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Yeah, I got a good average.


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/Yaaaaawns.


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And here I am, starting off with one.

*sighs*


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Not sure what to make of all this?

Stab, maybe?


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I have now favorited exactly 2097 posts....
2097 should be happy!


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Oh how cruel it would be for you to favourite another then. The angels would weep. You would make 2097 so so sad.


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Unfortunately for 2097 I have since favorited more posts.


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Bad Maneuvermoose!


Operationdromedary wrote:
Bad Maneuvermoose!

No... no, I'm pretty sure it's "Good" Maneuvermoose!


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Maneuvermoose made 2097 sad. Then again, that may be a good thing, if 2097 is bad.


Operationdromedary wrote:
Maneuvermoose made 2097 sad. Then again, that may be a good thing, if 2097 is bad.

I just meant favorite'ing things... >.>


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Oh. Good Tacticslion.


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*Yawn*

I don't have any questions or comments at this time....so

What is the one question that you want somebody to ask you?

Zzz...zzz...zzz...


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thegreenteagamer wrote:

well...testosterone is a thing, and it has certain biological effects on the mind.

*chuckle* Biology is a complicated thing , with a lot of moving parts, and only one of them needs to be "off model" before something doesn't take.


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Ye spirits, man, do you know how many pages I had to go back to find what you were talking about? I haven't used my main alias in so long, it was like looking at a photo of myself clean shaven.


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My fault, I linked that post in the other thread and you know how people are about checking dates before replying >_>


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What other thread?


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This one


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Apparently, I made a post that was too anime to get any favorites.


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Nappingbushbaby wrote:

*Yawn*

I don't have any questions or comments at this time....so

What is the one question that you want somebody to ask you?

Zzz...zzz...zzz...

This... is a good question.

Uh... hm.

I'll, uh, have to get back to you on that.

Maneuvermoose wrote:
Apparently, I made a post that was too anime to get any favorites.

Not anymore! That was hilarious!


This is a Documentary! Go figure!
(The sound is... iffy, though. Not sure if that's part of the original, or just this YouTube version of it.)

Of Dice and Men, the talk!

Of Dice and Men is a pretty great book, by the way.

Since we're talking about D&D...

Crossposting for more exposure!


Nappingbushbaby wrote:

*Yawn*

I don't have any questions or comments at this time....so

What is the one question that you want somebody to ask you?

Zzz...zzz...zzz...

Current question I desire of people:

"May I please use the Cortex system rules to create a D&D-style character with the house rules you've recently created?"


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Welcome back! I haven't made any house rules for Cortex recently, so you won't be able to do anything with my nonexistent house rules:(
But can I make a D&D-style character with your Cortex house rules?!?
You missed like, two whole puns registrations!


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Maneuvermoose wrote:

Welcome back! I haven't made any house rules for Cortex recently, so you won't be able to do anything with my nonexistent house rules:(

But can I make a D&D-style character with your Cortex house rules?!?
You missed like, two whole puns registrations!

Hah!

Also, taken care of those two...

... and yes.

Don't know how much you know about, it, so... introductions, first.

For the record, I'm basing all of this off of the Firefly RPG which uses the Revised Cortex System. It's great, and I recommend it.

Cortex System:
The Cortex System revolves around the following dice values: (d4), (d6), (d8), (d10), and (d12). It uses those for all things and to qualify how good or bad something is.

The basics of the game is that you create a pool of dice from various sources - for a character, it's usually the relevant Ability Score, Skill value, and any Specialty, Distinction, or Asset the character has, with an occasional "extra" dice added through a couple of means. Either way, unless you spend a limited-use resource - a "Plot Point" - you take only the top two dice and add them together. This makes a possible value spread from 2 (minimum, sort of) to 24 (maximum, sort of).

Any time you roll a natural 1, regardless of the type of dice, that roll doesn't count - only a 2 or higher counts. Each natural 1 you get also earns you a Complication - a d6 (or higher) value die that's added to whatever dice pool opposes your own, either now or when appropriate, later (GM's call). If all of your dice are 1s, you've rolled a botch, fail the action terribly, and other bad things happen to you.

