Wednesday, March 20, 2013

Dresden Heroic Roleplaying - Part 1


I've recently started gearing up for a Dresden Files RPG game that I want to run in the next couple of months, and while I will probably end up using the rules designed and published by Evil Hat Productions, I still had some fun working up a quick hack for Marvel Heroic Roleplaying using the setting. I'll be doling it out here in bits and pieces, and I invite any constructive feedback you have to offer. This is my first real, thorough work on a Cortex Plus hack, so I'm bound to make some very obvious mistakes. Feel free to let me know if you catch one. :)


Dresden Heroic Roleplaying
Introduction


This hack primarily uses the Marvel Heroic Roleplaying Basic Rules (from Margaret Weis Productions) as a base for adventuring in the Dresden Files universe. A few concepts have been borrowed from other Cortex Plus games (the Smallville and Leverage Roleplaying Games, also from Margaret Weis Productions), but most of the hack has been built using Marvel Heroic as the foundation. Because of this and to avoid any copyright infringement, this document will only call out rules exceptions—where the hack differs from the published rules—and refer you to the relevant sections of the books as needed.

This document is a fan-created work, made in hopes of adapting Jim Butcher's excellent Dresden Files novels and the carefully crafted RPG from Evil Hat Productions for use with the Cortex Plus roleplaying system. All proprietary content referenced or included herein remains the sole property of its creators.


Characters
Characters in Dresden Heroic Roleplaying are made up of four main traits: MO (modus operandi), Distinctions, Abilities, and Skills.

MO
Your character's modus operandi is the way he or she interacts with the world. You have a d10, a d8, and a d6 to distribute among the three MOs.
  • Force: Walk softly, and carry a really big stick.
    • Force is Harry's primary method of conflict resolution. If something or someone is in your way, knock it down or set it on fire—preferably so it can't get back up and kill you later.
  • Guile: Why go through when you can go around?
    • Guile is Thomas's usual tactic in social and combat situations. His quick wit and dashing smile—not to mention his vampiric power over human emotions—opens doors that would otherwise remain locked.
  • Knowledge: It's half the battle, right?
    • Knowledge is generally Bob's bailiwick, even though he's not often in a situation to put it to much practical use, except as Harry's skull-bound magic encyclopedia.
A higher die rating in an MO shows where your character is most comfortable, whether it's knocking down doors or using his superior intellect to impress (or flabbergast) his opposition.


Distinctions
Distinctions are the defining traits of your character's personality, calling back to her background, catchphrases, or outlook on life. These traits serve as a roleplaying summary for your character, in addition to being a source of dice for your action pools. They showcase the different aspects that are most important to your character's identity; whether they help or hinder in certain situations is up to you. Distinctions are rated at d8 when they are a help to your character and at d4 when they prove to be a hindrance. When you use a Distintion in a dice pool as a d4, you gain one Plot Point.

Abilities
Abilities are the equipment, magic, and supernatural powers that your character uses to get his job done. Pure mortals like Murphy and Kincaid often have only equipment, while wizards and practitioners like Harry have their magic to draw on for help. Supernatural powers are often the domain of lycanthropes like Billy or vampires like Thomas. Your character may have one or two ability sets, with ability traits (detailing the specific capabilities your character has because of this ability set), SFX (unusual or unique things your character can do with these abilities), and Limits (the things that complicate your character's use of her abilities).

Specialties
Specialties represent your character's training and experience in various skills and are rated at Rookie d6, Expert d8, or Master d10. Rookies are new to their skill, Experts are better at a specialty than your average Joe, and Masters are world-class specialists in their fields. Specialties may also have Talents associated with them. Talents are special tricks that your character has developed over her time working in those areas. Only specialties rated at Expert and above can have talents linked to them.


So there's part one. What do you think?

I'll be posting the remaining parts over the next little while, so stay tuned. :)

3 comments:

  1. I like it. I find it amusing that you've basically settled on the same Affiliation substitutes I did for my Yet Another Fantasy Marvel Hack.

    Other than hanging on different mechanical hooks, is there much to differentiate SFX and Talents? Could they be conflated into one crunch element?

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  2. I was originally thinking of running with a more Drama-focused hack, using Values from Smallville, but it just didn't gel for me. Now that I think about it, I might have unintentionally swiped some of your ideas when I was piecing this together. Sorry for the lack of attribution. :(

    As for SFX vs. Talents, I wanted a way to help the Pure Mortals have a little easier way to at least stay in the ballpark when up against Supernatural Evil. In the original RPG, Pure Mortals get an additional two points of refresh (basically a set number of Plot Points handed out at the beginning of each session that they can permanently reduce in order to gain a situational benefit or abilities) so that they're not completely knocked out of the spotlight by their spell-slinging comrades.

    I guess I saw it as a matter of where a character would shine: Pure mortals rely on their mundane skills, and everyone else relies on their supernatural powers. I'm open to discussion on mixing them together, though.

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  3. "Now that I think about it, I might have unintentionally swiped some of your ideas when I was piecing this together."

    That's the coolest thing I've read all week. It indicates a level of exposure I wasn't expecting. And hey, swiped ideas are all part of the RPG ecosystem.

    I'm actually running into a similar separation of powers/normals with my Avatar hack. What should non-benders get in recompense for the "cooler" stuff benders can do? I'm inclined towards more talents/specialties/whatever, but MHR (and derivatives) does a fair job mathematically of not outshining the smaller-diced characters.

    The classic example is that running Hawkeye and Hulk in the same MHR game is fine, since they both have about the same narrative power in the end. All interesting points of thought...

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