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A Lightweight,

Setting-Independent
Tabletop Roleplaying Game
Dedicated to
the genius behind Cortex Prime,

Cam Banks

and to
Isaac, Owen, and Celine
for their love and patience.
v1.0

Cortex Lite is a tabletop roleplaying Table of Contents


game, created as a sleek and simple
example of a game built with Cortex
Prime, a toolkit of rules which serves How It Works ................................. 2
as the engine for many other games.
Cortex Lite is designed as a “generic” The GM ......................................... 4
tabletop RPG, a basic system you can
use to run games in any setting.
Effect Dice...................................... 6

Plot Points...................................... 8

Stress & Recovery .......................... 10

Characters & Traits ....................... 12

Cortex Lite is Primed by Cortex, the Evolving Characters ...................... 20


award-winning world-building
tabletop RPG system for forging GM Rules..................................... 22
unique, compelling game experiences
from a set of modular rules Appendix A: Distinction Builder.... 26
mechanics.
Appendix B: Sample SFX .............. 28
Find more at
http://cortexrpg.com. Appendix C: Sample Milestones ..... 30

Credits
Written & Designed by Jeremy Forbing
Development & Layout: Miriam Robern
Additional Editing: Lynn Jones
Design Inspirations: Jasmine Barlow
Special Thanks to Will Hunter and Wil Hutton
HOW IT WORKS
In a tabletop roleplaying game, each A ten-sided die, d10, or ⑩
player takes on the role of one or more
characters. The characters adventure An eight-sided die, d8, or ⑧
through an imaginary world (which
can range from the fantastical to the A four-sided die, d4, or ④
mundane), and the players use the
game’s rules to determine the results of
A twelve-sided die, d12
their characters’ actions. In Cortex
Lite, everybody contributes to the
story, but at some point you break out
dice, contributing just enough
randomness so no one knows what
will happen until events unfold during A six-sided die, d6, or ⑥
play.

TRAITS & DICE


Each character has a few different When you want your character to do
collections of traits, called trait sets. something, if there’s nothing getting
Each trait in a set is rated with a die in your way, you just do it. If there is
size: ④,
④ ⑥,⑥ ⑧,⑧ ⑩,⑩ or ⑫. ⑫ Generally, opposition (such as an opponent, a
larger die sizes make a trait more difficult environment, or a time limit),
effective, so ⑥ is better than ④.④ you roll the dice for certain traits to
figure out if you succeed or fail.
Examples of trait sets used in Cortex
Lite are attributes (PHYSICAL, MENTAL, When you roll, you pick the most
and SOCIAL), roles (SCHOLAR, relevant trait from each set and roll
SCOUNDREL, SCOUT, SOLDIER, and the die for each of those traits, all
SPEAKER), and signature assets (items together in one pool of dice.
or other factors that provide an
advantage, such as HIDDEN KNIFE or
MAGNIFYING GLASS). One example trait
set for a character might be the
attributes MENTAL ⑥,⑥ PHYSICAL ⑩,
⑩ and
SOCIAL ⑧.

nn i n g Rebel
u
t h e Quick, C URE A
SSETS
Der ra IGNAT S
ROLE
S KNIFE ⑥
HIDDEN
MIRIAM ROBERN

BUTES ④ S TO ⑥
AT TRI SCHOL
AR
MANIFE
CURSED
⑥ ⑧
MENTAL DREL
SCOUN
AL ⑩
PHYSIC ⑥
SCOUT
S O C IA L
⑧ ⑥
R
SOLDIE
R ⑩
SPEAKE
YOUR TOTAL AN EXAMPLE OF PLAY
After rolling, you add two of the die In a Cortex Lite game that takes place
results together for your total. (So if in a medieval fantasy setting, a
my highest rolls were a 7 on a ⑧ and cunning rebel might want to reach a
a 3 on a ⑥,
⑥ I'd probably want to add door, but an enemy knight stands in
those two together for a total of 10.) her way. The rebel tries to fake the
2, or ⑫ knight out, feinting a retreat before
YOUR EFFECT DIE lashing out with the knife she has
stashed up her sleeve.
After choosing die results for your
total, you pick one of the other dice The GM asks the player to roll dice to
you rolled to be your effect die. This see if she succeeds. She rolls PHYSICAL
choice doesn’t affect whether you ⑩ SCOUNDREL ⑧,
⑩, ⑧ and HIDDEN KNIFE
succeed or fail. It’s kind of like how a ⑥ getting 6 on the ⑩,
⑥, ⑩ 2 on the ⑧, ⑧
die for damage in the most popular and 5 on the ⑥.⑥
fantasy RPGs is separate from your
attack roll to hit.
She picks the 6 and 5 to add together,
making her total 11. She uses the
OPPOSITION leftover ⑧ as her effect die.
When you roll, another player (often
the Game Moderator, or GM) builds The knight’s total against her is 8, and
their own dice pool and rolls it. You since 11 is higher than 8, our rebel
compare your roll’s total to theirs, and wins. She gets to inflict her ⑧ effect
the higher roll succeeds. The player die on the knight. Her thin blade
who rolls first sets the bar for how slides through a joint in her foe’s
difficult the opposition’s roll should armor, stabbing deep into his flank.
be, so that player wins ties.
CORTEX BASICS
SUCCESS If that explanation all made sense,
If you win, the size of your effect die then you know how to play Cortex.
(not the number it rolled) determines Everything else in the system fits into,
how big of an effect your success had. bolts onto, or adds a twist to this
You might say, “My effect die is ⑧.”
⑧ single mechanic. The rest of this
document breaks down other rules
For example, if you roll to hit that build on those fundamentals.
someone with a weapon, your total
determines whether you hit (like
comparing an attack roll to armor
class in traditional fantasy RPGs), and
your effect die would be how much
damage you inflict. Your total tells you
whether the story goes your way; your
effect die tells you how far it goes.

3
THE GM
As in many tabletop role-playing TESTS
games, one player takes on the role of
the Game Moderator, or GM, rather The most basic kind of die roll is a test.
than playing their own character. The You say you want to do something,
GM frames scenes, portrays and if it requires a roll, but it isn’t
supporting characters (called GMCs, directly against another significant
or Game Moderator Characters), character (like another PC), the GM
controls the opposition (including just grabs some dice and rolls. Usually
rolling dice), and ends scenes. the GM sets a difficulty, choosing two
dice depending on how hard they
think the roll should be: ④ ④, ④ ⑥ ⑥, ⑥
The characters portrayed by everybody ⑧ ⑧,⑧ ⑩ ⑩, ⑩ or ⑫ ⑫. ⑫ ④ ④ is very
else are called player characters, or PCs. easy; ⑫ ⑫ is very hard.
SESSIONS, SCENES, & BEATS For a test, the GM rolls first, their
Games are played in sessions. A session total sets the difficulty, and then you
is just however long you and your roll. If your total is higher than the
group gather to play at a time, difficulty total, you succeed; if it is
whether in-person or online. equal or lower, you fail.

Each session is divided into units of


story and action called scenes, just like
a play, film, or TV show.

