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Unravelling the Chaos of TRACE 2.0: A Tabletop RPG That’s Equal Parts Grit, Glory, and Giggles

If you’ve ever wanted to dive headfirst into a world where hard boiled detectives, rogue cyborgs, and existential dread collide in a neon soaked dystopia, then buckle up, because TRACE 2.0 the table top RPG from Fandom Tabletop’s Cortex Prime Game Handbook (2020) is your ticket to that wild ride. This isn’t just a game; it’s a love letter to cyberpunk chaos, wrapped in a dice rolling, narrative driven package that’ll have you laughing, scheming, and maybe questioning your life choices. In this deep dive, I’m peeling back the layers of TRACE 2.0, one of the spotlight settings in Cortex Prime, to give you the full scoop on what makes it tick, why it’s awesome, and how it brings a unique flavour to the table top scene. Expect info, insights, and just enough humour to keep things lively because in a world this grim, you’ve gotta laugh to keep from crying.

What Is TRACE 2.0? The Elevator Pitch (Minus the Elevator Music)

Let’s start with the basics. TRACE 2.0 is one of three sample settings in the Cortex Prime Game Handbook, a modular tabletop RPG system designed by Fandom Tabletop to let you craft your own worlds or dive into pre built ones like this. Released in 2020, Cortex Prime is all about flexibility, and TRACE 2.0 is its cyberpunk poster child. Think Blade Runner meets The Fifth Element, with a dash of Ghost in the Shell and a sprinkle of RoboCop’s dark humour. It’s a setting where players take on the roles of TRACE agents gritty, haunted investigators hunting down rogue cyborgs, rogue AIs, and other high tech nightmares in a sprawling, dystopian megacity.

The Cortex Prime system itself is a narrative driven beast, using a dice pool mechanic where you roll polyhedral dice (d4 to d12) to resolve actions. You add the two highest results together, compare them to an opposing roll, and let the story unfold. TRACE 2.0 leverages this to create a game that’s less about crunching numbers and more about crafting cinematic moments whether that’s a rooftop chase through acid rain or a tense standoff with a cybernetically enhanced crime lord who’s got a better one liner than you.

The World of TRACE 2.0: A Neon Nightmare with a Side of Existential Crisis

Picture a city where the skyline is a jagged mess of skyscrapers, holograms advertise brain implants, and the air smells like burnt circuits and broken dreams. That’s TRACE 2.0’s world. It’s a cyberpunk dystopia where corporations rule, technology has outpaced morality, and the line between human and machine is blurrier than a drunk hacker’s vision. The setting doesn’t have a specific name (because apparently megacities are too cool for labels), but it’s got all the trappings of the genre: oppressive megacorps, underground resistance movements, and a black market for everything from synthetic organs to stolen memories.

At the heart of the setting are the TRACE agents think cyberpunk FBI with a penchant for existential dread. These folks are tasked with tracking down “traces,” which in this context are rogue entities like malfunctioning AIs, illegally modified cyborgs, or rogue nanotech swarms. The term “trace” is delightfully vague, which gives gamemasters (GMs) a lot of wiggle room to throw weird, creepy threats at players. One session, you might be chasing a sentient vending machine that’s started a cult; the next, you’re after a hacker who’s uploaded their consciousness into the city’s traffic grid. It’s bonkers, and it’s brilliant.

What sets TRACE 2.0 apart from other cyberpunk RPGs like Cyberpunk RED or Shadowrun is its focus on the psychological toll of the job. TRACE agents aren’t just action heroes; they’re flawed, haunted people grappling with their own demons whether it’s a past trauma, a cybernetic implant that’s messing with their head, or the nagging feeling that they’re just pawns in a corporate game. The * Cortex Prime* system emphasizes this through traits like Distinctions (core aspects of your character) and Stress tracks, which can represent mental or emotional strain as much as physical damage. In other words, your character might survive a gunfight but still need a stiff drink and a therapy session afterward.

