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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

1

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.

2

Roll All Dice

Both sides roll their entire pool simultaneously.

3

Keep Highest 2

From your rolled dice, keep the two highest values and sum them. The opposition does the same.

4

Compare Totals

Higher total wins. Ties go to the defender (opposition).

5

Effect Die

The winner's 3rd-highest die becomes the effect die — it determines how severe the consequence is.

6

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

Chrome

Cyberware die added to relevant rolls (gated by archetype)

d4–d12
Distinction (invoked)

A character phrase that applies — adds d8

d8
Distinction (hindered)

A phrase used against you — adds d4 to opposition

d4 (opp)
Asset

Signature item die when relevant to the action

d6–d10
Complication

Active complications add dice to opposition pool

d6–d12

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.