Urchins: Eyes of the Undercity

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A Fantasy RPG for Cortex Prime

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We watch. We see. Your secrets are ours to sell.


Track Your Character

Click HERE To view the Character Table and track your resources, like PP and Hero Dice, or look at your character sheet or another's for reference.


d6 d8 d10 d12

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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

Rather than measurable individual character attributes such as Physical | Mental | Social, this game will use Approaches, broad goals that an action is aimed at achieving. Approaches represent HOW you are trying to accomplish a given task. Approaches are the first of your three Prime Traits to be included in each roll along with, Roles, and Distinctions.


Your Approaches each start at d8 but you can step an approach up if you step another back to a max of d12 and a minimum of d4 If you have done your maths right your total should add up to 32.


Savagery - The savage approach has you tackling a task or problem with viciousness and an utter lack of mercy.
Cunning - The cunning approach has you tackling a task or problem with razor intellect and shrewd reason.
Finesse - The finesse approach has you tackling a task or problem with subtlety, subterfuge, and misdirection.
Rapport - The rapport approach has you tackling a task or problem with empathy and concern.

Roles

Roles are the second Prime Trait, along with Approaches and Distinctions that should be included in every roll you make. If Approaches describe how you tackle a problem, the role you choose describes WHAT you are attempting to do.

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.


Assign your primary Role the value of d10 || Assign your secondary Role the value of d8

Assign your lowest Role the value of d4 || Assign your remaining Roles the value of d6


Fixer: Repair, fabricate, and maintain stuff. Sometimes even people.
Infiltrator: Sneak about, get into places you weren't meant to get into.
Runner: Run messages, contraband, supplies, etc.
Saboteur: Destroy strategic targets, really strategy is secondary to the destroying.
Scrapper: Get into it. They ain't made the fight you didn't want a piece of.
Tracker: Track shit down. Locate people, resources, and rumors.
Trickster: Experts at misdirection and the use of words, gestures, and props.

Knacks

Knacks

Knacks are specific specialties under a given role that the Urchin is just a natural at. Starting knacks are worth an extra D6a.png to the roll it applies to but can be stepped up as outlined below.

Each player gets to assign one free D10a.png knack and one free D8a.png knack to their Character's Primary Role, one at D10a.png and one at D8a.png

Each player gets to assign one free D8a.png knack to their Character's Secondary Role.

Each player gets to assign four additional knacks at D6a.png to any role rated D6a.png or higher or step up an existing knack at a one-for-one exchange rate not to exceed the rating of the Role the rank is attached to.

Knacks cannot be assigned to a character's D4a.png role.

No knack can be stepped up higher than the dice value of the role it is assigned to.

Distinctions

Distinctions are unique personal traits or tropes that set characters apart from one another beyond the pure mechanics, and are the third of the prime traits that should be added to every roll along with Approaches and Roles.

If approaches tell HOW, and roles tell WHAT, Distinctions give us a look at WHO is acting. [pp50]

There are three categories of distinctions for this game and you must choose one of each: Background | Quirk | Free.


All distinctions default to a rating of D8a.png except when engaging the Hinder SFX.


Background Distinction

Urchins are orphans, forgotten and unseen, scraping by in the streets and sewers of Rattown and the Labyrinth and in the wretched depths of the undercity. Despite sharing a similar fate with their fellows, however, each Urchin followed their own unique path to get where they are. Sample Backgrounds might include Abandoned Royal, Kidnapped, Born in the Deep, Storm Rat, etc . . .


Quirk Distinction

Urchins are a hardy lot of survivors with their own bizarre coping mechanisms. Sample Quirks might include Obsessive Guar Chewer, Wears Clothes Backwards, Speaks in Rhyme, Kindness Tourette's, etc . . .


Free Distinction

A free distinction is exactly that. You are free to come up with any distinction that makes sense for the character and the setting.


Distinction SFX

Each of your three distinctions comes with the Hinder SFX active:

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

After that, each Urchin starts play with two more SFX related to their distinctions. You decide how you want to arrange those. [pp61]


Relationships

Relationships represent an optional trait set. Relationships won't always apply to a roll, but when they do there is good reason. Urchins don't have much, and very often in their lives it is that one other soul who really matters to them or motivates them. Add a relationship die when the person or group it is attached to is affected by or affects the action in question.

Each urchin will start the game with a relationship to another urchin [GMC], one street vendor, shop keeper, innkeeper, artisan, guild, etc, and one free pick that cannot be a Faction at start of game.


Rate one relationship at D10a.png one at D8a.png and one at D6a.png


Factions

Player Characters are all rated at D4a.png with all guilds at start of game.


Resources

1 d6 1 d8 1 d10

Lair - 3 dice - 1 per day

Caches - 4 dice - 2 recovered per day

Grundle - 5 dice - all recovered per day


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Signature Assets

Heirloom + 1 sfx

Keepsake


Customization

Bump Resource die type

step up number of dice for resource

Add 1 SFX DIST

aDD 1 sfx ASSET