Imp tales Compilation 1

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Introduction

411 for the GM: Here is What’s Going On

Set-Up: How the Heroes Get Involved

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Determination Should Flow Like Water Because it needs to be said: Determination is not a finite resource pool that gets spent and never replenished. It should flow like water during your ICONS game from both your players and you. You should give it out freely and they should be spending it freely to do awesome stuff.


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Action Scene 1: School Bus Pursuit

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Ramping up/Ramping Down If you'd like a lighter encounter, use the Minion Option for the Giant Ants and stick with the Basic Giant Ants and Basic Giant Flying Ants. For a tougher encounter, ditch the Minion Option and treat the Giant Ants as normal enemies. For an even tougher encounter, use the Elite Giant Ants and Elite Giant Flying Ants. Consider adding a second underground noble – perhaps Insector‛s brother, Infernus, who will use the same stats.


Action Scene 2: Storming the Barricade

5 Test Difficulty Suggestions Horrible confession: No amount of play-testing will allow me to predict what‛s going to happen at your table. (Also, my Magic 8-ball is kind of old and just keeps saying: “Reply hazy, try again”). So, as a GM, setting test difficulties is up to you (except in cases where ICONS explicitly sets difficulties – like for lifting or bending and so on). So, set them depending on how difficult or easy you want the various challenges to be and in response to the pacing and mood at the table. The suggestion I make for a default test difficulty is to use the ability score that‛s being tested. So if you‛ve got a Coordination test to sneak into a warehouse and the hero has a Coordination of 5, the test difficulty would also be 5. Using this method, the character has approximately a 60 percent chance of success. Also – sometimes (and especially if a character has a reasonably appropriate specialty) you don‛t necessarily need a test. Use your best judgment about what would be the most fun at the table right then. Keep in mind that the Success Pyramid (pg 17 Villainomicon) presents another exciting option for tests in ICONS.


Action Scene 3: Aeronautics Plant Attack

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Working in the Arches If you have established villains for your heroes, you can work them into this scenario. During the ant attacks – have one of your heroes' arch-enemies use the chaos to her advantage by carrying out a crime while law enforcement (and the heroes are distracted). She could rob a bank, raid a high tech laboratory or kidnap one of the heroes‛ significant others. This adds some variety to the encounters and ties the scenario more tightly into your characters‛ backgrounds. (Be sure to remember to give your heroes Determination if you use their arch-enemy.)


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Fighting in the Tunnels When the ants flee by burrowing underground, the tunnel entrance behind them will collapse after 3 to 4 panels. (It‛s in loose soil, after all.) At GM‛s discretion, once the ants tunnel a bit deeper, the soil is more firm and so the tunnel doesn‛t collapse. If the heroes are quick enough, they can get into the tunnel before the surface entrance collapses. The light in the tunnels is murky at best, so attacks beyond close range suffer a –2 penalty. The walls of the tunnel have a Strength of 6. At the GM‛s discretion, an especially vigorous combat scene (or a lot of missed shots that hit the walls) could result in a partial cave-in. A cave-in does bashing damage at a level 5 to anyone in the caved-in area. A Strength of level 5 will be required to dig free. Alternately, if you use the Success Pyramid described in Villainomicon characters with less Strength could still dig themselves free if they work together and accumulate a certain number of successes. If you‛re trying this method, your heroes need to accumulate enough successes to equal a massive success against a difficulty of 5.


