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Querysphinx

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Posts posted by Querysphinx

  1. Re: Icons - The Costume and Superpowers Store

     

    Well, thanks to the help of others posting in this thread, the 'mythology' of Icons Earth has already begun to expand from my initial rough draft write-up. I just wanted to say thanks to all who have commented.

     

    Icons, those with superpowers, both heroes and villains, will be forces for change in the world. The end results of those changes has been touched on by the speculations of other posters. :)

     

    As a new question topic, do you think I should limit Icons to adults? What about teen Icons? Sidekicks?

     

    Could kids be given union suits. Hm... i think that would be very qualified maybe. Children may have difficult problems but their needs are not terribly abstract. I suggest the following, very loose criteria. To gain access to Icons, a person, regardless of their age, must have an internal conflict that they can't resolve that results in an inability to act. They must also be able to comprehend the consequences of and be responsible for their own actions. In other words they must reach some metaphorical capacity for consent. A few children and an increasing percentage of teens might be able to reach this standard--depending on what the story calls for.

     

    As for sidekicks. Unpowered sidekicks don't pose any problem. Sidekicks who are Iconics in their own right don't pose any problem (nobody ever said all powers were created equal). Sidekick who are somehow empowered by being around Iconic mentors probably require some sort of metaphysical explanation, but it seems like more of a case by case problem than a systemic one.

  2. Re: Icons - The Costume and Superpowers Store

     

    I prefer the idea of a single store for heroes and villains.

     

    However, if there were two, I would want them named Champions, and Villains and Vigilantes

     

    Lucius Alexander

     

    Palindromedary Enterprises: We sell more than just palindromedaries

     

    Heh. I think that the most mysterious and enigmatic route to go would be if there was really only one shop that had a door that opened wherever it was needed. It's not a place people can get back to, not on purpose. Not by going to a place. The only real way to get back would be by going to the right state of mind with the right kind of need.

     

    Details like getting a suit altered or repaired could be handled on a story by story, personality by personality basis. Let''s say iron-guy gets a suit of icon-tech armor. He gets obsessed with figuring out how it works, so when it breaks he learns how to fix it, even if it's technology is based on unobtanium phantom widgets. Conversely, the supermodel shape shifter whose costume allows her to change her shape and clothing style at will, considers the clothes and extension of herself and they heal when she does.

     

    It's more fun and dramatic when powers and their limits and such are manifestations of inner conflict and emotional need than when they are subject to some (dare I say it) one size-fits-all external flowchart.

     

    This isn't to say there shouldn't be rules, but they are more like the rules of a fae or demon bargain, subject to logic twisting and word play. Conditions like "There is no price, only a cost. You must seek justice, someth9ng that can only be bought with fear, pain, and blood." or "You must make things right" can be used to justify just about any action, but still provide an effective psychological goad. Likewise conditions like, "Once you begin, there can be no turning back," or "You will gain great power, but face even greater obstacles," can add an intangible weight to the decision.

  3. Re: Icons - The Costume and Superpowers Store

     

    I keep thinking of the Weapon Shops of Isher

     

    Lucius Alexander

     

    Palindromedary Enterprises: The Right to Buy Palindromedaries is the Right to Be Free

     

    I'm glad I'm not the only one who went there.

     

    I was thinking "The Weapon Shops of Isher meets Fantasy Island."

  4. Re: Icons - The Costume and Superpowers Store

     

    Perhaps the body instantly conforms to the new standard when the costume is donned' date=' and changes back when it is (intentionally) removed? That way [i']nobody[/i] will suspect that Joe Porkbutt is really Super-Physique-Man!

     

    This.

     

    Plus you could play with unique complications, like costume that won't come off, so the freaky-looking hero can't turn back to normal.

     

    Then there's the bad guy who steals your costume and your heroic identity. (This is a great time to discover that you have internalized some power)

     

    The biggest problem with this game is that I'm not in it. :(

  5. Re: Icons - The Costume and Superpowers Store

     

    That's a great question, and I was thinking about it recently. I think spending experience points on additional superpowers could require a visit back to the Tailor for alterations. If it's a variation on a previous ability, like a new slot in a multipower, I could be talked into it being something discovered.

     

    Experience points could be spent on non-superpowered abilities without a visit back to the Tailor, of course.

     

    I would imagine the Tailor would give basic instructions on the powers available. A user's manual might be an amusing addition. :)

     

    I think that, depending on what sort of mood you're trying to set, one shop with one tailor would probably work best. He/she isn't an agent of good or evil, just an agent of change.

     

    The example that springs to mind is Olivander's wand shop in Harry Potter. "I say the wizard chooses the wand, but of course it is the wand that chooses the wizard." "Voldermort did great things with that wand, Terrible, but great."

