I want to play Masks in a One Punch Man world – where heroes are ranked as part of an organization and gaining rank is based on performance being a hero.
How do you mechanize that?
I want to play Masks in a One Punch Man world – where heroes are ranked as part of an organization and gaining rank…
I want to play Masks in a One Punch Man world – where heroes are ranked as part of an organization and gaining rank is based on performance being a hero.
How do you mechanize that?
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I’ve thought about this a little! I’d make an end-of-session move simlar to the Legacy’s session move. Personally, I’d make it more cynical, but I have a cynical read on OPM’s rankings. So, depending on how their actions in the session answer the questions, they can roll with more or less + or –, and then the outcomes can include anything from “you’re on thin ice” to “you are demoted” to “your rank is increased”, with obvs some other options to choose from as well, so it’s not constantly up and down.
That’s my 2¢.
Blades in the Dark has a very solid system for ranking things. Looking there might be a good place to start.
What does rank mean?
A codified system would make it too logical and fair to emulate OPM. If you want to make it true to the source, just tie it into the characters’ label conflicts. “I just ranked up, so I feel like more of a Savior, but the heroes ranked above me just leveled a city block to test their new exoframe upgrades, so does the rank up mean I’m more like them…a Danger?”
The best part of the One Punch Man ranking system is its so arbitrary. I’d pick where they are and then add or subtract 2D6 based on their performance (~ +/-7). An actual super villain could give them a huge burst or a promotion chance. Think of how Saitama scrambled for points early on, but one real fight put him from rank 342 to rank 5.