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THE RULES

DIRECTORY

HOW THE GAME WORKS
CREATING A CHARACTER
PICKING YOUR SONG(S)
PENALTIES
REHEARSAL
THE JUDGES
BASIC SCORING
CHARISMA
STYLE
HEALTH
EMBELLISHMENT BONUS
SUMMARY OF PENALTIES
ROUND SCORE
ELIMINATION

HOW THE GAME WORKS

Pop Icon is a dice-based role-playing game in which you will take on the role of one of twelve contestants in a simulated talent competition. Each round, you will get to decide how your character invests his or her efforts into creating the best performance possible. Make the right choices, and watch the "audience" support your run to the end. Make the wrong choices, and the fickle "public" will not likely respond in kind

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CREATING A CHARACTER

When you create a character, please feel free to create a whole biography, personality, and style for him or her. None of it will have any effect on how far you progress in the game, but will be useful for the extracurricular (but two-thirds of the fun) "In Character" threads.

For gameplay, you will be given 31 "Talent Points" at the beginning of the game, which can be distributed to the following "Traits":

VOCAL RANGE TRAITS

  • VOCAL HIGH
  • VOCAL LOW

PERFORMANCE TRAITS

  • ENERGY
  • LYRICS
  • RISK
  • RYTHYM
  • SINCERITY
  • TEMPO

NON-PERFORMANCE TRAITS

  • CHARISMA
  • STYLE
  • HEALTH

The traits defined:

VOCAL HIGH (1-5): When tackling a highly-pitched note, does your character sound as sweet as a bird, or does his voice crack like Peter Brady's?

VOCAL LOW (1-5): Will your character succeed in tackling that Crash Test Dummies song, or will she just end up coughing and sputtering?

ENERGY (1-10): Can your character make it through "Livin' La Vida Loca" without breaking a sweat, or does he get winded even when trying to sing something from Jack Johnson?

LYRICS (1-10): Your character's memory. The lower this number is, the more likely it will be your character will be stuck on stage trying to remember the words to that Beck song she's trying to work through.

RISK (1-10): Yeah, everyone wants to hear yet another take on "My Heart Will Go On," but what your character really want to do is sing "Sweet Dreams (Are Made of This)." The Marilyn Manson version.

RHYTHM (1-10): Refers to your character's ability to keep to the beat and hit notes at the correct times.

SINCERITY (1-10): Your character's touching performance of "Streets of Philadelphia" won't go over that well if he doesn't wipe that smirk off his face.

TEMPO (1-10): The speed of a song. A higher rating allows your character to keep up, no matter how absurdly fast it gets.

CHARISMA (1-10): Your character's "It Factor"

STYLE (1-10): Who cares if no one wears armbands anymore? If you have a high style rating, you could wear one as an earring, and millions of tweens will be sporting them by the end of the week.

HEALTH (1-10): Keep your character well and don't overdo it on the No Doze and Sudafed, lest she finds herself carted away in an ambulance due to exhaustion and dehydration.

Each traits starts at 1, and your very first task will be to spend Talent Points to increase your character's traits in any distribution you choose, though the Vocal High and Vocal Low categories may not reach higher than 5, and the other nine traits (Energy, Lyrics, Risk, Rhythm, Sincerity, Tempo, Charisma, Style, and Health) may not ever exceed 10 points.

For instance, you may choose to spend 4 Talent Points to increase your character's Tempo rating from 1 to 5, then spend an additional 6 points to increase her Style rating from 1 to 7. This leaves you 21 points to distribute among the remaining 9 categories.

Choose wisely which traits you distribute points to. Though you will get chances as the game continues to increase your ratings, once submitted you may never take points out of any one category to move to another category

For information of what the ratings mean and how they influence the results, please see scoring below.

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PICKING YOUR SONG(S)

At the beginning of each round, the GM will announce to the remaining contestants the theme for the upcoming round (may be a style, era, artist, or any other connection of the GM's whimsy), and post a list of songs which "the producers have cleared" for the upcoming show. In addition to the titles and original artist, each song will be given a rating between one and ten in each of the following categories:

VOCAL RANGE CATEGORIES

¬…      VOCAL HIGH

¬…      VOCAL LOW

PERFORMANCE CATEGORIES

¬…      ENERGY

¬…      LYRICS

¬…      RISK

¬…      RHYTHM

¬…      SINCERITY

¬…      TEMPO

Each rating is the minimum skill level required of your character to perform the song flawlessly. For instance, if you gave your character 7 points in Energy and 5 in Lyrics, he will likely nail a song that has a rating of 2 and 4 in those categories, respectively. If your character is given a song with an 8 rating in energy, he will tire out and lose audience votes in the process.

NOTE: Pop Icon will be using the names of actual songs for the performances. However, the GM is the sole arbiter of which songs will be made available and what their levels will be.

