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Cortex Prime - DC Heroic Roleplaying

This document provides the general rules for playing DC superheroes using the Cortex Prime roleplaying system. It summarizes the key mechanics including action resolution, stress and trauma, traits like attributes, distinctions, powers and specialties. It also covers character generation, growth through milestones, and the structure of adventures between which characters can be modified but not permanently improved.

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0% found this document useful (0 votes)
408 views

Cortex Prime - DC Heroic Roleplaying

This document provides the general rules for playing DC superheroes using the Cortex Prime roleplaying system. It summarizes the key mechanics including action resolution, stress and trauma, traits like attributes, distinctions, powers and specialties. It also covers character generation, growth through milestones, and the structure of adventures between which characters can be modified but not permanently improved.

Uploaded by

rogrex
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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DC Heroic Roleplaying: Prime

A Cortex Prime Setting

Cortex Prime is a registered trademark and property of Fandom.


DC is a trademark and property of AT&T
General Rules
Here are some general rules mods for DC Heroic Roleplaying: Prime.

Action Based Resolution and Action Order


DC Heroic Roleplaying: Prime uses the Action Based Resolution system and Action Order
system for conflicts from the Cortex Prime Handbook page 24 and page 98.

Doom Pool
DC Heroic Roleplaying: Prime uses the Doom Pool mod from the Cortex Prime Handbook page
32 to 33.

Stress and Trauma


DC Heroic Roleplaying: Prime uses the Stress and Trauma mod from the Cortex Prime
Handbook page 39 to 41. Use Ideal, Physical, and Social as the categories for the Stress and
Trauma.

Ideal represents damage to one’s self-image and faith in one’s self. Physical represents
damages to one's person. Social represents damages to one's emotional state.

Being taken out by Ideals involves questioning’s one's purpose and reason for fighting crime.
Being taken out Physically refers to succumbing to injuries. Being taken out Socially refers to
losing control of your emotions and no longer being able to meaningfully contribute.

Traits
DC Heroic Roleplaying: Prime uses the following Traits:

Attributes
Your first half of the Primet set are Attributes, as the Prime Set is Attribute + Values.

DC Heroic Roleplaying: Prime uses the following Attributes:


● Physical: Your Physical ability.
● Mental: Your Mental acumen.
● Social: Your Social expertise.
See Cortex Prime Handbook pg 49.
Distinctions
DC heroes have three Distinctions. These are short phrases that define the character and what
makes them unique. They all have the Hinder SFX.
● Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
See Cortex Prime Handbook page 50.

