Imp Tales Compilation 2

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INTRODUCTION

411 For the GM: Here’s What’s Going Down 2

Gyno-Droid? So What‛s Up With the Name? Yeah – I can understand that someone might not dig the name Gyno-Droid. Here are some alternatives: Femme-bots, Estro-droids, Lady-trons or just Golden Robots

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3 The Music Makes the Man Running a game in ICONS is a piece of cake, pick a villain, roll up a simple plot, and go! But, with this little bit of advice, we turn this adventure‛s cake into a chocolate lathered delight filled with silky pudding and scrumptious sweet whipped cream. I shouldn‛t write these adventures before eating lunch. Anyway! Take some time to grab some music to play in the background during this game. I‛ve already mentioned ‘Soul Bossa Nova‛ by Quincy Jones, but any lounge music from the 60s will do. In fact, playing the soundtrack from any of the Austin Powers movies would also be appropriate. I personally advise playing ‘Space Age Bachelor Pad Music‛ by Esquivel or anything by Stereolab during the scenes in the silo. Funk will also work for the action scenes, thinking primarily of Parliament Funkadelic or even Earth, Wind, and Fire. Trust me, with the sixties lounge vibe playing low in the background, your players will get into the groove in no time flat!


Action Scene 1: Assault of the Gyno-Droids!

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What To Do If None of the PCs Fly It‛s always a good idea to read through the module before you run it, but in case you got here and realize ‘Holy Moley! None of my PCs have flight capabilities!‛ Remember, Determination is your friend! Seasoned ICONS players will know to spend Determination on parachute gear that is, naturally, stowed in the transport for just such occasions, or a prototype set of jetpacks the resident PC science hero was working on. Don‛t worry – you shouldn‛t kill your PCs off in the first scene anyway, right? Right? Woah, bloodlust. Settle down. Just let them escape by the skin of their teeth.


Action Scene 2: Infiltration of the Gluon Impact Missile Silo

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Action Scene 3: Enter – The Platinum Bombshell!


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Hey, Remember That General We Left At The Perimeter? General Potter is waiting for word from the PCs, he‛ll likely hear any combat from near the silo as a positive event. Now, if the PCs confronted him and made him a temporary enemy, their job at the end of this scenario is a little harder. He‛s unwilling to help them, wanting them to fail, so he can show the superiority of the United States military in dealing with any kind of threat. Not knowing, of course, that they won‛t get a chance to prove their might as the Platinum Bombshell and Gyno-Droids will destroy them all. Potter has the ability to contact the other missile bases in the continental US before Platinum Bombshell can infiltrate their systems, and thus put the kibosh on that portion of her plan. He also has the ability to launch an air strike to destroy this base once they‛ve got Platinum Bombshell under control or incapacitated enough to take out.


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We Win! Now What?


NPC Section

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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, 4, 5, 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.





Introduction

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

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Inciting Incidents: How the heroes get involved

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Ramping Up/Ramping Down It is possible the heroes might through their individual investigations actually discover something odd about each area and decide to split up to investigate them or never actually get together, each just happening to go into a different place to investigate. GMs should adjust the number of eldritch aliens for each group of heroes or individual hero. If you want a lighter encounter, use the Minion Option (pg 71, ICONS) for the monsters except for a leader monster.