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PENALTIES

¬…  If you want to choose a song that has a higher difficulty rating than your character can handle in one (or more) trait, you may still pick the song and throw one die for the Trait (see Scoring), however, your character will receive a penalty in her Performance Score, based on the following formula:

5 * ((Song Difficulty Level) - (Trait Level))

EXAMPLE: Charles wants to perform a song that has a 5 in Energy, exceeding his Energy level of 3. He may perform this song, but will receive a 10 (5*(5-3)) point penalty for doing so.

¬…  There will be more than enough songs each round for each singer to perform a unique song, but it is not against the rules for two player to perform the same song. The repetition will annoy the audience, however, and both players will be penalized 5 points from their performance scores.

If more than two players perform the same song, each will be penalized 5 points for each other player who is also performing the song. So if four people sing "Smooth," each will lose 15 points (5 pts. x 3 other performers).

For information of what the points mean and how they influence the results, please see scoring below.

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REHEARSAL

In addition to giving interviews, learning dance steps for their group sings, filming cheesy video fillers, and attending Hillary Duff movie openings, the Pop Icon finalists will be given time to rehearse their songs for the upcoming performance show. As good as they were already, the experience will do wonders to make them even better.

At the opening of each round, each player will be given 4 points which can be added to any of her character's traits in any way she sees fit (e.g. add four points to Vocal High; add one point each to four different traits; add three to Charisma and one to Tempo, etc.).

When adding Rehearsal Points, remember that no trait may exceed 10, and neither of the vocal traits may exceed 5. All points must be spent as integers, so there is no giving "two-thirds of a point" to one category, "one-third" to another.

For information of what the ratings mean and how they influence the results, please see scoring below.

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THE JUDGES

When the performers take the stage, they will perform not just to entertain the studio and television audience, but also to sway the three Pop Icon judges, who sit front and center, scrutinizing every note. The judges are notoriously difficult to impress, and the few singers who have managed to do so find their praise so exulting, the joy can drive them even harder to improve their skills even more.

Let's meet them:

¬…      Rodney has produced many of the best-selling Funk, Disco, and New Wave records of the 1970s and '80s, and is a singer in his own right (1985's Just... Rodney). A "lover of the technically-superb singer," he listens for anyone who masters the Rhythm and Tempo of a song

¬…      Donna Greer had fame in the early 1990s with hits such as "Long Heart, Slow Touch," and "Touch the Bottom of My Heart." She "just melts at a well-performed ballad" and has a strong appreciation for Sincerity and Lyrics.

¬…      Dweezil Farner is a former contestant on MadHouse and Celebrity Saboteur, and well as a guest judge on the British version of Pop Icon. Having grown up in the toughest neighborhoods of London, Dweezil "has Punk in [his] blood," and always gives credit to those who expend tons of Energy and take Risks.

Each judge is looking at two traits in every performance, and will highly praise the contestant who earns the highest combined Performance Roll scores in the two categories. As a reward, this contestant will earn one bonus Rehearsal Point at the beginning of the next round, added to the four automatically given. There is no limit to the number of bonus points a contestant can earn in a round; if she sweeps the praise of all three judges, she will earn three Bonus Points, giving her a total of seven for the next round.

Your character will earn a bonus Rehearsal Point if he finishes highest in any of:

¬…      Rhythm and Tempo, combined (praise from Rodney)

¬…      Sincerity and Lyrics, combined (praise from Donna)

¬…      Energy and Risk, combined (praise from Dweezil)

If a contestant qualifies for a Bonus Point, but is eliminated that round anyway, the point is lost with the contestant, and may not be transferred.

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BASIC SCORING

(Note: All dice rolls for Pop Icon will be performed using Ten-Sided Dice (1-10), except where noted).

You've selected your character's song for the round (and choose Embellishments, if any, to perform), and now it's time to determine how well the audience responds to the performance. The traits Energy, Lyrics, Risk, Rhythm, Sincerity, and Tempo are all Performance Traits. For each category, the GM will roll a certain number of dice determined by the following formula:

DICE ROLLED = (CHARACTER'S TRAIT LEVEL) - (SONG'S DIFFICULTY LEVEL) + 1

EXAMPLE: Your character has a 6 in Tempo, and the song she is performing is rated 4 in that category. Result: Three dice (6-4+1) will be rolled for your character's score in that category.

Each contestant will get six rolls like this, each representing a different Trait. The six rolls will be added together to get your character's Performance Score.

EXAMPLE: Kimberly performs. How well she performs are based on the following dice rolls:

¬…      Energy - 2 dice rolled for 14 pts.

¬…      Lyrics - 1 die rolled for 3 pts.

¬…      Rhythm - 2 dice rolled for 9 pts.

¬…      Risk - 3 dice rolled for 17 pts.