Powers and Power Sets


DC Heroes have Powers and Power Sets, with the associated SFX and Limits. See the Cortex
Prime Handbook page 51 to 52 for the rules. See the Cortex Prime Handbook page 182 to 193
for a list of Powers, SFX, and Limits.
Specialities
DC Heroes have Specialities. Specialities come in three categories: Expert, Master, and
Grandmaster. Expert is either d8 or 2d6. Master is either d10 or 2d8 or 3d6. Grandmaster is
either d12 or 2d10 or 3d8 or 4d6. The list of Specialities are:
● Acrobatic: You’ve had training in leaping, jumping, contorting, and dodging out of the
way. You’ve got a great sense of balance and you’re not afraid of heights.
● Business: You’ve got business acumen and know your way around economics,
finances, small businesses, corporations, and sales.
● Combat: You’re good in a fight and have the training and talent required to act on the
offensive or, if you like, the defensive. Your experience may involve anything from hand-
to- hand conflict with fists and swords to firefights with modern weapons.
● Covert: You’ve got the training and the skills to sneak into, infiltrate, investigate, and
even overthrow other organizations or locations.
● Crime: You have an understanding of the criminal mind. You know how crooks think,
you know the law, and you know all the tricks of the trade.
● Hope: You are an inspiration to others. When you’re around, people feel safe and have
a hope for a better tomorrow.
● Medical: You’ve had medical training. You might be an EMT, a nurse, a pharmacist, or
an endocrinologist. Maybe you specialized, or perhaps you focus on general practice.
You might even study ancient or tribal medicine. You know your Rx from your IV.
● Menace: You know what scares people. You know how to get others to do what you
want through force, threats, intimidation, and fear. You’re also better able to resist these
things yourself.
● Psych: You have a gift for understanding human behavior. You can see through people
and either help or influence them easily.
● Science: You know how the world works, and how scientific laws answer life’s
problems. You’ve studied biology, physics, chemistry, or any of the other natural or
physical sciences. For astrophysics and the mysteries of the cosmos, use the Cosmic
Specialty. For alchemy and occult sciences, use Mystic.
● Tech: You can use, repair, and invent electronic, digital, or mechanical gear. You’re an
inventor, mechanic, beta tester, or hacker. Tech covers a broad range of equipment,
from hand-held computers to deep space rockets. You probably have a specific area of
expertise, though if anything breaks, you can probably fix it.
● Vehicle: You don’t just know how to drive a car; you were born behind that wheel.
You’re an aircraft pilot, skilled driver, or a talented ve-hicle operator. It might just be a
hobby for you, but you make it look easy.
See the Cortex Handbook page 59 for the Specialities rules and the “No Skills, Just Specialities”
mod.
Values
Everyone wants to become a hero for a reason. Something happened to make you don a mask:
something powerful and life changing. These desires are represented as Values. The Values
available for a DC Hero are:
● Belonging: You’re different. You know you don’t connect with others naturally because
of your differences. You hope that, by doing right by others, you might one day find a
home among the people of this world.
● Compassion: You feel for others and their plight. You might know they can handle
things on their own, but you can’t bear to watch innocents suffer. You are doing this not
to punish bad guys, but protect those who just wish to do live their lives.
● Duty: You are here out of a sense of duty. You feel you have an obligation to others, be
it a sense of community or to family tradition.
● Friendship: There is a camaraderie among heroes. You made friends with other heroes
or perhaps this is about friends in your civilian identity. Regardless, you’ll do anything to
protect them.
● Justice: There is a right and there is a wrong. You want to protect people and do the
right thing, even if it’s only by your own definition.
● Truth: The world is full of lies and deceit. You crusade not just against crime but in the
name of truth. Perhaps you are a journalist or a detective or simply a concerned citizen,
but value truth as a goal in and of itself.
Values are the second half of the Prime Set, as the Prime Set is (Attribute + Value).
See the Cortex Prime Handbook page 60 for rules on Values.

Signature Assets
DC Heroic Roleplaying: Prime uses Signature Assets to represent the unique gear and
equipment that characters use. From Batmobile to the Lasso of Truth to Aquaman's Trident. Be
aware that Signature Assets are not Power Sets. If Gear is at the core of a DC hero's power
then it is a Power Set. A Green Lantern Ring is a Power Set. Signature Assets can also be
places, organizations, or allies such as the Batcave, the Green Lantern Corps, or Jimmy Olsen.
Signature Assets have a die rating and quick description of their function. They also have a
number of SFX.

Milestones
DC Heroes have two Milestones related to their character. DC Heroes can swap these for an
Adventure Milestone at any time. Every Adventure should have five Milestones.
See the Cortex Prime Handbook pg 84 to 85.
Growth
XP from Milestones can always be spent as followings, in addition to Unlockables:

You can spend 5 XP to do the following…


● Replace an existing Distinction with a new one.
● Add or replace a Limit in a Power Set.
● Switch two Attribute Traits.
● Add a d6 Signature Asset

You can spend 10 XP to do the following…


● Add a new SFX to a Power Set.
● Step up a d6 power trait by one step.
● Step up a d6 Signature Asset by one step.
● Add a new d8 power trait to a Power Set.
● Remove a Limit from a Power Set that has two or more Limits.
● Add a new Expert Specialty or upgrade an existing Expert to Master.