Player actions take place in units of


time called beats. A beat is simply how

⑫⑫
long it takes to complete one action or
one piece of a larger action (including
both the die roll to do something and
the roll opposing it). Very Hard
⑩⑩
Difficult
⑧⑧
Significant
⑥⑥ Simple
④④
Very Easy
ACTION ORDER STEPPING UP &
Normally, a player can just roll a test STEPPING DOWN
or describe their character’s actions The rules sometimes tell you to step up
whenever it makes sense, as part of the a die, changing it from a die of one
game’s ongoing conversation. When size to one of the next larger size,
it’s helpful to organize things a bit (such as changing ④ to ⑥ or ⑧ to
more, the GM can move things into ⑩ or to step down a die (the reverse,
⑩)
action order. such as ⑫ to ⑩).

When the game is in action order, the When you step up a ⑫ in your dice
scene splits into rounds. A round is pool, you keep the ⑫,
⑫ but add an
nothing more or less than the amount extra ⑥ to your pool as well.
of time it takes for every participant in
a scene to take one beat’s worth of When you step down a ④ in your
action (often called a turn). pool, you remove that die entirely.
Usually, the GM chooses one player to
go first. After a player takes a beat, DOUBLING DICE
they choose who goes next. The GM Sometimes, the rules tell you to double
and any GMCs active in the scene get a die in your pool. When you double a
to take their own beats as well. Once die, you add another die of the same
everyone has taken a beat to do what size to the pool before you roll.
they want to do, the round ends.
Whoever goes last in a round chooses
who goes first in the next round,
which can be themself!

Session Zero and Safety Tools

Playing a tabletop RPG can become a bad experience if everyone involved isn’t
on the same page about the topics and themes they’ll be exploring in play. The
best way to align those expectations is usually having a formal process, making
sure everyone has a chance to be heard and set appropriate boundaries. That
process can be a part of a “Session Zero”, a conversation before actual play begins
that can also provide a chance to make characters together, discuss the game,
build anticipation, and decide what kind of content should or shouldn’t be a part
of the game.

You should also use appropriate safety tools, such as Lines and Veils, the X-Card
by John Stavropoulos or Script Change by Beau Jágr Sheldon. Script Change is
especially recommended, because the framework it provides can improve the
experience of playing a tabletop RPG even when content concerns aren't an
issue. What’s important is choosing the tools that work for you and your group.

5
EFFECT DICE
When you succeed on a roll, your HEROIC SUCCESS
effect die usually becomes an asset (a
new temporary trait that benefits you) When you succeed on a roll, if your
or a complication (a new temporary total beats the opposing roll by 5 or
trait that makes things harder for your more, you’ve scored a heroic success.
opposition). This means that you not only achieve
what you set out to do, but surpass
your own expectations in doing so.
When an asset or complication is For every 5 by which you beat the
created, it gains a name to go with its opposing roll, your effect die steps up
die rating, such as STOLEN HORSE ⑧,
⑧ by one size.
CUNNING PLAN ⑥, ⑥ BLINDED ⑩,⑩ BOUND
WRISTS ⑥,
⑥ DOWNHILL CHARGE ⑧, ⑧
BLACKMAILED ⑫,⑫ or INSPIRED ⑩.
⑩ The COMPARING EFFECT DICE
player who creates an asset or Even when you fail a roll against
complication gets to name and someone, your effect die still matters.
describe it. If your roll fails, but your effect die is
larger than the opposition’s effect die,
Assets and complications aren’t added the opposition’s effect die steps down.
to every roll; like other traits, they
only apply when it makes sense in the ASSETS
story for the particular action
described. Most assets and An asset is a temporary trait that
complications go away when a scene grants an advantage. When you create
ends. an asset, you choose whether it is for
you or for another character. Usually,
Most rolls create some kind of only the character you choose can use
complication or asset, but there are a it.
couple other things you can do.
Sometimes, an asset becomes
You might simply roll to change your permanent, making it an ongoing part
situation, such as by opening a locked of a character’s identity. Such assets are
door. In this case, your effect die just called signature assets.
measures your degree of success: a ④
might be getting the door open just a Multiple Assets
crack, while a ⑫ busts it wide open. A default rule for assets is that, unlike
other types of traits, more than one
You might also roll to step down or asset can be added to the same dice
end a complication; this is called pool, as long as each asset is being
recovery, and the rules for it are applied to the activity for which the
explained later. player is rolling.
COMPLICATIONS NO ④ COMPLICATIONS
A complication is a temporary trait Unlike other traits that run from ④ to
that makes things harder for you, so ⑫, ④ complications do not exist in

you don’t roll it yourself. Instead, your Cortex Lite. When you take a new
opposition can roll it against you, and complication, if it would be ④ or
if someone else has a complication, smaller, it becomes a ⑥.
⑥ When an
you can add it to your dice pool when existing complication would step
rolling against them. down to less than ⑥,
⑥ it just goes away.

Stepping Up Complications TAKEN OUT


An important rule of complications is If a complication on any character
that an existing one can be stepped up would step up to a die size larger than
by further actions that inflict the same ⑫ the complication stays at ⑫,
⑫, ⑫ but
complication. So, if you already have a that character is taken out.
TANGLED UP ⑥ complication, and
someone throws a lasso around your When you are taken out, you are
arms and torso, that complication unable to influence the story—one
could step up to TANGLED UP ⑧. ⑧ Each way or another, you’ve been
time another roll worsens your overwhelmed and can no longer
complication, its effect die steps it up. participate. When someone gets
If the effect die is larger than the knocked out by a brigand, falls
complication’s rating, the through a trap door into a prison cell,
complication steps up to that effect or is turned to stone, they’ve been
die’s size. taken out. Being taken out usually
only lasts until the end of the scene.
When naming a complication, it is
best to use a name that leaves room
for things to get worse—it might get
stepped up, after all. Instead of
naming a complication KNOCKED OUT,
it makes more sense to call it ON THE
ROPES or WOOZY or CONCUSSED.

Complications can also be renamed


when circumstances change. If a
character already trapped in a net is
then pushed into quicksand, their
complication might go from
TANGLED UP ⑧ to RESTRAINED ⑩, ⑩
changing the name to include all the
problems limiting their ability to
move and escape.

7
PLOT POINTS
This game uses a special currency HITCHES
called plot points (abbreviated Ⓟ),
which you can spend to affect the When you roll 1 on a die, you can’t
story. You’ll likely earn and spend plot count that die towards your total or
points all the time. Every player gets at use it for your effect die.
least one Ⓟ at the start of each session.
A die that rolls a 1 is called a hitch.
The most important uses of plot When you roll a hitch, the GM can
points include: grant you a plot point to give you a ⑥
complication (which may step up a
complication you already have).
• You can spend a Ⓟ to instantly
create a ⑥ asset.
When the GM rolls a hitch, it’s called
• When you add up die results for an opportunity. When the GM rolls an
your total, you can spend one Ⓟ opportunity, you can spend a Ⓟ to
to add in the result from one step up an existing asset or step down
additional die, increasing your a complication.
total.
SFX
• You can spend a Ⓟ to make an
asset useful to a whole group of Your character gains SFX, special
people instead of just one. effects that give you added influence
over the story. These reflect your
• When an asset would go away at character’s extraordinary abilities or
the end of a scene or session, you their powerful role in the narrative.
can spend a Ⓟ to keep it, starting Many SFX require you to spend plot
the next scene or session with the points to activate them. Other SFX
asset still in play. allow you to impose a disadvantage on
your character in order to earn Ⓟ or
Unless specified otherwise, you can another reward. For example, the
spend plot points at any time, even Hinder SFX lets you earn a Ⓟ by
when it isn’t your beat or turn. rolling a smaller die.

