Corporia Quick-Start Guide
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Corporiaquick-start GUIDE
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PREFACE TO THE QUICK-START GUIDE
This is an abbreviated, introductory version of the 208-page Corporia rule-
book. Sample characters are included, but many details about the setting,
character creation, advancement, monsters, relics, and so forth are not.
The Director (aka Game Master) should have a copy of the core rulebook.
THE SYSTEM
Corporia uses an intuitive mechanic that allows for
on-the-fly combinations of skills and abilities. Just add
one Core Value rank to a related Skill rank, then roll
the Flux Dice (2d6) and add the highest die result to
the total. If the grand total meets or exceeds the
Target Number (TN), the character succeeds.
Opposed checks work similarly, with the defender
getting the advantage on ties.w Characters are based on 13 mix-and-match
archetypescustomizable templates like the
Knight-Errant, Runner, Suit, and Witcher.
w A dynamic spellcasting system lets youcreate and modify spells with ease, using wands
as spell-enhancers and magical firearms.
w Group-friendly hacking rules not only lethackers turn technology against itself, but
also bring their allies along to battle living
computer programs in an infinite variety ofdigital multi-user dungeons.
w Use 1 private and 3 public traits to gainreality-manipulating Flux Points and create
greater character depth.
SIZING
For tablets, the best view for this book is in portrait
mode showing one page at a time.
To create a landscape viewing experience on yourdesktop monitor, set Adobe Acrobat or Reader to display
a spread of two full pages, as if it were an open book.
You can set this manually by selecting the following
options (Mac and PC versions are different but similar):
VIEW> ZOOM> FITHEIGHT
VIEW> PAGEDISPLAY> TWO-UP
VIEW > PAGEDISPLAY > SHOW COVERPAGEDURING
TWO-UP
P
RINTING
AND THE
F
INE
P
RINT
)
You may print an unlimited number of copies of this publi-
cation for personal use as well as for free distribution (only).
Copyright 2014 Brabblemark Press. All rights reserved.
This is a work of fiction. Names, characters, places, logos, businesses, institu-
tions, organizations, corporations, products, incidents, and locales either are co-
incidental products of the authors imagination or are used fictitiously.
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W
HAT IS
C
ORPORIA
?
Corporia is a tabletop role-playing game set in The City,
a future metropolis ruled by an alliance of powerful
mega-corporations. Players take on the roles of members
of the Knightwatch, the elite supernaturally-powered
special operations unit of the Watchman private securitycompany, under the auspices of its mega-corporate entity
Valyant and Chief Executive Officer Lance Martinthe
reincarnated Sir Lancelot du Lac. The Knightwatch re-
solve extreme incidents involving manifestations of
other-dimensional energies (aka the Flux), including mu-
tated humans, monsters from other dimensions, and cor-
porate experiments gone wrong.
Members of the Knightwatch have been hand-picked
from individuals touched by the Flux, ironically gaining
their abilities from the very force that also transforms in-nocent citizens into dangerous mutants and provides fas-
cinating new resources for the mega-corps to exploit. Exactly how an individuals
powers manifest depends on his or her personality, social caste, and profession,
among other factors.
For instance, soldiers often become stronger and faster, executives gain influence
and mettle, Hackers usually discover they can transfer their minds into computers to
battle Flux-infused virtual life, fantasy writers might find themselves able to cast mag-
ical spells, and so on. An individual might even awake with memories and skills (and
obligations!) from a former life as a knight in King Arthurs court.
Because public knowledge of your characters abilities could lead to him or herbeing hunted down by cryptids, criminals, and rival mega-corporate research teams,
the Knightwatch is usually a characters only family. Thus, how your characters
interact with each other is as much a part of the Corporia experience as combat, if
not more so. For example, not every character may agree on the correct action to take
when a child insists on protecting her imaginary friend or when a doctor starts
stealing from the blood bank to support his wifes newly-acquired vampirism. Your
characters decisions are as equally valid a way to provide conflict as are the threats
of monsters, rogue Virtual Intelligences, and greedy mega-corporate overlords. Its
all about role-playing.
KNIGHTWATCH OPERATIONS
Although reincarnated Knights-Errant are a central focus of the game, you arent
required to play one. Instead, you can play a modern human who discovers that he
or she now has extranormal abilities. Just be sure to create a character that interests
you, and one that can work with other characters. Cooperation is keyat least, if
you want your character to survive.
Whether reborn or not, all players are considered knightsmembers of the elite,
superpowered team of modern monster-slayers known as the Knightwatch. They are
the central players in the ongoing battle between the forces of Order and Chaos,
striving to keep the balance and prevent a future apocalypse where ancient beings
rule as the overseers and oppressors of enslaved mankind. Because the Knightwatch
is supported by the mega-corporation Valyant (under cover of its Watchman private
security force), the Knightwatch is perceived by the public as a semi-covert special
ops team, with its true nature known only by a very few.
Your team is answerable to Valyants Chief Executive Officer, Lance Martin, his
personal assistant Vivienne Morrow, and Chief Operations Officer Kenneth Bridge-
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man, revealed to your team as the awakened reincarnations of Lancelot, Nimue, and
Percival, respectively. Another key character (with no official standing at Valyant)
is the Master Eye Registrar and Logistical Intelligence Network (aka M.E.R.L.I.N.).
This corporate Artificial Intelligence may appear to the player characters as the
seemingly normal in-company guide and business directory hologram, as a digitized
face on monitor screens, and as a powerful avatar in virtual space.
When Nimue receives a prophetic vision, or M.E.R.L.I.N. detects spikes of Fluxactivity, they dispatch the Knightwatch to quietly eliminate the threat. Once com-
plete, a Watchman security team arrives to clean up the scene and acquire any
(living or dead) specimens and magical materials. A Knightwatch team may also be
sent on other types of missions (such as covert or diplomatic) against rival mega-
corps and private security firms. They may even encounter threats while off-duty.
Knights receive room and board in Watchman Keep, plus a $10,000 monthly
salary, weapons training and a limited selection of equipment (due to citywide arms
restrictions). They can improve their abilities as they gain experience, and can pur-
chase additional personal firearms, relics, and other items.
WHAT YOULL NEED TO PLAY
Everyone should have their own copy of this bookthat way your friends not
twiddling her thumbs and waiting for you to hand her book back. You should also
bring pencils and paper, your character sheet, and some dice.
D
ICE
. Corporia uses 6-sided and other polyhedral dice as a way of randomizing
actions. You can purchase polyhedral dice at stores that sell role-playing games, or
direct from several dice manufacturers. A typical set includes seven different
numbered dice: one each of 4-, 6-, 8-, 10-, 12- and 20-sided dice, plus a special
10-sided die numbered 10, 20, 30 and so on up to 00. Corporia abbreviates these diceas d4, d6, d8, d10, d12, d20, and d%.
ROLLING THE DICE. If the rules say to roll 2d6, you roll two
6-sided dice, or one 6-sided die twice, and view the results. If
the rules call for 3d8, roll three 8-sided dice. As for d10, most
are numbered 1, 2, 3, and so on up to 0. If you roll 0 on a d10,
treat it as a 10, not a zero. If the rules ask you to roll d100, you
need to roll the d% together with the standard d10, which
provides a result of 1 to 100.
For example, a d% roll of 40 plus a d10 roll of 3 equals43, while a d% roll of 00 and a 1 on the d10 means you
got a total result of 1. If you roll 00 on the d% and 0 on
the d10, youve rolled 100!
B
ATTLEMATS AND
M
INIATURES
. These arent required,
but you can use them to better visualize the characters
and enemies in relation to each other. Any token or fig-
ure can represent your character, as long as its not
significantly bigger or smaller than everyone
elses, and you can remember which one is
yours. Battlemats, tokens, and miniatures are
available in most stores where RPGs are sold.
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CHARACTER ATTRIBUTES
After you have a idea of who your character will be, youll use numerical values to
define his abilities and what he can do in relation to other PCs, NPCs, and cryptids.
These abilities are primarily composed of Core Values and Skills.
A characters CORE COMPETENCY sets the number of points you can spend on your
PCs Core Values, Skill Set, and Assets. Core Competencies are listed as Touched,Gifted, and Fluxed. A character who is Touched by the Flux is unnaturally strong
and fast but has no supernatural assets, while a Fluxed character has the greatest
supernatural abilities but is weaker elsewhere. A Gifted character falls in-between.
