Difference between revisions of "Cortex Prime: Smallfolk"
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Tricksters are experts at misdirection. | Tricksters are experts at misdirection. | ||
− | :'''[ | + | ==(Knacks)== |
+ | Knacks are specific specialties under a given role that the Urchin is just a natural at. Starting knacks are worth an extra [[file:d6a.png|24px]] to the roll it applies to but can be stepped up as outlined below. | ||
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+ | Each player gets to assign two free knacks at [[file:d6a.png|24px]] to their Character's [[file:d10a.png|24px]] role. | ||
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+ | Each player gets to assign one free knack at [[file:d6a.png|24px]] to their Character's [[file:d8a.png|24px]] role. | ||
+ | |||
+ | Each player gets to assign two additional knacks at [[file:d6a.png|24px]] to any role rated [[file:d6a.png|24px]] or higher or step up an existing knack (or two) at a one-for-one exchange rate. | ||
+ | |||
+ | Knacks cannot be assigned to a character's [[file:d4a.png|24px]] role. | ||
+ | |||
+ | '''No knack can be stepped up higher than the dice value of the Role it is assigned to.''' | ||
==Distinctions== | ==Distinctions== |
Revision as of 17:02, 2 July 2021
TRAITS
Traits are described on pp26 of the CPH. In any test or contest requiring dice, you get to roll one die from each of your 3 traits as well as applicable assets, etc.
The Trait categories are APPROACHES | ROLES | DISTINCTIONS
Approaches
Rather than measurable individual character attributes such as Physical | Mental | Social, the Smallfolk use Approaches, broad goals that an action is aimed at achieving.
The Approach categories are INFILTRATION | INVESTIGATION | SABOTAGE
Players may instead choose to step up one to by stepping back one to
Infiltration
- Infiltration describes a character's ability to to insert themselves into a given situation.
Investigation
- Investigation describes a character's ability to learn something about a given situation.
Sabotage
- Sabotage describes a character's ability to fuck up a given situation.
Roles
Smallfolk are required to fill multiple roles in their daily struggle for survival, but as happens, each tends to develop more in certain roles than others, becoming top tier skilled in one, highly skilled in another, competent in most of the rest, and abysmally less competent at that one role that just eludes them.
Role categories are FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER
Assign one of the following dice to each role:
Fixer
Fixers repair, fabricate, and maintain stuff. Sometimes even people.
Runner
Runners run messages, contraband, supplies, etc.
Scrapper
Scrappers get into it. They ain't met the fight they didn't like.
Skulker
Skulkers like sneaking about, getting into places they weren't meant to get into.
Tracker
Trackers track shit down. They locate people, resources, and rumors.
Trickster
Tricksters are experts at misdirection.
(Knacks)
Knacks are specific specialties under a given role that the Urchin is just a natural at. Starting knacks are worth an extra to the roll it applies to but can be stepped up as outlined below.
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 role rated or higher 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.