I'm currently running a modified MHR game which replaces Affiliations with Values, and adds temporary Relationship dice as a Resource; the game premise is based on the eXiles, so the players are all from separate timelines, and they're working together in a different timeline each Mission. The Relationship Dice help them define their own timelines/backstories and give me a little bit of unearned player investment in the NPCs-- when they put the dice down, they immediately start working out justifications for why their character cares so much about the NPC.
I'm looking at my Cascade City setting as a potentional Cortex game, cribbing mechanics from Street Fighter: the Storytelling Game and Fight! the Fighting Game RPG to represent the "urban wuxia" genre: probably going to use Attributes (of some kind), definitely going to use SFRPG's Techniques for combat, trying to decide between Barbarians of Lemuria's Careers for non-combat skills or default back to MHR's Specialties (minus Combat and Acrobatics).
I'm looking at my Cascade City setting as a potentional Cortex game, cribbing mechanics from Street Fighter: the Storytelling Game and Fight! the Fighting Game RPG to represent the "urban wuxia" genre: probably going to use Attributes (of some kind), definitely going to use SFRPG's Techniques for combat, trying to decide between Barbarians of Lemuria's Careers for non-combat skills or default back to MHR's Specialties (minus Combat and Acrobatics).