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The Ability List
The Ability List
It's true that this list overlaps a good bit with the Power
List (page 182), but the Ability List has a more cinematic, All abilities in this chapter use this format:
prime time drama approach to superpowers and SFX.
ABILITY NAME
VANESSA MORALES
It’s not a good idea to mix the two; if you have superhe-
roes or aliens or fantasy monsters in your Cortex Prime
A short description and a suggestion of when to include
game, they should all use powers, or all use abilities. See
the ability’s die in your dice pool.
“Abilities” on page 66 for more details about this trait.
Effect: All abilities fit into one of the six effect categories:
Depending on your method of creating characters, not all
Attack, Sensory, Movement, Control, Defense,
SFX attached to abilities come unlocked when the char-
and Enhancement.
acter is created. Usually each ability comes with one free
SFX, and the rest can be unlocked later when you step EFFECT SYMBOLS
up the die rating of your ability—one SFX at ⑧ and one
SFX at ⑫. During growth, you can choose to add a new
descriptor, and thus a new way to use your ability, rather
ATTACK SENSORY MOVEMENT CONTROL DEFENSE ENHANCEMENT
than stepping up your ability’s die rating.
Descriptors: Ultimately, the players create the descriptors,
SFX THAT STEP DOWN EFFECT DICE but we provide some examples.
Limits: Again, these are just examples, and which limits apply
Many SFX in this section represent armor, damage reduction, or depends on the circumstances and the descriptors. Feel free
invulnerability to other abilities by stepping down an effect die, incoming
stress, or complication. When you use the SFX, compare your effect die to create your own limits. Ability limits are almost always
to the ability die being used against you. “Earn a Ⓟ
● when this ability is shut down.”
• If your effect die is the same size or smaller than the ability die, SFX: Players may choose from the list or create their own.
step your opponent’s effect die down by one.
• If your effect die is a larger size than the ability die, ignore your
opponent’s effect die completely.
ANIMAL MIMICRY
ADAPTATION Perhaps you have an unusual tie to the natural
Your body is able to survive in, and may actually world, or your genetic structure slips back and forth on
prefer, an environment that’s normally hostile or hazard- the evolutionary ladder. You can call upon the gifts and
ous to others. This can be as simple as thick, hairy skin abilities of animals, gaining the speed of an antelope, the
to resist the effects of extreme cold temperatures, or as fantastic sense of smell of a bloodhound, or the jumping
complicated as gills to allow you to breathe underwater. ability of a kangaroo. Include this ability’s die when you
Some people with this ability can change their physiology use the gifts of the natural world.
to adapt to different environments, though it’s not usually
Descriptors: Primal Power, Genetics, Tribal Traditions
an instantaneous process. Include the ability in your dice
Limits: Concentration, Natural Enemies, Fire
pool when you are fighting to overcome the elements or
SFX:
when your adaptation gives you an advantage.
• Spend a Ⓟ● to mimic the natural abilities
Descriptors: Amphibious, Heat Shield, Modification
of an animal.
Limits: Dehydration, Cold, Heat, Vacuum
• Spend a Ⓟ● to combine the natural abilities
SFX:
of two animals to use in conjunction.
• Spend a Ⓟ● to adapt your physiology to • Spend a Ⓟ● to grow claws to step up your
new conditions. effect die on any physical attack.
• Spend a Ⓟ● to extend your adaptation to • Spend a Ⓟ● to grow a thick hide to step down
other characters as long as you touch them. your opponent’s effect die from incoming attacks.
• Spend a Ⓟ● to blend in to your • Spend a Ⓟ● to retire in feline seclusion and
chosen environment. recover your own stress or complications.
• Spend a Ⓟ● to reveal additional details
of your chosen environment.
• Spend a Ⓟ● to find useful resources
in your chosen environment.
• Spend a Ⓟ ● to create an area effect. • Spend a Ⓟ● to channel your chi into a powerful
• Spend a Ⓟ ● to destroy an inanimate object as blow, stepping up your effect die for this attack.
big as a car. Spend 2 Ⓟ
● for an object as big as • Spend a Ⓟ● to recover your own stress or
a house. Spend 3 Ⓟ● for an object as big as a complications from injury or exhaustion.
skyscraper or a river. • Spend a Ⓟ● to sense an incoming attack,
• Spend a Ⓟ ● to make geysers of your element avoiding surprise.
shoot up from the ground beneath your foes. • Spend a Ⓟ● to act in the darkness as if you
• Spend a Ⓟ ● to encase a person or an object in could see.
ice for a scene with Ice Blast or Super-Breath • Spend a Ⓟ● to step up or double a martial arts
Blast. Breaking free requires a test with your or combat-based trait die for a test or contest.
effect die added to the opponent’s difficulty
as a complication.
