Cortex Worlds

=Campaigns=

=Rules=

Rolls
Roll any applicable dice and keep 2, adding them together. Outcome 5 provides Heroic Success. Rolling a 1 precludes the die from keep and provides the GM the possibility of adding a ⑥/+1 beyond the first 1 complication or a die to the current crisis pool (of the same size), for a Ⓟ to the player.

Add a Scene Distinction
When the GM sets up a new Scene or after it has begun they can stipulate up to three (3) Distinctions for the Scene for free. Scene Distinctions are just like player character Distinctions, except they describe the general environment or situational considerations governing the Scene. For instance, a warehouse on the docks might have Distinctions such as Vermin Infested; Dank, Dark, and Dilapidated; and Full of Large Boxes. Characters in the Scene can situationally use these Distinctions when forming dice pools; if a Scene Distinction is somehow helping them out they could add a d8 and if it were somehow hindering them they could take a d4 and receive a Plot Point after the roll is resolved.

At any time, the GM can add more Scene Distinctions by spending dice from the current crisis pool; each additional Scene Distinction costs a die of any size from the doom pool. Usually this should be in response to something happening in the emerging narrative and thus be self explanatory, but the GM should be able to explain why they are adding a new Scene Distinction and what it is meant to represent if questioned by a player. =Traits= ④⑥⑧⑩⑫Ⓟ

Dice splitting and progression
You may always split any die into 2 dice 1 step lower for a roll (Sweep/Safe/Routine), except for ④. Progression continues past ⑫ with ⑫,⑥,(,⑫,⑧...) which does not provide an extra keep die.

XP / Campaign Progression

 * Each Attribute step: 4p
 * Each Skill step: 1 p
 * Each Spec. step: 1/2p
 * Each Perk step: 1/4p
 * Each Signature step: 2p
 * Each Power starts at d6: 4p/+4 per step
 * Lowering a die and and raising another in the same pool: Free once per XP you gain.

Supremacy
Starts at ⑥. Also provides a keep die. (Increases with Progression).

Attributes
Distribute ④⑥⑧⑩⑩ or ⑥⑥⑧⑧⑩ or ⑥⑧⑧⑧⑧.(14)
 * Body (Str/Tou/Agi)
 * Mind (Int/Wit/Per)
 * Presence (Cha/Man/Emp)
 * Soul (Supernatural/Luck/Will)
 * Capacity (Cyber/Biotech/Tech)

Training
Distribute ⑩⑧⑧⑥⑥⑥⑥⑥⑥⑥ among the Training. All other Training receives a ④. (14, dont count the d4)
 * Craft: Build, create, and assemble items from scratch.
 * Drive: Operate land and surface vehicles, including mules, boats, and hover cars.
 * Fight: Attack with your weapons or fists in close combat.
 * Fix: Patch up and repair objects with working, replaceable parts.
 * Fly: Pilot ships and other airborne vehicles.
 * Focus: Concentrate on a subject to steel your will, intimidate, or find a new solution.
 * Influence: Persuade others to do, think, act, or feel the way you want them to.
 * Know (Specialty): Represents general knowledge about the world.
 * Labor: Lift, push, dig, pull, and haul in tasks that require manual labor.
 * Move: Run, sprint, jump, climb trees.
 * Notice: Spot someone or something out of the ordinary.
 * Operate: Use mechanical devices ranging from computers to thermal cutting torches.
 * Perform: Act or put on a big show to impress or entertain.
 * Shoot: Fire guns, rifles, big rocket launchers — weapons you point and shoot.
 * Sneak: Camouflage yourself and sneak past opponents. Sneakily.
 * Survive: Endure less-than-ideal conditions and live to tell the tale.
 * Throw: Toss things like a grenade or throw opponents across the room.
 * Treat: Heal folks by treating injuries or counselling them.
 * Trick: Spin a yarn or con an opponent. Also covers sleight of hand.

Specialties
Bonus specialty dice on any Skill Specialization (at least 1/3 the complete Skill). You get ⑥⑥⑥⑥ Specialties at start. (2)

Intimacies
Limitations, People, Organizations and Ideals. When you use them, they may not be used again this session without the use of a PP. ⑥⑥⑧⑧⑩ and a +1 to 2 different Intimacies. (4.5)
 * Do-gooder
 * Intolerant
 * Code of the Ghost Paladins
 * Guild
 * Professionalism
 * Capitalism
 * Honor
 * Glory
 * Family member

Perks
Every resource, contact or organization starts at d6 and may be raised. Perks are spent when used, and regained after a downtime. You may pay for Perks with Flaws. Each Flaw is worth 4 points. Each Perk is worth 1/2 a point.
 * Resources
 * Contacts
 * Organizations
 * Items

Signature
You get 1 Signature Resource or Intimacy at ⑥. (2)

Powers
⑥ in a Power pool with 2 linked powers.

