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8

I played the Serenity RPG a while ago, so I'll give you something that may help out. Hopefully someone who's played a bit more can give you a more comprehensive overview. The system is your basic point-buy, skill based system more akin to Vampire than D&D (i.e. no classes). Characters have a series of general attributes (e.g. dexterity) and specific ...


7

Good timing: we just walked through rule changes. I believe one of the big changes deals with experience points. The original Serenity rules had a (IMHO) stupid transition point between Plot Points and Advancement Points (if you held onto more than six plot points, you converted the extra to Advancement Points). The new rules scrapped it and just has two ...


3

This is a bit hard of a question to answer, since you included Leverage in the tags, which includes Cortex Plus as a result. Both Smallville and Leverage use Cortex Plus as a base, which isn't really the same system, but more of a design language that influences the design of a specific system. The previous Cortex systems are something like Savage Worlds, ...


3

The earlier games in the Cortex System (Serenity, BSG, etc) Are fairly traditional. (The first game using the engine predates the Cortex System Label: Larry Elmore's Sovereign Stone.) The basic mode is stat+skill, roll and total, try to exceed difficulty. Each is rated with a die code, rather than a fixed value. This means that performance varies widely. ...


2

There are a couple of ways that Cortex differs from more traditional games: You don't add any static values. It is always a dice plus a dice. The effect this has on the game is that results of skill rolls are very unpredictable. Even highly skilled characters can roll a 2 or a 3. Plot points: These have the usual effect of luck, but they also have the ...



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