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Cortex Prime: Urchins
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=Sleeves= An Urchin's sleeve is the type of machine they share an affinitive bond with. Types of sleeves typically mirror character Roles and the most advantageous bond will be with the sort of sleeve that matches a character's primary role, but it is not mandatory that a character be ''optimally'' paired with a machine. Once chosen, a character's sleeve is set. They cannot sleeve with other types of machines and get the expected sleeving benefits. (See Worker Sleeve below for exception). All Sleeves are roughly humanoid in shape/form. :'''Fixer Sleeves''' are typically equipped and programmed for physical repair jobs and mechanical sabotage. '''Systems''' is the primary mode for Fixer Sleeves. :'''Runner Sleeves''' are sleek and fast, often used for message deployment and dodgy scout missions. '''Core''' is the primary mode for Runner Sleeves. :'''Scrapper Sleeves''' are guardians, fighters, and active sabotage mechs. '''Hull''' is the primary mode for Scrapper Sleeves. :'''Skulker Sleeves''' are all about undetected infiltration, setting charges behind lines, etc. '''Systems''' is the primary mode for Skulker Sleeves. :'''Tracker Sleeves''' are equipped with sensitive apparatus for tracking and finding both elemental and energy trace and other signatures. '''Systems''' is the primary mode for Tracker Sleeves :'''Trickster Sleeves''' are typically designed for non-physical infiltrations and broad scale misdirection. '''Systems''' is the primary mode for Trickster Sleeves''' '''Worker Sleeves''' are typically raw base model sleeves with no specialty capabilities. They are made to lift and carry and not much else. Any Urchin can jump and pilot a worker sleeve regardless of their specialty sleeve types. Worker sleeves do not have a primary mode. An Urchin piloting a sleeve other than their own treats that sleeve as a standard worker sleeve. It might have higher potential, but that Urchin can't coax those abilities forth. '''FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER | WORKER''' ==Sleeve Modes== An Urchin's sleeve starts play with a rating of [[file:d6a.png|24px|d6]] in Core, Hull and Systems. The character's Primary Role will allow the player to step up one of these ratings one step. The player then gets to step up one mode of their choice. This can be the same mode that was already stepped up or a different one. If a player wishes to do so, they may step down one of their [[file:d6a.png|24px|d6]] modes to [[file:d4a.png|24px|d4]] to step up another mode by one step. No mode may be stepped up past [[file:d12a.png|24px|d12]] '''CORE | HULL | SYSTEMS''' ==Sleeve Stress== Outside of a sleeve, Urchins run on the basic consequence system used in the Cortex + version of the Firefly game, but in-sleeve the machine takes levels of stress to the various modes before it can be taken out. Modes rated [[file:d4a.png|24px|d4]] are taken out immediately on a successful targeting of that mode. Modes rated [[file:d6a.png|24px|d6]] can absorb a box of stress before being in danger of getting taken out. Modes rated [[file:d8a.png|24px|d8]] have two stress boxes. [[file:d10a.png|24px|d10]] modes have 3 stress boxes, and [[file:d12a.png|24px|d12]] modes have 4 stress boxes. '''Note 1:''' If Systems mode is taken out, the sleeve can still operate blind as it were. If Core mode is taken out it effectively loses systems and cannot move. If Hull is taken out, Core cannot be used to propel the sleeve in any way, but life support is maintained and systems still function but may be limited in directionality based on how the hull was last oriented. The sleeve provides no significant protection otherwise once the hull is incapacitated. '''Note 2:''' Characters can still avoid a sleeve mode being taken out by spending a PP and taking a narrative complication. ==Sleeve Assets== Sleeve assets are equipment that Urchins secretly add to their sleeve. Sleeve assets always serve a specific purpose and often incorporate illegal tech. Each character begins with one Sleeve asset attached to their sleeve rated at [[file:d6a.png|24px|d6]] Sleeve assets can be stepped up to [[file:d8a.png|24px|d8]] via character advancement, and new assets can be gained by spending xp to make character generated assets permanent. '''Limit:''' Sleeve Assets can only be used while the character is sleeved.
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