On Page 211, it talks about spending 10 XP to add a trait from a power set you do not have. I am assuming this means to one of your existing power sets (e.g. Background/Class)?

What would be the XP to add an entirely new powerset? I recognize that not all power sets are equal, so maybe consider a minimal power set (a d6 trait, a single SFX, and one or more limits).

I'm asking because the fantasy idea I am turning around in my head would have characters start with more limited sources of dice (maybe just distinctions + attributes + gear). Adding power sets as you play (such as sorcery, combat styles, allies, etc.) would be a major objective of play.

A question related to my last question...

What might having traits valued at more than one die mean? In Marvel Heroic and Cortex Plus they generally represent things external to the player character to some extent (e.g. Doctor Dooms Doombot power) that can be targeted by area effect spells. I'm not sure I have ever seen a trait with a rating of more than a single die other than in that circumstance. What are the reasons for that? What sorts of fictional elements might be represented better by larger dice versus more dice?

In Marvel Heroic, my experience is that tactically using a specialty as 2d(x-2) versus dx is a better choice when you have small numbers of dice from other sources, and/or really want to use more than one effect die on the roll. But I'm wondering how that might tie into the game world. What does it "mean"?

A thought occurred to me: What effect would it have on the Cortex Plus framework if there were a higher upper limit on die sizes?

I have a set of Dungeon/Mutant Crawl Classics dice, which include d14's and d16's (as well as sizes above d20, but those aren't relevant atm). What would be the effect of spreading out the range of capability another two "levels" up to d16? What sorts of genres/settings/themes would benefit from that? What might suffer?

I'm not looking for a detailed probabilistic breakdown, that isn't necessary. Just your immediate reaction.

EDIT: also, ignore for a moment the practicality of the dice themselves, I recognize not everyone has them, or has them in sufficient numbers in a Cortex based game.

Leverage Companion vol. 1: Is there Errata?

I doubt I'm the first person to have noticed this, so maybe there's a fix online somewhere; if so, please feel free to point me to it!

In the Leverage Companion volume 1, each role has text box with useful tips on how that role interacts with various attributes. Unfortunately, this information is not available for Hitters or Thieves because those chapters just have the cut-and-pasted text from the Hacker chapter.

Is the text for Hitters and Thieves available online somewhere?

If not, could someone maybe post it somewhere, or send it to me?

Was the correct text in the original Hitters, Hackers, and Thieves book? If so, maybe someone who has it could scan the relevant text and send it to me?

Would the company consider updating the PDF version of the book?

How is the Cortex Prime project going? FFG Genesys has hit the shelves, x-mas season is on our doorstep, but no Patreon or Kickstarter update in over a month. I feel depressed...

I either have a rules questions or a GM advice query. It's probably a bit of both.

Our Hero (TM) is sneaking around a base guarded by three nameless mooks. The mooks are extras, bored sentries. Or perhaps Bored (D4) Sentries (D6). In this game, I'm using a Doom Pool for opposition.

So what is setting the stakes for Our Hero? Is it:

(1) Just the Doom Pool;
(2) Just the Sentries (3D6);
(3) The Doom Pool PLUS an extra 3d6 for the Sentries?

If (2), what happens in two of the Sentries are incapacitated some how? Is the difficulty really just 1D6? (Or 1D6 + 1D4, I suppose, to make up the second die.)

If (2) or (3), and Our Hero is taking advantage of the Sentries' Boredom, is that 1D4 in the pool, or 3D4?

I'm thinking of starting to use an extra complication to the difficulty for those who are not trained in a skill, what do you guys think? Have you ever used something like that?

Where might I find some actual play podcasts or videos of Cortex Prime to better understand some of the mechanics and hear how others have facilitated it? Thanks in advance.

Ok...I am popping back in for bit.

I am looking to run a Savage Worlds game (stay with me) especially a post apoc game. I started reading the rules (always a good place to start) and listening to podcasts. It didn't take long to see some similarities between the two systems. Also, the SW system seems a bit antiquated and could use some simplification as well at borrow from some more modern game "technology". Going through the book starts me thinking about Cortex Prime (I guess I am always wanting to mash games to ill affect).

Some of the stuff I would like to see in Cotex. (maybe it is coming, maybe it is in book X) :
1. Some quick rules using miniatures. (like maybe athletic die type = meters/hexs of travel.

2. Like Edges in SW and Feats in DnD, there needs to be a simple of triggers/SFX's that players/DMs can draw from as well as provide enough examples that people can modify to personalize them for a specific character. Also, at least 1/2 of those need to be non-combat related.
3. A way to be perhaps less narrative-y in the dice and a nudge toward more "situational". For instance, maybe have range distances for weapons and then set opposition dice based on those ranges (short= no die, Medium =1d6, Long =1d10) Perhaps the same with cover/etc. I really like the setback dice in FFG Star Wars and just dropping dice accordingly

So I have been tinkering a bit... again...
D&D 5e had a sub-form of action called Bonus Action.
In D&D 5e this particular type of action can only be used for a purpose specified by a rule or ability and only once per round.

Classes like Barbarian could make an extra attack as a Bonus action, the rogue and monk could make a Run action as a Bonus Action, any character that dual-wield could make an attack as a Bonus Action.

The point is that such an extra action can be useful in Cortex context as well. I will use it in context of MHRP In the following text.
Many SFX can very strong when combined, but by adding a “...as a Bonus Action...” condition the can no longer combined.
It can also serve as to create options for a character to choose from, such as “as a bonus action you may add a D6 abd step up the effect die against <TYPE> target”

In addition to(and in conjuction with) this Bonus Action, I thought of a sub form of SFX, lets call them Feats.

The design thought behind Feats are strong narrative bonuses that isnt expressed via dice and other mechanical functions.
Examples include:
~ (once per scene as a bonus action you may jump up to 5 times the norm of your race in height and/or length.)
~ (once per scene as a bonus action you may teleport from one pool of shadow or darkness to another in the scene.)
~ (once per scene as a bonus action you may instantly recall one historical fact about a Race, Religion, Location or significant person)

Last note, assets are usually only usable by the holder but if allowed, a character could borrow an ally’s Asset for a single roll as a Bonus Action.

Thoughts, feedback and questions are welcome.
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