Kaijupocalypse Academy - Cortex Prime
Kaijupocalypse Academy - Cortex Prime
Kaijupocalypse Academy - Cortex Prime
Academy
A Cortex Prime Tabletop Roleplaying Game
By flynn#8893
Setting
Comedy + Giant Robots + Post-Apocalyptic + High School
It turned out to be humble manganese that was the key to “super-science”. Experiments with
53
Mn-based space-warping technology gave us the mecha-engine, which revolutionized transportation
and upended the geopolitical balance of the world. However, it wasn’t World War III that ended
everything. Instead, it was the cosmetics industry, experimenting with warp-powered skin-tightening
cream on a few dozen rabbits, which created the first of the Kaiju.
The mecha-engines powered enough of the population into space to sustain itself. Carefully
cleaned of all animals larger than a fruit fly, Lunopolis and the Cislunar Cylinder Constellation
struggle daily for survival within the harsh vacuum of space. However, the dream of Earth is not yet
dead! The Man-made Manganistic Monstrosities Mobile Command, more commonly called M-Trip
MC, has begun to take the fight back to the enemy, launching sorties from our base at L1.
Enterprising youths like yourself are encouraged to step up and help reclaim the Earth for humanity!
Just sign here to waive certain rights and liabilities and your spot at Mobile Command Academy is
guaranteed!
Genre and Tropes
Kaijupocalypse Academy (KPA) is intended as a mild sendup of the monster-fighting and
Gundam subgenres, as well as high school dramas. It’s supposed to be pretty much PG, except for all
the kaiju gore spraying everywhere. KPA is intended as a more pointed criticism of the militaristic
media directed at teenage audiences and the military-industrial complex in general. Who are our
enemies, and why? KPA also contemplates the cost of technology for technology’s sake, and where
science ends and morality begins.
But mostly, it’s a game about having fun with your friends while flying around in an
enormous person-shaped vehicle, beating up mammoth baddies, and arguing about who’s going to
win Best Squish of the Month.
Mods
KPA is built on Cortex Prime. Understanding the rules of Cortex Prime is a prerequisite to
using these rules, as many things are referenced freely that may be difficult to understand without the
context of the rules from the Handbook. You can buy the book to get the core rules that will help you
play. KPA uses the following Mods:
● Action-Based Resolution (CPGH pg. 24)
● Hero Dice (CPGH pg. 30)
○ Hero Dice as Plot Points
○ Hero Dice as Effect Dice
● Stress (CPGH pg. 39)
○ Player characters - Afraid, Angry, Exhausted, Injured, Insecure
○ Kaiju - Afraid, Exhausted, Injured
○ Vehicles - Engines, Frames, Systems, Crew
■ Trauma - Engines, Frames, Systems, Crew
● Prime Set (CPGH pg. 47) - Attributes (TS), Roles (SFX), and Skills (Spec.)
○ Secondary Set - Relationships (TS) and Signature Assets (SFX)
● Roles + Skills Hybrid
● Trait Statements (CPGH pg. 65)
○ Statements as Distinction Alternates
● Session Records (CPGH pg. 82)
● Growth (CPGH pg. 83)
● Action Order (CPGH pg. 98)
● Scale (CPGH pg. 99)
○ Advantage of Scale
○ Multi-Level Scale
● Push Dice: at any time, spend a PP to add a D6 to your roll. If the GM has rolled an
opportunity on the previous roll, you may spend a PP to add a D8 to your roll.
Gameplay
The Team
The GM runs the social and physical environment and makes choices for GM characters
(GMCs). The other players each have a single player character. The player characters work together
as a Team to control their mecha and complete missions. Conflict between player characters is part of
the genre, but all real-life players should be on board for it before roleplaying it out.
Operating a Vehicle
When operating a vehicle, you will always use the following: Vehicle Distinction, Vehicle
Attribute (not Character Attribute), Character Role, and Character Skill (generally Pilot, Operate, or
Shoot). You may also use either a Vehicle Signature Asset or a Character Signature Asset if applicable,
as well as any relevant Relationship.
