Showing posts with label cortex. Show all posts
Showing posts with label cortex. Show all posts

Thursday, July 29, 2010

A Tale of Two Supermen

I have stated here in the past my preference for DC Comics heroes over that of Marvel.  Don't get me wrong, I read the hell out of Spiderman and X-Men as a kid, and reading The Tomb of Dracula was one of the things that got me into horror full scale.
But I have always liked DC's heroes more.  To me they were always more heroic than their Marvel counterparts.  So it should come as no shock that I am MAJORLY geeking out since I have not just one, but two DC-based RPGs out now.

 

I have seen both games now and I like them for very different reasons.  DCA is of course the sibling to the new Mutants and Masterminds 3.  It has some changes from the previous editions, most of which I am thinking are needed.  Abilities are rated different, and there are some new ones.  But all in all I like it.  
Smallville is Cortex but it is VERY different than previous versions of Cortex.  This is both good and bad.  I like the character creation system and it appeals to my desire to create a detailed character.  I like that the system has been opened up to play all sorts of different kinds of games now.  I can completely see how Leverage will work now.

Plus I still have Icons and BASH to look over, a full Cortex review to do.

I'd like to do up a character that works in all these systems.  I think I have the perfect choice too.  A while back we re-started our supers game and the world was a mixture of DC and Marvel.  Basically DC was Golden and some Silver age and Marvel was Silver and some modern age.  We were doing post modern.  Well I had read "Kingdom Come" and it dealt with Supes, Batman and Wonder Woman in a new age.   The final scenes dealt with Batman discovering that Wonder Woman and Superman were going to have a baby.  I thought wow, how power would that character be?  Half Kryptonian, half Amazon and Batman as a godfather?  Yes.  So that was my character.  Details to follow.

All of this will have to wait till after Gen Con of course.

Thursday, February 18, 2010

Magic in Cortex, Savage Worlds and Witch Girls Adventures


This is part two of my deep delve into the magic systems of some of the games I like, in particular Cortex, Unisystem and Savage Worlds.


So. I am currently re-doing the magic system for an RPG and trying not to plagiarize myself from other games and it has me thinking.


Why don't Savage Worlds or Cortex have better magic systems?


I'll be 100% honest here, I am not a huge fan of Savage Worlds, but I do see the attraction and why it is a good game. So it is likely that there is something out there and I just haven't found it yet. I do however own every Cortex book there is (and I love the Supernatural RPG) and I usually left feeling a little underwhelmed when it comes to magic. This seems a touch odd really, given the people that worked on it and games that have come out for it. Ok, to be fair, none of the games are trying to be the next Mage or WitchCraftRPG.

Reading over both games I am struck with many of the similarities (yes there are lots of differences too, but I want to talk about them in general) they share. No surprise really. Both are products of post-d20 game design and both take the best aspects (in their author's opinions) of games that came before. Both attempt to fill the same need that GURPS, True 20 or Unisystem fills for others. Maybe that is why I am not all "ZOMG THIS IS TEH BEST GAEM EVAR!!!!" about them. Yeah they are really, really good. But they are missing something critical for me. A good magic system.


Now Savage Worlds presents a system that is designed to be used with Magic, Psionics, Mad/Weird Science or Supers. It does work and it has a nice streamlined design that I do like. In fact it really is the first game where I felt Mad Science was a great option (I disliked it in both Mage and Buffy). Cortex is more of toolkit approach in the core where the author actively supports you building a system on your own. Why thank you Jamie! I think I might just have to do that. ;)

I have made attempts over the last year to port the Ghosts of Albion magic system over to varying degrees of success (and failure). The process is simple really. Pick an attribute (typically a mental one), add an Edge (SW: such as "Arcane Background") or Asset (Cortex), combined with a skill (Savage Worlds suggests "Spellcasting" or "faith") and compare that to some target number, usually modified by the spell difficulty. Not really that hard. The system out of the box for Savage Worlds is most similar in concept to WitchCraft, where Arcane Background functions as The Gift. Then this allows you to buy more powers (Edges) that are used as spells. In Ghosts of Albion spells are not Edges, Assets or Qualities, they are things you can buy or acquire, typically via the Occult Library Quality. This frees up those character creation points, but makes for very specific effects. "Fireball" does just that, but a "Fire Manipulation" power can be at low levels effecting a normal flame or a fireball at higher ones. Arcane books then in this system then become more how-to-guides and training rather than recipes for spells. Good for WitchCraft RPG and Witch Girls Adventures, bad for Charmed, Buffy and Ghosts of Albion.


So I have to take a different approach.


So should "Spells" be Powers? Yes. I think that much is clear. Given the point economies of both systems spending a ton of points on individual effect spells will take forever. Of course that is if I am doing something like Charmed. If I stick with something like Supernatural then maybe that is fine.

There needs to be a trait (Edge, Asset, Quality or even Attribute) that grants power to perform magic. Like the Gift or Magic. It is tied to a skill, called Spellcasting or Arcana maybe. The skill then can be how you increase your personal power. Of course the Magic trait can also have levels to represent raw power and even something like Mana/Essence points. Currently neither game offers something exactly like this. But Witch Girls Adventures does.