¬…      Sincerity - 4 dice rolled for 23 pts.

¬…      Tempo - 2 dice rolled for 15 pts.

Result: Kimberly earns 81 points for her Performance Score, before accounting for any Embellishment Bonuses or Penalties.

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CHARISMA

Sometimes, there is that something about a performer that makes the audience want to forgive any misstep or flaw he displays, and has led to some inexplicably long careers. In Pop Icon, your character's Charisma rating allows her to perform Embellishments and performance-assisting Charisma Rolls.

If the GM rolls any 1's or 2's during your character's Performance Scoring, they will be set aside and re-rolled, and that result will be included in the Performance Score, if higher than the initial roll. However, your character's Charisma rating (minus twice the number of Embellishments he performs) will limit how many low dice may be re-rolled. So, a higher Charisma rating equals more chances to correct a misstep.

The GM initiates "Charisma Rolls" automatically as long as the character has the Charisma rating to cover it. They have no effect on your Charisma rating afterward; if you begin a round with 2 Charisma points, you will go into the next round with at least that rating, even if you had to re-roll multiple times that round.

EXAMPLE: You got to roll four dice for your Risk score and got the following: 1, 2, 5, 8. If your character's Charisma rating is 2 or higher, both the 1 and the 2 will be thrown out and re-rolled. If your Charisma is 1 (or, say, the Charisma Level is 3, but the character performed an Embellishment), only one die will be re-rolled; the other stays as-is.

NOTE #1: If you roll 1's or 2's in multiple categories, and have more than you have the Charisma rating to cover, which categories get re-rolls will be determined randomly by the GM, with the lowest dice getting first priority.

NOTE #2: A Charisma point may be spent to perform an Embellishment or to do a Charisma Roll, but not both. In other words, the combined number of Embellishments performed (multiplied by 2) and Charisma Rolls made for a performance can not exceed your character's Charisma rating.

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STYLE

The audience is a shallow and fickle entity, and will make a snap judgment in a fraction of a second on whether your outfit and accessorizing will give more credence to and lift your performance, or else completely undermine it.

Before rolling for Performance Scoring, the GM will commit a "Style Roll" for each player, which will then be compared with that player's style rating:

¬…      If the Style Roll within +1 or -1 of the character's Style Rating, nothing changes.

¬…      If the Style Roll is 2 or more lower than your character's Style Rating, the audience will approve of -- maybe even love your outfit! As a result, the threshold for Charisma Rolls will increase by one, allowing re-rolls for any 3's rolled during performance scoring.

¬…      If the Style Roll is 2 or more higher than your character's Style Rating, the audience will hate her outfit and won't be shy about letting you know about it. If this happens, the GM will set aside a certain number of your character's highest scoring dice (after Charisma Rolls) and re-roll them. The number of dice rolled is based on the following formula:

DICE RE-ROLLED = (STYLE ROLL) - (CHARACTER'S STYLE RATING) - 1

If the new roll is lower, it will count towards your character's Performance Score (otherwise, the original roll stands), and may not be recovered by a Charisma Roll.

EXAMPLE: Jon has a style rating of 2, much lower than his Style Roll of 7. Thus, after the GM has made all original and Charisma Rolls, 4 (7-2-1) of Jon's highest-scoring dice will be re-rolled and counted if lower.

Whichever of these three scenarios occur, it will affect only that performance. Each performance will get its own Style Roll.

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HEALTH

At the beginning of each round (except for the first), before the song list is posted, the GM will roll a "Virus Roll" that applies to everyone in the game. Then, the GM will run a separate roll for each character (using a six-sided die) that determines how strongly the virus attacks that character:

¬…      A 1 or 2 increases the Virus Roll by one.

¬…      A 3 or 4 changes nothing.

¬…      A 5 or 6 decreases the Virus Roll by one.

The Modified Virus Roll is then compared with the character's Health Rating:

¬…      If the Modified Virus Roll is equal to or lower than the Health Rating, the character remains healthy and nothing happens.

¬…      If the Modified Virus Score is higher than the Health Rating, the character gets sick, and must spend rehearsal time recuperating.

If your character gets sick, you lose Rehearsal Points (which can not be made up) based on the following formula:

LOST REHEARSAL POINTS = (MODIFIED VIRUS ROLL) - (HEALTH RATING)

If you do not have enough Rehearsal Points to meet or exceed this difference, your character must perform sick, and will suffer decreases in his performance traits until the difference is made up. In that situation, the GM will determine randomly which trait is affected. Any decreases in performance traits are temporary and will be reset for the next round.

EXAMPLE: At the beginning of the current round, the GM rolls the Virus Roll, which comes up as 6. The individual roll for Clay is 5, which decreases his Modified Virus Score to 5. His Health Rating of 7 beats the MVS, and he remains healthy; nothing happens to him. The individual roll for Tamyra comes up as 2, increasing her MVS to 7. As her Health Rating is 2, she gets sick by a factor of 5. She permanently loses all four rehearsal points and will temporarily lose one point from a Performance Trait.

