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<blockquote data-quote="DammitVictor" data-source="post: 9828449" data-attributes="member: 6750908"><p>Speaking of being able to drive nails with <strong><em>anything</em></strong> if it's heavy and hard enough:</p><p></p><p>You can use <em>Cortex Prime </em>to build an <strong><em>incredibly</em></strong> traditional old school game, like a cross between <em>Runequest</em> or <em>Pendragon</em> and <em>The BoL Hack</em>.</p><p></p><p>[SPOILER="Horrifying Details"]</p><p></p><p><strong>Core Traits:</strong></p><ul> <li data-xf-list-type="ul">No Distinctions. (<em>Heresy!</em>)</li> <li data-xf-list-type="ul"><strong>Heritage: </strong>at minimum, includes one species, one culture, and one social class. May include subrace, magic bloodline, etc.<ul> <li data-xf-list-type="ul">Attached to SFX, Limits, and Hinder. Since they're ranked, hindering adds a d4 to <em>your </em>pool and the Heritage die to the opposed roll.</li> <li data-xf-list-type="ul">Take as many as you want!</li> </ul></li> <li data-xf-list-type="ul"><strong>Technique: </strong>At minimum, you get Defense, Melee, Ranged, Initiative(/mobility), Covert, and Expert plus <em>at least </em>one Power Source. <ul> <li data-xf-list-type="ul">Attached to SFX and Limits. Power Sources have spells/powers with specific rules.</li> <li data-xf-list-type="ul">I deliberately exclude Social/Noble/Face; you do you, fam.</li> </ul></li> <li data-xf-list-type="ul"><strong>Ability Scores: </strong>You can use any scheme you want here. Probably don't want more than six.<ul> <li data-xf-list-type="ul">I'd use Might, Grit, Finesse, Agility, Cunning, Savvy, and Allure. (I <em>give</em> good advice; I don't <em>follow</em> it.)</li> <li data-xf-list-type="ul">There's no "Charisma"; this is also intentional. "Skill checks" aren't hard-coded to abilities, to leave wiggle room. </li> </ul></li> <li data-xf-list-type="ul"><strong>Virtues & Vices: </strong>These are paired, d4/d12, d6/d10, d8/d8, with a Statement that applies to each pairing. These can be Challenged, and this is important to character growth.<ul> <li data-xf-list-type="ul">Strife/Peace. Everyone <em>chooses </em>Peace but... plays a D&D character; it's hilarious.</li> <li data-xf-list-type="ul">Authority/Liberty.</li> <li data-xf-list-type="ul">Glory/Safety.</li> <li data-xf-list-type="ul">Honor/Pragmatism.</li> <li data-xf-list-type="ul">Loyalty/Avarice.</li> </ul></li> <li data-xf-list-type="ul"><strong>Careers: </strong>Just like BoL Careers or D&D24 Backgrounds.</li> </ul><p><strong>Mechanical Options:</strong></p><ul> <li data-xf-list-type="ul"><strong>Plot Points</strong> are <em>diegetic</em> and can only be spent to represent extra effort, heroic determination, and the like. You can gain Plot Points by rolling 1s, Hindering your Heritage/Techniques, and following your Virtues & Vices into entertaining predicaments.</li> <li data-xf-list-type="ul"><strong>Life Points: </strong>Starting Life Points are based on Might + Defense and your level.</li> <li data-xf-list-type="ul"><strong>Stress & Trauma: </strong><ul> <li data-xf-list-type="ul">You might gain Stress when you take Life Point damage from an attack, depending on the Effect Dice.</li> <li data-xf-list-type="ul">You gain or step up Trauma when you're Stressed Out or reduced to zero Life Points.</li> <li data-xf-list-type="ul">Characters gain an extra Stress and Trauma level for every rank of Grit, so a character with d4 Grit has an extra d4 and a character with a d8 has an extra d4, d6, and d8.</li> </ul></li> <li data-xf-list-type="ul"><strong>Power Points: </strong>Power Points are based on Power Source and an Ability based on the Power Source and increase with level. Spells/powers have levels for minimum level/rank and for power point cost.</li> <li data-xf-list-type="ul"><strong>Combat: </strong>Standard Cortex attack roll versus reaction roll. Succeeding by 5 or more lets you step up your Effect Die <strong><em>or </em></strong>keep an additional Effect Die. <ul> <li data-xf-list-type="ul">Weapon damage is Ability Die + Technique Die + all Effect Dice.