Plot Points

Plot Points

are the metacurrency that helps drive scenes in Cortex Prime, and are a way for players to affect the story beyond the roll of the dice. Every player starts a session with at least one Plot Point (or PP,) and unspent PP are carried over from session to session. It's best to spend PP when the opportunity arises; it's not hard to find more during play.  

Earning Plot Points

There are several ways for players to earn PP during play:  

Complications

The GM can hand over a PP from the Pile to activate a Complication whenever the player rolls a Hitch. A Complication starts at d6, but additional hitches in the same roll can step up the complication at no extra cost to the GM. If the roll is a Botch, the GM can create a complication without spending a PP, stepped up for each hitch rolled.

Give In

If you give in during a contest and let your opponent succeed rather than rolling to beat their total, you earn a PP. You only get this if you’ve already rolled at least one during a contest.

SFX

Some SFX give you PP upon activation. The most common SFX that does this is Hinder, which starts unlocked on every Distinction.

Roleplaying

For exceptional RP moments. Must be agreed to by the whole table.

Spending Plot Points

There are numerous ways you can spent Plot Points to affect your rolls and the story:  

Activate SFX

Some SFX must be activated by spending a plot point. These effects only last for the duration of the roll you’re making unless otherwise specified by the SFX. The SFX description will list whether they are activated before, during or after a roll.

Add More Dice

Before you roll, you can spend a PP to include more dice from a trait set, so long as you can give a reasonable explanation as to why. This can include adding more than one skill, distinction or attribute.
 

Activate An Opportunity

If the GM or another player rolls a 1 on their dice, that’s a type of hitch called an opportunity. Spend a PP to either step down an existing complication or step up an existing asset in the scene.
 

Create A Relationship

Before you roll, you can spend a PP to create a d6 Relationship with a character you don’t already have a relationship with in the scene. This can be a past acquaintance or a new relationship, but both you and the GM get to define elements of it. It goes away at the end of the session unless you spend XP to keep it.
 

Create a Temporary Asset

Before you roll, you can create a temporary d6 Asset by spending a PP, which lasts for the rest of the scene. If you spend two PP, you can keep it until the end of the session, assuming nothing happens to eliminate or remove it. This asset only helps you, unless you give it to someone else when you create it or spend another PP to make it free for anyone to use.
 

Include More Results

After you roll, you may spend a PP to include more results out of the dice pool you just rolled in your total. You can only add dice if you still have unused dice in your rolled pool.
 

Interfere in a Contest

If you want to jump into a contest that’s already underway, spend a PP to join in. If the other contestants lose to you, they can give you a PP to renew the contest for another round.
 

Keep Extra Effect Die

After you roll, you can spend a PP to keep an extra effect die, using it to create an additional asset, complication or stress as a result of your roll. You can’t use this if you have no leftover dice in your roll.
 

Stay in a Contest

Spend a PP to stay in a contest, even after you Stress Out. Bear in mind that Trauma can still accrue!