Post by takewithfood on May 19, 2012 18:33:46 GMT -5
Hey gang,
So, I've been toying around with the Marvel Heroic version of the Cortex system with the goal of adapting it to some other game settings. I really like the dramatic, comic-book feel that they've come up with, and in particular I think it suits the Narutoverse (the world of Naruto, the manga and anime series) really well.
However, there are some changes that need to be made, and a few that I've made just because I like it better that way. Here's what I've come up with:
====================================
Terminology: To really get into the feel of the setting, some terms may have alternate names that might be used during play. To avoid confusion, however, I'll use the standard terms in the rules and during the character creation purpose. Some examples of setting-specific terms:
* Plot Points = Chakra
* Power Set or Power Trait = Technique, or Jutsu (literally "technique" in Japanese)
I'll add alternate terminology in brackets wherever possible.
Dice: All Power Traits and Specialties will have d6 and d12 sizes (if they didn't already). Each die size is associated with a benchmark:
d6 = Genin
d8 = Chunin
d10 = Jonen
d12 = Kage
Thus, most ninjas fresh out of the training academy, known as Genin, are likely to have mostly d6s in their Power Sets and Specialties; those who are a little ahead of the curve may have one or more d8s. Chunin, more experienced ninjas who have successfully completed a number of missions and passed a rigorous series of tests, are likely to have several d8s at this point, and possibly some d10s. Jonin, the elite of the shinobi world, rely on a lot of d10s, and may have some d12s up their sleeves. The most accomplished ninjas are likely to have several d12s, and are candidates for the title of Kage, which distinguishes them as the leader of their respective village and as one of the strongest ninjas in the world!
Affiliations: Standard. Assign values to Solo, Buddy, and Team affiliations. Ninjas most often train and work in teams and squads, but they're often separated to varying degrees while on the job.
Distinctions: Also standard. Choose 3.
Power Sets: Here's where things start to change in more meaningful ways. Firstly, while it's a little more common for Narutoverse characters to have multiple Power Sets than Marvel Heroic characters, there is one important difference: By default, you cannot combine dice from different Power Sets into the same dice pool. If you want to do so, you must buy the special "Kekkei Genkai" SFX (see below).
Power Sets usually represent a "Parent Jutsu", such as Naruto's Wind Release, while traits and the various uses a character can come up with them represent the actual techniques you see in the manga and anime. Naruto's famous Rasengan is simply an attack involving a die from his Wind Release Power Set (specifically an Attack Power die).
Elemental Releases are the most common Power Sets, but not the only kind. Sasuke's Sharingan is a type of "dojutsu", an "ocular technique", and a kekkei genkai. It grants him the Senses and Reflexes Power Traits, among others.
Power Traits that fit the setting well include: Attack Powers, Elemental Control, Intangibility, Invisibility, Mind Control ("Genjutsu"), Reflexes, Mental Resistance ("Genjutsu Kai"), Senses, Shapeshifting ("Henge"), Size-Changing, Stamina, Strength, Stretching, and Teleportation. Some of these are more rare in the setting than others: , but that doesn't matter so much; the PCs are meant to be special and it's okay for them to be rare examples.
One new Power Trait is Sealing ("Fuinjutsu"), which has to do with binding and summoning, and is used almost exclusively for providing assets in battle. Many characters summon objects, weapons, and even animals with which they share a strong affinity. (There is a Summong SFX just for this purpose.)
SFX: Most of the existing SFX are setting appropriate, though it's been common so far to nerf Area Attack (I prefer to make it cost a PP). New SFX include:
* It Was A Clone/Body Replacement Technique: When the Watcher rolls an opportunity against you, spend 1 PP to forgo a reaction roll entirely and suffer no consequences from the attack. The attack appears to be effective, until it is revealed that it wasn't the real you, but a clone all along! This can also represent the Body Replacement Technique, in which case the user swaps places with an inanimate object, such as a log, instead.
