Running Heists in Cortex Prime (using Doom Pools)

I’ve been working on some Cortex rulesets for a number of different settings and games that involve dramatic heists, espionage, and the types of tense action found in as varied places as Andor, For a Few Dollars More, Heat, Inception, the Gentlemen Bastards series, Mission Impossible, the Ocean’s films, etc., etc. I also recently watched most of Netflix’s Kaleidoscope (very much worth seeing), which might have been the direct catalyst for this write-up.

Regardless, these are the rules I’ll be using to run heists in my Cortex games until playtesting moves me to modify them. Maybe they’ll be useful for you, as well. If you’ve got criticism, thoughts for expansion and improvement, or stories of using the system, I will very much look forward to hearing them.

Heists

Rather than the default difficulty rules, Heists use a variation of the Limited Doom Pool system as well as Crisis Pools (Cortex Prime Handbook, pp. 32-33). Note that this system is only one in the toolbox for resolving actions—some “heist-like” activities (like a smash-and-grab) may be better served by the Narrative Action or Combined Action systems.

The Heist itself has a Doom Pool, starting with dice that represent the difficulty and complexity of the Heist (a low-level job begins with d6, d6; while breaking into the highest security facilities may start with a d12, d12 (such facilities should likely be the grand target after a series of set-up heists and should be used sparingly). We will call this specialized Doom Pool the Heist Pool.

Play starts with a brief Legwork phase as the players take actions to discover the countermeasures, security, and particular nuances of the heist they’re planning, then proceeds to the heist proper, and then to the aftermath.

Legwork

In the Legwork phase, each player describes an action their character is taking to learn about the target person, object, or facilities. The GM and player determine the Traits applicable to the test and then that pool is rolled against the Doom Pool.

If the test is successful, the character’s Effect Die is added to the characters’ collective Plan Pool. At the same time, the GM may purchase hitches from the player’s pool to add to the Heist Pool, representing security features identified, the target getting some indication of a potential attack, etc.

Each participating player should get at least one Legwork test. Once each player has had a chance to make a Legwork test, the players may discretionarily make additional rolls. Bear in mind that each roll carries the risk of increasing the Heist Pool as well as providing additional dice to the Plan Pool. Regardless of the number of tests made, no test may duplicate the action of a previous test made by another player; each new test must involve a new method of inquiry or course of action.

The GM should allow the players to see both the Plan Pool and the Heist Pool. If, after conducting their Legwork, they look at the relative pools and decide not to proceed, jump to the Aftermath phase.

Execution

Once the Legwork phase is complete, the players determine the general layout of the plan; they do not need to go into too much detail—the broad scope of who is doing what should suffice. Once established, the Plan Pool is rolled against the Heist Pool; this is called the Position Test.

If the Plan Pool beats the stakes established by the Heist Pool, the Effect Die may be used to reduce or eliminate a die from the Heist Pool. However, the GM may purchase hitches for the Heist Pool as usual.

The general result of the test should be interpreted to determine the general situation when we jump into the action of the heist. If the Plan Pool defeated the Heist Pool, the heist is going relatively smoothly when detailed play begins. If it failed, an unexpected complication has thrown a wrench into the works, part of the plan didn’t pan out, or something else has happened to leave the players scrambling to react and adapt to complete the mission.

At this point, use the Doom Pool to play out the heist. In addition to the other options, players may spend Plot Points for a Flashback; this allows a player to create Assets representing previous actions taken before the heist to set up the current action even though they had not been previously described. This ability is essential to ensuring that play keeps moving and that players don’t get incapacitated trying to plan for every possible scenario in the Legwork phase.

During a heist, the expenditure of d12, d12 (to end the current scene) indicates that the heist has failed and moves play to the Aftermath—with the characters all having successfully escaped without further consequences over those suffered during the heist. If the initial difficulty dice in the Doom Pool were d12, d12 (which should be an exceedingly rare event), do not spend those dice to achieve this effect.

The expenditure of d12, d12 is not the only way the heist may end unsuccessfully. If a series of failed tests against the Heist Pool results in a narrative where failure makes the most sense, declare that to be the result and move to having the characters attempt to escape before being capture, killed, identified, or otherwise inconvenienced.

Once the characters have escaped, move to the Aftermath phase.

Aftermath

Some consequences of the heist (including but not limited to injury) will undoubtedly occur during the heist itself. But no heist goes entirely smoothly, and here is where the GM gets to put some additional pressure on the players and their characters.

The mechanics of this are simple: the GM may transfer the remaining dice from the Heist Pool to one or more Crisis Pools representing continuing consequences of the heist. These may represent an institutional response to increased crime, investigation by law enforcement, a team of hit men dispatched by the target to recover lost goods, the betrayal of a fence or other trusted person, the ignition of a war between criminal or other factions, etc.

The players may attempt to address these crises per the normal rules—taking actions to throw pursuers off the trail, getting revenge on traitors, etc. They may also attempt to avoid these consequences as best they can—lying low for a while, fleeing to another jurisdiction, or taking other actions to let the heat die down. If the narrative militates that a crisis pool should no longer exist, take it out of play whether or not the characters have acted against it directly. Cases and trails go cold, new crises of the day emerge, the news cycle refreshes, and even the biggest of jobs becomes history eventually.

Alternative Combat Systems in Cortex Prime, Part III: Holding the Line and Coordinated Actions

For the previous part of this series, click here.

In this part of the series, I’m going offer two (sub)systems for handling particular types of combat situations; the first riffs off of the “Bloody Versus” while the second utilizes a nuanced form of “Narrative Combat.” Let’s get to it:

Timed Defensive Actions

“Mal: Zoe…are you here?
Zoe: Do the job, sir.
Mal: You hold. Hold till I’m back.”

Serenity, 2004

This system can be used for situations where the characters are fighting a defensive battle against waves of attackers while keeping mechanics streamlined compared to character-by-character combat.

The GM needs two things at the start of the engagement (which can be set in adventure prep). The first is the dice pool used to represent the attacking force. Create this as you would any opposition, starting with a pair of difficulty dice representing the base quality of the attackers and adding dice for a Distinction and other applicable Traits. If the size of the attacking force warrants it, consider using the Scale rules, but bear in mind genre as well as the close narrative—if you’re playing a game involving special operations forces in an 80’s-style action movie, they’re probably expected to absolutely wade through the enemy and Scale would not be appropriate.

The second preparatory item is a mechanism for tracking the enemy’s fighting ability or the amount of time the PCs must hold out before help arrives. Depending on your damage system, the enemy force may have a die step that is whittled down, may have a Stress or Trauma die that is stepped up, or may have a damage track. If the conflict is a matter of holding out for time, you can set up a track or a “clock” in the style of Powered by the Apocalypse games.

Variant: Random Timing: If you want to add additional drama (and stress to your players), you can take a cue from miniature wargaming and have the conflict last for a random number of turns. To do this, decide upon a definite number of turns the conflict will last (e.g. “at least 3”). After the predetermined amount of time has run, roll a die at the end of each turn to determine if the event that would end the conflict (air support or reinforcements arrive, another team manages to destroy the attackers’ path to the characters, etc.) occurs. Use whatever die size you’d like and start with a chance of occurrence you feel comfortable with given the difficulty of the engagement for the characters. For example, you could start with a D6 and the conflict ends on a result of 6. For each time this die is rolled and does not meet the threshold, reduce the threshold by one. In the example above (d6 vs. 6), if the conflict doesn’t end on the first post-turn roll, in the second turn you roll d6 vs. 5, and so on.

In each turn, each player character rolls the appropriate pool against the Opposition Pool. For each PC who fails, that PC takes stress, trauma or injury depending on the damage system you’re using and how deadly your game is overall (I’d personally not recommend immediately applying damage that takes significant time to heal unless your setting has ways to circumvent that—magic or tech—or this defensive action takes place as part of the climax of the story where the stakes need to be turned all the way up.)

Assign the PCs their own track that represents their ability to hold their position. For each failure against the Opposition, mark a box along the track. When the track is full, the PCs are overrun by the enemy.

Variant: King of the Hill: With a slight modification, this system can be used to simulate a “king of the hill” scenario where both sides of the conflict are attempting to take and hold the same location. In this case, build a track with a center point, and have the character’s net successes or failure move the track in their favor or against their favor. When the track has filled on one group’s side, they have managed to seize the terrain with a strong enough position that the other group may not immediately attempt to take it back. If you want to limit the amount of time the conflict can last, remove a box from either side of the track every so many rounds as attrition and exhaustion take their tolls. Of course, one side or the other may take injuries enough that they abandon the field, and that’s okay, too.

