Just thought I’d continue to break my tradition of one-per-month posts by posting an update on WtC: the RPG! I am still awaiting final word from MWP to do the book, but it looks promising so I have been absorbing the Cortex Plus rules as illustrated in the Marvel Heroic Roleplaying game and the upcoming Firefly game (you can get a peek with a couple of mini-releases already available).
I have also gained the strong interest of an artist for the interior artwork–you can see his stuff here: http://jamiefayx.deviantart.com/gallery/.
The concept for what is and isn’t going to be in WtC: the RPG is also coming together. Since the rules don’t take up much room, most of it will be the history of the Post-Event setting, places of interest, the legal, political, and social situation, a discussion of breakthrough powers, character pages/descriptions, etc. Players will get everything they need to form their own Crisis Aid and Intervention team or play the Sentinels themselves. It’s going to include a lot of setting information not seen in the books yet, like background on how other countries have dealt with breakthroughs and been changed by them, so there will be a lot of stuff in there that readers have wanted to know.
What it isn’t going to include is characters from Villains Inc. and Young Sentinels. This was a hard decision to make, but WtC alone introduces a couple dozen capes, major and minor, lots of villains, and more supporting characters. The “sample adventure” is likely to be the California quake and the Whittier Base Attack; the players will be able to play the Sentinels, another CAI team, or new breakthroughs from the quake.
If I do all this right, I will follow up with Villains Inc. and Young Sentinels sourcebooks with all their introduced characters and updated Wearing the Cape characters as well as expansions on appropriate themes (organized crime and Hollywood heroes in Villains Inc., and Hillwood Academy and younger breakthroughs in Young Sentinels, for example).
Right now, though, here are the Marvel Heroic Roleplaying hacks I’ve decided on so far. I honestly don’t expect it to change much more than this, so if you have MHR already and want to get a start, you can build your own capes with this and start testing how the action feels. As I work out the Sentinels’ datafiles I will be releasing them to playtesters as well, along with huge blocks of background so they can better create their teams and place them in the Post-Event world.
WtC: the RPG Hacks.
1.) Affiliations are replaced with Strengths: Physical, Mental, and Social. (Note: this is a change being made in the coming Cortex Plus game Firefly. It was obvious to me as soon as I read MHP, and I guess it was obvious to them, too.)
2.) Multi-Dice: superhumans have access to multi-dice, two dice treated as one die when used as Action/Reaction Dice and Effect Dice to create higher values. They are always indicated by + signs, and are D8+D6, D10+D6, D12+D6, D12+D8, D12+D10, and D12+D12. Power Traits now range in value from D6 to D12+D12. If you roll a 1 on either of a pair of multi-dice, you remove the 1 (it becomes an Opportunity) but you keep the second die.
3.) Sudden Death: when a character is Stressed Out and receives Trauma, the Trauma Die does not start at D6. Instead, Trauma builds on the Stress, and is equal to the Effect Die minus the number of steps required to max out the effected character’s Stress.
For example, a SWAT team officer (D8) gets hit by a piece of concrete thrown by a B Class Superhuman (D12+D6). He is Stressed Out, and takes Trauma equal to 12D+D6 reduced by 3 steps (for the 3 “steps” in the D8). Dropping three steps from D12+D6 converts it to D12 Trauma—still higher than the D8 Trauma he can take so he is now dead or dying. If he had already been injured, with D6 Stress, the D12+D6 would only have been reduced 1 step to D10+D6 Trauma.
4.) Doom Dice Change: Actions not directly opposed by a Major Watcher
Character are not rolled against with the Doom Pool. Instead the Watcher
decides the difficulty of the Action (D4: Very easy, D6: Easy, D8: Challenging,
D10: Hard, D12: Really hard), adds dice for Scene Distinctions, Minor Watcher Characters
etc., and may add dice from the Doom Pool as if he were buffing up a WC’s Dice
Pool. (Note: this is also a change being made in the Cortex Plus game Firefly.)
For reference, D Class Powers are D6 to D10, C Class Powers are D12 and D8+D6, B Class Powers are D10+D6 and D12+D6, A Class Powers are D12+D8 and D12+D10, and Ultra Class Powers are D12+D12. Here are the changed scales for Attack Power, Durability, and Superhuman Strength.
At D6 to D10, the power is roughly equivalent to small and medium arms fire, including semi-automatic weapons, or dangerous but “normal” close combat weapons.
At D12 and D8+D6, the power is capable of greater injury or harm, roughly equivalent to fully automatic weapons with armor piercing rounds or small explosives (such as grenades).
At D10+D6 and D12+D6, the power is equivalent to heavy explosives, shoulder-launched missiles, or lightning bolts.
At D12+D8 and D12+D10, the power is truly devastating, equal to anti-tank rounds and mobile field artillery, even if the area of effect isn’t widespread.
At D12+D12, the power is equivalent to heavy aerial bombardment, with the kinds of weapon yields used to destroy heavy bunkers and other hardened targets.
At D6 to D10, Durability confers toughened skin and muscle, as well as the ability to withstand most minor blunt trauma or pain and low-level extremes of heat or cold.
At D12 and D8+D6, Durability begins to grant bulletproof skin and resistance to fire, corrosives, and other hazards.
At D10+D6 and D12+D6, Durability means physical immunity to anything short of armor-piercing high caliber rounds, intense fires, and the strongest acids and corrosives.
At D12+D8 and D12+D10, hurting the hero requires military grade weapons capable of penetrating main battle-tank armor. They are virtually immune to all natural physical hazards and resistant to attacks by nerve agents and other lab-made killers.
At D12+D12, forget about anything short of megawatt lasers and hypersonic depleted uranium anti-tank rounds (small nukes at ground zero will work too). They can survive forever in space so long as their oxygen holds out.
Superhuman Strength D6 to D10 allows you to lift like an Olympic weightlifter on the low end (Olympic Record: 580 lbs.) and pick up compact cars or flip trucks on the high end. You can force open most normal doors and easily punch through lighter interior walls.
Superhuman Strength D12 and D8+D6 allows you to lift trucks, toss small cars, force security doors, break free of normal police restraints, and go through most interior walls.
Superhuman Strength D10+D8 and D12+D6 allows you to toss trucks, tip busses and fully loaded semi-trucks, knock holes in most exterior walls, escape heavy restraints, and punch through or force heavy security doors.
Superhuman Strength D12+D8 and D12+D10 allow you to rip down telephone poles and power poles if you have the leverage, flip or toss tanks and punch holes in their armor, escape massive restraints, punch through thick concrete or brick-and-mortar walls, and go through any door less massive than a bank vault.
Superhuman Strength D12+D12 confers the power to knock down thick stone walls, rip open bank vaults, toss a tank a city block, escape any restraints and generally destroy anything made by man although large targets may take a while. Battleship armor can stop you. Probably.
Enjoy. Comments Welcome!