Difference between revisions of "Cortex Fantasy Hack"
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===Combat, Melee=== | ===Combat, Melee=== | ||
Close-in fighting, unarmed or with hand held weapons. | Close-in fighting, unarmed or with hand held weapons. | ||
+ | ===Combat, Ranged=== | ||
+ | Attacking with thrown ''(spear, dagger, hatchet)'', launched ''(sling, atlatl)'', or fired ''(bow, crossbow)'' weapons. | ||
===Diplomacy=== | ===Diplomacy=== |
Revision as of 18:38, 24 May 2020
Distinctions
Each character starts play with three distinctions that can be rolled as a if the distinction would help your character or at a
if it would hinder your character. If you choose to roll your distinction as a
you get a Plot Point for doing so.
Choose one distinction from each category (Wyrd, Role, and Quirk) for your character.
Wyrd Distinction
A character's Wyrd represents their unique spiritual essence and determines what nature of energies they are able to call forth from beyond the Realm of Men.
Chose one of the Wyrd Distinctions below.
Highlighted Skills: Each distinction in this category has Focus as one of it's highlighted skills. Choose two more highlighted skills that make sense to be associated with your character's Wyrd Distinction.
- Bonewight: Speakers for the dead, the Bonewight always carries with them a finger bone or other small piece of a favored ancestral corpse that they may consult with for counsel. If they have access to any piece of any corpse, they may focus on it and learn things that the person or creature knew in life.
- Note: Difficulty increases based on how long ago the dead thing passed. (The Bonewight's piece of ancestral corpse is always treated as a
difficulty (plus any environmental difficulty or complications that might apply).
- Pick Bonewight if your concept is maybe a little bit darker, and you like the idea of being a necromantic rumormonger.
- Farseer: Oracles and seers, the Farseer's are able to see through the eyes of others. They cannot communicate with that other or force them to take any action or movement, but they see what the other sees. Targets beyond the Farseer's line of sight (unless in a precisely known location) resist with Scale.
- Pick Farseer if you like the idea of spying on folk unseen from a distance.
- Harbinger: If the Bonewight is the Speaker for the Dead, the Harbinger is the Bringer of Death. They can reach out with their invisible Wyrd and attack, hold, or otherwise interfere with any single creature or object within their line of sight.
- Pick Harbinger if mind over matter telekinetic Jedi abilities appeal.
- Mistweaver: The Mistweaver commands the primordial elements of fog and mist. They use their command of these elements primarily for concealment and illusion, cloaking areas in fog, altering its density and form to make it look as if things are moving within it, or opening odd channels that muffle or amplify sound - or change it altogether.
- Pick Mistweaver if you fancy shadowy concealment and wielding subtle visual and audible misdirection.
- Runespeaker: Runespeakers are the saboteurs of the supernatural world. They are able to trace invisible runes of fire and destruction on non-living matter. The Runespeaker must be able to physically touch whatever they are tracing the rune on to effectively do so. Runes activate on the end following turn. (At GM discretion, the player may select an activation time within 5 turns of setting the rune if they roll an extraordinary success).
- Pick Runespeaker if you want to downlow sneak in/sneak out and obliterate tactical targets.
- Wildwarden: Nature is red of tooth and claw, and the Wildwarden knows how to call those teeth and claws forth. Able to sense animals near to them, whether they can see them or not, the Wildwarden is able to communicate with them and get information from them. They also have the potential to convince the animal in question to act on their behalf if it would be in the animal's nature to do so. As a general rule, the Wildwarden can hold sway over a single large creature, two or three medium creatures, or a swarm of small/tiny creatures at one time.
- Pick Wildwarden if you want to to pied-piper/ranger-companion your way through the world.
- The Wyrdless: Some characters are born in the manner of folk throughout the wider world, with no access to their Wyrd, no way to reach beyond the Realm of Men. The Red Adepts, who hunt the Wyrded, are unable to sense the Wyrdless, and the null aura of the Wyrdless can mask other Wyrded gathered close to them from the Adepts' supernatural senses.
- Pick The Wyrdless if messing with the supernatural just doesn't much appeal to you.
Role Distinction
Your character's Role should not be mistaken for a profession, occupation, or class. If they are a drifter, a thief, a soldier, or whathaveyou, that information will be portrayed as part of your character's Quirk Distinction (below). Your Role Distinction should tell what you bring to the group on a meta level, outside of whatever your profession might be. Do you Gather Information? Are you Always There in a Fight? Do you Win Friends and Influence People? Do you Fix What's Broken? Do you Protect Others at All Costs? etc.
Choose one Role Distinction for your character.
Highlighted Skills: Choose three highlighted skills that make sense to be associated with your character's Role Distinction.
Quirk Distinction
Your final Distinction should highlight something singularly unique about your character and tie it to what they do for a living. Are they an Awkward Acrobat? An Ornery Drifter? A Bastard Knife Thrower? Are they A Kind Hearted Servant? Or a Penny Pinching Soldier? Are they A Big Tipping Gambler? etc. It can literally be just about anything that combines a unique character trait with what they spend most of their days doing.
Choose one Quirk Distinction for your character.
Highlighted Skills: Chose three highlighted skills that make sense to be associated with your character's Quirk Distinction.
Traits
Attributes
Choose one of the following configurations:
Your total should equal 32 regardless of which option you choose.
No character may have an attribute higher than or lower than
to start the game.
Savagery
- Indicates actions/reactions of violence and power
Reflexes
- Indicates actions/reactions of finesse and care
Cunning
- Indicates actions/reactions of reason and manipulation
Will
- Indicates actions/reactions of presence and determination
Skills
All skills start at . For each instance a skill among your Highlighted Skills, raise that skill one die type. So, if a skill shows up once among your Highlighted Skills, it starts at
. If a skill shows up twice among your Highlighted Skills, it starts at
. And if a skill shows up three times among your Highlighted Skills, it starts ad
.
You then have 9 points to divide among your skills. Raising any skill up to
costs 2 points. Any skill at
or higher costs one point for each die type you step it up.
Athletics
Running, jumping, climbing, swimming, etc
Combat, Melee
Close-in fighting, unarmed or with hand held weapons.
Combat, Ranged
Attacking with thrown (spear, dagger, hatchet), launched (sling, atlatl), or fired (bow, crossbow) weapons.
Diplomacy
Convincing others to think, act, or feel a certain way
Focus
Concentration. Used to resist Diplomacy and Intimidation.
Healing
Taking care of people's injuries or ailments, physical or psychological
Insight
Seeing behind the words or action presented to the intent behind them. Used to resist Diplomacy and Trick
Intimidation
Coercing someone through threat of force, real or imagined
Linguistics
The ability to suss out commonalities in unfamiliar languages, dialects, or writings to gain some understanding
Lore
General understanding and recall. Gain one free specialization for each die rank or higher.
Mechanisms
Covers tampering with, setting, unsetting, or fixing locks, traps, and other machinery.
Perception
Noticing things in your surroundings that might otherwise go unnoticed
Perform
Acting, putting on a show.
Stealth
The art of going unseen and unheard
Trailcraft
Tracking, covering your tracks, and foraging food, water, and supplies
Trickery
Deceiving or conning somebody, sleight of hand, feinting instead of attacking, etc
Wyrd
Reaching past the Realm of Men and manifesting effects from the Other Side