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__NOTOC__
 
__NOTOC__
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
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==Attributes==
 
Each character has four base attributes: Physical, Mental, Social, and Magical. One of these attributes is applied to a given skill along with a distinction to make your base roll for any action.  
 
Each character has four base attributes: Physical, Mental, Social, and Magical. One of these attributes is applied to a given skill along with a distinction to make your base roll for any action.  
  
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*'''Mental -''' This attribute is for skills that mainly rely on brainpower to accomplish.
 
*'''Mental -''' This attribute is for skills that mainly rely on brainpower to accomplish.
 
*'''Social -''' This attribute is for skills that mainly rely on interacting with others to achieve  goal.
 
*'''Social -''' This attribute is for skills that mainly rely on interacting with others to achieve  goal.
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*'''Magical -''' This attribute breaks the rules and allows the character to interact directly with a thing apart from himself. The sort of things a character can interact with are de4fined by the Arcana distinction.
  
Players may start with Physical, Mental, and Social attributes all at [[file:d8a.png|24px|d8]] or they may set one at [[file:d10a.png|24px|d10]] one at [[file:d8a.png|24px|d8]] and one at [[file:d6a.png|24px|d6]]
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Players start with two attributes rated at d10, one at d8, and one at d6
  
*'''Magical -''' This attribute breaks the rules and allows the character to interact directly with a thing in ways they wouldn't be able to otherwise. The sort of things a character can interact with are defined by their Arcane distinction.
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==Distinctions==
  
The Magical attribute is set at [[file:d10a.png|24px|d10]] and may only be used as permitted by the character's Arcane Distinction. Once per scene, a player may opt to step up or double Magical for one action with no cost.
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==Skills==
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Skills are broad areas of ability that characters have and are rated by die size. Skills start at d4 unless they are a highlighted skill. Characters have nine points to spend on highlighted skills. One point and the skill starts at d6, two points and it starts at d8, three points and it starts at d10. four points and it starts at d12. You must start with at least three highlighted skills.  
  
==Distinctions [[file:d8a.png|32px|d8]]==
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Once highlighted skills are selected, you have another nine points to distribute among all your skills. Raising a skill from d4 to d6 at this stage costs two points. Raising a skill already at d6 or higher one step at this stage only costs one point.
Each player starts with three distinctions. Their Arcane Distinction, their Background Distinction, and their Profession Distinction. Distinctions are always rated at [[file:d8a.png|24px|d8]]
 
 
 
===Arcane Distinctions===
 
 
 
Arcane Distinctions determine which situations a character can use their Magical attribute.
 
:'''Null:''' Null arcanists can't really manifest the arcane, but they are hard to affect with the arcane as well. Any arcane effect which might be defended against, the Null can use their Magical attribute to defend against it. Fight or Move for an attack, Focus for psychic manipulation, Notice vs invisibility or illusion, etc.
 
 
 
:'''Druid:''' Druid arcanists are extremely adept at affecting animal and plant life, able to use their Magical asset with any skill when dealing with plants or animals. Additionally, druids may take on the form of animal or plants of roughly equal size/density as themselves without a roll. When they take on this form they may swap two attribute values, one for the other.
 
 
 
:'''Elemental:''' Elemental Arcanists work with the elements of the world: Earth, Air, Fire, and Water. When manipulating any of these elements ''in their natural state'', they are able to use their Magical asset; eg - an ingot of iron would be considered a "natural" state of elemental earth, but a forged weapon or armor would not, etc.
 
 
 
:'''Mystic:''' Mystic Arcanists work with the powers of the mind, primarily for the purpose of influencing or communicating with other minds, but also to see/hear over great distances. In the arena of the mind they may use their Magical attribute. Mystics can communicate with willing people within their line of sight without needing to roll.
 
 
 
:'''Boneweaver:''' Boneweaver Arcanists are healers. In matters of treating or causing wounds, they may use their Magical Attribute. This requires touch of the one to be healed or harmed. This ability is most often paired with the Treat skill, but might also be used with others, such as Fight, or Trick.
 
 
 
==Skills [[file:d4a.png|32px|d4]][[File:Arrow03.png|24px]]==
 
Skills are broad areas of ability that characters have and are rated by die size. Skills start at [[file:d4a.png|24px|d4]] unless they are a highlighted skill. Players have nine points to spend on their character's highlighted skills. For one point the skill starts at [[file:d6a.png|24px|d6]] for two points it starts at [[file:d8a.png|24px|d8]] for  three points it starts at [[file:d10a.png|24px|d10]] and for four points it starts at [[file:d12a.png|24px|d12]] Skills may not be raised above [[file:d12a.png|24px|d12]] You must start with at least three highlighted skills and may go to a maximum of nine.
 