Other Roads to Rome

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A few elements have been added to the scenario to provide alternate routes to victory. 1) The Gibson Observatory - The lens in the telescope can focus the rays of the sun into a powerful heat beam that may be able penetrate the ants‛ armor. The lens will take a Strength of 7 to lift. (Remember that heroes can combine their Strength by combining abilities for the test – see page 62 of ICONS. They can also temporarily increase the amount they can lift with a major success on a Strength test against their own Strength level – see page 62 of ICONS. Alternately, consider using the success pyramid method.) The lens provides a Blast of 9 when the wielder focuses the rays of the sun through it just so. There‛s a trick to getting the right angle, but it‛s fairly intuitive and the heroes will figure it out quickly. The need to get the lens at just the right angle might impose a slight penalty (-1 or -2) to the first few attacks until they get the knack of it (at GM's discretion, of course.) 2) The Candi Treats Candy Factory – The candy factory has several tons of refined sugar in 150 pound bags in a storage room attached to the production floor. (Strength 4 is required to lift them.) Depositing a sizeable quantity of sugar in front of the giant ants will completely negate Insector's mind control. While noshing on sugar, the ants will not be aggressive and will only attack in self-defense. The ants will ignore all directions from their master and simply snack on the sugar until it is gone. We suggest a rate of 20 pounds per panel per ant. The GM could hand-wave this depending on whether she wants the ants' sweet teeth to be a temporary or permanent solution.


NPC Section

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Air Support Let's say you want flying ants - because they're cool, add some variety to the scenario and might give the characters with flight powers a chance to shine. Simply add wings. Poof! Flying giant ants! The wings provide Flight 3 to either of the Giant Ant variants with the limitation that they lose the power if their wings are restrained .


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Underground Empire Lyrax? Wha? Most comic book universes have some kind of subterranean civilization; usually some variation on mole-men. You can feel free to have Insector be a member of whatever society you‛ve got along those lines in your game world. Alternately, if you want a little different background – let‛s say that the underground empire of Lyrax was founded by a colony of Roman centurions and alchemists who fled into a secret network of catacombs under Rome to escape barbarian hordes. Over the centuries, through natural and alchemical processes they adapted to life inside the earth and established a far-reaching subterranean empire.

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Open Game License The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1 . Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 1 0. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11 . Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 1 2. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 1 3. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 1 4. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 1 5. COPYRIGHT NOTICE Open Game License v 1 .0 Copyright 2000, Wizards of the Coast, Inc. Fudge System Reference Document, Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O’Sullivan and Ann Dupuis, with additional material by Peter Bonney, Deird’Re Brooks, Reimer Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, Sedge Lewis, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Anthony Roberson, Andy Skinner, Stephan Szabo, John Ughrin, Dmitri Zagidulin. FATE (Fantastic Adventures in Tabletop Entertainment), Copyright 2003 by Evil Hat Productions LLC; Authors Robert Donoghue and Fred Hicks. Spirit of the Century, Copyright 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera. Icons, Copyright 201 0, Steve Kenson, published exclusively by Adamant Entertainment in partnership with Cubicle Seven Entertainment, Ltd. Improbable Tales 1 , Copyright 2011 Fainting Goat Games. Author Mike Lafferty. The following is designated as Product Identity, in accordance with Section 1 (e) of the Open Game License, Version 1 .0a: All Characters and their associated descriptions, backgrounds, and related information


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Introduction

Set-Up: How the Heroes Get Involved

411 for the GM: Here is whats going on

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Action Scene 1: Chaos at the Zoo

