Difference between revisions of "Cortex:Silver Lining Advancement"

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Used for advancing the ship or other partnership related resources.
 
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 {{CortexDie|value=12}}personal die becomes a {{CortexDie|value=10}}partnership die. Ship stuff just costs more.
+
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.
  
 
PCs may never take from the partnership pool.
 
PCs may never take from the partnership pool.
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If the attached Distinction changes because it has been challenged, and the SFX no longer fits thematically, free.  
 
If the attached Distinction changes because it has been challenged, and the SFX no longer fits thematically, free.  
  
Otherwise {{CortexDie|value=10}}If the change is beyond cosmetic.
+
However, If the change is more than cosmetic (completely changing what the SFX can do as opposed to merely changing the name of it) '''Cost''':{{CortexDie|value=10}}  
  
 
==== Skills, Relationships, and Signature Assets ====
 
==== 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.
+
A characters can only advance either a 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 ({{CortexDie|value=6}}to {{CortexDie|value=8}}is fine, {{CortexDie|value=6}}to {{CortexDie|value=10}}is not)
+
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)
  
<nowiki>*</nowiki>Roles (skills)*
+
===== Skills =====
 +
'''Cost''': New Skill die rating. Skill pyramid ('''p 59''') applies.
  
Cost: New Role rating die. Can only advance one die level at a time. Skill pyramid (p 59) applies.
+
'''Example:''' {{CortexExtra|name=Scrapper|value=6}} to {{CortexExtra|name=Scrapper|value=8}}. '''Cost:''' {{CortexDie|value=8}}
  
Example: Scrapper :d6:  to Scrapper :d8: Cost  :d8:
+
'''Note on Cost:''' Skills, while likely to be used in every single roll, which means they're much more useful (and carry an intrinsically higher value), have their advancement constrained by the skill pyramid. This adds a layer of cost to "build" the base of the pyramid with lower ranked skills, so the building of the pyramid + a multiplication of the die required to advance skills would be onerous.
  
<nowiki>*</nowiki>Relationships*
+
'''Relationships'''
  
New Relationship rating (???times 3 ???)
+
New Relationship die 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.
 
A new relationship (ie, a new player) rank will be determined at the time of the player entering the game, and will not cost.
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NPC relationships do not apply here as they will often be rewards in themselves.
 
NPC relationships do not apply here as they will often be rewards in themselves.
  
Example. Bob :d4: to Bob :d6:  Costs :d6: :d6: :d6:
+
'''Example''': {{CortexExtra|name=Bob|value=4}} to {{CortexExtra|name=Bob|value=6}} '''Costs''' {{CortexDie|value=6}}{{CortexDie|value=6}}{{CortexDie|value=6}}
  
(??? Skill pyramid (p 59) applies. ???)
+
===== Signature Assets =====
 +
New Signature Asset Die Rating times 4
  
<nowiki>*</nowiki>Signature Assets*
+
New Signature assets start at {{CortexDie|value=6}}  ({{CortexDie|value=4}}doesn't have to be "passed through")
  
New Signature Asset Rank (??? times 4 ???).
+
'''Example''': New asset '''Big Damn Gun''' {{CortexDie|value=6}} '''Cost''': {{CortexDie|value=6}}{{CortexDie|value=6}}{{CortexDie|value=6}}{{CortexDie|value=6}}
  
New Signature assets *start* at :d6:  (:d4: doesn't have to be "passed through")
+
'''Example''': Existing asset '''Big Damn Knife''' {{CortexDie|value=6}} to '''Big Damn Knife''' {{CortexDie|value=8}} '''Cost''': {{CortexDie|value=8}}{{CortexDie|value=8}}{{CortexDie|value=8}}{{CortexDie|value=8}}
 
 
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:
 
 
 
<nowiki>**</nowiki>Partnership Advancement  (the Silver Lining)**
 
  
 +
=== Partnership Advancement  (the Silver Lining) ===
 
Attributes cannot be changed
 
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)
 
Distinctions cannot be changed (the ship cannot challenge that it's a C-8 "Greyhound" Light Freighter. That is an immutable fact)
  
<nowiki>*</nowiki>Signature Assets*
+
==== Signature Assets ====
 
 
 
Same as PCs
 
Same as PCs
  
<nowiki>**</nowiki>Rewards**
+
=== Rewards ===
 
+
During a Session, usually at the end, the players will be rewarded for things they have done. This reward will be represented as a die rating or one or more cortex dice: {{CortexDie|value=4}}{{CortexDie|value=6}}{{CortexDie|value=8}}{{CortexDie|value=10}}{{CortexDie|value=12}}. 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 amount that goes into the Partnership pool more-or-less represents "profit"). This means that if the PCs get a {{CortexDie|value=4}}, the Partnership could get nothing.
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)
 
 
 
<nowiki>**</nowiki>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 :
 
 
 
<nowiki>:</nowiki>d12: **=** :d10::d10:
 
 
 
<nowiki>:</nowiki>d12: **=** :d8: :d8: :d8:
 
 
 
<nowiki>:</nowiki>d12: **=** :d6::d6::d6::d6:
 
 
 
<nowiki>:</nowiki>d12: **=** :d4::d4::d4::d4::d4:
 
 
 
<nowiki>:</nowiki>d10: **=** :d8::d8:
 
 
 
<nowiki>:</nowiki>d10: **=** :d6::d6::d6:
 
 
 
<nowiki>:</nowiki>d10: **=** :d4::d4::d4::d4:
 
 
 
<nowiki>:</nowiki>d8: **=** :d6::d6:
 
 
 
<nowiki>:</nowiki>d8: **=** :d4::d4::d4:
 
 
 
<nowiki>:</nowiki>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: .
 