CORE VALUES include Strength (STR), Deftness (DFT), Mettle (MTL), Knowledge
(KNO), Wits (WIT), and Magick (MGK). These are expressed as a number, typically
from 1 to 6. A normal person has only 1 or 2 in each of the first five core values and
none in MGK, while particularly strong, intelligent, or otherwise talented individuals
(such as members of the Knightwatch) might have 3 or better in one or more values.
A characters SKILL SET lists abilities mostly learned from life experience, such
as Crime, Firearms, Instinct, and Science. These are expressed as a number, usually
ranging from 0 (since a character need not have points in every skill) to 6. For
instance, a character with a military background or personal interest in firearms
might start with 3 points in Firearms but 0 points in Science: Biology. Each skill is
associated with a specific core value, such as Fisticuffs (STR) and Sorcery (MGK).
Whenever the rules refer to FLUX DICE, it means a roll of 2d6 where you keep the
high die result and drop the lowest. This so-called Flux is the effect of the other-
dimensional magics now pervading The City. Fortunately, your character is more in
tune with the Flux than most, and able to exercise a measure of control over it ( i.e.,
being able to instinctively choose the most favorable result).F
LUX
P
OINTS are a measure of your characters ability to manipulate the Flux.
During games, you earn Flux Points (FP) by playing your traits, and can spend them
to alter events. Every time you earn or spend FP in regard to your traits, you earn
one Building Point that can be used on core value, skill, and asset improvements.
Your character isnt just a faceless
set of numbers. Corporia allows you
to create your own special player
character with a unique personality
and mix of abilities and powers.
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USING ABILITIES
When a situation calls for your character to perform an unopposed task, like hacking
a computer or jumping from one car roof to another, you need to make an ability
check. Choose the most appropriate [Core Value + Skill] combination, then roll the
Flux Dice (2d6) and add the highest die result to the [Core Value + Skill] total. If the
grand total meets or exceeds the Target Number (TN), the character succeeds.The Director chooses the Target Number based on the circumstances, so a mun-
dane task like opening an unlocked door would not require an ability check, but hack-
ing open an electronic lock might be Difficultand doing so in semi-darkness or while
being shot at might be Hard or Incredible. The Director determines the degree of suc-
cess based on the difference between the roll and the TN. Most important TNs will
probably be TN 9 or higher.
For example, Gwen needs to find a bureaucrats un-
listed phone number. The Director decides the Target
Number should be 11 (Hard). Gwen could use [WIT +
Influence] to ply the number from someone or use [KNO+ Sciences: Computer] to hack the phone servers. She
decides to use [KNO + Business] to make connections
and cut through the red tape. Gwens player adds her
KNO 3 to her Business 4, then rolls her 2d6 Flux Dice
and gets a 2 and a 4. Since 4 is the highest, her total is
[3 + 4 + 4 = 11], which is at least as high as the TN 11.
Gwen finds the phone number, but barely.
If her result had been slightly higher, the Director
might have said that she also found the bureaucrats
home address. If shed gotten a raise (5 points higherthan the TN), he might have given her the EyePhone
number, home address, and the name and location of a private club where the
bureaucrat likes to spend his time.
O
PPOSED
C
HECKS
. When two characters oppose each other, either in combat,
magic, or some other test of ability, the TN to beat depends upon the actions of the
characters themselves. In this case, both players (or one player and the Director)
make ability checks and compare them. The victor is the one with the highest result.
The Director may also impose situational modifiers based on the circumstances, or
decide that the defending/resisting character is not able to react.Lets say that Gwen wants to throw a punch at Rob. Throwing a punch requires a
straightforward Fisticuffs check, so Gwens player adds her STR 3 to her Fisticuffs 3,
for a result of 6. She then rolls her 2d6 Flux Dice, getting a 2 and a 5. She takes the 5
and ignores the 2. The result is [3 + 3 + 5 = 11], which means that Rob needs to meet
or exceed TN 11 to defend. Because Rob is an NPC, the Director makes the ability
check for Rob, who has DFT 3 and Fisticuffs 2. He then rolls the Flux Dice, getting a
5 and 4. Taking the 5, since its the highest, this results in a formula of [3 + 2 + 5 =
10]. Gwens 11 attack is higher than Robs 10 defense, so it succeeds.
T
IES
. When opposed combat rolls (e.g., attack vs defense) have equal results,
award the victory to the defender. However, in non-combat situations, the character
with the highest [Core Value + Skill] total (not counting Flux Dice) is the winner. If
the characters continue to tie, roll more opposed checks until someone wins. Each
roll represents the continuing struggle between the combatants.
UNSKILLED CHECKS. If your PC wants to use a skill that he doesnt have, add only
the relevant Core Value to his Flux Dice roll. A success means he just got lucky. Note
that MGK skills (aka disciplines) must be purchased; they cant be used unskilled.
TARGETNUMBERS
DIFFICULTY TNSIMPLE.................3
EASY ....................5AVERAGE .............7
DIFFICULT............9
HARD .................11
INCREDIBLE ........13
HEROIC ..............15EPIC....................17
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CRITICALS. If you roll the highest number on a Flux Die (i.e., rolling a 6 on a d6),
you can roll that die again and add the total to the result. If you get a second crit on
the same die, add it to the running total and roll it again.
If both of the initial Flux Dice come up 6s, treat each one like a critical and keep
re-rolling as needed. However, instead of only keeping the highest Flux die after the
rolling is done, you keep and add both! These double crits also give you 1 Flux Point.
Critical Hit Location. To determine hit location (see page 9), you can choose to
use either the initial roll or whatever the Flux Dice show after you finish rolling.
Critical Damage.You dont get criticals on damage unless your character has the
Knights Prowess asset.
C
RASHES
. If both Flux Dice result in 1s, you dont get to keep and add either die.
If your [Core Value + Skill] (plus any bonus modifiers) give you a high enough total,
you might still succeed. Its just not as likely.
RAISES. Whenever an ability check exceeds a Target Number or opposed roll by
5 points or more, you get a raise. Each raise on a role-playing action indicates an
additional degree of success (see the Social Conflicts example on page 12). Raises onAttack actions allow you to target a specific hit location with no aiming penalty.
For example, lets say that Gwen attempts to attack Rob with her [STR 3 +
Fisticuffs 3]. She gets a 1 and 6 result on her Flux Dice, and since the 6 is a critical,
she rolls it again, getting a 4. Her final total is thus [3 + 3 + 6 + 4 = 16]. Rob defended
with an 10, and Gwen easily beat that by 6 points, giving her one raise. She can strike
Rob in any hit location or even attempt to knock an item from his grasp with no ad-
ditional aiming penalty.
C
OOPERATIVE
R
OLLS
Q
UOTAS
). Occasionally, the Director might present your group
with a challenging, higher-than-normal, non-combat TN that few (if any) characters
could reach on their own. However, when this occurs, the Director can allow multiple
players to combine their results in order to meet or exceed the Quota.
COMBINING CORE VALUES. Other [Core Value + Core Value] combinations are
possible, but should be used only when a special resistance check is requiredsuch
as when fighting to resist the effects of poison, disease, a spell, or a cryptids magical
ability. See the Sample Defense Actions chart on page 11.
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C
OMBAT
Despite its beauty and wealth, The City is a dangerous place. The mega-corporations
relish their powers and are not about to relinquish them easily. Anyone foolish
enough to interfere with their plans will quickly find himself the target of security
forces. Worse, the PCs must also deal with the monstrous cryptids manifested by the
Flux or released by corporate researches into the arcane.
WHO GOES FIRST?
During most of the game, actions occur only as needed. For instance, Chris might
say I want to snoop in the Suits desk. The Director might ask How much time do
you want to spend? and give Chris some (or no) information depending on what is
there to be found. In combat, however, its important to note the order of events.
INITIATIVE. When the Director says its time for combat, each player should make
a standard [WIT + Instinct] check, adding the high Flux Dice result as usual. The
total is the characters Initiative score for that round.
R
OUNDS
. The amount of time it takes for everyone to have a turn is defined as a
round. Once the first round ends, each player again determines his Initiative to see
who gets the first turn, and combat continues from the previous round.
T
URNS
. The character with the highest Initiative goes first. A turn is loosely
defined as taking up to 10 seconds. During each turn, a player character can take two
actionsone Move and one Attack action, or two Move actions. Either action can be
replaced with a Combined Move/Attack action (though this has penalties). If a player
wants to perform an action that doesnt fit easily into either a single action, the
Director decides how many actions, turns, or even rounds it takes.