Any unspent plot points are lost at the Using an SFX is always a choice; you
end of a session, so it’s best not to are never compelled to activate your
hoard them. character’s SFX, unless that SFX is a
Limit. A Limit is an SFX which can
be activated by the GM.
EXTRA EFFECTS
When you want to achieve multiple
outcomes from a single roll (including
affecting more than one target), you
can do so by spending plot points to
keep extra effect dice beyond the first.

For each Ⓟ spent, you can choose one


extra die from your roll to become an
effect die. You can’t choose hitches or
dice that are already effect dice or part
of your total. If you run out of dice to
choose from, you can’t keep more
effect dice.

Each effect die must do a different


thing. For example, if you are fighting
a pair of thugs on a swinging platform
over a chasm, you can use two effect
dice to assign an UNBALANCED
complication to each thug, or to
assign both UNBALANCED and a FRIGHTENED
complication to the same thug, but
you can’t use extra effect dice to assign
UNBALANCED to the same thug more than
once with the same roll.

Also, if you assign effect dice to


multiple targets that each have their
own dice to roll, each target gets their
own opposition roll against you. Only
those you beat take the effect.

When you step up a ⑫ effect die, you


gain an extra d6 effect die for that roll.

THERE’S ALWAYS AN EFFECT


Every roll always has a minimum of
one ④ effect die. If stepping down
dice, removing dice due to hitches, or
any other situation would prevent a
roll from having an effect die, give
that roll one ④ effect die before
resolving it.
DAVID LEWIS JOHNSON 9
STRESS & RECOVERY
The most common forms of FAILURE & STRESS
complications are called stress. These
are the kinds of consequences that By default, when you fail a test, you
befall characters all the time. While take ⑥ stress. The opposition chooses
they work just like complications in the type of stress. Perhaps a character
all other respects, they have their own feels DEMORALIZED by their lack of
rules for when they go away. success, EXHAUSTED by the wasted
effort, or ENTHRALLED by an interesting
problem they can’t seem to solve yet.
Four kinds of stress are used in Cortex
Lite: DAMAGED stress, DEMORALIZED
stress, ENTHRALLED stress, and In games where players are likely to
EXHAUSTED stress. Each type of stress take lots of stress from other sources
represents a different kind of (such as a superhero game with
situations, as follows: frequent fights against villains), the
GM is likely better off setting this rule
aside.
DAMAGED stress is physical, bodily
harm, like getting punched in the eye,
cut by a blade, poisoned by an STRESS VS. COMPLICATIONS
assassin, burned by flame, etc. When something happens that makes
things harder for a character, but it
DEMORALIZED stress represents isn’t covered by one of the stress types,
becoming frightened, insecure, represent it with a free-form
discouraged, disillusioned, worried, complication instead, such as
pessimistic, or any other mental state GRAPPLED, NAUSEOUS, TANGLED UP,
that makes you feel like you might be DEAFENED, STRAPPED DOWN, ENRAGED,
better off quitting. CAUGHT IN A FORCE FIELD, etc.

ENTHRALLED stress is when you are


fascinated, tempted, distracted,
hyper-focused, charmed, smitten,
emotionally overwhelmed, or just
caught up in your own thoughts.

EXHAUSTED stress is fatigue, burnout,


tiredness, exertion, lack of energy, or
simply an unmet need for rest.
RECOVERING STRESS
Complications go away at the end of a
scene or when they are no longer
narratively appropriate, but stress
hangs on for a bit.

During a scene when characters have


a chance to recover—by resting or
engaging in some other form of
self-care—all stress dice step down.

However, there are other ways to


recover from stress.

When the GM rolls an opportunity,


you can spend a Ⓟ to step down a
stress.

Other characters can try to help you


recover. To do so, they roll a test
against a difficulty of ⑧ ⑧ plus the
die of stress they are trying to help you

DEAN SPENCER
with. On a success, they either step
RECOVERING COMPLICATIONS
down your stress (if their effect die is Though complications tend to go
equal to the stress or smaller) or away on their own, if a character
remove the stress entirely (if their wants to get rid of a complication
effect die is larger). On a failure, quickly, they can do so using the same
nothing happens, unless they roll a rules as recovering stress.
hitch. If they fail with one or more
hitches, your stress steps up and the
GM gives both of you a Ⓟ.

At the start of a new session, all stress


is removed—unless the last session
ended in a cliffhanger and the new
session picks up right where you left
off.

11
CHARACTERS & TRAITS
Your character is a protagonist in the DISTINCTIONS
story you tell in the game, as well as
your primary means of interacting Much of your character is defined by
with both the world and the rules. three distinctions, words or brief
Their traits and die ratings help you phrases describing core aspects of their
figure out who your character is and identity. Each distinction is rated ⑧.

what they can do. While attributes and roles describe
what your character is good at,
distinctions summarize who your
A ④ trait is underdeveloped or character is.
problematic, a ⑥ is healthy and
reliable, a ⑧ is excellent and
noteworthy, a ⑩ is extraordinary and Another difference between
powerful, and a ⑫ is world-class, the distinctions and some other trait sets
absolute pinnacle of your potential is that you name your own
and capabilities. distinctions, rather than assigning
ratings to predefined traits. A
character in a fantasy world might
CHARACTER CREATION have the distinctions MOONFIRE ELF,
To create a character, you populate REFORMED ASSASSIN, and FIERY TEMPER,
five trait sets—distinctions, attributes, while a young superhero in
roles, specialties, and signature modern-day New York might have
assets—and assign a die rating to each FRIENDLY NEIGHBORHOOD PROTECTOR,
trait in those sets. NERDY HIGH SCHOOL STUDENT, and
CONSTANT WISECRACKS.
For traits like attributes and roles,
when making a new character, you are Together, your three distinctions
given an array of die ratings for each should sum up your overall character
set—such as ⑩, ⑩ ⑧,⑧ ⑥—and
⑥ you concept. If your character were the
assign one of these ratings to each trait protagonist of a book, movie, or video
in the set. So a character’s attributes game, and you were describing them
might be PHYSICAL ⑧, ⑧ MENTAL ⑥, ⑥ and to a friend, your distinctions would
SOCIAL ⑩.
⑩ feature prominently. Distinctions spell
out how your character is different
When distributing these ratings, it is from others, and they impact every
usually easiest to choose which of the action you take.
traits is most significant, the one the
character will rely on most and for Distinctions aren’t necessarily
which they would likely be most permanent features of your character
well-known to others. Assign the forever. Characters often evolve during
largest die rating to that one. Then play. These changes can be expressed
choose their second best trait, one through distinctions as well. See
they are still really great with and can Spending XP later for rules to rewrite
rely on, even if it isn’t the most your distinctions.
important one, and assign the second
largest die rating to it. Then keep
assigning in order from best to worst.
Character Creation: Distinctions Hindering Distinctions
Start making a character by picking Every distinction benefits from the
three distinctions. Your distinctions Hinder SFX, your character’s first
can be whatever you want, but the SFX.
following guidelines work for most
characters: Hinder: Roll this distinction as a ④ to
earn a Ⓟ.
A distinction that includes one or two
major aspects of their background, Hinder is best used in situations where
heritage, career, or identity. Examples a distinction would actually make
for different settings might be things harder for the character instead
MOUNTAIN DWARF PALADIN, RECKLESS of easier (such as a FIERY creature in a
PILOT, MARTIAN CYBORG, ACTIVIST GRAD fantasy setting trying to swim), or
STUDENT, or MAVERICK PHYSICIST. when no distinction really applies to
what you’re trying to do (“I’m a
One distinction based on a belief, doctor, not an engineer!”). Since
motivation, calling, or mission that is Hinder earns you a Ⓟ, which can be
central to your character. Some spent to include extra dice in your
examples include MY PEOPLE MUST BE total, this allows you to accept a
FREE, PROVE MY FAMILY WRONG, I'LL BE temporary disadvantage now in order
THE G REATEST F OOTBALL P LAYER OF A LL to succeed more spectacularly later on.
TIME, DESTROY UNDEAD, KEEP THE TEAM
TOGETHER, I MUST FIND LOST RELICS,
SOMEONE HAS TO SAVE THE WORLD,
ASPIRING TO KNIGHTHOOD, or PREACH
THE F AITH.

