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Museum Mayhem - featuring the Summon Rule

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  • dirkgentry2000
    http://tinyurl.com/3fol5fo http://tinyurl.com/3fol5fo http://tinyurl.com/3fol5fo New from Vigilance - Museum Mayhem. Your players must stop an evil sorceror s
    Message 1 of 24 , Sep 7, 2011
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      http://tinyurl.com/3fol5fo
      http://tinyurl.com/3fol5fo
      http://tinyurl.com/3fol5fo

      New from Vigilance - Museum Mayhem.

      Your players must stop an evil sorceror's attempt to become a Demi-God...

      This special issue introduces a New Super Power for ICONS: Summon. Let your players or your own characters buy this power to give them the ability to summon forth minions!

      This issue also contains two pages of standees for you to print out onto cardstock and use at your gaming table, as well as a map of the museum for the GM. Also included are stats for multiple Minion types as well as a new Supervillain and USHER agents.
    • Soylent Green
      Cool. I just got it and had a quick look. I m liking this new range of products already! To: icons-rpg@yahoogroups.com From: dirkgentry2000@yahoo.com Date:
      Message 2 of 24 , Sep 8, 2011
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        Cool. I just got it and had a quick look. I'm liking this new range of products already!


        To: icons-rpg@yahoogroups.com
        From: dirkgentry2000@...
        Date: Wed, 7 Sep 2011 15:31:29 +0000
        Subject: [icons-rpg] Museum Mayhem - featuring the Summon Rule

         
        http://tinyurl.com/3fol5fo
        http://tinyurl.com/3fol5fo
        http://tinyurl.com/3fol5fo

        New from Vigilance - Museum Mayhem.

        Your players must stop an evil sorceror's attempt to become a Demi-God...

        This special issue introduces a New Super Power for ICONS: Summon. Let your players or your own characters buy this power to give them the ability to summon forth minions!

        This issue also contains two pages of standees for you to print out onto cardstock and use at your gaming table, as well as a map of the museum for the GM. Also included are stats for multiple Minion types as well as a new Supervillain and USHER agents.


      • Curt Meyer
        There s a potential omission though: the Summon power doesn t specify the number of elite minions that can be brought into play. I like the power though. With
        Message 3 of 24 , Sep 8, 2011
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          There's a potential omission though: the Summon power doesn't specify the number of elite minions that can be brought into play. I like the power though. With some tweaking, it couple be used to simulate a collection of cute battle monsters-- a psychotic super villain version of Ash Katchem?

          Sent from my iPad

          On Sep 8, 2011, at 2:11 AM, Soylent Green <gsoylent@...> wrote:

           

          Cool. I just got it and had a quick look. I'm liking this new range of products already!


          To: icons-rpg@yahoogroups.com
          From: dirkgentry2000@...
          Date: Wed, 7 Sep 2011 15:31:29 +0000
          Subject: [icons-rpg] Museum Mayhem - featuring the Summon Rule

           
          http://tinyurl.com/3fol5fo
          http://tinyurl.com/3fol5fo
          http://tinyurl.com/3fol5fo

          New from Vigilance - Museum Mayhem.

          Your players must stop an evil sorceror's attempt to become a Demi-God...

          This special issue introduces a New Super Power for ICONS: Summon. Let your players or your own characters buy this power to give them the ability to summon forth minions!

          This issue also contains two pages of standees for you to print out onto cardstock and use at your gaming table, as well as a map of the museum for the GM. Also included are stats for multiple Minion types as well as a new Supervillain and USHER agents.


        • Michael Hopcroft
          A more efficient Team Rocket analogue would work well in an Icons game. Committing crimes and stealing precious artifacts while letting summoned critters do
          Message 4 of 24 , Sep 8, 2011
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            A more efficient Team Rocket analogue would work well in an Icons game. Committing crimes and stealing precious artifacts while letting summoned critters do the dirty work. If they can have genetically engineered their critters it would be even better. And remember that they are only one part of a global organization who has the unfortunate habit of trying to make things they can’t control and getting in way over their heads.

             

            I can also see a critter-trainer superhero who can train intelligent beasties to help him fight, breed them to be most effective, and tame virtually anything that lives and breathes.

             

            From: icons-rpg@yahoogroups.com [mailto:icons-rpg@yahoogroups.com] On Behalf Of Curt Meyer
            Sent: Thursday, September 08, 2011 2:39 PM
            To: icons-rpg@yahoogroups.com
            Subject: Re: [icons-rpg] Museum Mayhem - featuring the Summon Rule

             

             

            There's a potential omission though: the Summon power doesn't specify the number of elite minions that can be brought into play. I like the power though. With some tweaking, it couple be used to simulate a collection of cute battle monsters-- a psychotic super villain version of Ash Katchem?

          • John McMullen
            But if they get loose, well...gotta catch em all.   John McMullen (Young old coot) jhmcmullen@yahoo.com ________________________________ From: Michael
            Message 5 of 24 , Sep 8, 2011
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              But if they get loose, well...gotta catch'em all.
               
              John McMullen (Young old coot)
              jhmcmullen@...

              From: Michael Hopcroft <mhopcroft@...>
              To: icons-rpg@yahoogroups.com
              Sent: Thursday, September 8, 2011 6:49 PM
              Subject: RE: [icons-rpg] Museum Mayhem - featuring the Summon Rule



              A more efficient Team Rocket analogue would work well in an Icons game. Committing crimes and stealing precious artifacts while letting summoned critters do the dirty work. If they can have genetically engineered their critters it would be even better. And remember that they are only one part of a global organization who has the unfortunate habit of trying to make things they can’t control and getting in way over their heads.
               
