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131765-sample
INTRODUCTION.................... 4 SPECIALTIES......................122
Levels of Specialty........................123
THE BASICS........................... 8 Specialty Descriptions..................124
Levels and Scale............................... 9
Time..................................................10 TAKING ACTION................128
Distance............................................ 12 Action Order..................................129
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Benchmarks..................................... 13 Movement......................................130
Abilities............................................. 15 Actions...........................................132
Stamina............................................ 16 Reactions.......................................138
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Determination.................................. 17 Interactions.................................... 141
Tests.................................................. 18 Ambushed by Evil!........................145
Qualities.......................................... 29
Damage...........................................40 GAME MASTERING........... 156
Recovery.........................................44 Game Mastering Basics................ 157
Grudge Match!................................ 46 Handling Hero Creation................158
HERO CREATION................54
e Creating Adventures.................... 160
Random Adventure Creation.......167
Phase 1: Origin................................ 56 Handling the Rules.........................171
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Phase 2: Attributes......................... 58 Troubleshooting............................ 178
Phase 3: Powers............................. 59 Comic Book Tropes...................... 180
Phase 4: Specialties....................... 62 Achievements................................184
Phase 5: Description...................... 65 Changes.........................................185
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IN T R O D U
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encounter challenges, including fights with villains, and the game rules help
the players and Game Master to resolve the outcome of those challenges,
changing the direction of the story. A part of the thrill of a role-playing game
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is that it is fiction you and your friends create together and you never know
how it will all turn out!
WHY cons?I
Superhero role-playing games have been around nearly as long as the
game style. Role-playing started out with medieval fantasy and quickly
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moved on to science fiction, but superheroes were not far behind, and the
adventures of brightly-clad heroes with strange powers has been one of the
most enduring sub-genres of role-playing games throughout their history.
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Icons is hardly the first superhero role-playing game — it’s not even the
tenth! In fact, it is not even the first superhero game I have designed, nor is
this book the first version of Icons, for that matter.
So if there are older—and presumably still fun—superhero role-playing
games around, and if I already designed one of them, why create another?
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there should only be one board game where you move pieces around squares.
Why have checkers when you’ve already got chess? Neither game is “better”
than the other; they both deliver fun and some interesting challenges, but in
their own ways. The same is true of Icons and other superhero games.
Introduction 5
Second, I’m a game designer, and designers like to play around with ideas
for games: different mechanics, different approaches, seeing how things
work in various ways. Again, some designs are not necessarily “better,” just
different. A lot of role-playing game design and play is a matter of taste,
rather than objective value. Just like an artist benefits from having a broad
palette, so does a game designer benefit from having a breadth of experience
creating different kinds of games.
Lastly, just as a writer writes, a designer designs. Some concepts just
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lodge themselves into the folds of your brain and stick there until you do
something with them to get them out and onto the page. Icons is one of those.
I wanted to play around with some system ideas and even started on an
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earlier version of Icons years ago that I nicknamed “the Superlative System.”
However cliché it may sound to say that I “had” to design this game, that’s
how it was. So I did.
The creation of this game (or even this edition) does not mean I think
Icons is better than everything that came before it, or that it is the “right”
way to do a superhero RPG (as if there were only one!), or that the previous
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version of the game needed “fixing,” just that I think this a good one and
that it’s fun, which, after all, is the point of playing a game in the first place.
I hope you think so, too.
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WHAT’S IN THE GAME?
So, what will you find in these pages? The tools you need for you and
your friends to create your own colorful world of heroes and villains and
to play out fun and exciting adventures with them. In practical terms, what
you’ll find here is a system, a set of rules, for creating your own heroes and
telling stories with them.
Compared to a lot of role-playing games on the market today, Icons is fairly
short and simple. You won’t find exhaustive details or situational rules, and
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there’s no built-in setting beyond “the world of comic book superheroes,”
which pretty much anyone reading this game is going to know. Mix-and-match
heroes and villains from Icons books, other games, your favorite comics, and
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your own imagination.
Icons places the power in your hands, where it belongs. Take the basic
rules of the game, get together with your friends, and create! Make your own
heroes, villains, adventures, stories ... whole worlds! Have fun!
• At least two six-sided dice (abbreviated “d6”), one for the players
and one for the GM. Each player may wish to have his or her own die.
• Pencils, pens, and paper, for writing down information about characters
and making notes during play.
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Some game groups also like to use things like tactical maps, miniature
figures or counters, and other markers to show where characters are in
relation to each other during action scenes, as well as tokens like poker chips
or glass beads for keeping track of resources, but these are not necessary.
Use them (or not) as your group prefers.
What are you waiting for, heroes? The world needs saving!
Introduction 7
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TH E BA S I C S
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