Fear of the Unknown This adventure exposes the heroes to experiences and creatures that are entirely outside their experience (unless, of course, the GM has already been running a very horrific campaign). Because of this, there is a very real chance that the heroes will lose their grip on sanity, perhaps for a minute, perhaps for an hour, perhaps forever. Superheroes have been exposed to things that the general run of investigators would find sanity-challenging in and of themselves. Therefore, their grip on sanity is a bit more sturdier than that of the common man. Therefore, robbing a super hero of his sanity is not really a common trope of the super hero genre. The mind-blowing aspects of this adventure can just be ignored if that is the sort of game the GM wants to run. But if the possibility of a hero going off the deep end when facing an unimaginable monster from beyond the stars is something the GM wants to include in his campaign, each of the monsters to be confronted is given a Dread Factor in their description. This is the Willpower roll the hero must succeed at to not feel the Dread and be affected. A moderate failure means the hero is affected by a major insanity for the next page. A major failure means the hero is affected by a minor insanity for the remainder of the adventure. A massive failure means the hero is affected by a major insanity for the remainder of the adventure. A minor insanity means the character has a -2 added to all rolls for the duration of the insanity. A major insanity means the character is essentially helpless in the face of whatever situation sets off the insanity for the duration of the insanity. The hero runs away, cowers in fear, wanders through the event seeing what no one else sees, or experiences some similar impediment until the inciting situation is no longer present, then makes a Willpower roll of 3 or more to come out of the insanity. The specific incitement to insanity should be something that ties into the current situation. Against the Dark Young, the problem could be a fear of woods, or trees, or being bound by ropelike things, or the sound of branches rustling in the wind. Facing the Mi Go, the fear could be of insects, or mushroom like objects, or electricity, or nerf balls. Against Byakhee it could be a fear of bats or insects. If the affected hero is confronted by an action or event that makes the effect less mind blowing, such as the destruction of the monster that sent him over the edge, a Willpower roll of 5 or more may decrease major insanity to minor insanity and erase a minor insanity entirely.

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Incidents Ready to Go: Mauling at the Mall

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A Bridge to Somewhere

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Three Action Areas: 1. Brookhurst Forest

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Stacking the Odds The number of Dark Young should be about the same as the heroes. If the heroes have police assistance, make the cultists more of a danger. If the heroes have a lot of speedsters and/or flyers, increase the number of Dark Young.


7 2. Ellis Laboratories


8 3. Euclid Astronautics


Cutting to the Crux

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Dramatis Personae

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wings.


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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, 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.







Tokyo Kaiju Chaos! Two Ways To Tokyo Before we get started there are two ways to run this scenario. 1) At-the-table team creation, which lends itself to catering your players‛ characters to a specific theme. See the Sidebar below titled Creating a Sentai Team .

2) Bringing your regular group to Tokyo to witness the dawn of a fantastic new age of mechanized industrial machinery – and finding yourselves far outside the comfort zone when the whole city descends into classic Kaiju CHAOS!

INTRODUCTION 2

411 For the GM: Here’s What’s Going Down


Set-Up: How the Heroes Get Involved

Action Scene 1: Kaiju Attack!

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Creating a Sentai Team As written, the heroes‛ default team, the Blazing Dragons, is written as a pretty basic sentai group. The BlazGear mecha are piloted battle vehicles that are designed to resembled mythological dragons. They are also engineered to combine together (ala Voltron) to form a giant humanoid battle robot." It doesn‛t have to be this way. Often sentai teams have specific themes (all the component parts are lions, or vehicles or mythical beasts etc). The default Blazing Dragons and their mecha, the BlazGear, are included in the NPC section. Feel free to let your PCs use these as the basis to customize their own sentai team. Of course, sentai teams don't have to have mecha that combine together. Like the aforementioned G-Force from Battle of the Planets, they might simply have individual vehicles and also a larger team vehicle.


Parade of Kaiju! So - what if Oni decide to not attack Tokyo with just one Kaiju -- but to send any army? That could be immense fun for your heroes. So - we wanted to give you an option for creating a host of Kaiju to battle your players. Okay – You‛re going to need some beasts for this option, and while we give you three sample Kaiju in the back of the book, it‛s FAR more rewarding to create your own from scratch! Kaiju have been a popular imported form of entertainment for decades. Among the most famous Kaiju are Gamera, Rodan, Mothra, and the most famous, hands-down, Godzilla!

Step One: Monster Type Roll on this table to figure out what kind of base creature your Kaiju started out as. Roll 1d6 1: Animal 2: Vegetable 3: Mineral 4: Machine 5: Energy 6: Animal and Roll Again!

Step Two: Additional Limbs/Features Roll on this table to figure out what extra features your monster has!