Simple actions like shouting a warning or drawing a weapon are free actions.Running to a parked car, leaping up onto its roof, and leaping off to slice a sword
through a flying creature could be three Move and one Attack actions (in that order),
requiring two turns to complete.
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You may play proactively, declaring your characters actions and what youre
trying to achieve with a roll even before you pick up the dice. By telling your group
what youre trying to do, you can pre-define your characters intent, though this will
be modified by a rolls failure or success. Alternatively, you can play reactively and
wait for the Director to provide a description or ask you what you want to do. Theres
no right or wrong way; choose what you prefer.
S
URPRISE
.
When a character is surprised at the start of combat (e.g., an eldritchtentacle lashes out of the darkness at him), that character must attempt a [WIT +
Instinct] check. In most cases, the Director should set a low TN for characters on
alert, and a higher one for those who dont expect trouble. Characters who fail their
check get only [WIT + Instinct] (no Flux Dice roll) for Initiative on the first round of
combat. For the second and subsequent rounds, determine Initiative normally.
ATTACK ACTIONS
During an Attack action, the character may attempt to strike with melee or ranged
weapons, with magic, or in hand-to-hand combat. The Attack total (such as [STR +Fisticuffs + Flux Dice result + any modifiers]) must beat the opponents Defense total.
Note that a minimum Getting Medieval or Firearms skill is required to use a
melee or ranged weapon effectively. Otherwise, suffer the difference between the
requirement and your actual skill level as a penalty to the Attack roll.
A
IMING
.A character can target a body part to cause a specific injury. Aiming for
the torso imposes a 1 penalty to the attack. Aiming for the groin or either arm is 2,
while a leg shot is 3 and a headshot is 4. Aiming while moving doubles this penalty.
However, when a character forgoes all movement for his turn so he can take careful
aim instead, he reduces the penalty by 1 (this cannot be reduced below 0). If the
character already used any Move action during this
turn, he cannot take careful aim.
H
IT
L
OCATION
. When not aiming, your total Flux
Dice roll reveals where an attack lands. An attack
that deals a wound (see Damage) imposes a 1
penalty, based on the body part struck.
For instance, a leg wound causes a 1 penaltyto Athletics checks involving movement. An arm
wound penalizes Firearms, Fisticuffs, Getting
Medieval, casting, and other actions that involve
arms or hands. Groin, torso, and headshots penalize
all actions, and headshots also cause +1d6 extra
damage. Penalties are cumulative with each wound.
SAMPLEATTACKACTIONS
CAST ASORCERYSPELL..............................................MGK + SORCERY DISCIPLINE
CAST A WITCHCRAFTSPELL ......................................MGK + WITCHCRAFT DISCIPLINE
FIRERANGED WEAPON(PISTOL,WAND, ETC.) .........DFT + FIREARMS
THROW WEAPON(KNIFE,AXE, ETC.)........................DFT + GETTINGMEDIEVAL
UNARMED ATTACK(PUNCH, KICK, ETC.) ..................STR + FISTICUFFS
USEMELEE WEAPON(AXE, BAT, SWORD, ETC.) ........STR + GETTINGMEDIEVAL
HITLOCATION(2D6)
ROLL TOHIT
2 ...................LEFTLEG
3 ...................RIGHTLEG4 ...................GROIN
5-9 ...............TORSO
10.................LEFT ARM
11.................R IGHT ARM
12.................HEAD
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Fortunately, wound penalties apply after combat, not during. While in combat,
PCs unconsciously draw more energy from the Flux. When the combat ends, the body
and mind relax, the energy fades, and the character starts to feel the wound effects.
Penalties fade as wounds are healed. This avoids a death spiral where a wounded
character finds it increasingly harder to move, attack, and/or defend, and so the
chance of failure becomes ever more likely with each wound.
Optional: If your group prefers tougher combat, or in certain role-play situations,the Director may rule that all wound penalties are effective immediately.
THROWING.Your character can effectively throw an item with a [DFT + Getting
Medieval] attack for a base range equal to [STR + DFT + MTL] x 2 feet. Throwing at
a target beyond this range applies a minimum 2 penalty to the attack and damage.
Throwing at least twice the base distance adds another 2 (4 total), triple distance
adds another 2 (6 total), and so on up to the max distance x5 (10 total).
MOVE ACTIONS
During a Move action,your character can travel a
number of feet in any di-
rection, with the distance
depending on the action
and his [Athletics] score.
No [DFT + Athletics]
check is needed unless the
character is impeded by
obstacles, gaps between
buildings, attempting adifficult maneuver while
wearing armor, and so on.
A Move action to sprint must be preceded by a Move action to run, in the same
or immediately preceding turn.
Finally, note that characters with Athletics 0 (this is not a good idea...) can only
move [DFT 1] feet per turn.
COMBINED ACTIONS
Characters can also move and attack simultaneously. Running and gunning orsliding and slicing are most common, but any reasonable combination may be
allowed. Sorcerers and Witchers can even fast cast spells.
A character can perform a Combined Move/Attack action instead of a standard
Move or Attack action, but
with penalties. He must
accept the lowest result on
the Flux Dice roll, and the
distance he would nor-
mally move is reduced by
half (round down). Aiming
penalties are doubled.
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SAMPLEMOVEACTIONS(FEET PER TURN)
WALK ..............................UP TO[ATHLETICS] X5
JOG.................................UP TO[ATHLETICS] X10
RUN .................................UP TO[ATHLETICS] X15
SPRINT(AFTER RUN).......UP TO[ATHLETICS] X25
LONGJUMP .....................UP TO[ATHLETICS] X4HIGHJUMP ......................UP TO[ATHLETICS] X2
CLIMB/SWIM ....................UP TO[ATHLETICS] X2
SAMPLECOMBINEDACTIONS
FAST-CAST.......................MGK + SPELLDISCIPLINE
RUN-AND-GUN ...............DFT + FIREARMS
SLIDE-AND-SLICE .............DFT + GETTINGMEDIEVAL
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DEFENSE
To avoid an opponents attack, your Defense total must be equal to or greater than
his Attack total. Defense checks are reactions, and dont normally count as an action.
A Defense check is usually [DFT + Athletics], but might be one of several possible
combinations, together with any armor, shield, or other modifiers.
When confronted with a horror not meant for human eyes, youll need a successful
[MTL + Valor] check or lose your next action (though you can still defend yourself
see the Valor skill on page 17). Hackers attempting to digitally evade or block a foes
hacking attempts will use [KNO + Sciences: Computer].
A [DFT + Athletics] check allows your PC to dodge melee and area attacks and
other such deathtraps. If a character is aware of a shooter and trying not to get hit,
you can also use [DFT + Athletics to dodge each bullet (or laser, etc.) up to [MTL]
times per round. If the character is unaware of the attack, no Defense roll is possible.
To deflect a melee attack with a weapon or shield, use [DFT + Getting Medieval];
this attack is deflected, so no damage applies. When two unarmed characters battle,
use [DFT + Fisticuffs] to defend.
A few special defense checks use [Core Value + Core Value] results instead. A
[STR + MTL] check helps resist toxins, diseases, radiation, and other environmental
hazards. Resisting spells or spell-like abilities would use [DFT + MGK] for physical
manipulations. To shrug off a spell that would affect a PCs mind, use [WIT + MGK].
F
ULL
D
EFENSE
.
At the beginning of a turn, you can declare that your character isforgoing both his actions during this turn, in exchange for a Full Defense. Double the
result of any defense check you make against melee attacks.
PARTIAL DEFENSE.At the beginning of a turn, you can forgo all movement for this
turn to gain a Partial Defense. Double your characters Athletics rank on any defense
roll you make against melee attacks.
DAMAGE
To determine how much damage a successful attack inflicts, the attacker rolls the
damage dice for the weapon and adds any modifiers (e.g., STR bonus or extra damagefrom head wounds). The defender then subtracts his characters Damage Reduction
(e.g., armor and/or shield) from that total. If the remaining damage exceeds the
targets MTL, he suffers one woundalong with any hit location penalties.
Damage less than the targets MTL causes only incidental scratches and bruises
that impose no penalties. Alternatively, for faster combat, your Director might
declare that raises also apply to damage; every 5 points greater than MTL causes an
additional wound (e.g., 8 points of damage against MTL 3 inflicts two wounds).