* Mass Shadow Clone Technique: At the cost of an extra PP, step up or double a Push or Stunt die representing an abnormally high number of shadow clones; keep your die (or dice) until you fail a roll in which you used them, then add the normal value of the push or stunt die to the doom pool. This powerful technique is dangerous and costs a lot of Chakra (PP), which is why it is teaching is often considered forbidden.
* Summoning: Make an asset for yourself rather than someone else, representing a summoned item or creature type (choose one type when you buy this SFX).
* Bloodline Limit ("Kekkei Genkai"): Choose one Power Set; you can combine a die from this Power Set with other Power Sets, representing a combined or complementary effect. For example, the Ice Release kekkei genkai is a combination of Water Release and Air Release Power Sets. Kekkei genkai are very rare and are passed down genetically. Though extremely rare, it is possible to have more than one kekkei genkai.
Limits: The usual rule about having at least one Limit per Power Set still applies. There are some new ones presented below; the most common is Elemental Affinity, but not all ninja have it.
* Elemental Affinity: Each of the five elements is strong against one element, but weak against another, according to this order: water > fire > air > lightning > earth > water. For example, fire is strong against air, but weak to water. Step back your effect die when rolling a dice pool including dice from this Power Set against a pool including the dice from the opposing elemental affinity.
* Forbidden Jutsu (Kinjutsu): One of your Power Sets includes kinjutsu, a technique that either poses extreme danger to the user or violates the very laws of nature, and whose teaching has thus been forbidden. You may suffer a Complication in social dealings equal to the highest associated die in your Power Set if this is held against you; if so, gain 1PP.
* Can't Mould Chakra: You may only purchase Power Traits that represent raw ability, training, or sheer grit, such as Reflexes, Stamina, Strength, and Attack Powers that represent gear. Don't let this stop you from becoming a true ninja in your own right, though!
Specialties: As mentioned above, all Specialties now have d6 (genin) and d12 (kage) levels. With the one exception of Vehicle, all the usual Specialties are applicable: Acrobatic, Business, Combat ("Taijutsu"), Covert, Crime, Medical, Menace, Mystic ("Ninja Lore"), Psych, Science, and Tech.
Some, such as Combat and Covert, are pretty essential; however, the Narutoverse does contain fairly advanced science (particularly chemistry) and technology (including wireless technology), and every Specialty adds something of value to a team.
Experience Points: Specialties now have the same cost as Power Traits: 10 XP to open a Trait at d6 or to step up a d6 or d8; 15 XP to step up a d10.
Opening a new Power Set costs 10 XP, in addition to the cost of opening your first Power Trait; thus, a minimum of 20 XP total.
Another change is the option to buy additional PP. For 5XP you begin every Event with +1 PP. This bonus is permanent, and carries over from Event to Event. This generally represents a larger chakra reserve. Naruto is often forced to make up for his weak ninja skills with a combination of guts and his enormous pool of chakra.
Milestones: Standard.
Character Creation: As usual, each character begins with Affiliations, 3 Distinctions, one Power Set (with one Limit), and 2 Milestones.
The Marvel Heroic book doesn't really have rules for character creation, but the house rule the community seems to be gravitating towards involves handing out an initial number of "Steps", which can be used to buy and step up Power Traits and Specialties. One Step is roughly worth the equivalent of about 10 XP.
* Opening a Power Trait or Specialty at d6 costs one Step.
* Stepping up a d6, or a d8 also costs one Step.
* However, stepping up a d12 at character creation costs two Steps.
* One Step will also get you +2 PP ("Chakra") at the start of every Event.
* You get a refund of one Step for each additional Limit you choose, beyond the default that comes with each Power Set.
* Creating an additional Power Set also costs one Step, and once again involves the selection of at least one Limit.
The number of Steps to be handed out depends on the intended starting strength of the player characters. Restrictions on the maximum die size may also be applied. (I'm still working on suggested amounts; gotta get the base rules working first!)
============================================
I'm working on some sample characters. Meanwhile, I'm very interested to hear your thoughts! Kudos if you actually managed to read all or even most of that!
