In fact, it pretty much took up the bulk of the session. The reason for this was some poor rolling on my Players part and a the handful of point of invulnerability I gave to the battlesuits. That said, my Players did look for creative solutions and did ultimately prevail. Highlights included:

Rhea spending Determination in order to grab Pulsar’s junk through his forcefield and spending more to hang on after he punched her out
Cruthu placing a lead lid over the ‘Tans for Tots’ contestants to protect them from radiation, but neglecting to put air holes in place
• The horrible deaths of two of Chronos’ duplicates as they cockily leapt off an eight story building and then failed their Coordination roll
Golden Hammer losing another sports car and then using his transmutation power to cover Pulsar in a material that would cut him off from his solar power source
• Jessica’s concern for the crowd mixed with Ga-In’s ruthless elimination of a PRAF goon
Rhea’s brutal beating of Pulsar after he was down

As the team started to recover from the fight, a Protect-Jet swooped down and the Protectors, including Rhea’s grand-daughter Artemis, American Agent and War Hammer arrived. The Protectors had been called in with an arrest warrant for Jessica Ga-In and were to detain the remainder of StarGuard as witnesses.

Panicking, Chronos stunted his time powers to get Jessica and himself out of there. Given all the looting that he had done lately, he was sure he was nailed.

The rest of the team postured and were not ready to back down when Rhea jumped in and busted out her legal expertise. Rolling exceptionally well, she managed to make the Protectors back down on legal grounds.

Each PC was then given a chance to do a little investigation or take other actions as they chose. Rhea focused on beating the charges against Jessica. Chronos and Golden Hammer all continued to investigate the Tomorrow Foundation and the other anti-StarGuard leads. Cruthu tried to do some community service to raise the group’s profile.

Jessica Ga-In, on other hand, tracked down Johnny Fantastic, president of Fantast-Inc. Productions (the company that produces StarGuard). I think she meant to question him on why the company was taking such a loss on the show and to tease out any leads as to Fantast-Inc. and the hero bashing that is going on.

Johnny, however, acted like a bit of a pig and Ga-In lashed out (the player said ‘I crush his heart with my telekinesis’).

I could have turned this into a fight. Instead I said ‘yes’ and had her kill Johnny Fantastic, the perpetually twenty-year-old member of America’s First Family of Superdom. Hilarity will ensue.

Finally and impulsively, I cut to Brainzor in the company of the Zorgologists. Brainzor, lured in by sugar water, is exposed to their ‘Echo Test’ to see if he is their Star Child. The test is run and a burst of energy goes into the sky. The Zorgologist’s true appearance as the echo of an Insectile Alien is revealed and it cries out that:

“The prophecy has been fulfilled, Zorg’s child has found the future home of the Zarg! Call the Void Hives, the Invasion must begin!’”

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Car Chases, Collateral Damage and Confusion: StarGuard Session 3

Car Chases, Collateral Damage and Confusion reigned during the third session of StarGuard, our Icons campaign.
Once again, A. was unable to appear, so Rhea, our Titan turned avenging legal beagle was not in the game.
This session was fairly loosely structure. I had an opening set-piece and then provided a few hooks for the PCs to pursue. Basically, I trusted that my Players would make interesting things happen, and they didn’t disappoint.

To start off, I did something tricky. I opened the game by describing someone watching recent appearances of StarGuard in the media. I then described the opening set-up:

• Two cars containing one hostage each and some armed robbers are racing up a California Freeway
• One of the robbers is Psi-Skull, a telekinetic whose been doing a lot of smash and grabs
• The other robbers are leaning out their windows and are brandishing weapons
• The getaway cars are being followed by a news copter

The Players then rolled Awareness, and the Player with the highest roll then got to give a suggestion for a new team name, describe where their PC was and resolve one action.

After the first PC was done, I then described a video clip of StarGuard in the media. This done, the next Player then followed the same steps. Once each Player had placed their PC and taken an action, we then played out the action sequence as normal, although I did insert media items where they felt natural.

