Tuesday, August 9, 2022

ICONS: Being Nausated...an alternate technique

Icons

As you know, I do solo plays converting adventures from other systems, and that means sometimes coming up with Icons-appropriate things to do instead of the original. So here's another post about a situation and what an Icons-appropriate solution might be.

An "Icons-appropriate thing" might be a pyramid test, creating an Advantage or Disadvantage, or a succeeding at a test scaled by results rather than a series of tests. That is, instead of saying:

Interrogate thugs
DCResult
DC 10The gang is recruiting
DC 15The gang has superhumans recruited
DC 20This robbery was to get money to fund the next part of the scheme

It becomes:

Interrogate thugs, Willpower test, Difficulty 3
ResultInformation
Failure or marginal successNo info
Moderate success"The gang is recruiting"
Major sucess"Our gang is recruiting and we've already got supervillains, so you better watch out"
Massive success"We're recruited people, even supervillains, and this robbery will pay for the next stuff to come!"

When converting M&M stuff, it's generally fast enough to say DC 10 = Difficulty 3, DC 15 = Diff 4, and so on, adding 1 for every 5 or so (and always adjusting based on what they're actually trying to do; this isn't a blind process).

In Sewer Kings, by Victory Games, I ran across an option to have the heroes nauseated by suddenly going into a sewer (and presumably not a storm sewer, though that can smell bad, too). I don't have my copy of M&M2E handy, so I can't look up the effects of Nauseate rank 4 or rank 8, but I'm guessing that it paralyses them with the smell unless they make a CON roll.

(This analysis is based on that concept. If that's not what Nauseate power did, well, it's wrong for this situation, but the idea might be useful for something you're running.)

In that case, the intent is to have them lose actions until they make the roll, but I looked at it and said, "So what?" They're not meeting the villains until later, and if they can't move, well, they can't meet the villains; at this point there's no time constraint. So blindly substituting Stunning doesn't mean anything.

But creating Trouble — a -2 to any action other than trying to fight the smell — that might be useful.

Plus, Icons has mechanisms for eliminating Trouble. An awful smell might be dealt with by creating a nose covering, by putting on the rebreather the character carries for underwater adventures, by activating the sealed life support systems that aren't normally on, and so on....all of which can be dealt with by a Maneuver or spending a Determination Point.

Instead, my solution was that all players get Trouble (and a Determination Point), manifested as a -2 to any action other than trying to fight the smell. They can use the normal techniques for getting rid of Trouble. (Characters who can't smell or are androids or whatever just bypass this: no Trouble, no DP.)

And, because people get used to terrible smells (even normal people) whether the character does something or not, the Trouble goes away once the character has succeeded at a Pyramid Test, strength tests against difficulty 3 by default but player suggestions encouraged.

This idea can be used for any kind of physical inconvenience that people eventually get used to, like sea sickness or terrible smells. You might adapt it to something like emotional hardening to the unearthly if you were going to run a horror sword-and-sorcery game with Icons.

Hope that's a useful idea for people. I'm sure that's in one of the published adventures, but I seem doomed to re-invent the wheel, so here it is.

Thursday, August 4, 2022

Next Flight #1: Lair of the Wrathmaster

Icons

Lair of the Wrathmaster

I was going to do a solo play with Uncanny Justice, but I’ve got myself into a situation with them, and until I can figure out exactly why Abe got called to the realm of Faerie, I can’t go forward with that.

Instead, here is a solo play with other new characters, based on Fainting Goat Games’ “Lair of the Wrathmaster,” and using the new characters Flip-Flop, The Incredible Reach, and Succubus. All are 45-point characters (I rolled them up but started fiddling so I said the hell with it and changed them to 45 points).

House Rule: Prone people are +2 to hit hand-to-hand, absent cover.

Scene 1: The Crepes of Wrath

Flip-Flop got to this Crepes of Wrath restaurant first but stayed up above the buildings until The Reach arrived, then swooped down. The crowd beyond the police tape cheered and someone yelled, “Get’em, Reach!” He waved casually until he found the officer in charge. At the building itself, Succubus appeared in a shadowed doorway and walked out to Flip-Flop. Both male and female police stopped and looked at her. There were cat calls from the crowd, but Succubus paid them no mind; they were a distraction.