Each player should have their own copy of the team’s vehicle files for ease of reference.
Character Generation
1. Adjust Attributes
The Attributes for KPA are Brains (used for mental challenges), Brawn (used for physical
challenges), and Bonhomie (pronunciation: bahn-uh-mee, used for social challenges). You can either
assign D8 to each or distribute D10, D8, and D6 among them. Later you’ll be writing Trait Statements
for each of these Attributes, so start thinking about what those might be and how they’ll fit in with
the rest of your character.
2. Rate Roles
KPA uses a hybrid Roles system, where your character has at least basic proficiency in all
areas. Your characters are supposed to be the cream of the crop of what remains of humanity, and the
M-Trip MC is sparing no expense in your training. Assign D10, D8, D6, D6, and D4 across the Roles.
You only gain the Highlight Skills and SFX associated with the Role you assign D10 to.
Discuss with the other players so that if possible there is only one player per Role who has
rated it D10. It’s not the end of the world if you duplicate Roles, and obviously if you have more than
5 players it’s unavoidable, but it makes things a bit more fun if everyone has their own niche. And if
you just really want a two-commander mecha, that’s fine too.
Commander
Making strategic decisions; inspiring the troops; main mecha pilot.
Rating your character D10 in the Commander Role means you’ll be calling the shots.
Whether or not the other players shoot the shots you call is another matter.
Highlight Skills - D8: Trick, Influence, Pilot
Default SFX:
ROTC BASTARD - gain a PP if you make a bad call and it turns out poorly for a member of
your team
Unlockable SFX:
YOU’RE THE CAPTAIN NOW - when you cede command, even for a short period, you may
step down Commander and gain a PP. Restore by activating an opportunity or after a
Transition Scene
TEXTBOOK TO FIELD - spend a PP to step up or double Commander when you pull off a
strategy you studied at the Academy
Climber
Close-combat fighting; use of military weapons; making use of cover.
Rating your character D10 in the Climber Role means you’re the most insane of the bunch,
because your job is to jump out of the mecha onto the kaiju while they’re fighting and target its most
vulnerable spots with hand weapons. Climbers wear grappling rigs to help them clamber around on
giant creatures. You may attack using the same action that gets you onto the kaiju.
Highlight Skills - D8: Fight, Move, Shoot
Default SFX:
DIDN’T SIGN UP FOR THIS - gain a PP if you flee from a melee you didn’t have to
Unlockable SFX:
SLIDING SLICE - step up your effect die or keep two effect dice when you let yourself drop all
the way down the kaiju’s body while hanging on with a blade, then gain a D8 Grounded
Complication
HARD-HEADED - step up Angry Stress to step down any other Stress when you stay in a fight
against better judgement
Engineer
Repairing and maintaining equipment; jury-rigging gear; understanding science.
Rating your character D10 in the Engineer Role means you’ll be keeping the ultra-high-tech
mecha you’re all flying around in working even in the midst of rocket-propelled punch-fests.
Highlight Skills - D8: Fix, Build, Know (+1 Specialty)
Default SFX:
NEVER SEEN THIS IN CLASS - gain a PP if you admit you don’t know how to fix a
mechanical problem and decline to try
Unlockable SFX:
REROUTING MANGANIC ENERGY - spend a PP to shift Stress on a vehicle from one type to
another and step it down once
BATTLEFIELD UPGRADE - when you roll a Heroic Success to repair Stress, step up the
associated Vehicle Attribute for the rest of the scene
Medic
applying first aid and medical treatment to others; recognizing and diagnosing disease; using
medical equipment.
Rating your character D10 in the Medic Role means you are the one sewing your buddy back
together after he falls off of a 30-story Toad Kaiju.
Highlight Skills - D8: Treat, Operate, Focus
Default SFX:
OOPS! - gain a PP if your patient complains about your bedside manner
Unlockable SFX:
HORMONES OR ELECTROLYTES OR SOMETHING - inject a player character with a
mysterious syringe. They gain a D8 Juiced Asset for the rest of the scene. However, at the
GM’s discretion, this Asset may be used as a Complication.
