- Oct 16, 2013View Source
You'd need a lot of player buy-in for the concept of an agents campaign.
You could also do a super-powered agents campaign along the lines of Warren Ellis' Secret Avengers series.
---In email@example.com, <jhmcmullen@...> wrote:Oh, I agree that I'd be disappointed if there were no superpowers, but there are certain places where you can fit in superpowers. I can easily see Wizardry (gadgets) for anyone; I can see transformed characters or artificial showing up (as I said).The tiny helicopters seem to me like a combination of Super-senses and, oh, ESP. And anyone can have a supremely powerful gadget that just fell from the heavens/was stolen from Hydra or AIM/Stark abandoned because he felt the power demands were wrong.If you want to go a bit afield from the source material, you could add an Asgardian--so if you wanted real superpowers, you could certainly have a Transformed origin, an Artificial origin, or even an Unearthly origin...but the GM would have to ride herd on character creation to try and keep the feel of "normals" against the weird world.And I can't believe I didn't mention capping trained abilities at 6 or 7.For specialties, I'd probably let people declare dibs on specialties, or angles on specialties. Like, both of you might have Investigation, but one of you has Investigation from an actual legal standpoint (chain of evidence) or from a history of working as a stage magician, and the other has Investigation from a forensic point of view.These characters are supposed to be good at their jobs, so the character who has declared the specialty gets Mastery; no one else gets Mastery in that field, so this character is the big kahuna when you need gimmick info, or that character has Coordination 6 and Stealth Mastery.Ward, say, has Prowess 6, a high Coordination (5 or 6) and Stealth and Weapons specialties. (Romanov would have similar, but also a high Willpower and social specialties to boot.)Skye instead has Intellect 6 and Computer Mastery. Other people know about computers, but don't have Mastery.Coulson has Leadership Expert (but only because we're saving Leadership Mastery for Nick Fury).Fitz and Simmons share all the sciences.May has the high Prowess but also Acrobatics, Martial Arts and probably Wrestling.If I were doing it, I'd probably say it was a point-buy campaign with the benefits of whatever origin you chose.John McMullen (Searching for a .sig)
On Wednesday, October 16, 2013 2:26 PM, Soylent Green <gsoylent@...> wrote:
First off the world really needs a good, rules-light spy-fy game.That said, if someone were to say to me "Let's play ICONS" and then added "but you are not getting any superpowers" I might feel a little disappointed. As such I'd be tempted to either go more the route of the TV show Alphas, that is super powered characters working for SHIELD perhaps without the spandex and other more flashy trappings.Still if I wanted to stick closer the SHIELD tv show I'd take a good look at the Specialities to see how to get the most of them. Without out powers and with most Traits between 3-6 there isn't really a whole lot to mechanically differentiate the player characters.
Date: Wed, 16 Oct 2013 09:09:17 -0700
Subject: [icons-rpg] Apologies for the double post, and "Agents of SHIELD"
Here it looks like I double posted. I can't even figure out how I did it--but it was unintentional and I apologize. I apologize in advance for this post because of the necessity to say I apologize.So: How would you do an Agents of SHIELD campaign?* I'd probably limit the origins to Gimmick, Trained (and maybe Transformed if "Mike" joins the team later or Artificial, depending on whether Coulson is artificial or not). Most of them would be Gimmick or Trained.* Almost everybody gets "Loyalty to SHIELD" as a Challenge.* Almost everybody gets "Connection: SHIELD" as a Quality.The GM would have to do a lot of overseeing to make sure things mesh.John McMullen (Searching for a .sig)