Difference between revisions of "Cortex:Silver Lining Advancement"

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== Rewards and Advancement 💰🤝 for Silver Lining Characters ==
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=== Reward Pool ===
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Represents monetary or material resources and contacts, etc that can help with character advancement. There are two different types of reward pools.
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==== Personal ====
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Used for advancing an individual character. Tracked per character.
 +
 
 +
==== Partnership ====
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Used for advancing the ship or other partnership related resources.
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PCs may spend one of their dice towards partnership advancement. Any dice spent this way get stepped down before being applied. Example, a {{CortexDie|value=12}}personal die becomes a {{CortexDie|value=10}}partnership die. Ship stuff just costs more.
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PCs may never take from the partnership pool.
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=== Advancement ===
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Advancement can only occur in a Tag Scene (see below).
 +
 
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==== Attributes ====
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Cannot be advanced. Can only be adjusted from {{CortexDie|value=8}}{{CortexDie|value=8}}{{CortexDie|value=8}} to {{CortexDie|value=10}}{{CortexDie|value=8}}{{CortexDie|value=6}}or back. Once a tag scene. '''Cost:'''{{CortexDie|value=6}}
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==== Distinctions ====
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Can not be changed without challenging the distinction (this is different than using the ''Hinder'' SFX). '''See p65 - Trait Statement.''' No Cost otherwise.
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==== SFX ====
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Can only be added to or changed on a Distinction or Signature Asset
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===== New Locked SFX =====
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'''Cost:'''{{CortexDie|value=8}}
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===== Unlock SFX =====
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'''Cost:'''{{CortexDie|value=6}}
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===== Alter an existing SFX =====
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If the attached Distinction changes because it has been challenged, and the SFX no longer fits thematically, free.
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Otherwise {{CortexDie|value=10}}If the change is beyond cosmetic.
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==== Skills, Relationships, and Signature Assets ====
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A characters can only advance either Skill, Relationship, or Signature Asset once per Tag Scene. For example, if a character advances a Skill, they cannot advance a Relationship or Signature Asset until the next tag scene.
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Additionally, the advancement must be from one die rating to the next - you cannot advance two die ratings in a single tag scene ({{CortexDie|value=6}}to {{CortexDie|value=8}}is fine, {{CortexDie|value=6}}to {{CortexDie|value=10}}is not)
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<nowiki>*</nowiki>Roles (skills)*
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Cost: New Role rating die. Can only advance one die level at a time. Skill pyramid (p 59) applies.
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Example: Scrapper :d6:  to Scrapper :d8: Cost  :d8:
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<nowiki>*</nowiki>Relationships*
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New Relationship rating (???times 3 ???)
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 +
A new relationship (ie, a new player) rank will be determined at the time of the player entering the game, and will not cost.
 +
 
 +
NPC relationships do not apply here as they will often be rewards in themselves.
 +
 
 +
Example. Bob :d4: to Bob :d6:  Costs :d6: :d6: :d6:
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 +
(??? Skill pyramid (p 59) applies. ???)
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<nowiki>*</nowiki>Signature Assets*
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New Signature Asset Rank (??? times 4 ???).
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New Signature assets *start* at :d6:  (:d4: doesn't have to be "passed through")
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Example: New asset **Big Damn Gun** :d6:  Cost :d6::d6::d6::d6:
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Example: Existing asset **Big Damn Knife** :d6: to **Big Damn Knife** :d8:  Cost :d8::d8::d8::d8:
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 +
<nowiki>**</nowiki>Partnership Advancement  (the Silver Lining)**
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 +
Attributes cannot be changed
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 +
Distinctions cannot be changed (the ship cannot challenge that it's a C-8 "Greyhound" Light Freighter. That is an immutable fact)
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 +
<nowiki>*</nowiki>Signature Assets*
 +
 
