The second local conflict in the galaxy centers around the worlds of Devonia and Spekag. Some of the amphibious natives of Spekag left their world centuries ago and, devoting themselves to the forces of entropy and death, went through a racial transformation into a new species now called the Eidolon. With their new sorcerous powers, and led by a Promethean named Krux Morta, the Eidolons conquered the planet Devonia and its defenders, the heroic Star Blades. A few Star Blades survived to become wandering ronin and refugees, but the Eidolons were triumphant and now, on Lost Devonia, slave away in the service of Morta, whose goal is nothing less than universal nihilism: the end of all that is. (Also — with those great setting creation rules that Steve wrote for Stark City, it’s really a shame to not create some planets of your own.) file vast and inscrutable intellect and Shepherd of the Null-State. He is served by an Earth woman gifted with immeasurable cosmic power but tortured by her own miserable duty: bringing her master from one thriving planet to another, each reduced to meaninglessness so that her own homeworld might survive. Sa m ple Meanwhile, the Prometheans themselves have withdrawn to the Galactic Core, where few dare trespass and even fewer are welcomed. The greatest champions of life, light, and energy have instead become paralyzed by their own past mistakes. Despite the need for bold action, they remain isolated and inactive as a species, even as individual Prometheans depart and serve the Greater Dark on Lost Devonia and elsewhere. One of these expatriates is Krang, Lord of the Krobon Empire. Krang has conquered and despoiled the once-lush world of Verdania and is opposed only by a plucky human and his most loyal allies. It is only a matter of time before Krang's advanced army crushes the last remnants of Verdanian resistance. GALACTIC MAP You’ll notice several planets on the map that don’t have descriptions in this book. Planets such as Roxul V, Mithran, Doral and Wreven. One of the guiding principles with Stark City was to leave room for the GM and players and not fill up every corner of the setting with NPCs that could steal the limelight from the PCs. That’s one reason why we left certain neighborhoods in Stark City undefined beyond some basic description and that’s the same rationale here. For the last two centuries, the Greater Bright has been losing and the Greater Dark has been winning. Humanity is not the newest player in this Game; rather, they are an old player, and your PCs represent not the arrival of Earth on the galactic stage, but their return. Will humanity be strong, smart, and noble enough to turn the tide of the Game, to seize the advantage? The remaining powers of the galaxy work more or less in isolation; some are remote threats, others too chaotic to work in any one direction. The Mech Centrality is in the former camp. A civilization of sentient machines struggling to preserve their cohesion in the face of factionalization, they dwell on the outer edge of the galaxy and quietly calculate their entrance into the Great Game. In the latter camp could be counted the Jacker Worlds, a lawless noMan’s-land of pirates, slavers, scavengers, and petty space fleets in service to tyrannical warlords. Outside, and above all systems of classification, stands the enigmatic Entropos, a 5 ple m Sa file running a Cosmic campaign file on the way to confronting the Imperial Guard, Darkseid, or the Super-Skrull. This book is written with that truth in mind; you will find more alien champions written up in these pages and few stat blocks for star destroyers or Martian tripods. Even so, we have not been able to provide all the write-ups you will need for a full-size alien invasion. If you need something on the scale of the Imperial Guard, you will need to gather up other ICONS heroes and villains, change their names, costumes, and species, and re-use them as disposable champions from a dozen different alien worlds. As long as these aliens are colorful and go down quickly, your players will neither notice nor mind. From the first days of the superhero genre, aliens have often been portrayed as essentially benevolent; alien visitors respect Earth life and society and often “go native,” seeking to blend in with humanity. In other words, outer space becomes the origin story for a superhero character, and you will find many potential superhero origins in this book. Alien heroes might have amazing powers which are native to their species (Starfire), or they may wield technology which is far beyond human understanding (Mr. Miracle), but much of their characterization comes from the friction that develops between the alien way of life and our own. While an alien hero often has different values and principles than Man, their real narrative power comes from their role as thirdparty observers and neutral critics. In other words, alien characters look at human traditions, customs, and laws and ask, “Why do you do that?” This usually starts as comic relief (Starfire's nudity) but turns serious when aliens consider themselves empowered to dispense lethal justice (Rom). If the alien hero is the star of his own comic (Mar-Vell), he has a plucky human sidekick to act as foil (Rick Jones), but in a team situation (like most ICONS games), other heroes play this role instead (the Teen Titans). Sa m ple Running an ICONS game with cosmic elements ultimately comes down to a choice of two directions: do you want the alien to come to Earth? Or do you want Earth to go to the alien? Tales in which the alien comes to us are the easiest; you can keep all the comfortable trappings of your current game and setting. Indeed, those trappings become the stakes which make the alien arrival