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A Lightweight,

Setting-Independent
Tabletop Roleplaying Game
v1.0

Dedicated to Cortex Lite is a tabletop roleplaying Table of Contents


the genius behind Cortex Prime, game, created as a sleek and simple
example of a game built with Cortex
Cam Banks 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.
and to Effect Dice...................................... 6
Isaac, Owen, and Celine
for their love and patience. 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 YOUR TOTAL AN EXAMPLE OF PLAY
player takes on the role of one or more
characters. The characters adventure An eight-sided die, d8, or ⑧ After rolling, you add two of the die In a Cortex Lite game that takes place
through an imaginary world (which results together for your total. (So if in a medieval fantasy setting, a
can range from the fantastical to the A four-sided die, d4, or ④ my highest rolls were a 7 on a ⑧ and cunning rebel might want to reach a
mundane), and the players use the a 3 on a ⑥,
⑥ I'd probably want to add door, but an enemy knight stands in
game’s rules to determine the results of those two together for a total of 10.) her way. The rebel tries to fake the
their characters’ actions. In Cortex A twelve-sided die, d12, or ⑫ knight out, feinting a retreat before
Lite, everybody contributes to the YOUR EFFECT DIE lashing out with the knife she has
story, but at some point you break out stashed up her sleeve.
After choosing die results for your
dice, contributing just enough total, you pick one of the other dice
randomness so no one knows what The GM asks the player to roll dice to
you rolled to be your effect die. This see if she succeeds. She rolls PHYSICAL
will happen until events unfold during A six-sided die, d6, or ⑥ choice doesn’t affect whether you
play. 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
TRAITS & DICE fantasy RPGs is separate from your
Each character has a few different attack roll to hit.
When you want your character to do She picks the 6 and 5 to add together,
collections of traits, called trait sets. something, if there’s nothing getting making her total 11. She uses the
Each trait in a set is rated with a die in your way, you just do it. If there is OPPOSITION leftover ⑧ as her effect die.
size: ④,
④ ⑥,⑥ ⑧,⑧ ⑩,⑩ or ⑫. ⑫ Generally, opposition (such as an opponent, a When you roll, another player (often
larger die sizes make a trait more difficult environment, or a time limit), the Game Moderator, or GM) builds The knight’s total against her is 8, and
effective, so ⑥ is better than ④.④ you roll the dice for certain traits to their own dice pool and rolls it. You since 11 is higher than 8, our rebel
figure out if you succeed or fail. compare your roll’s total to theirs, and wins. She gets to inflict her ⑧ effect
Examples of trait sets used in Cortex the higher roll succeeds. The player die on the knight. Her thin blade
Lite are attributes (PHYSICAL, MENTAL, When you roll, you pick the most who rolls first sets the bar for how slides through a joint in her foe’s
and SOCIAL), roles (SCHOLAR, relevant trait from each set and roll difficult the opposition’s roll should armor, stabbing deep into his flank.
SCOUNDREL, SCOUT, SOLDIER, and the die for each of those traits, all be, so that player wins ties.
SPEAKER), and signature assets (items together in one pool of dice.
or other factors that provide an CORTEX BASICS
advantage, such as HIDDEN KNIFE or SUCCESS If that explanation all made sense,
MAGNIFYING GLASS). One example trait If you win, the size of your effect die then you know how to play Cortex.
set for a character might be the (not the number it rolled) determines Everything else in the system fits into,
attributes MENTAL ⑥,⑥ PHYSICAL ⑩,
⑩ and how big of an effect your success had. bolts onto, or adds a twist to this
SOCIAL ⑧.
⑧ You might say, “My effect die is ⑧.”
⑧ single mechanic. The rest of this

nn i n g Rebel document breaks down other rules


that build on those fundamentals.
u For example, if you roll to hit
t h e Quick, C URE A
SSETS someone with a weapon, your total
Der ra IGNAT S determines whether you hit (like
ROLE
S KNIFE ⑥ comparing an attack roll to armor
HIDDEN
class in traditional fantasy RPGs), and
MIRIAM ROBERN

BUTES ④ S TO ⑥
AT TRI SCHOL
AR
MANIFE your effect die would be how much
CURSED
⑥ ⑧ damage you inflict. Your total tells you
MENTAL DREL
SCOUN whether the story goes your way; your
AL ⑩ effect die tells you how far it goes.
PHYSIC ⑥
SCOUT
S O C IA L
⑧ ⑥
SOLDIE
R
3
R ⑩
SP EAKE
THE GM
As in many tabletop role-playing TESTS ACTION ORDER STEPPING UP &
games, one player takes on the role of STEPPING DOWN
the Game Moderator, or GM, rather The most basic kind of die roll is a test. Normally, a player can just roll a test
than playing their own character. The You say you want to do something, or describe their character’s actions The rules sometimes tell you to step up
GM frames scenes, portrays and if it requires a roll, but it isn’t whenever it makes sense, as part of the a die, changing it from a die of one
supporting characters (called GMCs, directly against another significant game’s ongoing conversation. When size to one of the next larger size,
or Game Moderator Characters), character (like another PC), the GM it’s helpful to organize things a bit (such as changing ④ to ⑥ or ⑧ to
controls the opposition (including just grabs some dice and rolls. Usually more, the GM can move things into ⑩ or to step down a die (the reverse,
⑩)
rolling dice), and ends scenes. the GM sets a difficulty, choosing two action order. such as ⑫ to ⑩).