M*A*S*H - step up your own Stress to step down another character’s Stress
Scout
speed; stealth; being familiar with terrain.
Rating your character D10 in the Scout Role means you are willing to leave the mecha alone
to get intel on your targets, and hopefully make it back alive.
Highlight Skills - D8: Notice, Survive, Sneak
Default SFX:
THOUGHT I SAW - gain a PP if you provide inaccurate information to your team
Unlockable SFX:
GO ROGUE - once per session, when acting independently from the rest of the team, you
may reroll your pool
DIVERSION - gain a D8 Attention-Grabbing Complication and gain a PP
3. Step up Skills
First, step up to D8 Expert all the Highlight Skills listed under the Role you rated D10. All
other Skills start rated D4 Untrained. Then, use nine (9) points to step up Skills, to a maximum of
D10 Master. The Skill list is:
● Build: Crafting things, includes building, assembling, or creating stuff.
● Fight: All kinds of close combat, including weapons or fists.
● Fix: Repairing things.
● Focus: Concentrating on something, to study or steel your will or whatever.
● Influence: Making others do, think, act, or feel the way you want them to.
● Know: General knowledge and recall. Use Specialties to cover specific areas. Know always
includes a free Specialty of the player’s choice.
● Move: Running, jumping, climbing trees.
● Notice: Spotting, sensing, or hearing things.
● Operate: Using things like computers, gadgets, and devices.
● Pilot: Land, surface, and air vehicles, including mecha.
● Shoot: Guns, big rocket launchers, things that you point and shoot.
● Sneak: Sneaking around. Sneakily.
● Survive: Surviving in the outdoors or wherever.
● Treat: Taking care of people. Heal, treatment of injury, but also counseling.
● Trick: Deceiving or conning somebody, sleight of hand, using spin.
4. Choose Specialties and Signature Assets
You have five (5) points to assign to Specialties and Signature assets. Each point may be used
to:
● Add a specialty to a Skill rated at D6 or higher.
● Create a Signature Asset at D6.
● Step up a D6 Signature Asset to D8.
Specialties are not predefined, so you should come up with your own and run them by your
GM. However, if you’re having trouble coming up with some, here is a list of examples:
● Anti-Manganic Serums
● Body Warping
● High-G Maneuvers
● Mecha-Engineering
● Navigation
● Pranks
● Psych-Beams
● Tactics
● Warp-Powered Weapons
● Zoology
Some examples of Signature Assets are TRUSTY TOOLKIT, BIG-ASS BOWIE KNIFE, or
HYPERSONIC JETPACK.
You may come up with one (1) SFX and apply it to one (1) Signature Asset.
5. Define Relationships
You automatically have Relationships with all the other PCs. You’ve been in training with
them for a bit of time, so you may even have become friends with one, or have a strong one-sided
rivalry toward another. You also automatically have Relationships with Colonel Aurelijus Kiskis, the
overall commander of MCA, and Chief Petty Officer Pyay Htet Ko, the officer directly in charge of
your training.
Set one Relationship at D10, one at D8, and leave the rest at D6.
Alternatively, use the Mini-Pathways in Appendix D to come up with and rate your
Relationships.
7. Biographical Details
Come up with your name, what you look like, where in the world your family evacuated
from, what your upbringing was like, what you were like in school before signing up for MCA, any
unusual habits you might have, etc.
Vehicle Generation
The players should do Vehicle Generation as a group activity so everyone gets to give their
input on Distinctions, SFX, mecha names, etc.
1. Models
You have the choice of seven (7) models of Frigate-class mechas to start your team’s career.
Frigate-class mechas have a Scale of D8. The model you choose will define the vehicle’s first
Distinction and its Attributes.
The Frigate-class mecha models are:
Name Engines Frames Systems Capacity
Your Frigate-class mecha comes with one of three (3) models of detachable Thoptercraft.
Thoptercraft have a Scale of D6. The model you choose will define the vehicle’s first Distinction and
its Attributes.