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Animal Mayhem Montage If the initial combat goes too quickly for your taste, here are some options for spicing up the first act of the adventure. After the zoo employees are freed – the police may ask the PCs for help with a variety of other calls that came just before they were ambushed. Several animals have been released by the gorilla attackers and are running amok. 1) A freed rhino is attacking a package delivery truck in the zoo parking lot. The truck's engine is smoking from where the rhino has shattered its radiator. The driver is behind the wheel of the disabled vehicle, unsure of what to do next and looking petrified. (Use the stats for the rhinoceros from the Creatures section of ICONS.) A Willpower test (at difficulty 2) will be required to attempt to gently coax the rhino away. With a massive success, the PC establishes a rapport with the animal and can guide it back to its cage. Attacking the rhino will result in it attacking the character who antagonized it with its gore attack. At the GM‛s discretion, an intrepid NPC zoo-keeper could happen by and give the PCs some extra strong tranquilizer dart rifles. Perhaps he also imparts the following advice: “Right! The armor is weakest behind the shoulder. So aim for there. One shot with this baby that hits home there will drop that beast like a ton of bricks. Crikey! I'd take the shot myself - but my nerves are still shot from being held hostage by those feisty primates!" A shot just behind the shoulder armor requires a major success on a test of the PC‛s Coordination against the rhino‛s Coordination (which is 2.) Aiming for a full page gives a +1 to the result. 2) A polar bear has been freed from its enclosure. It has scared a tourist group whoare taking shelter in the snake enclosure. The bear is persistently clawing at the snake enclosure door. It is not clear what its intentions are at this time. But the tourist group is very scared and the bear needs to be returned to its enclosure. A Willpower test (at difficulty 2) is required to persuade the bear to follow the PCs. With a massive success, the PC establishes a rapport with the animal and can guide it back to its enclosure. Using meat or some kind of food (there's a hot dog cart and a taco stand nearby) gives a +2 to this test. As with the rhino in encounter 1, the PCs will have access to tranq dart rifles at the GM‛s discretion. 3) A pack of mind-controlled gorillas (one less than the number of PCs) is rampaging through the zoo – smashing displays and ripping open cages as they go. (The escaped rhino and bear were their fault.) They‛re in the process of tearing open the gate to the elephant enclosure when the PCs encounter them.

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Action Scene 2: Stop that Ape!

All These Wonderful Toys The PCs are in the middle of a government weapons lab. In a world of mad scientists and super-intelligent gorillas, it's likely there are some super-science weapons in the nearby buildings that would be handy. If the PCs can find a scientist (or, at the GM‛s discretion, if one sneaks onto the battlefield to get their attention) he or she can lead them to a weapon storage locker in a nearby building. Also, a clever PC might simply search a building looking for something useful. Feel free to think up some devices on the spot – or roll on the following table to determine what is available. Random Exotic Device Table 1) Stealth Harness. Adjustable metallic harness with a built-in battery pack. (Invisibility 6) 2) Phasing Ray. Rifle-sized weapon with a dish-shaped emitter. (Alteration Ray 6 - Phasing) 3) Shrink Ray. Large bazooka-sized weapon that requires a tripod for aiming and firing. (Alteration Ray 5 - Shrinking) 4) Brain Blaster. Small, sleek handgun that looks like a stream-lined blaster pistol from a 1950s science fiction movie. It is attached by a steel cord to a sturdy metal headband (Mental Blast 6). A labeled switch on the side of the weapon will change the weapons effect from Mental Blast to Illusion (at the same power rank). 5) Mind Control Helmet. Very similar to a motorcyclist‛s helmet except that it's stainless steel. (Mind Control 6) 6) Time Control Belt. Highly-polished, brass belt buckle with an ornate dial attached to a study leather belt. (Time Control 5 with Super-Speed and Fast Attack effects.)

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Resolution:


NPC Section

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Mind Games So, you‛ll notice that we included a powerful NPC for the express purpose of being an ally who is mind-controlled by Virunga. This is because, for most players, it's no fun to have your PC mind-controlled. We suggest you use Virunga's Mind Control power as a way to increase the challenge by having Lone Star attack the PCs. If (and only you can be the judge of this) you've got a player who is a particularly good sport who happens to have a PC with a reasonably high Willpower (i.e., they've got a good chance to be able to break free eventually) you might consider having Virunga attack them with his Mind Control power. One fun way to handle this is as a contest between the combatants played out in the mental realm with each new Willpower test serving as another "round" in the combat. As everything is metaphorical in the mental realm, you could have the contest be something that's relevant and important to the PC. For example, if the character is an expert swordsman, it could be a fencing match in the mental realm that characterizes the willpower struggle. Depending on the character involved, it could be something more surreal - like a fishing competition, pie eating contest or rap battle.