A PC always starts out with all three statistics - Mental, Physical, and Social - as (d8)s. You have the ability to attempt any skill you'd like, but if you are untrained - if it's not a "Highlighted Skill" - you roll a (d4). A PC may increase one ability score to decrease another (netting one (d6), one (d8), and one (d10) in their scores).

A given non-GM character (and any major GMCs) have three Distinctions - generally divided into Background, Personality, and Role, though you don't necessarily need to have one of each of those in the base system (you could choose all three Distinctions as Personality Distinctions, for example). Each Distinction grants three skills, and provides some potential Triggers (these are - usually - good things; all of them provide some sort of benefit when activated). Each time a skill is granted by a Distinction, it becomes Highlighted - this increases it by one dice value: (d4) -> (d6) -> (d8) -> (d10).

After choosing your Ability Scores and Distinctions, you then have nine skill increases to play with, and five Signature Assets-or-Specialties (a grand total of five distributed among those).

Specialties are a (d6) value thing that is added to a specific Highlighted Skill. Let's say you have the Sneak skill; a Specialty might be Vanish. Thus, whenever you roll your Sneak skill, you may also roll a (d6) to Vanish, if it's appropriate to do so.

Assets are usually objects or resources that can be used to augment your dice value, when they're relevant. A Signature Asset is an Asset that you (almost) always have available, whereas an Asset is just a one-use or one-scene benefit. If you create a Signature Asset, it starts at a d6; if you select it again (using two of your five options at character creation) it becomes a (d8). Assets and Signature Assets are specific things - like a pair of special hammers named Smash Brothers, or a Syringe full of Sedatives. A Signature Asset may be used by another, but only the person who "paid" to turn it into a signature asset can use it with the added dice - anyone attempting to hold the Smash Brothers may as well simply be dual wielding any hammers whatsoever (unless they also "pay" to make them Assets or Signature Assets).

There are nineteen specific skills - which will be remain unlisted here, for now - that are part of the system.

Aaaaaaaaaaaaaaaaaaaand that's where I'll stop for now (as I've run out of time).

Sample standard Character, real quick:

Sample Character Made in five Minutes:
Garm Yoten - This large, muscly mercenary looks terrifying, if not too bright.

Abilities Mental (d6), Physical (d10), Social (d8)
Distinctions Loyal (d8), Mercenary (d8), Not to be Crossed (d8)
Skills [Specialties] Fight (d12) [Dirty], Focus (d6), Influence (d8) [Intimidate], Labor (d8), Notice (d10), Shoot (d12) [Quickdraw], Survive (d8); all others are (d4).
Signature Asset Grand Cleaver Machete (d8)

Next time (maybe) we'll look into trying to make the Revised Cortex System work to imitate D&D...


Honestly, if it isn't a variance of d20 it doesn't make a lick of sense.

Palladium and DnD/pathfinder is all I know.


captain yesterday wrote:

Honestly, if it isn't a variance of d20 it doesn't make a lick of sense.

Palladium and DnD/pathfinder is all I know.

I don't know how you can go with Palladium and not be okay with other systems.

Basically, it works like this:

A game might have wrote:


Player: "I think he knows something: I want to persuade the guy!"
GM: "Roll you're Social and Influence, then."
Player: "You got it!"
Social+Influence: 1d8 + 1d6 ⇒ (7) + (5) = 12
"I got a 12!"
GM: "Hmmm... he's not about to just give everything away because someone asks, but that was a nice roll. He's not trained in influence or anything, and he's otherwise an average guy."
Social+Influence: 1d6 + 1d4 ⇒ (1) + (4) = 5
"Woah! Good job! You made an Extraordinary Success!"
Player: "Sweet! That guy is so persuaded!"
GM: "True! In fact, he always suspected that guy you're all looking for was up to no good! He gives you a hint that he's heard, saying..."

... and so on it goes. :)


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Oh, it's been 10 years since I messed with Palladium, it's just what I played mostly as a kid, for many more years then DnD. :-)


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Not a Firefly person, or familiar with that system. Cortex Classic System has been on my shopping list for awhile now, but I'm not sure how similar it is to the rules in the Firefly RPG. That was a helpful overview...now I feel like I have to get the separate Cortex Classic rules to see how they compare. But then buying it now at full price would violate my 2016 New Year's resolution. Ah, life decisions are hard.