     

    As for gaining powers, expending xps etc. It could be that the shop summon people who need to undergo change, and the suits are like cocoons in which the new super humans slowly metamorphose. The suits are more like psychic conduits that make this inner self manifest in some way, and as the inner self changes so do the powers. There might even come a time, when heroes who have embraced their new selves totally could shed the skins.

  6. Re: Icons - The Costume and Superpowers Store

     

    These are interesting ideas. In my original write-up' date=' I was looking at Icons as a single power source for superhumans that would allow for a lot of variety, much like how [i']Gestalt[/i] works. I had some ground rules in mind to keep it out of the public eye and a little mysterious, but I definitely don't want to puppetize PCs. Having PC heroes help others and fight villains seemed pretty minimal of a requirement for retaining their powers. I wasn't planning to run a villains campaign.

     

    Having Icons show up to offer a character a chance to make things right for them does offer a stronger thematic feel, maybe a more visceral call to becoming a superhuman. In my notes, I was thinking that there would be roughly 3-4 customers who would choose villainy for each one who would choose to be a hero. This would allow each hero an opportunity to acquire a modest rogue's gallery of enemies.

     

    One of the themes behind Icons is exploring what motivates superhumans. For villains, it's frequently revenge or a desire for power or weath. For heroes, some want to prevent others from experiencing a tragedy they experienced (Spider-Man and Batman), and others have a desire to use their powers for the betterment of mankind or to help others because they feel it's a duty (Captain America and Superman).

     

    I think that the "make it right" requirement helps you out with the choices hero have to make angle, because as Spiderman and Batman aptly demonstrate, being a good guy isn't a choice you make just once. It's choice you make over and over again. Making it only once at the beginning gives the whole thing a fey-pact vibe which players might get tired of ofter a while.

     

    In thinking about superhumans empowered by Icons, if the powers are derived from the costumes, then requiring all superpowers to be taken with either the Limitations "Only in Alternate ID" or some type of Focus allows supervillains to be housed in ordinary prison facilities. If powers are allowed to be inherent, then special facilities are required. I'm inclined to go with the former, but I wondered what others thought.

     

    I think tying the powers to the suits would work really well for the game as you have described it.

  7. Re: Icons - The Costume and Superpowers Store

     

    Thinking about this concept on the way home tonight, so it's at least interesting enough to absorb my attention (Absorbtion 2D6 only vs. attention). And I was thinking that the way it might work best, from a thematic angle is that the store is basically outside society (most people can't see it; ti has its own bylaws) and the people who end up in the store have to have two particular traits, 1) They are at a moment of personal crisis and 2) society has failed them in some way. Maybe their spouse was killed by a thug who got taken to court and let out by a corrupt judge or something similar.

     

    What this shop represents, from a metastory angle is a chance to change the world, either by lashing out at society, or by succoring the disaffected. This would obviate the need for an obvious hero/villain choice. They only rule would be, "you have to make it right." Those who become villans would be the sort to whom make it right means, "get revenge," "get rich," "get power," or what have you. Those who become heroes would be the ones to whom make it right means, "don't let anyone suffer the same fate I did," or "put a stop to the corruption."

     

    It seems to me that this would obviate the puppet on a string approach to game mastering. The only way the powers would be "taken back" would be if the recipient stopped trying to make things right. There are lots of places a story like that could go.

  8. Re: Icons - The Costume and Superpowers Store

     

    Could be fun with the right group of players.

     

    PC: "I am not wearing That! It's.... puce. With taupe lace! And fetish pumps! And a rubber thong!"

    Tailor: "I'm sorry, that's the costume meant for you. It even has your name on the tag"

    PC: "Gah! The bustier looks like it's made of tentcales, and the stocking are dripping slime."

    Tailor: "That would seem to be your style."

    PC: "Is not! I'm sane, straight and male!"

  9. Re: Arabian Knights

     

    Hmmm... I ran a multi year campaign set in an Arabian knights style fantasy setting back in fourth ed, but it was built on relatively low point totals compared to what you're looking for. Mostly what made it unique was the cultural rather than mechanical.

     

    I will hesitantly recommend the Crescent Empire book from the 7th Sea game as a source of possible material. 3806.jpg

  10. Re: Teen superhumans but no adult ones

     

    It's sounds like somewhere between Strike Force Morutori and Logan's Run. It would be sort of a horror vibe if, as the kids got older, they got more powerful until their powers grew to be too much for them to control and the died as a result of catastrophic power overload. The story where the young heroes have to hunt down the older changeling before he detonates and takes out half the city would have to be gut wrenching. "For where you stand now, I must stand some day."

  11. Re: Quote of the Week from my gaming group...

     

    From Teh Bunneh's Bludmater D&D 4th

     

    Boots: Dragonborn Warlord and future car insurance spokesthing

    Pax: Human Fighter, a flank unto herself.

    Hakkoz: Dwarf Cleric and living wall of velcro.

