Editing Cortex Fantasy
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__NOTOC__ | __NOTOC__ | ||
− | ==Attributes | + | ==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. | ||
+ | *'''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 | + | Players start with two attributes rated at d10, one at d8, and one at d6 |
− | + | ==Distinctions== | |
+ | Each player starts with three distinctions. Their Arcane Distinction, their Background Distinction, and their Profession Distinction. | ||
− | + | ===Arcane Distinction=== | |
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− | == | ||
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Arcane Distinctions determine which situations a character can use their Magical attribute. | Arcane Distinctions determine which situations a character can use their Magical attribute. | ||
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:'''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. | :'''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 | + | ==Skills== |
− | Skills are broad areas of ability that characters have and are rated by die size. Skills start at | + | 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. |
− | Once highlighted skills are selected, you have another nine points to distribute among all your skills. Raising a skill from | + | 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. |
Below are the list of game skills. | Below are the list of game skills. | ||
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*'''Trick -''' Covers any kind of deception: physical, mental, social, or magical. | *'''Trick -''' Covers any kind of deception: physical, mental, social, or magical. | ||
− | ==Knacks | + | ==Knacks== |
− | Knacks are narrow areas of specialization under a broad skill. Knacks are completely player defined and rated at | + | 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 | + | '''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 | + | ==Signature Assets== |
− | Signature assets are pieces of gear unique to your character that can add dice to certain rolls. Each character starts with one | + | 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== | ||
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:[[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 | + | 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]. |