EFFECT SYMBOLS
INVULNERABILITY
INSECT CONTROL You are able to avoid pain and trauma. This might
You can communicate with and control insects, be because you’re simply tough and hardened, or your
usually of a single type. In some circumstances, you might body might be rubbery or liquid and thus impossible to
be seen as a hive or a queen by the insects; in others it’s hurt. Include this ability whenever you’re engaged in a
simply a form of mind control. Regardless, the connection struggle to resist or oppose physical attacks, showing off
can have side effects such as transference of pain as well your impenetrable skin, or ignoring hostile conditions to
as seeing through the eyes of the insects, which could get achieve some goal.
quite confusing. Include your ability’s die when the situa-
Descriptors: Mental, Physical, Magic
tion involves insects or could be improved by controlling
Limits: Energy, Electricity, Magic
insects in the area.
SFX:
Descriptors: Bees, Locusts, Ants
• Spend a Ⓟ● to step down an opponent’s
Limits: Pain Transference, Psychic Feedback, Bug Spray
effect die.
SFX:
• Spend a Ⓟ● to recover your stress or
• Spend a Ⓟ● to see through the eyes of an complications relating to injury or exhaustion.
insect in another scene. • Spend a Ⓟ● to ignore the effects of exposure to
• Spend a Ⓟ● to swarm insects on another extreme temperatures such as arctic cold
character for a scene. Any other character or volcanic cores.
can use the swarm as a ⑧ stunt. • Spend a Ⓟ● to ignore hunger or exhaustion
• Spend a Ⓟ● to take on aspects of the insects due to lack of sleep.
that you control. • Spend a Ⓟ● to ignore the need to breathe in
• Spend a Ⓟ● to call insects of the type you an airless environment such as underwater.
control to come to you.
• Spend a Ⓟ● to direct insects to infest large
electronic or mechanical devices in the scene EFFECT SYMBOLS
to disrupt them and render them inoperable.
COUPLE OF KOOKS
if you succeed, you step in and act while the PC
or GMC takes a back seat.
Descriptors: Mental, Magic, Spirit
Limits: Psychic Feedback, Duration, Concentration
SFX:
• Spend a Ⓟ● to change shape into an object • Spend a Ⓟ ● to affect everyone in a scene who
the same size as yourself. can hear you. Treat this as an area effect test, one
• Spend a Ⓟ● to imitate another character that all affected characters in the scene must test
down to fingerprints and retinal patterns. against to avoid taking stress or complications
• Spend a Ⓟ● to grow in size to two or three related to hearing injury or vibration damage.
times your normal height. • Spend a Ⓟ ● to emit a low frequency scream and
• Spend a Ⓟ● to shrink to miniscule size. cause a localized earthquake.
• Spend a Ⓟ● to change into an animal that • Spend a Ⓟ ● to emit a high frequency scream that
would be indistinguishable from the real scrambles electronics in a scene and calls to all
thing at a genetic level. nearby canines.
• Spend a Ⓟ ● to emit a scream of the exact
frequency required to shatter a specific glass
object in the same scene as you.
• Spend a Ⓟ ● to emit a scream of such force that it
deteriorates concrete and other materials back to
its rocky and sandy origins.
SUMMONING
Whether they come from the luminiferous ether,
another plane of existence, or are conjured up from your
own imagination, you can summon forth all manner of
creatures. They assist you, defend you, fight for you, and
perform tasks for you. Include this ability when your
creatures assist or defend you or when you use their
powers as your own.
SUPER-SENSES
Your senses are broader and keener than any
Descriptors: Magic
mortal’s should be. You may have superhuman versions
Limits: Magic
of your five senses, or senses outside of the human spec-
SFX:
trum. Start with one Super-Sense descriptor at ④ and add
• Spend a Ⓟ ● to summon a creature, which a new one every time you step the rating up or add a new
serves as a ⑧ ⑧ extra. This creature SFX—yes, adding descriptors to Super-Senses is easier
disappears once it reaches zero dice. than most abilities. Include this ability’s die when using
• Spend a Ⓟ ● to boost a summoned extra’s your super-senses to help you stay alert, aware, or aid you
die rating. in perceiving things in your immediate environment.
