Cortex Prime: Urchins
DISTINCTIONS
ANCESTRY | ROLE | QUIRK
Distinctions are each always set at
Urchins are orphans of the empire, the unwanted, unclean, and lost. Most typically urchins come from the following ancestries. Others may be created with the approval of the GM.
Barbarian
Halfdwarf
Halfdwarves are often stigmatized, and many a Halfdwarven child finds themselves among the ranks of the Urchins. Halfdwarves tend to be stocky and tough and often brash.
SFX
Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a
instead of a
Rocky Exterior: Your skin is tough as native stone. When defending vs physical damage (an attack or a fall, etc), you may spend 1 PP to reroll any dice that come up 1. Any dice that come up 1 again cannot be rerolled.
Stonecunning: You have an almost transcendent connection to both worked and unworked stone and the raw earth beneath your feet. When you spend a PP to create an asset by revealing something about the surrounding terrain or structures, step that asset up to
Feykin
Wildling
APPROACHES
INFILTRATION | INVESTIGATION | SABOTAGE
Players may instead choose to step up one to
by stepping back one
to a
ROLES
FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER
Assign one of the following dice to each role:
KNACKS
Each Character's Role gets either one free
knack or two free
knacks
Each Character's Role gets one free
knack