Cortex Prime: Urchins

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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, forgotten and unseen, scraping by in the streets and sewers of the Stone City. Most come from one of the following ancestries. Others may be created with the approval of the GM.

Likewise, the SFX listed with each ancestry are common options for that ancestry, but are by no means the only SFX you might select. With the GM's approval you can swap in other thematically appropriate SFX.

Barbarian

Barbarian Horselords rule the steppeland to the north. It is rare that they find themselves in the Stone City and rarer still for them to lose one of their young ones to its streets, but some few still find themselves among the ranks of the Urchins.

Urchins of this ancestry tend to be tall of stature and uncommonly strong for their frame with little regard for the brutality of climate or weather.

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 Canny Survivor: Your awareness of the world around you is almost supernatural. When searching for resources such as food, water, or materials or trying to determine direction or orientation, step up or double your Tracker die. 1s and 2s count as hitches.
D0a.png Durable: You are hard to knock down and even harder to keep down. When defending vs physical damage (an attack or a fall, etc), you may spend 1 PP to reroll any dice that come up 1. Dice that come up 1 on the reroll cannot be rerolled again.

Halfdwarf

In ages past, the dwarves built and excavated the warrens and towers of the Stone City, and their legacy remains. The Dwarven High Houses still rule the city and the Stone Watch still keeps order, walking the streets and standing the walls.

Halfdwarves are often stigmatized in the Stone City, and many a halfdwarven child has found themselves relegated to the ranks of the Urchins.

Halfdwarf urchins tend to be stocky and tough, often meeting the disdain hurled at them from the adults around them with brash arrogance.

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. Dice that come up 1 on the reroll cannot be rolled again.
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 1 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

The elven people no longer sojourn the mortal realm, but occasionally a child with traces of their eldritch blood is born into the world. In the lands without the Stone City, this is viewed as a favorable omen and a promise that magic remains in the world, but within its walls, such children are viewed with suspicion and mistrust.

Feykin tend to be lithe and agile, willowy and quick, and surprisingly resilient considering their waifish appearance.

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 Eldritch Perception: Your keen eyes and sharp ears notice everything. When you spend 1 PP to create a D6a.png asset based on your fey senses, step up that asset to a D8a.png
D0a.png Nature's Shroud: You blend into the background like lichen on stone. If you are able to remain perfectly still, you may step up or double Skulker as a defensive action to avoid notice. 1s and 2s count as hitches. Spend 1 PP to do both.

Smolfolk

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

Wildling

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 Scavenger: You are adept at making common objects and found scraps serve as tools or parts in a pinch. Spend 1 PP to step up or double your Fixer die for an action.

Wyrd Distinction

Changeling

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

Quirk Distinction

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

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

Players may purchase d6 knacks as normal for their character's d6 Roles.

Players may not purchase knacks for their character's d4 Role

Heirlooms and Keepsakes d6Arrow03.png

Each Urchin begins play with one Heirloom and one Keepsake.

Heirloom d8 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.
Keepsake d6 This is a small memento, a gift from another urchin or a minor found treasure since they became an orphan.

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 die rating up to d8