One potential issue with this system is that it does not necessarily spotlight the actions of any particular PC, but this is relatively easy to overcome. You can plan certain events between the collective rolls in certain turns and give a particular player a chance to address that particular event before it affects the overall situation.

As an example: say you’re running a modern military campaign with special forces operators holding their position until requested air support is able to decisively end the confrontation. Between the collective rolls representing the characters’ defensive actions, let’s say a tank rolls up and begins to train its main gun on the characters’ position. The player character with the anti-tank weapon gets to take a shot to eliminate the newcomer before it becomes a problem. If this character’s attack roll is successful, the tank is destroyed and does not factor into the opposition in the next collective test. If the attack fails, add another die to the opposition pool representing the need to take cover from tank shells in addition to the rest of the assault. Obviously, the specifics of such opportunities should be drawn from the various abilities and foci of the characters to give each a time to shine, if not in the same engagement then over the course of the adventure.

If the characters have time to prepare for a this kind of defensive action, allow them to create Assets or Resources (i.e. expendable assets) for the conflict. Instead of applying damage to a character who fails an opposition test, the opposition pool’s success die could be used to eliminate or step down an Asset or Resource. In this way, not only do these Assets and Resources provide some benefit to the characters’ rolls, but some additional “armor” to keep characters in fighting shape for future conflicts. Whether an Asset or Resource applies to all PCs’ rolls in a turn or to only some is a judgment call for the GM to make based on context.

Variant: Defend Actor: This system can also be used to simulate situations in which some of the PCs are providing cover and defense for others to complete a non-combat action. Perhaps one or more of the characters needs to complete an ancient ritual while the rest of the party defends from attacking orcs. In this case, rather than keeping a track for the timing of the defensive action, create a track for the number of successes needed for the necessary task to be completed. For each character addressing the non-combat task, a success checks one box on the track and a heroic success checks two. If multiple characters could reasonably be assigned to either defense or the non-combat action, modify the defensive opposition pool (in conversation with the characters so that they can collectively decide where they want to put everyone) based on the number of defenders. You can use scale to do this, but the addition or removal of a die will probably be best for most situations.

If the characters are overrun, they must retreat from their position without completing the appointed task. If the task is successful, it should have ending the onslaught as a narrative consequence (in addition to the story-moving effects).

Coordinated Actions

“Either you’re part of the problem, or you’re part of the solution, or you’re just part of the landscape.”

-Sam, Ronin, 1998

This system is suited for those perfectly choreographed operations that depend on everyone completing their individual tasks at the right time so that the entire operation goes off without a hitch. These are your Mission Impossible montage ops, your small-unit actions to waylay a traveling vehicle and extract a VIP before making a getaway, your high-intensity but short action scenes where everyone has a particular role to play.

I used to love RPG sessions (particularly in Shadowrun) where the players would sort through maps and security schedules, lists of equipment and mission objectives to come up with an elaborate plan. But two things would either happen: (1) the plan needed so much detail that one of the players got tired of it all and decided to kick down a door and start shooting, or (2) playing out the elaborate plan took us three more sessions and everyone got tired of it. These rules are designed to condense the planning to the most exciting parts and play it out with the kind of speed and intensity usually reserved for film.

And really, it’s just an adaptation of the Narrative Combat rules from the previous post, with an added cue from the “Engagement Roll” of Blades in the Dark.

Here’s how we do it: the player characters have their objective. They’ve gathered the necessary intel and the equipment necessary to achieve the objective (perhaps setting up Assets for their various rolls). Then, the PC team plans the op, assigning discrete actions to each PC, like so:

It’s a snatch and grab on a moving vehicle with a target guarded by professionals. PC #1 is the driver, both approach and getaway. Number 2 is the bag man, tasked with extracting the target. Numbers 3 and 4 are shooters to provide cover for the extraction. PC #5 is a hacker whose task is to change streetlights to the advantage of the group, to jam any communications from the target and bodyguards, and to wipe any surveillance footage from city cameras. So, each character’s actions might be described by the following:

  • PC 5 modifies the street lights to box the target vehicle in.
  • PC 1 drives at high speed to block the target vehicle from escape.
  • PC 5 jams communications.
  • PCs 3 and 4 engage the bodyguards, suppressing them or eliminating them as necessary.
  • PC 2 engages the target and pacifies him.
  • PC 2 puts restraints on the target and gets him into the PC vehicle.
  • PCs 3 and 4 make a fighting retreat to the vehicle and get inside.
  • PC 1 drives off at high speed and uses evasive driving to lose any tails.
  • PC 5 wipes security footage to ensure that the PCs aren’t followed by the authorities.

As with Narrative Combat, each individual PC’s various actions are given sequential difficulty thresholds, and then each player rolls against their opposition (I think the best way to do this is for the opposition pools to be created in dialogue with the players, but the opposition roll results to be withheld until the GM narrates the results).

If all players meet all thresholds, the operation goes off without a hitch—the PCs have nabbed their target and taken him to their hideout without anyone being able to identify or follow them.

If any of the players fail, however, there are consequences. If there are only some minor failures—perhaps Player 3 fails his final threshold to return to the vehicle, then you can assign a Complication or injury and the operation remains successful as a whole. If a major threshold is missed (say PC 2 fails to pacify the target), or if there are multiple missed thresholds, then we use the collective rolls in the style of Blades in the Dark’s “engagement roll.”

If you’re not familiar with that mechanic, the engagement roll is a single roll intended to move past the boring bits of a heist and straight onto the excitement, its result sets the narrative positioning of the players as we jump in media res into their action by establishing whether things are going very well, very poorly, or middling at the time play of the heist begins.

In our situation, there’s a bit more complexity for the GM as she’s interpreting separate roles to create a cohesive narrative position for the transition into another type of mechanic to continue the action—this may be turn-by-turn combat, another alternative combat, or some sort of contest or conflict to represent the characters’ escape after things go wrong.

In the example above, with PC 2 failing to subdue the target, the GM might determine that the situation is thus as play moves out of the narrative combat system and into the alternative format: The target, though groggy from a blow to the head, is escaping on foot through a crowd of innocent bystanders. PC 2 is giving chase. PC 3 and 4’s successes mean that at least none of the bodyguards are following after PC 2, but now the rest of the group needs to get out of the middle of the road, evade detection, re-establish communications with PC 2 and find a way to meet up before the local authorities or reinforcements find PC 2 and/or the target first. Had the other PCs missed significant thresholds as well, additional complications would be added to the narrative as we “zoom in” to the aftermath of the botched operation.

Unlike the “generic” Narrative Combat system from the last post, there’s no need to establish consequences for each threshold of each roll in this particular use of the mechanic. The GM can wait until seeing all the rolls to weave together the results, assigning consequences only where necessary.

This system can be used for all sorts of character actions that are planned and prepared in advance. In addition to examples above, generic heists, ambushes, coordinated cons and other exploits can use this alternative to turn-by-turn resolution.

Conclusion

Two more tools for the toolkit in the bag. I think that both ideas are flexible and adaptable enough to accommodate a wide variety of narrative needs. Still, I’ll be adding to this series as I think of additional systems to streamline various types of action sequences or combats.

Again, I can’t stress enough that these are tools to be used alongside the conventional methods for resolving combats and conflicts based on what best fits any particular situation and the play style of the table.

Back to the Mud: Putting some Grit in Cortex Prime, Part II: General Difficulties

In Part I of this series, I offered some methods for modifying the core rules options in the Cortex Prime Handbook for damage and injuries to get a grittier feel. In this follow-up, I’m going to talk about some hacks for difficulty in general, because “grit” is about far more than death and dying.

As I mentioned before, Cortex Prime favors generally capable characters from the get-go and that I believe that making characters inept is the wrong way to add grit to mechanics. So we’re not going to change characters; we’re going to look at some alternative approaches to assembling pools, calculating results, and determining effects.

As a note of acknowledgment, the ideas about limiting the dice pool and the use of “Forced Dice” came from a friend of mine during a conversation we were having about adapting Cortex Prime to serve as a ruleset for my Avar Narn setting. If he gives permission, I’ll update this article to give him credit by name.

No Effect Dice, Expanded
The Cortex Prime Handbook offers a mod that removes Effect Dice from the mechanics. Unfortunately, the mod as described gives no replacement method for full degrees of effect, simply replacing all Effect Dice (where they would be used) with a d6, stepped up for a heroic success. There are plenty of games that offer varied degrees of success based on a single roll, and we could also point back to Rob Donoghue’s note about five steps stacking with the five die sizes of Cortex Prime to fill in the gap.