One distinction related to one or two


quirks or aspects of your character’s
behavior, such as catchphrases, drives,
personality traits, relationships, or
fears. Examples are NEVER BACK DOWN
FROM A FIGHT, UNCOMPROMISING, NO
ONE TELLS ME WHAT TO DO, CAN’T
RESIST A MYSTERY, GLORY HOUND, MY
BROTHER’S KEEPER, SPIRITS GUIDE ME,
CLAUSTROPHOBIC, or ETERNAL OPTIMIST.

Each of your distinctions is rated ⑧.


For a more structured process for


creating distinctions with lists and
optional die rolls, see Appendix A:
Distinction Builder.

13
ATTRIBUTES ROLES
When you need to accomplish Each of the five roles—SCHOLAR,
something, your three SCOUNDREL, SCOUT, SOLDIER, and
attributes—PHYSICAL, MENTAL, and SPEAKER—represents a thematic
SOCIAL—are how you get it done. grouping of training, skill, and
experience. Your largest-rated role is
PHYSICAL represents your bodily fitness, usually how you best contribute to a
including your strength, constitution, group, whereas for smaller-rated roles,
dexterity, and speed. you’re usually better off relying on
more proficient allies.
MENTAL represents your intellectual
prowess, including your memory, SCHOLAR is your academic knowledge,
comprehension, cleverness, and including education, lore, the sciences,
awareness of your environment. deduction, and research.

SOCIAL represents your interpersonal SCOUNDREL is your aptitude for


sway, including your charisma, insight trickery, crime, spying, sleight of
into people, persuasiveness, and hand, defeating security measures like
resistance to being influenced. traps or alarms.

Assign Your Attributes SCOUT is your facility for exploration,


perception, and survival, including
Assign the following die ratings to tracking, navigation, animal handling,
your three attributes, in any order: ⑩,
⑩ climbing, and simply noticing things.
⑧ ⑥.
⑧, ⑥
SOLDIER is your skill and experience
when it comes to wielding weapons,
enduring hardship, providing security,
and fighting in general.

SPEAKER is your affinity for


communication, group dynamics,
leadership, empathy, and various
forms of self-expression, such as
oratory, performance, and art.

Sometimes more than one role might


apply. Sneak up on a poacher with
SCOUT or SCOUNDREL? Give battlefield
orders with SOLDIER or SPEAKER? In
those cases, choose the one your
character favors.

Character Creation: Roles


Assign the following die ratings to
your five roles, in any order: ⑩,
⑩ ⑧,

⑥ ⑥,
⑥, ⑥ ④.④

LUIGI CASTELLANI
SPECIALTIES
Specialties are narrow skills that
supplement the broad areas of
expertise defined by your roles. Like
distinctions, specialties are free-form
traits you create yourself. Whenever a
specialty applies, you roll it in
addition to the appropriate role.
Specialty Examples
For example, you might use SOLDIER to
display your general prowess with ACROBATICS AGRICULTURE
weapons, but you might also have a
specialty that you add when using ARCANA ARCHERY
certain types of weapons appropriate
to the game’s setting, such as
SWORDPLAY ⑥,⑥ SHOTGUNS ⑥, ⑥ or ASTRONAVIGATION ATHLETICS
PLASMA RIFLES ⑧.⑧ When you follow a
trail through a dense forest, your dice AUTO REPAIR COOKING
pool might not only include SCOUT but
also an extra die for your TRACKING CRIME DECEIT
specialty.
DIPLOMACY DIVINATION
Though specialties are like more
focused versions of roles, there are no ENGINEERING ESCAPE ARTIST
limits on what role you must use to
include a specialty that suits your FIRE MAGIC HANDLING ANIMALS
action. For example, if you show off
your skill with a knife to intimidate HISTORY INVESTIGATION
someone into answering your
questions, your pool might include LOCKPICKS MARTIAL ARTS
both your SPEAKER role and a KNIVES
specialty. MATHEMATICS NECROMANCY

Character Creation: Specialties OPTICS PERSUASION


You can choose to start a new
character with either two or three PILOT POLITICS
specialty traits. If you choose two, one
is rated at ⑧ and the other is ⑥;
⑥ if RELIGION SCIENCE
you choose three, all three are rated at

⑥. SINGING SLEIGHT OF HAND

SNIPER STEALTH

TASER THREATS

TRACKING WEAPON SYSTEMS

15
SIGNATURE ASSETS
Signature assets are assets that have Most signature assets break down into
become permanent traits for a one of five categories: things,
character, playing an ongoing and creatures, places, people, and “other.”
essential part in their story. Usually, Example signature assets for each
they cover anything that gives you an category are listed below.
advantage and isn’t covered by your
other trait sets. Things are the most common form of
signature asset, including items or
Note that your signature assets do not equipment that you own, carry, or
include all of your character’s gear or have access to. Examples include
other advantages. When something is MAGIC CARPET, 1971 DODGE CHALLENGER,
an asset, it just means that it’s so UNIVERSAL TRANSLATOR, MY FAMILY’S
important to your character’s story HEIRLOOM SWORD, HANDHELD MEDICAL
that you gain an extra die when using SCANNER, CHAINSAW, LASER PISTOL, etc.
it.
Creatures include pets, mounts,
animal companions, familiars, and the
like. Examples include ARMORED
WARHORSE, WELL-TRAINED
BLOODHOUND, MY CAT SNOWBALL,
ORNERY CAMEL, BABY DRAGON, TAMED
PTERODACTYL, POCKET MONSTER, etc.
Places represent advantages gained “Other” is for weird stuff or
from being in or having knowledge of capabilities no other traits cover, such
a certain location. Examples include as supernatural abilities, magical spells,
SEASIDE HIDEOUT, PRIVATE LIBRARY, or genetic enhancements. Examples
SPECIAL FORCES BAR, POCKET DIMENSION, include TELEKINESIS, RESISTANCE TO
HIDDEN GLADE, PANIC ROOM, MY COLD, DIVINATION, SUPER SOLDIER
QUEEN’S PALACE, MY UNCLE’S ARMY CONDITIONING, HEALING TOUCH,
SURPLUS STORE, SATELLITE HQ, etc. LEVITATION, ROCKY SKIN, FIRE MAGIC,
WOLF FORM, etc.
People are minor GMCs who can be
relied upon to help you, at least Character Creation: Signature Assets
occasionally. Examples include MY You can choose to start a new
SQUIRE, ROBOT BODYGUARD, MOB character with either two or three
INFORMANT, HAIRY ALIEN CO-PILOT, KID