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Maneuvermoose wrote:
Not a Firefly person, or familiar with that system. Cortex Classic System has been on my shopping list for awhile now, but I'm not sure how similar it is to the rules in the Firefly RPG. That was a helpful overview...now I feel like I have to get the separate Cortex Classic rules to see how they compare. But then buying it now at full price would violate my 2016 New Year's resolution. Ah, life decisions are hard.

I don't own the classic one, but they updated it on purpose - the older one had many more stats, and was substantially more swingy, as the dice went both smaller and larger (at least, as far as I'm aware). In fact, basics here confirm that it's a bit more complex, and swingy by it's very nature. (The article doesn't say this - the fact that it has six ability scores instead of three, and goes down to d2 and up to "d12+d4" automatically pushes it over that edge.) Note: this is not automatically a bad thing, merely that it's a definite difference between how the games would play.

I have been using the wrong term, though: apparently it's the Cortex Plus system that I've been using, instead of the "Revised Cortex System" - I wonder where I got the latter term. What's interesting is that I'm exclusively basing this off the Firefly version.

Here's a fascinating look at some of the differences, even with the weigh-in of a designer.

Free Firefly Character Sheets for basic use to figure out what everything would look like on a sheet.

It comes highly recommended as a system. :)


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Thanks!
After a bit more searching, the closest thing to a Cortex+ "core rules" appears to be the Cortex Plus Hacker's Guide.

Have you seen the Gossamer Worlds Compendium KS, for the Lords of Gossamer and Shadow Diceless System? We're almost at the last stretch goal....


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And now I'm up to exactly 2222 favorites!


Maneuvermoose wrote:
And now I'm up to exactly 2222 favorites!

Dang it, morgue40k! That was mine to break! Miiiiiiiinnnnnnneeee~!

>:(

j/k; enjoy, you ninja-favorite'r, you~!


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Didja see the 70% off on Faces of the Tarnished Souk in honor of my birthday? <--Since I'm just that awesome. It's a lot of NPCs....


Maneuvermoose wrote:
Didja see the 70% off on Faces of the Tarnished Souk in honor of my birthday? <--Since I'm just that awesome. It's a lot of NPCs....

Cool! Happy Birthday!

(I own one of the Tarnished Souk products, but not that one.)


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Maneuvermoose wrote:
Didja see the 70% off on Faces of the Tarnished Souk in honor of my birthday? <--Since I'm just that awesome. It's a lot of NPCs....

And now it's gone but the 3.5 version of Expedition to Castle Ravenloft is 86% off.

86% is an unusual amount to discount something. Maybe there is some horror-related reason?
However, there are more important things afoot. Spooooky things. Things I can't tell you about quite yet!
100d1001 ⇒ (995, 909, 198, 768, 600, 97, 556, 610, 505, 911, 895, 876, 923, 934, 888, 902, 51, 632, 282, 88, 586, 321, 471, 508, 260, 167, 120, 674, 278, 985, 340, 793, 573, 159, 365, 941, 843, 225, 882, 744, 764, 621, 542, 726, 831, 252, 288, 801, 670, 865, 252, 861, 154, 138, 429, 173, 102, 600, 190, 9, 255, 970, 103, 337, 458, 872, 476, 76, 79, 385, 205, 851, 971, 415, 916, 649, 199, 228, 179, 60, 812, 218, 754, 510, 833, 389, 450, 985, 857, 586, 132, 309, 254, 732, 449, 952, 809, 550, 351, 526) = 52265


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Alright, alright, alright.

So, I realized, I didn't actually do the "Cortex+ -> D&D" I'd mentioned I wanted to. Ooooooooooops.

The rules are still under mild revision, but here are the basics - basically, consider this a "beta" if you will. :)

With Firefly's Cortex+, you have three ability scores (mental, physical, and social), and three "Distinctions" that can be any combination of Background, Role, or Personality, as described above, by me, here! (It's, like, twelve short posts up.)

Distinctions always come with three skills, and up to two triggered abilities (though you can only select a grand total of two when you start playing).