              I can also see a critter-trainer superhero who can train intelligent beasties to help him fight, breed them to be most effective, and tame virtually anything that lives and breathes.
               
              From: icons-rpg@yahoogroups.com [mailto:icons-rpg@yahoogroups.com] On Behalf Of Curt Meyer
              Sent: Thursday, September 08, 2011 2:39 PM
              To: icons-rpg@yahoogroups.com
              Subject: Re: [icons-rpg] Museum Mayhem - featuring the Summon Rule
               
               
              There's a potential omission though: the Summon power doesn't specify the number of elite minions that can be brought into play. I like the power though. With some tweaking, it couple be used to simulate a collection of cute battle monsters-- a psychotic super villain version of Ash Katchem?





            • Fabrício César Franco
              Can someone explain how this power works? Fabrício Franco 2011/9/8 John McMullen ... Can someone explain how this power works?
              Message 6 of 24 , Sep 8, 2011
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                Can someone explain how this power works?

                Fabrício Franco

                2011/9/8 John McMullen <jhmcmullen@...>
                 

                But if they get loose, well...gotta catch'em all.
                 
                John McMullen (Young old coot)
                jhmcmullen@...

                From: Michael Hopcroft <mhopcroft@...>Sent: Thursday, September 8, 2011 6:49 PM
                Subject: RE: [icons-rpg] Museum Mayhem - featuring the Summon Rule



                A more efficient Team Rocket analogue would work well in an Icons game. Committing crimes and stealing precious artifacts while letting summoned critters do the dirty work. If they can have genetically engineered their critters it would be even better. And remember that they are only one part of a global organization who has the unfortunate habit of trying to make things they can’t control and getting in way over their heads.
                 
                I can also see a critter-trainer superhero who can train intelligent beasties to help him fight, breed them to be most effective, and tame virtually anything that lives and breathes.
                 
                From: icons-rpg@yahoogroups.com [mailto:icons-rpg@yahoogroups.com] On Behalf Of Curt Meyer
                Sent: Thursday, September 08, 2011 2:39 PM
                To: icons-rpg@yahoogroups.com
                Subject: Re: [icons-rpg] Museum Mayhem - featuring the Summon Rule
                 
                 
                There's a potential omission though: the Summon power doesn't specify the number of elite minions that can be brought into play. I like the power though. With some tweaking, it couple be used to simulate a collection of cute battle monsters-- a psychotic super villain version of Ash Katchem?









              • dirkgentry2000
                Hmmm - maybe something was left out during lay-out. I ll double check when I get home
                Message 7 of 24 , Sep 9, 2011
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                  Hmmm - maybe something was left out during lay-out.
                  I'll double check when I get home

                  --- In icons-rpg@yahoogroups.com, Curt Meyer <curtmeyer@...> wrote:
                  >
                  > There's a potential omission though: the Summon power doesn't specify the number of elite minions that can be brought into play. I like the power though. With some tweaking, it couple be used to simulate a collection of cute battle monsters-- a psychotic super villain version of Ash Katchem?
                  >
                  > Sent from my iPad
                  >
                  > On Sep 8, 2011, at 2:11 AM, Soylent Green <gsoylent@...> wrote:
                  >
                  > > Cool. I just got it and had a quick look. I'm liking this new range of products already!
                  > >
                  > > To: icons-rpg@yahoogroups.com
                  > > From: dirkgentry2000@...
                  > > Date: Wed, 7 Sep 2011 15:31:29 +0000
                  > > Subject: [icons-rpg] Museum Mayhem - featuring the Summon Rule
                  > >
                  > >
                  > > http://tinyurl.com/3fol5fo
                  > > http://tinyurl.com/3fol5fo
                  > > http://tinyurl.com/3fol5fo
                  > >
                  > > New from Vigilance - Museum Mayhem.
                  > >
                  > > Your players must stop an evil sorceror's attempt to become a Demi-God...
                  > >
                  > > This special issue introduces a New Super Power for ICONS: Summon. Let your players or your own characters buy this power to give them the ability to summon forth minions!
                  > >
                  > > This issue also contains two pages of standees for you to print out onto cardstock and use at your gaming table, as well as a map of the museum for the GM. Also included are stats for multiple Minion types as well as a new Supervillain and USHER agents.
                  > >
                  > >
                  > >
                  >
                • Icosahedrophilia
                  Either I m reading the power wrong, or there s nothing missing. Number of average minions = your power level in Summon Number of weak minions = 2x your power
                  Message 8 of 24 , Sep 9, 2011
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                    Either I'm reading the power wrong, or there's nothing missing.

                    Number of average minions = your power level in Summon
                    Number of weak minions = 2x your power level

                    To summon an elite minion, you need the Specialist bonus power; spend 1 point of Determination to summon 1elite minion once per conflict.

                    I'm not seeing any ambiguity.

                    On Sep 9, 2011, at 9:21 AM, dirkgentry2000 wrote:
                     

                    Hmmm - maybe something was left out during lay-out.
                    I'll double check when I get home

                    --- In icons-rpg@yahoogroups.com, Curt Meyer <curtmeyer@...> wrote:
                    >
                    > There's a potential omission though: the Summon power doesn't specify the number of elite minions that can be brought into play. 

                    Chris Heard
                    Icosahedrophilia Blog and Podcast

                  • dirkgentry2000
                    That is the correct interpretation of the rule as I understand it. (Daniel Gallant was the author of this rule, not me - FWIW) But, yes. I believe you are
                    Message 9 of 24 , Sep 9, 2011
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                      That is the correct interpretation of the rule as I understand it. (Daniel Gallant was the author of this rule, not me - FWIW)

                      But, yes. I believe you are reading the power correctly.