~TWF
So, I've been toying around with the Marvel Heroic version of the Cortex system with the goal of adapting it to some other game settings. I really like the dramatic, comic-book feel that they've come up with, and in particular I think it suits the Narutoverse (the world of Naruto, the manga and anime series) really well.
However, there are some changes that need to be made, and a few that I've made just because I like it better that way. Here's what I've come up with:
====================================
Terminology: To really get into the feel of the setting, some terms may have alternate names that might be used during play. To avoid confusion, however, I'll use the standard terms in the rules and during the character creation purpose. Some examples of setting-specific terms:
* Plot Points = Chakra
* Power Set or Power Trait = Technique, or Jutsu (literally "technique" in Japanese)
I'll add alternate terminology in brackets wherever possible.
Dice: All Power Traits and Specialties will have d6 and d12 sizes (if they didn't already). Each die size is associated with a benchmark:
d6 = Genin
d8 = Chunin
d10 = Jonen
d12 = Kage
Thus, most ninjas fresh out of the training academy, known as Genin, are likely to have mostly d6s in their Power Sets and Specialties; those who are a little ahead of the curve may have one or more d8s. Chunin, more experienced ninjas who have successfully completed a number of missions and passed a rigorous series of tests, are likely to have several d8s at this point, and possibly some d10s. Jonin, the elite of the shinobi world, rely on a lot of d10s, and may have some d12s up their sleeves. The most accomplished ninjas are likely to have several d12s, and are candidates for the title of Kage, which distinguishes them as the leader of their respective village and as one of the strongest ninjas in the world!
Affiliations: Standard. Assign values to Solo, Buddy, and Team affiliations. Ninjas most often train and work in teams and squads, but they're often separated to varying degrees while on the job.
Distinctions: Also standard. Choose 3.
Power Sets: Here's where things start to change in more meaningful ways. Firstly, while it's a little more common for Narutoverse characters to have multiple Power Sets than Marvel Heroic characters, there is one important difference: By default, you cannot combine dice from different Power Sets into the same dice pool. If you want to do so, you must buy the special "Kekkei Genkai" SFX (see below).
Power Sets usually represent a "Parent Jutsu", such as Naruto's Wind Release, while traits and the various uses a character can come up with them represent the actual techniques you see in the manga and anime. Naruto's famous Rasengan is simply an attack involving a die from his Wind Release Power Set (specifically an Attack Power die).
Elemental Releases are the most common Power Sets, but not the only kind. Sasuke's Sharingan is a type of "dojutsu", an "ocular technique", and a kekkei genkai. It grants him the Senses and Reflexes Power Traits, among others.
Power Traits that fit the setting well include: Attack Powers, Elemental Control, Intangibility, Invisibility, Mind Control ("Genjutsu"), Reflexes, Mental Resistance ("Genjutsu Kai"), Senses, Shapeshifting ("Henge"), Size-Changing, Stamina, Strength, Stretching, and Teleportation. Some of these are more rare in the setting than others: , but that doesn't matter so much; the PCs are meant to be special and it's okay for them to be rare examples.
One new Power Trait is Sealing ("Fuinjutsu"), which has to do with binding and summoning, and is used almost exclusively for providing assets in battle. Many characters summon objects, weapons, and even animals with which they share a strong affinity. (There is a Summong SFX just for this purpose.)
SFX: Most of the existing SFX are setting appropriate, though it's been common so far to nerf Area Attack (I prefer to make it cost a PP). New SFX include:
* It Was A Clone/Body Replacement Technique: When the Watcher rolls an opportunity against you, spend 1 PP to forgo a reaction roll entirely and suffer no consequences from the attack. The attack appears to be effective, until it is revealed that it wasn't the real you, but a clone all along! This can also represent the Body Replacement Technique, in which case the user swaps places with an inanimate object, such as a log, instead.