Rather than dividing results into “normal” successes and “heroic” successes, we can simply establish four or five sections for a granular map to convert a roll total to an Effect Die where it’s useful or necessary to do so. If you want to skip d4 Effect Dice, then you’ll have four success categories, five if you include them. I think there’s a good argument to be made for starting with d6 as the “basic” success level for mechanical ease of use, as d4’s are only supposed to be used once and then removed. On the other hand, including more d4s in dice pools increases the likelihood of Complications and Opportunities (and may further reinforce the gritty nature of a system when basic results provide only fleeting advantages).

An additional benefit for mapping mechanics to grit is that higher Effect Dice are reached less often, but this can cut both ways. It might turn many conflicts into more attrition-based slogs than the faster-moving action of the core system. A statistical analysis of the core rules for Effect Dice against the “Degree of Success” conversion described herein would need to account for many variables–average pool sizes, relative frequency of the various dice types being in pools, etc. I have neither the training nor inclination to perform such analysis for my own end systems in Cortex, much less those you might formulate for your own games. There may need to be some trial and error here.

If you’re using one of the “Damage Track” mods from Part I of this series, you can address some of this with the length of the damage track. If using weapons that add to damage inflicted, you can further tune whether weapon selection or skill rolls are most important in determining the damage of an attack. Of course, if you’re willing to make things another step of fiddly, you could have particular weapons set the thresholds between Effect Dice results (or damage inflicted) for an interesting combination of weapon and skill as factor in end result.

Personally, I’d likely skip the d4 result, starting a “basic” result at the equivalent to a d6 Effect Die, with the step of the die increased according to the following degrees: “beating” the other roll by 1 or 2 is a d6 equivalent, by 3 or 4 is a d8 equivalent, by 5 or 6 is a d10 equivalent, and by 7+ is a d12 equivalent. If you don’t mind more complexity (and more “average” results on the whole), you could increase the range of each successive step (i.e. 1 or 2 would be d6, 3-5 would be d8, 6-9 would be d10, and 10+ would be d12).

In the core rules for Conflict (or the Action-Based Resolution mod), the advantage goes to the acting character, because the reacting character must beat the acting character’s result to be successful. Many “gritty” roleplaying systems (or at least RPG systems attempting to fall into the amorphous category of “gritty”), have ties go to the defender. It’s worth considering whether to use that approach or to keep the core Cortex approach that the acting character has the advantage. I don’t think there’s a right answer here, but because this ruling applies when things are down to the wire, I expect your players will recognize the difference, even if only intuitively.

Another effect of this system is that certain “dice tricks” available with the use of Plot Points or SFX collapse into one another. For instance, the ability the add a third die to your total would now both increase your chance of success and your degree of success (whereas, under the normal rules, adding a third die to your total would make that die unavailable to be used as an Effect Die).

Limited Dice Pools
Under the core Cortex Prime rules, a character may add one die to their pool from each applicable Trait category (with some additional judgment necessary for Signature Assets and similar Traits, where having a rating within that general Trait category does not mean that it will be universally applicable). But what if they can’t? What if a character can only use a maximum of four dice in a dice pool, even if there are five Traits that might contribute a die? If this only applies to characters (players or NPCs) but not opposition rolls from other sources, this allows a great deal more fine tuning of difficulties (again, with the complexity of statistics for the Cortex Prime system, the exact steps of granularity added by such a measure is not exactly known, but we can generally surmise the difference between adding an additional d10 versus adding 2d6 to the pool–assuming we’re still only talking about using the two highest-rolling dice for the result).

To best jibe with the way the Cortex Prime system works, dice that fall outside of the character’s innate Traits should not apply to the limit–essentially, an Asset (other than a Signature Asset), an opposing character’s Complication or Condition, etc.–don’t count.

This idea also creates a new space for Traits, SFX, or Plot Point expenditures that break the rule. The ability to spend a Plot Point to add a die to the pool over the normal limit of dice should, of course, be added. Certain Trait sets, if they apply, may not count toward the dice limit for the pool–this is a great way to put added emphasis on a particular Trait set–accentuating Signature Assets, Powers, or Abilities, for instance. For a more limited version of the preceding, consider an SFX with a non-Plot-Point cost as permission to add the die to the pool regardless of the limit. I’ll be working on a post with an approach to modeling human augmentation in Cortex Prime in the near future; it will include some examples of employing these ideas for breaking the Limited Pool Rule.

This mod, I believe, also adds additional power to having higher-stepped dice in a rating. Not only does a d12 increase the total result you might reach, but it brings up the average result as well–something that you can do by adding multiple dice of a lower step when there is no limit on the pool.

“Forced Dice”
This mod works only with the Limited Pool mod above, and it’s something that I’m still wrapping my head around, so it will likely be expanded in a future post. For now, I’m just going to mention it. The idea, in general, is to create situations in which a character must accept a d4 in their (limited) dice pool. Part of determining the ultimate usefulness of this approach is finding a reason to use this method rather than the normal methods for adding disadvantages and negative conditions to the opposing pool.

Where I’m currently thinking through using this idea is where certain conditions precedent must be satisfied to undertake a particular action at full effectiveness–a character can still take the action without having first (or simultaneously) satisfied those conditions, but they must accept a “Forced Die,” a d4 added to the pool that counts toward their Pool Limit, to do so. This could be employed for taking simultaneous actions during conflict (the “multiple-action” penalty used in other games) if relevant to the way you track initiative and your action economy. It may also be used to accentuate certain conditions from the “run-of-the-mill” conditions represented by Complications.

As I mentioned at the top, I’m working on a full set of mods for Cortex Prime to run games set in Avar Narn. I’m sure there will be additional posts on this subject and others related to that ruleset on the blog soon (with the referenced post about human augmentations first among them).

Back to the Mud: Putting some Grit in Cortex Prime, Part I: Damage and Injury

Readers who’ve followed the blog for some time have likely picked up two things with regards to my favored approaches to roleplaying games. First, I prefer narratively-structured games, like Fate and Cortex Plus/Prime. Second, I like my settings gritty.

At first, these things may seem contradictory; both Fate and Cortex involve capable characters from the get-go with fairly high chances of success in their actions. They give players Fate or Plot Points to shift the narrative in their favor from time to time. I’m of the mind that this is a false dichotomy. To me, having low-powered characters with correspondingly-low chances of success is not gritty; it’s either frustrating or comical. This has been my experience with low-level characters in D&D and especially in the Warhammer (both Fantasy and 40K) percentile systems (especially when the GM thinks of unmodified roles as “easy” ones instead of following the rules guidelines that “easy” rolls should give bonuses–this is easy to forget in the thick of the game). To me, a gritty setting is one in which the characters are capable, but even skilled characters can get unlucky and suffer extreme consequences. It doesn’t happen often, but even an untrained peasant with a pitchfork can kill an armored knight when the chips fall just so. This is where, as with real life, skill alone is not always enough to prevail.

Philosophy of gaming (were that an established academic field!) aside, this post is going to be about adding some mechanical elements to Cortex Prime to increase the grittiness of the system. As one last note within this preamble, I want to point out that no mechanical changes are strictly necessary to run a gritty game of Cortex Prime–simply narrating the action to fit the feel of the game can accomplish this. But, for those who want to go further, to adapt Cortex Prime from a “generic” system to one that can be tailored to genre and tone, here we go.

In this post, we’ll talk about some ways to use the rules mods given in the Cortex Prime Handbook (sometimes with small changes) to adjust grittiness. In the next, I’ll offer some ideas that diverge more significantly from the mods contained in the Cortex Prime Handbook.

Being Taken Out
On my first readthrough of the rulebook, it struck me that the Stress and Trauma system suits a gritty setting best. Subsequent thought revealed that I may just be partial to that system because it feels a little more like “traditional” RPGs without going fully to the “Ablative Hit Points” mod. Reflection has led me to the thought that the basic rules for being taken out (spend a Plot Point to not be taken out of the scene) may be used to bring heightened tension to conflict that matches with a gritty feel. The key here is in addressing the consequence here suffered upon being taken out. For more cinematic games, the Consequence suffered for avoiding being taken out can be narratively (but not mechanically) lower–getting winded, winged by a bullet or otherwise put in a position that complicates things without being in real physical jeopardy. Conversely, these Consequences can be made more narratively significant without modifying the mechanics: if the character suffers a Consequence because of a gunshot, then the Consequence could be Sucking Chest Wound d10 or Gutshot d8. Even if no mechanics are altered, this will certainly put players on edge more than Flesh Wound d8. Of course, I’m not just going to suggest narrative changes here. My main point here is that, with regard to the base system for conflict, staying in the fight creates an additional pull on resources (in the form of Plot Points). Tough choices regarding resources is a core of mechanically-gritty systems–this naturally increases the dramatic and tactical strain on both characters and their players. Consider using the “core” system for being taken out with other rules systems to drive home risk and a need for resource conservation.

