Shadowrun Cortex Prime, Part V: Conjuration

For the previous post in the series, click here.

This should be a relatively brief post since it builds entirely upon the previous post in the series.

Conjuration
Conjuration is the practice of summoning, binding and banishing spirits. The types of spirits summoned depend upon the tradition of the mage doing the summoning.

Types of Spirits
I’m going to leave it to anyone using these rules to determine the types of spirits a particular character can summon by refernce to the Shadowrun rules. I will say that I find it unnecessary to create a list of abilities and powers for spirits–just allow what seems sensible for a spirit of that type. If you want to use the Shadowrun base ruleset as a guide for making any calls at the table, that’s not unreasonable.

Spirit Stats (Force)
Summoned spirits have a dice pool of three dice equal to the effect die used in summoning them.

Summoning and Binding Spirits
Summoning and binding spirits takes a single roll, thanks to the use of multiple effect dice.

Dice Pool: The dice pool consists of an Approach (appropriate to the method of summoning the spirit), the Conjuration skill, the character’s Magical aspect (to be discussed in a later post), any applicable assets, Signature Assets or Specializations.

Resistance Pool: The resistance pool should be determined primarily by the circumstances of the summoning: is the character pressed for time or under fire, does the character have adequate resources for ritual magic/summoning, etc.

Primary Effect Die: As mentioned above, the primary effect die from the caster’s pool is used to establish the “Force” or dice type in the pool of the summoned spirit.

Additional Effect Dice
Services: For each step in the die assigned to services, the Spirit will perform one task for the summoning character (giving a total of 1 to 5 tasks).
Drain: As per Sorcery.

N.B. – Yes, this means that it takes a minimum of four dice to summon a spirit (except in the case of a d4 Force spirit, in which you can have only three dice and use the “free” effect die for your primary effect die). In the games of Shadowrun I’ve run using the original rules, the sudden summoning of a spirit in the middle of a fight is a game-changing force-multiplier; I’ve had magicians summon spirits of air to down pursuing helicopters, spirits of fire to hold off massed security squads, etc. I do not want to eliminate those moments–they are part of the fun of the Shadowrun setting and create stories the players talk about long after leaving the table. At the same time, I want to make sure that such a feat is impressive not simply because of the effect, but also because of what it takes to pull it off. Summoning a spirit while minimizing Drain will typically require some preparation (i.e. the creation of preparatory assets) and a little luck (or an Edge Point).

Spirit Services
I want to intentionally leave this somewhat broad, in part because negotiating what counts as a service and what doesn’t can make for interesting roleplaying. I won’t leave you without any guidance, however: in general, a service is a discrete function provided by a spirit, such as attacking a target, using an ability to create an effect (asset or complication), sustaining a spell, etc. The biggest difficulty in determining services is in deciding whether a command constitutes more than one service. As a general rule, a single command counts as a single service unless that service is provided over multiple scenes, in which case the action is one service per scene (and requires the magician to spend a point of Edge, see below). A detailed command that consists of several discrete activities should require one service per discrete portion of the command.

For example, “Knock over that command vehicle and attack the people inside,” is two services in my reckoning.

Longevity of Spirits
A spirit stays with the magician long for one scene. The magician may spend an Edge Point for the spirit to persist for the rest of the session; otherwise, any unspent services are lost at the end of the scene.

Banishing
Banishing a spirit is simply an attack against the spirit using the Conjuring skill as the applicable skill. Results are factored like attacks against any character.

Shadowrun Cortex Prime, Part IV: Sorcery

For the previous post in this series, click here.

I’m admittedly skipping around here, but I thought that perhaps the next subject to tackle would be Magic in the Shadowrun/Cortex Prime hack. The way I figure it, some of you will determine whether the hack as a whole is worthwhile based on how I handle this topic (as well as the Matrix and Cyber-/Bioware). So I’ll try to save you some time in making that evaluation by somewhat frontloading that information (if Part IV can fairly be called frontloading).

Admittedly, I struggled a bit in figuring out what I thought was a good way to handle all of the aspects of Shadowrun magic (particularly sorcery and conjuration) in a single roll of dice, which is, of course, essential to the efficiency of the Cortex Prime system, one of the things that I love about it. In the end, I decided to resort to the following rule mod:

New Rule Mod: Multiple Effect Dice
Some tasks may require the use of multiple effect dice; these are marked with Limits denoting the additional required or optional uses of effect dice after the first. When additional effect dice are required or are optional, the failure to assign an effect die to one of those “slots” means there is no effect associated with that slot. In other words, effect dice that could be or must be assigned after the first do not get a free d4 effect if there is no die to assign to the slot. If the only effect die available is assigned to an optional slot, the character may receive the free d4 as the effect die for the primary slot.

