I like the Cortex Prime RPG and its earlier incarnations, such as Marvel Heroic Roleplaying. Things that have given me pause in running Cortex games are the numerous SFX, having the GM track when players roll 1s, and the long combat time due to multiple rounds before a scene is resolved. I’ve found the Agon RPG (and its generic counterpart, the Paragon RPG) to be a nice improvement in terms of the GM having less to track (moving the cognitive load to players to independently manage their own resource tracks and charges) and having scenes quickly resolve.
Now I’m looking at running a superheroes campaign, and I think using the Paragon RPG as the core rules would really suit my tastes. Here’s my candidate house rules, which add some Cortex Prime / Marvel Heroic Roleplaying rules to Paragon to do superheroes.
Rules Changes
- Die Ratings: Dice ratings start a little higher than in Paragon (some d10s), but dice ratings increase at a slower speed. Full rules on character generation and advancement are not included here but will be in the full rules once finished.
- Trait Sets Without Charges: Characters are composed of sets of Traits, organized into Trait Sets: Domains, Distinctions, Powers, Specialties, and Assets. When assembling your dice pool, you can add up to one die per Trait Set so long as it makes narrative sense.
- Bonds: Bonds are not considered Traits. They work as they normally do (spend a Bond to add a copy of your ally’s Name die to your pool). You can spend multiple Bonds on any given roll.
- Assets: You can use these whenever they make narrative sense, subject to the rule of only using one per Trait Set. You do not need to charge the Asset to use it.
- Powers and Specialties: These Trait Sets replace Strengths. They have die ratings, and they cannot be charged to add a bonus d4.
- Distinctions: Gain a Fortune Point when you switch out this Distinction’s d8 for a d4.
- Fortune Points: These take the place of charging Strengths. You start each session with 1 Fortune Point and earn more by rolling your Distinction as a d4, or rolling 1s. You must spend a Fortune Point before a roll and can only spend one per roll. A Fortune Point adds a +3 bonus to the roll’s total (adding the 3 to the two highest dice from the roll). Fortune Points reset at the end of each gaming session.
- Complications: When a die rolls a 1, you can alert the GM to create a complication in the narrative (a twist, fumble, escalation, or something else interesting). Each complication earns you a Fortune Point. Complications can also be ignored at the player’s or GM’s discretion.
Sample Stat Block
SUPERMAN
Domains: Might d10, Agility d8, Wit d6, Charm d6
Distinctions: (Gain a Fortune Point when you switch out this Distinction’s d8 for a d4)
- Kansas Farmboy d8
- Last Son of Krypton d8
- Man of Steel d8
Powers: Godlike Durability d10, Godlike Strength d10, Heat Vision d6, Super Breath d6, Space Flight d6, Superhuman Reflexes d8, Superhuman Senses d8, Superhuman Speed d6
Specialties: Combat Expert d6, Cosmic Expert d8, Science Expert d8, Tech Expert d6
Assets: Fortress of Solitude d8
Bonds: Batman x2, Cyborg x2, Hawkgirl x2, The Flash x2, Wonder Woman x2
Closing Thoughts
A d4 bonus from a charged Strength averages out to 2.5, which is pretty close to my +3 for Fortune Points (but without the variability of a d4 dice roll). My hope is that players are encouraged to play up negative (d4) uses for their Distinctions early on to earn some Fortune Points, and then they’ll be more powerful for a final Showdown. If it turns out players are earning too many Fortune Points, I’ll consider removing the ‘get a Fortune Point each time you roll a 1’ rule.
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