Hitches and Botches: A Hitch occurs when the player rolls a 1 on any of their dice. If there are three Hitches, it becomes a Botch. If the Hitch is in the Total or Effect Slot, the GM can buy the Hitch from the player by giving them a plot point, then adding that die type to the difficulty. The GM can buy up to three Hitches per roll. If the Hitch is in the bank, the GM can buy it to add a condition to the player. Hitches can be saved for later in the scene, but must be used IN THAT SCENE. They cannot be saved for later in the game. A Botch is an automatic fail. The GM adds a massive disruption to the scene the prevents the player from succeeding, often with lasting effects for the rest of the scene. Both Hitches and Botches give the GM an advantage in the scene. Players can also buy Hitches and Botches off the GM and use them with the same rules.     Advantages: An advantage occurs when either a player or a GM character (either a boss or a plot character) rolls a Hitch or a Botch. The difficulty is raised for the character that rolled the Hitch. In roleplay terms, something happens in the scene that aids one side or hurts the other. Advantages do not apply to mobs (minor NPCs or creatures).       When a Hitch is not a Hitch: There are only are only two times when a Hitch is not a Hitch: when the player uses a Big Hero Die or has a plus on a d12.
  • The Big Hero Die CANNOT fail. A 1 on this die is simply a +1 to the total or the damage roll. As with a Hitch, if the Big Hero Die is added to the Effect Slot, use the larger of the die types as the condition.
  • When a player uses a stat that has a d12+ die type, the extra die adds to the total, even if it rolls a 1. For example, if a player rolls their stat of d12+d6 and gets a 9 on the d12 and a 1 on the d6, the total is 10, with no Hitch.

Plot Points:

Plot points are the currency of the game. Players can spend these in a variety of ways.
  • Use one to change something within the scene or activate a special effect.
  • Use one to activate an Opportunity. Most commonly used when the GM rolls a Hitch. The player can spend a plot point to step down a difficulty in a scene or complication on the character.
  • Use one to step up an asset you are using or activate one in the scene.
  • Use one to activate a Big Hero Die.
  • Use one to create a temporary asset in the scene.
  • Use one to pull dice from the bank to add to the total or the effect.
  • Use one to stay in the fight when the character is taken out.
by Glantri Mage
by Glantri Mage

Advancing areas of your character sheet.

At the end of every session the GM will give out advance points on a scale of 1-9-- 1 being a bad session and a 9 being a great session. The player can earn additional advance points by using milestones during the session. These points accumulate over time. Once the player has enough points, they can use them to increase stats on the character sheet.
  • Stats and Signature Assets are times four the dice.
  • Skills and Spells are times two the dice.
  • Talents and Assets are times three the dice.

Cover image: Cortex Prime rpg