The folks over at Babies With Knives have produced one of their “Crash Course” videos for Icons Superpowered Roleplaying! So, if you’ve always wanted a quick summary of what Icons is like and how it plays, or if you’re a long-time player looking for a summary to share with new players, check it out, and be sure to give the video a “like” and subscribe to the channel for more “Crash Course” videos and all of the group’s streams!
Thanks to the kind and tireless efforts of John Paine, the Icons: Truth, Justice, and Gaming Wiki has a new home and host at Miraheze. John has restored virtually all of the old wiki’s content from the Wikispaces backup and the new wiki is “open for business”! If you were a prior contributor, feel free to set up an account and see about updating your content. If you’re a current Icons Superpowered Roleplaying fan, you can contribute or just enjoy the content that’s available there. Thanks again, John, for all of your help in giving this fan-created site new life!
Since its renewal recently came due, I was reminded about the Icons Wiki, a fan resource set up not long after the game was first published. Ad Infinitum took over hosting it when wikispaces went from a free to a paid account system, but my own time to contribute to the wiki (which I did prior Ad Infinitum taking over the publication of Icons) has been limited. I figured new fans of the game who have come on-board since them might not be aware of the wiki as a resource.
So, if you have a chance, and are so inclined, click on over and check it out! You can add you own Icons content and share resources with your fellow players, Game Masters, and fans. I know the tendency has been towards individual blogs with Icons content (including my own) but the wiki makes a great central “clearing-house” for compiling Icons-related resources.
No, it’s not a new Icons product (yet) just a couple of random passing thoughts to share because, well, I’ve got a blog.
The first is that, in addition to the option for taking out minions automatically with a successful attack (on p. 42 of the Assembled Edition), Game Masters may want to consider minion actions against heroes—that is, any action opposed by a hero’s reaction—automatic failures. Amongst other things, this means minions simply cannot successfully attack heroes under normal circumstances, all they can do is get in the heroes’ way and get whittled down until there aren’t any more of them.
That’s not to say such minions are never effective, but a successful attack by them is handled as trouble for the heroes (Assembled Edition, p. 34) rather than a regular action—it’s so rare that it’s both noteworthy and awards the affected heroes with Determination Points. These minions can still succeed normally against other Game Master Characters, probably part of the reason they’re so often threatening the heroes’ friends and supporting characters.
This option is extremely four-color in style, but does suit some stories where minions truly are ineffectual and even heroes with no Damage Resistance or extraordinary defenses don’t need to be all that worried about them.
Although it may go without saying, Game Masters may sometimes want to beef up singular “monster” opponents intended to take on a whole team of heroes by just giving them more Stamina than their Strength and Willpower levels would normally provide. While you can simply go with higher Strength and Damage Resistance to toughen up a monster-foe (both common capabilities) that may not be enough, and too much Damage Resistance can stymie some heroes completely, where as additional Stamina is something the heroes can whittle away at, while still allowing the monster to hang in the fight so it’s not over too quickly.
Start with doubling the monster’s Stamina, although you can easily triple or even quadruple it to provide a good fight. Also note that a “monster” opponent doesn’t have to be an actual monster, but could simply be a master villain who needs to take on a whole team, and therefore can benefit from a Stamina boost. The GM characters don’t have to follow the exact same rules as the heroes in terms of determining their abilities, so long as they’re providing a fair and fun challenge.
It’s the time of year to remind folks who might not be aware of it that the free Mutants & Masterminds adventure Crisis on Christmas is available for download from Green Ronin Publishing, along with Hero Lab files for the main antagonist and her minions.
Earth’s mysterious Master Mage needs help from your heroes to defeat a threat that has captured the North Pole and wants to erase the idea of the Christmas holiday itself from the world! Just a bit of holiday cheer from Green Ronin to you this season! (There’s also a version for the second edition of M&M for folks who prefer it.)
So, by now, my small contribution to Ryan Macklin’s ’90s gaming magnum opus Katanas & Trenchcoats is out there. It all got started quite innocently (as these things do) when I replied to a Macklin tweet, astonished there wasn’t a “Katanas & Trenchcoats” RPG, given how popular the concept of adding Highlander-style immortals to nearly every RPG was back in the ’90s, especially White Wolf’s “World of Darkness” setting.
Ryan took it upon himself to assemble an A-Team of game industry talent (plus, you know…me) to bring this vision into being, planned, of course, for an April 1st release. The plan was always to donate profits from the game to charity, particularly the Seattle Children’s Hospital. Ever the professional, Ryan offered to pay us contributors, and I accepted so I could donate (folding in some of my Ad Infinitum profit) to The Trevor Project, a charity and cause important to me, and to countless LGBTQ youth. Also ever the gentleman, Ryan followed that news by offering to donate to the Trevor Project as well. Should anyone else be so inclined, please visit their donation link and help out.
(Because … well, it kind of justifies itself…)
Sorcerous Origin: Pelvic
Your innate magic comes from the motion of the ocean and the swaying of your hips, the forceful thrust, and the slow roll – in short, pelvic sorcery. Perhaps you were born with this potential, apparent even before you fully tapped its power, or you might come from a long line with this ability, one ensured to continue on and on (and on…).
When you choose this origin at 1st level you gain a potent roguish charm. By standing next to a creature and interacting for at least 30 seconds, you can attempt to charm that creature as if casting the charm person spell, without expending spell slots or spell points.
Come and Get Your Love
At 1st level, you add expeditious retreat and jump to your list of known spells. You can cast them without components, but they affect only you.
Starting at 6th level, you can cast Otto’s irresistible dance on a creature you can see that can see and interact with you, without expending spell points to do so. Once you have done this, you must complete a short rest before you can do so again.
Hooked on a Feeling
At 14th level, you can charm any creature by interacting with it. The creature makes a Wisdom saving throw against your spell save DC and is charmed for one hour if it fails.
At 18th level, if you are exposed to and make a saving throw against an effect at the same time as any of your allies, both you and your allies have advantage on the saving throw and resistance to any damage caused by the effect.