     

    On Backstory:

    Boots: "I come from a noble clan; we own lots of mud."

     

    On generic boss fights.

    Boots: "Ah, Captain Stereotype, we meet again."

     

    On inspirational speeches:

    Pax: "I rolled a critical success on questioning their manhood."

     

    On Dwarven theology

    Hakkoz: "I am the patron saint of burning logs."

  12. Re: Superhero Images

     

    No' date=' just did not get to those details yet, he is far from finished[/quote']

     

    In other words, "You haven't seen the last of me masked bad guy, the WRAITH isn't finished yet!"

  13. Re: TK Throws

     

    As with almost everyone who thinks the meta-rule is bogus (IMO), you promptly completely forget about the whole "equally valid" piece of the equation. If you have to "find a way" to jury-rig some Blast-esque construct that's more expensive than Blast, then it certainly isn't an "equally valid" approach to Blast.

     

    Some other words to try in place of "valid" that might the meta-rule clearer: simple, straightforward, elegant, and, well... clear. ;)

     

    I think it's bogus because it tries to lay down an absolute rule to cover a subjective judgment. Hero is not D&D. The players and GM absolutely cannot sit back and hope the system will balance itself. Sometimes the most expensive "equally valid" option is simply a lot more expensive than the power is worth in terms of game play. This is where the player and the GM must hammer out a solution which will probably violate the meta rule.

  14. Re: Legal Questions: Pink Defense

     

    The Pink Defense is a form of precognition that determines if you are going to perform actions that are to the detriment of Ms. W’s parent corporation (CPT); and if you are, then it transforms you into a bright pink version of yourself

     

    What I want to know is how the (bleep) it knows that I am going to harm the company. I mean, if it's really precog and not mind reading than you could get a serious case of the observer effect going. I wasn't intending to harm the company but the precog engine determined that I was, so it turned me pink. This made me so mad that I harmed the company.

     

    It also means that if someone sued the company and the court sent a clerk with a summons onto the company grounds, the clerk would be turned pink. This is assault on an officer of the law in the performance of his duties. And with charges like that you don't get to apologize and take it back later.

     

    Bodily changing someone in such a way as to humiliate them would almost certainly amount to battery, especially if the only way to change back was in the hands of the corporation that did it to them in the first place. Has this Pink process been approved by the FDA or any other regulatory agency? If not, it amounts to experimenting on unwilling human subjects. You say it's safe, but can you prove it. What happens if someone has an allergic reaction?

     

    Quite frankly, what I see happening is the govt. declaring emminent domain on the technology and developing it for military applications. Pink IEDs are so much easier to spot and so are pink suicide bombers.

  15. Re: Query's Art & Stuff Thread

     

    album.php?albumid=41&attachmentid=35137This is Jishin (That's Japanese for Earthquake) I got bored with my homework and doodled her instead . I actually had a conversation with this character as I was drawing her. I was doodling along when all this frilly lacy fabric came spilling out of the end of my pencil.

     

    Jishin said, "I like frilly clothes"

     

    I said, "But you're an Earthbender. That's a dirty, messy power."

     

    Jishin said, "Yeah. I control dirt. That means my clothes only get dirty if I want them to. Duh!"

     

    I said, "You have a point."

     

    Jishin said, "Good. Now give me some lace on my boot tops."

     

     

    attachment.php?attachmentid=35223&d=1268113535album.php?albumid=41&attachmentid=35137

  16. Re: More Complications, Please

     

    I'm thinking that next time I run a Hero game' date=' I might tell the players, "Just take the 3-5 complications that you really want to have an affect on your character, in-story. Don't worry about points. If you want to anguish about whether or not to kill that villain with the high body count who just keeps coming back, then give yourself a CvK. If you want the Yellow Hobgoblin to make your life miserable, then give yourself a Hunted. Other things, like personality traits or people in your family that you don't really want to play a major role in the game, just mention in your character background and call it good."[/quote']

     

    This is a good plan... and I have soooo many character ideas boiling in my head.

  17. Re: More Complications, Please

     

    Meh. A long time ago in a galaxy far far away, I ran a Champions game that was 150 pts plus 100 in disadvantages. It was very much a super soap opera, albeit one with with city destroying slugfests. When creating characters my borthe was looking over his disadvantage list, trying to come up with 25 more points to max out his character sheet. He finally Wrote down "25 pts: Stuff the GM is going to do to me anyway."

     

    That sort of codified my opinion of point balance, so that ever since, I look at "Is the character interesting, does the Character have story potential, and is the character going to steal everyone else's thunder?" before I ever look at point values and stats. I'm perfectly willing, in many cases to let a player choose "complications" during play. "Oh that sexy villainess we just met, she is so going to be my character's romantic interest."

     

    When the rules get in the way of the game, they become the problem, not the solution.

     

    In other words, it's a game not a bureaucracy.

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