dice depending on how hard they
think the roll should be: ④ ④, ④ ⑥ ⑥, ⑥ When the game is in action order, the When you step up a ⑫ in your dice
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. scene splits into rounds. A round is pool, you keep the ⑫,
⑫ but add an
easy; ⑫ ⑫ is very hard. nothing more or less than the amount extra ⑥ to your pool as well.
of time it takes for every participant in
SESSIONS, SCENES, & BEATS For a test, the GM rolls first, their a scene to take one beat’s worth of When you step down a ④ in your
Games are played in sessions. A session total sets the difficulty, and then you action (often called a turn). pool, you remove that die entirely.
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 Usually, the GM chooses one player to
whether in-person or online. equal or lower, you fail. go first. After a player takes a beat, DOUBLING DICE
they choose who goes next. The GM Sometimes, the rules tell you to double
Each session is divided into units of and any GMCs active in the scene get a die in your pool. When you double a
story and action called scenes, just like to take their own beats as well. Once die, you add another die of the same
a play, film, or TV show. everyone has taken a beat to do what size to the pool before you roll.
they want to do, the round ends.
Player actions take place in units of Whoever goes last in a round chooses
time called beats. A beat is simply how who goes first in the next round,

⑫⑫
long it takes to complete one action or which can be themself!
one piece of a larger action (including
both the die roll to do something and
the roll opposing it). Very Hard Session Zero and Safety Tools

⑩⑩
Difficult
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

⑧⑧
Significant
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,

⑥⑥
build anticipation, and decide what kind of content should or shouldn’t be a part
of the game.
Simple You should also use appropriate safety tools, such as Lines and Veils, the X-Card

④④
Very Easy
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 COMPLICATIONS NO ④ COMPLICATIONS
effect die usually becomes an asset (a
new temporary trait that benefits you) When you succeed on a roll, if your A complication is a temporary trait Unlike other traits that run from ④ to
or a complication (a new temporary total beats the opposing roll by 5 or that makes things harder for you, so ⑫, ④ complications do not exist in

trait that makes things harder for your more, you’ve scored a heroic success. you don’t roll it yourself. Instead, your Cortex Lite. When you take a new
opposition). This means that you not only achieve opposition can roll it against you, and complication, if it would be ④ or
what you set out to do, but surpass if someone else has a complication, smaller, it becomes a ⑥.
⑥ When an
your own expectations in doing so. you can add it to your dice pool when existing complication would step
When an asset or complication is For every 5 by which you beat the rolling against them. down to less than ⑥,
⑥ it just goes away.
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 Stepping Up Complications TAKEN OUT
WRISTS ⑥,
⑥ DOWNHILL CHARGE ⑧, ⑧ An important rule of complications is If a complication on any character
BLACKMAILED ⑫,⑫ or INSPIRED ⑩.
⑩ The COMPARING EFFECT DICE that an existing one can be stepped up would step up to a die size larger than
player who creates an asset or Even when you fail a roll against by further actions that inflict the same ⑫ the complication stays at ⑫,
⑫, ⑫ but
complication gets to name and someone, your effect die still matters. complication. So, if you already have a that character is taken out.
describe it. If your roll fails, but your effect die is TANGLED UP ⑥ complication, and
larger than the opposition’s effect die, someone throws a lasso around your When you are taken out, you are
Assets and complications aren’t added the opposition’s effect die steps down. arms and torso, that complication unable to influence the story—one
to every roll; like other traits, they could step up to TANGLED UP ⑧. ⑧ Each way or another, you’ve been
only apply when it makes sense in the time another roll worsens your overwhelmed and can no longer
story for the particular action
ASSETS complication, its effect die steps it up. participate. When someone gets
described. Most assets and An asset is a temporary trait that If the effect die is larger than the knocked out by a brigand, falls
complications go away when a scene grants an advantage. When you create complication’s rating, the through a trap door into a prison cell,
ends. an asset, you choose whether it is for complication steps up to that effect or is turned to stone, they’ve been
you or for another character. Usually, die’s size. taken out. Being taken out usually
Most rolls create some kind of only the character you choose can use only lasts until the end of the scene.
complication or asset, but there are a it. When naming a complication, it is
couple other things you can do. best to use a name that leaves room
Sometimes, an asset becomes for things to get worse—it might get
You might simply roll to change your permanent, making it an ongoing part stepped up, after all. Instead of
situation, such as by opening a locked of a character’s identity. Such assets are naming a complication KNOCKED OUT,
door. In this case, your effect die just called signature assets. it makes more sense to call it ON THE
measures your degree of success: a ④ ROPES or WOOZY or CONCUSSED.
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 Complications can also be renamed
other types of traits, more than one when circumstances change. If a
You might also roll to step down or asset can be added to the same dice character already trapped in a net is
end a complication; this is called pool, as long as each asset is being then pushed into quicksand, their
recovery, and the rules for it are applied to the activity for which the complication might go from
explained later. player is rolling. 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 EXTRA EFFECTS
called plot points (abbreviated Ⓟ),
which you can spend to affect the When you roll 1 on a die, you can’t When you want to achieve multiple
story. You’ll likely earn and spend plot count that die towards your total or outcomes from a single roll (including
points all the time. Every player gets at use it for your effect die. affecting more than one target), you
least one Ⓟ at the start of each session. can do so by spending plot points to
A die that rolls a 1 is called a hitch. keep extra effect dice beyond the first.
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 For each Ⓟ spent, you can choose one
complication (which may step up a extra die from your roll to become an
complication you already have). effect die. You can’t choose hitches or
• You can spend a Ⓟ to instantly dice that are already effect dice or part
create a ⑥ asset. of your total. If you run out of dice to
When the GM rolls a hitch, it’s called
• When you add up die results for an opportunity. When the GM rolls an choose from, you can’t keep more
your total, you can spend one Ⓟ opportunity, you can spend a Ⓟ to effect dice.
to add in the result from one step up an existing asset or step down
additional die, increasing your a complication. Each effect die must do a different
total. thing. For example, if you are fighting
SFX a pair of thugs on a swinging platform
• You can spend a Ⓟ to make an over a chasm, you can use two effect
asset useful to a whole group of Your character gains SFX, special dice to assign an UNBALANCED
people instead of just one. effects that give you added influence complication to each thug, or to
over the story. These reflect your assign both UNBALANCED and a FRIGHTENED
• When an asset would go away at character’s extraordinary abilities or complication to the same thug, but
the end of a scene or session, you their powerful role in the narrative. you can’t use extra effect dice to assign
can spend a Ⓟ to keep it, starting Many SFX require you to spend plot UNBALANCED to the same thug more than
the next scene or session with the points to activate them. Other SFX once with the same roll.
asset still in play. allow you to impose a disadvantage on
your character in order to earn Ⓟ or Also, if you assign effect dice to
Unless specified otherwise, you can another reward. For example, the multiple targets that each have their
spend plot points at any time, even Hinder SFX lets you earn a Ⓟ by own dice to roll, each target gets their
when it isn’t your beat or turn. rolling a smaller die. own opposition roll against you. Only
those you beat take the effect.
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 When you step up a ⑫ effect die, you
hoard them. character’s SFX, unless that SFX is a gain an extra d6 effect die for that roll.
Limit. A Limit is an SFX which can
be activated by the GM.
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 RECOVERING STRESS
complications are called stress. These
are the kinds of consequences that By default, when you fail a test, you Complications go away at the end of a
befall characters all the time. While take ⑥ stress. The opposition chooses scene or when they are no longer
they work just like complications in the type of stress. Perhaps a character narratively appropriate, but stress
all other respects, they have their own feels DEMORALIZED by their lack of hangs on for a bit.
rules for when they go away. success, EXHAUSTED by the wasted
effort, or ENTHRALLED by an interesting During a scene when characters have
problem they can’t seem to solve yet. a chance to recover—by resting or
Four kinds of stress are used in Cortex
Lite: DAMAGED stress, DEMORALIZED engaging in some other form of
stress, ENTHRALLED stress, and In games where players are likely to self-care—all stress dice step down.
EXHAUSTED stress. Each type of stress take lots of stress from other sources
represents a different kind of (such as a superhero game with However, there are other ways to
situations, as follows: frequent fights against villains), the recover from stress.
GM is likely better off setting this rule
aside. When the GM rolls an opportunity,
DAMAGED stress is physical, bodily
harm, like getting punched in the eye, you can spend a Ⓟ to step down a
cut by a blade, poisoned by an STRESS VS. COMPLICATIONS stress.
assassin, burned by flame, etc. When something happens that makes
things harder for a character, but it Other characters can try to help you
DEMORALIZED stress represents isn’t covered by one of the stress types, recover. To do so, they roll a test
becoming frightened, insecure, represent it with a free-form against a difficulty of ⑧ ⑧ plus the
discouraged, disillusioned, worried, die of stress they are trying to help you