Stress and Trauma to Lethal and Non-lethal Damage
One alternative to the core system for being taken out of a conflict presented in Cortex Prime is the system for Stress and Trauma. Under that system, a character first takes Stress as a Complication to an attribute when losing a test in a confrontation. If the character has d12 Stress, this is converted into Trauma, which has the same mechanical complication as a Stress Complication but which is more slowly recovered. A character who takes “damage” that would push Trauma beyond d12 is removed from the game, probably because the character dies in the case of Physical Trauma (or is mortally wounded, put in a coma, etc.).

One simple shift in thinking here is to draw upon the World of Darkness/Storyteller damage system, thinking not in terms of Stress and Trauma but lethal and non-lethal damage. To be specific, replace Stress with Non-Lethal Damage and Trauma with Lethal Damage as with the original system, once Non-Lethal Damage is at d12, further Non-Lethal steps of damage are added to Lethal Damage. But where circumstances indicate the damage received would be life-threatening (the use of weapons, a fall from a height, fire, electricity, etc.), apply the damage to the Lethal Damage die, skipping over the Non-Lethal Damage die altogether. This would work well in systems where brawls (fisticuffs being treated as Non-Lethal Damage under the logic that punches and kicks can be deadly, but it usually takes more than, say, hitting someone with a hammer, to push from bruises to serious injury) are more common than deadly fights, or where the consequence of producing a weapon should be dramatically significant. This can easily be combined with the core Being Taken Out system to make conflict (especially physical conflict) an extremely serious event rather than a common and expected aspect of the game, suiting this especially to investigative or political genres.

A further question to be answered if using this system is how to apply the Complications of Non-lethal and Lethal damage. Do you apply both dice to the opposition test, only the higher of the two, or use some other method to determine effect on rolls?

For an additional complexity, you can allow appropriate armor to convert Lethal damage into Non-Lethal damage based on the armor’s step/rating. This gives characters some added protection without armor having the ability to completely nullify the effects of an injury.

Recovery Times
As the Dungeon Master’s Guide attempts to do in D&D, making things feel gritter may be a matter of increasing recovery times. As the various implementations of extended rest rules in D&D indicate, however, extending recovery times fails if it is the sole method of making a game “gritty.” If injured characters can still meaningfully participate in the style of game being played as they recover, then extended recovery rules may work well. If they only make it necessary to “fast forward” for weeks or months as characters recover, this doesn’t really provide you with any benefit.

If it fits–say one of the features of your particular game is that the characters’ situation gradually worsens until they manage to snatch victory from the jaws of defeat at the very last moment (which, if you believe the gaming philosophy espoused by John Wick in his Play Dirty books–controversies about his behavior as a person and RPG developer aside–is what players really want), then you might be served by extending recovery times. Unless truly necessary, though, it’s probably best to continue keeping recovery abstract without adding too many additional recovery rules. Consider having Stress (or its equivalent) recover between each session and Trauma (again, or its equivalent) recover between adventures. This provides dramatic increase in the tolls taken on characters as a story progresses without bogging things down. Combine with a Doom or Crisis Pool mechanic and you end up with a serious spiral of stakes.

To my mind, as a matter of game design, the best place for extended (or “realistic”) recovery times is in settings where some form of “miraculous” healing exists to circumvent normal recovery times, whether magical or technological. This bears in mind the realism of injuries while allowing characters to return to full status in a more player-satisfactory time frame. The only time the rule really matters, then, is when the players do not have access to such super-healing, allowing for an occasional point of higher stakes and drama if used sparingly.

“Ablative Hit Points” and the Condition Monitor
Above, I mentioned drawing inspiration from the WoD/Storyteller system for rethinking Stress and Trauma. Here, I’ll make reference to Shadowrun‘s “Condition Monitor” as a way for modifying the “Ablative Hit Points” system given in Cortex Prime.

Shadowrun calculates damage in “boxes” inflicted on a character’s “Condition Monitor.” A character has two Condition Monitors, really–one for “Stun” damage and one for “Lethal” damage. Each track typically has ten boxes, but this may be modified by a characters attributes, cyberware and other traits. As with Stress and Trauma in Cortex, “Stun” spills into Trauma when the Stun track is full. Where the Condition Monitor approach provides inspiration for Cortex is that it spaces out the mechanical penalties suffered for injury along the track (in more recent editions, cyberware or other factors can modify exactly where on the tracks these penalties are situated).

We can add a similar idea to Ablative Hit Points, assigning Consequence Dice to various segments of the Ablative Hit Points total. If you start with 10 “Hit Points,” perhaps a d6 Consequence is suffered when your remaining total reaches 7 Hit Points. This combines the “pacing” mechanic of Hit Points with more discrete and immediate effects. As with Shadowrun, and the Lethal/Non-Lethal damage system above, you could maintain two tracks, with excess “Stun” or non-lethal damage spilling into the Lethal category as it does in Shadowrun. If you use two tracks, you again need to decide whether penalties from the two tracks stack (or if only the Lethal track has penalties at all, which might allow a middle-ground between the cinematic and realistic).

To combine ideas from Shadowrun and World of Darkness, you could use a single track for both Non-Lethal and Lethal damage. To do this, Non-Lethal and Lethal damage are notated differently on the track (WoD used “/” and “X” to fill boxes). If the track is full and additional Non-Lethal damage is received, any Non-Lethal damage marked on the track is converted to Lethal damage before any points “overflow” into the condition that occurs (whatever that may be) when damage is received beyond a full track.

The number of Hit Points a character has is an important consideration. Thinking in terms of Dice Steps to numbers (see Rob Donoghue’s post on Evil Hat Games) mapping onto a 1-5 system (as in Fate), if you’re using an Effect Die, a maximum of 5 Hit Points of damage may be done with a single attack, perhaps one or two more if you use heroic successes for stepping up. The major consideration here is whether you want the possibility that a (player) character can be killed in one attack (depending on what having 0 Hit Points means). Additional considerations include how much damage can characters suffer overall and what is the hit point recovery rate.

If you want the additional mechanics, or a shift more toward the “traditional” RPG feel, you can add damage values for weapons (which should be a factor in determining the length of your damage tracks). Likewise, you can have armor prevent damage altogether, convert lethal damage to non-lethal damage, or some combination thereof. This shifts away from the core philosophy of Cortex Prime by moving toward a stricter accounting for gear and equipment, but if such a move suits your game, why worry about that at all?

The Fate RPG “Control Panel” v0.5

I made a mention in a recent post about a project I’ve been working on. It’s far from finished, but I’ve grown too excited about it to wait until it’s finished before I post it for initial use, review and comment.

As I’ve also mentioned before, there’s just so much I like about the Fate RPG ruleset (in its various incarnations) and its adaptability that I intend to use it to run all the games I run for the foreseeable future (you can see my post on (Roleplaying) Gaming as an Adult). The Bronze Rule (or Fate Fractal, depending upon your preference) and general modularity of the system makes it a prime candidate for seamlessly running a wide-variety of game genres, from soap-opera drama to the farthest-flung speculative fiction and everything in between.

Having read a good number of Fate RPG settings and system tweaks (from the official toolkits to community-created content), I understood that this system is highly customizable while retaining its core fiction-first and efficient-play philosophies. Until I began this project, I did not fully understand just how customizable the system really is, Working on this project has given me an even more profound respect for the system and its writers, but has also really helped me to grok how things can (and should) fit together and how the rules may be manipulated–large scale or subtly–to accentuate different parts of the fiction being portrayed at the table.

The project itself is a responsive Excel spreadsheet that uses drop-down menus and stacked levels of questions to guide the user through customizing the Fate ruleset to a desired setting. This allows the user to efficiently make selections without having to sort through the (rather voluminous) books using the Fate System to find various systems and ideas that can be “borrowed” for your own game while keeping a high-level view of the overall ruleset in mind to avoid losing the fiction-first and relatively-light crunch of the core system (unless you want to turn Fate into a fiction-first, high-crunch system, which it can also do!).  Use of this system is likely to do for you what it has done for me–give you a profound respect for the innovations that make the Fate system so versatile and efficient while also being highly-evocative of setting and theme.

I think that the system is in shape to be very functional as it is, but I have a lot more in mind for it. Additionally, as I use it to build rules configurations for my own use, and as I post my own Fate rules concoctions on the blog, I’ll add presets to the selections to allow you to easily incorporate those same systems into your rules modifications. For existing settings, I do so only by general reference to the setting to avoid any copyright issues, but you’ll still end up with a set of configurations that will allow you to create a rules booklet particular to your setting more efficiently than collating everything by hand.

