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Name:Concept:Race:Description:
Attr ibutes
Agility: Alertness:
Strength: Intelligence:
Vitality: Willpower:
Derived Attr ibutes
LifePoints(Vit+Wil):
Initiative(Agi+Ale):
Endurance(Vit+Wil):
Resistance(Vit+Vit):
Action Dif f iculty
Action Diff/ExtrordinaryEasy 3/10Average 7/14Hard 11/18Formidable 15/22Heroic 19/26Incredible 23/30Ridiculous 27/34Impossible 31/38
Advancement Points
AdvancementCostsPointType APCost
1AttributePoint 81TraitPoint 71SkillPoint 3
Current Plot Points
Animals
Artistry
Athletics
Covert
Craft
Discipline
Drive
Guns
HeavyWeapons
Influence
Knowledge
Mechanic*
Medicine*
MeleeWeapons
Perception
Performance
Pilot*
RangedWeapons
Science*
Survival
Tech*
UnarmedCombat
*Skilled only
General and Specialty Ski l ls
P W
oun
dP
Stu
n
< >
Shock Points
Plot Points and Die Steps
1 2 3 4 5 6 7 8 9 10 11 12d2 d4 d6 d8 d10 d12 d12+d2 d12+d4 d12+d6 d12+d8 d12+d10 d12+d12
Assets Complicat ions
Weapons
Type: Damage:Range: Ammo:
Type: Damage:Range: Ammo:
Type: Damage:Range: Ammo:
Armor
Type:ArmorRating:Covers:Penalty:SpecialNotes:
History
Gear
�cortex primer
C o rt e x P ri m e rbonus content
AttackingRoll 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 target’s defense.
Multiple ActionsA 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).
BotchingIf 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.
Extraordinary SuccessIf you beat a roll by 7, you’ve gotten an ES. If it’s 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.
DefenceBasic 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).
Called shots and coverYou 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.
DamageApply 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.
WoundedIf you take half your Life Points in Wound Damage you are
seriously hurt and suffer a –2 Attribute step penalty on actions.
Passing OutWhen 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.
HealingRecovery 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.
Second WindOnce per day, you character can roll either Vitality or
Willpower and remove that many points of Stun from his sheet.
Plot PointsYou 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.
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.
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DifficultiesAction Difficulty Extraordinary
SuccessComplex Threshold
Easy 3 10 15
Average 7 14 35
Hard 11 18 55
Formidable 15 22 75
Heroic 19 26 95
Incredible 23 30 115
Ridiculous 27 34 135
Impossible 31 38 155