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Open Game License The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1 . Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 1 0. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11 . Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 1 2. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 1 3. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 1 4. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 1 5. COPYRIGHT NOTICE Open Game License v 1 .0 Copyright 2000, Wizards of the Coast, Inc. Fudge System Reference Document, Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O’Sullivan and Ann Dupuis, with additional material by Peter Bonney, Deird’Re Brooks, Reimer Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, Sedge Lewis, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Anthony Roberson, Andy Skinner, Stephan Szabo, John Ughrin, Dmitri Zagidulin. FATE (Fantastic Adventures in Tabletop Entertainment), Copyright 2003 by Evil Hat Productions LLC; Authors Robert Donoghue and Fred Hicks. Spirit of the Century, Copyright 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera. Icons, Copyright 201 0, Steve Kenson, published exclusively by Adamant Entertainment in partnership with Cubicle Seven Entertainment, Ltd. Improbable Tales 1 , 2 Copyright 2011 Fainting Goat Games. Author Mike Lafferty. The following is designated as Product Identity, in accordance with Section 1 (e) of the Open Game License, Version 1 .0a: All Characters and their associated descriptions, backgrounds, and related information ICONS Superpowered Roleplaying is a trademark of Steve Kenson, published exclusively by Adamant Entertainment. The ICONS Superpowered Roleplaying Compatibility Logo is a trademark of Adamant Entertainment and is used under the ICONS Superpowered Roleplaying Compatibility License. See http://www.adamantentertainment.com for more information on the compatibility license.

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Introduction

411 for the GM: Here is what's going on

Set-Up: How the Heroes Get Involved

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Ramping Up/Ramping Down If you'd like a lighter encounter, use the Minion Option (pg 71 ICONS) for the zombies and commandos For a tougher encounter, ditch the Minion Option and treat the zombies and commandos as normal enemies. For an even tougher encounter, use the Mystically Hardened Zombies and Elite Commandos in the NPC section.


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Action Scene 1: Zombies Always Ruin a Party

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Side-Action If you‛d like to add a little variety – here are some peripheral scenarios that may demand the PC‛s attention. 1) A handful of the undead lurch towards the celebrity table. The mayor, police commissioner, city council members and cast members from beloved but long-cancelled sitcoms are fighting to get off the platform. The police commissioner is in a wheelchair. As his fellow celebrities flee, he‛s left slowly wheeling himself away from the much faster zombies who are climbing onto the platform… 2) As the crowd surges, a single mother with a small child is knocked to the ground. They‛re doing their best to fend off the rushing mob, but they‛re almost swamped in the sea of panicked people. If the PCs don‛t intervene soon – they may be trampled in the rush. 3) Two police who were standing by the sub have drawn their side arms and are firing into the advancing zombie horde – with no effect. “They‛re not going down – what do we do, Sarge?” a patrolmen yells as they take cover behind a utility box. The zombies shuffle closer…


Action Scene 2: Up from the Deep .

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Keep the NPCs in the Background Necromancer is a cool character, but unless he‛s being used as a PC (which would be nifty), he needs to be in the background to let the PCs shine. Necromancer looks at the PCs. “Stop the commandos and get the Lazarus Serum! I‛ll keep Dark Pharaoh occupied.” A mystical duel ensues between Dark Pharaoh and Necromancer. They fence with a furious sequence of spells and counterspells (a fireball from the Pharaoh is blocked by an ice blast from Necromancer, summoned demons from Pharaoh are countered by summoned skeletons from Necromancer, a pure Chaos blast from Pharaoh is negated by invocation of Order from Necromancer). The point of this duel is solely to give the NPCs something dramatic and interesting to do that does not usurp the PCs. If Necromancer is being used as a PC, a group of P.A.T.R.I.O.T. agents will arrive and offer to keep the zombies at bay while the PCs storm the sub to stop the Iron Hand commandos.