So, here it is in all its premature glory: what I’m calling the Fate RPG “Control Panel.” I very much look forward to hearing your reviews and criticisms, understanding how you’re using the Control Panel, and hearing your suggestions for modifications, expansions and improvements. Note that I have not yet added full explanatory notes, so you may have to guess a little at what certain selections mean. Additionally, not all Extra sheets, skill lists, weapon/armor lists etc. are complete.

Fate Control Panel v.5 Public

(N.B.: Please download a local copy of the spreadsheet before making selections or changes. Also, you will need to enable Macros for everything to work.)

The Fate of Piracy, Part II: About Piracy

For the first post in this series, click here.

I feel like it is necessary for me to talk generally (and hopefully briefly) about historical piracy.

Morality
Obviously, piracy is an immoral thing. At best, it’s bullying and theft. At worst, there’s torture, murder, betrayal, sexual assault and many other crimes. Modern media has given us a whitewashed version of piracy, with lovable ne’er-do-wells like Jack Sparrow and depictions of gentlemanly pirate captains who mind their manners while robbing you. Maybe there was some of that, but far more often, I think, the lines of moral behavior were crossed with abandon or simply ignored altogether. There’s a reason pirates were called hostis humani generis (enemies of mankind).

This is not to tell you how to run a pirate game. There’s no reason you can’t run a lighter-hearted sort of game a la Pirates of the Caribbean and, if you’ve got young people playing, that’s probably much safer fare. You know me, though—I’m much more interested in games with the feel of Black Sails, where even the “good guys” are morally questionable at best. This is a discussion to have as a group while deciding on then particulars of the setting your players will pirate in (is that a word? Can you “pirate?”). Along the same lines, circumscribing those aspects of pirate reality that are uncomfortable to treat and determining how to handle them or whether to leave them out altogether is, I think, an especially important consideration in a topic and setting so fraught with the worst humanity has to offer.

Pirates and Privateers
Though, as a practical matter, the distinction between pirates and privateers was often a legal technicality or a matter of perspective, it’s important to know the difference.

A privateer receives a “letter of marque and reprisal” from a sponsoring nation, essentially making the bearer a private soldier in service of his country (funny to think how “modern” an idea of military privatization seems to us despite our own history). With that letter, the privateer and his ships are authorized to attack the ships and ports of those nations with whom the sponsor is at war, taking prizes and plunder, which is split between sponsor and privateers. Bear in mind, that in the early modern period, standing professional armies were only slowly becoming a thing, so the engaging of privateers provided an avenue for governments to quickly deploy wartime assets at little or no cost to itself.

A pirate does not have authorization to engage in the seizure of ships or towns from any country—they are brigands and outlaws. Still, many pirates had some scruples about their selection of prey, refusing to attack ships of their own nationality (though that’s a fraught issue, as we’ll see below) even when they were not authorized by that nation to conduct operations.

As the history of piracy bears out, the line sometimes—maybe often—blurred between privateer and pirate. Those who might have been considered pirates were sometimes given letters of marque when they were viewed as useful to their home nation; this could even happen retroactively to the captain’s activities! On the other hand, privateers would turn pirate, for a number of reasons. Sometimes the prey was scarce and the crew grew desperate, electing to go after any ship they might take. Other times, the sponsoring nation would leave privateers in the lurch when political conditions changed and/or treaties were signed.

Wars of Religion
I don’t think it can be understated how important the conflict between Protestantism and Catholicism in the 16th and 17th centuries was in the rise of privateering and piracy. The war between England and Spain that included both the Spanish Armada of 1588 (and the other armada attempts) and the “singing of the king’s beard”—and really all of Sir Francis Drake’s roving—found its core cause in the conflict between a Protestant Queen Elizabeth and a Catholic Phillip II of Spain. This is also the time of the English Civil War (which one might argue was more political than religious, but the primary sources reveal a strong belief in the close association between Catholicism and absolute monarchy, to say nothing of the Puritan influence on the Roundheads), the time of the Eighty Years’ War between Catholic Spain and the Protestant Netherlands, the Thirty Years’ War and, at the beginning of the 18th century, the War of the Spanish Succession, itself about the balance of power between both rival royal houses and the Christianities to which they were aligned.

The Catholic faith of the Spanish gave cover enough for raiding their significant wealth in the Caribbean, and many of the sea rovers presented themselves as good Protestant soldiers raiding the ports and ships of the Spanish in support for the “One True Faith.” The most well-known privateers and pirates, at least in the 17th century, tended to be Protestant English or Dutch, from the Sea Beggars to Sir Henry Morgan. Whether the roving captains really believed themselves to be “good Protestant soldiers” or just found the idea to be a good excuse we’ll never truly know—the Christianity of the time, no matter the specific denomination, made easy room for slavery and violence, despite the core messages of the Gospels.

Freedom at Sea
The sea rovers came from many nationalities and walks of life, and the crews of the privateering and piratical vessels of the time were probably some of the most diverse collections of peoples anywhere in the world for the period.

One of the major draws to those who would become crew members was the difference from life at sea under a merchant captain or in naval military service. In the latter situation, the captain’s word was law and, knowing what I do about human nature, I believe it when both the primary sources and the secondary histories describe that tyrannical captaincy was somewhat common.

Things were different aboard a freebooting vessel. Yes, the captain had sole command in times of immediate danger—combat, the chasing of prey or evasion of the authorities, storms at sea, etc. But the captain himself was usually elected by the crew, and when there was no immediate threat, (most of) the crew got a vote in choosing their course of action. This simultaneously hindered some of the great expeditions from achieving much success, but also meant a type of democratic freedom unavailable elsewhere in the world, especially for those not born into the upper class.

A roving venture began with the adoption of a Code. This was viewed as a contractual agreement freely entered into by all who signed and could be both morally and ethically enforced against them if they broke it. The Code determined who would be leading (on ships or as admiral), what the split of plunder would be (and, while the shipowners—often the captains—received extra for the use of their vessel and specialists where given an extra partial share for their much-needed skills, the split tended toward equality more than disparity).

Now, all of this democracy is well and good in theory, but let’s also not think it was more idealistic and free from coercion than it was. The owner of a ship in an expedition had great leverage over his fellows—if they didn’t elect him captain, he might simply decide to take his toys and go home. Further, maintaining a captaincy was not simply about holding the justified admiration of the men; it was about getting results. A captain without the skill for finding and securing plunder, or simply with a bad run of luck, would quickly find himself at odds with his men.

Those are enough general points for now. If you want to delve into the details and specifics of piratical life, use the bibliography in the first post—to which I will soon add some primary sources for you, though in short look for the journals or publications of Alexander Esquemelin, William Dampier, Basil Ringrose, Bartholomew Sharp and Lionel Wafer. Take Esquemelin especially with a grain of salt—he seems to have hated Henry Morgan and his descriptions of events often conflict with other (more plausible) sources. I also highly recommend the Pirate History Podcast for distilling this information into entertaining and informative episodes.

Trivia: William Dampier, in addition to being a privateer, was an accomplished navigator and naturalist. He’s credited with bringing a slew of words into the English language, including “chopsticks,” “avocado,” and “barbecue.” His work describing the flora and fauna of the places he frequented, as well as the details of indigenous peoples he met (among them the Mosquito and Kuna peoples) proved extremely influential and valuable. His work on wind and water currents, especially, provided a foundation used by naval navigators for centuries.

A Short(ish) Note on Rolling Dice (in RPGs)

This morning, I’m re-reading through the Sixth World Beginner’s Box for Shadowrun 6th Edition to write a short review as a prelude to a full review when the core book releases. As I’m reading through, comparing to other roleplaying games, and thinking about the mechanics and systems that make our games run, a thought occurs to me.

We need a paradigm shift on dice rolling. For some of you, particularly those who play more narratively-styled games, this is likely already part of your repertoire, and a number of games that have been out for quite some time make a point of this explicitly, or at least imply it heavily. Others may say, “yeah, that’s not necessarily in the rules, but it’s the heart of ‘Old School’ gaming.” But I think that the approach I’m about to describe (wait for it!) should apply to all roleplaying games, because it’s fundamental and universal to the way stories are told.

Dice should only be rolled with the result increases drama and drives the story forward. Seems simple, right? But if it’s so simple, why do games keep using a different formulation, one that goes something like this: “Easy, mundane or routine tasks do not require a roll. Complex or more difficult actions do.”

If you want to lean heavy on the simulationist side of the GNS theory (and if that’s what’s fun for you, I’m not going to say you’re doing it wrong!), then this formulation does make some sense.

