Editing Cortex Prime: Urchins
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'''BACKGROUND | QUIRK | SLEEVE''' | '''BACKGROUND | QUIRK | SLEEVE''' | ||
− | Distinctions are valued at [[file:d8a.png|24px|d8]] by default. Chose one distinction that highlights your Urchin's unique '''Background''', one that highlights a peculiar '''Quirk''' of the character, and one that highlights | + | Distinctions are valued at [[file:d8a.png|24px|d8]] by default. Chose one distinction that highlights your Urchin's unique '''Background''', one that highlights a peculiar '''Quirk''' of the character, and one that highlights the sort of '''Sleeve''' the character is adept at. |
'''Note:''' The Sleeve Distinction can only be used as a [[file:d4a.png|24px|d4]] when the character is not actually sleeved to a machine. This does not earn a free PP as normal. Sleeve SFX cannot be triggered while not sleeved to a machine. | '''Note:''' The Sleeve Distinction can only be used as a [[file:d4a.png|24px|d4]] when the character is not actually sleeved to a machine. This does not earn a free PP as normal. Sleeve SFX cannot be triggered while not sleeved to a machine. | ||
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==Background Distinction [[file:d8a.png|32px|d8]]== | ==Background Distinction [[file:d8a.png|32px|d8]]== | ||
− | Urchins are orphans, forgotten and unseen, scraping by in the streets and sewers and stations of the verse. Despite sharing a similar fate with their fellows, however, each Urchin followed their own unique path to get where they are. '''Sample Backgrounds''' might include | + | Urchins are orphans, forgotten and unseen, scraping by in the streets and sewers and stations of the verse. Despite sharing a similar fate with their fellows, however, each Urchin followed their own unique path to get where they are. '''Sample Backgrounds''' might include Core Royal, Kidnapped, Born in the Black, Stowaway, etc . . . |
==Quirk Distinction [[file:d8a.png|32px|d8]]== | ==Quirk Distinction [[file:d8a.png|32px|d8]]== | ||
− | Urchins are a hardy lot of survivors with their own bizarre coping mechanisms. '''Sample Quirks''' might include | + | Urchins are a hardy lot of survivors with their own bizarre coping mechanisms. '''Sample Quirks''' might include Obsessive Gum Chewer, Wears Clothes Backwards, Speaks in Rhyme, Kindness Tourettes, etc . . . |
==Sleeve Distinction [[file:d8a.png|32px|d8]]== | ==Sleeve Distinction [[file:d8a.png|32px|d8]]== | ||
− | Each Urchin is bonded to a specific sleeve, a specific type of machine. That is a separate player choice and not a function of this distinction. Your sleeve distinction should define something unique about your character's sleeve beyond the basic role of that sleeve in the game. '''Sleeve Distinctions''' might include | + | Each Urchin is bonded to a specific sleeve, a specific type of machine. That is a separate player choice and not a function of this distinction. Your sleeve distinction should define something unique about your character's sleeve beyond the basic role of that sleeve in the game. '''Sleeve Distinctions''' might include Sharpshooter, Can't Stop the Signal, Doc, Puddle Jumper, Don Juan de Mecha, etc |
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=Roles= | =Roles= | ||
Urchins are required to fill multiple roles in their daily struggle for survival, but as happens, each Urchin tends to develop more in certain roles, becoming top tier skilled in one, highly skilled in another, competent in most of the rest, and abysmally less competent at that one role that just eludes them. | Urchins are required to fill multiple roles in their daily struggle for survival, but as happens, each Urchin tends to develop more in certain roles, becoming top tier skilled in one, highly skilled in another, competent in most of the rest, and abysmally less competent at that one role that just eludes them. | ||
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'''FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER''' | '''FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER''' | ||
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==Knacks== | ==Knacks== | ||
− | Knacks are specific specialties under a given role that the Urchin is just a natural at. Starting | + | Knacks are specific specialties under a given role that the Urchin is just a natural at. Starting nacks are worth an extra [[file:d6a.png|24px]] to the roll it applies to but can be stepped up during chargen or advancement as outlined below. |
Each player gets to assign two free knacks at [[file:d6a.png|24px]] to their Character's [[file:d10a.png|24px]] role. | Each player gets to assign two free knacks at [[file:d6a.png|24px]] to their Character's [[file:d10a.png|24px]] role. | ||
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Each player gets to assign one free knack at [[file:d6a.png|24px]] to their Character's [[file:d8a.png|24px]] role. | Each player gets to assign one free knack at [[file:d6a.png|24px]] to their Character's [[file:d8a.png|24px]] role. | ||
− | Each player gets to assign two additional knacks at [[file:d6a.png|24px]] to any role rated [[file:d6a.png|24px]] or higher or step up an existing knack (or two) at a one-for-one exchange rate. | + | Each player gets to assign two additional knacks at [[file:d6a.png|24px]] to any role rated [[file:d6a.png|24px]] or higher or step up an existing knack (or two) at a one-for-one exchange rate. Knacks cannot be assigned to a character's [[file:d4a.png|24px]] role. |
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− | Knacks cannot be assigned to a character's [[file:d4a.png|24px]] role. | ||
'''No knack can be stepped up higher than the dice value of the role it is assigned to.''' | '''No knack can be stepped up higher than the dice value of the role it is assigned to.''' | ||
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Each Urchin begins play with one Heirloom and one Keepsake. | Each Urchin begins play with one Heirloom and one Keepsake. | ||
− | '''Heirloom | + | :'''Heirloom''' [[file:d8a.png|24px|d8]] This is a hidden treasure from someone important to the Urchin from before they were orphaned, a gift from a parent or sibling or other relative or a piece of family property that the urchin managed to sneak away with. |
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− | '''Keepsake | + | :'''Keepsake''' [[file:d6a.png|24px|d6]] This is a small memento, a gift from another urchin or a minor found treasure since they became an orphan. |
− | + | Additional keepsakes can be created in play by spending XP on a character created asset and making it permanent. Keepsakes, in turn, can become Heirlooms by spending XP to declare the item has become more meaningful to the character, bumping its die rating up to [[file:d8a.png|24px|d8]] | |
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=Sleeves= | =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. | 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. | + | Once chosen, a character's sleeve is set. He cannot sleeve with other types of machines. (See Worker Sleeve below for exception). |
All Sleeves are roughly humanoid in shape/form. | All Sleeves are roughly humanoid in shape/form. | ||
− | :'''Fixer Sleeves''' are typically equipped and programmed for physical repair jobs and mechanical sabotage. | + | :'''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. | + | :'''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. | + | :'''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. | + | :'''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. | + | :'''Tracker Sleeves''' are equipped with sensitive apparatus for tracking and finding both elemental and energy trace and other signatures. System is the primary mode for Tracker Sleeves |
− | :'''Trickster Sleeves''' are typically designed for non-physical infiltrations and broad scale misdirection. | + | :'''Trickster Sleeves''' are typically designed for non-physical infiltrations and broad scale misdirection. System is the primary mode for Trickster Sleeves''' |
− | '''Worker Sleeves''' are typically raw base model sleeves with no specialty capabilities. | + | '''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. |
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==Sleeve Stress== | ==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 | + | 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 being 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. |
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