With this variant, your scores remain the same. Your Distinctions, however, are rather more rigidly limited to three basic sets: you still get three, but you must have one each of alignment, race, and class. The major difference, here, is that these Distinctions are a bit more fluid, and come with assets and traits, based on your choices.

One thing to note: the skills remain exactly the same (as I didn't find a way to change them), but they mean different things, as we're not in a standard-tech society-type game. So "drive" doesn't mean "drive a car" (though it can be used for carts or similar) but rather "drive a creature" - it becomes your ride check, as it were, and allows you to drive cattle, horses, carts, or even people. And for those who can channel, it drives undead, too.

We didn't really discuss traits last time, because they really weren't terribly relevant to PCs in that system, as PCs (usually) don't have them. In this system, however, they do. Traits are defined as elements that are either a boon or a hindrance of a certain value. So, for silly example that doesn't explicitly exist in this system, say you're playing a Young character. The Young trait could be a boon ("You don't break a bone because you're youthful skeleton is still bouncy!") or a hindrance ("You're way too short because you've not reached your full height, yet!"). Either way, you still roll dice to attempt the action, but you either have one extra dice to roll to assist, or you have a Complication (which is a dice rolled that makes a DC harder).

I'm going to post this in three different posts: alignment, class, and race for ease of viewing. :)


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Your alignment comes in all nine colors of the alignment rainbow, by being created from the two-axis model.

Each of the five basic elements that make up alignments - good, evil, lawful, chaotic, and neutral - are here, and each comes with one trait selected from each alignment, and a set of three skills chosen from lists limited to specific alignments.

Note: the alignments are not balanced as of this writing. Basically, I'm struggling with the skills to offer each alignment. I've changed the specifics a lot, even said "no skills; it's just free range!" and other ideas, but this is the current incarnation.

Alignment:
ALIGNMENT
Choose one trait from each alignment. You combine the skill options from both alignments, and select three from the full set of options.

Chaotic freedom, individualism, liberty
- Skills: fight, fly, influence, move, notice, operate, perform, sneak, survive, throw, trick
- Traits: freedom, individualism, liberty

Lawful community, discipline, order
- Skills: craft, drive, fix, focus, influence, know, labor, move, notice, operate, perform, shoot, treat
- Traits: community, discipline, order

Evil oppressive, selfish, uncaring
- Skills: fight, influence, labor, notice, shoot, survive, trick
- Traits: oppressive, selfish, uncaring

Good caring, kind, sacrificial
- Skills: craft, fix, influence, notice, treat
- Traits: caring, kind, sacrificial

Neutral ambivalent, balanced, unaligned
- Skills: drive, fly, influence, know, notice, sneak, survive, throw
- Traits: ambivalent, balanced, unaligned

(NOTE: Neutral may be used for either moral or ethical alignment, or both.)

So that's alignment. Up next are classes - much easier to explain, I think. (Except for the term "divinest" - I'm, uh, I'm looking for a better one. It- ... it's divine classes. I apologize.)

EDIT: For formatting.


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Here we are!

The big one: classes!

But first, some notes.

One thing you'll notice is that each class comes with a stat change (or will specify no change). This is intentionally a function of class. As there are no hit points, base attack, saves, or so on, to get the flavor of how a class handles its problems, it comes with an ability score alteration. You might think that this pushes characters into certain formats... and you'd be right! Much like a paladin has a powerful divine powers, but not a lot of skill points, these paladins have heightened social and lowered mental. It doesn't mean they're stupid - far from it - but rather that they're mentally average (remember, d6 is average) while powerfully influential and solidly physical.

You'll also notice that, instead of triggered abilities, each class comes with bonus assets. These assets are in something of a state of flux. Sometimes I want them to be signature assets. Sometimes I want to limit them to once per scene. The ultimate answer is, "I'm not sure right now (and don't think it matters too terribly much over-all)" - regardless, these characters end up relatively stronger than basic characters without such features. As far as triggered abilities go, those are ripe for development... but need to be carefully thought-out and researched before they are committed to. At present, we just don't have them, and that's fine - you can play characters without any at all, and the bonus assets more than cover for their deficiency. Effectively, assets replace class features in this.
(I am considering placing some assets under traits instead. But that is a tinkering thought, not a solid one.)
((You might wonder about the choice of some assets as opposed to the class features that some classes are "missing" - that is generally because a given class feature goes somewhere other than an asset in this system; most usually a skill specialty. For example, barbarians don't get uncanny dodge or evasion - both of those are specialties of the Move skill. Meanwhile, they do gain the "rapid reaction" ability.))