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Rolling with the Punches There‛s a saying in the military that no plan survives contact with the enemy. The same is true of adventure outlines and players. However, you‛ve got the benefit of our playtest experience. Here are some tips for how to improvise when your players upset the apple cart: 1) If the PCs found a way to throw the U-boat into the bay to keep any more zombies from streaming out, the Iron Hand squid sub will dive after it. Necromancer explains that they must keep the Lazarus Serum from falling into the wrong hands. He either uses his Wizardry powers to enable the underwater excursion or simply requisitions scuba gear (Aquatic 2) from a nearby police boat. The combat continues much the same as was explained in Scene 2. 2) If a super-strong PC finds a way to throw the sub into the distance, the Iron Hand commandos don jetpack (Flight 3) and pursue it, while the squid sub steams after them. The PCs can get transport from nearby police or news channel helicopters (Flight 4) to give chase. 3) Similar to number 2 above, if a PC has found a way to carry the sub away from the dock, the Iron Hand don their jetpacks to give chase. If necessary, they‛ll use their laser rifles to slice their way into the U-boat.


Act 3: Beach Party (Optional)

Gun Emplacements By default, the gun emplacements are inactive. They are just sitting there and looking pretty. However, if you think you could use more of a challenge and you wanted to bring them into your game - use the following stats: For attacking, they have a Coordination of 6 and a Blast Power of 7. The guns have a material Strength of 7 and require a Strength of 7 to rip out of the ground and lift. Note: There is a panel in the command center that controls the gun emplacements. A PC who has taken over the command center can take control of the guns and direct them towards targets of her choice.

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Sneaking into the Command Post If a PC decides to sneak into the command post, she finds it lightly guarded (one Iron Android). There is a small barracks, a holding cell, a communications room, an armory and a command and control room. The control room has a large red button labeled “Volcano Activation: DO NOT TOUCH�. Pressing this button causes a deep rumble, audible all over the island. The volcano stirs to life and starts belching smoke and fire. The ground shakes violently (toppling Dark Pharaoh‛s Portal and disrupting the ritual). Lava flows from the mouth of the volcano, moving slowly towards the ritual site and anyone there. It will take 6 pages for the lava to flow down to the ritual site. It will do Damage 5 per page to anything/anyone it touches.


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Location, Location, Location! As written, this adventure is a bit skewed towards the East Coast of the US. This is easily changed. It‛s simple enough to relocate it to a West Coast (or even Australian) location. A Nazi submarine prowling the Pacific is unusual but certainly not beyond the realm of possibility. (Especially in a comic book world where that submarine is engaged on artifact gathering missions for the Thule Society.) The most noticeable change you‛d need to make is the island base in Act 3 would need to re-skinned to an abandoned Imperial Japanese naval base. European locations are even easier to accommodate as you can keep the action in the Atlantic or the North Sea.


NPC Section

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14 Fighting a God As written, Dark Pharaoh is intended as a hands-off villain who will retreat to fight another day. But - it's your game. A few options for fighting the Dark Pharaoh: 1) Reducing his stats (Stamina, Wizardry and Invulnerability in particular) to make him less of a challenge is the ugliest, but also the most direct. 2) Using a Success Pyramid: In the case of Dark Pharaoh, some sort of mystical ritual that would temporarily banish him from the plane of existence might be a handy focus for the Success Pyramid. Perhaps there is an ancient spellbook in the sub's hold (along with the Lazarus Serum) that contains such a ritual and this is the reason that the Pharaoh shielded the sub from Necromancer's scrying. The whole team will have help, either by taking part in the ritual, distracting Pharaoh, or by defending the others from zombies and minions. The PCs will need to obtain a Massive Success against the Pharaoh (such as Steve Kenson illustrates in this post (and also in Team-Up): http://forum.rpg.net/showthread.php?619653-ICONs-Success-Pyramid-Hit-Points-andstress&p=15203072#post15203072