                      --- In icons-rpg@yahoogroups.com, Icosahedrophilia <d20@...> wrote:
                      >
                      > Either I'm reading the power wrong, or there's nothing missing.
                      >
                      > Number of average minions = your power level in Summon
                      > Number of weak minions = 2x your power level
                      >
                      > To summon an elite minion, you need the Specialist bonus power; spend 1 point of Determination to summon 1elite minion once per conflict.
                      >
                      > I'm not seeing any ambiguity.
                      >
                      > On Sep 9, 2011, at 9:21 AM, dirkgentry2000 wrote:
                      > > Hmmm - maybe something was left out during lay-out.
                      > > I'll double check when I get home
                      > >
                      > > --- In icons-rpg@yahoogroups.com, Curt Meyer <curtmeyer@> wrote:
                      > > >
                      > > > There's a potential omission though: the Summon power doesn't specify the number of elite minions that can be brought into play.
                      > >
                      >
                      > Chris Heard
                      > Icosahedrophilia Blog and Podcast
                      > http://drchris.me/d20
                      >
                    • Curt Meyer
                      OK. Somehow I missed the bonus powers on my first read-thru. Sent from my iPad
                      Message 10 of 24 , Sep 9, 2011
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                        OK. Somehow I missed the bonus powers on my first read-thru.

                        Sent from my iPad

                        On Sep 9, 2011, at 3:01 PM, Icosahedrophilia <d20@...> wrote:

                         

                        Either I'm reading the power wrong, or there's nothing missing.

                        Number of average minions = your power level in Summon
                        Number of weak minions = 2x your power level

                        To summon an elite minion, you need the Specialist bonus power; spend 1 point of Determination to summon 1elite minion once per conflict.

                        I'm not seeing any ambiguity.

                        On Sep 9, 2011, at 9:21 AM, dirkgentry2000 wrote:
                         

                        Hmmm - maybe something was left out during lay-out.
                        I'll double check when I get home

                        --- In icons-rpg@yahoogroups.com, Curt Meyer <curtmeyer@...> wrote:
                        >
                        > There's a potential omission though: the Summon power doesn't specify the number of elite minions that can be brought into play. 

                        Chris Heard
                        Icosahedrophilia Blog and Podcast

                      • John McMullen
                        I just bought it. Looks nice. Might have been nice to include a possible link with Serpent Sphinx (if possible; the terms of the license might prohibit that).
                        Message 11 of 24 , Sep 17, 2011
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                          I just bought it. Looks nice.

                          Might have been nice to include a possible link with Serpent Sphinx (if possible; the terms of the license might prohibit that). A complication that immediately came to my mind is that Serpent Sphinx wants the same artifact that Hem-Netjer does, and you could have a three-way battle, or the Serpent Sphinx reveals himself late in the fight.

                          Since they're both Egyptian-themed heroes, you can certainly play that. In fact, I think I'll have a turf-battle between USHER and SHARD at the same time (my campaign is set in Canada, so normally USHER just doesn't work).

                          Good work!
                           
                          John McMullen (Young old coot)
                          jhmcmullen@...

                          From: dirkgentry2000 <dirkgentry2000@...>
                          To: icons-rpg@yahoogroups.com
                          Sent: Friday, September 9, 2011 12:21 PM
                          Subject: [icons-rpg] Re: Museum Mayhem - featuring the Summon Rule

                          Hmmm - maybe something was left out during lay-out.
                          I'll double check when I get home

                          --- In icons-rpg@yahoogroups.com, Curt Meyer <curtmeyer@...> wrote:
                          >
                          > There's a potential omission though: the Summon power doesn't specify the number of elite minions that can be brought into play. I like the power though. With some tweaking, it couple be used to simulate a collection of cute battle monsters-- a psychotic super villain version of Ash Katchem?
                          >
                          > Sent from my iPad
                          >
                          > On Sep 8, 2011, at 2:11 AM, Soylent Green <gsoylent@...> wrote:
                          >
                          > > Cool. I just got it and had a quick look. I'm liking this new range of products already!
                          > >
                          > > To: icons-rpg@yahoogroups.com
                          > > From: dirkgentry2000@...
                          > > Date: Wed, 7 Sep 2011 15:31:29 +0000
                          > > Subject: [icons-rpg] Museum Mayhem - featuring the Summon Rule
                          > >
                          > > 
                          > > http://tinyurl.com/3fol5fo
                          > > http://tinyurl.com/3fol5fo
                          > > http://tinyurl.com/3fol5fo
                          > >
                          > > New from Vigilance - Museum Mayhem.
                          > >
                          > > Your players must stop an evil sorceror's attempt to become a Demi-God...
                          > >
                          > > This special issue introduces a New Super Power for ICONS: Summon. Let your players or your own characters buy this power to give them the ability to summon forth minions!
                          > >
                          > > This issue also contains two pages of standees for you to print out onto cardstock and use at your gaming table, as well as a map of the museum for the GM. Also included are stats for multiple Minion types as well as a new Supervillain and USHER agents.
                          > >
                          > >
                          > >
                          >




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                        • John McMullen
                          So, this week I m going run Museum Mayhem with the group--we re taking a one-night break from Trail of Cthulhu. I figure I ll complicate the basic scenario
                          Message 12 of 24 , Sep 20, 2011
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                            So, this week I'm going run Museum Mayhem with the group--we're taking a one-night break from Trail of Cthulhu. I figure I'll complicate the basic scenario (Hem-Netjer holds the museum hostage to get the Amulet of Set and work a ritual).