CORPORIA QUICK-START GUIDE | 11
SAMPLEDEFENSECHECKS
VSHACKING ...............................................KNO + SCIENCES: COMPUTER
VSHORROR(MONSTROUS ABILITY)...........MTL + VALORVSMELEE/RANGED(DODGE) ....................DFT + ATHLETICS
VSMELEE(BLOCK/DEFLECT) ......................DFT + GETTINGMEDIEVAL
VSMELEE(BOTH UNARMED)......................DFT + FISTICUFFS
VSPOISON/DISEASE/RADIATION...............STR + MTL
VSSPELL(PHYSICAL ATTACKS)....................DFT + MGKVSSPELL(MENTAL ATTACKS) ......................WIT + MGK
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The City-wide weapons ban does not fully
apply to private security companies, but even
they are restricted in what weapons they can
distribute among their workers. When a new
mission begins, you can assume that the
character has the standard Knightwatch ar-
mory loadout as shown here. The starting
augment is only given to new characters; an
existing PC doesnt automatically receive a
new augment with each mission.
Characters may find it effective to purchase
their own custom gear, rather than go un-
armed when off-duty or wait for supplies that
take too long to arrive.
WATCHMANARMORYLOADOUT
1 PISTOL
1 ADDITIONALWEAPON
1 SHIELD AND/OR SUIT OF ARMOR
1 EYEPHONE
1 PERSONAL OR WEAPON AUGMENT*
*APPLIES ONCE TO NEW HIRES ONLY
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SKILLS
When a situation calls for your character to perform an unopposed task, like hacking
a computer or jumping from one car roof to another, you need to make an ability
check. Choose the most appropriate [Core Value + Skill] combination, then roll the
Flux Dice (2d6) and add the highest die result to the [Core Value + Skill] total. If
the grand total meets or exceeds the Target Number (TN), the character succeeds.
The Director chooses the Target Number based on the circumstances, so a mun-
dane task like opening an unlocked door would not require an ability check, but
hacking open an electronic lock might be Difficultand doing so in semi-darkness
or while being shot at might be Hard or Incredible. The Director determines the de-
gree of success based on the difference between the roll and the TN. Most important
TNs will probably be TN 9 or higher.
ATHLETICS DFT)
If your character wants to dodge a blow, leap from rooftop to rooftop, jump, climb,swim, or perform any movement action such as acrobatics or gymnastics, this is the
skill to use. Athletics can also be used to move quietly or unseen.
EXAMPLES:Acrobatics, Climb, Dodge, Hide, Jump, Leap, Sneak, Swim, Tumble
SPECIAL 1:A PC can dodge shots from Firearms attacks, but no more than a
number of times per round equal to his MTL score.
SPECIAL 2: For climbing and swimming checks, use [STR + Athletics] instead.
BUSINESS KNO)
This skill covers such subjects as the complexities of bureaucracy, economics,enforcing and studying law, leadership, stocks, politics, marketing, management,
administration, financial planning, and mathematical methods of assessing risk.
EXAMPLES:Assess Business Risks, Call in Minor Favors from Contacts, Deter-
mine Fair Pricing, Embezzle, Locate Information/Offices/Persons, Navigate
Through Maze-Like Office Buildings, Negotiate Deals, Network with Contacts, Track
Embezzlements, Understand Jargon
SPECIAL: You can replace [WIT + Influence] with [WIT + Business] when your
PC negotiates financial and other business deals.
C
RIME
KNO)
This skill provides a basic knowledge of criminals and criminalistics, as well as ways
to commit a crime. The worst criminals are usually limited to certain neighborhoods
or slumburbs, though anyone might commit a crime under the right circumstances.
EXAMPLES:Assess Risks/Penalties if Caught, Call in Minor Favors from Con-
tacts, Dispose of Corpse, Estimate Value of Illegal Merchandise, Find a Snitch, Find
Best Point of Break-In (Door, Window, etc.), Forge, Know Crime Scene Procedures,
Know Where to Find Black Market/Illegal Items, Locate Information/Persons/
Rumors, Negotiate Deals, Network with Contacts, Open (Non-Electronic) Lock,
Pretend to Belong to a Gang, Pick Pocket, Shoplift, Smuggle, Understand Slang
SPECIAL: Criminals may face higher TNs to know crime investigation techniques.
FIREARMS DFT)
This skill gives proficiency in loading, firing, cleaning and identifying powder-, laser-
or plasma-based firearms, plus ranged weapons such as a bow or crossbow.
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FISTICUFFS STR)
Use this skill for unarmed fighting, whether you want to deliver a punch, kick, head-
butt, elbow to the face, or other move. It covers such specialties as boxing, judo,
wrestling, and other forms of unarmed combat.
SPECIAL: When youre unarmed, and need to block or deflect an unarmed or other
melee blow, combine Fisticuffs with DFT instead of STR.
GETTING MEDIEVAL STR)
The more points your PC has in this skill, the better he is at wielding bludgeoning,
hacking, and piercing melee weapons. Despite the skill name, this skill covers all
melee weapons, as traditional as a battleaxe or a modern as a baseball bat.
HUMANITIES KNO)
The Director may allow a character to attempt a skill check on a similar specialty
(such as a related art, language, musical instrument or religion) without purchasing
that additional specialty, but against a higher-than-usual Target Number.
Humanities skills further detailed in the core rulebook include: Antiques, Arts,
History, Language, Music, and Religion.
INFLUENCE WIT)
This skill represents a characters ability to persuade others, as well as his mental
resistance and morale against those same abilities.
EXAMPLES:Barter, Blend In, Calm, Charm, Fast Talking, Flatter, Interview,
Intimidate, Lie, Mediate, Persuade, Reassure, Seduce, Threaten
INSTINCT WIT)
The skill defines a characters gut feelings and perception of his environment, thus
enabling him to locate a possible ambush, a clue, and so forth. The player should
declare that his PC is focusing on the environment around him when he uses this
skill; you cant use Instinct as if it were a proximity alarm.
EXAMPLES:Drive at High Speeds, Find Route/Shortcut, Identify Relationships
Between Objects, Locate Ambush/Vantage Points, Spot Clues, Sense Trouble
S
CIENCES
KNO)
When putting points into the Sciences skill, a character must also choose a special-
ization. A character can have as many specialties as he or she can afford, though
its more effective to start with only one or two.
Sciences skills further detailed in the core rulebook include: Biology, Chemistry,
Computer, Mechanical, Medicine, Physics, and Psychology.
SORCERY MGK)
This skill allows a character to magically manipulate the natural order. When ranking
up, choose from Holography, Kinesis, Metamorph, or Technomancy. Note that theSpellcaster asset is required in order to actually cast spells.
EXAMPLES: Identify Sorcerous Items, Identify a Spell By Viewing the Spellcasting
or its Effect, Recall Beliefs or Historical Facts of Sorcery, Sense Presence of Magick,
Understand Magical Jargon
H
OLOGRAPHY
. Disciples of this magic are adept at creating temporary non-
tangible illusions. As the Sorcerers power increases, the illusions may be of great
size, emit sound, and even move as directed without constant supervision.