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Roll 1d6 1: Wings 2: Drill Limbs 3: Tentacles 4: Armor 5: Blade Limbs 6: Armor and Roll Again

Step Three: Powers Roll Power Types and Powers using the ICONS Tables for Random Power Generation, One Power for Each Monster Type and Additional Limb

Step Four: Motivation For the purposes of this adventure, you can assume all the kaiju serving Oni are mind controlled and thus motivated to serve him and carry out his orders. To following table is included to give you options for creating the kaiju‛s motivation if they weren‛t mind-controlled. Roll on this table to figure out what the monster‛s reason for being is, which will help determine how they will behave once they‛re in the world. Roll 1d6 1: Protect Its Birthplace 2: Destroy Civilization 3: Friend to All Children (Unless Mind Controlled) 4: Devour All Energy 5: Destroy Its Birthplace 6: DESTROY ALL MONSTERS!!


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Mind Control The Kaiju are under the control of Oni via his psychic powers. A clever hero may notice (with an appropriate Test - perhaps of Intellect) that the monster appears to be fighting an internal battle. Heroes with mystical or scientific backgrounds could use appropriate Tests to discover that the monster is being controlled remotely from Mt. Fuji. If they can find a way to disrupt the mind control signals the Kaiju will be freed from it‛s esrtwhile master, psychically apologize for the damage it has caused and offer to ally with the heroes. (Except in the case of Droxilar - who was evil by nature and if freed from mind control - will laugh robotically at the heroes and continue to ravage Tokyo.)


Research Option The Shadow Dragon is a well known, ancient creature of Japanese legend. Heroes could turn up a weakness or vulnerability during research from old occult scrolls in a museum, by consulting a mystic or interviewing a folklorist. Alternately, a scientific scan and analysis of the Shadow Dragon could reveal useful information. An intellect Test (with appropriate modifications from specialities) would be necessary.

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With a Moderate Success - The hero discovers that the Shadow Dragon has a weakness to certain forms of magic. Specifically, certain artifacts grant protection against it. Anyone wielding the magical sword Kusanagi (or even if it is just attached to their armor) will have a +4 to Defense. Unfortunately, the Kusanagi sword is part of the Imperial Regalia of Japan and is kept well guarded by Shinto priests at the Atsuta Shrine in Nagoya. A hero will have to be very persausive to get them to let them borrow the sword and attach it to the mecha. With a Major Success - The hero uncovers a critical but little known weakness. The Shadow Dragon has a soft spot on the scales on the base of its skull. A called shot to this area will do +4 Damage and automatically deals a Slam result. With a Massive Success - The hero uncovers a counter-spell ceremony that can keep Oni from summoning the Shadow Dragon. (Alternately, a scientific examination of the Shadow Dragon reveals that a self-sustaining quantum-tachyon energy vortex in close enough proximity would disrupt its intrinsic field and immediately shunt it back to the dimension of its origin. Or similar pseudo-scientific hand-waving.) If this ceremony/vortex is completed/created within a quarter mile of Mt Fuji, it will bar the creature from entering our world for another 100 years. The challenge will be keeping Oni from disrupting the ceremony/vortex long enough for it to do its job. (Oni will certainly attack the heroes with his minions, robotic troopers any remaining Kaiju under his control.) We suggest using a Pyramid Test (mentioned in the Villainomicon or at this link http://icons-truth-justice-andgaming.wikispaces.com/Success+Pyramid) for this. The heroes will need to work together on the ceremony/vortex to accumulate enough successes to equal a massive success in order to successfully banish the Shadow Dragon. Scientific or mystical heroes can help with the actual banishment process while other heroes can accumulate successes keeping Oni and his minions at bay.


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Action Scene 2: Kaiju Battle / Temple Infiltration


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Action Scene 3: Storming the Ritual Chamber


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NPC SECTION

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And I‛ll Form THE HEAD! The Blazing Samurai Form is the gestalt mech which when all of the heroes with the Gestalt power on their BlazGear mechs combine. Now -the way the Gestalt power works is that every mech contributes a single power to the Blazing Samurai Form. We suggest that before the game, the GM sits down with the players to determine .

It will be up to one of the heroes to take control of the gestalt mech- however, you can also share control each turn among each of the heroes. In playtesting, the best way was to either award control of Kai to the hero with Leadership as a Speciality OR with Pilot – but my group chose to take turns controlling Blazing Samurai Form. We‛ve included a sample Blazing Samurai Form for quick use below. We‛re treating the BlazGear and Blazing Samurai Form as vehicles and therefore have a reduced Attribute list. You‛re free to generate them as full ICONS characters.


