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10

There are two forms of Target Number rolled against in the Serenity RPG: Fixed Difficulty values (p. 141) set by rules and/or the GM. Note that p. 141 lists 8 labeled difficulties with fixed TN's. Opposed Rolls (p. 143) Someone else's skill roll is the TN. Most combat rolls are opposed; your TN is a roll by the opponent. If the opponent can't, won't or ...


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 ...


5

One of the "ancestors" of Cortex's plot points are the "Inspiration!" points found in White Wolf's pulp game Adventure! It's likely that those could be adapted to use in other Storytelling-based games. On the other hand, it seems like what you're looking for is already present in the form of Willpower. It's almost a form of meta-currency already; it would ...


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 Core rulebook came out on April 2nd; with that, you have everything you need to play the game by itself. The book includes all the rules, the Crew Sheet, and a recap of all the Episode of the show and hints on playing them. Unless you really want to play the Adventures from the Echoes of War line, you don't need any of them.


3

Cortex's combat system is an "attack roll, dodge roll" system, not an "attack roll against an armour defense class" system. Almost all combat rolls are to resolve Opposed Actions (Serenity RPG, p. 143), which means you're going to be rolling to beat the dice result of the opponent. Weapons change what you roll to determine damage. Armour absorbs a number of ...


3

I think its sort of contextual. As a gm I would write [d12+d4]+[d12+d2]+[d6 PP] but when writing to a player it would be 2d12+d6+d4+d2. As a GM break it down so if I decide to tweak something I can quickly BS my way through my completely arbitrary decision to make it harder/easier. As for your program It probably depends what you want to do. I would ...


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 ...


2

definitely check out "awesome points" in old school hack. AP's are not doled out by the DM/GM but, rather, awarded to players by other players - encouraging exciting and interactive story participation. AP's can be used very similarly to the story points that you describe, however, AP's must be drawn by players from the pool of available AP's. this pool runs ...


1

From Firefly Echoes of War: Serenity Crew: This release was first featured in Gaming in the 'Verse: Gen Con 2013 Exclusive. This title is the stand-alone version. You will need this product, the Gen Con Exclusive, or the Firefly RPG corebook to play Echoes of War adventures. In theory, this is true. However, the reality of it is a bit more ...


1

In The Dark Eye, there is an optional ruleset for "fate points", if I recall the name correctly. They would be awarded for completed adventures, but also on the GMs discretion for good roleplaying and other things. IIRC, each player would start with a set maximum number of these Points (I think 5) that would, as I said, regenerate a bit after each ...


1

Referencing only the Generic Cortex Rules, it seems that damage effects are applied as they occur according to initiative - there is no distinct phase separate from the resolution stage of combat wherein conditions or effects from the action of the round are applied. Your quote, from page 97, indicates that if damage of any type (Basic, Stun, Wound) ...


1

I think if you're doing classic Cortex you'd want to follow the strict interpretation, where it's all the dice, as the nature of the system is more simulationist rather than storytelling focused. If you're doing Cortex Plus, just stick with the main dice (I'd say especially so for Leverage, since there really isn't any long term penalty to acquiring a ...



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