 
 
<nowiki>**</nowiki>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
 
 
 
<nowiki>:</nowiki>d10:  -  :d12:   - 0
 
 
 
<nowiki>:</nowiki>d8:  -  :d12:   - 0
 
 
 
<nowiki>:</nowiki>d6:  -  :d12:   - :d4:
 
 
 
<nowiki>:</nowiki>d4:  -  :d12:   - :d6:
 
 
 
(???ALTERNATE - 1 STEP OR LESS???)
 
 
 
Cost - Spend - Refund
 
 
 
<nowiki>:</nowiki>d10:  -  :d12:   -  0
 
 
 
<nowiki>:</nowiki>d8:  -  :d12:   - :d4:
 
 
 
<nowiki>:</nowiki>d6:  -  :d12:   - :d6:
 
 
 
<nowiki>:</nowiki>d4:  -  :d12:   - :d8:
 
 
 
(???ALTERNATE NO PENALTY???)
 
 
 
Cost - Spend - Refund
 
 
 
<nowiki>:</nowiki>d10:  -  :d12:   -  :d4:
 
  
<nowiki>:</nowiki>d8:  -  :d12:   - :d6:  
+
=== Combining and getting "Change" ===
 +
A die can be "combined" into a higher rated die to boost that die to the next rating. Ex: Bob wants to advance his {{CortexExtra|name=Big Damn Gun|value=8}}to {{CortexExtra|name=Big Damn Gun|value=10}}, which will '''Cost''' {{CortexDie|value=10}}{{CortexDie|value=10}}{{CortexDie|value=10}}.
  
<nowiki>:</nowiki>d6:  -  :d12:   - :d8:
+
# Bob has {{CortexDie|value=4}}{{CortexDie|value=4}}{{CortexDie|value=4}}{{CortexDie|value=6}}{{CortexDie|value=6}}{{CortexDie|value=8}}{{CortexDie|value=10}} in his pool.
 +
# Bob may take {{CortexDie|value=8}}+{{CortexDie|value=4}} to create a {{CortexDie|value=10}}
 +
# This puts {{CortexDie|value=4}}{{CortexDie|value=4}}{{CortexDie|value=6}}{{CortexDie|value=6}}{{CortexDie|value=10}}{{CortexDie|value=10}}in Bob's pool. Still not enough.
 +
# Bob may then take {{CortexDie|value=6}}+{{CortexDie|value=4}} to create a {{CortexDie|value=8}}
 +
# This puts {{CortexDie|value=4}}{{CortexDie|value=6}}{{CortexDie|value=8}}{{CortexDie|value=10}}{{CortexDie|value=10}}in Bob's pool. Still not enough.
 +
# Bob may then take {{CortexDie|value=8}}+{{CortexDie|value=4}} to create a {{CortexDie|value=10}}
 +
# This puts {{CortexDie|value=6}}{{CortexDie|value=10}}{{CortexDie|value=10}}{{CortexDie|value=10}}in Bob's pool. Helllooooooo {{CortexExtra|name=Big Damn Gun|value=10}}
 +
# Bob now has {{CortexDie|value=6}}in his advancement pool.
  
<nowiki>:</nowiki>d4:  -  :d12:   - :d10:
 
  
<nowiki>**</nowiki>Tag Scene**
+
In the above example, Bob could have combined {{D6}}+{{D6}}to create a {{D8}}, but this would have been wasteful since a {{D4}}is enough to step the die up. Over spending on a boost doesn't result in getting "Change" from the transaction, though we can discuss making exceptions in the cases of a large over-spend.
  
See p89 -  Tag Scenes. However, this will occur at the end of an *Episode*, not a session.
+
=== Tag Scene ===
 +
'''See p89''' -  Tag Scenes. With the exception that they will usually occur at the end of an ''Episode'', not a ''session''.
 
[[Category:Cortex]]
 
[[Category:Cortex]]

Revision as of 05:48, 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.

However, If the change is more than cosmetic (completely changing what the SFX can do as opposed to merely changing the name of it) Cost:

Skills, Relationships, and Signature Assets

A characters can only advance either a 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)

Skills

Cost: New Skill die rating. Skill pyramid (p 59) applies.

Example: Scrapper to Scrapper . Cost: 

Note on Cost: Skills, while likely to be used in every single roll, which means they're much more useful (and carry an intrinsically higher value), have their advancement constrained by the skill pyramid. This adds a layer of cost to "build" the base of the pyramid with lower ranked skills, so the building of the pyramid + a multiplication of the die required to advance skills would be onerous.

Relationships

New Relationship die 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 to Bob Costs

Signature Assets

New Signature Asset Die Rating times 4

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

Example: New asset Big Damn Gun  Cost:

Example: Existing asset Big Damn Knife to Big Damn Knife  Cost:

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. This reward will be represented as a die rating or one or more cortex dice: . 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 amount that goes into the Partnership pool more-or-less represents "profit"). This means that if the PCs get a , the Partnership could get nothing.

Combining and getting "Change"

A die can be "combined" into a higher rated die to boost that die to the next rating. Ex: Bob wants to advance his Big Damn Gun to Big Damn Gun , which will Cost .

  1. Bob has in his pool.
  2. Bob may take + to create a
  3. This puts in Bob's pool. Still not enough.
  4. Bob may then take + to create a
  5. This puts in Bob's pool. Still not enough.
  6. Bob may then take + to create a
  7. This puts in Bob's pool. Helllooooooo Big Damn Gun
  8. Bob now has in his advancement pool.


In the above example, Bob could have combined + to create a , but this would have been wasteful since a is enough to step the die up. Over spending on a boost doesn't result in getting "Change" from the transaction, though we can discuss making exceptions in the cases of a large over-spend.

Tag Scene

See p89 -  Tag Scenes. With the exception that they will usually occur at the end of an Episode, not a session.