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Who are the Blazing Dragons? The Blazing Dragons are a team of young people that genius scientist Dr. Yoshi Amasetsu has trained into a formidable team of Science Ninjas. Armed with an arsenal of devices and Amasetsu's training, the Blazing protect Japan (and the world!) from any threat.

3) Purple Dragon Name: Katrina

We've provided a template for a Blazing Dragons team member. Your players can use this if you want to jump right in without delay.

Specialties: Martial Arts Master Acrobatics Medicine

We don't want to weight this adventure down with lengthy backstories. So, if you and your players would like to customize the Blazing Dragons a bit – here are just a few tidbits about each team member.

4) Green Dragon Name: Dana Attributes: Strength -1 from template

Also – please notice that we have color coordinated each team member's uniform to correspond with one of the dragon mechs. Because we're detail oriented like that. 1) Blue Dragon Name: Lance Aspects: Natural Leader Specialties: Leadership Expert Investigation 2) Red Dragon Name: Devon Aspects: Loner Troubled Past Specialties: Stealth Expert Deception

Aspects: Takes no sass. Strong tempered. Protective of Dana.

Aspects: Impulsive. Practical Joker. Kid brother to Katrina. Specialties: Weapons (Shuriken) Acrobatics Expert 5) Orange Dragon Name: Brad Attributes: Strength +1 from template Aspects: Immovable Object Soft-hearted Giant Specialties: Wrestling Expert (Sumo training)

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Power: Gestalt

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The Shadow Dragon (aka Kage-Ryu)

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DROXILAR

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DAIKOMAINU

VEGETON


Kaiju 1 – DROXILAR

Kaiju 2 – VEGETON

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Kaiju 3 – DAIKOMAINU

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Oni


Kaizer Soldiers

Robo Cavalier

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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, 4, 5, 6, 7 Copyright 2011 , 201 2 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.














Introduction

411 for the Gamemaster: Here is what’s going on

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Set-Up: How the Heroes Get Involved

Action Scene 1: A Diplomatic Visit

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Action Scene 2: The Assassination Attempt

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6 Playtest Notes In three of the four playtest sessions, the characters were unable to keep Deadeye from shooting the ambassador. Two of the unsuccessful groups attempted to conceal the ambassador, with smoke or darkness, but Deadeye‛s sonar allowed him to still target the Caudatians. The other used an ice dome, which Deadeye destroyed, before hitting the ambassador. The one group that was successful used a Teleportation stunt to grab the ambassador and retreat to cover before Deadeye could take his second shot. After Deadeye failed, Contagion surreptitiously infected the ambassador with a disease. The characters had no opportunity to prevent the infection—when hypothesizing about how it occurred, they assumed Contagion was made invisible by Dominatrix or he used a ranged attack that they failed to notice. The disease, which is non-fatal to humans, is lifethreatening to Caudatians. The characters took the ambassador to Kid Impossible‛s lab and determined that he had been infected by Contagion. Kid Impossible told the characters that he could not treat the ambassador, but if they could get a blood sample from Contagion, then he might be able to create a treatment. The characters tracked Contagion to a base in Geartown where he was rallying the Minutemen to rescue their captured comrades. The characters infiltrated the lair, discovered the plan, gathered evidence of the Minutemen‛s illegal operations, and thwarted the rescue attempt.


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Security Personnel Prowess 4 Intellect 3 Coordination 3 Awareness 4 Strength 4 Willpower 3 Stamina 7 Specialties: Military, Weapons (Guns), and Drive Notes: These are professional bodyguards or Secret Service agents. They have significant combat training. Each one has either a sidearm (shooting damage 4) or a submachine gun (shooting damage 4, Fast Attack 1 (2 attacks per panel)) and ballistic vest armor (Invulnerability 2).

