Editing Cortex Fantasy

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
+
==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.  
  
Line 6: Line 6:
 
*'''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.
 +
*'''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]]
+
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.
+
==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.
+
==Skills==
 +
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. Players have nine points to spend on their character's highlighted skills. For one point the skill starts at d6, for two points it starts at d8,for  three points it starts at d10, and for four points it starts at d12. Skills may not be raised above d12. You must start with at least three highlighted skills and may go to a maximum of nine.  
  
==Distinctions [[file:d8a.png|32px|d8]]==
+
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 costs one point per step raised to a maximum rating of d12.
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.
Line 53: Line 36:
 
*'''Trick -''' Covers any kind of deception: physical, mental, social, or magical.
 
*'''Trick -''' Covers any kind of deception: physical, mental, social, or magical.
  
==Knacks [[file:d6a.png|32px|d6]]==
+
==Knacks==
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.
+
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 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.
+
'''Each player starts with five knacks.''' Additionally, if your '''Know''' skill is rated d6 or higher, you get one free knack under that skill.
  
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
+
==Signature Assets==
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.
+
Signature assets are pieces of gear unique to your character that can add dice to certain rolls. Each character starts with one d8 asset and one d6 asset.
  
 
==SFX==
 
==SFX==
Line 66: Line 49:
 
:[[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]]
 
:[[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]]
  
Additionally, you get one active SFX with your [[file:d8a.png|24px|d8]] signature asset and two SFX to distribute among your three Distinctions.
+
Additionally, you get one active SFX with your d8 signature asset and two SFX to distribute among your three Distinctions.
  
 
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].
 
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].

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)