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If the effort isn't at least equal to the difficulty, it results in a negative effect. Some circumstances impose modifiers on a test. A modifier takes the form of an additional value added the effort a bonus, expressed as a plus or the difficulty a penalty, expressed as a minus. For example, moving and attacking on the same page results in a —1 penalty on your attack test, increasing the test's difficulty by 1.
A test's effect can be measured in one of four outcomes, general descriptions for how well or poorly the character did in accomplishing the test:. An effort of 15 or more is enough to achieve a massive success on a test of cosmic 10 difficulty; such a tremendous effort which requires a decent combination of ability, luck, and determination to achieve at all is worthy of special note.
Essentially, any time you achieve a massive cosmic success, it can accomplish pretty much anything the Game Master is willing to allow: pushing the Earth out of orbit, causing time to flow backwards, pretty much anything you can convince the GM could possibly happen in the game.
This depends heavily on the style of game the Game Master is running, and your own ability to make the whole thing sound like a lot of fun. With its focus on the heroes, only the players make tests in Icons, the Game Master does not. Whenever a GM-controlled character takes an action against a player-controlled hero, it is a test of the hero's ability to avoid or resist it.
The hero's player makes a test to oppose or resist that action as a reaction so called because it happens in response to another character's action. So, for example, when a villain attacks, the hero's player tests a defensive ability Prowess or Coordination most often as a reaction against a difficulty of the villain's attacking ability, determining the outcome of the attack. Similarly, the heroes' attacks are made against the difficulty based on the target's defensive ability, but the target doesn't make a test, the hero's player does.
When GM characters take actions that don't involve the heroes, the GM determines the outcome based on their capabilities; generally assume the character functions at their normal capability unless the story dictates a stroke of good or bad luck.
In other words, any reasonable result the GM wants can happen. Each ability in Icons covers a lot of ground, so characters may have specialties reflecting aspects of their abilities where they are particularly proficient. For example, a character with the Physics specialty of Intellect knows more about physics, essentially having a higher level of ability in that area.
Likewise, a character with a Martial Arts specialty in Prowess is a better unarmed fighter. Powers are special abilities, what puts the "super" into "superhero". Like normal abilities, powers have levels measuring their effectiveness on the scale. Unlike normal abilities, not all characters have powers. While everybody has some level in the normal abilities even if it's just a 1 or 2 , powers are rare and vary from character to character.
Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. From Ad Infinitum Adventures. Selected Option:. Softcover, Premium Color Book. Hardcover, Premium Color Book. Average Rating 77 ratings. Icons Assemble! Customers Who Bought this Title also Purchased.
Reviews Please log in to add or reply to comments. There are mental powers like Telepathy and Telekinesis, yes along with a number of others and there is a Magic power, which is essentially duplicating other super-powers by casting spells. The powers chapter in the Assembled Edition is 45 pages, 10 of which are devoted to devices. No one power description is longer than a page and most are less. How long does the duplicated effect from magic last?
Also, is there a place i could go to to ask for clarifications on stuff? Magic powers last for as long as their usual duration, or for the duration of the chapter, whichever comes first. So you can cast a spell to fly and then cast a spell to create a protective force field then cast a spell to throw blasts of eldritch power without losing the effects of the previous spells.
The Icons mailing list on Yahoo is a useful resource, as is the Icons Facebook group. I saw the email about a future update to the files for POD. Is there somewhere I can send a short list of errata and clarifications for inclusion?
Out of curiosity, is there an index for this somewhere in the PDF or someplace online? I have the hardback and the index there is conspicuous by its absence. I've updated the Icons files with a volunteer-made index pdf. I'll look to update the core files in the future based on it. Any reason that the core book isn't available in Hardcover anymore?
Will it be in the future? The hardcover edition of Icons is still available from Green Ronin Publishing on their site and through distribution. Ah I posted this below as well for a question. If I purchase from Drivethrurpg, the books have nothing to do with Green Ronin then?
Or are you guys still distributed through them regardless? I'd rather avoid Green Ronin entirely if possible. They simply printed and distribute the hardcover core book.
That's all. Is this still being published through Green Ronin? Or are they on their own through Ad Infinitum? If I printed it from Drivethrurpg, would the book have the Green Ronin symbol on it? Great Power and Origins are supplements to the Assembled Edition to Icons, so it doesn't contain either one, although both sourcebooks are fully compatible with the Assembled Edition.
I can do one or the other. Apart from potentially wanting to consolidate some of their qualities I don't know if anyone will respond to this or not, but my group is trying to decide on a new supers game for this weekend when we'll start a new campaign. We just finished up Masks and while I loved it, one person in our group said they'd prefer something more crunchy.
Since the same author did both, I'm sure they're both good games, but we're just trying to figure out the best one for our group. Any advice? Thanks for the reply! It's always encouraging to hear from the game's creator. I think we're going to take a look at both and see which fits our group the best. Thanks again! You will excuse my english I speak only french. I just discover this game. I'ts so wonderfull.
I want to create a scenario where my players will travel trought time and space Even one of my player could be from there. Also, is there a more exhaustive list of devices
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