exciting. If your heroes are already adventuring in Stark City, they have met some of the people there, perhaps befriended the Mayor or established rivalries with criminal gangs or NPC vigilantes in the city. All of this gets thrown into doubt when the aliens arrive, and the strangeness of the invader contrasts with the comfortable known-ness of home. Many stories of alien invasion spend most of their time trying to figure out what the aliens want, why they are here, and what they really are. In other words, these are stories about making the alien less alien; when the unknown becomes known, it is no longer feared and can be defeated. Other stories about aliens coming to Earth borrow heavily from science fiction traditions like the invasion, which might be secret (Invasion of the Body Snatchers) or public (War of the Worlds). In the pages of our monthly comics, we have seen beloved characters revealed as Skrulls or Manhunters, we have fought off massive space fleets crewed by the Kree and the Dominators, and we have even traveled to alternate realities where the Martians have already won. While science fiction novels and film often focus on war with the aliens in the form of spaceships, alien soldiers, and superweapons (and the television version inevitably stars aliens who can masquerade or pretend to be human), superhero comics traditionally personify the alien invader in the form of super-human champions whom our heroes must ultimately battle. While comics do show fleets of spaceships, and superheroes do fight them, this is usually a sideshow or middle stage 7 ple m Sa file Ultimately, the alien critique of our culture wakes up those humans who surround the alien and causes us to correct our errant ways. The alien, who can perceive our errors more clearly because he is not enmeshed in our old habits and excuses, and who admires and loves humanity precisely because he does not take it for granted, becomes a teacher and a guide. personality. The upshot here is that contact with the alien and the strange affects the protagonist in a way which even a serial narrative like comics does not easily dismiss. The “Space Police” is another broad term which can be used to identify a super-team made up largely of aliens, though there are usually one or two token Earthlings among them to provide contrast and some reader identification. The Legion of Super-Heroes is the definitive Space Police, but there are many others, including the Guardians of the Galaxy, the Green Lantern Corps, and even “lawless” groups like the Omega Men or the Starjammers. While these latter groups are ostensible rebels or pirates, even they inevitably find themselves working for the common good. The Space Police forms a solid grounding for a new ICONS campaign, one set almost entirely in space. The Human Interdiction, which prevents contact between Earth and the rest of the universe, becomes an important plot point in this sort of story. If an Earth superhero or two accidentally found out about the Sirians and the other alien forces arrayed in the universe, they might not be allowed to return to Earth. Base a group like this in the Sirian Principality and use origins from throughout this book as well as anything your players care to make up. You could have a wielder of a Bloodstone alongside a member of the Ghostlight Legion, a Tricero-Tyrant from the Krobon Empire, a Promethean Aliyat and a ronin Star Blade. While some of the groups in this book are united by having similar powers (Bloodstones, Ghostlights), others could wield virtually any set of random abilities (Prometheans, Verdanians, Star Blades), so you can still use ICONS as a pick-up game with randomly-generated characters, if that suits the style of your table and your players. Sa m ple “Astronauts” is a broad term which can encompass all those stories in which superheroes from Earth are temporarily cast into outer space. Comics writers have traditionally reveled in this opportunity, because it is easy to invent new planets, villains, species, and stories in outer space, liberated from the restrictions of continuity. The quintessential example of this is Alan Moore's outer space interlude on Swamp Thing, but Messner-Loebs tried the same thing on Wonder Woman, Claremont did it in a memorable run on the X-Men, and the entire Kree-Skrull War in Avengers falls into this category. When Earth heroes go to space, it is another opportunity for them to confront the alien in a symbolic as well as literal sense. Things are just weirder in space, and a lot of character concepts which would be laughable if they appeared on Earth (a talking raccoon, a cigar-smoking satyr) are perfectly acceptable in space; they're no weirder than anything else. Much of this book has been written specifically to accommodate space tourists of this sort; use Krang and Verdania if your heroes are basically human and have few or no super-powers, or the Sirian Principality and their war with the Bloodstone if your ICONS group is a more traditional super-team. Astronaut stories take a few sessions to play, are relatively self-contained, but often end with some serious consequence: perhaps one of the heroes decides to stay in space, an alien returns with the heroes to Earth, or one of the player characters gets a change in powers, uniform, or file After the alien has come to us, inevitably we must go to the alien. Again, superhero comics have a few trends — Astronauts, Space Police, and the Cosmic Menace — which an ICONS group might find useful. Finally, space is often the home for ultimate threats in superhero comics. Jack Kirby's “The Coming of Galactus” defines this genre, and Marvel has continued to emphasize cosmic entities like the Stranger, the Collector, the Grandmaster, the