DEAN SPENCER
complication instead, such as RECOVERING COMPLICATIONS
pessimistic, or any other mental state GRAPPLED, NAUSEOUS, TANGLED UP, with. On a success, they either step
that makes you feel like you might be DEAFENED, STRAPPED DOWN, ENRAGED, down your stress (if their effect die is Though complications tend to go
better off quitting. CAUGHT IN A FORCE FIELD, etc. 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
ENTHRALLED stress is when you are effect die is larger). On a failure, quickly, they can do so using the same
fascinated, tempted, distracted, nothing happens, unless they roll a rules as recovering stress.
hyper-focused, charmed, smitten, hitch. If they fail with one or more
emotionally overwhelmed, or just hitches, your stress steps up and the
caught up in your own thoughts. GM gives both of you a Ⓟ.

EXHAUSTED stress is fatigue, burnout, At the start of a new session, all stress
tiredness, exertion, lack of energy, or is removed—unless the last session
simply an unmet need for rest. 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 Character Creation: Distinctions Hindering Distinctions
story you tell in the game, as well as Start making a character by picking Every distinction benefits from the
your primary means of interacting Much of your character is defined by
three distinctions, words or brief three distinctions. Your distinctions Hinder SFX, your character’s first
with both the world and the rules. can be whatever you want, but the SFX.
Their traits and die ratings help you phrases describing core aspects of their
identity. Each distinction is rated ⑧.
⑧ following guidelines work for most
figure out who your character is and characters:
what they can do. While attributes and roles describe Hinder: Roll this distinction as a ④ to
what your character is good at, earn a Ⓟ.
distinctions summarize who your A distinction that includes one or two
A ④ trait is underdeveloped or character is. major aspects of their background,
problematic, a ⑥ is healthy and Hinder is best used in situations where
heritage, career, or identity. Examples a distinction would actually make
reliable, a ⑧ is excellent and for different settings might be
noteworthy, a ⑩ is extraordinary and Another difference between things harder for the character instead
distinctions and some other trait sets MOUNTAIN DWARF PALADIN, RECKLESS of easier (such as a FIERY creature in a
powerful, and a ⑫ is world-class, the PILOT, MARTIAN CYBORG, ACTIVIST GRAD
absolute pinnacle of your potential is that you name your own fantasy setting trying to swim), or
distinctions, rather than assigning STUDENT, or MAVERICK PHYSICIST. when no distinction really applies to
and capabilities.
ratings to predefined traits. A what you’re trying to do (“I’m a
character in a fantasy world might One distinction based on a belief, doctor, not an engineer!”). Since
CHARACTER CREATION have the distinctions MOONFIRE ELF, motivation, calling, or mission that is Hinder earns you a Ⓟ, which can be
To create a character, you populate REFORMED ASSASSIN, and FIERY TEMPER, central to your character. Some spent to include extra dice in your
five trait sets—distinctions, attributes, while a young superhero in examples include MY PEOPLE MUST BE total, this allows you to accept a
roles, specialties, and signature modern-day New York might have FREE, PROVE MY FAMILY WRONG, I'LL BE temporary disadvantage now in order
FRIENDLY NEIGHBORHOOD PROTECTOR, THE G REATEST F OOTBALL P LAYER OF A LL to succeed more spectacularly later on.
assets—and assign a die rating to each
trait in those sets. NERDY HIGH SCHOOL STUDENT, and TIME, DESTROY UNDEAD, KEEP THE TEAM
CONSTANT WISECRACKS. TOGETHER, I MUST FIND LOST RELICS,
SOMEONE HAS TO SAVE THE WORLD,
For traits like attributes and roles, ASPIRING TO KNIGHTHOOD, or PREACH
when making a new character, you are Together, your three distinctions
THE F AITH.
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 One distinction related to one or two
in the set. So a character’s attributes game, and you were describing them quirks or aspects of your character’s
might be PHYSICAL ⑧, ⑧ MENTAL ⑥, ⑥ and to a friend, your distinctions would behavior, such as catchphrases, drives,
SOCIAL ⑩.
⑩ feature prominently. Distinctions spell personality traits, relationships, or
out how your character is different fears. Examples are NEVER BACK DOWN
from others, and they impact every FROM A FIGHT, UNCOMPROMISING, NO
When distributing these ratings, it is ONE TELLS ME WHAT TO DO, CAN’T
usually easiest to choose which of the action you take.
RESIST A MYSTERY, GLORY HOUND, MY
traits is most significant, the one the BROTHER’S KEEPER, SPIRITS GUIDE ME,
character will rely on most and for Distinctions aren’t necessarily
permanent features of your character CLAUSTROPHOBIC, or ETERNAL OPTIMIST.
which they would likely be most
well-known to others. Assign the forever. Characters often evolve during
largest die rating to that one. Then play. These changes can be expressed Each of your distinctions is rated ⑧.