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Open Game License The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1 . Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 1 0. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11 . Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 1 2. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 1 3. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 1 4. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 1 5. COPYRIGHT NOTICE Open Game License v 1 .0 Copyright 2000, Wizards of the Coast, Inc. Fudge System Reference Document, Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O’Sullivan and Ann Dupuis, with additional material by Peter Bonney, Deird’Re Brooks, Reimer Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, Sedge Lewis, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Anthony Roberson, Andy Skinner, Stephan Szabo, John Ughrin, Dmitri Zagidulin. FATE (Fantastic Adventures in Tabletop Entertainment), Copyright 2003 by Evil Hat Productions LLC; Authors Robert Donoghue and Fred Hicks. Spirit of the Century, Copyright 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera. Icons, Copyright 201 0, Steve Kenson, published exclusively by Adamant Entertainment in partnership with Cubicle Seven Entertainment, Ltd. Improbable Tales 1 , 2, 3 Copyright 2011 Fainting Goat Games. Author Mike Lafferty. The following is designated as Product Identity, in accordance with Section 1 (e) of the Open Game License, Version 1 .0a: All Characters and their associated descriptions, backgrounds, and related information ICONS Superpowered Roleplaying is a trademark of Steve Kenson, published exclusively by Adamant Entertainment. The ICONS Superpowered Roleplaying Compatibility Logo is a trademark of Adamant Entertainment and is used under the ICONS Superpowered Roleplaying Compatibility License. See http://www.adamantentertainment.com for more information on the compatibility license.

19


20







Introduction .

Set-Up: How the Heroes Get Involved 411 for the GM: Here is what's going on 2 .

says:


3


4


.

5


6

Action Scene 1: Flying Bloodsuckers

The Boris and Natasha Effect, aka the Chekov Conundrum You may notice that we have presented the Night Hunter NPC‛s lines as fairly straightforward without any hint of Russian characterization. He‛s intended as an American character that happens to be intervening in an international incident. However, you‛ve got Russians, Nazis, Vampires – and believe me, handling any one of those accents is a Streepian task. Accents can be hard – and it‛s easy to wind up sounding like a comic relief character from a well-loved sci-fi series. However, if you feel up to doing a Russian accent for all of Night Hunter‛s lines, or sounding like Bela Lugosi or Count Chocula for Dr. Night or the other characters, you could just as easily say he‛s a superhero from St. Petersburg who‛s trying to save his country by deputizing the heroes to help.


.

Action Scene 2: Naziferatu

7

.

Action Scene 3: Doctor Night


Those Crafty Heroes, or, What Would MacGyver Do? “Maybe it's about time I expanded the realm of possibilities around here.” — MacGyver Chances are your players will think of some ideas I didn't while this was being written. Here are a couple of interesting angles that came up in playtesting.

Magic In one playtest group, a mystical hero wanted to do a ritual to cause Red Square to fill with sunlight. The GM had her do a Success Pyramid (Villainomicon, P. 17) with appropriate tasks and she (with help from her party) succeeded. The blast of sunlight obliterated most of the vampires. The remaining adversaries were a handful of Bloodwolves, Dr. Night, Fafnir and Baron Mannheim (who, the GM ruled, was already inside Lenin‛s Tomb). Therefore, the ritual did successfully destroy Mannheim's army and allowed the PCs to fast-forward to the climactic battle inside the mausoleum.

Science In another playtest group, a science hero with a high Intellect score performed an Invention stunt (ICONS, p. 63) to cannibalize the P.A.T.R.I.O.T. scramjet and engineer a UV radiation bomb that he used to make short work of the vampire army.

Religious Symbols and Relics as Weapons Despite once being the seat of power of the Soviet Union, Red Square has a ton of churches — including at least one that holds the bones of a saint.

8

In case your players decide to take advantage of this here are some quick stats: Crucifixes: Treat as Affliction 5 when attacking undead Holy Water, Holy Relics (bones of saint, etc): Treat as Affliction 7 against Undead. Religious relics or crucifixes will bypass any damage resistance that vampires have.

