Stress Afraid: Angry: Exhausted: Injured: Insecure: Growth Pool: ________________________________________________________________________ Drives (Values, Relationships) Assets (Distinctions, Abilities) Resources (Extras, Locations) (roll separately and add highest die) In a Contest or Test roll relevant Value+Relationship+Asset, set aside 1's (Complications), and add two highest dice to get your Result. You can Challenge a Drive to get triple its dice and reduce it one step for the rest of the session. Pay a plot point to: Roll another die before the roll (from Drives, Assets, or Stress) Include another die after the roll (adding 3 dice instead of 2) Add a d6 Relationship, which steps down to d4 after this scene Activate Assets (as noted on your character sheet) Create a d6 Useful Detail in a scene. Get Aid from Resources (your own don't cost a Plot Point to use when there) Give In after you've rolled dice to React (Giving In before rolling is free) Inflict Stress even though an opponent has Given In (plus give plot point back) - Only when intent to harm telegraphed. Move highest die in pool to Trouble before rolling Stress Pool. Interfere in a contest between other Features (p57) Earn a plot point when: Watchtower activates a Complication (and adds die that rolled 1 to Trouble). Some Distinctions earn plot points when triggered (as noted on your sheet). Stress Relief (p59) A Test between your friend and all your Stress. If someone tends to you and reduces a Stress trait, add the old rating to Growth Pool. At end of session: Tag Scene (p74) for each Feature, framed by Player, to - resolve challenged Drives (either rewrite its tag and restore to old value, OR keep same tag at reduced value. If a Value is reduced a step here, raise some other Value a step), - attempt to step up a Trait: roll Growth Pool + highest remaining stress die. - All stress dice are stepped down one. PLAYERS ARE RESPONSIBLE FOR * Deciding what their Leads do * Deciding whether their Leads stand up and fight or Give In * Confronting the problems Watchtower presents * Pointing their Leads in directions that make for good stories * Challenging other Leads and testing their assumption, sometimes with Contests * Deciding how their Leads change and grow over time * In general, telling the story of their characters EVERYONE IS RESPONSIBLE FOR * Making everybody else at the table look awesome * Selling others' successes instead of soft-pedaling them * Offering suggestions to other players, and respecting their decisions Cortex System is a trademark of Margaret Weis Productions, Ltd. Copyright 2010.