Showing posts with label Freedom Force. Show all posts
Showing posts with label Freedom Force. Show all posts

Friday, November 17, 2017

Various campaigns

Another reminiscence post. Skip if you want interesting.

I'm trying to remember the campaigns I've run. Some of them were short because they didn't work (the universe-hopping one seemed like a good idea, but it was flawed). Others were short because of gamer ADHD or because people got bored. Not in chronological order.
  • The Concorde campaign, which I've talked about before. It was run in Champions, second printing to fourth edition.
  • The Wellington campaign, which used DC Heroes 2nd edition and 3rd edition.
  • The Patriot City campaign, which used 1st edition Mutants & Masterminds, and took place in Patriot City decades after the events in Freedom Force
  • The Minotaur campaign, which used 2nd edition Mutants & Masterminds, and used both Freedom City and the city of Bedlam...though it was really more the one adventure.
  • The Emerald Knights campaign, which tested out 3rd edition Mutants & Masterminds for us, and which I set in the Concorde universe's version of Detroit, Steel City.
  • The Aegis campaign, which used Fantasy Hero (though later I revisited it with CORPS).
  • The EABA playtest I did. It was set in the distant future of some other campaign I'd run, though I don't recall which one.
  • The Bureau of Extremely Foreign Affairs campaign, which used Espionage and later Danger International, and took place in the far-off years of the 2130.
  • The Alderson Disk campaign, which was set in the future of the BEFA campaign and ended when I painted myself into a corner.
  • The various ICONS things I've run, set in Halifax, in Toronto (the Hope Prep stuff), in Vancouver, and now in Strange City.
I suspect more will come to me, but those are (I think) the biggies. I don't count the Marvel Heroic playtest or the Masks playtest or the Supers! adventures...they were never campaign-like.

Monday, June 26, 2017

Freedom Force!

SYSTEM: ICONS

My son has fond memories of Freedom Force, an old PC game I played when he was a child, and while he's recovering from having his wisdom teeth out, he said he might like to play superheroes. So I did up a bunch of the Freedom Force characters, and might eventually talk about why I made the decisions I did. For now, you can find them here. (It's a PDF.) It's not all the characters, and I might change my mind about them.

(Updated: https://drive.google.com/open?id=0B0KkM_vAe2HXdnRZTWpsQWRuMzg)
(In fact, I have fond memories of Freedom Force...I did a Freedom Force campaign back in the days of Mutants & Masterminds 1st edition. You might be able to find it written up (in part) on the Green Ronin site.)

Usual caveats, plus I'm sure that my interpretations of the characters reflect my play style for the game rather than how you play the game.

In general, I used the Freedom Force Wiki to remind me of what powers they had.  Still...
  • Things aren't as fine-grained in ICONS as in the game, so I distinguished Mental, Mystical, and Damage mostly. 
  • There's a 9 point scale that maps fairly nicely on to the ICONS levels (3 is average), though you might move anything labelled "Extremely" into superhuman. And I didn't give anyone Coordination 1, even if they were labeled a "Klutz".
  • As a real-time game, the speed of the characters was important. I checked to see whether the character might have Super-Speed and then ignored it.
  • Jumper was turned into Leaping if the character Strength was less than 7.
  • Lifter I just added 2 to the Strength.
  • I did Eve mostly because I had a 45-pt archer hanging around. I did her beauty as Aura (Stunning). 
  • Almost all melee attacks were left as functions of Strength; the characters can stunt things like Burst if the powers affect an area.
  • Any Acid power usually became Affliction, Confusion became Emotion Control or Mental Control (depending on other effects)
  • Some things became Telekinesis with the Limitation Up or Away (Alche-miss has two of these, Bullet does and Man O'War has Whirlpool).
  • If something did stunning and a little bit of damage, it usually became just the Stunning power. 
  • I ignored knockback.
  • For Alche-miss' various curse abilities, I used Probability Control (Bad Luck), figuring that the altered state matched pretty well with Trouble of a Lost Panel. I did add Alteration Ray (Phasing) as an extra, but I think on consideration it's just a special effect. The target loses a panel because they've been turned into as ghost.

I strove to have the characters come in at 45-50 points, with the Extras/Limits rules. That was a rough balancing act.

And I re-discovered Homing, an extra from Great Power.

Tuesday, April 4, 2017

Bullet Redux

Too long since I played the Freedom Force game; I have no idea what Bullet's Qualities might be. But my first draft on his powers are...

Prowess: 4 Coordination: 4 Strength: 4
Intellect: 4 Awareness: 5 Willpower: 6
Determination: 1 Stamina: 10

Pilot Specialist (+1) EDIT: Pilot Expert (+2) instead

Super-Speed 8
Extra: Surface Movement
Extra: Defending
Extra: Air Control Limit: Performance EDIT: Removed Extra: Side Effect on Air Control
Extra: Fast Attack

I know there are a couple of more abilities, but as I recall, they show up later and could be stunted. Or I have the wrong idea about the character....

EDIT: This is revised after the Codger's comments below.

Sunday, March 26, 2017