DAVID LEWIS JOHNSON


signature assets. If you choose two,
SIDEKICK, PSYCHIC LITTLE SISTER, WIZARD one is rated at ⑧ and the other is ⑥;⑥
MENTOR, FENCE WHO DOESN’T ASK if you choose three, all three are rated
QUESTIONS, etc. at ⑥.

17
SFX & LIMITS
Each character has a handful of SFX,
reflecting special capabilities associated
with their roles. A PC also has at least
one Limit. A Limit is a special type of
SFX that imposes a disadvantage on
your character in order to earn them
Ⓟ or another reward. Whenever you
gain an SFX or Limit, you can rename
it to better suit your character.
Character Creation: Limits
Character Creation: SFX Choose and gain one of the following
Based on your roles, choose two SFX limits for your character:
from the list in Appendix B: SFX.
Your character begins play with both I Burn the Candle at Both Ends (Limit):
the chosen SFX in addition to the Take EXHAUSTED ⑥ to earn a Ⓟ.
Hinder SFX that all characters receive.
If you are picking two SFX for your Driven to Distraction (Limit): Take
character and you aren’t sure which ENTHRALLED ⑥ to earn a Ⓟ.
ones to choose, or if you’re pressed for
time, just give your character the Flash
of Insight and Skill Focus SFX: Delicate Equipment (Limit): Shut down
a signature asset to earn a Ⓟ. To
restore it, succeed on a special test
Flash of Insight: When you fail a test against the GM.
to obtain information, you may spend
a Ⓟ or take ENTHRALLED ⑥ to obtain
that information by other means. Expecting the Worst (Limit): Take
DEMORALIZED ⑥ to earn a Ⓟ.
Skill Focus: When your pool includes a
specialty, you can replace two dice of Old Wounds (Limit): Take DAMAGED ⑥
equal size with one die one step larger. to earn a Ⓟ.

Troubling Situation (Limit): Take a ⑥


complication related to one of your
distinctions or assets to earn a Ⓟ.

Violent Escalation (Limit): When you


roll to inflict or avoid DAMAGED stress,
both 1 and 2 on your dice count as
hitches.
MILESTONES
As you play, your character can gain
Experience Points (XP), which can be
used to change or augment your traits. Character Creation: Milestones
You earn XP using milestones, lists of By default, all new Cortex Lite
actions or events that advance your characters start play with the same two
character’s story and give them a milestones: the Growing From
chance to grow. A character has two Adversity milestone and the Knowing
milestones at a time. A milestone Your Role milestone.
usually has three levels, each of which
provides a different amount of XP and
can be tapped for XP at certain times: GROWING FROM ADVERSITY
• 1 XP when you recover from ⑧ or
• A 1 XP level that you can hit ⑩ stress.
once per beat • 3 XP when you help someone else
recover from stress.
• A 3 XP level that you can hit
once per scene • 10 XP when you recover from stress
of ⑫ or larger.
• A 10 XP level that you can hit
once per session KNOWING YOUR ROLE
Once XP is gained, it can be spent • 1 XP when you earn Ⓟ from Hinder,
between sessions to change or improve or from another SFX or Limit.
your traits, gain new traits, or unlock • 3 XP when you succeed on a roll to
other benefits. create an asset for an ally.
• 10 XP when an asset you created
helps defeat a challenge that has at
least one trait at ⑫,
⑫ or when failing
against such a challenge prompts
you to either seek an ally’s
mentorship or go spend time alone.

COMPLETING YOUR CHARACTER


Once you have determined and
recorded your distinctions, attributes,
roles, specialties, signature assets, SFX,
Limits, and milestones, you have all
the mechanical elements of your
character in place. If you haven’t
already, you need to choose your
character's name and pronouns. Once
this is done, your character is
complete!

INGGO FUA
19
EVOLVING CHARACTERS
During play, your character will CHANGING MILESTONES
change. Some changes will be
temporary; others will last the rest of By default, once you hit the 10 XP
your character’s career. level of a milestone, the entire
milestone is closed; after the session
ends, the closed milestone is replaced
with a new one. (In some cases, the
GM may allow this “replacement” to
just be a fresh copy of the milestone.)

New milestones can be created in


collaboration by the player and GM,
or chosen from those listed in
Appendix C: Sample Milestones.

LUIS ABADIAS
SPENDING XP
Cortex Lite uses the following table for
the most common uses of Experience
Points:

Spend 1 XP to: Spend 10 XP to do one of the


following:
• Start the next game session with 1
extra Plot Point. (You can’t start a • Upgrade a ④ role to ⑥.

game session with more than 5
Plot Points.) • Add a new ⑥ signature asset.

Spend 3 XP to do one of the • Upgrade an existing ⑥ specialty


following: or signature asset to ⑧.

• Replace an existing distinction Spend 15 XP to do one of the


with a new one. following:

• Upgrade an attribute by one step • Upgrade a ⑥ role to ⑧.



(no larger than ⑩);
⑩ downgrade
another attribute by one step. • Upgrade an existing ⑧ specialty
or signature asset to ⑩.

• Add or replace a Limit.
• Add a new SFX.
Spend 5 XP to do one of the
following: Spend 20 XP to do one of the
following:
• Add a new ⑥ specialty.
• Upgrade a ⑧ role to ⑩.

• Convert a temporary asset into a
⑥ signature asset. • Upgrade an existing ⑩ specialty
or signature asset to ⑫.

• Replace an existing SFX with a
new one. Spend 25 XP to:

• Upgrade a ⑩ role to ⑫.

21
GM RULES
There’s more to GMing a game than
learning the rules, but assuming
you’ve got a handle on the basics,
there are a few extra rules the GM
needs to know in order to run Cortex
Lite games.

SCENE FRAMING
Cortex Lite gives players a lot of power
over their characters and what

T. HARRIS & PETER SAGA


happens to them. The GM isn’t an
omnipotent narrator, just another
player with specialized responsibilities,
portraying the world and the creatures
in it rather than one special character
of their own. However, one major
power the GM possesses is that they
are the one who frames scenes.