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 For a more structured process for
rely on, even if it isn’t the most your distinctions. creating distinctions with lists and
important one, and assign the second optional die rolls, see Appendix A:
largest die rating to it. Then keep Distinction Builder.
assigning in order from best to worst.

13
ATTRIBUTES ROLES SPECIALTIES
When you need to accomplish Each of the five roles—SCHOLAR, Specialties are narrow skills that
something, your three SCOUNDREL, SCOUT, SOLDIER, and supplement the broad areas of
attributes—PHYSICAL, MENTAL, and SPEAKER—represents a thematic expertise defined by your roles. Like
SOCIAL—are how you get it done. grouping of training, skill, and distinctions, specialties are free-form
experience. Your largest-rated role is traits you create yourself. Whenever a
PHYSICAL represents your bodily fitness, usually how you best contribute to a specialty applies, you roll it in
including your strength, constitution, group, whereas for smaller-rated roles, addition to the appropriate role.
dexterity, and speed. you’re usually better off relying on Specialty Examples
more proficient allies. For example, you might use SOLDIER to
MENTAL represents your intellectual display your general prowess with ACROBATICS AGRICULTURE
prowess, including your memory, SCHOLAR is your academic knowledge, weapons, but you might also have a
comprehension, cleverness, and including education, lore, the sciences, specialty that you add when using ARCANA ARCHERY
awareness of your environment. deduction, and research. certain types of weapons appropriate
to the game’s setting, such as
SWORDPLAY ⑥,⑥ SHOTGUNS ⑥, ⑥ or ASTRONAVIGATION ATHLETICS
SOCIAL represents your interpersonal SCOUNDREL is your aptitude for
sway, including your charisma, insight trickery, crime, spying, sleight of PLASMA RIFLES ⑧.⑧ When you follow a
trail through a dense forest, your dice AUTO REPAIR COOKING
into people, persuasiveness, and hand, defeating security measures like
resistance to being influenced. traps or alarms. pool might not only include SCOUT but
also an extra die for your TRACKING CRIME DECEIT
SCOUT is your facility for exploration, specialty.
Assign Your Attributes DIPLOMACY DIVINATION
perception, and survival, including
Assign the following die ratings to tracking, navigation, animal handling, Though specialties are like more
your three attributes, in any order: ⑩,
⑩ climbing, and simply noticing things. focused versions of roles, there are no ENGINEERING ESCAPE ARTIST
⑧ ⑥.
⑧, ⑥ limits on what role you must use to
include a specialty that suits your FIRE MAGIC HANDLING ANIMALS
SOLDIER is your skill and experience
when it comes to wielding weapons, action. For example, if you show off
enduring hardship, providing security, your skill with a knife to intimidate HISTORY INVESTIGATION
and fighting in general. someone into answering your
questions, your pool might include LOCKPICKS MARTIAL ARTS
both your SPEAKER role and a KNIVES
SPEAKER is your affinity for specialty.
communication, group dynamics, MATHEMATICS NECROMANCY
leadership, empathy, and various
forms of self-expression, such as Character Creation: Specialties OPTICS PERSUASION
oratory, performance, and art. You can choose to start a new
character with either two or three PILOT POLITICS
Sometimes more than one role might specialty traits. If you choose two, one
apply. Sneak up on a poacher with is rated at ⑧ and the other is ⑥;
⑥ if RELIGION SCIENCE
SCOUT or SCOUNDREL? Give battlefield you choose three, all three are rated at
orders with SOLDIER or SPEAKER? In ⑥
⑥. SINGING SLEIGHT OF HAND
those cases, choose the one your
character favors. SNIPER STEALTH

Character Creation: Roles TASER THREATS


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

⑥ ⑥,
⑥, ⑥ ④.④

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

DAVID LEWIS JOHNSON


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

like. Examples include ARMORED
WARHORSE, WELL-TRAINED
BLOODHOUND, MY CAT SNOWBALL,
ORNERY CAMEL, BABY DRAGON, TAMED
PTERODACTYL, POCKET MONSTER, etc.