The Minutemen

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Prowess 4 Intellect 3 Coordination 3 Awareness 3 Strength 4 Willpower 3 Stamina 7 Specialties: Military, Weapons (Guns), and Drive for enlisted troops or Leadership for officers Notes: Most Minutemen are ex-soldiers with some combat training. Each one has a pistol (shooting damage 4) or an assault rifle (shooting damage 5, Fast Attack 1), tactical body armor (Invulnerability 3), and two fragmentation grenades (shooting damage 6, explosive). Qualities: Protect America from foreigners and aliens Challenges: Xenophobic

Option: Master Villain Combat Rule A common trope in superhero cartoons and comics is for the master supervillain to be able to counterattack every hero who attacks him. This is a useful deterrent to the common, and strategically sound, tactic of heroes ignoring the minions and ganging up on the main villain in an attempt to “cut the head off the snake.� The gamemaster should feel free to allow the main villain in an adventure, in this case the Minuteman, to have a counter-attack on every hero who attacks him. The gamemaster may add a single point of Determination to the heroes‛ team pool when the villain takes additional attacks using this optional rule.


Action Scene 3: Inside the Laboratory of Kid Impossible

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Ramping Up/Ramping Down This encounter should work well with three or four heroes, but with larger groups, the gamemaster can increase the difficult by having Contagion wade into the crowd. Likewise, the gamemaster could increase the number of thralls and Minutemen by 50 or 100 percent. To decrease the difficulty of the encounter, use the optional Minion rule (page 71 of ICONS: Superpowered Roleplaying) for all military personnel and security guards. Further, the Dominatrix does not replace any of her mind-controlled victims once the heroes disable them.


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Action Scene 4: Inside the Ambassador

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Fighting Outside the Ship Fighting under water—or in this case in Ambassador Ban-Jenes‛s bloodstream—imparts a –1 penalty to all actions. The Underwater Combat specialty negates this penalty. See page 27 of the ICONS: Superpowered Roleplaying book for a full description of the benefits of this specialty.


Mavrocytes of Ban-Jenes‛s Immune System Prowess 3 Intellect Coordination 3 Awareness 4 Strength 5 Willpower Stamina 8 Specialties: Underwater Combat Expert Powers: Binding 6, Invulnerability 3 Notes: These are blood cells, and as such, they do not have Intellect or Willpower and are unaffected by powers that influence the mind. Because the heroes are half the size of the white blood cells, they receive a +1 to all attack rolls. If a mavrocyte binds someone or something, it does so by enveloping the target with its body. It ceases attacking anything else, attempts to crush the enveloped victim, and transports it to the body‛s digestive track for expulsion.

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Ramping Up/Ramping Down Increase the number of mavrocytes to make this section more difficult. To make it less difficulty, use the optional Minion rule (page 71 of ICONS: Superpowered Roleplaying) for the mavrocytes. Do not be afraid to make the trip tough on the heroes; tag their challenges whenever possible. They are going to need the extra Determination for the final battle.

Action Scene 5: Outside the Ambassador

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Xenophobic Scientist

Action Scene 6: The Final Battle

Prowess 2 Intellect 5 Coordination 3 Awareness 3 Strength 3 Willpower 3 Stamina 6 Specialties: Electronics, Medicine, and/or Science (Biology, Chemistry, Genetics, or Physics) Notes: The scientists have no superpowers, but may have access to one of more of Kid Impossible‛s prototype devices. A Blast (explosive) 5 Device, Blinding (burst) 4 Device, or Paralysis (close range) 5 Device are possible options. All of the devices have the following Challenges: prototype, unreliable, and unpredictable.

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Ramping Up/Ramping Down To ramp up the final battle, increase the number of Minutemen. You may wish to still use the Minion rule (page 71 of ICONS: Superpowered Roleplaying) for them. With the number of supervillains attacking, the characters should have their hands full. To ramp down the final battle, inform the heroes that the armed forces have surrounded Kid Impossible‛s research facilities and are repelling the Minutemen. Only the Minuteman and one supervillain for every two heroes make it past the defense forces and into the laboratory. They arrive four panels after the initial alarms sound.


Action Scene 7: Aftermath

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Dramatis Personae

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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. 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(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, 5, 6, 7, 8 Copyright 2011 , 201 2 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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