The media items included:
• Humbolt Pearce, leader of Citizens for a New America, condemning StarGuard as emblematic of the corruption in American Society
• An emotional press conference announcing the radiation poisoning lawsuit against Chronos
• Shaky footage of Jessica Ga-In crippling the helpless Isadora Deadly
• RobotRon being denied bail
• Freedom Flare being arrested for the murder of his wife
• An interview with Roger Biggs (aka War Suit, my Iron Man knock-off) condemning StarGuard’s failure to help the Zorgologists
• A closing speech by Humbolt Pearce describing how dangerous StarGuard is to American society

The actual chase scene turned into a chaotic mess rather quickly. One car was quickly taken out and a hostage saved through a little teamwork. The other hostage wasn’t so lucky, and was a victim of Brainzor’s fancy manoeuvre with their hover-car StarGuard One’s grappling hook and a barrel roll (the result was the car went careening off of the freeway into a nearby house).

When asked about the hostage, Brainzor responded ‘What hostage?’

Psi-Skull was captured, but it was revealed that it was, in fact, In-Ga, an alien from the same species as Ga-In, who was just out for bloody fun in a new body. Not wanting to lock up a fellow alien, Ga-In had In-Ga possess their cameraman and disposed of Psi-Skull’s body.

From here the PCs started to go their own ways.

Brainzor made contact with the Zorgologists and definitely became convinced he is the ‘star child’ they are looking for. This mostly took the form of compelling his love of sugar-water and his using his insect control powers.

Jessica Ga-In took In-Ga to Korea and encouraged him to find a new body there (far away from Jessica). While in Korea, Jessica looked up her favourite K-Pop bands and used her celebrity to meet them. As it turns out, the second most popular Korean boy band happens to be composed of Zorology converts.

Golden Hammer, because of his relationship with Cleopatra Stone, Director of A.L.P.H.A., was given access to some of Pulsar’s captured PRAF henchmen. To start off negotiations, he shrank one and crushed him. From there they started singing like canaries and told him that their outfit was bankrolled by the ‘Tomorrow Foundation’ and they gave up their next gig: robbing the Bluth family charity ‘Tans for Tots.’

Cruthu and Chronos tried to dig up information on who was sponsoring the legal actions taken against them and discovered that this was also being done by the Tomorrow Foundation, a large charitable organization.

Consquently, Brainzor and Golden Hammer flew to New York in order to raid the Tomorrow Foundation’s HQ there while Chronos and Cruthu raided the Foundation’s regional L.A. office.

Cruthu used her stealth to sneak in without setting off any alarms, but Chronos’ rather elaborate plan (involving prostitutes, radiation blasts and leaving an elderly duplicate to deal with the Police) created a bit of noise. That said, they did ultimately get some useful files by using Chronos’ smarts and Cruthu’s Cosmic Powers (she duplicated the ‘Interface’ power)

Brainzor and Golden Hammer were similarly successful, but caused more destruction. In the shadow of Fantast-Inc. Tower, the StarGuard One hovered outside of the Tomorrow Foundation’s 26th story offices. Golden Hammer used his transmutation to melt through the windows while Brainzor physically stayed in the StarGuard One.

Leaving his body behind, Brainzor possessed a female accountant who was working late and had her approach her boss in order to bypass security. This accomplished in the most awkward possible way, Brainzor returned to his body. He did so just in time, as it turned out.

As Golden Hammer entered the office, I compelled his ‘nuclear powered’ aspect and had it set-off a sensor. This meant that he was still rifling through files when War Suit, his rival and my Iron Man knock-off, turned up. A brief fight ensued with a portion of War Suit’s armour being turned into whip cream, the StarGuard One being shot down (and doing a lot of damage when it crashed), and War Suit ultimately backing down.

Meanwhile in Korea, Jessica invited the Zorgologists, all of them, as well as some Korean pop royalty, back to StarGuard mansion for a party. The cultists accepted, all of them. Thus, the session ended with reams of A-list celebrities and pretty cultists partying in the StarGuard Mansion while they waited for Brainzor to return.

Then two epilogues were thrown in.

The first had one of Chronos’ duplicates meeting with Augustus Caesar, leader of the Monkey Mafia. Augustus indirectly learned that Chronos had stolen and pawned goods last session and now he wanted to cut a deal. Augustus provides StarGuard with information about his rivals and Chronos makes sure they don’t hurt his operations.

The second involved In-Ga, the other parasite. It tried to inhabit a host who was also a Zorgologist and failed. Shaken, In-Ga realized it was surrounded by cultists who then combined their mental abilities to paralyse In-Ga and proceeded to devour him.

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Actual Play: Icons – StarGuard Session 2

Lawsuits, cults, massive collateral damage and a former StarGuard member loosely based on Ric Flair. As far as I was concerned, the second session of ‘StarGuard,’ our Icons campaign, had everything. Unfortunately, it also had our first absences.

Rhea’s Player ‘A.’ was unable to attend due to illness and Brainzor’s Player ‘C.’ was similarly afflicted. That meant we were missing our Greek Titan turned lawyer and our Alien Space God’s Mutant Love Child. Inevitably, that also meant that I had came prepared with a courtroom drama plot and a Alien Space God Cult plot. C’est la Guerre.

Having felt that the PCs were breezing through threats when assembled as a group; I started the session off by dividing the PCs into smaller groups and threw them into non-punch-them-in-the-face situations. This worked well and gave each Player a little chance to have the spotlight on their PC and stretch their roleplaying legs a bit.

Now, although I’m jotting down each group’s mini-adventure in pretty big chunks, I want to stress that I intercut between each group frequently giving the whole session a T.V. drama quality. Here’s what went down:

Chronos

Chronos and Phil, the team’s lawyer, met with lawyers from the famed (and shady) firm Lee, Kirby and Byrne. Known for defending super-villains, lawyers from this firm were informing StarGuard that:

a) their client had a tape of Jessica/Ga-In brutally crippling Isadora Deadly after she was no longer a threat and;
b) their client, and a number of others, were filing a class action lawsuit after being exposed to the radiation Chronos gives off.

If StarGuard would settle on the lawsuit and turn Jessica into the authorities, all of this could go away of course…

Cruthu and Jessica/Ga-In

Meanwhile, Cruthu and Jessica/Ga-In were helping battle a wildfire on the edges of Los Angeles. Witnessing them in action, a few heroes of the Protectors (my setting’s Avengers knock-offs) requested they try to get the members of a nearby religious community, the Zorgologists, to evacuate before the fire reaches them, adding that it would help StarGuard’s tarnished image.

Cruthu and Jessica/Ga-In flew to the compound, only to discover that the Zorgologists worship an insect-like Alien Space God and are waiting for the ‘star-child’ to lead them. Jessica let out, in a tone so innocent that it couldn’t be taken innocently, that she ‘had an alien inside her.’ Immediately, the cult leaders began pressuring her to enter their inner sanctum for ‘echo testing.’

Golden Hammer

At the same time, Golden Hammer had an unexpected visitor turn up on his doorstep: former StarGuard leader and famed 80s ‘Confederacy of Justice’ member Freedom Flare. Plagued by drinking, financial and romantic problems, Freedom Flare was replaced on the team by Golden Hammer in Season 3. This led to a downward spiral of drinking and reality TV, including a special wedding episode of Super-Celebrity Intervention.

Not having parted on the best of terms, Gold Hammer is surprised when Flare begs him for help. Flare pleads “they’ll never think to look for me here. You’ve got to believe me, I didn’t kill my wife. woo.” Golden Hammer pours a huge glass of scotch and hands it to Flare, buying time while deciding what to do.

Chronos

Faced with threats of litigation and the Isadora Deadly/Ga-In tape being leaked, Chronos did not cave. Instead he used his time control powers to freeze the inhabitants of the room (including his own lawyer) and dug up that:

a) Lee, Kirby and Byrne’s legal actions were being paid for by the ‘Tomorrow Foundation’
b) StarGuard has been losing money by the bucket load, but Fantast-Inc. Productions is still applying pressure to keep it in the air

This done, Chronos swapped everyone’s underwear, restarted time and created a radiation flash to wipe any electronic devices in the room. Of course, the radiation flash outraged the lawyers and his accuser, resulting in them storming out of the room and promising to go the media. Unfazed, Chronos strolled out of the building and planned to head home, when he saw a plume of smoke and heard smashing a few blocks over.

Cruthu and Jessica/Ga-In

Creeped out by the Zorgologists, Cruthu used her powers awe and intimidate them, but was less successful than she had hoped. Relying on brute force, Cruthu removed herself and Jessica/Ga-In from the compound and left the cultists to fend for themselves. Needless to say, when the Protectors discovered this while they speaking at a press conference, they were unimpressed and expressed their displeasure.

