Difference between revisions of "Cortex Fantasy Hack"

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(Wyrd Distinction)
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==Wyrd Distinction==
 
==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.  
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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.
  
  
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'''Runespeaker:''' Runespeakers are the saboteurs of the supernatural world. They are able to trace runes of fire and destruction on non-living matter. Runes laid by the Runespeaker activate on the following turn.
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'''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 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).
  
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'''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.
  
 
==Attributes==
 
==Attributes==

Revision as of 13:13, 24 May 2020

Distinctions

Each character starts play with three distinctions that can be rolled as a d8 if the distinction would help your character or at a d4 if it would hinder your character. If you choose to roll your distinction as a d4 you get a Plot Point for doing so.

Choose one distinction from each category 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.


Bonewight: Speakers for the dead, a 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.

Difficulty increases based on how long ago the dead thing passed. (The Bonewight's piece of ancestral corpse is always treated as a d6 difficulty (plus any environmental difficulty or complications that might apply).


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.


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.


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.


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 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).

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.

Attributes

Choose one of the following configurations:

  • Set all four attributes at d8
  • Set one at d10, two at d8, and one at d6
  • Set two at d10 and two at d6.

Your total should equal 32 regardless of which option you choose.

No character may have an attribute higher than d10 or lower than d6 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