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A
TTACK WITH
M
ELEE
W
EAPON
.....................................STR + G
ETTING
M
EDIEVAL
A
TTACK WITH
R
ANGED
W
EAPON
...................................DFT + F
IREARMS
A
TTACK WITH
T
HROWN
W
EAPON
..................................DFT + G
ETTING
M
EDIEVAL
A
TTACK WHEN
U
NARMED
.............................................STR + F
ISTICUFFS
B
ARTER
.....................................................................WIT + I
NFLUENCE
C
AST A
S
PELL
.............................................................MGK +
SPELL DISCIPLINE
C
LIMB
........................................................................STR + A
THLETICS
C
ON
G
AME
.................................................................WIT + I
NFLUENCE
D
EFEND VS
M
ELEE
/R
ANGED
DODGE
) ..........................DFT + A
THLETICS
D
EFEND VS
M
ELEE
/R
ANGED
WEAPON
/
SHIELD BLOCK
)..DFT + G
ETTING
M
EDIEVAL
D
EFEND VS
P
HYSICAL
S
PELL
........................................MGK + MTL
D
EFEND VS
M
ENTAL
S
PELL
..........................................MGK + WIT
D
EFEND WHEN
U
NARMED VS
U
NARMED
........................DFT + F
ISTICUFFS
D
ISGUISE
....................................................................WIT + A
RTS
ACTING
)
D
ODGE
.......................................................................DFT + A
THLETICS
D
RIVE
F
AST
WITHOUT CRASHING
).................................DFT + I
NSTINCT
H
IDE
..........................................................................DFT + A
THLETICS
I
NTIMIDATE
.................................................................WIT + I
NFLUENCE
K
NOW
H
OW TO
E
MBEZZLE
F
UNDS
................................KNO + B
USINESS
K
NOW
H
OW TO
H
ACK
E
LECTRONICS
............................KNO + C
OMPUTER
K
NOW
H
OW TO
H
EAL A
W
OUND
...................................KNO + M
EDICINE
K
NOW
H
OW TO
R
EPAIR
: C
OMPUTER
.............................KNO + C
OMPUTER
K
NOW
H
OW TO
R
EPAIR
: V
EHICLE
.................................KNO + M
ECHANICAL
L
ISTEN
.......................................................................WIT + I
NSTINCT
M
OVE
........................................................................DFT + A
THLETICS
P
ERSUADE
..................................................................WIT + I
NFLUENCE
R
ESIST
P
OISON
...........................................................STR + MTL
S
EARCH
.....................................................................WIT + I
NSTINCT
S
NEAK
.......................................................................DFT + A
THLETICS
S
POT
.........................................................................WIT + I
NSTINCT
S
WIM
.........................................................................STR + A
THLETICS
T
HROW
......................................................................DFT + G
ETTING
M
EDIEVAL
S
AMPLE
C
ORE
V
ALUE AND
S
KILL
C
HECKS
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KINESIS. This specialization allows the caster to slow or speed an object in
motion, or to move an inert object from one place to another. The most powerful
Sorcerers can fly, teleport, or slow down a speeding bullet to such an extent that it
seems to be frozen in time.
M
ETAMORPH
. Sorcerers use this skill to transform one object into another through
the use of sympathetic magic. For instance, a Sorcerer might transform a screw-
driver into a knife, a walking stick into a rubber snake, a glass of water to a mug of
beer, or a ragged suit into designer clothing. Powerful casters may eventually learn
how to use the smallest bit of sympathy to morph themselves and objects into seem-
ingly unlike creations.
T
ECHNOMANCY
. Using this magic can bestow enhancements upon objectsusually
weaponsthough a creative Sorcerer can find new methods of improving other
items as well.
VALOR MTL)
Valor represents strength of mind and spirit, enabling PCs to face otherworldlyhorrors and grotesque sights with bravery. The consequences of failing a Valor check
depend on the situation, but in most instances the result is the character losing his
next action and holding his ground while he regains his composure. He can still
speak, but cannot attack, defend, or continue advancing until he composes himself.
His only other option is to spend a Move action to flee from the situation if possible.
(Enemies do not gain an additional free attack on PCs that fail their check, but can
use their Attack action as normal.)
SPECIAL 1: Valor checks are made against a cryptids Horror asset. A new charac-
ter starts the game with Valor 0 plus any points granted by the Lionheart asset. A PC
receives one Valor point after surviving his first encounter with a new horror. There
is no maximum Valor. Players cannot improve Valor with Building Points.
SPECIAL 2: A crash on the Valor check causes the character to lose a point of Valor.
A characters Valor cannot drop below starting Valor.
WITCHCRAFT MGK)
This skill covers ancient magics that affect mental, spiritual, and natural properties
such as energy, the elements, and life itself. A Witcher can specialize in as many of
the four disciplines as he can afford, though its usually best to focus on one or two.
Note that the Spellcaster asset is required in order to actually cast spells.EXAMPLES: Identify Witchcraft Items, Identify a Spell By Viewing its Casting or
Effect, Recall Common Beliefs and Historical Facts about Witchers, Sense Presence
of Magick, Understand Magical Jargon
C
HARM
. This discipline controls another persons mind, usually in order to cause
accident or misfortune. For instance, he might not look both ways before stepping
into traffic, or he might start to swear at his boss. Charms may also be useful for
casual mind control such as Hi, Bob! Remember me, your old buddy from college?
E
LEMENTAL
. The elementalist can summon and control earth, air, fire, and water.
This might involve summoning water to extinguish a fire, creating a wall of fire,
causing a gust of air to disarrange carefully arranged legal documents, and so on.
PERCEPTION.A Witcher uses this discipline to recognize the presence of unseen
spirits or magical energies and auras, as well as for the purposes of astral sight,
divination, and prophecy.
S
PIRITISM
. Practitioners manipulate the very energy of life itself, communing
with spirits and healing wounds, but also animating corpses or draining life force.
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PERSONALITY TRAITS
Traits define your characters personality, covering a wide range of motivations,
beliefs, duties, loyalties, and emotions. Each character should have a set of four traits:
three public traits and one private trait.
Public traits are those that other people can see from interacting with your char-
acter on a daily basis, and sound positive but might have both positive and negativeconsequences. These could include Obeys Authority, Generous, Flighty, or Sucker
For A Pretty Face, just to name a few.
Private traits are those hidden thoughts, goals, phobias, or emotions your char-
acter keeps locked away inside and rarely expresses, and are usually negative liabil-
ities. This could be as simple as Afraid of Heights or as complex as Double Agent,
Will Betray Friends for Wealth, or Reincarnated as the Opposite Sex.
FLUX POINTS
Flux Points (FP) are a measurement of your characters ability to alter his or her
fate. New characters start with FP equal to their [KNO + WIT + MGK] total. Your
characters FP are point buy currency for bonuses and improvements.
H
OW
F
LUX
P
OINTS
W
ORK IN
G
AMEPLAY
. Traits add flavor to your character, but can
also be a method of spending and earning Flux Points. All thats required is for the
player or Director to announce that a particular trait is coming into play, then barter
for the number of FPs it would take for the character to use that trait.
Shannon has a public Does Daring Deeds trait. Imagine her PC in a situation
where she can perform such a deed, but doing so would be irrational and detrimental.
For instance, this could involve leaping from a higher roof onto a lower skylight and
crashing through it. This would be impressive, but could cause falling damage, not tomention leaving her at the mercy of whatever lurks inside, without the help of her com-
panions stranded on the other rooftop.
To tempt Shannon into making the leap, the Director could offer a free Flux Point.
If she wants to resist the temptation, the Director can offer more FP (up to a maximum
of 6) until she succumbs, or its obvious that she wont take the bait.
On the other hand, Shannon might realize that a daring deed is right in front of
her, and she wants to tempt the Director into handing over some Flux Points. In that
case, she might point out that her trait has come into play, and then barter with the
Director to see how many Flux Points she can get for her deed of derring-do.When a character ends up in a situation where traits may cause problems, the
player can spend Flux Points to avoid succumbing to the temptation. This could occur
with private traits or public traits, depending on the circumstances.
Hiro Two Lanterns has the Kleptomaniac trait. When left alone with small and
valuable antiques, the Director tells Hiros player that this trait has come into play. He
can decide to succumb and steal the antiques, or spend FP to resist.
If the antiques were in a public office and the theft of even one of them would be
rapidly noticed, Hiros player probably only needs to spend 1 point to resist. On the
other hand, if the antiques were in a little-used storage room and Hiro knows that the
curator of these objects is deceased, the temptation to steal them would be greater, and
the Director could require Hiros player to spend up to 6 FP to resist.
S
PENDING
F
LUX
P
OINTS
TO
S
HRUG
O
FF
W
OUNDS
). A character can spend FP to
ignore a wound and its subsequent penalty. For example, an attack (after Damage
Reduction) deals 7 points of damage to a character with MTL 3, causing a wound. He
can then spend 7 FP to shrug off the wound; it does not count towards his
maximum wounds or impose any penalties, nor does it need to be healed.
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SPENDING FLUX POINTS TO GAIN TEMPORARY BONUSES). Before you roll the dice,
you can spend 1 FP to add a 1-point bonus to that result. However, the maximum
number of FP you can spend is equal to the characters rank in the related skill. For
example, a PC with Firearms 3 can spend up to 3 FP for a +3 bonus to a Firearms
check, while one with Firearms 5 can spend up to 5 FP for a +5 bonus.
REPP P
OINTS
OPTIONAL
)
Really Effective People Promotions, or REPP, is a database and algorithm managed
by the Akihabara Group (detailed in the city guide). Persons who sign up for a REPP
account have their social media catalogued on the REPP scale (1 to 100+). Where
an individual appears on the scale depends on his celebrity status, how many people
follow and repost his media, how many follow those followers, and so on.
