Cortex Prime Brahnamin

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DISTINCTIONS

Each player must choose three distinctions for their character. One Ancestry distinction, one Profession Distinction, and one Unique distinction. Each distinction is valued at d8

Ancestry Distinctions

Ancestry defines features of your character's people.

Caryatid - People of Stone

Caryatid resemble living statues. Roughly the size and shape of human men and women, they can often pass as human at a distance, but up close their appearance is unmistakable.

Caryatid skin runs the gamut of opaque stone: jade, turquoise, alabaster, sandstone, granite, onyx, etc.


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

Check002.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 One with the Earth: You have an almost transcendent connection to the land around you. When you spend a PP to create an asset by revealing something about the surrounding terrain, step that asset up to D8a.png
D0a.png Enduring Stone: You don't go down easy. When you spend a PP to avoid being taken out, step back Resolve instead of taking a Complication.
Note: You cannot step back any die below D4a.png

Highlighted Skills: Fight | Labor | Survive

Highlighted Knacks: Unarmed Strike (Fight) D6a.png


APPROACH d4Arrow03.png

SAVAGERY d10 | CUNNING d8 | EMPATHY d6 | RESOLVE d4

SKILLS AND KNACKS

DECIEVE | FIGHT | FOCUS | HEAL | INVESTIGATE | LABOR | KNOW* | MOVE | NOTICE |

PERFORM | PERSUADE | SHOOT | SNEAK | STEAL | SURVIVE | TINKER | THROW | TRAVEL |


DECEPTION | HEALING | INVESTIGATION | LABOR | LORE | MECHANISMS | MELEE | MOVEMENT |

PERCEPTION | PERFORMANCE | PERSUASION | RANGED | STEALTH | SURVIVAL | THEFT | TRAVEL | WYRD |


Know* | Labor | Move* | Notice | Patch | Perform | Persuade | Scrap | Sneak | Steal | Survive | Track | Tinker | Trick |


ROLES Fixer | Runner | Scrapper | Skulker | Tracker | Trickster

d8 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

Heirlooms and Keepsakes d6Arrow03.png

Each Urchin begins play with one Heirloom and one Keepsake.

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

Heirloom d8 Heirloom is a hidden treasure from someone important to the Urchin from before they wee 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 Keepsake is a small memento, a gift from another urchin or a minor found treasure since they became an orphan.