Cortex Prime: Urchins

From RPGnet
Revision as of 05:25, 24 January 2021 by Brahnamin (talk | contribs) (Smallfolk)
Jump to: navigation, search

DISTINCTIONS

ANCESTRY | WYRD | QUIRK

Distinctions are each always set at d8. You will chose one distinction that hilights your Urchin's Ancestry, one that highlights their Wyrd, and one that highlights a Quirk or peculiarity unique to the character.

ANCESTRY DISTINCTION d8

Urchins are orphans of the empire, the unwanted, unclean, and lost. Most typically urchins come from the following ancestries. Others may be created with the approval of the GM.

Barbarian

To the north of the Empire, the Barbarian Horselords rule the Clanlands of the Thundering Plain and the Sundered Steppe. It is rare that a Barbarian finds themselves in the Empire proper, and rarer still for them to lose one of their young ones to the street, but some Barbarian children find themselves among the ranks of the Urchins. Barbarians tent to be tall and strong with little regard for climate or weather.

Halfdwarf

Halfdwarves are often stigmatized, and many a Halfdwarven child finds themselves among the ranks of the Urchins. Halfdwarves tend to be stocky and tough and often brash.

SFX

Check002.png Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png

D0a.png Rocky Exterior: Your skin is tough as native stone. When defending vs physical damage (an attack or a fall, etc), you may spend 1 PP to reroll any dice that come up 1. Any dice that come up 1 again cannot be rerolled.
D0a.png Stonecunning: You have an almost transcendent connection to both worked and unworked stone and the raw earth beneath your feet. When you spend a PP to create an asset by revealing something about the surrounding stone or earthen terrain or structures, step that asset up to D8a.png

Feykin

Smolfolk

Wildling

APPROACHES

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

ROLES

FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER

Assign one of the following dice to each role: d10 d8 d6 d6 d6 d4

KNACKS

Each Character's d10 Role gets either one free d8 knack or two free d6 knacks

Each Character's d8 Role gets one free d6 knack

Characters may purchase d6 knacks as normal for their d6 Roles.

Characters may not purchase knacks for their d4 Role