• Spend a Ⓟ ● to grant a summoned creature Descriptors: Super-Hearing, Telescopic Sight, X-Ray Vision,
an ability appropriate to its nature.
Infrared Vision, Radar
• Spend a Ⓟ ● to banish a creature summoned Limits: Lead, Overload, Interference, Magic
by you or another summoner.
SFX:
• Spend a Ⓟ
● to see through objects.
• Spend a Ⓟ
● to hear or see into a nearby scene
you’re not in.
• Spend a Ⓟ
● to get the scent of any person or
object and track the scent to its source.
• Spend a Ⓟ
● to see microscopic details beyond
what’s possible with an electron microscope.
• Spend a Ⓟ
● to see in all directions at once.
• Spend a Ⓟ
● to hear signals along the radio band
or see beyond the electromagnetic spectrum.
BETHANY BERG
ABILITIES AS GEAR MODS FOR ARMOR AND WEAPONS
Many players enjoy creating specialty weapons or armor in games where
From jetpacks to suits of armor to freeze rays, any ability their non-powered characters deal with supernatural or superpowered
in the game can be replicated with a device. These nifty threats. Gear represents that technology in a single trait, and these mods
gadgets work like abilities, except they all share the add more detail to gear. They add some complexity to the rules, so only
use them if weapons and armor are a Big Deal in your game.
same limit—gear can be lost, broken, or stolen. This limit
Ablative Armor: Abilities that represent armor or protection may
deprives you of your gear and, without it, you don’t have prevent damage at the cost of being stepped down afterward. Compare
the ability at all (no die or SFX). And in the wrong hands, your armor ability die rating to the attacker’s ability die (or, if no ability is
your own ability could potentially be used against you. used, the attacker’s skill or attack trait). If your ability die is greater than
their die rating, their effect die is ignored and you take no effect from
Gear is frequently custom-created for your character and the attack. If your ability die is equal to or less than their ability die, their
effect die is stepped down by one.
doesn’t need to map exactly to any single ability. Borrow
SFX from abilities that match your gear’s effect; weapons, ARMOR ATTACKER IF ATTACKER SUCCEEDS
such as a Tricked-Out Compound Bow, fall under the attack Breastplate ⑧
effect, while a Jetpack is a movement effect. Breastplate ⑧ Iron Spear ⑥ stepped down to ⑥,
effect die ignored.
To design your own gear, you need an effect, a descrip-
tor, and SFX. You may add more SFX through growth or Breastplate ⑧
Iron Spear ⑧ stepped down to ⑥,
advancement, which might represent sending the gear to Breastplate ⑧
and up effect die stepped
the lab or tinkering with it. Instead of stepping up your down by one.
die rating, you can add a new descriptor to a piece of gear,
Weapon Ranges: To represent the effect of various distances on
making it multi-purpose. For example, instead of using ranged weapons, determine if attacking the target with your chosen
growth to step up your Human Turret gear ⑧ (Attack weapon would be within its standard range, if it’d be a stretch, or
descriptor) to ⑩, you could add the Defense descriptor if it’d be almost impossible. Assign a difficulty die to the opposition
dice pool of if it’s a stretch and a if it’s almost impossible. You can
to it, expanding the kinds of dice pools you could roll it in. come up with individual range bands for various weapons if you like,
but something simple like this works for most games.
CLOAKING DEVICE
When it's tapped, this small electronic pendant POWERSUIT
briefly emits a low hum and a soft green light. Then
This powered suit of metal armor protects the
it refracts light around the wearer so that they seem
wearer from most forms of attack. Additional SFX and
invisible.
descriptors can make it a walking arsenal as well.
Descriptor: Perception
Descriptor: Iron
Limit: Gear
Limit: Gear
SFX: Spend a Ⓟ
● to disappear and escape from a scene. SFX: Spend a Ⓟ● to step down your opponent’s effect die
when they’re trying to harm you.
EMP BLASTER
This modified taser can shoot an EMP pulse in an TRICKED-OUT COMPOUND BOW
aimed direction, allowing it to specifically disable single
This compound bow has been modified with
electronic devices rather than everything around it.
the most advanced upgrades in bow-making technology
Descriptor: Electromagnetism available. Most of its SFX are attributed to hi-tech arrows.
Limit: Gear
Descriptor: Graphite Bow
SFX: Spend a Ⓟ ● to disable any electronic device, Limit: Gear
including gear.
SFX: