NPC Scorecards

My Icons game is rushing towards a conclusion. My Players have twigged onto the nefarious plot of Prof. Fantastic and most of them are currently rushing towards his arctic hideout. At this point, I’m not even hiding the fact that I am stealing from Watchmen, albeit with a super-powered characters, more media satire, and a clone army.

As we move into the endgame, a Player requested I hand out a quick guide to the NPCs the team is currently working with and against. Generally, I think requests like this are just a cost of playing a biweekly game and not having a strictly enforced attendance policy.

Regardless, I’ve cut and pasted the quick ‘NPC Scorecard’ I sent to my Players last week. If you are out there, let me know if you occasionally send similar stuff to your Players. What do you like? What don’t you like?

Notable People (who aren’t you)

The Fantastic Family

Professor Reed Fantastic

A physicist turned adventurer who gained his powers in 1961, Professor Fantastic is behind both FantastInc. Enterprises and the Tomorrow Foundation. Currently ensconced at his arctic hideaway, the Professor is planning to use his super-scientific resources to save the world from alien invasion (an invasion he partially engineered) and the possession of its most prominent super-beings. After stopping the Zarg, Professor Fantastic is certain he will be placed in a position to slowly take control of the Globe.

Prof. Fantastic’s resources include a number of cloned super-beings, giant robots and young graduates of the Tomorrow Academy for Special Children

Grimm
Prof. Fantastic’s best friend and a giant, super-strong pile of mottled rock. Grimm is Prof. Fantastic’s main muscle.

Franklin Fantastic
Prof. Fantastic’s super-powered son. Born in 1971, he looks about 14.

Johnny Fantastic
Susan’s brother, Johnny stayed with Reed after the divorce. He looked like he was 25, even though he was 19 in 1961. Killed by Jessica Ga-In after being a bit of a letch.

Charles, Emma and Erik Tomorrow
Psychic children from an alternate future, they are intensely loyal to Prof. Fantastic’s vision. They have been running the Tomorrrow Foundation’s campaign to discredit StarGuard and other heroes.

Enemies of Tomorrow

Susan Fantastic
Reed’s ex-wife. A bit of a bitter boozer, but she would love nothing more than stop Prof. Fantastic from achieving his ridiculous goals.

Doctor Distopia
A former friend of Prof. Fantastic who was transformed in the same accident that created the Fantastic Family. Thrown into a possible future where Prof. Fantastic’s utopia had gone horribly wrong, he returned to our world determined to stop Reed. Possibly insane, he always wears a metal mask, talks in third person and rules a tiny Eastern European country.

On the crashed A.L.P.H.A. Helicarrier

Cleopatra Stone
The no-nonsense Director of A.L.P.H.A.

Freedom Flare
A burnt out, strung out, former hero and previous cast member of StarGuard. He was locked in a holding cell because of accusations that he killed his ex-wife. Looks and acts a lot like Ric Flair.

Pulsar
The recently captured ex-soviet solar powered super-soldier is currently residing in the Helicarrier’s brig.

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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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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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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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