 
 
Once highlighted skills are selected, you have another nine points to distribute among all your skills. Raising a skill from [[file:d4a.png|24px|d4]] to [[file:d6a.png|24px|d6]] at this stage costs two points. Raising a skill already at [[file:d6a.png|24px|d6]] or higher costs one point per step raised to a maximum rating of [[file:d12a.png|24px|d12]].
 
  
 
Below are the list of game skills.
 
Below are the list of game skills.
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*'''Fire/Throw -''' For using ranged mechanical or hand propelled weapons and tools.
 
*'''Fire/Throw -''' For using ranged mechanical or hand propelled weapons and tools.
 
*'''Fix -''' Covers repairs of all kinds.
 
*'''Fix -''' Covers repairs of all kinds.
*'''Focus -''' Used to resist social, mental, or magical Influence or Trickery.
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*'''Focus -''' Covers instances where concentration is more important than the skill you're concentrating on. Often used to resist social, mental, or magical Influence or trickery.
 
*'''Influence -''' To persuade another to believe or do a thing.
 
*'''Influence -''' To persuade another to believe or do a thing.
 
*'''Know -''' Used to put together information or to check character knowledge of a thing
 
*'''Know -''' Used to put together information or to check character knowledge of a thing
*'''Labor -''' Covers general activity requiring raw physical effort.
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*'''Labor -''' Covers general activity requiring raw physical effortk rather than specialized skill
 
*'''Move -''' To get from point A to point B. Usually in a timely manner, but also when the way is dangerous or uncertain. Move covers Swimming.
 
*'''Move -''' To get from point A to point B. Usually in a timely manner, but also when the way is dangerous or uncertain. Move covers Swimming.
*'''Navigate/Pilot -''' Covers the use of river, lake, and sea craft.
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*'''Navigate/Pilot -''' Covers the use of river and sea craft.
 
*'''Notice -''' Covers seeing/hearing or otherwise . . . noticing . . . something you otherwise might not. Often used as a counter to Sneak.
 
*'''Notice -''' Covers seeing/hearing or otherwise . . . noticing . . . something you otherwise might not. Often used as a counter to Sneak.
*'''Perform -''' The use of grace, acting, dancing, playing an instrument, etc, to influence or impress an audience.
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*'''Perform -''' The use of grace, acting, dancing, playing, etc to influence or impress an audience
*'''Sneak -''' Covers doing things unseen/heard.
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*'''Sneak -''' Covers doing things unseen/heard
*'''Survive -''' Covers physical survival, usually of the elements.
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*'''Survive -''' Covers physical survival, usually of the elements
*'''Treat -''' Covers treatment of wounds, poisons, or psychological conditions.
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*'''Treat -''' Covers treatment of wounds, poisons, or psychological conditions
*'''Trick -''' Covers any kind of deception: physical, mental, social, or magical.
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*'''Trick -''' Covers any kind of deception
 
 
==Knacks [[file:d6a.png|32px|d6]]==
 
Knacks are narrow areas of specialization under a broad skill. Knacks are completely player defined and rated at [[file:d6a.png|24px|d6]] Knacks can only be assigned to skills rated [[file:d6a.png|24px|d6]] or higher. So if your Fight skill is [[file:d6a.png|24px|d6]] or higher you might select Swords as a knack. Anytime you are rolling your Fight die and using a sword you can add the die for that knack as well.
 
 
 
'''Each player starts with five knacks.''' Additionally, if your '''Know''' skill is rated [[file:d6a.png|24px|d6]] or higher, you get one free knack under that skill.
 
 
 
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
 
Signature assets are pieces of gear unique to your character that can add dice to certain rolls. Each character starts with one [[file:d8a.png|24px|d8]] asset and one [[file:d6a.png|24px|d6]] asset.
 
 
 
==SFX==
 
Each of your Distinctions comes with the Hinder SFX that can be invoked when the distinction works against your current action.
 
  
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]
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==Knacks==
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Knacks are narrow areas of specialization under a broad skill. Knacks are completely player defined and rated at d6. Knacks can only be assigned to skills rated d6 or higher. So if your Fight skill is d6 or higher you might select Swords or as a knack. Any time you are rolling your Fight die and using a sword you can add the die for that knack as well.
  
Additionally, you get one active SFX with your [[file:d8a.png|24px|d8]] signature asset and two SFX to distribute among your three Distinctions.
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'''Each player starts with five knacks.''' Additionally, if your '''Know''' skill is rated d6 or higher, you get one free knack under that skill.
  
With the exception of Hinder, SFX are generally player generated. When you come up with your SFX, use the guidelines on pp 62-63. Do NOT use the guidelines for Power or Ability SFX [pp 191 on].
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==Signature Assets==

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