17
SFX & LIMITS MILESTONES
Each character has a handful of SFX, As you play, your character can gain
reflecting special capabilities associated Experience Points (XP), which can be
with their roles. A PC also has at least used to change or augment your traits. Character Creation: Milestones
one Limit. A Limit is a special type of You earn XP using milestones, lists of By default, all new Cortex Lite
SFX that imposes a disadvantage on actions or events that advance your characters start play with the same two
your character in order to earn them character’s story and give them a milestones: the Growing From
Ⓟ or another reward. Whenever you chance to grow. A character has two Adversity milestone and the Knowing
gain an SFX or Limit, you can rename milestones at a time. A milestone Your Role milestone.
it to better suit your character. usually has three levels, each of which
Character Creation: Limits provides a different amount of XP and
Character Creation: SFX can be tapped for XP at certain times: GROWING FROM ADVERSITY
Choose and gain one of the following
Based on your roles, choose two SFX limits for your character: • 1 XP when you recover from ⑧ or
from the list in Appendix B: SFX. • A 1 XP level that you can hit ⑩ stress.
Your character begins play with both once per beat • 3 XP when you help someone else
I Burn the Candle at Both Ends (Limit):
the chosen SFX in addition to the Take EXHAUSTED ⑥ to earn a Ⓟ. recover from stress.
• A 3 XP level that you can hit
Hinder SFX that all characters receive. • 10 XP when you recover from stress
once per scene
If you are picking two SFX for your Driven to Distraction (Limit): Take of ⑫ or larger.
character and you aren’t sure which ENTHRALLED ⑥ to earn a Ⓟ. • A 10 XP level that you can hit
ones to choose, or if you’re pressed for once per session
time, just give your character the Flash KNOWING YOUR ROLE
of Insight and Skill Focus SFX: Delicate Equipment (Limit): Shut down
a signature asset to earn a Ⓟ. To Once XP is gained, it can be spent • 1 XP when you earn Ⓟ from Hinder,
restore it, succeed on a special test between sessions to change or improve or from another SFX or Limit.
Flash of Insight: When you fail a test against the GM. your traits, gain new traits, or unlock • 3 XP when you succeed on a roll to
to obtain information, you may spend other benefits. create an asset for an ally.
a Ⓟ or take ENTHRALLED ⑥ to obtain
that information by other means. Expecting the Worst (Limit): Take • 10 XP when an asset you created
DEMORALIZED ⑥ to earn a Ⓟ. helps defeat a challenge that has at
Skill Focus: When your pool includes a least one trait at ⑫,
⑫ or when failing
specialty, you can replace two dice of Old Wounds (Limit): Take DAMAGED ⑥ against such a challenge prompts
equal size with one die one step larger. to earn a Ⓟ. you to either seek an ally’s
mentorship or go spend time alone.
Troubling Situation (Limit): Take a ⑥
complication related to one of your COMPLETING YOUR CHARACTER
distinctions or assets to earn a Ⓟ.
Once you have determined and
recorded your distinctions, attributes,
Violent Escalation (Limit): When you roles, specialties, signature assets, SFX,
roll to inflict or avoid DAMAGED stress, Limits, and milestones, you have all
both 1 and 2 on your dice count as the mechanical elements of your
hitches. 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 SPENDING XP
change. Some changes will be
temporary; others will last the rest of By default, once you hit the 10 XP Cortex Lite uses the following table for
your character’s career. level of a milestone, the entire the most common uses of Experience
milestone is closed; after the session Points:
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.) Spend 1 XP to: Spend 10 XP to do one of the
following:
New milestones can be created in • Start the next game session with 1
collaboration by the player and GM, extra Plot Point. (You can’t start a • Upgrade a ④ role to ⑥.

or chosen from those listed in game session with more than 5
Appendix C: Sample Milestones. 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.

LUIS ABADIAS 21
GM RULES
There’s more to GMing a game than GAME MODERATOR CHARACTERS
learning the rules, but assuming (GMCS)
you’ve got a handle on the basics,
there are a few extra rules the GM To help you make sure you don’t do Extras. An extra is a nameless
needs to know in order to run Cortex more work than necessary when character in a scene who has just one
Lite games. 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
SCENE FRAMING story. added to other dice pools rather than
Cortex Lite gives players a lot of power rolled on its own. When extras take
over their characters and what Major GMCs. These are pretty much complications or stress larger than this

T. HARRIS & PETER SAGA


happens to them. The GM isn’t an created the same way you’d make a trait die, they are taken out. Most
omnipotent narrator, just another player character, though you can extras are invented during play rather
player with specialized responsibilities, choose to simplify a bit. For example, than created in advance.
portraying the world and the creatures instead of defining some whole trait
in it rather than one special character sets, you can choose to only set certain Upgrading GMCs
of their own. However, one major individual traits the GMC is likely to
power the GM possesses is that they If a GMC’s importance grows beyond
use. You can also give them whatever your expectations, you can always
are the one who frames scenes. number of SFX or Limits seem switch their type as the developing
appropriate (though generally you story requires.
To frame a new scene, the GM makes don’t want to add more than you can
decisions based on the story so far. GM PLOT POINTS easily keep track of). They can be
GMCs and Dice Pools
They determine where it happens, When a GM activates a hitch, or taken out with stress or complications
who is present, and what is already when a PC gains a Ⓟ from using the same way a PC can. When a PC rolls a test, if a GMC
happening when the PCs arrive. Hinder or a Limit, those plot points might interfere with or oppose that
come from an infinite pile of plot Minor GMCs. A minor GMC works roll, the GM can add one or more
While you might have a rough plan, points no one at the table needs to much like a major one, but instead of GMC traits to the difficulty dice
avoid all expectations as to how a worry about monitoring or trait sets, these characters just have a before rolling.
scene might end or what the player controlling. When players activate a handful of standalone traits you
will choose to do. Include elements GM opportunity, these Ⓟ go back to choose. For example, a minor GMC If a PC acts directly against a major
you think will spur the PCs into that pile. mercenary might have traits like GMC, the GM usually builds a dice
action, but the goal isn’t to move WELL-ARMED ⑧, ⑧ INTIMIDATING MIEN ⑥, ⑥ pool based on the GMC’s traits and
players along a predetermined track; However, when the GM wants to and ANYTHING FOR COIN ⑩. ⑩ When that rolls that as opposition, instead of
play to find out what happens. spend plot points to help a GMC GMC makes a roll, you include any bothering with difficulty dice.
(perhaps by adding more dice to a or all of those traits that would apply.
Scene Distinctions total or keeping extra effect dice) or to They sometimes have SFX. They can Many GMs don’t bother making
use an SFX, they have their own bank be taken out when any complication is major GMCs at all, since that can be
Each scene can be framed with up to stepped past their largest trait rating.
three scene distinctions, special traits of plot points they need to spend time-consuming. Instead, they just use
from. Many GMs prefer to only use the minor GMCs and extras. For
that any character in the scene can structure of minor GMCs for their
include in their rolls (if a character has significant conflicts, such GMs plan
characters, regardless of their on adding those characters’ dice traits
distinctions of their own,their player The GM’s plot point bank starts with importance.
chooses whether to use a scene a number of plot points equal to the to difficulty dice, or to challenge
distinction or one of their character number of PCs. The GM can add pools.
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).
23
CHALLENGE POOLS Opposing the Challenge Pool Crisis Pools WASTELAND WARLORD’S PALACE
A challenge pool represents a complex Player characters can use their action A crisis pool is a less-hostile challenge Not taking visitors.
and difficult situation that requires
sustained effort to overcome, rather
to reduce the challenge pool. When
they do so, the entire challenge pool is
pool variant that does not inflict stress
when a PC fails a roll. However, when
a player hitches, instead of giving the
CHALLENGE: ⑩
than any single action. It can represent rolled as a reaction against them. JUNK FORTRESS
any crisis or series of obstacles the PCs
need to overcome: a forest fire,
Usually, a PC tries to reduce the
challenge pool by inflicting some kind
player a Ⓟ, the GM may spend a crisis
pool die to turn the hitched die into a PATROLS ⑥

