Cortex Prime
This blog will be using the dice-throwing rules for Cortex Prime. Its modularity and the fact that it is very easy to use for dramatic purposes grant me the opportunity to play in a way that supports the story—because that is how Cortex Prime was originally designed: to represent the stories we see on TV and in movies. There is also the added benefit that
most of the rules are available online.
How does it work?
In the Cortex Prime modules, all Traits are divided into categories from 1 to 5. These categories are represented by the usual five dice found in any standard dice set. Respectively, they go from D4, D6, D8, D10, and D12.
Characters are created by assembling a series of Traits—which can be almost anything (hence their modularity)—and assigning them a dice category, depending on their rendition of said Trait. All Traits are measured from 1 to 5, where a D4 is a regular untrained Trait, while a D12 would be an extraordinary Trait that very few would possess.
Normally, dice categories are also accompanied by
Plot Points, which help to keep the story going and allow the player to alter the story. However, given that this effort is only undertaken by me and my other writing partner will probably not be using dice throws, I will refrain from using Plot Points at this time.
How many dice you throw?
More often than not, when faced with
a task that could alter the thread, I will be rolling dice. Almost all dice rolls will be assembled with the following Traits:
- The dice representing a Distinction, which is always a D8.
- The dice representing the character's Attributes.
- The cice representing the character's Skills.
Each character (except for
Martin, who is not part of the
World of Darkness) has an equivalent of how mediocre or outstanding they are at that specific Trait, which can be found on their respective character pages. Certain characters have specific mechanics that allow me to add extra dice, such as their
Backgrounds or specific
Powers; these will all be explained in their respective sections.
Roll and Keep
At every roll I will
keep two dice from the roll, where I will sum their results to compare with the
difficulty. While the book has different mechanics for checking the Victory and Defeat conditions (because these are used to keep the pace of the game), I will be using the suggested standard difficulty mod, which goes as follows:
- Very easy tasks have a difficulty of 3.
- Easy tasks have a difficulty of 7.
- Challenging tasks have a difficulty of 11.
- Hard tasks have a difficulty of 15.
- Very hard tasks have a difficulty of 19.
Effect Dice
The third die is called the
Effect Die. It determines how large or grandiose the effect of the action was. And when it comes to damage, it determines the amount of damage I took or the damage I caused to the objective. The number on the Effect Die is not important—what matters is its
category. Again, there are specific mechanics that allow me to move the Effect Die up or down a category, depending on the character.
How will it look?
Don’t worry—your fancy format and your aesthetics will not be damaged by my craze.
When I roll dice, you will see a short paragraph that looks something like the following image. I have numbered the different sections of the dice roll paragraph.
What you need to read and understand from here:
- The action that my character will take.
- The dice roll that I will make with the respective dice for each Trait.
- The results of the roll.
- Victory check.
- The resul of the action.
The paragraph will only explain what happened and why my character acts the way it does. You don't need to understand them and in fact, you can easily disregard the paragraph as the action will still be described in prose as if it was part of the thread originally. Nothing else, nothing more.
Simple and Effective
While the book has tons of other options to adapt any sort of genre into the game, I will refrain from using any of those mods for now, as I want to keep the experience as streamlined as simple as I can. My intention is to create an easy yet unique experience, where each character feels different even if they are using the same dice rolls.
So let's see how each character is composed.