Cruthu and Jessica/Ga-In started to defend themselves at the Protector’s press conference, but were called away by an emergency in downtown L.A.

Golden Hammer

After listening to Freedom Flare explain that after a Zorgologist sponsored rehab session he had a blackout and then discovered that his wife had been murdered, Golden Hammer contacted the authorities and sold Freedom Flare out. A.L.P.H.A. agents arrived on scene and GH flirted with Director Cleopatra Stone for a while before being informed of the incident occurring downtown. Cleopatra offered him a lift and he took it.

Pulsar and the People’s Revolutionary Action Front

The downtown disturbance was Pulsar, a time-lost Soviet Super-Soldier, and a group of self-styled (and very well armed) revolutionaries attacking the ‘Bailout Boutique,’ a boutique owned by the spouses of several important bankers. Being a true believer, Pulsar particularly hates Golden Hammer for selling out the Communist cause.

StarGuard arrived on the scene and, in the resulting chaos:
• Pulsar got away with loot
• The revolutionaries were captured, but they way their vehicle was take down damaged several building and dozens of Occupy L.A. protestors
• One of Chronos’ duplicates stole some of the loot and fenced it at a nearby ‘cash for gold’ shop

Aftermath

As the PCs attempted to say it was a good day’s work, the tape showing Jessica/Ga-In’s crippling of a surrendered foe was given the press, a lawsuit against Chronos was filed and a flock of Zorgologists formed a vigil outside of StarGuard HQ.

Good Times.

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StarGuard Session 1: An Icons Actual Play Summary

You hear panicked screams coming from the pool area of StarGuard’s Malibu Beach House HQ. Rushing outside into the early morning sun you see your housekeeper shouting and pointing to a shape floating on the pool’s surface. It is the bloated body of ‘RobotRon: Man of a Thousand Robots,’ a founding member of StarGuard. His flabby frame is face down in the water, his left hand still clutching a half-empty bottle of vodka.

Now your producer starts yelling. The team needs to be in position for an early mid-morning attack by the super-terrorist team ‘The Avant Guard’ on a group of reality TV stars who are shooting a special documenting the lead up to tonight’s’ ‘Realie’ Awards for Factual Entertainment Gala. You need to decide how you are going to handle this, what you are going to say to the cops and what you are going to do next.

And you need to do it now.

So started the first session of StarGuard, my Icons campaign. Unlike the rest of the campaign so far, this session had a pretty traditional adventure structure. I had some dastardly things occur, let my Players blast their way through it, raised the stakes, made room for some investigation and had a ‘big bad’ fight at the end. If you are just tuning in, here is a ‘who’s who’ of the Players and PCs and here is the campaign’s pitch.

It worked, but it felt a bit on the linear side. While I am still a believer in giving my Players some structure in the form of missions or single session goals, I do prefer it within a larger framework where they are pushing character driven plots in interesting directions. But I digress.

The set-up was as follows:

RobotRon, a former teen hero who has turned into fat, bitter failure, faked his own death rather than allow himself to be replaced on the show. He left a dead clone floating in the pool to cover his tracks and give the PCs trouble. Replacing the reality TV stars the PCs are supposed to save with killer fleshdroids, the plan is to let the PCs fight the Avant Guard and then try to kill them.

Assuming they survive, RobotRon’s fleshdroids give an ultimatum: either StarGuard goes on television and confesses they are phonies or he will kill the kidnapped stars and blow-up the theatre that the Realies are being held in. Obviously, my Players wouldn’t let that stand.

After rather gruesomely debating what to do with RobotRon’s body (Cruthu animated it in a ‘Weekend at Bernie’s’ fashion) and they chose to use Rhea’s police connections to smooth over RobotRon’s death. Choosing not to travel together, the group split up and rushed to foil the Avant Guard’s kidnap attempt.

Golden Hammer and Jessica/Ga-In arrived first on the scene, dashed in the front door of the attacked mansion and then split-up. Golden Hammer fought ‘Rodan, the Living Statue’ and ‘Verite: Mistress of Ennui’ while Jessica was attacked and taken out by ‘Isabella Deadly- Queen of Deadly Dance.’