breaking into a vault, containing an of complication or stress on it. complication on the PC. In addition,
oil spill, evading angry guards,
rescuing people from a collapsing However, challenge pools don’t
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
structure, flying a starship through an actually gain complications or stress,
asteroid field, etc. problem they were dealing with is now
nor do they gain assets. Whenever a everybody’s problem!
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 Mobs
HOBGOBLIN HORDE
and remove as they address the die to a challenge pool die of their A mob is a challenge pool variant
situation. This is its CHALLENGE trait. choice. If the complication or stress is representing a group of opposing Dangerous when hungry.
The challenge remains a driving
element of the story until the last die
bigger than that die, that die leaves the
pool. If it isn't, the chosen die steps
characters or creatures: a pack of
werewolves, a gang of thugs, pirates, MOB TRAIT: ⑧

is removed from its pool. down. Similarly, whenever a challenge rioting police, battle droids, etc. A CANNIBAL GANG
pool would gain an asset, that asset mob’s challenge pool is called its MOB
The GM creates the challenge pool by immediately converts into a new TRAIT and gets a colorful name. HORNS ⑥
choosing three to six dice of the same challenge die instead. When the last
size, from ⑥ to ⑫.⑫ Die size describes
difficulty, while the number of dice
challenge die is removed, the challenge
is defeated.
Instead of stepping down its dice,
Mobs take complications like GMCs.
ALWAYS HUNGRY ⑥ ⑧

MIGUEL SANTOS
roughly determines how long the When a complication steps up past
challenge will last. Trying to reduce a challenge pool is the MOB TRAIT’s die size, the mob loses All-Out Attack: Spend a Ⓟ to target
risky, however. Failing a roll to do so a die from that trait and the multiple opponents when you roll to
A ⑥ ⑥ ⑥ challenge pool will inflicts stress on the PC, just as failing complication is eliminated. When inflict DAMAGED. For each additional
probably be quick and easy, while a a test would, but instead of a ⑥,⑥ the MOB TRAIT loses its last die, it is taken target, add ⑥ and keep an extra effect
pool of ⑫ ⑫ ⑫ ⑫ ⑫ ⑫ is likely to challenge pool inflicts its effect die as out. die.
be long and difficult. stress.
A mob also has a few standalone traits
If you wish, you can also give a Challenge Pool Actions in addition to its mob dice (like those
challenge pool other traits or SFX, just The PCs face challenge pools in action of a minor GMC), which it can add
like a GMC, but that isn’t necessary if to its rolls. Mobs can also have SFX, CUSTOMS INSPECTOR CARRUTHERS
order, and once every PC has had a
you’d rather keep things simple for turn, the challenge pool gets a turn as and most have at least one SFX like They love other people’s secrets.
yourself during play. well. Usually, it rolls to inflict stress or All-Out Attack or Impossible to Ignore
create a complication, but it can also that allow the mob to target multiple
characters on its action.
BOSS TRAIT:
NOSY INVESTIGATOR

If a challenge pool works against a
GMC or vice-versa, or if GMCs work
against each other, the GM has two
roll to create an asset for itself (which
becomes a new challenge die).
Bosses PERSISTENCE ⑥

choices. They can let a PC roll
determine the outcome, or they can
Instead of rolling, the challenge can A boss is a variation that represents
KNOWS EVERYONE ⑧

use its turn to step up its smallest die one GMC meant to challenge

NIKOLA VRAMOVIC
simply decide what happens. GMs or grant the GM a Ⓟ. The GM multiple PCs at once. A boss works
never roll dice against themselves. narrates how the challenge escalates or exactly like a mob except that instead FORGED WARRANTS ⑩
worsens, and then play moves on. of a MOB trait, it has BOSS trait.