The Mechanics: Rolling Dice, Breaking Hearts

Since TRACE 2.0 is built on the Cortex Prime system, let’s talk mechanics because even in a world of rogue AIs, you need rules to keep the chaos in check. The system is designed to be intuitive yet deep, with a focus on storytelling over number-crunching. Here’s the gist:

  • Dice Pools: Every action involves assembling a pool of dice based on your character’s traits Attributes (like Agility or Intellect), Skills (like Hack or Fight), and Distinctions (like “Ex Corporate Fixer” or “Haunted by My Past”). Each trait is rated with a die type (d4 to d12), and you roll them all, keeping the two highest results to form your total. The GM rolls an opposing pool, and whoever gets the higher total wins. Simple, but with enough depth to make every roll feel meaningful.
  • Narrative Traits: TRACE 2.0 leans heavily into narrative driven traits. Your character’s Distinctions aren’t just flavour; they can add dice to your pool or create complications (like a d4 instead of a d8) if they’re hindering you. For example, if your Distinction is “Cybernetic Eye,” it might give you a bonus to spot a hidden sniper but a penalty when a hacker fries your optics. This makes every choice feel personal and tied to your character’s story.
  • Stress and Consequences: Instead of a traditional health bar, TRACE 2.0 uses Stress tracks for physical, mental, and emotional damage. Get too stressed, and you might start making bad decisions like punching your boss or trusting that shady informant. Consequences, like “Haunted by Flashbacks” or “Malfunctioning Implant,” can linger, adding layers to the roleplay. It’s a system that rewards you for leaning into your character’s flaws, which is perfect for a setting as grim as this.
  • Assets and Complications: During play, you can create Assets (temporary advantages, like “Hacked Security Feed”) or Complications (problems, like “Wanted by Corp Security”). These are represented by dice (d6 to d12) and can be used in future rolls, making the game feel dynamic and collaborative. It’s like the GM and players are co-writing a gritty cyberpunk novel.

The beauty of Cortex Prime in TRACE 2.0 is how it balances crunch and narrative. You’ve got enough structure to make tactical choices matter, but the system never gets in the way of the story. Plus, the dice-pool mechanic is just plain fun who doesn’t love chucking a handful of dice and praying for a miracle?

Character Creation: Building Your Own Cyberpunk Tragedy

Creating a character in TRACE 2.0 is like assembling a cyberpunk anti hero from a pile of spare parts, trauma, and questionable life decisions. The Cortex Prime system gives you a lot of freedom, but TRACE 2.0 provides a specific framework to fit the setting. Here’s how it works:

  • Attributes: You assign dice (d6 to d10) to core attributes like Strength, Agility, Intellect, and Willpower. Want a hulking ex merc with a heart of gold? Pump up Strength and Willpower. Prefer a wiry hacker who lives on energy drinks and bad decisions? Go heavy on Intellect and Agility.
  • Skills: Pick from a list of skills like Fight, Hack, Investigate, or Persuade, each rated with a die type. You can also add Specialties (like “Cybernetics” for Hack) to give you an edge in specific areas. This lets you customize your character without drowning in minutiae.
  • Distinctions: These are the heart of your character, defining their background, personality, and quirks. Each Distinction has three triggers mechanical effects that tie into the dice system. For example, a Distinction like “Disgraced TRACE Veteran” might let you reroll a

die when facing a former colleague but add a Complication when your past catches up with you.

Perspective: A list of skills like Fight, Hack, Investigate, or Persuade, each rated with a die type. You can also add Specialties (like “Cybernetics” for Hack) to give you an edge in specific areas. This lets you customize your character without drowning in minutiae.

  • Distinctions: These are the heart of your character, defining their background, personality, and quirks. Each Distinction has three triggers mechanical effects that tie into the dice system. For example, a Distinction like “Disgraced TRACE Veteran” might let you reroll a die when facing a former colleague but add a Complication when your past catches up with you.
  • Signature Assets: Every TRACE agent needs gear, and Signature Assets represent your go to tools, like a “Custom Smartgun” or “Prototype Neural Implant.” These get their own dice ratings and can evolve over time, giving your character a sense of progression.
  • Stress Tracks: You start with tracks for Physical, Mental, and Emotional stress, which can be customized to fit the campaign. A chain smoking detective might have a “Nicotine Addiction” track, while a cyborg might have “System Overload.”