                            It seems to me that the Amulet of Set sounds like one of the artifacts that the Serpent Sphinx would like. So I'm going to add these things:

                            1. The amulet isn't in the display, because someone on the premises has stolen it. (This would be Black Rose, who's the Catwoman to Peerless' Batman. She hasn't left yet, because Hem-Netjer moved in and tried to work the ritual.)

                            2. That holds him long enough for the Serpent Sphinx to act: he was going to wait until the amulet came closer to him, but now he has to act, which involves getting there. We assume he's close enough that he arrives sometime during the adventure.

                            3. Of course, he's wanted by the American authorities, so we can have a turf dispute outside with the American authorities and the Canadian authorities. (I think I'll make SHARD a UN organization for that purpose.)

                            4. Peerless will be in the inside (it was Black Thorn's idea to use him to carry the amulet out, because he won't get searched).

                            We only have an evening, and we'll be short a player, so there will only be three heroes (martial artist, witch with weather control, and Peerless, the cranky ubernormal).

                            Any other ideas for twists to add or comments thereon?
                             
                            John McMullen (Young old coot)
                            jhmcmullen@...
                          • dirkgentry2000
                            Hey - writer of Museum Mayhem here. A few thoughts: 1) Sounds like a lot fun actually. I like the cat-burglar and the other villain competing for the amulet
                            Message 13 of 24 , Sep 20, 2011
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                              Hey - writer of Museum Mayhem here.
                              A few thoughts:

                              1) Sounds like a lot fun actually. I like the cat-burglar and the other villain competing for the amulet you've thrown into the mix. AND - I especially like that you've put your character right in the thick of it with Peerless carrying the amulet. Just curious - will he be carrying it willingly or does Black Rose slip it into his pocket?

                              2) Reminds me a bit of the super-powered version of a complicated heist movie from Guy Ritchie. (Snatch, Lock, Stock and Two Smoking Barrels)

                              3) The turf battle between the two law-enforcement agencies is an interesting touch

                              --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@...> wrote:
                              >
                              > So, this week I'm going run Museum Mayhem with the group--we're taking a one-night break from Trail of Cthulhu. I figure I'll complicate the basic scenario (Hem-Netjer holds the museum hostage to get the Amulet of Set and work a ritual).
                              >
                              > It seems to me that the Amulet of Set sounds like one of the artifacts that the Serpent Sphinx would like. So I'm going to add these things:
                              >
                              > 1. The amulet isn't in the display, because someone on the premises has stolen it. (This would be Black Rose, who's the Catwoman to Peerless' Batman. She hasn't left yet, because Hem-Netjer moved in and tried to work the ritual.)
                              >
                              > 2. That holds him long enough for the Serpent Sphinx to act: he was going to wait until the amulet came closer to him, but now he has to act, which involves getting there. We assume he's close enough that he arrives sometime during the adventure.
                              >
                              > 3. Of course, he's wanted by the American authorities, so we can have a turf dispute outside with the American authorities and the Canadian authorities. (I think I'll make SHARD a UN organization for that purpose.)
                              >
                              > 4. Peerless will be in the inside (it was Black Thorn's idea to use him to carry the amulet out, because he won't get searched).
                              >
                              > We only have an evening, and we'll be short a player, so there will only be three heroes (martial artist, witch with weather control, and Peerless, the cranky ubernormal).
                              >
                              >
                              > Any other ideas for twists to add or comments thereon?
                              >
                              >  
                              > John McMullen (Young old coot)
                              > jhmcmullen@...
                              >
                            • John McMullen
                              No, Peerless doesn't know he's carrying the amulet. The thief is his date and they've never acknowledged that they know each other's alternate
                              Message 14 of 24 , Sep 20, 2011
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                                No, Peerless doesn't know he's carrying the amulet. The thief is his date and they've never acknowledged that they know each other's alternate IDs

                                Planting it on him in the museum also means that if the witch's player spends a determination point for Detect Magic (which is surely what Serpent Sphinx has done), the amulet will show up as in the museum. (I did go both ways on it.)

                                And I'll play it by ear as to whether the ritual gets completed and Serpent Sphinx slugs it out with a demigod, leaving the PCs to deal with the victor.


                                From: dirkgentry2000 <dirkgentry2000@...>;
                                To: <icons-rpg@yahoogroups.com>;
                                Subject: [icons-rpg] Re: Museum Mayhem
                                Sent: Tue, Sep 20, 2011 11:23:50 PM

                                Hey - writer of Museum Mayhem here.
                                A few thoughts:

                                1) Sounds like a lot fun actually. I like the cat-burglar and the other villain competing for the amulet you've thrown into the mix. AND - I especially like that you've put your character right in the thick of it with Peerless carrying the amulet. Just curious - will he be carrying it willingly or does Black Rose slip it into his pocket?

