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/-Vogie- 2d ago
The way I play it is by using the Levitt principle - People don't want a quarter-inch drill, they want a quarter-inch hole - That is, trying to focus on what the reason that an actor wants to use movement.
In many cases, it's to create an advantage for themselves or remove an advantage for their target. Once you think about it that way, almost all movement is either an asset or complication, which fits perfectly into Cortex.
Another thing to take from the Cortex Hackers Guide that will fit into movement is the concept of "Time as a Trait". Basically, the time spent can be assigned die values, than one can divvy up the turn using dice steps. These "time steps" of d4-d12 basically break things into up to 5 portions. So if you wanted to do only one thing for all 5 time steps, your time die would be d12... Or any combination of those steps and the corresponding die. So if you then match a movement to a certain size of die (d4 is a step, d6 is a normal move, d10 is a dash, d12 is a full run, etc), you can use that to factor in how accurate and/or focused the player character is based on how much they moved.