This rule mod, I think, handles a number of issues, as you’ll see. It allows Drain to be addressed in the same roll that establishes the success of the spell (without resorting to Consequences, which I wanted to keep free) and gives those wizkids with plenty of dice to their pool something to do with those dice (while consquently putting some pressure on magic usage that has some mechanical “balancing” effect, I hope).

Sorcery
Sorcery is good, old-fashioned spell-slinging. Rather than resort to the categories of spells in the actual Shadowrun ruleset, I’ve elected a more flexible approach. Spells may be used to accomplish the following: make attacks, create/enhance/diminish assets or complications, or take actions to overcome obstacles. The following is always true of a use of Sorcery:

Dice Pool: The dice pool consists of an Approach (appropriate to the type of spell effect), the Sorcery skill, the character’s Magical aspect (to be discussed in a later post), any applicable assets, Signature Assets or specializations.

Inherent SFX/Limits:
Drain: A character using Sorcery takes either Stress or Trauma. If the primary effect die is equal to or less than the Magician’s Magic Aspect, the Drain is taken as Stress. If the primary effect die is greater than the Magician’s Magic Aspect, the Drain is taken as Trauma. The Magician may assign a second effect die to reduce the Drain suffered, reducing the Stress or Trauma by one step for each step in the die assigned (i.e., d4 = 1 step, d6 = 2 steps, etc.)
Additional Effects: Additional effects of spells should be created as Complications resulting from the defender’s roll. For instance, a fireball might set an enemy on fire.

Suggested Complications:
Auras: A magical afterglow remains in the wake of spells cast by a magician. Casting a spell can create an “Aura” Complication on the location that can be used by any character with Astral Perception to gain information about or track the character who cast the spell. The asset created is created in the usual manner of complications. The complication can be reduced by further sorcery or dissipates at one step per hour.
Side Effects: Unintended side-effects of spells–inspired by the spell’s true purpose, of course, make excellent Complications. Think of Harry Dresden accidentally setting fire to, well, lots of stuff when he uses combat magic (not the same setting, I know, but still a great example.

Sustaining Sorcery:
          Without the intervention of some additional force, a spell’s effects (but not the complications it produces) dies after the turn in which it is cast. Whether a particular spell can be sustained (attach spells should not be sustainable under most circumstanctes) is up to the GM, but the following are ways to extend a spell’s effect:
Concentration: 
A magician can sustain a spell through focus, keeping the spell active for as long as the magician suffers a “Concentration” Complication equal to the spell’s primary effect die. When the spell’s effect ends, so does the Complication.
Foci: a Sustaining Focus Signature Asset will sustain a spell effect equal to its rating. See Signature Assets.
Metamagic: The proper Metamagic can be used to sustain a spell effect. See Signature Assets.
Spirit Aid: A summoned spirit may sustain a spell effect up to its rating as a service. See Conjuration.

Counterspelling: By spending a turn defending his comrades from magical harm, a magician may allow nearby companions to add the magician’s Sorcery die to their rolls to defend against magical attacks or effects directed against them.

Cortex Prime Shadowrun, Part III: Distinctions as Fate’s Aspects

For the previous post in this series, click here.

Distinctions in Cortex Prime already function in a similar manner to Fate’s Aspects. Both have the capacity to help a character: in Cortex Prime, an applicable Distinction that provides some advantage to a character is added to the player’s dice pool; in Fate the player may spend a Fate Point to “invoke” an Aspect and add +2 to a roll’s result. Likewise, both can provide a hinderance as well: a player in Cortex can use a Distinction to add a d4 to the opposing dice pool and gain a Plot Point; a player can compel an Aspect in Fate to have some inconvenient event occur to the character (or have the character make some decision that makes sense for the character but results in misfortune) to gain a Fate Point.

While I love the idea of Aspects in Fate, the use of the Fate Point Economy to drive them–the necessity of spending a Fate Point to invoke an Aspect in particular–has always irked me a bit. I must acknowledge that this is a personal issue and not really a design flaw of the Fate System. The Fate Point Economy provides some very desireable benefits: it gives some mechanical balance to the game, means that (as in conventional narrative) a character’s traits don’t always come into play, and, most important, it forces players to resort to compels to use their Aspects beneficially at later points. This last factor both helps the gamemaster in a narrative game by giving cues and assistance in driving the story forward with complications that are sensible and meaningful to the players and adds interesting, spontaneous and unexpected knots to the conflict that simply could not have been planned. It is this last factor, which meshes well with the Powered By the Apocalypse mantra that the GM should “play to see what the characters do” (or perhaps it’s “play to see what happens to the characters;” I don’t recall perfectly offhand), that I very much want to capture in my Cortex Prime Shadowrun ruleset.

