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Name: Concept: Race: Description:

P Stun

G eneral and S pecialty Skills


Animals Mechanic*

A t t r i b u te s
Agility: Alertness: Intelligence: Willpower:

Artistry

Medicine*

Strength: Vitality:

Athletics

Melee Weapons

D e r ive d A t t r i b u te s
Life Points (Vit+Wil): Initiative (Agi+Ale): Endurance (Vit+Wil): Resistance (Vit+Vit):
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Covert

Perception

Craft

Performance

Discipline

Pilot*

A c t i o n D i f f i c u l ty
Action Diff/Extrordinary

Drive

Ranged Weapons

Easy Average Hard Formidable Heroic Incredible Ridiculous Impossible

3 / 10 7 / 14 11 / 18 15 / 22 19 / 26 23 / 30 27 / 34 31 / 38

Guns

Science*

Heavy Weapons

Survival

A d va n c e m e n t Po i n t s
Advancement Costs
Point Type AP Cost

Influence

Tech*

P Wound

1 Attribute Point 1 Trait Point 1 Skill Point

8 7 3

Knowledge

Unarmed Combat

C u r re n t P l o t Po i n t s

Shock Points

*Skilled only

Ass e t s

Complications

We a p o n s
Type: Range: Type: Range: Type: Range: Damage: Ammo: Damage: Ammo: Damage: Ammo:

G ear

Histor y

Ar m o r
Type: Armor Rating: Covers: Penalty: Special Notes:

Plo t Po i n t s a n d D i e S te p s

1
d2

2
d4

3
d6

4
d8

5
d10

6
d12

7
d12+d2

8
d12+d4

9
d12+d6

10
d12+d8

11
d12+d10

12
d12+d12

C o rt e bonus x Pr i m e r content
Roll Agility + Skill/Specialty. Your GM might allow Strength + Skill/Specialty depending upon the situation and type of attack. You need to roll equal or greater than the targets defense. A turn is approximately 3 seconds long in combat, so while they are limited, your GM might allow you to take multiple actions. If so, every action beyond the first reduces your Skill die by one Step. This means if you roll a d6 for Guns/Pistols normally, but you want to take a second shot, that d6 drops to a d4. Your GM can rule that no other actions may be taken if your skill drops below a d0 (equivalent to untrained).

Attacking

When your Wound and Stun tracks overlap you might fall unconscious. Roll Endurance (Vitality + Willpower) against an Average (7) Difficulty. If you fail, you pass out. Every turn after the first, the Difficulty increases by +4. Recovery is a bit more involved then is appropriate for this Primer; consult your book or the GM. For con event purposes know that you recover 1 Wound every two days. You recover 2 Stun for every hour of rest, 1 Stun for an hour of activity. Once per day, you character can roll either Vitality or Willpower and remove that many points of Stun from his sheet.

Passing Out

Multiple Actions

Healing

Second Wind

If all your dice come up 1 then you are in serious trouble. Your GM will decide what kind of repercussions will come about with such ill luck. Plot Points add more dice, so they make it harder for botches to occur. If you beat a roll by 7, youve gotten an ES. If its an attack, the target must make an Endurance (Vitality + Willpower) roll against an Average (7) Difficulty. Depending upon the attack, this will have an added bonus effect: debilitating injury, bleeding, etc. Basic Defense is 3; this is typical for unaware or helpless targets. Innate defense is your Agility; this does not cost you an Action, and can be used anytime you are at least aware of an attack. If you wish to use an action, you may roll Agility + Athletics/Dodge (or whatever appropriate Skill/Specialty the GM might allow). You can make called shots in Cortex, it simply increases the Difficulty. Cover and concealment also increase the difficulty to be hit, so taking cover in a gun fight can be a real life saver. Apply the difference of your attack as BASIC damage. Basic damage is divided between WOUND and STUN damage, favoring Stun. (Note that unarmed attacks only do Stun damage, unless told by your GM to do otherwise.) After you apply the Basic damage, roll your damage die for the weapon you are using. It might be Basic, Wound or Stun damage depending upon the weapon. Example: pistol does d6 W; you roll a six-sided die and apply it as Wound damage.

Botching

Extraordinary Success

You can use PP to adjust rolls, make small plot changes, reduce damage and activate certain Traits. You may not have more than 12 PP at any one time. Your GM will reward you with more with good RP.

Plot Points

Improving Actions: Spend PP before a roll to add an extra die. The number you spend determines the value of the die. 1 PP gets a d2, 6 PP gets a d12. You always get the minimum number of PP you spent on a roll. After Roll Spend: You may spend PP after a roll, but before you find out the result. Each PP spent adds 1 to the roll. This cannot help escape a botch. Damage Reduction: PP spent to reduce damage once you have taken it. You buy a die (like above) and subtract the result from the total damage taken. Wound damage is reduced first; any remaining points drop Stun damage. Story Manipulation: PP let you alter the story in convincing ways, stretch things a little bit, or add or subtract subtle details. The GM has the power to veto plot-twisting PP if they undermine the storyline. PP cannot change core aspects of the tale, alter the nature of a character, overturn prior events, or wrap the adventure up in a neat package. Extraordinary Success 10 14 18 22 26 30 34 38 Complex Threshold 15 35 55 75 95 115 135 155

Defence

Called shots and cover

Damage

Difficulties
Action Easy Average Hard Formidable Heroic Incredible Ridiculous Impossible Difficulty 3 7 11 15 19 23 27 31

If you take half your Life Points in Wound Damage you are seriously hurt and suffer a 2 Attribute step penalty on actions.

Wounded

cortex primer

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