The Tsar Cannon The largest bombard in the world (per the Guiness Book of World Records) is in Red Square: the Tsar Cannon. It‛s located just past the Armory (15 on the map) and faces the Presidential Residence (3 on the map). Right next to it are (ornamental) cannonballs that weigh one ton each. (Strength of 6 to lift. Strength of 8 to lift and throw to close distance. See ICONS, p. 59 for more on throwing objects). Technically, the cannonballs are too large to be effectively fired from the Tsar Cannon — but we‛re trying to emulate superhero fiction here. If the heroes want to use the Tsar Cannon, we recommend you require a massive success on an appropriate test to get it functional and allow the players to use the Success Pyramid option to creatively accumulate successes toward this goal. A functional Tsar Cannon will be a powerful weapon with an attack of Blast 8. Note that it weighs easily as much as a tank and will require a Strength of 8 to move and aim. If a clever hero were to load up the Tsar Cannon with religious relics (which can readily be found at the many churches in Red Square) and use it as a giant shotgun (the cannon was actually designed to fire grapeshot, so this is a legitimate option), the damage inflicted will bypass the damage resistance of the undead army.


.

Action Scene 4 – Fafnir!

Reap the Whirlwind (Optional) Dr. Night has the Elemental Control (Wind) power. In our default suggestions for his tactics, we do not suggest that you have him attack with a windstorm or tornado. However, if you have heroes with certain powers that could be used to counter such an attack (such as Elemental Control, Flight, or Super-Speed), that could enhance the encounter in a fun way. If the heroes successfully test their powers against 7 (the level of Dr. Night‛s tornado) then they successfully dissipate the storm. See page 10 of the Villainomicon for more details on dealing with a storm. In addition, Dr. Night is trying to use the classic battle tactic of overwhelming force to hammer the Russians; a blitzkrieg — with super-powered and mystical beings rather than the superior firepower – instead of the panzers, rockets, and artillery that would have been used in conventional warfare. With that thought in mind, think of Night‛s Element Control as artillery, lifting large objects and launching them into the Square from the outskirts. He‛s using the Demons to create a fortified artillery position, rather than just attacking with abandon at the line of defenders

9


10

Action Scene 5 (Optional): Tank Attack

Action Scene 6: Battle at Lenin’s Tomb I

:


Mannheim.

Optional Big Finish. 11

OPTIONAL BIG FINISH


12

.


NPC SECTION

13


14

50


15

.


16


Blutwolf (the Bloodwolf)

17


18

.


Dr. Night’s Demonic Minions

.

19

Cargo Truck

Helicopter


Night Hunter

20

PATRIOT Sky-bike


21


22

Open Game License The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1 . Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 1 0. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11 . Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 1 2. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 1 3. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 1 4. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 1 5. COPYRIGHT NOTICE Open Game License v 1 .0 Copyright 2000, Wizards of the Coast, Inc. Fudge System Reference Document, Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O’Sullivan and Ann Dupuis, with additional material by Peter Bonney, Deird’Re Brooks, Reimer Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, Sedge Lewis, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Anthony Roberson, Andy Skinner, Stephan Szabo, John Ughrin, Dmitri Zagidulin. FATE (Fantastic Adventures in Tabletop Entertainment), Copyright 2003 by Evil Hat Productions LLC; Authors Robert Donoghue and Fred Hicks. Spirit of the Century, Copyright 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera. Icons, Copyright 201 0, Steve Kenson, published exclusively by Adamant Entertainment in partnership with Cubicle Seven Entertainment, Ltd. Improbable Tales 1 , 2, 3, 4, 6 Copyright 2011 Fainting Goat Games. Author Mike Lafferty. The following is designated as Product Identity, in accordance with Section 1 (e) of the Open Game License, Version 1 .0a: All Characters and their associated descriptions, backgrounds, and related information ICONS Superpowered Roleplaying is a trademark of Steve Kenson, published exclusively by Adamant Entertainment. The ICONS Superpowered Roleplaying Compatibility Logo is a trademark of Adamant Entertainment and is used under the ICONS Superpowered Roleplaying Compatibility License. See http://www.adamantentertainment.com for more information on the compatibility license.









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