For instance, most celebrities have REPP scores of 70 or higher. When they check
into a hotel that participates in the REPP network, they usually receive a free up-
grade to a better room or other special perks, in hopes that theyll tell their followers
about it and thus promote the business. Mega-corporations might even invite high-ranking REPPers to special events, let them test out new technologies, and so forth.
If youd like your PC to participate, he has a starting score equal to [WIT x 6].
Whenever you want to improve this REPP score, simply tell the Director that the
character is REPPing an event or location; in other words, the character is posting
his status, thoughts, location, and/or pictures about where he is and what hes doing.
The more interesting the event, the higher and faster the REPP score will grow.
At certain times, your character will receive special promotional items, gifts,
invitations, and the like. The Director chooses what items your character receives,
and when. As well as making your character feel more like a part of the setting, this
also provides the Director with an additional way to offer adventure hooks, so feelfree to take full advantage of it. You cant lose... right?
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REPP can be very
important to the
Lister archetype
(A, B, C, and D-list
celebrities)!
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ASSETS
Assets are special talents and abilities. They can be purchased during character
creation. Hackers, Sorcerers, and Witchers should review the detailed assets below.
L
IST OF
G
ENERAL
A
SSETS
. Bloodline, Bravado, Detective, Everyman, Fortitude,
Funding, Hack, Influential, Knights Prowess, Lady Luck, Lionheart, Master of RedTape, Network, Null, Prudent, Quester, Safehouse, Star Power, Street Fighter,
Traceur, Wall Run, Weapon Master
L
IST OF
S
UPERNATURAL
A
SSETS
. Neurotik, NT3RF4C3, Spellcaster
Each archetype receives a unique asset discount during character creation!
HACKING
H
ACK
G
ENERAL
A
SSET
)This asset hacks and controls electronics (e.g., cameras, locks, vehicle controls, home
webcams, etc). Detecting a network is automatic, but time spent on a manual or Eye-
Pad keyboard, followed by a [KNO + Sciences: Computer] check, is required. The
Director determines if more time/checks are required after the initial hack.
Devices with direct neural interfaces, like EyePhones, can also be hacked.A
Hacker can profile the users device ID (perhaps personalized with the users name),
music playlist, list of applications, and so forth, without having any direct control
over it, though control may be achieved with a higher TN. The Director determines
how far a device can be accessed. Vehicles with autonomous controls have a limited
access range of [5 x C] feet, where C is the Hackers Sciences: Computer rank.The Director may increase a TN by at least +2 if the Hacker is not inside the
targets wireless signal range, and/or decrease the TN by 2 per day spent probing
the network in advance. The Director also decides if an alarm or other result trig-
gers, based on the severity of a failed ability check.
20 | CORPORIA QUICK-START GUIDE
3.2 | SAMPLEHACKTNS(WITH TIME REQUIRED TO ACCESS)
TN 3 (SIMPLE; 1 ACTION)TARGET:OBSOLETE CELLULAR PHONE OR SIMILAR HANDHELD DEVICE
TN 5 (EASY; 1 ACTION)
TARGET:UNSECURED TOUCHSCREEN OR WEBCAMTN 7 (AVERAGE; 1 ACTION)
TARGET: PERSONAL COMPUTER; SECURED TOUCHSCREEN OR WEBCAMTN 9 (DIFFICULT; 1 TURN)
TARGET: SECURITY CAMERA; EYEOS DEVICE(PROFILE); VEHICLE(PROFILE)
TN 11 (HARD; 1 ROUND)
TARGET: PASSWORD-PROTECTED SERVER/WEBPAGE(DEEP WEB); AUTAC
TN 13 (INCREDIBLE; 2 ROUNDS)TARGET: SMALL CORPORATION NETWORK; VEHICLE(TURN ON/OFF)
TN 15 (HEROIC; 3 ROUNDS)
TARGET:WELL-SECURED NETWORK/WEBPAGE(DARK WEB); EYEOS DEVICE(CONTROL)
TN 17 (EPIC; 4 ROUNDS)
TARGET:HEAVILY RESTRICTED RULING MEGA-CORPORATION NETWORK; VEHICLE(CONTROL)
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NT3RF4C3 SUPERNATURAL ASSET)
Unlike other Hackers who ply their skills using rapid-fire typing, augmented real-
ity interfaces, and an extensive knowledge of code, Hackers with this asset go be-
yond. They actually dive in to the networks, which they see as virtual
representations (aka MUDs, for Multi-User Dimensions) of objects, landscapes,
and anthropomorphic personifications. For example, a firewall might appear as a
garden maze, a minefield, or a wall of fire, and a secured file might be a glitteringruby in the heart of a castle.
Because the Hacker now naturally intuits codes in this manner, all hacking
Target Numbers are reduced by 2, and all access times of one round or more are
reduced to a single turn (though it may seem to take more time while in the MUD).
P
LAYING IN
MUD
S
. The Director determines the full appearance and extent of
the MUD. For example, you might see a digital grid like in TRON, a false reality
like in The Matrix, or a mix of themes as in Sucker Punchso be prepared for any-
thing.
Heavily-secured networks may be inhabited by one or more forms of Flux-
evolved digital life known commonly as Virtual and Artificial Intelligences (sen-
tients and sapients, respectively). Once a Hacker breaches a MUD that contains a
living VI or AI, he can expect to eventually confront it in some fashion.
GOD MODE.A Hacker can use his Sciences: Computer rank to boost his physical
skills (STR, DFT, MTL) while inside of a MUD. He can even redistribute these
points once each round. His Sciences: Computer rank does not change.
For example, Hacker Ghaleon has Sciences: Computer 5. In one round, he could
put all five points into one core value (e.g., STR +5), or spread them out (e.g., STR
+2, DFT +2, MTL +1). The next round, he might change this to DFT +5.
O
THER
P
LAYERS AS
A
VATARS
.
Of course, a virtualbattle wouldnt be much fun if everyone else has
to sit around and watch. Fortunately, the Hacker
can bring his allies along. After a Hacker succeeds
at his initial hack and enters the MUD, he can at-
tempt a second [KNO + Sciences: Computer] check
to link into the EyePhones of his accompanying al-
lies and create virtual avatars of them, as shown
in the sidebar. The Hackers ability to create his
own construct is automatically successful.Each avatar is an autonomous subroutine that
appears as a digitized character, complete with
equipment. This keeps the other players involved
by allowing them to control their avatars just as they would their PCs. Armor,
shields, weapons, and most augments function in the MUD just as they do in the
real world, with two exceptions. First, any devices (including augments) that allow
access to external communication or data do not work. Second, virtual FCG
grenades act like plasma grenades instead.
C
OMBAT
.Virtual combat works just like combat in reality, but each avatars MTL
score is equal to the Hackers KNO rank. When wounded, the character running
that avatar suffers an equivalent number of 1 penalties to all avatar actions. After
suffering a number of wounds greater than the Hackers [KNO x 2] score, the avatar
is fragmented (dies) and the character wakes in the real world. A Hacker may
spend a full turn trying to re-connect the character. At the end of that turn, the Di-
rector allows a [KNO + Sciences: Computer] check versus TN 9 or higher. If the
check is successful, he has reconnected the character to his avatar.
CORPORIA QUICK-START GUIDE | 21
VIRTUALAVATARS
LIMITATION TN
ALL PCS .......................5
+1 NPC .......................7
+2 NPCS .....................9
+3 NPCS ....................11
+4 NPCS ....................13
+5 NPCS ....................15
+6 NPCS ....................17
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SPELLCASTING
SPELLCASTER SUPERNATURAL ASSET)
With the Spellcaster asset, your PCs can cast almost any spell he or she can imagine,
within their spell disciplines and certain natural limits. Magic may be bleeding into
the world, but nature has a way of regulating itself. No matter how much imagina-tion a caster has, there isnt enough magical energy in the world (yet!) for a spell to
turn the oceans to blood or cause the forests to wither and die. Theres also a limit
to how much energy a caster can channel each day without suffering ill effects.
The core rulebook contains 64 sample spells (8 for each discipline).
C
ASTING
S
PELLS
. Each spell has a maximum range, area or number of targets,
and duration. These limits may be defined by a set number or based on the [MGK
+ discipline] total. To summon magical energy, your character attempts to beat a
certain Target Number defined by the Director. If successful, the spell functions.
Living creatures and any items altered by the Flux may attempt to resist your
characters spellas seen on the Sample Casting Checks table. Non-magical objects
have no resistance to spells, though objects held by a living being resist in the same
manner as that being. Augments (e.g., EyePhones) are considered part of a living
being and cant be targeted separately.
