by Andy Vetromile
Cortex System Role Playing Game
Published by Margaret Weis Productions, Ltd.
Written by Jamie Chambers
Edited by Cam Banks
Art and graphics by Digger Hayes, Lindsay Archer, Michael Bielaczyc, Nick Kremenek, Ron Lemen
160 pages, b&w, perfect bound
$29.99
Battlestar Galactica, Supernatural, and Demon
Hunters already got the Cortex treatment from Margaret Weis
Productions, but for those gamers who have wanted to peel the
role-playing system away from its primary sources and use it as the
engine for their own game or campaign, their time is now. MWP has
released The Cortex System Role Playing Game as an entity all its
own, taking out setting-specific material in an attempt to achieve a
more widely applicable process.
Cortex doesn't just use dice, it's based on them - specifically,
rolls of d2, d4, d6, d8, d10, and d12. Attributes, Skills, and Traits
are all rated by these dice, and when building the persona all three are
purchased with Advancement Points. To accomplish something in-game, the
Attribute dice are combined with any in the appropriate Skill - so for
example, a character who bought d6 Agility and d4 Athletics could try to
jump between buildings by rolling d6 and d4 and adding the results. This
is compared to a Difficulty Number set by the Game Master. Equal or beat
the Difficulty, and success is yours; roll under this number and you
fail, and if failure comes about because you rolled all 1s, it's a Botch
and the GM is really going to let your character have it.
Traits are like any other facet of personality a player character
enjoys; if they're good they're called Assets and if they're negative
they're Complications. Assets may be improved senses or an added sense
unavailable to a normal person, like X-ray vision. They could represent
allies or equipment, or access to extra money. The more useful the
Trait, the higher its cost in dice. Sometimes it's easy to determine how
much something costs, as with, say, better eyesight. Buy d2 in that area
and not only does the d2 get added to rolls to spot things, the GM may
add it to appropriate Skill rolls. At his discretion you could end up
with Intelligence + Reconaissance + Improved Senses, for example. If the
Trait is not so easily quantified - how much hard cash does someone have
if they spent d2 for a wealthy lifestyle? - the cost still reflects your
relative investment in that advantage. And the GM may still find a use
for the die associated with a Trait, like adding it to a social reaction
when trying to impress your future father-in-law.
Each Trait purchased, though, may come with a Complication. These are
drawbacks that hinder the adventurer during play, and they're rated the
same way except they defray the cost of building the character. Perhaps
he has enemies tracking him down, or a disease that threatens his health
or even his life. The GM chooses whether to pair Traits up ("For every
Asset you take you must also take an equivalent Complication") or just
let the players decide whether they need to take Complications to help
pay off Assets or other investments. The drawbacks are a major advantage
in one way, though. They are the most common way for a hero to obtain
Plot Points.
The Plot Thickens
Players spend Plot Points for a number of purposes, perhaps most often
to add dice to a roll. If he doesn't fancy his PC's chances at a task or
action, he may spend them to increase his total. For every point spent,
he gets another d2 "result", so spending two achieves a d4 result and
three nets him a d6 - but these are guaranteed to be maxed out. He
doesn't roll these as extra dice, he simply adds the points to his total
(d2 adds a straight 2 points to the total, d4 adds 4 points, etc.) He
can choose to spend these after he makes the roll, but then they're only
worth one point each.
Plot Points are so named because, while it may be less common, it's no
less critical that participants can use them to insert suggestions into
the ongoing narrative. Maybe the hero is stuck for a clue, so he spends
a point and tells the GM, "Fortunately I know a PI who works in the
neighborhood . . . he probably knows something about this gang I don't."
The bigger a change someone asks for, the more Plot Points it costs him.
The GM is always welcome to ignore the suggestion, but everyone is
encouraged to work together in this fashion. Perhaps the adventurer
expects too much; the GM might say no to the request, but he might also
be willing to alter things a bit: "No PI in this part of town, but as
you exit into the alley you see the same truck here that was at the
store that was robbed." Alternatively, the GM can ask for more points
for the change in plot, if what is being asked for upsets the storyline
greatly. If the two cannot agree, the points are simply not spent.
