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  • ...ch as a close combat power requiring a Prowess test to hit a target. Other powers don't require tests; the power's level is just a measure of its effectivene ...culty (see p. XXX) for specific actions attempted by characters with their powers.
    63 KB (10,351 words) - 07:57, 10 November 2011
  • ...welry are impossible for the typical man or woman on the street, but these powers are all within reach for a posthuman. Each power costs from one to three ch ...se villains that truly do have an exceptional amount of control over their powers and abilities. If the Game Moderator is concerned about a villain's ability
    171 KB (26,525 words) - 16:10, 3 March 2019
  • ==Fringe Powers== The role of fringe powers in the game is up to the GM. If you wish, they can be relatively common, at
    16 KB (2,808 words) - 08:23, 4 July 2015
  • ...costs one character point. We suggest spending about 5 character points on powers. ...as "standard action" require a standard action to use, while "free action" powers can be used at any time, as often as the GM deems reasonable. See [[Bulletp
    209 KB (32,427 words) - 10:49, 8 September 2020

Page text matches

  • *[[Icons:Powers| Powers]]
    2 KB (219 words) - 22:05, 13 June 2014
  • ...ot far behind, and the adventures of brightly-clad characters with strange powers has been one of the most enduring sub-genres of roleplaying games throughou
    6 KB (976 words) - 08:20, 6 September 2011
  • ==Powers== ...om character to character. The heroes and villains in Icons typically have powers, but normal people, by definition, do not.
    10 KB (1,599 words) - 08:18, 6 September 2011
  • ...n this section to determine the hero's origin, abilities, specialties, and powers. Give your new hero a name, description, and background and you’re ready ...acter gains three bonus specialties, but two fewer powers (and may have no powers at all).
    16 KB (2,465 words) - 08:18, 6 September 2011
  • ...rength and force of personality. When dealing with issues of will or using powers of the mind, this ability determines the outcome of the action. It influenc
    2 KB (277 words) - 08:22, 6 September 2011
  • ..., but not the same as, the Mind Shield power (see its description under '''Powers''' for details). ...ection) requiring ability tests of different sorts, particularly offensive powers using Prowess and Coordination for attacks. Each power is a separate specia
    9 KB (1,390 words) - 08:25, 6 September 2011
  • ...ch as a close combat power requiring a Prowess test to hit a target. Other powers don't require tests; the power's level is just a measure of its effectivene ...culty (see p. XXX) for specific actions attempted by characters with their powers.
    63 KB (10,351 words) - 07:57, 10 November 2011
  • ...modified by the object's size; see '''Growth''' and '''Shrinking''' under powers for guidelines. So, for example, catching something insect-sized is difficu ...per week, or one per day of hospitalization and medical treatment. Certain powers like Healing and Regeneration can speed the recovery of lost Strength.
    35 KB (5,788 words) - 08:31, 6 September 2011
  • ...ll-in the blank]. It typically describes something about the hero's style, powers, or qualities beyond just abilities. Heroes are more than just a colorful costume and a collection of powers (or, at least, we hope that they are). The identity quality deals with a de
    23 KB (3,943 words) - 08:31, 6 September 2011
  • ...r are agreeable, feel free to make it up! Use the existing specialties and powers as guidelines and examples and write up what the new trait does, assign a l ...its in Icons are mostly suggestions. You can allow players to call certain powers by different names and to give them different "special effects" describing
    33 KB (5,730 words) - 08:33, 6 September 2011
  • ===Archenemy Powers=== An archenemy's powers should in some way reflect the powers of the hero they partner. There are two main ways to achieve this:
    7 KB (1,273 words) - 08:35, 6 September 2011
  • ...hey are also sometimes taken over by villains with Mind Control or similar powers and turned against the heroes! ...ts a living metabolism or mind, including many Afflictions and most mental powers. They have no Willpower, but Stamina equal to twice their Strength instead.
    6 KB (742 words) - 08:36, 6 September 2011
  • ...in your Icons game. They may be minions, pets, summoned by Animal Control powers, or potential models for characters with animal-like abilities. Abilities l
    3 KB (316 words) - 08:37, 6 September 2011
  • !colspan="2"|Powers
    687 bytes (68 words) - 08:40, 6 September 2011
  • ...for using Jazz with games featuring characters with extrasensory or mental powers.
    2 KB (244 words) - 08:16, 6 July 2017
  • ...uggestions and optional rules for using Jazz with games where supernatural powers and creatures are real, but hidden.
    699 bytes (97 words) - 08:07, 6 July 2017
  • ...he concepts of "aspects" originated with a homebrewed game called "Mystery Powers", which we played at Campaign Headquarters in Norfolk, VA in the 1980s.
    3 KB (381 words) - 14:25, 6 February 2018
  • Some descriptors grant a character powers beyond the realm of what most other characters can do, no matter how high t
    27 KB (3,932 words) - 09:26, 5 July 2017
  • ===What, no Super Powers/Magic/Psionics?=== The character can resist interrogation, domination, and Mental Powers. (WIL)
    82 KB (11,847 words) - 06:52, 12 April 2019
  • ! class="aligncenter" | Powers If you are given dots for Powers, you might be able (with the GM's permission) to trade one level of Power L
    77 KB (11,514 words) - 19:03, 27 May 2019

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