                                2) Reminds me a bit of the super-powered version of a complicated heist movie from Guy Ritchie. (Snatch, Lock, Stock and Two Smoking Barrels)

                                3) The turf battle between the two law-enforcement agencies is an interesting touch

                                --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@...> wrote:
                                >
                                > So, this week I'm going run Museum Mayhem with the group--we're taking a one-night break from Trail of Cthulhu. I figure I'll complicate the basic scenario (Hem-Netjer holds the museum hostage to get the Amulet of Set and work a ritual).
                                >
                                > It seems to me that the Amulet of Set sounds like one of the artifacts that the Serpent Sphinx would like. So I'm going to add these things:
                                >
                                > 1. The amulet isn't in the display, because someone on the premises has stolen it. (This would be Black Rose, who's the Catwoman to Peerless' Batman. She hasn't left yet, because Hem-Netjer moved in and tried to work the ritual.)
                                >
                                > 2. That holds him long enough for the Serpent Sphinx to act: he was going to wait until the amulet came closer to him, but now he has to act, which involves getting there. We assume he's close enough that he arrives sometime during the adventure.
                                >
                                > 3. Of course, he's wanted by the American authorities, so we can have a turf dispute outside with the American authorities and the Canadian authorities. (I think I'll make SHARD a UN organization for that purpose.)
                                >
                                > 4. Peerless will be in the inside (it was Black Thorn's idea to use him to carry the amulet out, because he won't get searched).
                                >
                                > We only have an evening, and we'll be short a player, so there will only be three heroes (martial artist, witch with weather control, and Peerless, the cranky ubernormal).
                                >
                                >
                                > Any other ideas for twists to add or comments thereon?
                                >
                                >  
                                > John McMullen (Young old coot)
                                > jhmcmullen@...
                                >




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                              • John McMullen
                                Apologies for the double post. I was trying a new piece of software. I abase myself before your collective feet.   John McMullen (Young old coot)
                                Message 15 of 24 , Sep 20, 2011
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                                  Apologies for the double post. I was trying a new piece of software. I abase myself before your collective feet.
                                   
                                  John McMullen (Young old coot)
                                  jhmcmullen@...

                                  From: John McMullen <jhmcmullen@...>
                                  To: icons-rpg@yahoogroups.com; icons-rpg@yahoogroups.com
                                  Sent: Tuesday, September 20, 2011 8:39 PM
                                  Subject: Re: [icons-rpg] Re: Museum Mayhem



                                  No, Peerless doesn't know he's carrying the amulet. The thief is his date and they've never acknowledged that they know each other's alternate IDs

                                  Planting it on him in the museum also means that if the witch's player spends a determination point for Detect Magic (which is surely what Serpent Sphinx has done), the amulet will show up as in the museum. (I did go both ways on it.)

                                  And I'll play it by ear as to whether the ritual gets completed and Serpent Sphinx slugs it out with a demigod, leaving the PCs to deal with the victor.


                                  From: dirkgentry2000 <dirkgentry2000@...>;
                                  To: <icons-rpg@yahoogroups.com>;
                                  Subject: [icons-rpg] Re: Museum Mayhem
                                  Sent: Tue, Sep 20, 2011 11:23:50 PM

                                  Hey - writer of Museum Mayhem here.
                                  A few thoughts:

                                  1) Sounds like a lot fun actually. I like the cat-burglar and the other villain competing for the amulet you've thrown into the mix. AND - I especially like that you've put your character right in the thick of it with Peerless carrying the amulet. Just curious - will he be carrying it willingly or does Black Rose slip it into his pocket?

                                  2) Reminds me a bit of the super-powered version of a complicated heist movie from Guy Ritchie. (Snatch, Lock, Stock and Two Smoking Barrels)

                                  3) The turf battle between the two law-enforcement agencies is an interesting touch

                                  --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@...> wrote:
                                  >
                                  > So, this week I'm going run Museum Mayhem with the group--we're taking a one-night break from Trail of Cthulhu. I figure I'll complicate the basic scenario (Hem-Netjer holds the museum hostage to get the Amulet of Set and work a ritual).
                                  >
                                  > It seems to me that the Amulet of Set sounds like one of the artifacts that the Serpent Sphinx would like. So I'm going to add these things:
                                  >
                                  > 1. The amulet isn't in the display, because someone on the premises has stolen it. (This would be Black Rose, who's the Catwoman to Peerless' Batman. She hasn't left yet, because Hem-Netjer moved in and tried to work the ritual.)
                                  >
                                  > 2. That holds him long enough for the Serpent Sphinx to act: he was going to wait until the amulet came closer to him, but now he has to act, which involves getting there. We assume he's close enough that he arrives sometime during the adventure.
                                  >
                                  > 3. Of course, he's wanted by the American authorities, so we can have a turf dispute outside with the American authorities and the Canadian authorities. (I think I'll make SHARD a UN organization for that purpose.)
                                  >
                                  > 4. Peerless will be in the inside (it was Black Thorn's idea to use him to carry the amulet out, because he won't get searched).
                                  >
                                  > We only have an evening, and we'll be short a player, so there will only be three heroes (martial artist, witch with weather control, and Peerless, the cranky ubernormal).
                                  >
                                  >
                                  > Any other ideas for twists to add or comments thereon?
                                  >
                                  >  
                                  > John McMullen (Young old coot)
                                  > jhmcmullen@...
                                  >




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                                • dirkgentry2000
                                  I d be interested to hear how it turns out :)
                                  Message 16 of 24 , Sep 20, 2011
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                                    I'd be interested to hear how it turns out :)
                                    --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@...> wrote:
                                    >
                                    > No, Peerless doesn't know he's carrying the amulet. The thief is his date and they've never acknowledged that they know each other's alternate IDs
                                    >
                                    > Planting it on him in the museum also means that if the witch's player spends a determination point for Detect Magic (which is surely what Serpent Sphinx has done), the amulet will show up as in the museum. (I did go both ways on it.)
                                    >
                                    > And I'll play it by ear as to whether the ritual gets completed and Serpent Sphinx slugs it out with a demigod, leaving the PCs to deal with the victor.
                                    >
                                  • John McMullen
                                    Alas, only one guy could come. In hindsight, I could have done a version of Museum Mayhem for just him (though I still have the idea ready), but instead I had
                                    Message 17 of 24 , Sep 21, 2011
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                                      Alas, only one guy could come. In hindsight, I could have done a version of Museum Mayhem for just him (though I still have the idea ready), but instead I had him roll up a new character and I did the Orientation adventure for Hope Preparatory School, essentially without preparing (I had read the adventure once).
                                       
                                      John McMullen (Young old coot)
                                      jhmcmullen@...