The rest of the team turned up in short order and the Avant Guard were either captured or escaped. In the course of this two important things happened:

  • Chronos made a point of irradiating everyone he came in contact with while mugging for a Determination Point
  • K. spent a determination to heal the stab wound Isadora had caused. She then had Ga-In take control and brutally attacked Isadora Deadly, making a point of severing her spinal cord in a gory and graphic fashion.

The twist and the ultimatum went over as expected. Again the party split into smaller groups, with one half searching for bombs and the other trying to find the kidnapped reality stars. To resolve this, I used the ‘Success Pyramid’ rules found in the Villainomicon, with each player trying to drum up a few successes as they tried to find the hidden bombs and the kidnapped stars. This, of course, led to the unmasking of RobotRon as the adventure’s antagonist.

The climatic battled involved a horde of smaller robots, RobotRon in Mecha-Armor and an abandoned amusement park that was once home to Teen Force Five, the teenaged super-team that RobotRon once belonged to. Unfortunately, I have to say that, although on paper I thought RobotRon would be a match for the PCs, they beat him down with surprising ease.

 

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Icons: Actual Play Observations

Last time, I discussed some of the issues I’ve had with Icons’ Character Creation process. Today, after playing a few sessions, I want to share two things I’ve noticed about Icons. First off, Icons might be a better game with a smaller group. In fairness, this is true for a lot of games and I should consider myself lucky that I’ve got a big group filled with people that are currently showing up.

Secondly, the absence of GM dice rolling makes it an odd game to run. Half the time, I wind up staring at my dice and twitching. It’s like suffering from phantom limb syndrome.

Why Size Might Matter

Icons has Aspect mechanics that were somewhat lifted from Fate. The key changes include renaming ‘Fate Points’ ‘Determination’ and modifying the rules for spending Determination in ways that restrict players along genre appropriate lines.

For instance, Players can spend Determination to get a bonus on rolls, but they must have failed at the task first (or only have one chance at it). I’ve heard some complaints about this, but to my mind, it captures that moment in a Supers narrative when Spidey has been flattened, everything looks grim, but he digs deep and saves the day. Without that first failure, there just isn’t a ton of drama when Spidey turns it around.

This is great in theory.

The problem I’m having is that because my group has six players, and each PC has 8 aspects, there’s a veritable ton of Aspects for me to keep track of. Remembering when to compel this many characters is a bit tricky, but I’m doing my best. And while I encourage my players to compel themselves, they rarely do, partly because they are rarely out of Determination.

Among the reasons they are always sitting on a pile of Determination is that my players were lucky when rolling their Abilities and are usually in a big enough group that, no matter the challenge, one of them has a very good chance of meeting it. They can cut through thugs like butter and puzzle out the greatest mystery with a bit of time. As a result, they rarely feel the need to spend Determination and, overall, I’m a little worried that the game isn’t challenging them.

No Roll Playing for the GM

This concern about challenging the Players is compounded by the fact that, like Apocalypse World, the GM never rolls the dice in Icons. Instead the Players roll against a difficulty set by the GM with ties going to the Player. Generally these difficulties are either based on the GM’s call or the statistics of the NPC or object the Players are acting against.

The result is that I always feel like I am reacting to the Players’ actions, which is cool since they should be the heroes of their own story. However, there is something frustrating about the static values of most NPCs, especially major ones. For example, if StarGuard is locked in combat with the Avant Guardians, the difficulty to hit Zorn, the Living Theremin, is always going to be the same from one round to the next. Moreover, his attacks will always be the same difficulty to dodge. This can feel a bit flat and vexing.

Taken together, the excellent Abilities of my group’s PCs, their judicious spending of Determination and having ties break in their favour, it is a real challenge for this GM to challenge them. As a result, I’m cooking up a few ways to keep the game interesting, but so far I’m not super-satisfied.

One option that I’ve caught myself doing is inflating the stats of key NPCs to make them an obstacle for the PCs. To do this with a straight face, I’ve had to stop seeing key NPCs as rival supers made by the same rules as the PCs, and I’ve started looking at them as just a collection of difficulty modifiers and aspects for the Players to roll against.

That still doesn’t scratch the whole ‘everything feels too static’ itch though. To meet that, I’m considering allowing NPCs to invoke aspects to raise the difficulty of beating them by two. I may give myself one Determination point per player at the table (including myself) as a pool to spend along these lines. Alternatively, I could start each session with one or two points and then add to my pool each time a Player spends a determination point.