Beyonder, and so on, while DC instead has Kirby's Darkseid and all the 9 the cosmic entity really is, what it wants, and how it thinks, but in the case of villains like Darkseid and Thanos, punching is also usually involved. In this book, Entropos and Lord Krux, the Bringer of Darkness, give you a couple of cosmic menaces, dialed to different positions on the punch-o-meter. armies of Apokolips. Thanos, a Marvel homage to Darkseid, brings together ultimate cosmic power, a fleet of space ships, and an army of freakish aliens. Sometimes these menaces can be fought, but this is usually futile. Instead, the cosmic menace is defeated through trickery, virtuous behavior, or some unexpected plot twist. The secret to victory lies in learning what galactic factions Sa m ple The most ancient beings in the universe reside on Ur, a world in the Galactic Core, where suns crowd close together and the blackness of space is filled with gusting solar winds and a blaze of intense radiation. These people were once known by many names — the First, the Founders, the Progenitors — but because they brought the fire of super-powers to mankind, who went on to terrorize the universe, they eventually came to be called Prometheans. For billions of years they ruled as much of the universe as they chose to govern, but after the Promethean Wars they retreated to the Core and for two thousand years they have remained more or less in isolation as the Greater Dark grows closer and closer to ultimate victory. forms; in the language of map-makers everywhere, “You just can't get there from here.” Physically human in appearance, Prometheans are actually ethomorphs, which is to say their bodies reflect their ethical stance and choices. A Promethean who follows ethically good conduct will take on a more beautiful and handsome appearance while one who does evil will grow increasingly ugly. Prometheans do not age in the traditional sense, nor do they grow weaker as the years pass; a Promethean who looks like a wise old grandfather is physically exhibiting his wise and paternal personality. Likewise, a Promethean who appears infirm and decrepit is revealing his inner failures. Superhuman powers are uncommon amongst Prometheans but hardly rare. file Prometheans of the Galactic Core Promethean civilization is grand, baroque, and fantastic; its elaborate palaces do not displace nature but, instead, incorporate it, so titanic trees, majestic waterfalls, and frozen glaciers are integral to city design. The few explorers who have dared to visit Ur insist their science is so advanced as to be indistinguishable from magic, but others have been forced to admit the opposite: Promethean magic may be so sophisticated that it is indistinguishable from science. Regardless, Promethean weapons, vehicles, and other machines function according to principles undiscovered by Earth engineers. There is no development path by which 21st century human science matures to Promethean 10 For all of its history, Promethean civilization has had but a single ruler: Overlord Kro, most senior of the Elder Prometheans, seven kin who claim to have survived the last universe. Kro was, for most of his reign, a vigorous and wise ruler who sought to bring peace, enlightenment, and civilization to the universe. In addition to his six brother-sisters (Krang and Krux, Krista, Kredeis and Kryte, plus the enigmatic Krel), he has been assisted by a council of viziers, or advisors, known collectively as the Vazierin. Kro's government, Prometheans Under expanded through the cosmos, aiding sentient beings when they found them and even elevating some animals and beasts to thinking state — it was in this way that Kro came to be immortalized as “Krobon” on Verdania and its surrounding worlds. The great dynamism and Over the last few centuries, Overlord Kro has become more and more of a recluse, seldom leaving the royal palace’s Game Room, where he ponders the board, his pieces, sacrifices and potential gambits. His brothers and sisters carry on as they always have and life on Ur remains peaceful and happy, but the Vazierin are not blind to the growing entropy and paralysis of the Promethean state. Change must come, and soon, or else all will be lost. Sa m ple Sixty thousand years ago, Kro’s brother and boon companion, Krux, broke with the family and went into self-exile, wandering the endless void of space in search of the Greater Dark. In this moment of weakness, when the Overlord could think only of his brother’s betrayal and the mischief a bitter Promethean might cause, Krang, another of the Elders, convinced Kro to create a slave army to fight on the Prometheans' behalf. It took about a generation to create this army out of mutated human beings, most of whom were then taken to the stars while the rejected and the disobedient remained behind to become the ancestors of Earth's modern supermen. Not everyone was convinced of the wisdom of this plan, but Krista, who led the Promethean armies against the Greater Dark, needed soldiers, and her aggressive support of Krang, regardless of the ethics involved, persuaded the Vazierin and, thus, the suddenly-impressionable Overlord. In consultation with his siblings, Kro developed a new strategy, one which came to be called “The Great Game.” This new technique for combating the Greater Dark relies not on massive armies but on grand-masters known as Aliyat, special agents empowered with all the best in Promethean weaponry and training. Crisis points are calculated and detected through the sentient Uni-Verse, and then Aliyat are dispatched to strike precisely and cleanly, with a small footprint and a minimum of collateral damage. In some senses, the new strategy seems to be working: resentment of Promethean meddling has largely