NOTE: if your Frigate-class mecha has a Frame of D6, you cannot choose to carry a HOC
“Big Bertha” as your Thoptercraft.
The Thoptercraft models are:
Name E F Sy Ca
ngines rames stems pacity
Character Improvement
Growth
Whenever you challenge a Trait Statement, add a die of the die rating of the associated trait
to your Growth Pool.
At the end of the session, either:
● step back up your trait to the die rating it had before and rewrite your Trait Statement to
reflect your new belief about that trait, or
● leave the trait stepped down and keep the same Trait Statement. Add the new die rating of
the trait to your Growth Pool as well. If the trait is an Attribute, step up another Attribute to
balance out the steps down of the challenged Attribute.
During a Tag Scene, you may select one trait to step up or pick a new one to add. New traits
begin at D4. You can’t step a trait up higher than D12.
To raise the trait, you must succeed at a test. You roll your Growth Pool plus the highest
Stress or Complication you had during the session, even if it was recovered. The GM sets the
difficulty at one die equal to the trait level you want to step up to and a second die based on what
kind of trait it is:
● Step up one Attribute and step down another: D12
● Step up a Role: D10
● Step up a Skill or Unlock an SFX: D8
● Step up a Relationship or Signature Asset: D6
Unlike other tests, you can’t use PP to affect the outcome of this one. Ignore all hitches. If you
win, you get to step up your trait or add a new one and the dice in the growth pool are used up. If you
lose or tie, you can do it anyway, but you have to step something else down to compensate; the dice
in the growth pool stick around for next session.
Training Up
By spending sessions from your Session Record, you can make permanent improvements to
your PC. A spent session remains on the record but can no longer be used for callbacks or to train a
second time.
● Turn an Asset from a session into a Signature Asset or Relationship: 1 session
● Switch out a Trait Statement for a new one: 1 session
● Add a new Specialty: 1 sessions
● Step up a Signature Asset or Relationship: 2 session
● Unlock a new SFX: 2 sessions
● Step up a Skill or Role: 3 sessions
● Step up one Attribute and step down another: 4 sessions
Vehicle Improvement
1. Adjust Attributes
Check the Scale chart for the crew capacity. If the mecha’s crew is greater than the number of
player characters, the mecha will have four (4) Attributes: Engines, Frames, Systems, and Crew.
Assign D8 to each, then you may step up any Attribute as long as you step down other Attributes a
corresponding amount.
If the mecha’s crew is equal to or less than the number of player characters, the mecha will
have three (3) Attributes: Engines, Frames, and Systems. Assign D8 to each, then you may step up
any Attribute as long as you step down other Attributes a corresponding amount.
2. Define Distinctions
Because the mecha is custom built and not a specific set model, the first Distinction
representing the model will just be “Mecha-Humanoid-[Class]” followed by some two or three digit
number, and maybe a nickname.
As usual, the second and third Distinctions represent the mecha’s history and some
major customization it has, e.g. DECADE OF SERVICE and SOUPED-UP AFTERBURNERS.
Appendices
Appendix A: Lists
Skills
● Build: Crafting things, includes building, assembling, or creating stuff.
● Fight: All kinds of close combat, including weapons or fists.
● Fix: Repairing things.
● Focus: Concentrating on something, to study or steel your will or whatever.
● Influence: Making others do, think, act, or feel the way you want them to.
● Know: General knowledge and recall. Use Specialties to cover specific areas. Know always
includes a free Specialty of the player’s choice.
● Move: Running, jumping, climbing trees.
● Notice: Spotting, sensing, or hearing things.
● Operate: Using things like computers, gadgets, and devices.
● Pilot: Land, surface, and air vehicles, including mecha.
● Shoot: Guns, big rocket launchers, things that you point and shoot.
● Sneak: Sneaking around. Sneakily.
● Survive: Surviving in the outdoors or wherever.
● Treat: Taking care of people. Heal, treatment of injury, but also counseling.
● Trick: Deceiving or conning somebody, sleight of hand, using spin.