                                      From: dirkgentry2000 <dirkgentry2000@...>
                                      To: icons-rpg@yahoogroups.com
                                      Sent: Tuesday, September 20, 2011 11:00 PM
                                      Subject: [icons-rpg] Re: Museum Mayhem


                                      I'd be interested to hear how it turns out :)
                                      --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@...> wrote:
                                      >
                                      > No, Peerless doesn't know he's carrying the amulet.  The thief is his date and they've never acknowledged that they know each other's alternate IDs
                                      >
                                      > Planting it on him in the museum also means that if the witch's player spends a determination point for Detect Magic (which is surely what Serpent Sphinx has done), the amulet will show up as in the museum. (I did go both ways on it.)
                                      >
                                      > And I'll play it by ear as to whether the ritual gets completed and Serpent Sphinx slugs it out with a demigod, leaving the PCs to deal with the victor.
                                      >




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                                    • dirkgentry2000
                                      Ah bummer - I was looking forward to reading how it turned out :(
                                      Message 18 of 24 , Sep 22, 2011
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                                        Ah bummer - I was looking forward to reading how it turned out :(

                                        --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@...> wrote:
                                        >
                                        > Alas, only one guy could come. In hindsight, I could have done a version of Museum Mayhem for just him (though I still have the idea ready), but instead I had him roll up a new character and I did the Orientation adventure for Hope Preparatory School, essentially without preparing (I had read the adventure once).
                                        >
                                        >  
                                        > John McMullen (Young old coot)
                                        > jhmcmullen@...
                                        >
                                        >
                                        > ________________________________
                                        > From: dirkgentry2000 <dirkgentry2000@...>
                                        > To: icons-rpg@yahoogroups.com
                                        > Sent: Tuesday, September 20, 2011 11:00 PM
                                        > Subject: [icons-rpg] Re: Museum Mayhem
                                        >
                                        >
                                        > I'd be interested to hear how it turns out :)
                                        > --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@> wrote:
                                        > >
                                        > > No, Peerless doesn't know he's carrying the amulet.  The thief is his date and they've never acknowledged that they know each other's alternate IDs
                                        > >
                                        > > Planting it on him in the museum also means that if the witch's player spends a determination point for Detect Magic (which is surely what Serpent Sphinx has done), the amulet will show up as in the museum. (I did go both ways on it.)
                                        > >
                                        > > And I'll play it by ear as to whether the ritual gets completed and Serpent Sphinx slugs it out with a demigod, leaving the PCs to deal with the victor.
                                        > >
                                        >
                                        >
                                        >
                                        >
                                        > ------------------------------------
                                        >
                                        > Yahoo! Groups Links
                                        >
                                        >
                                        >
                                        >     http://docs.yahoo.com/info/terms/
                                        >
                                      • John Dunn
                                        On Wednesday, September 21, 2011, John McMullen ... adventure for Hope Preparatory School, essentially without preparing (I had read the
                                        Message 19 of 24 , Sep 22, 2011
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                                          On Wednesday, September 21, 2011, John McMullen <jhmcmullen@...> wrote:
                                          >but instead I had him roll up a new character and I did the Orientation adventure for Hope Preparatory School, essentially without preparing (I had read the adventure once).

                                          <perks up!>

                                          Oh really? Id love to hear how this went. I've never seen it run for less than 3 players, so I'm very curious how Orientation ran for one, even with the caveats you gave.

                                          -John Dunn
                                          www.meliorvia.com
                                        • John McMullen
                                          Oh, you will. I'll run it, just couldn't last night. John
                                          Message 20 of 24 , Sep 22, 2011
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                                            Oh, you will. I'll run it, just couldn't last night.

                                            John


                                            From: dirkgentry2000 <dirkgentry2000@...>;
                                            To: <icons-rpg@yahoogroups.com>;
                                            Subject: [icons-rpg] Re: Museum Mayhem
                                            Sent: Thu, Sep 22, 2011 6:59:44 PM


                                            Ah bummer - I was looking forward to reading how it turned out :(

                                            --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@...> wrote:
                                            >
                                            > Alas, only one guy could come. In hindsight, I could have done a version of Museum Mayhem for just him (though I still have the idea ready), but instead I had him roll up a new character and I did the Orientation adventure for Hope Preparatory School, essentially without preparing (I had read the adventure once).
                                            >
                                            >  
                                            > John McMullen (Young old coot)
                                            > jhmcmullen@...
                                            >
                                            >
                                            > ________________________________
                                            > From: dirkgentry2000 <dirkgentry2000@...>
                                            > To: icons-rpg@yahoogroups.com
                                            > Sent: Tuesday, September 20, 2011 11:00 PM
                                            > Subject: [icons-rpg] Re: Museum Mayhem
                                            >
                                            >
                                            > I'd be interested to hear how it turns out :)
                                            > --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@> wrote:
                                            > >
                                            > > No, Peerless doesn't know he's carrying the amulet.  The thief is his date and they've never acknowledged that they know each other's alternate IDs
                                            > >
                                            > > Planting it on him in the museum also means that if the witch's player spends a determination point for Detect Magic (which is surely what Serpent Sphinx has done), the amulet will show up as in the museum. (I did go both ways on it.)
                                            > >
                                            > > And I'll play it by ear as to whether the ritual gets completed and Serpent Sphinx slugs it out with a demigod, leaving the PCs to deal with the victor.
                                            > >
                                            >
                                            >
                                            >
                                            >
                                            > ------------------------------------
                                            >
                                            > Yahoo! Groups Links
                                            >
                                            >
                                            >
                                            >     http://docs.yahoo.com/info/terms/
                                            >