To frame a new scene, the GM makes


decisions based on the story so far. GM PLOT POINTS
They determine where it happens, When a GM activates a hitch, or
who is present, and what is already when a PC gains a Ⓟ from using
happening when the PCs arrive. Hinder or a Limit, those plot points
come from an infinite pile of plot
While you might have a rough plan, points no one at the table needs to
avoid all expectations as to how a worry about monitoring or
scene might end or what the player controlling. When players activate a
will choose to do. Include elements GM opportunity, these Ⓟ go back to
you think will spur the PCs into that pile.
action, but the goal isn’t to move
players along a predetermined track; However, when the GM wants to
play to find out what happens. spend plot points to help a GMC
(perhaps by adding more dice to a
Scene Distinctions total or keeping extra effect dice) or to
Each scene can be framed with up to use an SFX, they have their own bank
three scene distinctions, special traits of plot points they need to spend
that any character in the scene can from.
include in their rolls (if a character has
distinctions of their own,their player The GM’s plot point bank starts with
chooses whether to use a scene a number of plot points equal to the
distinction or one of their character number of PCs. The GM can add
distinctions for each roll). Scene more plot points by using certain SFX
distinctions are rated at ⑧,
⑧ and can be (such as Hinder for GMCs that have
used to earn plot points with Hinder. distinctions).
GAME MODERATOR CHARACTERS
(GMCS)
To help you make sure you don’t do Extras. An extra is a nameless
more work than necessary when character in a scene who has just one
creating GMCs, the rules divide them trait describing their role in the story,
into different types depending on the like BORED GUARD ⑩ or SUSPICIOUS
role you expect them to fulfill in the SHOPKEEPER ⑥. ⑥ This trait is usually
story. added to other dice pools rather than
rolled on its own. When extras take
Major GMCs. These are pretty much complications or stress larger than this
created the same way you’d make a trait die, they are taken out. Most
player character, though you can extras are invented during play rather
choose to simplify a bit. For example, than created in advance.
instead of defining some whole trait
sets, you can choose to only set certain Upgrading GMCs
individual traits the GMC is likely to If a GMC’s importance grows beyond
use. You can also give them whatever your expectations, you can always
number of SFX or Limits seem switch their type as the developing
appropriate (though generally you story requires.
don’t want to add more than you can
easily keep track of). They can be
taken out with stress or complications GMCs and Dice Pools
the same way a PC can. When a PC rolls a test, if a GMC
might interfere with or oppose that
Minor GMCs. A minor GMC works roll, the GM can add one or more
much like a major one, but instead of GMC traits to the difficulty dice
trait sets, these characters just have a before rolling.
handful of standalone traits you
choose. For example, a minor GMC If a PC acts directly against a major
mercenary might have traits like GMC, the GM usually builds a dice
WELL-ARMED ⑧, ⑧ INTIMIDATING MIEN ⑥, ⑥ pool based on the GMC’s traits and
and ANYTHING FOR COIN ⑩. ⑩ When that rolls that as opposition, instead of
GMC makes a roll, you include any bothering with difficulty dice.
or all of those traits that would apply.
They sometimes have SFX. They can Many GMs don’t bother making
be taken out when any complication is major GMCs at all, since that can be
stepped past their largest trait rating. time-consuming. Instead, they just use
Many GMs prefer to only use the minor GMCs and extras. For
structure of minor GMCs for their significant conflicts, such GMs plan
characters, regardless of their on adding those characters’ dice traits
importance. to difficulty dice, or to challenge
pools.

23
CHALLENGE POOLS Opposing the Challenge Pool
A challenge pool represents a complex Player characters can use their action
and difficult situation that requires to reduce the challenge pool. When
sustained effort to overcome, rather they do so, the entire challenge pool is
than any single action. It can represent rolled as a reaction against them.
any crisis or series of obstacles the PCs Usually, a PC tries to reduce the
need to overcome: a forest fire, challenge pool by inflicting some kind
breaking into a vault, containing an of complication or stress on it.
oil spill, evading angry guards,
rescuing people from a collapsing However, challenge pools don’t
structure, flying a starship through an actually gain complications or stress,
asteroid field, etc. nor do they gain assets. Whenever a
PC would inflict stress or a
The core of every challenge is a pool of complication on a challenge pool, the
dice that the players will step down player instead compares their effect
and remove as they address the die to a challenge pool die of their
situation. This is its CHALLENGE trait. choice. If the complication or stress is
The challenge remains a driving bigger than that die, that die leaves the
element of the story until the last die pool. If it isn't, the chosen die steps
is removed from its pool. down. Similarly, whenever a challenge
pool would gain an asset, that asset
The GM creates the challenge pool by immediately converts into a new
choosing three to six dice of the same challenge die instead. When the last
size, from ⑥ to ⑫.⑫ Die size describes challenge die is removed, the challenge
difficulty, while the number of dice is defeated.
roughly determines how long the
challenge will last. Trying to reduce a challenge pool is
risky, however. Failing a roll to do so
A ⑥ ⑥ ⑥ challenge pool will inflicts stress on the PC, just as failing
probably be quick and easy, while a a test would, but instead of a ⑥,⑥ the
pool of ⑫ ⑫ ⑫ ⑫ ⑫ ⑫ is likely to challenge pool inflicts its effect die as
be long and difficult. stress.

If you wish, you can also give a Challenge Pool Actions


challenge pool other traits or SFX, just The PCs face challenge pools in action
like a GMC, but that isn’t necessary if order, and once every PC has had a
you’d rather keep things simple for turn, the challenge pool gets a turn as
yourself during play. well. Usually, it rolls to inflict stress or
create a complication, but it can also
If a challenge pool works against a roll to create an asset for itself (which
GMC or vice-versa, or if GMCs work becomes a new challenge die).
against each other, the GM has two
choices. They can let a PC roll Instead of rolling, the challenge can
determine the outcome, or they can use its turn to step up its smallest die
simply decide what happens. GMs or grant the GM a Ⓟ. The GM
never roll dice against themselves. narrates how the challenge escalates or
worsens, and then play moves on.
Crisis Pools WASTELAND WARLORD’S PALACE
A crisis pool is a less-hostile challenge Not taking visitors.
pool variant that does not inflict stress
when a PC fails a roll. However, when
a player hitches, instead of giving the
CHALLENGE: ⑩
JUNK FORTRESS
player a Ⓟ, the GM may spend a crisis
pool die to turn the hitched die into a PATROLS ⑥

complication on the PC. In addition,
the GM can use the pool's turn to
spend a crisis die and move a PC’s
complication to the crisis pool. The
RAUCOUS CREW ④ ⑩

DEAN SPENCER
problem they were dealing with is now
everybody’s problem!

Mobs
HOBGOBLIN HORDE
A mob is a challenge pool variant
representing a group of opposing Dangerous when hungry.
characters or creatures: a pack of
werewolves, a gang of thugs, pirates, MOB TRAIT: ⑧

rioting police, battle droids, etc. A CANNIBAL GANG
mob’s challenge pool is called its MOB
TRAIT and gets a colorful name. HORNS ⑥

Instead of stepping down its dice,


Mobs take complications like GMCs.
ALWAYS HUNGRY ⑥ ⑧

MIGUEL SANTOS
When a complication steps up past
the MOB TRAIT’s die size, the mob loses All-Out Attack: Spend a Ⓟ to target
a die from that trait and the multiple opponents when you roll to
complication is eliminated. When inflict DAMAGED. For each additional
MOB TRAIT loses its last die, it is taken target, add ⑥ and keep an extra effect
out. die.