By design, the Cortex Prime system sidesteps my complaints about Aspects and the Fate Point Economy–Cortex Prime’s Plot Points are used differently and are not required to invoke Distinctions under normal circumstances but still provide incentive for players to complicate the story by reference to their character’s Traits.

With a very simple modification, we can make Distinctions even more like Fate’s Aspects and underline a grittier tone for the game (perfect for cyberpunk, but probably at home in just about any setting I’d be wont to run a game in).

That modification is this: Instead of a d4, when a Distinction (which I’m going to go ahead and just call “Aspects” in the CP Shadowrun ruleset) is used to gain a Plot Point, that Distinction/Aspect adds its full die do the opposing pool. So, if I have the Aspect Street Samurai d10, it will sure give me that extra oomph to take down mooks like a hot knife through butter, but it also gives me an opportunity to make my supposed adherence to Bushido matter in the game.

I think that this practice also fits well with gritty fantasy (whether or not combined with cyberpunk a la Shadowrun). In fact, it reminds me greatly of heroes of Celtic myth–there’s always a weakness, always some downside that accompanies greatness. Players will (and should) think twice about whether they really want to have that Street Samurai d10 Aspect. Yep, it’ll help you be a combat monster, but is the cost ultimately worth it? This kind of mechanically-supported and inherent game balance goes a long way for me.

You’ll see more about how Aspects will be assigned (and change) when we get to conversations about character generation and growth. For now, though, I’d be curious to hear your thoughts on this relatively minor but far-reaching modification to the Cortex System.

Cortex Prime Shadowrun, Part II: FAE Approaches in Cortex Prime

For the first post in this series, click here.

Rather than use Shadowrun’s attributes, I’ve opted to use Approaches as introduced in Fate Accelerated. There are several reasons for this choice. First, Approaches are exceedingly helpful to a gamemaster running a fiction-first type of game—by its very nature an Approach suggests potential Consequences and results of particular actions. Second, I think that Approaches provide more guidance for players about the characterization of their in-world persona. That a character favors a “Dynamic” approach over a “Covert” one tells us more about a character than a high Strength attribute and lower Agillity attribute does. There is a versatility to Approaches that, at some level, tells us how a character views the world, or at least how that character prefers to solve problems. And rolls in narrative fiction should be resorted to for resolving actions intended to solve particular problems more than anything else. Otherwise, narrate a result and move on.

There is a much-discussed downside to the use of Approaches—that some players will “Approach Spam,” arguing for the use of their highest-rated Approach for every action. This is narratively appropriate and realistic: as rational beings, humans prefer the path of least resistance, choosing to employ their best skills and aptitudes to solve their problems and only resorting to their weaker abilities when forced to by circumstance.

And this suggests the remedy to players who resort only to their “best” Approach: show them that “best” doesn’t mean “highest-rated.” Remind them that, just because you have a hammer and everything is starting to look like a nail, not everything is a nail and treating a non-nail as a nail can easily result in catastrophic consequences.

“Yes, Player, your character can use Dynamic to try talk his way out of a Lone Star vehicle search. But what does that look like? The Dynamic Approach is about force, sudden action, and overwhelming the problem. In a social context, I bet that looks like screaming and yelling, pretending to be crazy, or trying to scare your target into submission. Is that really how you want to deal with these Lone Star officers?”

Whether you have this kind of conversation and give the player a chance to change his mind or you let it ride and narrate consequences the player never considered is a matter of the style of the game you run.

The specific Approaches I’ll be using are as follows:

Covert

The Covert Approach emphasizes stealth and subtlety. This could              include “Hacking on the Fly,” “Spoofing,” and other Sleaze-type Matrix actions, dissembling and verbal deceit, infiltration, etc.

Expedient           

An Expedient Approach focuses on speed above all else, favoring clever tricks and finesse over brute force (which falls under the “Dynamic” Approach). Use Expedient whenever you are trying to act before another character or in the quickest manner possible.

Dynamic             

The Dynamic Approach represents the application of direct force—whether physical, social, Matrix, magical, etc. When the action relies on strength or direct confrontation with an obstacle (or person), the Dynamic Approach prevails.

