Continuing the epic Rise of the Phalanx series, Dan Houser brings you the “event” adventure Nemesis Crisis — usable with Hero Pack 5 for ICONS Superpowered Roleplaying, and now available on DriveThruRPG and RPGNow!
Called to invesitgate a mysterious energy phenomenon, the heroes are whisked away from Earth to the the otherworldly planetoid Equinox, where the Cosmic Justicar pits them against their greatest foes, and the malicious and mysterious master villain known as Reign, with the fate of Earth’s metahuman population at stake!
The Nemesis Crisis present the planetoid Equinox, the aliens inhabiting it, and sample heroes and villains for the adventure, which is also designed for use with the characters from Hero Pack 5.
Can the heroes overcome the cosmic challenges to prove themselves worthy in…The Nemesis Crisis? Get it now for just $5 at DriveThruRPG!
This is an expansion/modification of the Innate Invulnerability damage variant on the ICONS Wiki. In essence, all characters get Damage Resistance equal to half their Strength level (rounded down) but that resistance applies only to bashing and blasting damage, slashing and shooting damage is unaffected. This reflects the greater resistance sheer Strength grants when it comes to taking a beating, without necessarily making the character more physically impervious to harm. Regular Damage Resistance, granted by powers, protects against all types of attacks, unless the power has a specific Limit, and the higher of the two levels applies.
Example: The Mighty Saguaro has Strength 9 but no Damage Resistance power. He still gets Damage Resistance 4 (9 divided by 2 = 4.5, rounded down to 4) against bashing and blasting damage, but slashing and shooting attacks do their full damage against him. His only benefit from Strength there is his higher Stamina total. On the other hand, All-Star has Strength 10 and Damage Resistance 8, so he gets no extra benefit; his powers grant him more Damage Resistance than half his Strength level. If, for some reason, his Damage Resistance was nullified, but not his Strength, All-Star would still have Damage Resistance 5 (half of 10) against bashing and blasting damage.
In the ICONS rules, starting Determination value is figured from a base of 6, minus 1 per power the character has, with abilities above level 6 counting as powers. So a hero with three powers and an ability of 8 (for example), has a starting Determination of 2. This is intended to benefit those heroes who have fewer powers and superhuman abilities, giving them the options inherent in more starting Determination.
In this variant, rather than paying “up-front” for the value of powers and high-level abilities, all characters start each story with the same amount of Determination—the base 6 points—which they can spend as desired, but players have to spend a point of Determination the first time they use a particular power or ability with a level higher than 6 in each story. This Determination has no benefit other than “activating” that ability and making it accessible. Thus the characters “pay” for the capabilities they use, but are not “charged” for the ones that they do not. This may encourage players to be more conservative about their heroes’ powers, which can suit a “secret powers” series, for example.
In a Super-Teen series, the characters are all high schoolers who keep their amazing powers secret for various reasons. The GM institutes the “pay-to-play” rule for Determination, meaning all of the heroes have the same starting Determination, but they have to pay 1 point for the first use of each power or super-level ability in each adventure. So when Gwen uses her Super-Speed or Tommy teleports for the first time, that costs a point of Determination. Gwen’s Coordination 5 and Acrobatics Expert, however, doesn’t cost Determination because it’s not a power and her ability level is not above 6. If the young heroes choose not to exercise their powers, they have more Determination on-hand for other things.
This addition to the Fudge Action Resolution section offers some ideas on taking a variety of different factors for success into account when determining the outcome of any given action. It also provides a common framework and vocabulary for describing Fudge actions in simple and straightforward terms.
3.31 Action Factors
A number of things factor into determining the outcome of any given action. By applying all of the appropriate factors for a given action you can quickly determine the outcome of the character’s attempt. Plus, by taking all the factors into account, you can quickly and easily determine outcomes, often without needed to roll dice at all!
The factors involved in any given action are: the character’s capability of performing that action, the conditions under which the action is performed, the amount of time and effort put into the action, and, lastly, a measure of luck. Continue reading
Ad Infinitum Adventures presents Cold War Conundrum, an adventure for ICONS: Superpowered Roleplaying, usable a a stand-alone or as a sequel to the kick-off adventure Flight of the Nova-1.
A threat long thought defeated and locked away rises in the former Soviet Republic of Zyrkistan. The energy being known as Arsenal steals nuclear warheads scheduled for decomissioning with the aid of former Soviet heroes, mercenary villains, and Cold War-era technology, intending to unleash terrible vengeance upon the West! Can the heroes find Arsenal’s hidden base in time to prevent Armageddon?
Cold War Conundrum is part two of the exciting Rise of the Phalanx storyline, also playable as a stand-alone adventure, and features new villains, robot minions, vehicles, and world-spanning action for your team of ICONS heroes!
This blog takes a look at episodes from the Justice League animated series from a tabletop roleplaying game perspective, both in terms of game design and game play.
Obligatory Spoiler Warning: I will be discussing the events of the episode in the post. If, for some reason, you’re interested in the show and this blog and have not seen the show, go and do that first. The blog will make much more sense, and you won’t have your enjoyment of the show spoiled. You Have Been Warned.
“The Savage Time” – Part 3
It’s the end of the first season of Justice League and the conclusion to the epic three-part “The Savage Time” as the time-tossed members of the League have to stop Vandal Savage from interfering with history and prevent the Axis powers from winning World War II.