All in all, my campaign has been fun so far, but I’m still on the fence as to whether it is because of or in spite of Icons’ mechanics.

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Icons: Criticisms and Character Creation

I really wanted to love Icons in an unconditional way. On first reading, its combination of old, broad brush stroke, Marvel Superheroes feel and funky contemporary ideas ported from games like Fate really appealed to me. But, like a lot of things that seem stellar at first glance, I’m not sure if I like it in practice.

Like the rest of the game, Character Creation is driven by a series of 2D6 rolls (with the occasional 1d6 roll thrown in for good measure). Incidentally, for you no-funniks out there, that there is also a point-buy option.

Now I dig random Character Creation pretty much wherever I find it. So the idea of rolling up a PC from Origin to Stats to Powers to Specialities (ala Marvel Superheroes) really appeals to me. But, the way it is implemented, particularly in the Powers portion of Icons may be a problem.

Now I’m not a statistician. Math has never been my friend. So I may be off base, but please hear me out. I know that 2d6 gives you a bit of a curve that breaks down like this:

Roll   Comb.   Prob.

—-   —–   —–

2      1      2.8%

3      2      5.6

4      3      8.3

5      4     11.1

6      5     13.9

7      6     16.7

8      5     13.9

9      4     11.1

10      3      8.3

11      2      5.6

12      1      2.8

Unless I’m horribly mistaken, this means that, unless you want whichever values hover between 6 and 8 to be the most commonly rolled values, you have to compensate to get a broader spread of results. And you can see that the designers are aware of this. For instance, the ‘Origin’ table is set-up so that some Origins are more common than others, while the ‘Level Determination’ table is laid out to so that most abilities and powers have levels between 4 and 6.

Where this falls down is the Powers section. The first step in Power determination is to roll on the ‘Power Type’ table. From what I can tell the odds look something like this:

Roll Power Type Probability
2-3 Alteration 8.40
4-5 Control 19.40
6 Defensive 13.90
7 Mental 16.70
8 Movement 13.90
9-10 Offensive 19.40
11-12 Sensory 8.40

Now I’m not super-sure what they could have done differently, the consequence in my game is that nearly everyone rolled a Control or Mental Power and no-one had an Alteration power. To add a little insult to injury, when the PCs rolled their Mental and Control powers and chased down the specifics in the sub-tables, they often rolled the same power.

Consequently, by the time the last few Players were rolling up their characters there was a lot of ‘F@$k, roll again,’ heard round the table as we tried to keep the PCs unique.

Again, this could have been a fluke and my math may be horribly wrong, but the impression I got was that the Icons random character creation scheme wasn’t quite as random as my group wanted.

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StarGuard: Short-Term Goals for an Icons Campaign

StarGuard, my group’s Icons campaign is not intended to go for a long time and I want to squeeze every last drop of fun out of it. So like a sucker, I’ve cooked up a convoluted plot that I’m hoping keeps the world of StarGuard spinning.

As you may have read, I have a group of freaky outsider-ish supers who fight crime as part of a failing reality show. It seems like a good set-up for a short game. After a year of Runequest II, I thought playing something lighter and whackier would be a good palate cleanser for the group before we jump into something else that may run for a while. As such, if I want any kind of larger structure, I figure I have to launch them into it and see where it goes.

I should also say that the RQII campaign I ran was a big old sandbox game with the players largely driving the plot (mostly by forcing NPCs to react to their craziness) and I’m not sure if that is going to work as well with Icons.

So where do I want this Icons game to go? Somewhere near Watchmen as rewritten by Peter Milligan, Doc Hammer and Jackson Publick.

The Premise

Let’s face it, the world is a mess: The economy is in ruins, the government seems hopelessly enthralled by corrupt corporations and the very institutions that should protect the average citizen seem destined to repress them. If you want to make a real hash of it, I figure just add super-heroes.

The ‘A’ plot moving in the background of the campaign is driven by Professor Fantastic, patriarch of the Fantastic Family of adventurers and now the CEO of FantastInc. Enterprises. Being the smartest man on the planet, and a bit of an ass, Prof. Fantastic sees that the world is screwed and wants to do something about it. And it needs to be something slightly more indirect than attempting to conquer the world like his nemesis Doctor Dystopia.

