I’m finding that I’ve got a lot of work to do in putting together the coherent and comprehensive guide for using Cortex Prime to run Shadowrun games that I’m currently working on. Because of this, I thought I’d provide some teasers of what I’ve got going on to tide you over some before I post the entire document.
What follows is a broad-strokes summary of some of the major rules selections I’ve made so far. The text is mostly taken word-for-word from the draft document for the ruleset, though I’ve made a few adjustments for clarity.
This is a work in progress, so questions and criticisms will help refine the end product!
Cortex Prime Rules Selection Summary
The following is a bullet-point summary of rules (or mod) choices that underpin the game:
• Prime Traits Sets are Approaches, Skills, Aspects, Assets and Specializations. Of course, temporary or scene-related Traits will also be included.
• SFX (and Limits) will be used. SFX are most often attached to Aspects and Assets. As will be explained below, this ruleset will make a distinction between Inherent SFX and Limits, which are automatically a part of certain Aspect or Asset choices, and Permissive SFX and Limits, which may be selected by characters in character creation or character advancement. Additionally, this ruleset uses Hardwired SFX and Limits, which are SFX and Limits that are always in play and applicable to certain situations. Hardwired SFX are described below and used primarily to translate some of the important setting ideas of the Shadowrun Universe to the Cortex Prime System—things like the difference between Augmented Reality and Virtual Reality while hacking.
• Character Injury is tracked by stress (called Shock) and trauma (called, coincidentally enough, Trauma). Per the Prime rules, this supersedes the “High Stakes” action rules. See the “Damage and Injury” Section below for more information.
• Characters are created through the “Priority Chart,” described in “Character Creation,” below.
• Plot Points are referred to as Edge when in the hands of players and Threat when in the hands of the GM. Edge and Threat are generated per the standard Prime rules except that the “Using d4 in your roll rule” to gain Edge is changed to the “Use Aspect as Complication” rule described in the “Custom Rules” section.
• The Test-Created Assets Mod is used.
• None of the Prime “Plot Point Mods” is used. Plot Points are stored in the Bank.
• Characters improve through the “Session Histories” rules.
• The standard “Effect Die” rules are used.
• Standard “Random Difficulty” Opposition is used.
• This ruleset uses Ryan Macklin’s ideas for “Dice Cracking,” mostly during character creation. Under this rule, a die may be “cracked” into two stepped-down dice, i.e. a d8 can be used as 2d6. During character creation, this allows for more highly-skilled but specialized builds, jack-of-all-trades, master-of-none builds, and a number of steps in between.
• As mentioned above, additional rules involving SFX and Limits are used—Inherent SFX and Limits allow the feel of certain aspects of Shadowrun to be incorporated inherently into certain power sets. Additionally, Hardwired SFX and Limits help to reinforce the setting.
• Rather than Distinctions, this ruleset uses Aspects. Aspects are treated much like Aspects in Fate RPG—they may be added to a player’s dice pool when the Aspect is beneficial, or the player may gain 1 Edge by adding the die to the opposition dice pool when the Aspect hurts the character. Aspects may have dice of any step rather than always being relegated to the d8 of Distinctions, but because the same die is rolled in negative situations (rather than a d4), having a higher Aspect cuts both ways. The intent of this rule is (other than using Aspects from Fate) to play up the gritty and noir-ish feel of Shadowrun (where characters are often their own worst enemies) and to mechanically reinforce the narrative description of a character’s important qualities. Aspects may have SFX associated with them, but none are Inherent.