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==Sleeve Distinction [[file:d8a.png|32px|d8]]==
 
==Sleeve Distinction [[file:d8a.png|32px|d8]]==
Each Urchin is bonded to a specific sleeve, a specific type of machine. That is a separate player choice and not a function of this distinction. Your sleeve distinction should define something unique about your character's sleeve beyond the basic role of that sleeve in the game. '''Sleeve Distinctions''' might include ''Sharpshooter, Can't Stop the Signal, Doc, Puddle Jumper, Don Juan de Mecha,'' etc
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Each Urchin is bonded to a specific sleeve, a specific type of machine. That is a separate player choice and not a function of this distinction. Your sleeve distinction should define something unique about your character's sleeve beyond the basic role of that sleeve in the game. '''Sleeve Distinctions''' might include Sharpshooter, Can't Stop the Signal, Doc, Puddle Jumper, Don Juan de Mecha, etc
  
  
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Urchins are required to fill multiple roles in their daily struggle for survival, but as happens, each Urchin tends to develop more in certain roles, 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.
 
Urchins are required to fill multiple roles in their daily struggle for survival, but as happens, each Urchin tends to develop more in certain roles, 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.
  
:'''Fixers''' repair, fabricate, and maintain stuff. Sometimes even people. | '''+1 Systems'''
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:'''Fixers''' repair, fabricate, and maintain stuff. Sometimes even people.
  
:'''Runners''' run messages, contraband, supplies, etc. | '''+1 Core'''
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:'''Runners''' run messages, contraband, supplies, etc.
  
:'''Scrappers''' get into it. They ain't met the fight they didn't like and often act as enforcers, skirmishers, etc. | '''+1 Hull'''
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:'''Scrappers''' get into it. They ain't met the fight they didn't like and often act as enforcers, skirmishers, etc.
  
:'''Skulkers''' like sneaking about, getting into places they weren't meant to get into. | '''+1 Systems'''
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:'''Skulkers''' like sneaking about, getting into places they weren't meant to get into.
  
:'''Trackers''' track shit down. They locate people, resources, and rumors. | '''+1 Systems'''
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:'''Trackers''' track shit down. They locate people, resources, and rumors.
  
:'''Tricksters''' are experts at misdirection and most tend to be very computer savvy. | '''+1 Systems'''
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:'''Tricksters''' are consummate liars and experts at misdirection and most tend to be very computer savvy.
  
 
'''FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER |  TRICKSTER'''
 
'''FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER |  TRICKSTER'''
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Each Urchin begins play with one Heirloom and one Keepsake.  
 
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. Urchins are jealous of their few treasures, knowing they might be taken at any moment. An urchin can use their Heirloom at [[file:d6a.png|24px|d6]] as normal. This indicates they are being careful to use the item in an understated fashion and avoiding notice. By taking or stepping up a complication, they can use their Heirloom at [[file:d8a.png|24px|d8]] instead.
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:'''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. Urchins are jealous of their few treasures, knowing they might be taken at any moment. An urchin can use any Heirloom at [[file:d6a.png|24px|d6]] as normal. This indicates they are being careful to use the item in an understated fashion and avoiding notice. By taking or stepping up a complication, they can use their Heirloom at [[file:d8a.png|24px|d8]] instead.
  
 
:If an Heirloom has active SFX these can only be triggered while using the item at [[file:d8a.png|24px|d8]]  
 
:If an Heirloom has active SFX these can only be triggered while using the item at [[file:d8a.png|24px|d8]]  
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:'''Limit: '''Heirlooms cannot be used sleeved.
 
:'''Limit: '''Heirlooms cannot be used sleeved.
  
'''Keepsake:''' This is a small memento, a gift from another urchin or a minor found treasure since they became an orphan. Keepsakes always function at [[file:d6a.png|24px|d6]]
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-----
  
:Keepsakes don't get SFX.
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:'''Keepsake:''' This is a small memento, a gift from another urchin or a minor found treasure since they became an orphan. Keepsakes always function at [[file:d6a.png|24px|d6]]
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:Keepsakes don't start with SFX, but may gain up to one via character advancement.
  
 
:'''Limit: '''Keepsakes cannot be used sleeved.
 
:'''Limit: '''Keepsakes cannot be used sleeved.
  
:Additional keepsakes can be created in play by spending XP on a character created asset and making it permanent.
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: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 potential die rating up to [[file:d8a.png|24px|d8]]
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:Keepsakes promoted to Heirloom follow the same rules for employing them at [[file:d8a.png|24px|d8]]
  
 
=Sleeves=
 
=Sleeves=
 
An Urchin's sleeve is the type of machine they share an affinitive bond with. Types of sleeves typically mirror character Roles and the most advantageous bond will be with the sort of sleeve that matches a character's primary role, but it is not mandatory that a character be ''optimally'' paired with a machine.
 
An Urchin's sleeve is the type of machine they share an affinitive bond with. Types of sleeves typically mirror character Roles and the most advantageous bond will be with the sort of sleeve that matches a character's primary role, but it is not mandatory that a character be ''optimally'' paired with a machine.
  
Once chosen, a character's sleeve is set. They cannot sleeve with other types of machines and get the expected sleeving benefits. (See Worker Sleeve below for exception).  
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Once chosen, a character's sleeve is set. He cannot sleeve with other types of machines. (See Worker Sleeve below for exception).
  
 
All Sleeves are roughly humanoid in shape/form.
 
All Sleeves are roughly humanoid in shape/form.
  