Flaws

 * All provide a PP when triggered. (Max 5 Flaws).

Distinctions
You get 1 free Distinction. (8p/2p per step later). Building Distinctions

Classes
You may choose 2. They provide a package and power sets. Exchange the Distinction if you wish.

Example Class
Classes are built on 24 points.
 * Example Distinction d8
 * Each Attribute step: 4p
 * Each Skill step: 1 p
 * Each Spec. step: 1/2p
 * Each Perk step: 1/4p
 * Each Signature step: 2p
 * Each Power starts at d6: 4p/+4 per step

Agent

 * Example Distinction: I know a guy d8
 * Presence +1 4
 * Liaison +2 2
 * Crowd Control +1 1
 * Tactical Response +1 1
 * Bionetics d6 4
 * Resources or Contacts d8, d8, d6, d6 12

Aristo

 * Example Distinction: Celebrity looks d8
 * +1 to all attributes 20
 * Bionetics: d6 4

Bioroid

 * Example Distinction: Inhuman d8
 * Flaw: May not roll Soul. Immune to Psi. -4
 * +1 Body, Mind, Presence, Capacity 16
 * +1 to any 4 different Training Packages 4
 * d6/+2/max d10 to 4 Specs to any of the same Training Packages. 4
 * Bionetics d6 4

Bodyguard

 * Example Distinction: Close protection d8
 * +1 to any Attribute 4
 * Tactical Response +1 1
 * Liaison +1 1
 * Emergency Medical +1 1
 * Transport +1 1
 * 4 d6/+2/max d10 Emergency Medical, Liaison, Tactical Response, Transport Specs 4
 * Perks d6, d6 4
 * Cyber d6 4
 * Bionetics d6 4

Bounty Hunter

 * Example Distinction: Bloodhound d8
 * Body +1
 * Mind +1
 * Investigation +2
 * Tactical +1
 * Liaison +1
 * Any 4 d6/+2/max d10 specs
 * Bionetics or Cyber d6
 * Contacts d6, d6
 * Resource d6, d6

Bureucrat

 * Example Distinction: Red tape d8
 * Mind: +1
 * Presence: +1
 * Investigation +2
 * Liaison +2
 * Legal Spec. +2
 * Logistics +2
 * 4 4 d6/+2/max d10 Spec. to any of the above.

Con Artist

 * Example Distinction: The con d8
 * Mind: +1
 * Presence: +1
 * Investigation +2
 * Liaison +2
 * Legal Spec. +2
 * Logistics +2
 * 4 d6/+2/max d10 Spec. to any of the above.

Corp Samurai

 * Example Distinction: Giri d8
 * Body: +1
 * Tactical Response: +2
 * Liaison: +2
 * 2 d6/+2/max d10 Spec. to any of the above.
 * Cyber or Bionetics d6, d6
 * Corp support d6, d6

Crisis Expert

 * Example Distinction: Team-oriented d8
 * 12 different +1 to any package.
 * Resources d6, d6, d6, d6, d6, d6

Diplomat

 * Example Distinction: Protection Detail d8
 * Presence: +1
 * Liaison: +2
 * Legal Spec.: +1
 * Resources d8, d6, d6, d6
 * Contacts d8, d6, d6, d6

Clone Family

 * Example Distinction: Family is everything d8
 * Soul: +1
 * Zeek: +1
 * 3 Spec. d6/+2/Max d10
 * Bionetics d6
 * Resources (Family members): d8, d8, d8

Family Coordination
Pay PP. You may keep an extra die die when you use a Family member resource.

Family Ties
Pay PP. Step up your Family members die 2 steps for the current Action.

Family Feud
You may pay a PP and a Family member resource to remove any Complication or Stress, or create a Family Body Double d8 Asset.

Cleaner

 * Example Distinction: Code of Honor d8
 * Body: +1
 * Tactical Response: +2
 * Investigation: +1
 * Urban Recovery: +1
 * HAZMAT: +1
 * Mechanic: +1
 * 2 Spec. d6/+2/Max d10
 * Resources d6, d6
 * Contacts d6, d6
 * Cyber or Bionetics d6, or Zeek d4

Honourable Deeds
Pay a PP. You gain 2 steps to any Action meant to affirm any Intimacy.

Invisible Touch
While hiding evidence, gain a reroll.

Righteous Actions
When you go against orders for a higher cause, gain a PP.