A mob also has a few standalone traits


in addition to its mob dice (like those
of a minor GMC), which it can add
to its rolls. Mobs can also have SFX, CUSTOMS INSPECTOR CARRUTHERS
and most have at least one SFX like They love other people’s secrets.
All-Out Attack or Impossible to Ignore
that allow the mob to target multiple
characters on its action.
BOSS TRAIT:
NOSY INVESTIGATOR

Bosses PERSISTENCE ⑥

A boss is a variation that represents
KNOWS EVERYONE ⑧

one GMC meant to challenge

NIKOLA VRAMOVIC

multiple PCs at once. A boss works


exactly like a mob except that instead FORGED WARRANTS ⑩
of a MOB trait, it has BOSS trait.

25
APPENDIX A: DISTINCTION BUILDER
For help in building distinctions, this
appendix presents three tables and the
guidelines for using them. The three
tables are the Descriptor Table, the
Noun Table, and the Catchphrase
Table. You can use the tables however
you want, whether as lists to pick
from or as random tables you pull
from by rolling dice, but there are
suggested guidelines for using them
below.

To Make Your First Distinction,


choose or roll a descriptor from the

VAGELIO KALIVA
Descriptor Table, and then add it to a
noun. The noun can be one
summarizing your character’s ancestry,
culture, career, heritage, or
background (such as Rock Gnome,
Martian, Swordsmith, Parisian,
Dhampir, Ranger, or Clone), or one To Use the Descriptors Table, choose
you choose or roll from the Noun any descriptor on the table, or you can
Table. Together, the descriptor and roll randomly. If you roll, first roll a
noun form your first distinction. ⑫ and find the row for the resulting
number. Then roll a ④,
④ and find the
To Make Your Second Distinction, column for that result. Your random
choose or roll a noun from the Noun descriptor is where the row meets the
Table, and then add a descriptor to it. column.
The descriptor can be one defining a
personality trait, pursuit, quirk, To Use the Nouns Table, choose any
reputation, or identity (such as noun on the table, or you can roll
Relentless, Treasure-Hunting, randomly. If you roll, first roll a ⑫
Agoraphobic, Monstrous, Bionic, or and find the row for the resulting
Egyptian), or one you choose or roll number. Then roll a ④,
④ and find the
from the Descriptor Table. Together, column for that result. Your random
the descriptor and noun form your noun is where the row meets the
second distinction. column.

To Make Your Third Distinction, To Use the Catchphrases Table,


choose or roll a catchphrase from the choose any catchphrase on the table,
Catchphrase Table. The catchphrase is or you can roll randomly. If you roll,
your third distinction. You are first roll a ⑧ and find the row for the
encouraged to rewrite your resulting number. Then roll a ④,
④ and
catchphrase to make it more specific find the column for that result. Your
as something your character says all random catchphrase is where the row
the time. meets the column.
1 2 3 4
1 Affable Arrogant Blunt Bookish
2 Brooding Charming Conflicted Creative
DESCRIPTORS
3 Dashing Defiant Dutiful Earnest
4 Eccentric Faithful Fearless Genius
5 Gentle Grim Icy Insecure
6 Logical Lonely Loyal Maverick
7 Misfit Naïve Nurturing Optimist
8 Pacifist Passionate Pessimist Quiet
9 Quirky Reckless Rude Ruthless
10 Sarcastic Shady Stubborn Tenacious
11 Thoughtful Timid Vengeful Veteran
12 Weird Wise Young Zealous

1 2 3 4
1 Artist Assassin Athlete Believer
2 Bodyguard Comrade Crafter Criminal
3 Deceiver Detective Diplomat Expatriate
4 Expert Extrovert Freak Fugitive
NOUNS

5 Gambler Guard Heir Historian


6 Hunter Imposter Introvert Inventor
7 Kid Leader Loner Mediator
8 Mercenary Nurse Occultist Outsider
9 Parent Performer Physician Rebel
10 Refugee Romantic Smuggler Spy
11 Student Teacher Thief Traveler
12 Vagabond Vigilante Visionary Warrior

1 2 3 4
Act first, ask Actually, that’s a Couldn’t stop now if I
1 Come at me!
CATCHPHRASES

questions later. funny story... tried.


I’m the best there
2 I have a cunning plan. I play to win. I saw this coming. ever was.
3 It’s almost too easy... I’ve seen this before. Lead from the front. Never give up.
Never tell me the No one’s getting paid Nobody asked for Sacrifices must be
4 odds enough for this. that. made.
Someone had to do Something doesn’t Perhaps there’s a
5 it. feel right. Stop, or be stopped. simpler way...
Things can always get
6 There’s always a way. worse. This is our destiny. Time to rage!

Victory comes at a We didn’t get dressed We don’t have time We have unfinished
7 price. up for nothing. for this. business.
We’re better than You haven’t thought
8 Well, isn’t this ironic? this. We’ve got this. this through.
APPENDIX B: SAMPLE SFX
When you create a new character, they Flash of Insight: When you fail a test
gain two of the following SFX of your to obtain information, you may spend
choice (in addition to the Hinder SFX a Ⓟ or take ENTHRALLED ⑥ to obtain
all characters receive): that information by other means.

Adaptable: Step down and double one Have a Little Faith: When you would
die of your choice in your pool. take DEMORALIZED stress, spend a Ⓟ to
step down the stress you take. If this
All-Out Attack: Spend a Ⓟ to target steps the stress down below ⑥,
⑥ you
multiple opponents when you roll to take no stress at all.
inflict DAMAGED. For each additional
target, add ⑥ and keep an extra effect Hinder: Roll ④ instead of ⑧ for a
die. distinction to earn a Ⓟ.

Brilliant Under Pressure: Spend a Ⓟ to In Harm’s Way: When another


add your DEMORALIZED or EXHAUSTED to character near you takes stress, you
your roll to create an asset. If the can step down the stress they would
action succeeds, step down the stress take, then take ⑥ stress of the same
you used. type yourself.

Combat Veteran: When your roll to Impossible to Ignore: Spend a Ⓟ to


inflict DAMAGED or DEMORALIZED during target multiple opponents when you
a battle includes SOLDIER, step down roll to inflict ENTHRALLED. For each
the largest die in your pool to add ⑧.
⑧ additional target, add ⑥ and keep an
If your roll succeeds, step up your extra effect die.
effect die.
Inspiring Leadership: Add a ⑥ and step
Distracting Presence: When you roll to up your effect die when you roll
inflict ENTHRALLED by distracting SPEAKER to create assets for allies.
someone, add ⑥ and step up your
effect die. Keen Intellect: Add a ⑥ and step up
your effect die when you roll SCHOLAR
Empathy: Step up SPEAKER on a roll to to create an asset related to recalling
create an asset related to trust, or researching information.
reading people, or reassurance.
Master Plan: Spend a Ⓟ to add a die to
Energetic: When you would take your pool equal to the largest
EXHAUSTED stress, spend a Ⓟ to step complication anyone has in the scene.
down the stress you take. If this steps After the roll fails or succeeds, step
the stress down below ⑥,
⑥ you take no down that complication.
stress at all.
Misdirection: When you use SCOUNDREL Sudden Yet Inevitable: When someone
on a roll related to escape, deception, betrays you or deceives you, or you
or stealth, step down the largest die in betray or deceive someone, spend a Ⓟ
your pool to add ⑧.⑧ If your roll to create a ⑧ asset related to having
succeeds, step up your effect die. planned for it.

