Friday, January 15, 2021

Character Creation Business #15: ICONS Second Edition

 I told you in our last Character Creation Business that ICONS had two editions. The second one was created by Ad Infinium Adventures -- and it’s edition is sometimes called “The Assembled Edition”. They are some new tricks to creating a character. For a bit of help, there is solo a quick character guide for making heroes -- so if you don’t have the main rulebook on hand, you still can create characters.


Step #1 is Origin. It’s still a roll two size-dice or a 2d6 in RPG Talk and looks at a table business as usual for ICONS. Characters. The Dice Roll = 5. 5 is Transformed. “Here what the rulebook says about Transformed heroes: “The hero was a normal human but became superhuman through some outside agency, often an accident or experiment. One of the character’s

abilities (attribute or power, your choice) is increased by +2 to a maximum of 10.”


Step #2 is to use the 2d6  and look at the Power Level table on page 57 of the second edition rulebook for “ICONS” to roll up Attributes. It’s still the same six Attributes: Prowess, Coordination, Strength, Intellect, Awareness, and Willpower. I will use the table in the “Quick Start” for this business. The following is the rolls I got for this hero:


  • Prowess’s Roll: 11 = 7

  • Coordination Roll: 10 = 6

  • Strength’s Roll: 9 = 6

  • Intellect’s Roll: 9 = 6

  • Awareness’s Roll: 11 = 7

  • Willpower’s Roll: 10 = 6



Step #3 is to add up all of the hero’s Attributes’ numbers and see if it’s beats 20. If not, I have to restart the hero from Step #1. Let’s add things up: 7 (Prowess) + 7 (Awareness) = 14. 6 (Coordination) + 6 (Strength) = 12. 6 (Intellect) + 6 (willpower) = 12 as well.  12 + 12 = 24 + 14 = 38. 38 > 20. We are good to move on to step #4.


Step #4 is to find the number of powers for our PC. The Dice Number is the following: 12 = 5 powers. 


Step #5 is to find the powers. I don’t have to worry about bullets in this version. It’s still the same routine as usual: roll 2d6 to find what the power type is, roll a 1d6 twin to find the power, and roll 2d6 for the Power’s Power Level. The following is what I got:


  • Power #1: Power Type = 6: Defensive Type; Defensvie Power: 2 & 2 = Absorption; Power Level:  8 = 5

  • Power #2: Power Type = 4: Control Type; Control Power: 2 & 2 = Element Control; Power Level: 8 = 5

  • Power #3: Power Type = 4: Control Type; Control Power: 5 & 5 = Nullification; Power Level: 10 = 6

  • Power #4: Power Type = 10: Alternation Power; Alternation Power = 5 & 5: Stretching; Power Level: 10 = 6

  • Power #5: Power Type = 8: Movement; Movement Power: 5 & 5 = Teleportation; Power Level: 4 = 3.


Step #6 is to deal with that Transform bonus of +2. And that is going to transform that 3 into Teleportation into 5.

Step #7: To find out the number of Specialties is still a roll a 2d6 and look at a table in the rulebook business. The Dice Number: 7 = 2 Specialties for this PC. 


Step #8: For Specialties, I can pick the numbers myself or roll a one six-sided twice to find my hero’s specialties on the table on page 63 of the rulebook for Second Edtion of “ICONS”. I’m going to use the latter. Roll #1: 1 & 4 = Athletics. Roll #2: 5 & 6 = Stealth.


Step #9 is giving my hero name going with Ninja for the name of the hero -- and Jessica Night for the name of the secret identity.



Step #10 is Description, which is still another world for Appearance. For this I’m going with the following: “Ninja is a woman with blonde and blue eyes usually dressed in a red silk dress and red heel-high shoes -- while Jessica Night is a woman with blonde hair and blue eyes dressed in a pink cotton dress, black cotton slacks, a pair of white socks, and pair of black woman loafers.”


Step #11 is Background, which is the following “Jessica was a normal human scientist with a love affair with the Shogun era of Japan. After an accident with that combined nuclear power with a strange magic artifact from Japan, Jessica got superpowers -- and become Ninja to fight crime.”


Step #12 is to deal with Stamina. It’s still the math problem. Strength + Willpower = Stamina. Let’s plug Ninja’s numbers in. 6 + 6 = 12. So Ninja’s Stamina is 12.


Step #13 is to deal with Determination Points. It’s still the same math problem. 6 - P (Number of powers) - A>6 (The Number of Attributes That Over 6.) 6 - 5 (She has 5 Powers) = 1 - 2 (The Number of Attributes Over 6) = 1. You thought it was Zero, didn’t you? Well, Determination Points have a minimum of 1, so 1 is Ninja’s Determination Points.


Step #14 is to figure out 3 Qualities for my heroes. I’m going with the following: “The Mysterious Heroine” (this covers Ninja being very mysterious); “Secret Identity: Jessica Night, librarian” (this covers her secret identity), “Crazy for Shogun-era Japan” (This covers Jessica’s love of Shogun-era Japan.)



..And with that, I'm finished with Ninja’s stats, full stats are below as usual.




=FULL STATS=


Name: “Jessica Night a.k.a Ninja”


Origin: Transformed.



Description: Ninja is a woman with blonde and blue eyes usually dressed in a red silk dress and red heel-high shoes -- while Jessica Night is a woman with blonde hair and blue eyes dressed in a pink cotton dress, black cotton slacks, a pair of white socks, and pair of black woman loafers.


Attributes:

Prowess: 7

Coordination: 6

Strength: 6

Intelligence: 6

Awareness: 7

Willpower: 6



Powers:

Absorption: 5

Element Control: 5

Nullification: 6

Stretching: 6

Teleportation: 5



Specialties:

Athletics

Stealth


Stamina: 12


Determination Points: 1


Background:
Jessica was a normal human scientist with a love affair with the Shogun era of Japan. After an accident with that combined nuclear power with a strange magic artifact from Japan, Jessica got superpowers -- and become Ninja to fight crime.


Qualities:
“The Mysterious Heroine”
Secret Identity: Jessica Night, librarian

Crazy for Shogun-era Japan


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