Cortex Prime: Urchins
DISTINCTIONS
BACKGROUND | QUIRK | SLEEVE
Distinctions are valued at 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 when not actually sleeved to a machine. This does not earn a free PP as normal. Sleeve SFX be triggered while not sleeved to a machine.
Background Distinction
Urchins are orphans, forgotten and unseen, scraping by in the streets and sewers of the Stone City. Still, each Urchin followed their own unique path to get where they are.
Approaches
Rather than measurable attributes such as Physical | Mental | Social, Urchins uses Approaches, or a broad goal that a roll is aimed at. Infiltration actions are meant to insert the character into a given situation. Investigation actions are meant to learn something about a given situation. Sabotage actions are meant to fuck up a given situation.
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 player gets to assign two free knacks at to their Character's role.
Each player gets to assign one free knack at to their Character's role.
Each player gets to assign two additional knacks at to any of their five highest roles or step up an existing knack (or two) at a one-for-one exchange rate. Knacks cannot be assigned to a character's role.
No knack can be stepped up higher than the dice value of the role it is assigned to.
Heirlooms and Keepsakes
Each Urchin begins play with one Heirloom and one Keepsake.
- Heirloom 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.
- Keepsake 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
Reputation
BEGGARS | BLOODWATCH | CATSPAW | HAND | MAKERS | TRADERS
D6 FOR BEGGARS. D4 FOR ALL OTHERS. ADD ANCESTRY DISTINCTION HIGHLIGHT TO STEP UP ONE REP.
Shell
Each urchin has access to a stone exoframe carved into the form of a humanoid statue.
Acts with Scale vs regular creatures, etc
Distinctions
PURPOSE | QUIRK
All SFX cause complications/stress?
Stress
CORE | CARAPICE | CONNECTION