:'''Fixer Sleeves''' are typically equipped and programmed for physical repair jobs and mechanical sabotage. '''Systems''' is the primary mode for Fixer Sleeves.
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:'''Fixer Sleeves''' are typically equipped and programmed for physical repair jobs and mechanical sabotage. Systems is the primary mode for Fixer Sleeves.
  
:'''Runner Sleeves''' are sleek and fast, often used for message deployment and dodgy scout missions. '''Core''' is the primary mode for Runner Sleeves.
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:'''Runner Sleeves''' are sleek and fast, often used for message deployment and dodgy scout missions. Core is the primary mode for Runner Sleeves.
  
:'''Scrapper Sleeves''' are guardians, fighters, and active sabotage mechs. '''Hull''' is the primary mode for Scrapper Sleeves.
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:'''Scrapper Sleeves''' are guardians, fighters, and active sabotage mechs. Hull is the primary mode for Scrapper Sleeves.
 
   
 
   
:'''Skulker Sleeves''' are all about undetected infiltration, setting charges behind lines, etc. '''Systems''' is the primary mode for Skulker Sleeves.
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:'''Skulker Sleeves''' are all about undetected infiltration, setting charges behind lines, etc. Systems is the primary mode for Skulker Sleeves.
  
:'''Tracker Sleeves''' are equipped with sensitive apparatus for tracking and finding both elemental and energy trace and other signatures. '''Systems''' is the primary mode for Tracker Sleeves
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:'''Tracker Sleeves''' are equipped with sensitive apparatus for tracking and finding both elemental and energy trace and other signatures. System is the primary mode for Tracker Sleeves
  
:'''Trickster Sleeves''' are typically designed for non-physical infiltrations and broad scale misdirection. '''Systems''' is the primary mode for Trickster Sleeves'''
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:'''Trickster Sleeves''' are typically designed for non-physical infiltrations and broad scale misdirection. System is the primary mode for Trickster Sleeves'''
  
'''Worker Sleeves''' are typically raw base model sleeves with no specialty capabilities. They are made to lift and carry and not much else. Any Urchin can jump and pilot a worker sleeve regardless of their specialty sleeve types. Worker sleeves do not have a primary mode. An Urchin piloting a sleeve other than their own treats that sleeve as a standard worker sleeve. It might have higher potential, but that Urchin can't coax those abilities forth.
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'''Worker Sleeves''' are typically raw base model sleeves with no specialty capabilities. they are made to lift and carry and not much else. Any Urchin can jump and pilot a worker sleeve regardless of their specialty sleeve types. Worker sleeves do not have a primary mode.
  
  
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==Sleeve Stress==
 
==Sleeve Stress==
Outside of a sleeve, Urchins run on the basic consequence system used in the Cortex + version of the Firefly game, but in-sleeve the machine takes levels of stress to the various modes before it can be taken out. Modes rated [[file:d4a.png|24px|d4]] are taken out immediately on a successful targeting of that mode. Modes rated [[file:d6a.png|24px|d6]] can absorb a box of stress before being in danger of getting taken out. Modes rated [[file:d8a.png|24px|d8]] have two stress boxes. [[file:d10a.png|24px|d10]] modes have 3 stress boxes, and [[file:d12a.png|24px|d12]] modes have 4 stress boxes.
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Outside of a sleeve, Urchins run on the basic consequence system used in the Cortex + version of the Firefly game, but in-sleeve the machine takes levels of stress to the various modes before being taken out. Modes rated [[file:d4a.png|24px|d4]] are taken out immediately on a successful targeting of that mode. Modes rated [[file:d6a.png|24px|d6]] can absorb a box of stress before being in danger of getting taken out. Modes rated [[file:d8a.png|24px|d8]] have two stress boxes. [[file:d10a.png|24px|d10]] modes have 3 stress boxes, and [[file:d12a.png|24px|d12]] modes have 4 stress boxes.
  
 
'''Note 1:''' If Systems mode is taken out, the sleeve can still operate blind as it were. If Core mode is taken out it effectively loses systems and cannot move. If Hull is taken out, Core cannot be used to propel the sleeve in any way, but life support is maintained and systems still function but may be limited in directionality based on how the hull was last oriented. The sleeve provides no significant protection otherwise once the hull is incapacitated.
 
'''Note 1:''' If Systems mode is taken out, the sleeve can still operate blind as it were. If Core mode is taken out it effectively loses systems and cannot move. If Hull is taken out, Core cannot be used to propel the sleeve in any way, but life support is maintained and systems still function but may be limited in directionality based on how the hull was last oriented. The sleeve provides no significant protection otherwise once the hull is incapacitated.
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==Sleeve Assets==
 
==Sleeve Assets==
Sleeve assets are equipment that Urchins secretly add to their sleeve. Sleeve assets always serve a specific purpose and often incorporate illegal tech. Each character begins with one Sleeve asset attached to their sleeve rated at [[file:d6a.png|24px|d6]]
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Sleeve assets are equipment urchins secretly add to their sleeve. Sleeve assets always serve a specific purpose and often incorporate illegal tech. Each character begins with one Sleeve asset attached to their sleeve rated at [[file:d6a.png|24px|d6]]
  
 
Sleeve assets can be stepped up to [[file:d8a.png|24px|d8]] via character advancement, and new assets can be gained by spending xp to make character generated assets permanent.
 
Sleeve assets can be stepped up to [[file:d8a.png|24px|d8]] via character advancement, and new assets can be gained by spending xp to make character generated assets permanent.
 
'''Limit:''' Sleeve Assets can only be used while the character is sleeved.
 
 
=Mods=
 
Pool/Bank PP; No Effect Dice; Hero Dice
 

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