The Great Game - Rules Summary.docx
Traits
Traits are pretty much everything that is meaningful in Cortex+ is a Trait; Attributes, Roles, Specialities, Distinctions, Assets, Complications, minor NPCs and relevant Circumstantial Factors.
Each Trait has a description and a die rating. The description should be a short phrase or single word that is descriptive and as interesting as possible. The die rating ranges from d4 through to d12, and is rolled when the Trait comes into play.
Major NPCs will have a full set of Traits just like PCs. Stepping up a Trait means raising the die to the next level and stepping down lowering to the next level.
Attributes
Attributes describe a character’s innate abilities. Every PC has five core Attributes:
• Alertness is perception, notice, speed of thought.
• Determination is self-esteem, grit, willpower.
• Force is physical presence, power, strength.
• Grace is balance, agility and poise.
• Intelligence is cognitive function, memory, logic.
Overlap between Attributes is deliberate. This allows the GM to be more generous when determining applicability during Taking Action.
A PC has all Attributes at d8 and may step up so long as an equivalent number of step downs are taken.
Roles
Skills are amalgamated into five broad Roles:
• Adventurer covers planning, getting about and surviving hostile natural environments.
• Boffin covers knowledge, theory and academia.
• Shadow covers the gathering of information, purloining of objects and countering these.
• Persuader covers social interactions and confrontations.
• Warrior covers all forms of physical confrontation.
For the same reasons as Attributes there is some overlap between Roles.
A character starts with Roles at d10, d8, d6, d6, d4.
Specialities
Roles can be enhanced with specific narrow fields of expertise.
A character starts with two d8 Specialities that are attached to a specific Role. Specialities do not have to be attached to highest die Role a character has – in fact it is often more interesting to do the opposite!
Distinctions
A Distinction describes how your character is set apart from other characters. Distinctions can come from any part of a character’s makeup; background, personality, physical features etc. They must be dual-purpose though and have both a positive and negative side. When used as a positive Trait it is d8 and when used negatively is it d4 (and you get a Plot Point).
A character has 3 Distinctions, although only one has to be defined at the start of the game. The first Distinction should be the most important in defining the character.
Assets
Assets can be pretty much anything physical or mental that could help the character. An Asset is often assigned to a specific character but not always. An Asset is created at d6 by spending a Plot Point or through Taking Action to prepare in advance. An Asset lasts for a scene and can be extended to last for the session by spending a Plot Point.
Complications
Complications can be pretty much anything physical or mental that could hinder a character. A Complication is commonly created or stepped up when a player rolls one or more 1s during Taking Action or when spending a Plot Point to avoid being Taken Out. Complications are stepped down or removed when the scene changes, the GM rolls one or more 1s during Taken Action (and the player spends a Plot Point) or a PC specifically addresses a Complication by Taking Action.
Complications cannot be stepped up beyond d12 and when stepped down below d4 are removed.
Plot Points
Plot Points are earned when you:
• Use a Distinction as a d4 instead of a d8.
• The GM buys or increases a Complication after you've rolled one or more 1s Taking Action.
• The GM spends a Plot Point during Taking Action.
• You deserve one for being awesome.
Plot Points are spent to:
• Add an additional die from your gathered dice into the total after your roll.
• Create an Asset rated at d6 that lasts until the end of the scene.
• Extend an existing Asset to last for the session.
• Resist being Taken Out.
• Do cool stuff not covered specifically by the rules.
A character gets 1 Plot Point at the start of each session. Don’t worry, you’ll get more.
The GM does not have a pool of Plot Points like players. Whenever the GM spends a Plot Point it is given to the player involved.
Taking Action
Whenever a character (or opponent) wants to achieve something and GM can think of some worthwhile Complications that could occur if things don’t go well then a dice roll is used.
• The player describes the character’s intentions and the GM determines if Taking Action could lead to the character being Taken Out by a failure.
• The GM gathers and rolls dice to set the target.
• The player gathers and rolls dice to set the result.
• The result and target are compared and the outcome is narrated.
Dice are gathered in two different ways
• PCs and major NPCs get one dice for the most appropriate Attribute, Role, Speciality and Distinction they use and any number of dice from appropriate Assets, Complications and Circumstantial Factors. A Speciality must be attached to the Role being used. A Distinction may be used as a d4 (earning a Plot Point) or a d8. Complications are those affecting the opposition.
• For any other case, the GM gathers one dice for difficulty, one minor NPC or inanimate objects Trait dice plus any number of dice from appropriate Complications and Circumstantial Factors. Difficulty is rated as d4 easy, d6 average, d8 hard, d10 difficult, d12 nearly impossible.
A total is calculated by rolling all gathered dice, setting aside 1s and adding the two highest dice together. Remaining dice (not 1s) may be added to the total spending a Plot Point for each die added.
Outcomes are determined by the results of the rolls.
• If the player’s result exceeds the GM’s target then the character is successful.
• If the player’s result exceeds the GM’s target by 5 or more then is an extraordinary success. The GM may throw something extra your way; maybe a free Asset, step up an existing Asset, step down a Complication or something else.
• For each 1 set aside by a PC, the GM may introduce a d6 Complication and/or step up the new or existing Complications. This earns the PC one Plot Point per Complication (not per step up).
• For each 1 set aside by the GM, the PC may step down an existing a Complication. This costs a Plot Point per Complication.
The outcome is narrated by the player (regardless of outcome) in consultation with the GM.
Plot Points spent by the GM during a Taking Action are given to the player involved after the Taking Action is completely resolved. They cannot be spent during the Taking Action.
Circumstantial Factors
Circumstantial Factors are used by the GM on the fly when they become relevant to the game and appropriate to the situation.
Ganging Up
For each additional person involved in Taking Action they can add their most appropriate Trait dice to the gathered dice (players roll their own dice and risk receiving a Complication if they roll a 1).
When confronting groups a successful outcome for a Taking Action will only affect one opponent.
Taken Out
A character is Taken Out when they have a Complication that is stepped up beyond d12 or if they lose an appropriate Taking Action roll.
A player may prevent their character being Taken Out by spending a Plot Point and receiving a new Complication equal to the highest die rolled by the GM.
A Taken Out character is temporarily unable of Taking Action and recovers when they are freed by external parties (other players or the GM relents).
FAQ
Cortex+
This game uses a slightly tweaked version of Cortex+. Thanks to Ross for his invaluable input and tweak suggestions.
Languages
It is not necessary to define languages. Afghanistan, and the whole world for that matter, is full of different languages and dialects. A wide variety of different languages is important to enrich the flavour of the game. Having those languages intrude on the gameplay is only necessary when it is important to the story. At which point the GM will define one or more appropriate Complications. At all other times it is assumed that players are able to communicate effectively. Specialities and Distinctions can be used to offset such Complications.
Attributes
d8 in everything is boring. It brings no flavour to the game. The rules allow this but it should be avoided at all costs. Minor NPCs have all Traits at a single dice value. That is because they are not important or as interesting as major NPCs or PCs. A wide variability in Attributes makes for a more interesting character.
Assets and Planning Ahead
Creating Assets on the fly helps reduce the need for lengthy planning ahead sessions. It is perfectly acceptable (and desirable) to justify Assets by saying the character thought ahead to bring the Asset as it would obviously be useful.