You can spend 15 XP to do the following…


● Create and unlock a Distinction SFX.
● Step up a d8 power trait by one step.
● Step up a d8 Signature Asset by one step.
● Replace an existing Power Set with a new one of the same value.
● Add a new Master Specialty

You can spend 20XP to do the following…


● Step up a d10 power trait by one step.
● Step up a d10 Signature Asset by one step.
● Upgrade a Master Specialty to a Grandmaster Specialty

Adventures
DC Heroic Roleplaying: Prime games are defined by Adventures. Adventures make up multiple
sessions. Adventures are long-form superhero stories that the superheroes participate in.
During Adventures, players can swap Superheroes freely. Some Superheroes who are integral
or extra useful to the plot can be set as Unlockables. Item power sets and other power sets can
also be Unlockable. Superheroes can advance their stats using Growth. However, at the end of
an Adventure, all traits reset to their original size. However, you can swap out traits for traits of
equal size as long as the final character could be made with the Character Creation rules (see
Character Creation).
Character Generation
When making a new DC Hero, use the following steps:
1. Assign d10, d8, d6 between your Attributes.
2. Assign d10, d8, d8, d6, d6, d4 to your Values.
3. Create three Distinctions. Unlock Hinder.
4. You can either use Balanced or Freeform system for making Power Sets and
Specialities
a. Freeform allows you to assign powers, power sets, SFX, Limits, and specialities
as you see fit.
b. Balanced is as follows
c. You have 30d8 to spend on powers, specialities, and Signature Assets.
i. A d8 can be spent to…
1. Add two d6 Powers
2. Add a d8 Power
3. Add an Expert Specialty
4. Add two d6 Signature Assets
5. Add a d8 Signature Asset.
6. Add an SFX to a Power Set or Signature Asset
ii. 2d8 can be spent to…
1. Add a d10 Power
2. Add a Master Specialty
3. Add a d10 Signature Asset.
iii. 3d8 can be spent to…
1. Add a d12 Power
2. Add a Grandmaster Specialty
3. Add a d12 Signature Asset.
iv. Every DC Hero must have at least one Power Set, one Power, one SFX,
one Limit per Power Set, and one Speciality.
v. You may add one additional Limit to a Power Set to get an additional d8.
5. Create two Milestones that fit your DC Hero.

GMPCs
DC Heroic Roleplaying: Prime uses the normal rules for GMPCs found on page 114 to 118 of
the Cortex Prime Handbook. We suggest using common sense rules for determining power
sets, SFX, and Limits. Do not feel you must limit these elements like they were player
characters. Some GMPCs will have these elements and some will not have such elements. Use
the values you feel make the most sense. Due to the nature of Cortex Prime, the GMPCs will
not end up too much stronger than the player characters, as long as you use some common
sense.
Sample Character: Batman
Attributes Values: Stress: Trauma
Physical: d6 Belonging: d4 Ideal: Ideal:
Mental: d8 Compassion: d6 Physical: Physical:
Social: d10 Duty: d8 Social: Social:
Friendship: d6
Justice: d10
Truth: d8

Distinctions: (SFX: Hinder. Gain a PP when you switch out this distinction’s d8 for a d4)
● Billionaire Playboy By Day d8
● Gotham’s Dark Knight d8
● The World’s Greatest Detective

Power Set: Peak Human Conditioning


Enhanced Reflexes d8; Enhanced Stamina d8; Enhanced Strength d8; Mental Fortitude d6
● SFX: Focus. In a pool including Peak Human Conditioning power, replace two dice of
equal size with one die +1 step larger.
● SFX: Second Wind. Before you make an action including a Peak Human Conditioning
power, you may move your Physical Stress die to the Doom Pool and step up the
Peak Human Conditioning power die by +1 for one action.
● Limit: Exhausted. Shutdown any Peak Human Conditioning power to get +1 PP.
Recover by activating a spoiler or during a transition scene.
Wayne Tech Equipment
Batarang d6, Cybernetic Senses d6, Enhanced Durability d8, Swingline d6
● SFX: Cape. Spend 1 PP to ignore Physical stress or trauma from falling.
● SFX: Explosive Batarangs. Step up or double any Batarang power for one action. If
the action fails, add a die to the Doom Pool equal to the normal rating of the Power
Die.
● SFX: Insulated. Spend 1 PP to ignore physical stress caused by cold, electricity, fire,
or inhalants.
● Limit: Gear. Shutdown any Wayne Tech Equipment power to get +1 PP. Recover by
activating a spoiler or during a transition scene.