Witch Girls Adventures is fun game I picked up over the summer and have been having quite a bit of fun with. So before I build a new magic system, let's see how one ported over might work.

WGA has a Magic attribute that typically starts out at d8 for most characters, though some have d10. Remember, this is a magic heavy game. Let's translate that to a Magic Edge/Asset. The first level you can buy is d4 and it can move up. WGA also has the Spellcasting skill. Let's move that over as well.
The basic Cortex formula then is Magic + Spellcasting and compare vs Target number. It's a simple system. WGA also various spells/powers that can be bought or learned. We can also use the basic Zap Point mechanic.


Savage Worlds is a bit different. It's power system compares your level (Novice, Seasoned, Veteran…) and then subtracts power points. In WGA every spell has a level, 1 to 6 typically, and those might correspond to SW levels. So Novice can be levels 1-2, Seasoned 3, Veteran 4, Heroic 5 and up. The power Points loss is equal to twice the WGA level. You can still take the different magical "Schools" and break them out into skills. It might even make sense to create a Magic Attribute (just like WGA) and have it ranked d4 and up and purchase the magical skills (WGA schools) just like one does normally in SW. A magic roll then is a Skill roll (plus the Wild Die for Wild Cards) compared to the TN, and then add in any raises. I would also give magic using characters power points equal to twice their Magic Attribute die. So a d4 has 8, a d8 has 16 and so on, just like Witch Girls Zap points.


I like this for Cortex, but not convinced it is any better or worse than what Savage Worlds already has now. What is does give Savage Worlds is more variety to its magic system. Like Unisystem, Savage Worlds has carved out a niche for itself and it works well in that niche. It's Pulpy with "Bigger Than Life Heroes!" and maybe not the high magic hijinks one would see in Ghosts of Albion or Mage.


I have a couple more ideas to test this out, maybe finally bringing to life that Charmed RPG I have been dying to do for years.

Wednesday, February 10, 2010

Cortex and Unisystem

I have a few posts about Cortex coming up and I am actually putting them on hold to put this one up first.

Cortex is a system I have talked about off and on. I like it. It has some neat things going for it. I have described it before as the funky love child of Unisystem and Savage Worlds and that is still a fair comparison. Cortex though is closer in nature to Unisystem I think. Like Unisystem, Cortex is designed to be a universal core rules system. Like Unisystem it has some very cool licensed properties; Supernatural being my favorite, but I have to admit I like Demon Hunters too.

So. Why don't I like Cortex more? Well. For starters I am not a fan of its thin magic system. Or rather, it's overly thin magic system. I will discuss that in a later post, but mostly outside of magic and dealing with normal humans, Cortex and Unisystem are roughly equal. In fact there is a lot overlap between the games.

Attributes are roughly the same. Strength = Strength, Dexterity = Agility, Constitution = Vitality, Intelligence = Intelligence, Willpower = Willpower and Perception = Alertness. Even the ranges are roughly the same. 1 = d2, 2=d4, 3=d6, 4=d8, 5=d10 and 6=d12, with the proper human mins and maxs lining up. Cortex even assumes the human average to be about d6, similar to Unisystem's 3. With the point buy systems Cortex's Veteran is roughly equal then Experienced Heroes in many Unisystem games. Life points are calculated differently, so I would stick to the system used in each game rather than a full conversion.

Skills are likewise roughly equal. Cortex has more skills and offers skill specializations, something that might work very nice ported over to Unisystem as a bridge for the Cinematic to Classic gap. I like the Skill Specializations. Nice way for more powerful characters to spend their points. I like it quite a lot to be honest, so much that I would consider it for a Cinematic/Classic Unisystem hybrid. Have Cinematic skills up to a certain point (say maybe 3) and then anything after that (4 and up) have to be specializations.

Unisystem characters get Qualities and Drawbacks. Cortex characters get Traits and Complications; and they get a few of those. This is fine really when dealing with normal humans. In the core rules there are still a few to choose from and there are others in the other, licensed material cores. In this respect it is closer to Savage Worlds. All three games have some overlap here, but each has something here and there to offer the others. Demon Hunters and Supernatural can get a boost from the likes of Buffy, Angel and Ghosts of Albion, while Unisystem gamers can get a different feel for their games from Demon Hunters and Supernatural. Adding Battlestar Galactica to the mix extends this even more. Ghosts of Albion/Angel/Buffy, Supernatural and Demon Hunters all live under the same basic idea; the supernatural is real and you need to fight it, though they all differ in approach. Mixing the games up a bit would be perfect for that Urban Fantasy genre that is so popular these days, with a perfect balance of fluff and crunch and rules-lite cinematic fun. While conversions are easy, some would be harder to convert. For example, a Cortex Vampire costs d6, in Unisystem Vampires are 15 pts. Granted they are different sort of vampires. But something like a Slayer or Protector would cost quite a bit in Cortex, and for the current games they have not really appropriate. I'd have to go through all the Demon and Supernatural creation rules (in Angel and Ghosts respectively) to see if they would convert fine to Cortex.

Magic though is an issue. Not surprising (and really nothing against the other games) I like Unisystem's magic the best. But looking over Cortex's base system, there is a lot of room to improve on what they have, adapt something else or grow something new! The magic system in Ghosts would work fine more or less as is. I would need to create a "Spellcasting" skill, to represent basic understanding and then specialize it out into various forms; say Kabalistic, Solomonic, FamTrad Witchcraft to go one route or even Alteration, Necromancy, Illusion for another or even more basic, Arcane, Divine, Psionic. Lots of choices really. Just need to sit down pen to paper one day and do it. But this one sounds the best to me so far, though I have a lot of ideas.

Cortex has at least one thing going for it that I do like over Unisystem; the step-die mechanic. Not that I don't like Unisystem's 1d10 (or even my 2d6 variant), I do. But the die + die gives a nice set of probability curves over die + fixed numbers.

So now all that is left is to test my conversions. So what is a good choice? Well I need a good Unisystem character that could also exist in a Cortex world. Sounds like a great excuse for me pull out Vampire Tara! In my Unisystem games Tara and Willow are still alive and together, and in one adventure they came across a vampire version of Tara, from another reality. Well. Amber Benson played a vampire named Lenore in Supernatural. Sounds like a perfect choice. You can see her Unisystem stats here, http://edenstudiosdiscussionboards.yuku.com/forum/viewtopic/id/3558. You can use these stats for Vampire Tara or Vampire Lenore as you like.


Vampire Tara
Agi d10 Str d12 Vit d10 Ale d12 Int d6 Wil d10

Init d10 + d6 LP 20
Endurance d10 + d10

Traits Allure d4, Amorous d4, Sharp Senses d6

Skills Athletics d6/Acrobatics d10, Drive d6/Horses d8, Influence d4, Knowledge d6/Occultism d12, Melee Weapons d6, Perception d6, Science d2, Unarmed Combat d6

Comparing these stats to those of "Kate" in the Supernatural Corebook I am fairly pleased. Conversions seem to work out very nice.

So, given this, maybe I should run a Vampire Willow and Tara game using Cortex. I think it could be really fun and work. Play a couple of vampires on the run various hunters, sort of the opposite of most Unisystem fare, but not quite World of Darkness.

Thursday, June 4, 2009

Supernatural RPG

Well I have the new Supernatural PDF and I have some thoughts.



- It looks nice! If the printed version is half as nice as the PDF then this will be a damn attractive book. It looks like a "hunters notebook", loved the scribbled notes and pictures "taped" in. In fact it is an order of magnitude greater than their previous best works. Yes BSG and Serenity are nice looking books. This one blows them away.

- Nice introduction. I know exactly what this book is supposed to be about and what I am going to do with it. It lays out the antagonists and the "theatre" very, very nicely.

- As deep and as profound as my love is for the Cine Unisystem modern horror games, Supernatural reminds us that there is more the US than the west coast. But to be fair, this is more to do with the respective source materials rather than the games themselves.

- "Supernatural" fills the hole in my RPG life that was once filled with "Chill". Normal (mostly) people going up against the … well supernatural. This isn't Buffy or Angel where it is difficult to tell who the bad guys are, or even Charmed where both sides had the same firepower. This is closer to Call of Cthulhu. I'll say it now. Supernatural is a better "Hunter" RPG than either "Hunter: The Reckoning" or "Hunter: The Vigil".

- Cortex. Unisystem and Savage Worlds got freaky one night and nine months later Cortex was born. Now keep in mind this is a good thing for me. I REALLY wanted to like Savage Worlds and just couldn't. I LOVE Unisystem, but (and this might sound a bit heretical) a Unisystem based Supernatural game would not have given us much in the way of new. But here the systems tweaks fight the tone of the game. These are normal humans. The Cortex system work great for that. Plus converting to Savage Worlds or Unisystem is really, really simple. There are more skills here than in Cine Unisystem, less than Classic Unisystem.

- Character sheets look really cool. Again, like something you would see in say John Winchester's journal.

- Good equipment lists. A fair number of monsters. I am not worried about there not being enough. I have 1000s of books on monsters and Cortex is simple enough to move things around.

- "Music to Hunt By" is the best addition to any RPG! ;) There should be room on the character sheet to list important thing like what the hunter's personal play list is.

The only thing it is really missing to make it a perfect modern supernatural horror hunting game is a magic system. BUT, given this is "Supernatural" and more about normal humans, it's fine that it is not there and more of a reflection of my play style than the show.

I am not sure how it compares to other Cortex books in terms of mechanics. It's looks most similar to Demon Hunters and the Cortext Core, but there are changes to reflect the world a bit better (no super science, no flashy magic, lot more gear). Though while Demon Hunters is very tongue and cheek and the Core is very dry, this book is neither.

Who Should Buy This Game?

- Anyone that is a fan of the show

- Anyone that is a fan of Cortext

- Anyone that likes supernatural/modern horror games, but is not interested in playing a vampire, fae, ghost, demon (half or otherwise) or a "chosen one" human. This is a game of normal people doing what they can to stop evil.


Now to get that full on Supernatural / Demon Hunters crossover going.