25
1 2 3 4
1 Affable Arrogant Blunt Bookish
APPENDIX A: DISTINCTION BUILDER 2 Brooding Charming Conflicted Creative

DESCRIPTORS
3 Dashing Defiant Dutiful Earnest
For help in building distinctions, this 4 Eccentric Faithful Fearless Genius
appendix presents three tables and the 5 Gentle Grim Icy Insecure
guidelines for using them. The three 6 Logical Lonely Loyal Maverick
tables are the Descriptor Table, the
Noun Table, and the Catchphrase 7 Misfit Naïve Nurturing Optimist
Table. You can use the tables however 8 Pacifist Passionate Pessimist Quiet
you want, whether as lists to pick 9 Quirky Reckless Rude Ruthless
from or as random tables you pull 10 Sarcastic Shady Stubborn Tenacious
from by rolling dice, but there are 11 Thoughtful Timid Vengeful Veteran
suggested guidelines for using them
below. 12 Weird Wise Young Zealous

To Make Your First Distinction, 1 2 3 4


choose or roll a descriptor from the

VAGELIO KALIVA
1 Artist Assassin Athlete Believer
Descriptor Table, and then add it to a
noun. The noun can be one 2 Bodyguard Comrade Crafter Criminal
summarizing your character’s ancestry, 3 Deceiver Detective Diplomat Expatriate
culture, career, heritage, or 4 Expert Extrovert Freak Fugitive

NOUNS
background (such as Rock Gnome, 5 Gambler Guard Heir Historian
Martian, Swordsmith, Parisian,
Dhampir, Ranger, or Clone), or one To Use the Descriptors Table, choose 6 Hunter Imposter Introvert Inventor
you choose or roll from the Noun any descriptor on the table, or you can 7 Kid Leader Loner Mediator
Table. Together, the descriptor and roll randomly. If you roll, first roll a 8 Mercenary Nurse Occultist Outsider
noun form your first distinction. ⑫ and find the row for the resulting 9 Parent Performer Physician Rebel
number. Then roll a ④,
④ and find the
column for that result. Your random 10 Refugee Romantic Smuggler Spy
To Make Your Second Distinction,
choose or roll a noun from the Noun descriptor is where the row meets the 11 Student Teacher Thief Traveler
Table, and then add a descriptor to it. column. 12 Vagabond Vigilante Visionary Warrior
The descriptor can be one defining a
personality trait, pursuit, quirk, To Use the Nouns Table, choose any 1 2 3 4
reputation, or identity (such as noun on the table, or you can roll
Act first, ask Actually, that’s a Couldn’t stop now if I
Relentless, Treasure-Hunting, randomly. If you roll, first roll a ⑫ 1 Come at me!

CATCHPHRASES
questions later. funny story... tried.
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 2 I have a cunning plan. I play to win. I saw this coming. I’m the best there
ever was.
from the Descriptor Table. Together, column for that result. Your random
the descriptor and noun form your noun is where the row meets the 3 It’s almost too easy... I’ve seen this before. Lead from the front. Never give up.
second distinction. column. Never tell me the No one’s getting paid Nobody asked for Sacrifices must be
4 odds enough for this. that. made.
To Make Your Third Distinction, To Use the Catchphrases Table, Someone had to do Something doesn’t Perhaps there’s a
choose or roll a catchphrase from the choose any catchphrase on the table, 5 it. feel right. Stop, or be stopped. simpler way...
Catchphrase Table. The catchphrase is or you can roll randomly. If you roll,
first roll a ⑧ and find the row for the Things can always get
your third distinction. You are 6 There’s always a way. worse. This is our destiny. Time to rage!
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 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.
as something your character says all random catchphrase is where the row
the time. meets the column. 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 Misdirection: When you use SCOUNDREL
on a roll related to escape, deception,
Sudden Yet Inevitable: When someone
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
When you create a new character, they Flash of Insight: When you fail a test succeeds, step up your effect die. planned for it.
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. 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
Adaptable: Step down and double one Have a Little Faith: When you would die in your pool to add ⑧.
⑧ If your roll DEMORALIZED.
die of your choice in your pool. take DEMORALIZED stress, spend a Ⓟ to succeeds, step up your effect die.
step down the stress you take. If this
steps the stress down below ⑥,
⑥ you Tough: When you would take DAMAGED
All-Out Attack: Spend a Ⓟ to target Peacemaker: If you have DAMAGED stress, spend a Ⓟ to step down the
multiple opponents when you roll to take no stress at all.
stress inflicted by another character in stress you take. If this steps the stress
inflict DAMAGED. For each additional the scene when you roll to de-escalate down below ⑥,⑥ you take no stress at
target, add ⑥ and keep an extra effect Hinder: Roll ④ instead of ⑧ for a a conflict, double SPEAKER in your dice all.
die. distinction to earn a Ⓟ. pool. If the roll still fails, take
DEMORALIZED ⑥. ⑥ Trained Physician: Step up or double
Brilliant Under Pressure: Spend a Ⓟ to In Harm’s Way: When another SCHOLAR in your dice pool when
add your DEMORALIZED or EXHAUSTED to character near you takes stress, you Push Through It: Before you roll a dice helping others recover DAMAGED. You
your roll to create an asset. If the can step down the stress they would pool including SCOUT or SOLDIER, spend can also spend a Ⓟ to step down your
action succeeds, step down the stress take, then take ⑥ stress of the same a Ⓟ to recover DAMAGED and step up own or a nearby character’s DAMAGED.
you used. type yourself. PHYSICAL for that roll. Take
EXHAUSTED ⑥ stress if the roll Undaunted Determination: Step up or
Combat Veteran: When your roll to Impossible to Ignore: Spend a Ⓟ to succeeds, or ⑧ if it fails. double SCOUT for one roll. If the roll
inflict DAMAGED or DEMORALIZED during target multiple opponents when you fails, take EXHAUSTED stress equal to
a battle includes SOLDIER, step down roll to inflict ENTHRALLED. For each Reassuring Comrade: Step up or the largest die in your pool.
the largest die in your pool to add ⑧.
⑧ additional target, add ⑥ and keep an double SPEAKER in your dice pool when
If your roll succeeds, step up your extra effect die. helping others recover DEMORALIZED.
effect die. Vicious Contempt: When you roll to
You can also spend a Ⓟ to step down inflict DEMORALIZED with mockery or
Inspiring Leadership: Add a ⑥ and step your own or a nearby character’s contempt, add ⑥ and step up your
Distracting Presence: When you roll to up your effect die when you roll DEMORALIZED. effect die.
inflict ENTHRALLED by distracting SPEAKER to create assets for allies.
someone, add ⑥ and step up your Reckless Gambit: When you roll dice,
effect die. Vigilant Eye: Spend a Ⓟ to double
Keen Intellect: Add a ⑥ and step up add a die to your pool equal to the SCOUT in a pool related to following a
your effect die when you roll SCHOLAR largest stress or complication anyone trail, aiming at a distant target, or
Empathy: Step up SPEAKER on a roll to to create an asset related to recalling has in the scene. Take a complication spotting something far off.
create an asset related to trust, or researching information. at ⑥ if the roll succeeds, or ⑧ if it
reading people, or reassurance. fails. Watch It All Burn: Add a die to your
Master Plan: Spend a Ⓟ to add a die to pool equal to the largest stress or
Energetic: When you would take your pool equal to the largest Reliable Memory: Spend a Ⓟ to reroll a complication anyone has in the scene
EXHAUSTED stress, spend a Ⓟ to step complication anyone has in the scene. dice pool focused on memory or recall and step up your effect die. Succeed
down the stress you take. If this steps After the roll fails or succeeds, step that included SCHOLAR. or fail, take ENTHRALLED ⑥.