Specialties
Acrobatic Master d10; Business Expert d8; Combat Master d10; Covert Master d10; Crime
Master d10; Menace Master d10; Psych Expert d8; Science Expert d8; Tech Expert d8;
Vehicle Expert d8

Signature Assets
Batcave d8
● SFX: Best Detective Tools Available. When creating an asset by researching a topic or
examining a clue for evidence, add a d6 and step up your effect die by +1.

Batvehicles d8
● SFX: One For Every Occasion. Use your Signature Asset as a replacement for the
following movement powers: Flight; Swimming; Speed. When creating assets or
complications using this signature asset, double the asset if it involves the movement
power.

Milestones
The Dark Knight
1 XP...when you separate from your allies, accepting no help, so that you can hunt an enemy
down alone.
3 XP...when you inflict trauma on a villain while using your Covert Master specialty.
10 XP... when you either admit that you needed an ally’s help, or you explain to an ally why
they are a danger to themselves and any team they serve on.

“I Always Have A Plan”


1 XP... when you create a new resource linked to your Covert, Crime, Medical, Science, Tech,
or Vehicle specialties.
3 XP...when you successfully eliminate a threat by targeting it with your created resource.
10 XP... when you reveal a stunt or resource specifically created to take down an ally, or you
give a trusted ally a resource to take you down in case you ever go rogue.
Sample Character: Superman
Attributes Values: Stress: Trauma
Physical: d10 Belonging: d4 Ideal: Ideal:
Mental: d6 Compassion: d8 Physical: Physical:
Social: d8 Duty: d8 Social: Social:
Friendship: d6
Justice: d10
Truth: d6

Distinctions: (SFX: Hinder. Gain a PP when you switch out this distinction’s d8 for a d4)
● Kansas Farmboy d8
● Last Son of Krypton d8
● Man of Steel d8

Power Set: Kryptonian Physiology


Godlike Durability d12; Godlike Stamina d12; Godlike Strength d12; Heat Vision d6; Super
Breath d6; Space Flight d12; Superhuman Reflexes d10; Superhuman Senses d10;
Superhuman Speed d10
● SFX: Area Attack. Target multiple opponents. Add a d6 per target and keep an
additional effect die.
● SFX: Freeze Breath. When using Super Breath to inflict a Binding, Entangling, or
Freezing Complication on a target, add a d6 and step up the effect die by +1 step.
● SFX: Invulnerability. Spend 1 PP to ignore physical stress unless caused by kryptonite
weapons or magic.
● SFX: Multipower. Use more than one Kryptonian Physiology powers in a dice pool.
Step back each Kryptonian Physiology power by -1 step per power used beyond the
first.
● SFX: World Of Cardboard. Step up or double any Kryptonian Physiology power for
one action. If the action fails, add a die to the Doom Pool equal to the normal rating of
the Power Die.
● Limit: Kryptonian Weaknesses. Step up stress, trauma or complications caused by
kryptonite or red solar radiation.

Specialties
Combat Expert d8; Cosmic Expert d8; Psych Expert d8; Science Expert d8; Tech Expert d8

Signature Assets
Fortress of Solitude d8

Milestones
The Never Ending Battle
1XP...when you encounter an old foe.
3 XP...when you show compassion to an old foe.
10 XP...when you either convince an old foe to leave behind their villainous ways through
impassioned pleas, or you realize that your old foe will never change and give up on trying to
understand them.
The Last Son
1 XP...when you discuss your Kryptonian heritage.
3 XP...when your Kryptonian heritage becomes the center of a conflict.
10 XP...when you create a monument to the Kryptonians that will echo through eternity
forever, or find a way to create a new Krypton and repopulate it with your lost people.

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