Example Specialties
● Anti-Manganic Serums
● Body Warping
● High-G Maneuvers
● Mecha-Engineering
● Navigation
● Pranks
● Psych-Beams
● Tactics
● Warp-Powered Weapons
● Zoology
Remi
Remi is just Remi. They’re Mongolian by descent but not by culture. They do things their own
way. And they’re big, so nobody bothers them while they do it.
● Attributes
○ BRAINS D8 - if I can outthink it, I can outfight it
○ BRAWN D10 - I’m a bonebreaker, just what I do
○ BONHOMIE D6 - don’t talk to me
● Roles
○ CLIMBER D10
■ SFX: DIDN’T SIGN UP FOR THIS - gain a PP if you flee from a melee you
didn’t have to
○ SCOUT D8
○ MEDIC D6
○ ENGINEER D6
○ COMMANDER D4
● Skills
○ Fight - D10 MASTER
■ BODY WARPING D6
■ ZOOLOGY D6
○ Move - D10 MASTER
○ Notice - D8 EXPERT
○ Pilot - D6 COMPETENT
○ Shoot - D10 MASTER
■ TACTICS D6
○ Sneak - D8 EXPERT
○ Survive - D6 COMPETENT
○ All Other Skills - D4 UNTRAINED
● Signature Assets
○ D8 BIG FRICKIN’ GUN
■ SFX: GO BOOM - when you hit with a heroic success, inflict a D8 STUNNED
Complication in addition to any Stress.
● Relationships
○ D10 CPO Pyay Htet Ko - she’s the toughest person I ever met, and I think I’m a little
bit in love
○ D8 Kettelie - she’s nicer than any of the others
○ D6 Colonel Kiskis - I'm not really into the "distant authority figure" thing
○ D6 Cintia - basically a regulation-issue teammate
○ D6 Lingxin - he’s good for a laugh
○ D6 Antoine - never gets up in my business
○ D6 Father - barely a parent to me
MCM Crusher
● Attributes - ENGINES D8, FRAMES D8, SYSTEMS D8
● Distinctions
○ MHF-15 “OLE RELIABLE”
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: GIVE ME SOME JUICE - go extra fast for a short period of time. All
occupants gain D4 Insecure Stress.
○ HARDLY A DING ON ‘ER
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
○ ROCKET-POWERED FIST
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: RECOIL REDIRECT - once per scene, after you hit using
ROCKET-POWERED FIST, you may attack an extra time
● Signature Assets
○ D8 WARP CANNONS
○ D8 CHAIN SWORD
● Scale - D8 HUGE
MCV Razorback
● Attributes - ENGINES D8, FRAMES D8, SYSTEMS D8
● Distinctions
○ COC-C “COXIE”
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
○ PRACTICALLY SCRAP
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: OLD SUBROUTINE STILL CHUGGING AWAY - spend a PP to step up or
double PRACTICALLY SCRAP
○ EXTRA STABILIZERS
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: SAVED! - if in danger of crashing, spend a PP to land safely
● Signature Assets
○ D8 HEAVY MACHINE GUNS
○ D8 WATER-LANDING GEAR
● Scale - D6 BIG
Appendix D: Mini-Pathways
No Relationship may be stepped up past D10 by the end of Mini-Pathways.
Origin - Major
1. Draw your rectangle. Draw connections to each of the other player’s rectangles, but don’t
label them yet. Rate each of these Relationships D6
2. Choose one:
a. Rich
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Add a new triangle (NEW Situation).
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element. Label the connections.
○ Go to Youth: Paragon, Jock, or Average
b. Ordinary
● Add a new diamond (NEW Organization, Prop, or Location).
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element. Label the connections.
○ Go to Youth: Jock, Average, or Geek
c. Poor
● Add a new triangle (NEW Situation).
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Youth: Average, Geek, or Outsider
d. Strange
● Add a new diamond (NEW Organization, Prop, or Location).
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Youth: Geek, Outsider, or Paragon
e. Gifted
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Add a new triangle (NEW Situation).