 +
Same as PCs
 +
 
 +
<nowiki>**</nowiki>Rewards**
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 +
During a Session, usually at the end, the players will be rewarded for things they have done as a die rating. That amount may vary depending upon level of success/cost/collateral damage/contract fulfillment, etc. Each player, even absent ones, will receive the same amount. This die will go into their personal pool. A stepped down die will go into the Partnership pool. This reduction represents the cost of maintaining the ship (lunch, gas, tolls). (In reality, the "ship" gets a much larger share, but maintenance is a bear. the left over is more-or-less "profit"). This means that if the PCs get a :d4: , the Partnership could get nothing. (again, it does get something, but at no profit)
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<nowiki>**</nowiki>Scaling**
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Reward/Advancement dice can be scaled down once per tag scene. Scaled down dice cannot be further scaled up. Dice can be scaled *up* any number of times as needed. Scaling works as follows :
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<nowiki>:</nowiki>d12: **=** :d10::d10:
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<nowiki>:</nowiki>d12: **=** :d8: :d8: :d8:
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<nowiki>:</nowiki>d12: **=** :d6::d6::d6::d6:
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<nowiki>:</nowiki>d12: **=** :d4::d4::d4::d4::d4:
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<nowiki>:</nowiki>d10: **=** :d8::d8:
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<nowiki>:</nowiki>d10: **=** :d6::d6::d6:
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<nowiki>:</nowiki>d10: **=** :d4::d4::d4::d4:
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<nowiki>:</nowiki>d8: **=** :d6::d6:
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<nowiki>:</nowiki>d8: **=** :d4::d4::d4:
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<nowiki>:</nowiki>d6: **=** :d4::d4:
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 +
After the dice have been spent, any scaled down that remain scale back up. Scaled up dice remain at their new scale if unspent for some reason.
 +
 
 +
Example: :d12:  scaled down to :d8::d8::d8:. :d8:  gets spent. :d8::d8:  remain, that scales back up to :d10: .
 +
 
 +
<nowiki>**</nowiki>Overspend**
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 +
A higher value die can be used in place of a lower value die. This can be inefficient as you use a bazooka to swat a fly. Any die (??? 2 or less steps???) greater than the die needed is lost with no refund. Beyond two steps an amount is refunded to the player, based upon the difference of the die needed to the die used, minus the two steps.
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Example -
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Cost - Spend - Refund
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<nowiki>:</nowiki>d10:  -  :d12:   - 0
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<nowiki>:</nowiki>d8:  -  :d12:   - 0
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<nowiki>:</nowiki>d6:  -  :d12:   - :d4:
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<nowiki>:</nowiki>d4:  -  :d12:   - :d6:
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(???ALTERNATE - 1 STEP OR LESS???)
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Cost - Spend - Refund
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<nowiki>:</nowiki>d10:  -  :d12:   -  0
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<nowiki>:</nowiki>d8:  -  :d12:   - :d4:
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<nowiki>:</nowiki>d6:  -  :d12:   - :d6:
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<nowiki>:</nowiki>d4:  -  :d12:   - :d8:
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(???ALTERNATE NO PENALTY???)
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Cost - Spend - Refund
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 +
<nowiki>:</nowiki>d10:  -  :d12:   -  :d4:
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<nowiki>:</nowiki>d8:  -  :d12:   - :d6:
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<nowiki>:</nowiki>d6:  -  :d12:   - :d8:
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<nowiki>:</nowiki>d4:  -  :d12:   - :d10:
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<nowiki>**</nowiki>Tag Scene**
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See p89 -  Tag Scenes. However, this will occur at the end of an *Episode*, not a session.
 
[[Category:Cortex]]
 
[[Category:Cortex]]

Revision as of 05:10, 23 April 2023

Rewards and Advancement 💰🤝 for Silver Lining Characters

Reward Pool

Represents monetary or material resources and contacts, etc that can help with character advancement. There are two different types of reward pools.

Personal

Used for advancing an individual character. Tracked per character.

Partnership

Used for advancing the ship or other partnership related resources.

PCs may spend one of their dice towards partnership advancement. Any dice spent this way get stepped down before being applied. Example, a personal die becomes a partnership die. Ship stuff just costs more.

PCs may never take from the partnership pool.

Advancement

Advancement can only occur in a Tag Scene (see below).

Attributes

Cannot be advanced. Can only be adjusted from to or back. Once a tag scene. Cost:

Distinctions

Can not be changed without challenging the distinction (this is different than using the Hinder SFX). See p65 - Trait Statement. No Cost otherwise.

SFX

Can only be added to or changed on a Distinction or Signature Asset

New Locked SFX

Cost:

Unlock SFX

Cost:

Alter an existing SFX

If the attached Distinction changes because it has been challenged, and the SFX no longer fits thematically, free.