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                                          • John McMullen
                                            Okay, clearly this software is not fine if it s sending everything twice. Apologies.   John McMullen (Young old coot) jhmcmullen@yahoo.com
                                            Message 21 of 24 , Sep 22, 2011
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                                              Okay, clearly this software is not fine if it's sending everything twice. Apologies.
                                               
                                              John McMullen (Young old coot)
                                              jhmcmullen@...

                                              From: John McMullen <jhmcmullen@...>
                                              To: icons-rpg@yahoogroups.com; icons-rpg@yahoogroups.com
                                              Sent: Thursday, September 22, 2011 6:34 PM
                                              Subject: Re: [icons-rpg] Re: Museum Mayhem



                                              Oh, you will. I'll run it, just couldn't last night.

                                              John


                                              From: dirkgentry2000 <dirkgentry2000@...>;
                                              To: <icons-rpg@yahoogroups.com>;
                                              Subject: [icons-rpg] Re: Museum Mayhem
                                              Sent: Thu, Sep 22, 2011 6:59:44 PM


                                              Ah bummer - I was looking forward to reading how it turned out :(

                                              --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@...> wrote:
                                              >
                                              > Alas, only one guy could come. In hindsight, I could have done a version of Museum Mayhem for just him (though I still have the idea ready), but instead I had him roll up a new character and I did the Orientation adventure for Hope Preparatory School, essentially without preparing (I had read the adventure once).
                                              >
                                              >  
                                              > John McMullen (Young old coot)
                                              > jhmcmullen@...
                                              >
                                              >
                                              > ________________________________
                                              > From: dirkgentry2000 <dirkgentry2000@...>
                                              > To: icons-rpg@yahoogroups.com
                                              > Sent: Tuesday, September 20, 2011 11:00 PM
                                              > Subject: [icons-rpg] Re: Museum Mayhem
                                              >
                                              >
                                              > I'd be interested to hear how it turns out :)
                                              > --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@> wrote:
                                              > >
                                              > > No, Peerless doesn't know he's carrying the amulet.  The thief is his date and they've never acknowledged that they know each other's alternate IDs
                                              > >
                                              > > Planting it on him in the museum also means that if the witch's player spends a determination point for Detect Magic (which is surely what Serpent Sphinx has done), the amulet will show up as in the museum. (I did go both ways on it.)
                                              > >
                                              > > And I'll play it by ear as to whether the ritual gets completed and Serpent Sphinx slugs it out with a demigod, leaving the PCs to deal with the victor.
                                              > >
                                              >
                                              >
                                              >
                                              >
                                              > ------------------------------------
                                              >
                                              > Yahoo! Groups Links
                                              >
                                              >
                                              >
                                              >     http://docs.yahoo.com/info/terms/
                                              >




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                                            • John McMullen
                                              Well, caveats: I was in a hurry, I read the adventure fast once and had a printout handy but couldn t find things. (So I recommend you produce a summary page.
                                              Message 22 of 24 , Sep 22, 2011
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                                                Well, caveats: I was in a hurry, I read the adventure fast once and had a printout handy but couldn't find things. (So I recommend you produce a summary page. And just before it, put the worldbuilding stuff; having to flip back and forth so I could find the Alchemical Cabal writeups was a pain.) Anything that was spelled out and I missed, I blame on hasty reading. :)

                                                My player's notes: http://james-nicoll.livejournal.com/3321261.html#cutid1

                                                My notes: http://doc-lemming.dreamwidth.org/42833.html

                                                But it went well. This player is predisposed to like high school hero things (I did a Hero High thing with him, too) so that was good. I got a result for the obstacle course time that was like an eighth of the shortest time given, so I must have missed something in how that was done, but I went with it. We weren't trying to play the "loser comes up good" story, anyway, more the "fish out of water" thing. I notice The Substitute has an alien freshman who would have been in their group, so I'll have to change that if I ever run The Substitute with the same character. I'll make her a sophomore; it doesn't change the story much.

                                                And we had fun. In the end, that's the goal. So I don't know if I'll ever get the other players in, but we had fun.

                                                Questions: will there be a new schedule of games etc. next year? What about a not-free summary sheet for those of us who don't have time? I wouldn't want to pay for it, but I wouldn't mind making it available to anyone who *has* paid. I'll send one along later (after I write it :) that shows what I'm thinking of.
                                                 
                                                John McMullen (Young old coot)
                                                jhmcmullen@...

                                                From: John Dunn <john.dunn@...>
                                                To: "icons-rpg@yahoogroups.com" <icons-rpg@yahoogroups.com>
                                                Sent: Thursday, September 22, 2011 4:46 PM
                                                Subject: Re: [icons-rpg] Re: Museum Mayhem





                                                On Wednesday, September 21, 2011, John McMullen <jhmcmullen@...> wrote:
                                                >but instead I had him roll up a new character and I did the Orientation adventure for Hope Preparatory School, essentially without preparing (I had read the adventure once).

                                                <perks up!>

                                                Oh really? Id love to hear how this went. I've never seen it run for less than 3 players, so I'm very curious how Orientation ran for one, even with the caveats you gave.

