CORTEX VORTEX // CHARACTER DOSSIER
INTERACTIVE CHARACTER SHEET
EDITION ONE CORE RULES · LEVELS 1–24 · LOW, MID AND HIGH FLARE RINGS
01 · IDENTITY
02 · LEVEL & EXPERIENCE
9
8 + current level
+2
+2 at 1–3 · +3 at 4–6
—
feats at 4 · 7 · 10 · 13 · 16 · 19
DC = 8 + the main stat of the spell's class + your proficiency bonus. The spell decides the stat, not your character — a Mystic spell always uses Intelligence, a Techie spell Wisdom, an Influencer spell Charisma, a Kombatant one Dexterity or Strength.
Level when your XP reaches 8 + your current level, then subtract that amount. Each level: +5 + Constitution modifier max HP, +1d8 to your Hit Dice pool, and your next Low Flame Ring benefit.
03 · ABILITIES & SAVES
ABILITYSCOREMODSAVE
STRENGTH
+0
DEXTERITY
+0
CONSTITUTION
+0
INTELLIGENCE
+0
WISDOM
+0
CHARISMA
+0
Assign 15, 14, 13, 12, 11, 10 in any order, then apply species bonuses. Tick a save to add your proficiency bonus.
04 · SKILLS 18 SKILLS · CONSTITUTION HAS NONE
- AthleticsSTR+0
- AcrobaticsDEX+0
- Sleight of HandDEX+0
- StealthDEX+0
- ArcanaINT+0
- HistoryINT+0
- InvestigationINT+0
- NatureINT+0
- SpiritualityINT+0
- Animal HandlingWIS+0
- InsightWIS+0
- MedicineWIS+0
- PerceptionWIS+0
- SurvivalWIS+0
- DeceptionCHA+0
- IntimidationCHA+0
- PerformanceCHA+0
- PersuasionCHA+0
Passive Perception10
10 + Wisdom modifier
05 · COMBAT
No armor = 10 + Dex
Suggested: —
Lost first, never stacks
+0
Dexterity check30 ft unless species says otherwise
Trade 1 for 1 XP, once per session
HIT DICE d8 for everyone · pool equals your level
Short rest: spend any number, each gives 1d8 + Constitution modifier. Long rest: regain all HP and half your total Hit Dice.
DEATH SAVING THROWS d20, no modifiers
Successes
Failures
10+ succeeds, 9 or lower fails. Natural 1 counts as two failures. Natural 20 wakes you with 1 HP. Damage at 0 HP is a failure, two if it was a critical.
06 · THE VORTEX FLARE — LOW FLAME RING
ONE BENEFIT AT LEVEL 1, THEN ONE MORE EACH LEVEL
LOW FLARE RINGLevels 1–5. Five benefits, closest to the centre. One per level.
MID FLARE ORBITNeeds all 5 low benefits. Two paths per class, five benefits each. You may choose any class in this orbit.
HIGH ORBITNeeds 10 benefits (low + mid) AND a quest of knowledge granted by your GM. Four paths per class.
Limits are per ability, exactly as the core book states them — not a blanket rule. Passive benefits are always on.
07 · GEAR SIX PIECES TOTAL · AT LEAST ONE AND AT MOST TWO PER CATEGORY
Weapon
Armor or Shield
Mech-Up
Muta-Boost
Companion Bot
Device
Filled: 0 / 6
You also get clothing, a PGOR (adjusts you to any pressure, gravity or oxygen), a floating Hover-Vault for your spare kit, and a handful of Solex.
08 · WEAPONS MAX TWO ADD-ONS PER WEAPON
NAMEPROPERTYDAMAGERANGEADD-ONS
Describe any weapon you can imagine. 1d8 if you are proficient, 1d4 if not. Thrown melee deals 1d4. Unarmed deals 1 + Strength modifier.
09 · ARMOR & UPGRADES
MECH-UPS maximum three
MUTA-BOOSTS maximum three
10 · COMPANION BOT & DEVICES
DEVICES
11 · STATE
CONDITIONS
EXHAUSTION a long rest with food and water removes one level
None.
12 · FEATS & STAT INCREASES AT LEVELS 4 · 7 · 10 · 13 · 16 · 19
At each of those levels take a feat, or +2 to one stat, or +1 to two stats.
13 · THE CHARACTER
BACKSTORY
NOTES, BONDS & OBJECTIVES
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