Casters require specific ingredients (i.e., material components) to cast spells. For
Witchers, this may be herbs, bones, salt, chalk, and so forth, while Sorcerers usespray paint, computer chips, etc. These are readily available and can be considered
part of the armory loadout (page 13). Powerful spells may need special components.
COUNTERSPELLS. Casters can attempt to block an enemys spell with a counter-
spell. This requires the character to cast a spell of the same type [MGK + appropri-
ate discipline] and meet or exceed the opponents original casting TN. If successful,
the spells cancel each other out. If unsuccessful, the enemy spell functions normally.
S
PELLS
P
ER
D
AY
.A Sorcerer or Witcher can cast a number of spells per day equal
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CORPORIA QUICK-START GUIDE | 23
to his MGK score, without harm. For each additional spell cast beyond this limit,
the character suffers a cumulative 1 penalty to the casting. Furthermore, any time
a caster fails his TN with one of these excess spells, he suffers painful mental feed-
back and can no longer cast for the rest of his turn and the entirety of the next.
A character with MGK 4 can cast 4 spells per day with no ill effects. On his fifth
spell, he suffers a 1 to his Flux Dice roll. On his sixth spell, the penalty increases
to 2. On his seventh, the penalty increases to 3, and so on.If the fifth, sixth, or seventh (and so on) casting fails to meet or exceed the required
TN, the caster loses all casting for the remainder of the current turn and the entirety
of the next. Afterwards, he can attempt to start casting again. The penalties continue.
M
ODIFYING
S
PELLS
.A caster can double (triple, quadruple, etc.) the spell range,
duration, and number of targets as desired, with limitations. For each improvement,
the TN increases by a cumulative +2. If a modified spell fails, the caster suffers an
agonizing mental feedback equivalent to 1 head wound.
For example, if a character doubles the range of a TN 9 spell, the TN increases
by one step to 11. If he doubled range and duration, the spell increases two steps to
TN 13. Likewise, if he triples the range of a TN 9 spell, it becomes TN 13 (doublingtakes it to TN 11, and tripling to TN 13). If the modified spell fails to meet or exceed
the required TN, the caster suffers 1 head wound and associated penalties.
Spells that may be cast on other persons may also be cast on oneself, but
modifying spells that have a normal range or target of Self to cast them on other
creatures or objects increases the TN by at least +2.
L
EARNING
S
PELLS
. For your PC to invoke a spell, determine what youd like the
spell to do. You might want to wave your wand and turn off a characters EyePhone,
cast a bolt of ultraviolet light (i.e., artificial sunlight) at a suspected vampire, slow
a bullet in midair, raise a wall of earth, or something else entirely.
Exactly what youre able to try is limited only by your imagination. Its the level
of your magic skill specialty, and the difficulty of the spell, that determines what
you can actually do. Casting a small fireball at a single person is much easier than
conjuring a fiery cloud to rain blazing hail over a city block.
WANDS. Wands are special ranged weapons used to hurl a bolt of raw magical
energy. Like firing a pistol, it requires a successful Firearms attack to hit the target.
The bolt deals damage equal to the casters MGK; a caster with MGK 4 may fire a
magical bolt dealing 4 points of damage. This power bypasses Damage Reduction
from armor and shields, but is limited to MGK uses per day.
A caster may own as many wands as he can collect, but can only use one at atime. A caster cannot dual-wield two wands. Using someone elses wand has a
greater chance of failure, equal to [50 X ]%, where X is the casters [MGK x 2]
score. For example, a character with MGK 4 has a 42% chance of failure (50 8 =
42) when using a wand thats been attuned to another caster.
Witchers may only utilize wooden wands, just as Sorcerers are limited to artifi-
cial wands. Otherwise, the attack roll has a chance of backfire equal to [90 X ]%,
where X is the casters [MGK x 2] score.A character with MGK 4 has an 82% chance
of failure (90 8 = 82) when using an opposing wand.
The core rulebook contains 29 sample wands with special powers.
A
UGMENT
P
ENALTIES
. Permanent augment applies a cumulative 1-point penalty
to MGK-related checks. Non-permanent tech (e.g., the EyePhone) does not.
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MELEE WEAPONS
S
KILL
R
ANK
.You must have a minimum Getting Medieval or Firearms skill
rank to use melee or ranged weapons effectively. These skills and their ranks rep-
resent your proficiency with a particular weapon. If you dont have sufficient expe-
rience using and maintaining this type of weapon, youll suffer the difference
between the skill rank requirement and your skill level as a penalty to your Attack.T
WO
-W
EAPON
F
IGHTING
. Wielding two weapons on one action requires an Attack roll
for each, and you must take the low Flux Dice roll. Aiming penalties are doubled.
MGK B
ONUS
. Whenever you wield an iron melee weapon against a cryptid, add
+MGK to your damage result. Ranged weapons, even bows and thrown weapons,
do not carry the same power.
R
AYPIER
. Raypiers deal energy (not melee) damage.
RANGED WEAPONS
B
ASE
R
ANGE
.Attacking a target past base range applies a 2 penalty to both at-
tack and damage. More than double the base range adds another 2 (4 total), dis-tance x3 adds another 2 (6 total), and so on to the max range x5 (10 total).
R
ATE OF
F
IRE
. Some firearms allow multiple shots per Attack action, but each shot
beyond the first suffers a cumulative 2 penalty to the Attack. If you distribute shots
among multiple targets, you must attempt a [DFT + Firearms] check for each; target
defends as normal. Damage listed is for each individual bullet.
R
ELOAD
D
IE
A
MMUNITION
). If you dont want to track ammo consumption, use this
simple rule to streamline combat. If your Flux Dice roll on a Firearms attack
results in doubles of any kind (1s, 2s, 3s, etc.), roll the Reload Die. On a result of
1-2, it means your weapon is out of ammo, jammed, or overheated (energy weapons).
You can reload, unjam, or cool it down by spending one action to do so.
T
HROWING
. To throw a weapon, use [DFT + Getting Medieval]. The base range is
a number of feet equal to your [STR + DFT + MTL] x2. Roll melee damage with half
Strength (round down).
To determine the direction of a failed throw, imagine your PC standing on a flat
analog clock (you are the 6 facing the 12 target), then roll a d12. Thus, a 711 goes
left, a 15 goes right, a 12 overshoots the target, and a 6 falls short.
24 | CORPORIA QUICK-START GUIDE
Melee
Weapons
Skill
Rank Price
Base
Range ROF Damage
Reload
DieUnarmed 0 - - - STR -
Dagger, Knife 1 $75 - - STR + 1 -
Hand Axe 1 $105 - - STR + 1d4 -
Short Sword 2 $1300 - - STR + 1d6 -
Com/Bat 2 $1700 - - STR + 1d8 -
Longsword 3 $2400 - - STR + 1d10 -
War Axe 4 $3100 - - STR + 2d4 -
2Hand Sword 5 $5000 - - STR + 2d6 -
Raypier (E) 6 $8000 - - STR + 2d8 -
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S
HOTGUNS
. This double-barreled 12 gauge features a natural wood stock and
carbon steel barrel with blued satin finish. Within 110 feet, one barrel of buckshot
inflicts 3d6 points of damage. Within 1120 feet, damage becomes 2d6, and damageto targets from 2030 feet is reduced to 1d6. Double-barrelled shotguns can fire both
barrels at once or separately.
S
UBMACHINE
G
UNS
. This SMG uses .223/5.56 ammunition, and has a limited mag-
azine of 21 rounds. A burst fires three bullets (2d6 each). Roll to attack as normal,
but treat the second bullet as Attack result 1 and the third as Attack result 2. Auto-
fire (2+ bursts) is also possible, if you dont mind wasting ammo. Just apply the ROF
penalty (cumulative 2) to the 2nd+ bursts, and the cumulative 1 to each bullet.
T
ASER
. The electrical shock requires the target to succeed at a [STR + MTL] check
versus TN 15. A failed check means the target is stunned for his next turn and un-
able to react. The attacker may extend this for two more turns, by forgoing otheractions and leaving the taser attached to the victim. Tasers can penetrate energy
shields and clothing, but not physical shields or light, medium, and heavy armor.
W
AND
. Up to MGK times per day, Sorcerers and Witchers can use wands to fire
an arcane bolt or ray dealing damage equal to their MGK rank. This damage ignores
normal Damage Reduction.