                                                -John Dunn
                                                www.meliorvia.com



                                              • John Dunn
                                                Thanks for writing that up -- I enjoyed reading through the notes that both you and your player generated! It sounds like you guys both had fun, which, in my
                                                Message 23 of 24 , Sep 22, 2011
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                                                  Thanks for writing that up -- I enjoyed reading through the notes that both you and your player generated! It sounds like you guys both had fun, which, in my mind, is the most important thing. However, it also sounds like you might have hit a few snags, so I'll certainly keep those things in mind.

                                                  Regarding your questions and comments:
                                                  1) Hope Prep is intended to be an ongoing series. As long as it's economically viable, we'll continue to support it. The goal is bimonthly scenario releases, though an unrelated freelance gig may delay our next release (slated for October) a little bit.
                                                  2) I'm not quite sure what you mean by a summary sheet. The adventure summary is at the start of the ebook. The character combat stats are generally included on the pages where there are likely to be conflicts. (The full write-ups are in the back.) I'm not at all adverse to creating something additional and adding it into the PDF as an appendix, I'm just not quite sure what you have in mind. (The mental image I'm getting is a flowchart, but I'm not certain how that would help.) If you have time to generate and send an example, I'd be happy to take it under advisement. :)

                                                  In response to a few things that seemed unclear to you on your blog -
                                                  -Hero High is a great book, and it looks at teen supers and high school from a LOT of different angles. Hope Prep doesn't. It focuses very specifically on one particularly approach to playing teen supers. Hero High leaves a lot of decisions and a little bit of legwork open for the GM. The goal for HPS is for the GM to just be able to pick up an adventure and run with it, keeping preparation work as minimized as possible. (Almost to the extent that you did.) So, if we're not achieving that goal, then I need to work harder to do so. :-D
                                                  -We're considering doing some revamp work on the layout. (The revision would, of course, be free to anybody that had already purchased.) I'll definitely keep your feedback about ease of reading on the Ability/Power Bars in mind.
                                                  -The Freshman Year arc is currently plotted out as Orientation + 2 Fall (The Substitute and Halloween Ball) and 2 Spring (upcoming - Field Trip and Detention) scenarios. After that, we'll do an "Annual" that covers a summer break adventure. As long as there's interest, we'll do a similarly sized story arc for Sophomore year. I'm not adverse to adding additional scenarios in that fit in for any student year at any time of year, but that would be a little further down the road.

                                                  If I can answer any other questions, please feel free to ask on or off-list.

                                                  Hope that's informative! Thanks again,

                                                  -John

                                                  On Thu, Sep 22, 2011 at 7:35 PM, John McMullen <jhmcmullen@...> wrote:
                                                   

                                                  Well, caveats: I was in a hurry, I read the adventure fast once and had a printout handy but couldn't find things. (So I recommend you produce a summary page. And just before it, put the worldbuilding stuff; having to flip back and forth so I could find the Alchemical Cabal writeups was a pain.) Anything that was spelled out and I missed, I blame on hasty reading. :)



                                                  But it went well. This player is predisposed to like high school hero things (I did a Hero High thing with him, too) so that was good. I got a result for the obstacle course time that was like an eighth of the shortest time given, so I must have missed something in how that was done, but I went with it. We weren't trying to play the "loser comes up good" story, anyway, more the "fish out of water" thing. I notice The Substitute has an alien freshman who would have been in their group, so I'll have to change that if I ever run The Substitute with the same character. I'll make her a sophomore; it doesn't change the story much.

                                                  And we had fun. In the end, that's the goal. So I don't know if I'll ever get the other players in, but we had fun.

                                                  Questions: will there be a new schedule of games etc. next year? What about a not-free summary sheet for those of us who don't have time? I wouldn't want to pay for it, but I wouldn't mind making it available to anyone who *has* paid. I'll send one along later (after I write it :) that shows what I'm thinking of.
                                                   
                                                  John McMullen (Young old coot)
                                                  jhmcmullen@...

                                                  From: John Dunn <john.dunn@...>
                                                  To: "icons-rpg@yahoogroups.com" <icons-rpg@yahoogroups.com>
                                                  Sent: Thursday, September 22, 2011 4:46 PM
                                                  Subject: Re: [icons-rpg] Re: Museum Mayhem





                                                  On Wednesday, September 21, 2011, John McMullen <jhmcmullen@...> wrote:
                                                  >but instead I had him roll up a new character and I did the Orientation adventure for Hope Preparatory School, essentially without preparing (I had read the adventure once).

                                                  <perks up!>

                                                  Oh really? Id love to hear how this went. I've never seen it run for less than 3 players, so I'm very curious how Orientation ran for one, even with the caveats you gave.

                                                  -John Dunn
                                                  www.meliorvia.com




                                                • jaerdaph
                                                  Hi John, FYI - your posts aren t posting to Yahoo Groups twice - perhaps it s a local problem? I read directly from the Yahoo Groups Web site though - I don t
                                                  Message 24 of 24 , Sep 22, 2011
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                                                    Hi John,

                                                    FYI - your posts aren't posting to Yahoo Groups twice - perhaps it's a local problem? I read directly from the Yahoo Groups Web site though - I don't get the post sent by email.

                                                    jaerdaph

                                                    --- In icons-rpg@yahoogroups.com, John McMullen <jhmcmullen@...> wrote:
                                                    >
                                                    > Okay, clearly this software is not fine if it's sending everything twice. Apologies.
                                                  Your message has been successfully submitted and would be delivered to recipients shortly.