DICE POOLS
Cortex Prime opposed rolls — not d20, not hit points.
THE CORE MECHANIC
YOUR POOL
Attribute die
+
Approach die
+ modifiers
VS
OPPOSITION (JAVELIN)
Target's dice pool
NPCs use pre-set
Javelin templates
RESOLUTION
Build Your Pool
Choose one Attribute (Physical, Mental, Social, Ghost) and one Approach (Forceful, Quick, Clever, Quiet, Daring). Add any bonus dice from chrome, assets, or distinctions.
Roll All Dice
Both sides roll their entire pool simultaneously.
Keep Highest 2
From your rolled dice, keep the two highest values and sum them. The opposition does the same.
Compare Totals
Higher total wins. Ties go to the defender (opposition).
Effect Die
The winner's 3rd-highest die becomes the effect die — it determines how severe the consequence is.
Count Hitches
Any 1s rolled by the player are hitches — they add dice to the Doom Pool.
DIE SIZES
Dice range from d4 (weakest) to d12 (strongest). Higher die = higher average roll.
d4
avg 2.5
Weak
d6
avg 3.5
Average
d8
avg 4.5
Good
d10
avg 5.5
Strong
d12
avg 6.5
Elite
EFFECT DIE
The effect die is the winner's 3rd-highest rolled die. It determines the magnitude of the consequence:
d4
Minor
d6
Standard
d8
Significant
d10
Major
d12
Catastrophic
POOL MODIFIERS
Cyberware die added to relevant rolls (gated by archetype)
A character phrase that applies — adds d8
A phrase used against you — adds d4 to opposition
Signature item die when relevant to the action
Active complications add dice to opposition pool
ATTRIBUTE GROWTH
Dice grow through use. Successful rolls increment a hidden counter. Growth is geometric:
d4→d6
~15 successes
d6→d8
~30 successes
d8→d10
~60 successes
d10→d12
~120 successes
Drug-boosted dice don't count toward growth. No shortcuts.