Finally, you'll notice that there are a lot of skills and different ways of talking about them. When I say, "X-or-Y-or-Z" it's because I found it easier to understand than going "1: x, y, z" - especially when you have multiple "selection options" that you have to choose from. All classes get three skills, but some classes have more or different options than others. This is intentional, and the options were chosen for flavor of the class and to imitate its skills and class features not covered under assets.
(Addendum: "magic" is a super-vague "I dunno" at present. It has a meaning and mechanic... but I've flipped about what, exactly, that mechanic is multiple times now.)

I'll only post the initial eleven for now, both for time, and for your focus - it can be straining on the patience, I know.

Class:

CLASS
Barbarian physical-based rage warrior
- Skills: fight, 2: labor, sneak, survive, or throw
- Abilities: up physical, lower social
- Bonus Assets: rage, rapid reaction, savage

Bard social-based performance arcanist
- Skills: perform, 2: influence, know, or trick
- Abilities:up social, lower physical
- Bonus Assets: arcane magic (spontaneous), enrapture, inspiration

Cleric mental-based sacred divinest
- Skills: focus, know, treat
- Abilities: up mental, lower physical-or-social
- Bonus Assets: channel divinity, domains, religious magic

Druid mental-based natural divinest
- Skills: drive-or-notice, fly-or-survive, focus
- Abilities: up mental, lower social
- Bonus Assets: animal companion, nature magic, wild shape

Fighter physical-based fighting warrior
- Skills: 3: fight, labor, shoot, or throw
- Abilities: up physical, lower mental-or-social
- Bonus Assets: armor training, bravery, weapon training

Monk mental-based enlightened warrior
- Skills: focus, 2: fight, labor, move, or throw
- Abilities: up mental, lower social
- Bonus Assets: focused ki , martial arts, perfect self

Paladin social-based divinest warrior
- Skills: fight, influence, treat
- Abilities: up social, lower mental
- Bonus Assets: lay on hands, mount, smite

Ranger physical-based skilled warrior
- Skills: fight-or-shoot, sneak, survive
- Abilities: up physical, lower social
- Bonus Assets: animal companion, favored terrain, favored enemy

Rogue broadly skilled trickster
- Skills: 3: move, notice, operate, sneak, or trick
- Abilities: no stat changes
- Bonus Assets: cunning, sneak attack, five additional specialties

Sorcerer social-based innate arcanist
- Skills: focus, influence, trick
- Abilities: up social, lower physical or mental
- Bonus Assets: arcane magic (spontaneous), bloodline, bonded item-or-familiar-or-tattoo

Wizard mental-based studied arcanist
- Skills: craft-or-fix, focus, know
- Abilities: up mental, lower physical or social
- Bonus Assets: arcane magic (prepared), bonded item-or-familiar-or-tattoo, school specialization

That's it for classes! Feel free to ask clarifying questions...

... and now, for races!

EDIT: for clarity


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So, classes down, let's look at races.

The upper list are the typical "player" races.

The lower are the less common player races; they are not prohibited, but they are less well-balanced (not that everything is perfectly balanced at present).

Again, racial features were a bit tricky to port over. There are some that are just kind of lumped together into a collective "this is a similar theme" concept, while others are pretty forced.

You'll notice that a second set of ability adjustments happen here. This is, again, intentional. These and the class score changes modify the resultant character to produce a huge variety while sticking within the themes of both the class and the race. While some of these seem odd, I found the specific ones the best way to both maintain balance, and to recall the flavor of each race. Elves have weakened physical (despite their normally strong dexterity) because they are frail and feylike. Their dexterity "bonus" is relegated to their "graceful" asset, and their mental score is increased rather than their social score because they are often arrogant and haughty, which can turn people away casually and accidentally, despite their typical beauty (which has been definitively severed from Social).