Otherwise If the change is beyond cosmetic.

Skills, Relationships, and Signature Assets

A characters can only advance either Skill, Relationship, or Signature Asset once per Tag Scene. For example, if a character advances a Skill, they cannot advance a Relationship or Signature Asset until the next tag scene.

Additionally, the advancement must be from one die rating to the next - you cannot advance two die ratings in a single tag scene ( to is fine, to is not)

*Roles (skills)*

Cost: New Role rating die. Can only advance one die level at a time. Skill pyramid (p 59) applies.

Example: Scrapper :d6:  to Scrapper :d8: Cost  :d8:

*Relationships*

New Relationship rating (???times 3 ???)

A new relationship (ie, a new player) rank will be determined at the time of the player entering the game, and will not cost.

NPC relationships do not apply here as they will often be rewards in themselves.

Example. Bob :d4: to Bob :d6:  Costs :d6: :d6: :d6:

(??? Skill pyramid (p 59) applies. ???)

*Signature Assets*

New Signature Asset Rank (??? times 4 ???).

New Signature assets *start* at :d6:  (:d4: doesn't have to be "passed through")

Example: New asset **Big Damn Gun** :d6:  Cost :d6::d6::d6::d6:

Example: Existing asset **Big Damn Knife** :d6: to **Big Damn Knife** :d8:  Cost :d8::d8::d8::d8:

**Partnership Advancement  (the Silver Lining)**

Attributes cannot be changed

Distinctions cannot be changed (the ship cannot challenge that it's a C-8 "Greyhound" Light Freighter. That is an immutable fact)

*Signature Assets*

Same as PCs

**Rewards**

During a Session, usually at the end, the players will be rewarded for things they have done as a die rating. That amount may vary depending upon level of success/cost/collateral damage/contract fulfillment, etc. Each player, even absent ones, will receive the same amount. This die will go into their personal pool. A stepped down die will go into the Partnership pool. This reduction represents the cost of maintaining the ship (lunch, gas, tolls). (In reality, the "ship" gets a much larger share, but maintenance is a bear. the left over is more-or-less "profit"). This means that if the PCs get a :d4: , the Partnership could get nothing. (again, it does get something, but at no profit)

**Scaling**

Reward/Advancement dice can be scaled down once per tag scene. Scaled down dice cannot be further scaled up. Dice can be scaled *up* any number of times as needed. Scaling works as follows :

:d12: **=** :d10::d10:

:d12: **=** :d8: :d8: :d8:

:d12: **=** :d6::d6::d6::d6:

:d12: **=** :d4::d4::d4::d4::d4:

:d10: **=** :d8::d8:

:d10: **=** :d6::d6::d6:

:d10: **=** :d4::d4::d4::d4:

:d8: **=** :d6::d6:

:d8: **=** :d4::d4::d4:

:d6: **=** :d4::d4:

After the dice have been spent, any scaled down that remain scale back up. Scaled up dice remain at their new scale if unspent for some reason.

Example: :d12:  scaled down to :d8::d8::d8:. :d8:  gets spent. :d8::d8:  remain, that scales back up to :d10: .

**Overspend**

A higher value die can be used in place of a lower value die. This can be inefficient as you use a bazooka to swat a fly. Any die (??? 2 or less steps???) greater than the die needed is lost with no refund. Beyond two steps an amount is refunded to the player, based upon the difference of the die needed to the die used, minus the two steps.

Example -

Cost - Spend - Refund

:d10:  -  :d12:   - 0

:d8:  -  :d12:   - 0

:d6:  -  :d12:   - :d4:

:d4:  -  :d12:   - :d6:

(???ALTERNATE - 1 STEP OR LESS???)

Cost - Spend - Refund

:d10:  -  :d12:   -  0

:d8:  -  :d12:   - :d4:

:d6:  -  :d12:   - :d6:

:d4:  -  :d12:   - :d8:

(???ALTERNATE NO PENALTY???)

Cost - Spend - Refund

:d10:  -  :d12:   -  :d4:

:d8:  -  :d12:   - :d6:

:d6:  -  :d12:   - :d8:

:d4:  -  :d12:   - :d10:

**Tag Scene**

See p89 -  Tag Scenes. However, this will occur at the end of an *Episode*, not a session.