the stress down below ⑥,
⑥ you take no down that complication.
stress at all. 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 LONE WOLF OBSCURE KNOWLEDGE
• 1 XP when you leave your allies to • 1 XP when you share an insight
These are twelve milestones you can face a dangerous or hated enemy, or based on your knowledge of
use for characters during play, or as when you create an asset that academic subjects or niche trivia.
examples to help you create your own. GLORY HOUND
requires taking time alone. • 3 XP when you express an
• 1 XP when you take out an
opponent after you dramatically • 3 XP when your actions prompt embarrassing amount of excitement
AGGRESSIVE criticism or dismay in your allies, or over encountering a thing or person
declared them your target.
• 1 XP when you are the one who when you issue a threat that risks you’ve learned a lot about.
starts a conflict or you take charge • 3 XP when you attempt a reckless alienating an ally.
but glorious deed, or when you • 10 XP when your obscure
in the midst of one. • 10 XP when you finally take out knowledge saves a teammate from
abstain from such a deed out of
• 3 XP when you teach an ally to caution. someone you’ve been hunting on disaster, or when you quit the team
make them more formidable in the your own that has at least one ⑫ because your contributions aren’t
kinds of conflicts you consider your • 10 XP when you assume leadership trait, or when you give up your appreciated.
expertise. responsibilities due to your chance at doing so to achieve
impressive deeds, or stand alone something greater.
• 10 XP when you take over against a foe with at least one ⑫ SEEKING JUSTICE
leadership of your group in a time of trait. • 1 XP when you declare a crime has
danger or leave your current group METHODICAL been committed or pledge to help
to join a more aggressive one. • 1 XP when you create an asset someone find justice.
HIDING IN THE SHADOWS
based on planning ahead or • 3 XP when you declare you are
BAD INFLUENCE • 1 XP when you take action to stay attention to detail.
out of the spotlight. taking charge of an investigation or
• 1 XP when you try to convince an • 3 XP when you succeed on a roll to successfully track down a
ally to commit or cover up an • 3 XP when you leave the shadows create an asset based on noticing a wrong-doer.
unlawful or antisocial act. to accomplish something important. flaw or using deductive reasoning. • 10 XP when you leave behind a
• 3 XP when you try to convince • 10 XP when you step into the • 10 XP when an asset you earned XP larger duty to focus on your current
someone to accept their own past spotlight in front of a large group in for helps defeat a challenge that had obligations, or vice-versa.
misdeeds, true nature, or current order to accomplish something at least one ⑫ trait, or when failing
infamy. important, or when you try to leave against such a challenge prompts
your group to survive alone. UNWORTHY?
• 10 XP when you decide to change you to follow the example of
someone who is more flexible, • 1 XP when you or an ally vocally
your ways for good, or when you question whether you belong in a
commit a transgression too INTUITIVE intuitive, or spontaneous.
group.
egregious for your allies to forgive. • 1 XP when you share insights based
on looking at the big picture or NATURAL LEADER • 3 XP when you dramatically
create an asset based on perceiving succeed or fail in a situation where
EMPATHETIC • 1 XP when you give orders to allies your allies depend on you, or when
deeper connections. (whether or not they listen).
• 1 XP when you create an asset for you inflict a non-injurious
an ally without them having to ask. • 3 XP when you succeed on a roll to • 3 XP when you create an asset complication or stress on an ally who
create an asset based on based on working together or talking doubts you.
• 3 XP when you succeed on a roll to spontaneously changing plans in the
create an asset for an ally in a people into things. • 10 XP when you are faced with the
moment or doing something
situation where it is dangerous to do surprising. • 10 XP when your group officially decision: step up and decide that
so. recognizes you as their leader, when you are worthy to be a part of the
• 10 XP when an asset you earned XP a rival claims a leadership role you group, or leave the group because
• 10 XP when an asset you earned XP for helps defeat a challenge with at
for helps defeat a challenge that had believe should've been yours, or you believe you’re unworthy.
least one ⑫ trait, or when failing when you announce your realization
at least one ⑫ trait, or when failing against such a challenge prompts
against such a challenge prompts that you’re not the leader your
you to ask for guidance on how to group needs.
you to leave the group and learn be more logical or methodical.
how to be practical or self-reliant.

31
Cortex Lite is one of many possible games
made with the Cortex Prime Game Handbook.
Get it at http://cortexrpg.com

For a deluxe, beautifully crafted Cortex game


set in the fantasy world of The Dragon Prince,
visit http://talesofxadia.com

Join our community of


players, GMs, and creators
on the Cortex Discord

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