Though skills are part of this, notice that they're much more rigid - much more narrowly defined - than either alignment or classes. That's because a race's flavor is based off of those elements.

I started with the standard races. The balance isn't perfect: I'm struggling with some decisions. For example, I'm considering revising the elf skills down to three pairs of x-or-y; and I'm considering revising the Halfling ability scores... but this is how my notes show it for now.

Races:

RACE
Elf delicate, graceful, long-lived
- Skills: craft, know, perform-or-move, notice, shoot
- Abilities: up mental, lower physical
- Bonus Assets: elven resistances, graceful, keen senses

Dwarf hardy, squat, traditionalist
- Skills: craft, fix, labor
- Abilities:up physical, lower social
- Bonus Assets: hardiness, indoctrination, stonecunning

Gnome obsessive, tinker, socialite
- Skills: craft, focus, perform
- Abilities: up mental-or-social, lower physical
- Bonus Assets: alchemist, illusionist, small

Halfling humble, lucky, plucky
- Skills: move, sneak-or-trick, throw
- Abilities: up social, lower mental
- Bonus Assets: fearless, lucky, small

Human adaptive, ambitious, arrogant
- Skills: any two
- Abilities: no automatic ability changes
- Bonus Assets: any two

Half-Elf blended, divided, social
- Skills: influence, notice, perform
- Abilities: no automatic ability changes
- Bonus Assets: elven resistances, keen senses, any one

Half-Orc angry, outcast, rejected
- Skills: fight, labor, throw
- Abilities: up physical, lower mental-or-social
- Bonus Assets: infravision, intimidating, any one

=== === === === === === ===

Goblin cowardly, sneaky, spiteful
- Skills: labor, sneak, throw
- Abilities: up physical, lower mental
- Bonus Assets: infravision, murderous, small

Kobold cowardly, crafty, tricky
- Skills: fix-or-trick, labor, sneak
- Abilities: up mental-and-social, lower physical (x2)
- Bonus Assets: indoctrination, small, trapper
- Complication: light sensitivity

Orc rabid, rancid, rapacious
- Skills: fight (x2), throw (x2)
- Abilities: up physical (x2), lower social-and-mental
- Bonus Assets: hatred, infravision, terrifying
- Complication: light sensitivity

Tiefling fiendtouched, hated, tempted
- Skills: sneak, survive, trick
- Abilities: up physical-or-mental, lower social
- Bonus Assets: brutal, deceptive, see in darkness; darkness magic
- Complication: fiendish

Drow crafty, deadly, subtle
- Skills: craft, know, move, notice, stealth, trick
- Abilities: up mental and social, lower physical
- Bonus Assets: drow magic, elven resistances, infravision, keen senses
- Complication: light blindness

So that's it for races! Please ask clarifying questions that you might have!


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That's the basic system and it's differences in a nutshell. Let me know what you think!

Again, clarifying questions or thoughts are more than welcome. Playing it is even better!

One of the elements I've been toying with is allowing different, but similar, assets to combine to increase that one new asset - this leaves you the decision of making a better asset (so, a d8 instead of a d6) but lessens the number of assets (or dice) you can roll in a given moment.

Also, the reason humans are so great, is that their "any two" really does mean "any two" - this is especially important with their bonus asset, as that can be used to directly increase a different asset instead. So, for example, if you're a wizard with arcane magic (that normally starts at d6), as a human, you can pump that puppy right up there twice, allowing you to hit a d10 asset.

The last bit of character creation is choosing any nine additional skill increases (either increasing the ones you got from your three distinctions, or spreading the love around) and selecting (or increasing) a single signature asset. This can be "grandpa's sword" or "a charming smile" or "wealthy family" - it doesn't matter.

Now, that's character creation... at some point, I've gotta cover adventuring, leveling up, and prestige classes... but not today!


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Oh, man, I forgot to mention magic items, templates, leadership, and psionics...

Oh well, the future is still out there!


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Turns out UM and the CRB can't agree on dodge bonuses. I made a thread about it....dunno if anything will come of it.


