Cortex Prime: Urchins
DISTINCTIONS
ANCESTRY | WYRD | QUIRK
Distinctions are each always set at . You will chose one distinction that hilights your Urchin's Ancestry, one that highlights their Wyrd, and one that highlights a Quirk or peculiarity unique to the character.
ANCESTRY DISTINCTION
Urchins are orphans, unwanted and unclean, scraping by in the streets and sewers of the Stone City. Most come from one of the following ancestries. Others may be created with the approval of the GM.
Barbarian
To the north, Barbarian Horselords rule the Clanlands of the Sundered Steppe. It is rare that a Barbarian finds themselves in the Stone City, and rarer still for them to lose one of their young ones to its streets, but some few still find themselves among the ranks of the Urchins.
Barbarians tent to be tall of stature and uncommonly strong with little regard for the brutality of climate or weather.
SFX
Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a instead of a
- Canny Survivor: Your awareness of the world around you is almost supernatural. When searching for resources such as food, water, or materials or trying to determine direction or orientation, step up or double your Tracker die. 1s and 2s count as hitches.
- Durable: You are hard to knock down and even harder to keep down. When defending vs physical damage (an attack or a fall, etc), you may spend 1 PP to reroll any dice that come up 1. Dice that come up 1 on the reroll cannot be rerolled again.
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 1 PP to create an asset by revealing something about the surrounding stone or earthen terrain or structures, step that asset up to
Feykin
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 stone or earthen terrain or structures, step that asset up to
Smolfolk
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 stone or earthen terrain or structures, step that asset up to
Wildling
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.
- Scavenger: You are adept at making common objects and found scraps serve as tools or parts in a pinch. Spend 1 PP to step up or double your Fixer die for an action.
WYRD DISTINCTION
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 stone or earthen terrain or structures, step that asset up to
QUIRK DISTINCTION
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 stone or earthen terrain or structures, step that asset up to
APPROACHES
INFILTRATION | INVESTIGATION | SABOTAGE
Players may instead choose to step up one to by stepping back one to
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
Players may purchase knacks as normal for their character's Roles.