Difference between revisions of "Cortex Prime: Smallfolk - Chargen"
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[https://wiki.rpg.net/index.php/Cortex_Prime:_Smallfolk < < < Return to Main Page] | [https://wiki.rpg.net/index.php/Cortex_Prime:_Smallfolk < < < Return to Main Page] | ||
− | =TRAITS= | + | =PRIMARY TRAITS= |
− | Traits are | + | The Primary Traits for this game are Approaches, Roles. and Distinctions. In any test or contest requiring dice, you get to roll one die from each of your 3 primary traits as well as applicable assets, knacks, etc. |
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[https://wiki.rpg.net/index.php/Cortex_Prime:_Smallfolk < < < Return to Main Page] | [https://wiki.rpg.net/index.php/Cortex_Prime:_Smallfolk < < < Return to Main Page] | ||
==Approaches== | ==Approaches== | ||
− | + | The approaches you might choose to employ when facing a given task are Forceful, Savvy, or Charming | |
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− | The | ||
Approaches default to [[file:d8a.png|24px|d8]] [[file:d8a.png|24px|d8]] [[file:d8a.png|24px|d8]] | Approaches default to [[file:d8a.png|24px|d8]] [[file:d8a.png|24px|d8]] [[file:d8a.png|24px|d8]] |
Revision as of 15:15, 11 August 2021
PRIMARY TRAITS
The Primary Traits for this game are Approaches, Roles. and Distinctions. In any test or contest requiring dice, you get to roll one die from each of your 3 primary traits as well as applicable assets, knacks, etc.
Approaches
The approaches you might choose to employ when facing a given task are Forceful, Savvy, or Charming
Players may instead choose to step up one to by stepping back one to
Cunning
- The use of cunning comes at a challenge with intellect and savvy.
Rapport
- The use of rapport attempts to find common ground, and is the approach of persuasion and compromise.
Savagery
- The use of savagery tackles the problem head on, seeking to subdue it through sheer force of will or physical might.
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 character 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 additional knacks at to any Role rated or higher or step up an existing knack (or two) at a one-for-one exchange rate.
- No knack can be stepped up higher than the dice value of the Role it is assigned to.