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What is a question? How do you know when you have seen a question? Why are questions overpowered? Why aren't questions overpowered? Is this sentence a question? Are you going to make posts that aren't questions for yourself? Are you going to make posts that are questions for yourself? Why is everyone asking so many questions? Are we still in character? Will you answer my question if I answer yours? Why is nobody answering anyone's questions? Was that enough questions? Was that too many questions? Would doves cry?


Maneuvermoose wrote:
What is a question? How do you know when you have seen a question? Why are questions overpowered? Why aren't questions overpowered? Is this sentence a question? Are you going to make posts that aren't questions for yourself? Are you going to make posts that are questions for yourself? Why is everyone asking so many questions? Are we still in character? Will you answer my question if I answer yours? Why is nobody answering anyone's questions? Was that enough questions? Was that too many questions? Would doves cry?

1) It is a request for information or response, either sincere or otherwise.

2) See number one.
3) They are not.
4) They are an important part of social dynamics and linguistic communications, taking their place along side many other similar linguistic constructs.
5) Yes.
6) Yes.
7) Yes.
8) They are useful and/or fun.
9) Depends on what you mean.
10) Depends on the kind of question you ask.
11) This question is in error, as it presumes a false premise before requesting information.
12) "Enough" is very relative or subjective, though depending on the relative values you are seeking for various purposes, more concrete answers can be given; but sure.
13) "Too many" is similar to "enough" - in this case, though, I think it worked out.
14) As it turns out, yes, though not for the reasons humans would typically presume.


Huh. And here I thought that was some of my finest work. >.>


1 person marked this as a favorite.

Asking the same question with slightly different phrasing is considered insanity by some and science by others. It is also considers an insult by certain sects of Llamas.

This fact is endorsed by the Factsphere*.

*No its not**.
**Yes it is.


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I don't know about other people, Tac, but I just kinda already found the perfect system in SW and don't really need a replacement.

Plus, Cortex seems a lot like nWoD, which already exists in a book with pretty pictures.

I know the work that goes into a conversion; my SW Fallout one was a labor of love...I also know the frustration when nobody even looks at it. I started 2 PbPs to get people to try it out. So far it was very popular. Still...you have said you flake on PbPs, so, maybe that route won't work for you.


thegreenteagamer wrote:

I don't know about other people, Tac, but I just kinda already found the perfect system in SW and don't really need a replacement.

Plus, Cortex seems a lot like nWoD, which already exists in a book with pretty pictures.

I know the work that goes into a conversion; my SW Fallout one was a labor of love...I also know the frustration when nobody even looks at it. I started 2 PbPs to get people to try it out. So far it was very popular. Still...you have said you flake on PbPs, so, maybe that route won't work for you.

Humorously, I wasn't actually addressing that (though I'm always happy for people to take a look); rather I meant my responses to Maneuvermoose.

That said... neat concept. I don't have much in the way of headspace for PbPs at present, anyway, but maybe! :D

As far as nWoD, isn't that an all-d10 system? That's what my impression was, anyway. Further, in this, you're jinxes (natural 1s) don't actually count against your success, necessarily. Instead they produce a pool of Complications that arise that a GM could apply immediately or later within the scene (or even adventure). Only a botch (all 1s) is an automatic failure.

One of the nice things about having varying dice values (as opposed to strictly d10s) is that it allows both for a 'level-up' system other than gaining more dice/static bonus/increased minimum (I'm not sure how nWoD handles that, but my impression was 'extra dice'), and to have a model of reality beyond "I have more dice" - this creates a granular impression that permits you to have a general sense about how great someone is in the world at large relative to others, and to have multiple potential avenues of growth.

I do like my "all-dX" systems, but this gives leeway while making nothing guaranteed yet giving general results both compatible with the game system and keeping within boundaries and to model a functioning world (though the system lacks the granularity of running day-to-day things that PF does, it can be used to model those, after a fashion).


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Tacticslion wrote:
Huh. And here I thought that was some of my finest work. >.>

Maybe it was, maybe it wasn't. Favorites aren't a good indicator of post quality. If anything, lack of a post being favorited is a matter of the person you expect to favorite it not having read that post yet;)


1 person marked this as a favorite.

Also, "nWoD" doesn't exist anymore. They changed the name to Chronicles of Darkness.

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