</li> <li data-xf-list-type="ul">Reaction to most attacks uses Ability + Defender + Armor. Damage on a failed Reaction is reduced by Armor Die + Effect Die.</li> </ul></li> <li data-xf-list-type="ul"><strong>Advancement: </strong>Hybrid between objective-based XP/level and Growth Pool. Some advancements are automatic based on level and/or Power Source rank. Whenever you gain a level, you can roll your Growth Pool against any Core Trait (except Virtues & Vices) to improve it.</li> </ul><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 9828449, member: 6750908"] Speaking of being able to drive nails with [B][I]anything[/I][/B] if it's heavy and hard enough: You can use [I]Cortex Prime [/I]to build an [B][I]incredibly[/I][/B] traditional old school game, like a cross between [I]Runequest[/I] or [I]Pendragon[/I] and [I]The BoL Hack[/I]. [SPOILER="Horrifying Details"] [B]Core Traits:[/B] [LIST] [*]No Distinctions. ([I]Heresy![/I]) [*][B]Heritage: [/B]at minimum, includes one species, one culture, and one social class. May include subrace, magic bloodline, etc. [LIST] [*]Attached to SFX, Limits, and Hinder. Since they're ranked, hindering adds a d4 to [I]your [/I]pool and the Heritage die to the opposed roll. [*]Take as many as you want! [/LIST] [*][B]Technique: [/B]At minimum, you get Defense, Melee, Ranged, Initiative(/mobility), Covert, and Expert plus [I]at least [/I]one Power Source. [LIST] [*]Attached to SFX and Limits. Power Sources have spells/powers with specific rules. [*]I deliberately exclude Social/Noble/Face; you do you, fam. [/LIST] [*][B]Ability Scores: [/B]You can use any scheme you want here. Probably don't want more than six. [LIST] [*]I'd use Might, Grit, Finesse, Agility, Cunning, Savvy, and Allure. (I [I]give[/I] good advice; I don't [I]follow[/I] it.) [*]There's no "Charisma"; this is also intentional. "Skill checks" aren't hard-coded to abilities, to leave wiggle room. [/LIST] [*][B]Virtues & Vices: [/B]These are paired, d4/d12, d6/d10, d8/d8, with a Statement that applies to each pairing. These can be Challenged, and this is important to character growth. [LIST] [*]Strife/Peace. Everyone [I]chooses [/I]Peace but... plays a D&D character; it's hilarious. [*]Authority/Liberty. [*]Glory/Safety. [*]Honor/Pragmatism. [*]Loyalty/Avarice. [/LIST] [*][B]Careers: [/B]Just like BoL Careers or D&D24 Backgrounds. [/LIST] [B]Mechanical Options:[/B] [LIST] [*][B]Plot Points[/B] are [I]diegetic[/I] and can only be spent to represent extra effort, heroic determination, and the like. You can gain Plot Points by rolling 1s, Hindering your Heritage/Techniques, and following your Virtues & Vices into entertaining predicaments. [*][B]Life Points: [/B]Starting Life Points are based on Might + Defense and your level. [*][B]Stress & Trauma: [/B] [LIST] [*]You might gain Stress when you take Life Point damage from an attack, depending on the Effect Dice. [*]You gain or step up Trauma when you're Stressed Out or reduced to zero Life Points. [*]Characters gain an extra Stress and Trauma level for every rank of Grit, so a character with d4 Grit has an extra d4 and a character with a d8 has an extra d4, d6, and d8. [/LIST] [*][B]Power Points: [/B]Power Points are based on Power Source and an Ability based on the Power Source and increase with level. Spells/powers have levels for minimum level/rank and for power point cost. [*][B]Combat: [/B]Standard Cortex attack roll versus reaction roll. Succeeding by 5 or more lets you step up your Effect Die [B][I]or [/I][/B]keep an additional Effect Die. [LIST] [*]Weapon damage is Ability Die + Technique Die + all Effect Dice. [*]Reaction to most attacks uses Ability + Defender + Armor. Damage on a failed Reaction is reduced by Armor Die + Effect Die. [/LIST] [*][B]Advancement: [/B]Hybrid between objective-based XP/level and Growth Pool. Some advancements are automatic based on level and/or Power Source rank. Whenever you gain a level, you can roll your Growth Pool against any Core Trait (except Virtues & Vices) to improve it. [/LIST] [/spoiler] [/QUOTE]
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