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Youth: Outsider, Paragon, or Jock
3. The GM will make two connections between non-rectangle elements and label the
connections.
Youth - Major
1. Choose one (limited by previous choice):
a. Jock
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Step up an existing Relationship.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Focus: Kaiju, Money, or Life
b. Average
● Add a new diamond (NEW Organization, Prop, or Location).
● Step up an existing Relationship.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Focus: Money, Life, or Status
c. Geek
● Add a new triangle (NEW Situation).
● Step up an existing Relationship.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Focus: Life, Status, or Technology
d. Outsider
● Add a new diamond (NEW Organization, Prop, or Location).
● Step up an existing Relationship.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Focus: Status, Technology, or Kaiju
e. Paragon
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Step up an existing Relationship.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Focus: Technology, Kaiju, or Money
2. The GM will put down Secondary Characters Colonel Aurelijus Kiskis, the overall
commander of MCA, and Chief Petty Officer Pyay Htet Ko, the officer directly in charge of
your training. The GM will connect them both to each PC and rate the Relationships D6, but
the players get to label the connections.
Focus - Meta
1. Add a new circle (NEW Secondary Character), a new diamond (NEW Organization, Prop, or
Location), or a new triangle (NEW Situation).
2. Draw a connection from this new element to your rectangle or draw a connection from your
rectangle to any existing element. Label the connection.
3. Choose one:
a. Draw a connection between any two non-rectangle elements and label the
connection. If it is a Relationship, rate it D6.
b. Destroy a connection between your rectangle and an element. Add a new circle
(NEW Secondary Character), a new diamond (NEW Organization, Prop, or
Location), or a new triangle (NEW Situation) and connect it to your rectangle. Label
the new connection. What happened to sever the old connection and establish this
new one? If it is a Relationship, rate it D6.
c. Add a new circle (NEW Secondary Character), a new diamond (NEW Extra,
Organization, Prop, or Location), or a new triangle (NEW Situation) and connect it
to another Player’s rectangle. They get to label the connection. If it is a Relationship,
rate it D6.
4. Choose one:
a. Money
● Draw a connection between your rectangle and Colonel Aurelijus Kiskis if
you haven’t already. Rate this Relationship D6.
● Draw a connection between your rectangle and CPO Pyay Htet Ko if you
haven’t already. Rate this Relationship D6.
● Step up two existing Relationships.
b. Life
● Draw a connection between your rectangle and Colonel Aurelijus Kiskis if
you haven’t already. Rate this Relationship D6.
● Draw a connection between your rectangle and CPO Pyay Htet Ko if you
haven’t already. Rate this Relationship D6.
● Step up two existing Relationships.
c. Status
● Draw a connection between your rectangle and Colonel Aurelijus Kiskis if
you haven’t already. Rate this Relationship D8.
● Draw a connection between your rectangle and CPO Pyay Htet Ko if you
haven’t already. Rate this Relationship D6.
● Step up two existing Relationships.
d. Technology
● Draw a connection between your rectangle and Colonel Aurelijus Kiskis if
you haven’t already. Rate this Relationship D6.
● Draw a connection between your rectangle and CPO Pyay Htet Ko if you
haven’t already. Rate this Relationship D8.
● Step up two existing Relationships.
e. Kaiju
● Draw a connection between your rectangle and Colonel Aurelijus Kiskis if
you haven’t already. Rate this Relationship D8.
● Draw a connection between your rectangle and CPO Pyay Htet Ko if you
haven’t already. Rate this Relationship D8.
● Step up two existing Relationships.
5. Label the connections between your characters in both directions.
6. The GM will make one connection pointing from a non-rectangle element to a rectangle for
each player and label the connections.
Appendix E: Resources
● Provisional Character File
● Provisional Vehicle File
● Provisional Kaiju File
● Custom Roll20 Character File
● Cortex Prime core rules introduction
Credits
The Cortex Prime team deserves tons of credit for making a fun and modular system
that’s easy to use to do this kind of thing. Thanks!