But from the standpoint of telling a story–even if aspects of that story are governed by intricate and complex systems to govern outcomes–the difficulty of a task is not the standard by which we should determine whether to pick up the dice. Novels and short stories often compress into tiny fractions of the narrative those tasks which, while difficult, are necessary to the story but not terribly interesting to focus on. Perhaps the epitome of this approach is the oft-maligned (and oftener-used) “montage” of film fame. The training or preparation depicted in the montage is crucial to understanding where the narrative goes next (or explaining why it goes where it goes), but it’s not where we want to spend our time. Rocky immediately comes to mind, right? All that training that the eponymous character does provides context and justification for everything that comes after, but if the film had two hours of watching Stallone work out as “character development,” many of us would never make it to the story’s climax.

Dice rolling should be treated similarly, and the best example I can give in practice is the Gumshoe system and its treatment of investigation. In an investigation adventure arc, the discovery of the clues to move the plot forward is essential and integral to the success of the story (unless the investigation is a side-story which will turn up again whether or not the characters are successful). Therefore, the characters must succeed at discovering the crucial facts, though it’s just fine if they don’t discover all of the available clues.

If you predicate the discovery of clues on successful dice rolls placing difficulty as the first concern, you get a realistic approach to be sure–but plenty of mysteries are never solved, and that’s just not interesting in a roleplaying game when the mystery serves as the main plot! So, as Gumshoe suggests, don’t roll the dice–just give the players the core clues in ways that match the particular characters’ skills and backgrounds. Sure, you can let them roll (or, as in Gumshoe, let them spend character resources) to gather additional helpful but non-essential clues, but we don’t want to hide the narrative ball (as it were) or put our foot on it to stop it altogether.

This goes well beyond investigation, though, and applies to all types of actions and scenes. Do the characters need to scale that castle wall–no matter how difficult–for the next central plot point to occur? Then success cannot be predicated on a roll of the dice, and the GM shouldn’t put himself in the situation where s/he must fudge the roll or the story hits an impasse.

There are plenty of narrative ways to keep these challenges interesting to the players (and GM), and we can return to the montage for one example. In our scaling the castle wall, maybe the characters need some manner of assistance to do it, so it’s not about a roll of the dice but the proper preparation. This may be as simple as having the players come up with a feasible strategy and concomitant preparation and having that influence the description of the ascent. The obstacle could simply require the expenditure of some character resource (to represent the difficulty) without being predicated on a dice roll. Or, you could make them do the legwork of the preparation as dedicated scenes in the adventure (if interesting), and have these subtasks involve dice-rolling, so long as the last feasible strategy available to the characters automatically succeeds (otherwise you’ve just move the same problem to a different location in the narrative).

Whether in the GM’s section of an RPG book, or in the growing number of books about the craft of GMing, it’s an axiom that a good GM will give each character (and therefore player) a chance to “shine” and take center-stage in the narrative for a bit of awesomeness. If there’s a challenging task in the characters’ way that must be successfully resolved, consider dictating that one of your player characters is able to accomplish it readily because of particular skills, backgrounds, or other character traits that make the character especially suited to success.

You could also use the “failure at a cost” principle on rolls that must succeed to drive the story forward. Rolling the dice isn’t about the success of the roll, but about the severity of the cost of that success. See the Powered by the Apocalypse games for an example of this principle writ mechanically. Like Gumshoe, though, the principle can be applied to any roleplaying game whether or not codified in the mechanics.

My key concern in this rant (which is already longer than I’d originally intended) is to decide when to roll the dice based on when doing so pushes the players toward the edge of their seats, not the objective/realistic difficulty of a task at hand. Choosing when to roll the dice is like zooming in the camera–you’re telling the players, “here’s where the story gets interesting.” Always make good on that promise!

There’s a corollary to that–always have a back-up plan when you roll the dice. If you’ve asked your players to roll, there ought to be an interesting result no matter how the dice fall. If there’s not, consider avoiding the roll altogether and simply dictating the interesting result.

At this point, if you’re working out in your head some criticism about player agency, let me address you specifically (I’m tempted to put a random name here in hopes of blowing the mind of some fortuitous reader, but I’ll not). Player agency is not an absolute in a roleplaying game (just as it’s not in real life); it ebbs and flows and is often a “negotiation” between player and GM. Sometimes the characters have more ability (and therefore agency) to freely respond to a situation than others. And the dice are not the only mechanism of player agency–far from it. On top of those points, most players intuitively understand the idea that their character’s agency changes from scene to scene and will accept that without complaint. Problems arise when (the lack of) player agency gets pushed beyond the breaking point and players feel “railroaded” or as (unwilling) participants in a story told solely by the GM. There is a great distance between dictating the occasional outcome without resort to the dice and reaching this point. If you’re basing dice rolls on drama anyway, you’re going to blow past the dictated results to focus on the times when the players have the greatest amount of agency in the story (and thus drama is at its peak). That’s the whole point.

I’m going back to my reread of the Beginner’s Box to hopefully get my pre-review up this morning as well. Rant over.

Cortex Prime Shadowrun, Part VII: Initiation, Metamagic, Magical Traditions, Mentor Spirits

While I’m on a roll, so to speak, another piece of the Shadowrun “puzzle” for my Cortex Prime hack. This time: initiation and metamagic, magical traditions and mentor spirits.

A General Note
In many ways, this rules hack makes the Cortex system more complex than it is intended to be, but I believe that this is required to capture as much of the nuance of the Shadowrun setting as possible. Additionally, it may be that I am pushing core Cortex ideas (SFX and Assets in particular) to or past their limits–this will be evaluated (and rules ultimately rejected or revised) when I get to playtest the completed material. In the meantime, most of the complication is in character design rather than in gameplay, and it’s my expectation and intent that this ruleset remain magnitudes less complex than the actual Shadowrun rules.

When all of the posts in this series are completed (meaning that I’ve completed the ruleset as a whole), I’ll post a PDF containing all of the rules to the blog so that readers can use, playtest and comment on the hack to help me improve it.

Initiation
Initiation is the process of being awakened to the higher mysteries of magic–to the extent that they do not remain forever mysterious. It is a strange hybrid of study and the revelation of truths which may only be experienced, never told. With initiation into the greater magical cosmos comes increased power in everyday spell-slinging.

The simple way to handle Initiation is to use it as a Signature Asset as described below:

Signature Asset: Initiation: By paying an Edge Point (see the Limit below), the character may add the Initiation die to a dice pool to resolve a magical task, even if a different Signature Asset is already in the pool (this is what differentiates Initiation from other Signature Assets and balances against the Ordeal requirement below).

Limit: Edge Point: Adding the Initiation die to a roll requires the expenditure of an Edge Point.

Limit: SFX: Initiation may only be used in ways permitted by metamagical SFX purchased by the character.

Limit: Ordeal: The initiate must complete an Ordeal (see below) for each step of the Intiation die to acquire that step. (One Ordeal per new step, not one Ordeal per step of new die).

Depending upon the type of game you’re running, you may or may not want to allow the purchase of the Initiation Signature Asset at Character Creation.

Metamagic
Metamagic represents the “superpowers” of magical ability. It is best represented as SFX for the Initiation Asset. I recommend allowing one SFX to be chosen for each die step of the Initiation die and allowing additional SFX to be purchased as normal. Here are the metamagical examples I’ve come up with:

Centering: Add your Initiation Die to a dice pool for a magical task that includes the Drain limit and step up the Effect Die assigned to Drain by one step.

Fixation: Add your Initiation Die to the dice pool to create an alchemical asset. The asset lasts for the entire session rather than the next scene.

Masking: Add your Initiation Die to the dice pool opposing an assensing test on you. You may force the opponent to reroll a single die in his pool.

Quickening: When you cast a spell to create an asset, you may pay an Edge Point for that asset to remain for the remainder of the Session without having to dedicate any resources to maintaining the asset.

Anchoring: You may cast a spell and anchor it to an astral construct overlaying a place or object. Make note of the dice pool’s result and the effect die, and define a triggering event for the spell. The spell remains dormant until triggered or until the end of the session.

Apotropaic Magic: When you assign your Magic die to defend a character from Magic, you may also add your Initiation Die. If the defense test result exceeds the caster’s test result by at least five points, the caster suffers the effect of the spell at the Effect Die chosen from his dice pool.

Geomancy: You may manipulate background mana and nearby mana lines to create Assets or Complications (adding your Initiation Die to the test) that apply to all magic tasks made during that scene and which can only be dispelled by another initiate with the Geomancy metamagic.

Necromancy: You may use ritual magic (adding your Initiation Die to the dice pool) to gain information from dead bodies, blood, and the residual mana in dead things.

Psychometry: You may assense objects (adding your Initiation Die to the dice pool) to gain information about the history of the object and/or its past owners.

Divination: You may use ritual magic (adding your Initiation Die to the dice pool) to gain glimpses of the future. You may ask the GM to answer one question for each step of the Effect Die from a successful task. Answers should be reasonably vague and subject to interpretation.

