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Name: Concept: Race: Description: Attributes Agility: Alertness: Strength: Intelligence: Vitality: Willpower: Derived Attributes Life Points (Vit+Wil): Initiative (Agi+Ale): Endurance (Vit+Wil): Resistance (Vit+Vit): Action Difficulty Action Diff/Extrordinary Easy 3 / 10 Average 7 / 14 Hard 11 / 18 Formidable 15 / 22 Heroic 19 / 26 Incredible 23 / 30 Ridiculous 27 / 34 Impossible 31 / 38 Advancement Points Advancement Costs Point Type AP Cost 1 Attribute Point 8 1 Trait Point 7 1 Skill Point 3 Current Plot Points Animals Artistry Athletics Covert Craft Discipline Drive Guns Heavy Weapons Influence Knowledge Mechanic* Medicine* Melee Weapons Perception Performance Pilot* Ranged Weapons Science* Survival Tech* Unarmed Combat *Skilled only General and Specialty Skills P Wound P Stun < > Shock Points
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Cortex character Sheet

Jan 21, 2016

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Basic Cortex system character sheet.
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Page 1: Cortex character Sheet

Name:Concept:Race:Description:

Attr ibutes

Agility: Alertness:

Strength: Intelligence:

Vitality: Willpower:

Derived Attr ibutes

LifePoints(Vit+Wil):

Initiative(Agi+Ale):

Endurance(Vit+Wil):

Resistance(Vit+Vit):

Action Dif f iculty

Action Diff/ExtrordinaryEasy 3/10Average 7/14Hard 11/18Formidable 15/22Heroic 19/26Incredible 23/30Ridiculous 27/34Impossible 31/38

Advancement Points

AdvancementCostsPointType APCost

1AttributePoint 81TraitPoint 71SkillPoint 3

Current Plot Points

Animals

Artistry

Athletics

Covert

Craft

Discipline

Drive

Guns

HeavyWeapons

Influence

Knowledge

Mechanic*

Medicine*

MeleeWeapons

Perception

Performance

Pilot*

RangedWeapons

Science*

Survival

Tech*

UnarmedCombat

*Skilled only

General and Specialty Ski l ls

P W

oun

dP

Stu

n

< >

Shock Points

Page 2: Cortex character Sheet

Plot Points and Die Steps

1 2 3 4 5 6 7 8 9 10 11 12d2 d4 d6 d8 d10 d12 d12+d2 d12+d4 d12+d6 d12+d8 d12+d10 d12+d12

Assets Complicat ions

Weapons

Type: Damage:Range: Ammo:

Type: Damage:Range: Ammo:

Type: Damage:Range: Ammo:

Armor

Type:ArmorRating:Covers:Penalty:SpecialNotes:

History

Gear

Page 3: Cortex character Sheet

�cortex primer

C o rt e x P ri m e rbonus content

AttackingRoll Agility + Skill/Specialty. Your GM might allow

Strength + Skill/Specialty depending upon the situation and type of attack. You need to roll equal or greater than the target’s defense.

Multiple ActionsA turn is approximately 3 seconds long in combat, so while

they are limited, your GM might allow you to take multiple actions. If so, every action beyond the first reduces your Skill die by one Step. This means if you roll a d6 for Guns/Pistols normally, but you want to take a second shot, that d6 drops to a d4. Your GM can rule that no other actions may be taken if your skill drops below a d0 (equivalent to untrained).

BotchingIf all your dice come up “1” then you are in serious

trouble. Your GM will decide what kind of repercussions will come about with such ill luck. Plot Points add more dice, so they make it harder for botches to occur.

Extraordinary SuccessIf you beat a roll by 7, you’ve gotten an ES. If it’s an attack,

the target must make an Endurance (Vitality + Willpower) roll against an Average (7) Difficulty. Depending upon the attack, this will have an added bonus effect: debilitating injury, bleeding, etc.

DefenceBasic Defense is “3”; this is typical for unaware or helpless

targets. Innate defense is your Agility; this does not cost you an Action, and can be used anytime you are at least aware of an attack. If you wish to use an action, you may roll Agility + Athletics/Dodge (or whatever appropriate Skill/Specialty the GM might allow).

Called shots and coverYou can make called shots in Cortex, it simply increases

the Difficulty. Cover and concealment also increase the difficulty to be hit, so taking cover in a gun fight can be a real life saver.

DamageApply the difference of your attack as BASIC damage.

Basic damage is divided between WOUND and STUN damage, favoring Stun. (Note that unarmed attacks only do Stun damage, unless told by your GM to do otherwise.) After you apply the Basic damage, roll your damage die for the weapon you are using. It might be Basic, Wound or Stun damage depending upon the weapon. Example: pistol does “d6 W”; you roll a six-sided die and apply it as Wound damage.

WoundedIf you take half your Life Points in Wound Damage you are

seriously hurt and suffer a –2 Attribute step penalty on actions.

Passing OutWhen your Wound and Stun tracks overlap you might fall

unconscious. Roll Endurance (Vitality + Willpower) against an Average (7) Difficulty. If you fail, you pass out. Every turn after the first, the Difficulty increases by +4.

HealingRecovery is a bit more involved then is appropriate for this

Primer; consult your book or the GM. For con event purposes know that you recover 1 Wound every two days. You recover 2 Stun for every hour of rest, 1 Stun for an hour of activity.

Second WindOnce per day, you character can roll either Vitality or

Willpower and remove that many points of Stun from his sheet.

Plot PointsYou can use PP to adjust rolls, make small plot changes,

reduce damage and activate certain Traits. You may not have more than 12 PP at any one time. Your GM will reward you with more with good RP.

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

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DifficultiesAction Difficulty Extraordinary

SuccessComplex Threshold

Easy 3 10 15

Average 7 14 35

Hard 11 18 55

Formidable 15 22 75

Heroic 19 26 95

Incredible 23 30 115

Ridiculous 27 34 135

Impossible 31 38 155