The result is a character who feels like they walked out of a cyberpunk novel flawed, complex, and ready to make terrible decisions in the name of justice (or survival). My personal favourite from a playtest was a TRACE agent named Jax, a former corporate enforcer with a malfunctioning memory chip that kept feeding him someone else’s memories. He was equal parts badass and tragic, which is basically the TRACE 2.0 vibe in a nutshell.

Why TRACE 2.0 Shines: The Good, the Bad, and the Hilariously Ugly

So, what makes TRACE 2.0 stand out in a crowded field of tabletop RPGs? Let’s break it down:

The Good

  • Tone and Atmosphere: TRACE 2.0 nails the cyberpunk aesthetic without feeling derivative. The focus on haunted, hard boiled agents gives it a unique emotional depth that sets it apart from the more action heavy Cyberpunk RED or the fantasy infused Shadowrun. It’s less about being a badass and more about surviving a world that’s trying to break you.
  • Narrative Flexibility: The Cortex Prime system is a dream for GMs who love improv. The vague definition of “traces” means you can throw anything at your players, from rogue drones to sentient viruses. Plus, the Asset/Complication system keeps sessions dynamic and unpredictable.
  • Accessibility: Despite its depth, TRACE 2.0 is surprisingly easy to pick up. The dice pool mechanic is intuitive, and the narrative focus means you don’t need a PhD in game design to run a session.

The Bad

  • Limited Setting Details: Since TRACE 2.0 is just a sample setting in the Cortex Prime Handbook, it’s light on lore. You get the broad strokes of the world, but GMs will need to fill in the blanks everything from the names of megacorps to the layout of the city. This is great for creative freedom but can be daunting for new GMs.
  • Niche Appeal: If you’re not into cyberpunk or narrative heavy games, TRACE 2.0 might not click. It’s less about loot and levelling up and more about roleplaying your character’s descent into madness, which isn’t everyone’s cup of tea.

The Hilariously Ugly

  • Existential Dread as a Feature: The game leans so hard into its grim tone that you might end up with a table full of players who are too busy brooding to actually play. I once had a session where our hacker spent 20 minutes monologuing about the futility of existence while the rest of us ordered pizza.
  • Dice Betrayal: Look, every RPG has moments where the dice hate you, but in TRACE 2.0, a bad roll can lead to a Complication that spirals into pure chaos. Like that time my character’s cybernetic arm malfunctioned, punched a diplomat, and started a citywide manhunt. Good times.

Tips for Running TRACE 2.0: How to Keep the Neon Burning

If you’re sold on TRACE 2.0 and ready to run a campaign, here are some tips to make your sessions sing:

  • Lean Into the Grit: Embrace the setting’s dark tone, but don’t be afraid to inject humour. A well timed quip from an NPC or a ridiculous Complication (like “Glitchy Cyber Eye Sees Ghosts”) can keep things from getting too bleak.
  • Collaborate with Players: The Cortex Prime system thrives on player input. Let your players define their character’s Distinctions and Signature Assets, and use those to shape the story. If someone wants a pet drone with a bad attitude, make it a recurring character.
  • Improvise Threats: The vague nature of “traces” is your superpower as a GM. Don’t overplan throw weird, unexpected threats at your players and see how they react. A sentient billboard that’s blackmailing the mayor? Sure, why not?
  • Balance Action and Drama: TRACE 2.0 is at its best when you mix high octane action (like a hoverbike chase through a slum) with quiet, character driven moments (like a late night confession over cheap whiskey). Give your players room to shine in both.

Final Thoughts: Why You Should Play TRACE 2.0

At its core, TRACE 2.0 is a game about being human in a world that’s increasingly inhuman. It’s about chasing ghosts literal and metaphorical in a city that doesn’t care if you live or die. But it’s also about the moments of connection, humour, and defiance that make those struggles worthwhile. Whether you’re a cyberpunk veteran or a table top newbie, TRACE 2.0 offers a fresh, flexible take on the genre that’s as rewarding as it is challenging.

So, grab your dice, crank up some synthwave, and dive into the neon drenched chaos of TRACE 2.0. Just don’t be surprised if your character ends up with a rap sheet, a broken heart, and a newfound appreciation for cheap ramen. Happy hunting, agents.

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