Cortex Prime: Smallfolk

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SMALLFOLKCORTEX0004.png

CHARACTER GENERATION

Go to the Character Generation page for details on building your character and which mods/traits/etc we will be using for this game.

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

Approaches default to d8 d8 d8

Players may instead choose to step up one d8 to d10 by stepping back one d8 to d6

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: d10 d8 d6 d6 d6 d4

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 D6a.png to the roll it applies to but can be stepped up as outlined below.
Each player gets to assign two free knacks at D6a.png to their Character's D10a.png role.
Each player gets to assign one free knack at D6a.png to their Character's D8a.png role.
Each player gets to assign two additional knacks at D6a.png to any role rated D6a.png 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 D4a.png role.
No knack can be stepped up higher than the dice value of the Role it is assigned to.

Distinctions

Birthright

Profession

Quirk

MODS

Action Based Resolution

GM Plot Points: Bank/Pile

Effect Dice

Hero Dice

Assets/Complications

Stress/Trauma

Lifeforce

Spirit

Recovery Rolls