Just about anything that contributes to play of the game or a sense of
fun can net somebody Plot Points. Getting the group to laugh or coming
up with a terrific idea are both ways to gain points, but so is good
role playing. In fact, the best avenue for grabbing up more points is
when one's Complications come into play. If a PC takes the Complication
"Rival" and that enemy tracks him down and starts taking shots at him
from a nearby rooftop, he gets Plot Points (if he survives). It need not
be that dramatic, though: debating whether to enter a bar is a pivotal
moment for an alcoholic character, and facing a cave has the same effect
(and potential reward) for a claustrophobe. Since they're the currency
of a lot of the game's activities, Plot Points are supposed to be spent
and returned in a zippy fashion. The object is to keep the action
moving, so happy-go-lucky PCs who throw them out there should aim to be
entertaining, and the GM is supposed to reciprocate by passing them out
easily to show there's a reward for good play.
Fighting It Out
The combat system takes this into account as well, and it tries to
generate a freewheeling experience. Rather than get into a numbers game,
it uses wide parameters. Most attacks are contested actions - the
attacker's combat Skill total versus the defender's defense, with the
difference being expressed as damage. Damage can be Wounds, Stun, or
both, depending on whether the victim is a target of a Taser, a bullet,
or a regular fistfight. Wounds are more serious, but too much Stun can
turn lethal as well. A character's Life Point total is a derived
Attribute; taking Stun equal to this number knocks someone out cold,
whereas Wounds at that level could mean death.
There are nuances added to this, but for the most part things are kept
dirt-simple. For example, ranged weapons have their statistics, and the
further someone is from his target, incrementally, the tougher it is to
hit, but the system eschews a lot of mapping and measuring. Fast and
loose is the name of the game. Heroes can zero in on little targets -
the classic "shoot the gun from an opponent's hand" - but that's about
as granular as the process becomes. Even with rules for cover or moving
targets, most things are measured broadly, in Steps. A Step translates
as a +/-2, depending whether it's a bonus or a penalty against someone's
roll to hit.
. . . And the Rest
The book offers some spells for a potential magic system, a cast of
characters and animals to serve as standard enemies and obstacles, and
some Bundles (packages of thematically linked Assets and Complications).
Magic is more of a "suggestion" than any real system - in fact, it feels
a bit like someone is trying to create something more complex just so it
seems like there is a system. It's part of a chapter that shows
how to interpret game mechanics through the lens of a particular
campaign setting, like cyberpunk. That section also shows an incongruous
set of guidelines on how to role-play a trial (a really intriguing set
of rules, but it belongs elsewhere). There are also three brief
overviews of some possible campaign settings. One is a Colonial world
where magic has begun to creep in; another is a CSI-inspired crime
procedural; and the third is a space-borne game of fighting off both a
sinking imperial government and an invading alien species. Two of these
seem designed to gauge potential interest in licensed works (they're
based on worlds from professional associates of the company and/or
design team), but for all that they're not bad settings.
Odds and Ends
The book has a conversational style, and makes liberal use of inside
jokes (most of which are a genre-fan's playground). It's utterly
intuitive, and there's no point worrying about the numbers . . . indeed,
you're given very few numbers about which to obsess. The use of the term
Step in Skill checks and combat is a little off-putting, but this is
mostly because they trouble themselves to discuss how Difficulty numbers
and Steps have become intertwined during the system's history (and the
difference between a so-called "Difficulty" and a "Threshold" is thinly
defined). The index has errors, but then the entire book would have
benefited from another pass under the editor's eye. The character sheet
is numbered and the text of the main body is numbered accordingly, but
you're not told that - it's a relationship one is left to notice for
oneself. Occasionally you come across something that seems like it could
have been combined and simplified - for example, there's an entry for
the Enhanced Communication Trait, but also one for Animal Empathy, which
amounts to a subset of the former. Thorough coverage, or an oversight in
execution?
Conclusions
The Cortex system has had plenty of time to gestate, and in that
time it's stayed more or less the same simple methodology it's always
been. While other books in the series add their own spins on certain
systems (not least combat), fans of complexity or depth might be
disappointed. It's one of the fastest systems to pick up, however, and a
stranger won't spend any real time learning it unless he's never flipped
through an RPG before. It's that easy. Buyers get a code that takes them
to a .pdf version of the game, so looking things up becomes even easier
(and gets around any holes in the index). The Cortex System Role
Playing Game doesn't make the best use of its page count in several
small ways, but in the big way - the one that matters most - it presents
a straightforward process that can bring role players together and have
them fighting the good fight in minutes.