* Mass Shadow Clone Technique: At the cost of an extra PP, step up or double a Push or Stunt die representing an abnormally high number of shadow clones; keep your die (or dice) until you fail a roll in which you used them, then add the normal value of the push or stunt die to the doom pool. This powerful technique is dangerous and costs a lot of Chakra (PP), which is why it is teaching is often considered forbidden.
* Summoning: Make an asset for yourself rather than someone else, representing a summoned item or creature type (choose one type when you buy this SFX).
* Bloodline Limit ("Kekkei Genkai"): Choose one Power Set; you can combine a die from this Power Set with other Power Sets, representing a combined or complementary effect. For example, the Ice Release kekkei genkai is a combination of Water Release and Air Release Power Sets. Kekkei genkai are very rare and are passed down genetically. Though extremely rare, it is possible to have more than one kekkei genkai.
Limits: The usual rule about having at least one Limit per Power Set still applies. There are some new ones presented below; the most common is Elemental Affinity, but not all ninja have it.
* Elemental Affinity: Each of the five elements is strong against one element, but weak against another, according to this order: water > fire > air > lightning > earth > water. For example, fire is strong against air, but weak to water. Step back your effect die when rolling a dice pool including dice from this Power Set against a pool including the dice from the opposing elemental affinity.
* Forbidden Jutsu (Kinjutsu): One of your Power Sets includes kinjutsu, a technique that either poses extreme danger to the user or violates the very laws of nature, and whose teaching has thus been forbidden. You may suffer a Complication in social dealings equal to the highest associated die in your Power Set if this is held against you; if so, gain 1PP.
* Can't Mould Chakra: You may only purchase Power Traits that represent raw ability, training, or sheer grit, such as Reflexes, Stamina, Strength, and Attack Powers that represent gear. Don't let this stop you from becoming a true ninja in your own right, though!
Specialties: As mentioned above, all Specialties now have d6 (genin) and d12 (kage) levels. With the one exception of Vehicle, all the usual Specialties are applicable: Acrobatic, Business, Combat ("Taijutsu"), Covert, Crime, Medical, Menace, Mystic ("Ninja Lore"), Psych, Science, and Tech.
Some, such as Combat and Covert, are pretty essential; however, the Narutoverse does contain fairly advanced science (particularly chemistry) and technology (including wireless technology), and every Specialty adds something of value to a team.
Experience Points: Specialties now have the same cost as Power Traits: 10 XP to open a Trait at d6 or to step up a d6 or d8; 15 XP to step up a d10.
Opening a new Power Set costs 10 XP, in addition to the cost of opening your first Power Trait; thus, a minimum of 20 XP total.
Another change is the option to buy additional PP. For 5XP you begin every Event with +1 PP. This bonus is permanent, and carries over from Event to Event. This generally represents a larger chakra reserve. Naruto is often forced to make up for his weak ninja skills with a combination of guts and his enormous pool of chakra.
Milestones: Standard.
Character Creation: As usual, each character begins with Affiliations, 3 Distinctions, one Power Set (with one Limit), and 2 Milestones.
The Marvel Heroic book doesn't really have rules for character creation, but the house rule the community seems to be gravitating towards involves handing out an initial number of "Steps", which can be used to buy and step up Power Traits and Specialties. One Step is roughly worth the equivalent of about 10 XP.
* Opening a Power Trait or Specialty at d6 costs one Step.
* Stepping up a d6, or a d8 also costs one Step.
* However, stepping up a d12 at character creation costs two Steps.
* One Step will also get you +2 PP ("Chakra") at the start of every Event.
* You get a refund of one Step for each additional Limit you choose, beyond the default that comes with each Power Set.
* Creating an additional Power Set also costs one Step, and once again involves the selection of at least one Limit.
The number of Steps to be handed out depends on the intended starting strength of the player characters. Restrictions on the maximum die size may also be applied. (I'm still working on suggested amounts; gotta get the base rules working first!)
============================================
I'm working on some sample characters. Meanwhile, I'm very interested to hear your thoughts! Kudos if you actually managed to read all or even most of that!
~TWF