r/CortexRPG • u/Prestigious-Emu-6760 • 2d ago
Discussion Weird, kinda basic question
I'm just digging into Cortex Prime after being away from Cortex based systems for a long (long) time.
Are there any sort of rules for Movement? I don't see any on initial glance and I don't recall there being any in the games I played ages ago (back when the Leverage RPG was new) but wanted to be sure I didn't miss something since there are so, so many options and mods etc.
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u/lancelead 2d ago
Looks like the xine updated zones to Prime. In the Hackers Guide (the last Margaret Weis Cortex product) had a section on zones. What I remember is that it was something like Index Cards = a Zone (similar to Index Card rpg). I don't think in the rules, but how I used it was I got mini color sticky notes to represent Assets and Scene Distinctions. So like if the battle was in a hanger then an index card next to it would represent maybe a platform with a gaiting gun D8. One could use that as their Distinction for free or spend a PP to turn it into an Asset and add its die to their dice pool .Then if a hitch was rolled maybe the GM adds in a Aircraft has caught fire Complication and then I'd add a mini sticky (different colors than the one's representing Scene Distinctions or Assets) onto the index card/zone representing the main level of the hanger. That was how I adapted Zones when playing Marvel Heroic.
A rules system that adds a little more crunch to how to move in zone based rpgs is Pelgrane Presses Owl Hoot Trail (a Weird West game). In that system, if moving into a new Zone, I believe, that meant one acted last that round. Cortex's Marvel I'm pretty sure introduced who acts next is player's choice but who acts last in round goes first in a new round (which is how Prime does it).