Cunning              

An action using the Cunning Approach focuses on outmaneuvering and outwitting your opposition. Where Covert represents the lie with a straight face, Cunning is the mixture of half-truths and misinformation to confuse the opponent into belief. Where Dynamic represents the hardest, most aggressive response to an obstacle, Cunning relies on applying force to the target’s vulnerabilities for maximum effect. Where Expedient operates with a concern for speed, Cunning focuses on maximizing the end result without concern for the time it takes to get there.

Deliberate          

The Deliberate Approach takes its time, considering possibilities, using awareness and focus to reduce risk. Deliberate actions take more time but result in more predictable outcomes and fewer mistakes. When there are a million ways a task could go sideways and the “slow and steady” strategy seems best, choose a Deliberate Approach.

Daring                 

The Daring Approach relies on audacity, surprise, unpredictability and more than a little luck. Feats of debatable bravery and stupidity and unorthodox tactics use the Daring Approach. Examples might include: fast-talking or intimidating a security guard, charging headlong into a room spraying gunfire wildly, or winning a race by taking the more dangerous (but shorter) route.

For the next post in this series, click here.

Cortex Prime Shadowrun, Part I: Initial Rules Summary

I’m finding that I’ve got a lot of work to do in putting together the coherent and comprehensive guide for using Cortex Prime to run Shadowrun games that I’m currently working on. Because of this, I thought I’d provide some teasers of what I’ve got going on to tide you over some before I post the entire document.

What follows is a broad-strokes summary of some of the major rules selections I’ve made so far. The text is mostly taken word-for-word from the draft document for the ruleset, though I’ve made a few adjustments for clarity.

This is a work in progress, so questions and criticisms will help refine the end product!

Cortex Prime Rules Selection Summary

The following is a bullet-point summary of rules (or mod) choices that underpin the game:

• Prime Traits Sets are Approaches, Skills, Aspects, Assets and Specializations. Of course, temporary or scene-related Traits will also be included.

• SFX (and Limits) will be used. SFX are most often attached to Aspects and Assets. As will be explained below, this ruleset will make a distinction between Inherent SFX and Limits, which are automatically a part of certain Aspect or Asset choices, and Permissive SFX and Limits, which may be selected by characters in character creation or character advancement. Additionally, this ruleset uses Hardwired SFX and Limits, which are SFX and Limits that are always in play and applicable to certain situations. Hardwired SFX are described below and used primarily to translate some of the important setting ideas of the Shadowrun Universe to the Cortex Prime System—things like the difference between Augmented Reality and Virtual Reality while hacking.

• Character Injury is tracked by stress (called Shock) and trauma (called, coincidentally enough, Trauma). Per the Prime rules, this supersedes the “High Stakes” action rules. See the “Damage and Injury” Section below for more information.

• Characters are created through the “Priority Chart,” described in “Character Creation,” below.

• Plot Points are referred to as Edge when in the hands of players and Threat when in the hands of the GM. Edge and Threat are generated per the standard Prime rules except that the “Using d4 in your roll rule” to gain Edge is changed to the “Use Aspect as Complication” rule described in the “Custom Rules” section.

• The Test-Created Assets Mod is used.

• None of the Prime “Plot Point Mods” is used. Plot Points are stored in the Bank.

• Characters improve through the “Session Histories” rules.

• The standard “Effect Die” rules are used.

• Standard “Random Difficulty” Opposition is used.

“Custom” Rules

• This ruleset uses Ryan Macklin’s ideas for “Dice Cracking,” mostly during character creation. Under this rule, a die may be “cracked” into two stepped-down dice, i.e. a d8 can be used as 2d6. During character creation, this allows for more highly-skilled but specialized builds, jack-of-all-trades, master-of-none builds, and a number of steps in between.

• As mentioned above, additional rules involving SFX and Limits are used—Inherent SFX and Limits allow the feel of certain aspects of Shadowrun to be incorporated inherently into certain power sets. Additionally, Hardwired SFX and Limits help to reinforce the setting.

• Rather than Distinctions, this ruleset uses Aspects. Aspects are treated much like Aspects in Fate RPG—they may be added to a player’s dice pool when the Aspect is beneficial, or the player may gain 1 Edge by adding the die to the opposition dice pool when the Aspect hurts the character. Aspects may have dice of any step rather than always being relegated to the d8 of Distinctions, but because the same die is rolled in negative situations (rather than a d4), having a higher Aspect cuts both ways. The intent of this rule is (other than using Aspects from Fate) to play up the gritty and noir-ish feel of Shadowrun (where characters are often their own worst enemies) and to mechanically reinforce the narrative description of a character’s important qualities. Aspects may have SFX associated with them, but none are Inherent.