The Worse the Better”- Nikolay Chernyshesky

Prof. Fantastic wants to rule the world, or at least America, but he plans to wait until the population is ready to ask him to take control. So, using his vast fortune and a host of cut-outs and dummy corporations, Prof. Fantastic has contributed vast sums to politicians who will keep pushing the developed world to the brink of collapse while also investing in corrupt corporations and encourages them to behave unethically.

In a similar vein, he has also encouraged the growth of the police state in the US while doing his best to encourage other arms of his empire to expose corruption and incompetence wherever they find it.

The net result is a record lack of faith in public institutions and no clear vision on how to fix them. That leaves just one other symbol of hope that Prof. Fantastic needs to be sullied before he can confidently sell the world his vision of the future: Super-Heroes.

And that’s where StarGuard comes in. StarGuard is part of Prof. Fantastic’s plan to make heroes look as bad, corrupt and inept as the rest of the institutions he’s targeted. With one-hand, he practically gives the show away for free (and covers massive legal fees while doing so). With the other, he secretly backs those who want to sue the team and helps spread leaks and unflattering footage.

In time, he’s sure that an incident will occur that escalates the situation to the point that heroes are viewed as, at best individuals who need to be strictly controlled or, at worst, a threat to public order. Frankly, as a GM I have no doubt that my players will provide such an incident. It is at this point that he plans to come in with his scientifically constructed ‘New Way’ and save the world from itself, while simultaneously becoming its master.

What the PCs can do

Since this game is intended to be a fairly short one (I’m envisioning it dying sometime in January or February) I can’t be subtle about this. I am peppering my players with clues and hooks that will lead them into learning about the plot. From there, they can decide to expose it, join it or rub up against it in some other, crazy way.

On the other hand, my players may entirely ignore this hook and go in another way. Which is fine, but I will make sure that Prof. Fantastic’s machinations are moving in the background the whole time. Knowing my players, they actually may be cool with being part of a mastermind’s plan of global conquest.

 

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Mutants, Marvels and My Players

Lets face it, Players and the Characters they love drive nearly every game out there. As a GM, I have found that having players playing characters they find fun, compelling or just neat to mess with is a vital element to my campaigns. My group’s current Icons game is certainly no exception to this rule.

Now part of the reason our Runequest II game came to an end was that the group was undergoing some change and strain. Earlier this year, one player abruptly dropped out after a series of life-changes and another found it increasingly difficult to attend due to the stresses of work, school and more work.

This shrunk my pool of five players to a core of three players, one of whom was expecting a baby in October. Given that it seems inevitable that, from time to time, players are going to be sick, unable to make it or need to drop out, I decided to go back to the well and bring in some new blood. I asked three relative strangers and now have three new players.

Overall, they definitely fall into the ‘Freaks and Greeks’ school of super-hero teams. They are a band of freakish outsiders like some incarnations of the Defenders or the Doom Patrol. And given what I’m hoping to pull off, this should work beautifully.

Golden Hammer

(Played by E. a long-time member of the group)

Created during the collapse of the Soviet Union, Golden Hammer was intended to be a cyborg soldier for communism. However, Doctor Yivgenny Vassali instead used the turbulent times to bribe his way into control of the product and became the Golden Hammer. Using his abilities he quickly became an important oligarch. His cyborg parts are all gold plated and he often uses his powers to ‘bling them up.’

Qualities Challenges Powers
Obsolete Super-Weapon Internal Nuclear Reactor Invulnerability 6
Tacky Luxurious Tastes Can’t Say No Alteration Ray 3
Pimped out Battlesuit Loves Luxury Transmutation 5
Ex-USSR Super-weapon

Chronos

(Played by J. a friend of E’s who has been with us for over a year now)

Was an elderly scientist at CERN when something went horribly right. After the accident he discovered he had the body of a man in his twenties again, as well as control over time and radiation. Unfortunately, he is also mildly radioactive and is constantly killing plants and other living things that linger too close to him. Chronos is usually accompanied by chronal duplicates pulled from other time streams.