Outmaneuver: When your roll to inflict Team Player: When you witness an ally
DAMAGED or EXHAUSTED while outdoors rolling a heroic success, you can step
includes SCOUT, step down the largest down your own or another witness’s
die in your pool to add ⑧.
⑧ If your roll DEMORALIZED.
succeeds, step up your effect die.
Tough: When you would take DAMAGED
Peacemaker: If you have DAMAGED stress, spend a Ⓟ to step down the
stress inflicted by another character in stress you take. If this steps the stress
the scene when you roll to de-escalate down below ⑥,⑥ you take no stress at
a conflict, double SPEAKER in your dice all.
pool. If the roll still fails, take
DEMORALIZED ⑥. ⑥ Trained Physician: Step up or double
SCHOLAR in your dice pool when
Push Through It: Before you roll a dice helping others recover DAMAGED. You
pool including SCOUT or SOLDIER, spend can also spend a Ⓟ to step down your
a Ⓟ to recover DAMAGED and step up own or a nearby character’s DAMAGED.
PHYSICAL for that roll. Take
EXHAUSTED ⑥ stress if the roll Undaunted Determination: Step up or
succeeds, or ⑧ if it fails. double SCOUT for one roll. If the roll
fails, take EXHAUSTED stress equal to
Reassuring Comrade: Step up or the largest die in your pool.
double SPEAKER in your dice pool when
helping others recover DEMORALIZED. Vicious Contempt: When you roll to
You can also spend a Ⓟ to step down inflict DEMORALIZED with mockery or
your own or a nearby character’s contempt, add ⑥ and step up your
DEMORALIZED. effect die.

Reckless Gambit: When you roll dice, Vigilant Eye: Spend a Ⓟ to double
add a die to your pool equal to the SCOUT in a pool related to following a
largest stress or complication anyone trail, aiming at a distant target, or
has in the scene. Take a complication spotting something far off.
at ⑥ if the roll succeeds, or ⑧ if it
fails. Watch It All Burn: Add a die to your
pool equal to the largest stress or
Reliable Memory: Spend a Ⓟ to reroll a complication anyone has in the scene
dice pool focused on memory or recall and step up your effect die. Succeed
that included SCHOLAR. or fail, take ENTHRALLED ⑥.

Skill Focus: When your pool includes a


specialty, you can replace two dice of
equal size with one die one step larger.

29
APPENDIX C: SAMPLE MILESTONES
These are twelve milestones you can
use for characters during play, or as
examples to help you create your own. GLORY HOUND
• 1 XP when you take out an
AGGRESSIVE opponent after you dramatically
declared them your target.
• 1 XP when you are the one who
starts a conflict or you take charge • 3 XP when you attempt a reckless
in the midst of one. but glorious deed, or when you
abstain from such a deed out of
• 3 XP when you teach an ally to caution.
make them more formidable in the
kinds of conflicts you consider your • 10 XP when you assume leadership
expertise. responsibilities due to your
impressive deeds, or stand alone
• 10 XP when you take over against a foe with at least one ⑫
leadership of your group in a time of trait.
danger or leave your current group
to join a more aggressive one.
HIDING IN THE SHADOWS
BAD INFLUENCE • 1 XP when you take action to stay
out of the spotlight.
• 1 XP when you try to convince an
ally to commit or cover up an • 3 XP when you leave the shadows
unlawful or antisocial act. to accomplish something important.
• 3 XP when you try to convince • 10 XP when you step into the
someone to accept their own past spotlight in front of a large group in
misdeeds, true nature, or current order to accomplish something
infamy. important, or when you try to leave
your group to survive alone.
• 10 XP when you decide to change
your ways for good, or when you
commit a transgression too INTUITIVE
egregious for your allies to forgive. • 1 XP when you share insights based
on looking at the big picture or
EMPATHETIC create an asset based on perceiving
deeper connections.
• 1 XP when you create an asset for
an ally without them having to ask. • 3 XP when you succeed on a roll to
create an asset based on
• 3 XP when you succeed on a roll to spontaneously changing plans in the
create an asset for an ally in a moment or doing something
situation where it is dangerous to do surprising.
so.
• 10 XP when an asset you earned XP
• 10 XP when an asset you earned XP for helps defeat a challenge with at
for helps defeat a challenge that had least one ⑫ trait, or when failing
at least one ⑫ trait, or when failing against such a challenge prompts
against such a challenge prompts you to ask for guidance on how to
you to leave the group and learn be more logical or methodical.
how to be practical or self-reliant.
LONE WOLF OBSCURE KNOWLEDGE
• 1 XP when you leave your allies to • 1 XP when you share an insight
face a dangerous or hated enemy, or based on your knowledge of
when you create an asset that academic subjects or niche trivia.
requires taking time alone. • 3 XP when you express an
• 3 XP when your actions prompt embarrassing amount of excitement
criticism or dismay in your allies, or over encountering a thing or person
when you issue a threat that risks you’ve learned a lot about.
alienating an ally. • 10 XP when your obscure
• 10 XP when you finally take out knowledge saves a teammate from
someone you’ve been hunting on disaster, or when you quit the team
your own that has at least one ⑫ because your contributions aren’t
trait, or when you give up your appreciated.
chance at doing so to achieve
something greater. SEEKING JUSTICE
• 1 XP when you declare a crime has
METHODICAL been committed or pledge to help
• 1 XP when you create an asset someone find justice.
based on planning ahead or • 3 XP when you declare you are
attention to detail. taking charge of an investigation or
• 3 XP when you succeed on a roll to successfully track down a
create an asset based on noticing a wrong-doer.
flaw or using deductive reasoning. • 10 XP when you leave behind a
• 10 XP when an asset you earned XP larger duty to focus on your current
for helps defeat a challenge that had obligations, or vice-versa.
at least one ⑫ trait, or when failing
against such a challenge prompts UNWORTHY?
you to follow the example of
someone who is more flexible, • 1 XP when you or an ally vocally
intuitive, or spontaneous. question whether you belong in a
group.
NATURAL LEADER • 3 XP when you dramatically
succeed or fail in a situation where
• 1 XP when you give orders to allies your allies depend on you, or when
(whether or not they listen). you inflict a non-injurious
• 3 XP when you create an asset complication or stress on an ally who
based on working together or talking doubts you.
people into things. • 10 XP when you are faced with the
• 10 XP when your group officially decision: step up and decide that
recognizes you as their leader, when you are worthy to be a part of the
a rival claims a leadership role you group, or leave the group because
believe should've been yours, or you believe you’re unworthy.
when you announce your realization
that you’re not the leader your
group needs.

31
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