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EMBELLISHMENT BONUS

Dance a little, give props to your boys in the 650, show 'em your index finger, and watch the audience go wild! But! The more contestants perform an embellishment, the more bored the audience will become. And if too many contestants perform a single embellishment, the audience will revolt. Beware.

When choosing which song to perform, each character may also choose to use two points of Charisma to perform one of five Embellishments. The Embellishments are:

¬…      Dancing!

¬…      Eye Fuck!

¬…      Glory Note!

¬…      Pointy Pose!

¬…      Shout-Out!

Performing an Embellishment will add a certain number of bonus points to that contestant's Round Score, depending on the total number of contestants (including yours) who perform the same embellishment:

¬…      1 Person - 15 pts.

¬…      2 People - 8 pts. each

¬…      3 People - 5 pts. each

¬…      4 People - 1 pt. each

¬…      5 People - 0 pts.

¬…      6 or More People - 10 pt. Penalty each

In addition, if all the contestants except for one perform the same Embellishment, the holdout will earn a 40 point bonus, while the others will still each receive the 10 point penalty.

EXAMPLE: Bo decides to perform three embellishments: Dancing, Eye Fuck, and Pointy Pose. Corey decides to go with a Dance, Eye Fuck, and Glory Note. Ruben chooses two embellishments: Eye Fuck and Glory Note. The remaining nine contestants all Dance!, but do nothing else.

Scoring is as follows: Only one person did a Pointy Pose, so it is worth 15 points. Two people embellished with a Glory Note, which makes it worth 8 points to both of those performers. Three people did an Eye Fuck, which makes that embellishment worth 5 points. Finally, all of the performers except for one Danced, losing 10 points for everyone except for the lone holdout (Ruben, who gets 40).

So, Bo has earned 10 bonus points (15 + 5 - 10) for the performance. Corey has earned 3 points (8 + 5 - 10), and Ruben earns a whopping 53 points (40 + 8 + 5)!

One Embellishment costs 2 Charisma Points, deducted from the number of Charisma Rolls that may be done for the performance. Though a contestant may not perform the same Embellishment more than once in a performance, he may perform as many different Embellishments as he sees fit.

EXAMPLE: Ryan has a Charisma Rating of 7. This means she can do one of the following:

¬…      Do 3 different Embellishments (of her choosing) and have 1 Charisma Roll, if necessary.

¬…      Do 2 different Embellishments and have up to 3 Charisma Rolls.

¬…      Do 1 Embellishment and have up to 5 Charisma Rolls.

¬…      Do no Embellishments and have up to 7 Charisma Rolls.

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SUMMARY OF PENALTIES

Here are the reasons your character may be penalized in Pop Icon, and how each affects you:

¬…      Song difficulty exceeds character's rating in category (5 point penalty for every point the rating falls short).

¬…      At least one other performer has picked the same song you have (5 point penalty for each other performer).

¬…      Your character is sick (lose one Rehearsal Point per point your Health rating falls short of the Modified Virus Roll; if severe enough, points will be temporarily deducted from one or more Performance Traits).

¬…      The audience did not like your character's outfit (A number of the highest-valued dice rolled during Performance and Charisma Rolls will be re-rolled and counted if lower).

¬…      Five or more of the other performers did the same Embellishment your character did (10 point penalty).

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ROUND SCORE

Once all the decisions have been made and the dice have been rolled, the audience reaction to the performance will be determined by the Weekly Performance Score, based upon the following formula:

(PERFORMANCE SCORE) + (EMBELLISHMENT BONUS) - (PENALTIES)

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ELIMINATION

At the end of each round, each Pop Icon contestant will receive a score based on the following formula:

2 * (ROUND SCORE) + (WEIGHTED AVERAGE OF ALL PREVIOUS ROUND SCORES)

The Pop Icon contestant who finishes with the lowest score from this formula at the end of each round will be eliminated from the competition. The remaining contestants will be allowed into the next round to compete further. There is no immunity in Pop Icon, so the leading favorite last week could be eliminated this week. You just never know.

NOTE: The weighted average takes into account the contestant's reputation with the audience up to the current point, with the scores from more recent weeks counting more than the scores from the first or second week. If interested, please e-mail the GM for the exact formula.

After eleven hard-fought rounds, only ONE performer will remain standing: the POP ICON!

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DISCLAIMER: This site describes a private interactive online game in which the players assume the roles of characters on a fictitious "RealiTV Show". This site and game have no affiliation with any actual television show. The characters in this game are entirely fictional and are in no way intended to represent actual people or actual events. Participation in this game is free and for entertainment purposes only.