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Sunday, August 26, 2012

Magical Origins and Icons Superpowered Roleplaying

This blog post sprung out of a Google+ post that I made the other day. One of my favorite things in comics has always been the magical characters from Doctor Strange to Zatanna to Doctor Fate to John Constantine to Sargon to Doctor Occult. I like the fact that they are a little bit weirder than your "regular" super-heroes, that they don't always wear tights, and that their adventures are a bit more fantastic.

I wrote up a couple of new Origins for Adamant Entertainments Icons role-playing game. Actually, I wrote up more than a couple but I thought that I might save those for another blog post, or perhaps some other use. If you haven't played Icons, you should check it out. Designed by super-heroic gaming guru Steve Kenson (creator of Mutants & Masterminds and other super-hero games), Icons is a lighter approach to super-heroes, inspired by the Marvel Super-Heroes game of the 80s from TSR, as well as the Fudge and Fate RPGs. This is a game that is designed for pick up play so that you can get characters up and going with a minimum of effort and fuss. This game has a fun and novel approach to its subject matter, and I think that any one interested in super-hero comics and role-playing should have a copy of Icons on their book shelf.

Origins are sort of the archetype for a character in Icons. It represents the type of super-hero that your character is. Magically-oriented super-heroes have just as many options of types as do their non-magical brethren, if not more. In this article, I will give you a couple that will let you get started into integrating magical heroes into your Icons games.

Old School Caster: The hero has been around since the Golden Age of heroics, slinging spells and taking names. The character probably knew the parents and grandparents of many of the heroes operating today. Unlike a lot of younger magicians, honor and rules are very important to this hero. In the world of magic, knowledge is power, so the character gets two additional specialties.

Altered State: The hero was once human, but the supernatural world has changed them into something...other. The character is now a creature of magic of some sort, from an elemental being to a living plant to a magically animated golem. Raise two of the character's abilities by +2 and give them an additional aspect.

The (Un)dead: The character died, but that state of being does not stop someone from becoming a hero. Now serving a higher (or sometimes lower) power, the character has been given a new "life" and a mission to go with it. Increase two of the character's abilities by +1 and give them an additional aspect to cover their (un)life.

Aspects and Magical Origins
You will probably notice that these new Origins give characters more Aspects than more "normal" starting characters under the basic Icons rules, and there is a reason for that. The magical community in super-hero comics tend to be more maladjusted than most regular super-heroes (outside of mutants, at least). Icons has an excellent mechanic for dealing with that with Aspects. Challenges work well to simulate the social and psychological tolls that the world of magic can take on a hero. Yes, it gives magical heroes a bit more determination to play with but that will not always offset their other problems.

Normal super-heroes often find magical heroes unsettling, for one reason or another. That has to do with the magical world and its dangers being so much stranger than what regular heroes have to deal with. Magicians and demons rarely have the desire to rob banks or kidnap people. The normal super-heroes are lucky to deal with that. The magical heroes get to deal with the reality incursions of elder gods and demonic entities that live within left angles.

Magical Specialties
Just to give your new magical hero a little bump, here are a couple of magical/occult specialties to give them a little more juice.

Demonology: The hero has received training in demons, their workings and the realms in which they live. Add their specialty bonus to tests dealing with these subjects.

World of Magic: Magicians tend to know the mover and shakers, human and otherwise, in their community (both good and evil). Add their specialty bonus to tests dealing with knowing who might consider a place within their territory, what witches may sell potions in a city, and other similar tests of knowledge.

Legend Lore: In a world where gods actually walk the Earth and magic exists, knowledge of the legendary past of the world and some of these beings can come in handy. Add the character's specialty bonus to tests about the myths, legends and folklore of the world.