Channeling: Add your Initiation Die to the pool and gain a reroll on one die for rolls to invoke spirits (see Shadowrun rules; this requires an invoking magical tradition).

Exorcism: Add you Initiation Die to the pool and gain a reroll on one die for roles to banish spirits.

Cleansing: Add your Initiation Die to tasks to cleanse the astral pollution of a place, and step up your Effect Die by one step.

Sensing: Add your Initiation Die to astral perception tasks and step up your Effect Die by one step.

Notes on Metamagic
Those familiar with the Shadowrun setting will note that I haven’t included all of the metamagics described in the Shadowrun books. This is either because I feel that a particular metamagic doesn’t work well under Cortex rules or that one metamagic SFX described above covers multiple metamagics in the core Shadowrun rules (for example, Masking covers both Flexible Signature and Masking).

Ordeals
A character must complete an ordeal each time he or she raises her Initiation Die. Ordeals may be selected from the following, which I have placed into groups based on their general type.

Task Ordeals
Task Ordeals require the magician to complete a…task. The task may be roleplayed through, but it may be negotiated and described by the Gamemaster and the Player without playing through all aspects of the task. Regardless of which method is selected, the GM and Player should agree to change one of the Character’s Aspects based on how the experience affected the Character. Task Ordeals include metamagical quests, asceticism (which includes living as a Hermit as the ordeal) and the accomplishment of special deeds.

Limit Ordeals
As the name implies, these Ordeals involve taking on an additional Limit to the Initiation Asset. This includes both geas and oath Ordeals. Define the geas or oath and create a Shutdown Limit for the Initiation Die that occurs when the geas or oath is violated and that persists until the character can complete a recovery action involving atonement for the infraction.

Creation Ordeals
A creation Ordeal involves the completion of scholarly or artistic work. There must be a handmade original (or originals), each of which constitutes a material link to the creator (treat as an Asset for a possessor to take magical action against the creator or a permission for remote magic). This also creates a Limit on the Initiation Die: if the originals are all destroyed, step down the Initiation Die until new originals may be created.

Sacrifice Ordeals
Sacrifice Ordeals involve intentional maiming in pursuit of magical power. The character must take on a new d4 (or step up) Complication representing lasting physical injury that cannot be healed.

Familiar Ordeals
TBD.

Magical Traditions
A magic-using character will be required to take an Aspect declaring the type of magic-user that the character is and the tradition that the character follows (hermeticism, shamanism, Christian theurgy, Buddhist magic, chaos magic, Kabbalism, etc.). Quite simply, this definition should be used to determine what kind of spirits the character can summon (by reference to the Shadowrun material, and assuming that the character’s magic-using type may summon spirits), but it can also be used to add some mechanical nuance. For each tradition, choose two Approaches. For one, step up the Aspect die when the character uses that Approach. For the other, step down the Aspect die when the character uses the Approach.For instance, a hermetic character might apply their Aspect as an Advantage to rolls using the Deliberate Approach, but as a Consequence to rolls using the Dynamic Approach, whereas shamans might do the opposite. You can use the Shadowrun material to come up with patterns of use for the other traditions.

Mentor Spirits
Mentor spirits should be considered Signature Assets with the following nuances:
Core SFX: Spend an Edge Point to add the Mentor Spirit die to a magical task.
Defined SFX: Create an SFX for the Asset based on the bonuses provided by the spirit under the normal Shadowrun rules. See the Cortex “Core SFX” for this.
Behavior SFX: Gain an Edge Point by behaving in a (reckless or non-beneficial) way in line with the personality of the Mentor Spirit.
Core Limit: Shutdown the Mentor Spirit Asset to gain an Edge Point. The character must spend time communing with the Mentor Spirit to reactivate the Asset.

 

 

 

Cortex Plus/Prime Small Unit Combat, Part II: Streamlined Engagement Rules for Firefights

These rules are intended to streamline combat engagements that occur outside of CQB ranges (see the separate CQB rules for quickly handling those types of fights). While designed with modern combat in mind, the rules should prove easily useful with near-future and sci-fi based combat as well, though I have my doubts about using them for historical or fantasy combat without some extensive modification.

The rules seek to streamline combat in several ways. First, they group units of “normal” enemy combatants (those we might call “mooks” and which the Cortex Prime book calls “mobs”) into groups while keeping more important enemies separate. Second, they abstract combat to avoid becoming mired in the details of how many feet a combatant can move in a single turn or worrying about specific facing.

Note that these rules have been created under some genre expectations. Particularly, that the characters are especially potent combatants, able to cut through normal soldiers like a hot knife through butter and tough to kill. The tone of the rules creates a high-action sort of vibe rather than a terribly realistic one, though the “grit” factor may be modified by the number and types of opposition encountered at once, as well as the advantages and tactics used by enemy combatants. If deadlier and more realistic mid-range engagements are desired, I recommend using normal 1 to 1 combat rules. The CQB rules given separately should work well with either this approach or the standard one.

Where these rules seem incomplete, refer to the CQB rules to fill in the gaps. If you still have questions or want to share the results of playtesting, let me know so I can address any issues and make these rules better for you!

Differences From CQB Rules
If you’ve read my CQB combat rules, which are designed to be used in conjunction with these rules, you’ll notice some differences. In many ways, these rules “zoom out” from the CQB rules, adding (a little bit of) complexity and nuance. Where the CQB rules group both the Player Characters and their NPC opponents, these rules only group opponents and allow the characters to act individually.

A Note About Cortex Prime
The Cortex Prime rules include instructions for creating and using “mobs” and “ganging up”. The squad-based rules in both this and the previous CQB rules are essentially an expansion of this idea with slightly more granularity.

Initiative
To keep things simple, initiative will pass back and forth between the players and the GM with one activation per character or unit until one side has run out of activations, at which point any remaining activations may be used if available to any other participating group. On the players’ turn, they may choose which character activates, but no character can activate more than once in a turn. Likewise, the GM may activate the characters and units under his control in any order, but none may activate more than once in a turn.

Which side has the initiative should be decided by the situation—typically the attacking force will act first. When there is a meeting engagement (neither side was expecting the other), an attempted ambush, or other unusual situation, each side should nominate a character (or unit) to roll for their side—the roll will be Approach+Analysis+Tactics Specialization (if any)+Assets, Circumstances, Etc.(if using the set-up described in the CQB Rules; otherwise modify as necessary), with the winner choosing which side goes first.

Zones
Zones and Distance: The combat space should be separated out into zones. Zones will be used to calculate range penalties, so use this idea as a general guideline for how zones are placed. Generally speaking, firing at combatants in one’s own Zone takes place at CQB range, those enemies in adjacent zones are at mid-range, and those more than one zone away are at Long Range. Of course, narrative trumps hard-and-fast rules, so adjust as necessary.

Distance Penalties: When firing at targets at mid-range, add a d8 to the target’s dice pool. Add a d10 for targets at long range.

Cover and Concealment: The use of cover and/or concealment is important under these rules. As such, each zone should be given a “Cover Rating.” The Cover Rating represents the highest effect die that can be used (or rather, the cap if a higher die is assigned to the effect die on a roll) when creating an advantage (usually called “In Cover.”). The zone’s Cover Rating is an abstraction of the distance between pieces of cover, the size of cover, the general density of cover, and whether the zone’s cover is actually cover (something that will stop bullets) or is generally concealment (something that makes it harder to aim at a target but that does not stop projectiles fired at the target).

Cover Penalties: It is assumed that all combatants are using cover. However, the best use of cover requires skill and understanding. Add the lesser of a character’s Direct Action rating (or a unit’s lowest quality rating) or the assigned Cover Rating to pools to resist attacks.

Flanking: “Flanking” any enemy is maneuvering so as to be able to attack the enemy from the side. In small-unit firefights such as those depicted by these rules, “flanking” means achieving a position of attack from which the target does not gain the benefit of cover. An actor (individual or unit), may take an action to flank an enemy; treat this as an attack on the Cover Advantage that persists until either the target or the attacker moves.

Movement Between Zones: Handle movement by determining how many actions it would take to move from one zone to another. No need for specific measurements.

Basic Enemy Combatants
Quality Rating: The Quality Rating, expressed as a die, represents the general effectiveness of a troop type, a combination of skill and training, morale, equipment and command structure.

Grouping Combatants: Basic combatants should be put in groups of one to five; the grouped combatants act as a single entity using the Quality Rating of each combatant in the group to constitute the dice pool used for any action (in line with the “mobs” rule in Cortex Prime).