vanished, though hatred of human beings continues to linger. But the universe is vast and the Aliyat are few; recent developments such as the rise of the Bloodstone Protectorate, the Mech Centrality, and the Krobon Empire highlight the weakness in Kro’s policies. There just aren't enough pieces in play, and the board is slowly being overcome by the Greater Dark. file expansion of Promethean culture in these early millennia reflects Kro’s pre-occupation with the struggle between the Greater Bright and the Greater Dark; to his mind, it was important to build up as much of an early lead as possible when the universe was yet young, so that the forces of entropy could be forestalled as long as possible as the universe aged. Over two millennia ago, Kro was aggressively pursuing his war when Krel, his strangest sibling, intervened. Krel never quite escaped from the old universe, and continued to exist in a liminal state, neither male nor female, neither alive nor dead. From this odd vantage, Krel saw the future and showed Kro that the Promethean Wars could have only one conclusion: Kro would kill his own brother, Krux, whom he loved more than any creature alive. Moreover, he would do so gladly, exulting in his triumph, and in this way lose all that had made him great. Kro was devastated, and he resolved to do everything in his power to ensure this future would not come to pass. He recalled his sister Krista at once, ending the war in total surrender. He disbanded the human Janissaries and retreated to his palace. Ur Aspects Life and Science in Harmony No Sense of Time Memorials to a Lost Universe Ur is a paradise planet, a perfect blend of technology and nature where all resources are found in plenty and there is no sickness or death. There are only a handful of cities, each distinguished by its unique climate and geography: one city in the dense jungle, another in the arctic north, a third in the desert, and so on. In each of these cities, subtle psionic towers mask the architecture and inhabitants from Ur's 11 native wildlife, so native predators and prey walk, crawl, and slither blithely through the city streets and in and out of homes completely unaware that they are keeping company with strangers. The Uni-Verse When a copy of the Uni-Verse falls into the hands of an outsider, this is usually because the poem has allowed this to occur. It is a simple matter for the Uni-Verse to vanish and reappear in the hands of its proper owner, but the Uni-Verse's goals and methods are mysterious and inscrutable, and sometimes it cooperates with more primitive life forms (such as humanity) in order to thwart the Greater Dark. The Cavalry Road As part of the Great Game, Promethean engineers have developed a method of instant travel which allows both the Aliyat and others to cross the vast gulf of space quickly, safely, and in great number. In the Promethean language it is called the Turagapadabandha, which translates as “a journey in the footsteps of a horse,” but it is commonly called either the Knight's Progress or the Road to Cavalry. file The Overlord and his Vazierin govern from the city of Memory, devoted to honoring the universe prior to this one. Located on a ring of cliffs surrounding a deep, circular valley created by asteroid impact millennia ago, Memory is decorated with statues of men and women who never existed and about whom nothing is known, because all lived in the last universe and all records of their existence died with it. While many Prometheans traverse the circular city by aerial sled, flying yacht, or other such device, a floating, open-air train runs constantly through the entire circuit of Memory, a pleasurable way to pass the time in a place where time has little meaning. Promethean technology, it can be used to explain virtually any plot twist. Sa m ple The Uni-Verse is a poem with one page for every year in the history of the universe. Its incredible complexity has made it self-aware, and its nature as a symbolic representation of the cosmos in miniature has given it a symbiotic link to the greater universe. It has vast knowledge of the past and present and, by altering itself, it can alter reality. Prometheans encode the Uni-Verse into handheld computers, and whenever a Promethean agent or group of travelers leave Ur they are almost certain to have a copy of the Uni-Verse with them. The Uni-Verse is benevolent, compassionate, and dedicated to the Greater Bright; it communicates with its bearer by touch, through a symbolic language which can be automatically and perfectly understood by anyone native to this universe. Because every copy of the Uni-Verse is, in some sense, the same entity, it knows everything that happens to any of its copies in real time. The Uni-Verse's primary function is to give advice, warn of looming threats, and to heal serious injury, but as an example of 12 The Road can be imagined as an invisible highway which touches on every possible location in three dimensional space. Machines housed on Ur can open and close gates to the Road anywhere in the cosmos; the usual method of operation is for a wandering Promethean or Aliyat to use his Uni-Verse to request a gate, which is then opened for him instantly from Ur. These gates appear as massive white squares surrounded by crackling energy motes. Travel along the highway is instantaneous; a Promethean can open the Road on Ur, travel through the gate, and emerge anywhere a moment later. Gates can also be opened from afar, and Promethean engineers often use this method to rescue Aliyat who are in danger on far-off worlds. A gate will not teleport an individual who is standing still, however; to use the Road, someone must physically move through it.
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