Qualities Challenges Powers
Old Man in a Young Body Radioactive Elemental Control: Radiation w/ Attack, Create, Defence 3
Possibly Immortal Multiple Personalities Time Control w/ Freeze and Duplicate 8

Ga-In/Jessica

(Played by K. I met her at a Con and she is new to the group and to gaming)

Ga-In is an alien parasite on an exploratory mission for its people, Jessica is a girl so sweet that she could be deranged. Together they are a titanic telekinetic threat. Prior to coming together with Jessica, Ga-In inhabited a number of hosts, most dying within a week. It also fought StarGuard and several other super teams. Since finding Jessica, it has ‘reformed’ or so the world seems to think.

Qualities Challenges Powers
Strong Willed Conflicting Personalities Telekinesis w/ attack 7
Jessica is extremely nice Normal human without Ga-In
Loves being a good host Ga-In needs a Host
Jessica loves everything Ga-In burns through others
Ga-In is silent or angry Ga-In is Killing Jessica, whether it wants to or not
Ga-In is Genderless

Cruthu aka Frances Steinberg

(Played by V. she is a long-time member of the group)

Constructed from a number of dead bodies by the fey, Cruthu was constructed to be a cosmic-powered weapon for a war that never happened. Stored in the faire borderlands for centuries, Cruthu is somewhat…eccentric. Despite her monstrous appearance, she  ability to shape reality itself by wielding the power cosmic.

Qualities Challenges Powers
Created by Man, Chosen by Spirits Crippling Social Anxiety Wizardry (effective 7) Mental Blast, Animation, Chameleon
Weapon without a War Heinz 57
Paranoid

Brainzor aka Mental Mind aka Telemeh aka …

(Played by C. I met him at the same Con as K.)

Brainzor is an Alien Space God’s Mutant Love Child. Part human, part oddity, his main abilities include control over insects, mild telepathy and the possession of others. His compound eyes, obsession with sugar water and unfamiliarity with human society contribute to his being an outsider.

Qualities Challenges Powers
Advanced Mind Indecisive Identity Mental Possession 7
Not From Around Here Not From Around Here Mental Control- Insects 7
Mutant Alien Space God Love Child Compound Eyes Mental Telepathy 3
Migraines Telekinesis 5
A Sucker for Sugar Water

Rhea

(Played by A. a friend of V’s who is new to the group)

An avatar of the titan of Greek myth, Rhea is a lawyer by day and hitter of things in the face by night. Super-strong, incredibly deadly and with an inhumanly keen sense of hearing, Rhea is an unearthly force made flesh.

Qualities Challenges Powers
Contact: Police Chief Impulsive Super Hearing 5
Unstoppable Force Not from around here Regeneration 5
Stubborn Scandalous Secrets
Fame and Fortune
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$tarGuard Season 7: An Icons Campaign

Saving the World from Villainy, Injustice and Cancellation

As I said last time, Runequest has gone the way of all games and my group has started up a new Icons Campaign. The premise is that the PCs are ‘heroes’ who star in a reality TV show that covers their exploits. I’m really hoping to get a Venture Brothers meets Avengers: Earth’s Mightiest Heroes vibe going. I also had to recruit some new players, so I put together this pitch:

“StarGuard is the West Coast’s number two super-team and a reality show on its last legs. The team’s (questionably) heroic acts are usually caught on camera, but so are their private lives. Originally a novel way to make heroism pay, StarGuard has degenerated into a sordid circus populated by clueless washouts, bitter has-beens and well-intentioned never-weres. StarGuard’s battles with addiction, scandal and the occasional super-villain have been provided seasons of T.V. and inspired numerous spin offs (‘Just Love,’ ‘Real Housewives of Protector Mansion,’ ‘Super Apprentice,’ and ‘Super Celebrity Apprentice’). Unfortunately, the public just doesn’t care anymore.

The player characters will be members of StarGuard’s latest incarnation as they face their gravest threat: cancellation. Without a ratings bump, you will lose your pay check, your beachfront villa and what little fame (or notoriety) you have left. Clearly, this calls for some serious super-heroics.

Using Icons we will generate a motley crew of well-intentioned (or not) super-heroes. Influences on my end will include the Venture Brothers, No Heroics, X-Statix and the thousands of comics and cartoons I’ve consumed. Check this and this out for an idea of what I’m talking about.”

So that was my big pitch and it seems to have done the trick. Next time: The Players and the PCs.

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