Specialists: Specialists are, as the name suggests, specially trained soldiers with specific capabilities. In game terms, Specialists count as SFX for a group of combatants, giving the group options for the expenditure of Edge Points to undertake special tasks or modify normal tasks undertaken by the group. The expenditure of an Edge Point is required to use Specialist. A group of combatants may have a number of Specialists equal to the number of troops it contains. Examples of Specialists:

Flamethrower: The acting unit must be in the same Zone as the target. The GM spends an Edge Point when the unit attacks to declare that the Flamethrower specialist is deploying the flamethrower. If the attack causes damage, the target takes an On Fire condition equal to the effect die of the attack. At the end of each turn in which the affected character has not extinguished the condition, the character takes damage according to the effect die of the condition. An affected character may attempt to put the fire out in the same manner as overcoming any other situational condition placed upon him.

Grenadier: When the unit attacks, the GM spends one or more Edge Points to declare that the Grenadier is using his or her equipment. For each Edge Point spent, the GM may do one of the following: (1) add another die equal to the Quality Rating of the Grenadier to the attack pool or (2) add another target (in the same zone as any other target) to the attack. Separate Effect Dice must be assigned to each target.

Medic: At any time, the GM may spend an Edge Point to declare that the Medic is activating to resuscitate a fallen combatant. The difficulty of the test to resuscitate a combatant is equal to 3d8; if the Medic succeeds with an Effect Die equal to or exceeding the Quality Die of the fallen combatant, that combatant is returned to his or her unit. Note that this action does not use the unit’s turn.

Drone Operator: Drones come in many forms, from remotely-operated turrets to flying surveillance or explosive-delivery devices. When the GM spends an Edge Point to activate the Drone Operator’s Specialty, she may choose one of the following:

Turret: add a new, standalone combatant with a pool of 3d6 to the fight. The turret may only take the attack or suppressing fire actions, acts separately from the unit that created it, and resists attacks at its dice pool.

Surveillance Drone: While this drone is operational, remove the Drone Operator’s die from the unit dice pool. The drone resists damage with a pool of 3d6. It may move one zone per turn and no target in that zone benefits from advantages representing concealment or cover while the drone is present in the drone.

Because the Drone Operator has limited resources in the field, the cost of deploying a drone (in Edge Points) doubles with each successive drone (1, 2, 4, etc.).

Marksman: When a unit containing a Marksman attacks and the GM uses an Edge Point, the target does not get to add his Armor Asset (if any) to the pool opposing the attack.

Machine Gunner: The GM may spend one or more Edge Points to place a Suppressed condition (disadvantage) equal to the Specialist’s Quality Die on one target for each Edge Point spent. Remove the Specialist’s Quality Die from the unit’s dice pool for as long as the condition remains in effect.

Note about Specialists: If you want to add some complexity and variation to your basic troops, you might consider giving them a separate Specialist die for various Specialists, using that die instead of the Specialist’s Quality Die in pools using the Specialist.

Attack and Defense:

The attack dice pool is formed as with any conflict under Cortex Prime rules—attacking characters will add an Approach, the Direct Action Role, and any Specializations, Assets, or Advantages to the pool, while the defenders will add their approach, Direct Action Role, Cover, Range and any Specializations, Assets, or Advantages. Units will use the dice pool formed from their combined Quality Dice.

When attacking a unit, the attacker may assign more than one Effect Die to take out multiple members of the unit in one attack, but only one Effect Die that would cause injury but not take a member of the unit out of action may be assigned.

Ex. The player-character member of a special operations team has gotten the drop on a fireteam of enemy grunts. The player character wins the conflict test and has d8 and 2d6 left over which might be assigned as Effect Dice. The grunts are well-trained, with a Quality Die of d8. The attacked may put one enemy combatant out of action with the D8 and may assign the d6 as an injury to a member of the unit (which counts as a Consequence/Disadvantage; see the CQB Rules). The attacked cannot also assign the second d6 because there is already an injury assigned to the unit.

Cortex Prime Shadowrun, Part VI: Magic, Foci and Alchemy

Yes, it’s been a while since I’ve worked on this series. Yes, my writing work is unpredictable and jumps from topic to topic. The curse of the creative “free spirit” with too many interests, I guess (though I’m usually quick to say that “be interested in everything” was the best advice I ever got). All of that aside, I’m getting back to working on some Cortex hacks of various types to flex my RPG mechanics muscles again. I hope you find the work useful.

Foci
Foci are a big deal in Shadowrun, in many ways the magician’s equivalent of the street samurai packing the Panther Assault Cannon. Modeling them in Cortex is, on the one hand, relatively simple–each Focus is a Signature Asset. On the other hand, Shadowrun uses multiple types of foci and there are some specific attributes of foci in the world of Shadowrun that ought to be mechanically addressed as well.

The creation of foci is best handled in the same way as the acquisition of any Signature Asset: the player pays the requisite cost and a narrative explanation of how the Asset was acquired is given. There’s no need to go through complex creation rules.

Attributes of All Foci:

Limit: A focus may only be used by a character with the magical ability and the ability to take the specific types of actions to which the focus applies.

Limit: Binding: Until a character pays the cost to add a focus as a Signature Asset (whether at character creation or through advancement), a Focus is not bound to the character and cannot be used.

Limit: Active/Inactive: Foci must be powered by magic to be useful. When not powered, foci are inactive and can essentially be ignored altogether. When active, the following rules are in effect. Activation and the rules described below should be considered Limits on a Focus asset..

Astral Beacon: an active focus gives off a lot of astral energy, allowing others with the astral perception/astral projection abilities a benefit in finding, analyzing and targeting a magician with an active focus. When using astral perception to find or to gather information about a target with an active focus, add the focus to the actor’s dice pool as an advantage. A magician using Psychometry or other spells and abilities to analyze the astral signature of a place after the fact may, if the GM determines that the rating of the focus, its past use and the time elapsed since the use is reasonable under the circumstances, be added to the acting magician’s dice pool as an advantage.

Link: Because a focus must be bound to its user, it provides both a material link to the owner regardless of activity and a method for targeting its owner astrally when active. A magician in physical possession of another magician’s focus, or astrally viewing an active focus, may add that die to a dice pool to create an advantage for the purposes of targeting the focus’ owner with magic.

Specific Foci:

Alchemical Foci:
 Alchemical foci add their Rating to Alchemy tests.

Disenchanting Foci: These add to tests to disenchant artifacts, foci and other magical objects.

Spell Foci:
A spell focus adds its rating to Sorcery actions that match the category of spell and type of action to which the focus is attuned.
Limit: Category: A spell focus must describe one of the five categories of spells (Combat, Detection, Illusion, Healing and Manipulation) and may only be applied to Sorcery tests involving the category to which it is attuned.
Limit: Task: A spell focus must also describe one of the following magical tasks: Counterspelling, Ritual Spellcasting, Spellcasting. The focus may only be applied to Sorcery tests involving that task.

Sustaining Foci:
A sustaining focus allows a Magician to sustain a spell effect equal to or below its Rating without the Magician actively maintaining the spell. The spell may be cast at any time and “saved” into the focus to be used whenever the focus is activated.
Limit: Power: To add the stored spell effect to a dice pool, the focus must be activated and the Magician must pay an Edge point to use the effect for that Scene.
Limit: Counterspelling: Counterspelling may be used to reduce or obviate the spell effect maintained by the sustaining focus. To restore the functionality of a effect that has been partially or fully dispelled, the magician must cast the spell to be maintained anew.

Spirit Foci:
A spirit focus adds its rating to Conjuration tests of the task and category of spirit to which the focus is attuned.
Limit: Category: The focus must have a specific type of spirit (fire elemental, spirit of man, etc.) to which it is attuned. It may only be used for interactions with that type of spirit.
Limit: Task: The focus must be attuned to one of the following tasks: Summoning, Banishing, or Binding and may only be used for that type of task.

Weapon Focus:
A weapon focus adds its Rating to close combat tests in the physical or astral planes and allows its user to damage creatures and spirits normally immune to physical damage.

Alchemy:
Alchemy allows a character to store a spell for a one-time use later. This is simply handled: The character makes a test to cast the spell, but using Alchemy instead of Sorcery. The character resolves the test, including Drain, and pays one Edge to store the effect for later (the player should describe the form the alchemical device takes for narrative purposes).

Activation of the alchemical spell may require a test. If the alchemical device stores an attack effect, its rating should be added to an appropriate attack pool for close combat or a thrown weapon.

A spell that causes damage has an instant use. A spell that creates some other effect lasts for a Scene or until dispelled.

EDIT: You might be wondering why some of the classic foci (the Power Focus, for one) has no description here. Those foci that I haven’t listed are temporarily left out until I find a way to include them that satisfies me. As it stands, the Power Focus is just too powerful to add in–without the insane detail of creation cost inherent to the actual Shadowrun rules, I need to find some mechanisms within Cortex Prime that would allow some modicum of balance compared to the other, far more limited, foci.