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