X-C
ALIBRE
. These pistols deal energy (not high-velocity) damage.
CORPORIA QUICK-START GUIDE | 25
Ranged
Weapons
Skill
Rank Price
Base
Range ROF Damage
Reload
Die
Taser 1 $1625 15 ft (max) 1 d4 + stun see text
Wand 1 $375 MGK x5 ft 1 MGK n/a
Dagger/Knife 2 $75 throw 1 12STR + 1 n/a
Hand Axe 2 $105 throw 1 12STR + 1d4 n/a
Pistol 2 $1300 30 ft up to 3 2d6 d8
Shotgun 2 $1120 see text up to 2 1d6 to 6d6 d4
Bow 3 $1950 70 yds 1 2d4 d12
Rifle 3 $3900 200 yds 1 3d8 d6
SMG 4 $4900 40 yds see text see text d4
X-Calibre (E) 4 $6500 20 ft up to 2 4d6 d20
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PERSONAL PROTECTIVE EQUIPMENT ARMOR AND SHIELDS)
DFT Modifier.The weight and unwieldiness of each P.P.E. means that it re-
duces damage the wearer might take, but makes him slower and easier to hit. Com-parative modifiers for GP-brand shields and armors are listed in the charts, followingP.P.E. industry standard numerical terms. For example, a private guard carrying a riotshield and wearing heavy modern body armor suffers a 5 penalty to all checks involving DFT.
Damage Reduction. DR is represented as series of three numbers. The firstrepresents DR vs melee weapons, the second vs high velocity (usually gunpowderbased) firearms and frag grenades, and the third vs energy weapons (raypiers and
X-Calibres) and plasma grenades. The wearer suffers any remaining damage. Thus,each item is named for its DR values, such as the Globex SW 221 for the SuitWeave 2/2/1. Please have the desired values ready when ordering your item.
Casting Modifier. Sorcerers and Witchers need a full range of motion to
perform the magical gestures required for spell-casting. However, P.P.E.s tend toinhibit this motion, imposing penalties on MGK casting checks.
Blur Suit.This black jumpsuits microscopic carbon nanotube fabric actuallybends light rays, making the wearer appear as a shimmering ghostly blur and provid-ing a DFT bonus versus detection and attacks. Using the wrist button to turn on thesuit stimulates low levels of electricity through the fabric and is what makes themirage possible.
Body Armor.These P.P.E.s range from reproductions of leather (light), chain-
mail (medium), or functional plate (heavy) to more modern wear. Modern armorsinclude various concealable bullet-resistant vests (light), tactical vests (medium), orassault/riot jackets (heavy) composed of ballistic and energy-resistant materials.Helmet and flack pants included. The Director may declare lower DRs on the legs,arms, or back, depending on the type of armor worn.
Shield, Energy.This P.P.E. consists of a small cloud of nanomachines thatfloats around the wearer, reacting to intense bursts of energy and providing a low-level force field. These nanomachines are digitally tied to a large bracer on one of
the wearers forearms. When this control device is removed or damaged (i.e., one ormore wounds on that hit location), the nanomachines refuse to function.Shield, Riot. Used primarily by Badges, it is long enough to cover an average
sized man from the top of the head to the knees. This provides excellent defensivepower, but requires two hands to manipulate and eliminates the users ability to fightback. All Attack actions must be replaced with Move actions while wielding a riot
shield. Casting spells is impossible while using a riot shield.Shield, Wooden. Hand-painted designs and decorations are available.Suit Weave.These protein-engineered fabrics provide greater tensile strength
and elasticity than normal cloth, and thus additional protection against most dis-gruntled employees. For only $1000, any piece of clothing can become 1/1/1 suitweave, not just business attire. Some sellers may offer suit weaves with higher DRs,but with a cost of at least +$1000 for each additional point of DR. Suit weave cloth-
ing can be worn over light modern armor or under traditional and heavier armorsin order to stack an extra layer of protection.
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A
UGMENTS
Augments include neural-biosynethic, nanotechnological, and other near-future
modifications of the human body, along with designer drugs and special weapon andarmor augments. Each sample character in this quick-start guide already has one
or more augments provided. A full listing and price guide for augments appears in
the core rulebook.
L
IST OF
P
ERSONAL
A
UGMENTS
. Cloak, Eyephone (plus EyePad and EyePhoto add-
ons), Hardened, Jumper, Metamuscle, Nanodetoxifiers, Nanorebuilders, Prosthetic
Limb, Silkskin, Spec.Tac.Le, Speedster
L
IST OF
S
UBSTANCE
A
UGMENTS
D
ESIGNER
D
RUGS
). Flatliner, Goldrush, Hard Snow,
Lotus/Pax, Morpheus, OP8, Psykadel, Solvit, Tweek, U4EA, Zodiaz
L
IST OF
A
RMOR
/S
HIELD
A
UGMENTS
. Damage Reduction, Magic Resistance
L
IST OF
W
EAPON
A
UGMENTS
.Ammunition, Damage, Range
Armor Price
DFT
Mod
DR vs
Melee
DR vs
Hi-Velocity
DR vs
Energy
Casting
Mod
Blur Suit $25,000 +3 0 0 0 0
Body, Lt
Modern $1300 1 2 5 3 1
Body, Lt
Traditional $1300 1 4 2 4 2
Body, Med
Modern $1850 2 6 10 7 2
Body, MedTraditional
$1850 2 9 5 8 3
Body, Hvy
Modern $2400 3 11 15 11 3
Body, Hvy
Traditional $2400 3 14 10 12 4
Suit Weave +$1000 0 1 1 1 0
Shields Price
DFT
Mod
DR vs
Melee
DR vs
Hi-Velocity
DR vs
Energy
MGK
Mod
Energy (E) $1400 0 0 1 4 1
Wooden $130+ 1 4 2 2 4
Riot $225 2 8 4 6 n/a
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SAMPLE CHARACTERS
The following 13 sample characters provide examples of one of each archetype typ-
ically found in Corporia. Supplements often contain additional archetypes.
When creating a character from scratch using the creation rules in the main
rulebook, you can choose either a standard archetype or combine it with one of thethree special archetypes in the core rules (Knight-Errant, Sorcerer, and Witcher).
You cant combine two special archetypes.
Of course, even though youre not creating the following archetypes from
scratch, you may still want to consider some of the following items for your charac-
ter. The core rulebook provides specific suggestions on each of these for every ar-
chetype, as well as details on Signs and Personality Traits, Role, Key Core Values
and Skills, Assets, Weapons and Equipment, Augments, and Inspiration.
B
ACKGROUND
. Where is he from? How old is he? What was his childhood like?
What was his career before being recruited by the Knightwatch? And so on.
The Knightwatch keeps an eye on hospitals and news reports in order to locatepotential recruitsbut why did your PC join? Is she afraid of being captured by
another mega-corporation and experimented on? Does she have a family to support?
Or does she just get off on the adrenalin rush?
NAMES.A characters name or alias usually reflects who he is. The name Razor
sounds like a Radical with violent tendencies and talent with a blade, while Alain
Winterbottom the Fourth sounds like a Suit with high resources. Of course, you can
also twist this around. There are lots of big guys nicknamed Tiny, after all.
L
OOK
. Your characters look is his style (e.g., casual, business, metro, punk,
etc.), but you should also consider his appearance. How tall is he? What color arehis eyes? Whats his hair style and color? Is he slim, fat, or muscular? Is he dark or
fair-skinned?
Each of the following sample archetypes also includes a statistics block. The first
paragraph is a quick summary of general combat abilities for easy reference, while
the following paragraphs list abilities, movement speeds, assets, augments, traits,
and sample names. Corporias stat block is much like those of other role-playing
games, but with its own formatting. Dont worry; using it will quickly become second
nature!
Heres a detailed look at each item in the Quick Reference combat summary:
QR: INITIATIVE + [WIT + INSTINCT]; ATTACK + [STR + FISTICUFFS] UNARMED [DAMAGE FROM STR], + [STR
+ GETTING MEDIEVAL] MELEE [MELEE WEAPON DAMAGE], + [DFT + FIREARMS] RANGED, [RANGED WEAPON DAMAGE];
DEFENSE + [DFT + ATHLETICS ANY ARMOR/SHIELD MODIFIERS]; DAMAGE REDUCTION VS MELEE/VS HIGH VELOCITY
(RANGED)/VS ENERGY(ARMOR DESCRIPTION); MAXIMUM WOUND LEVEL [MTL X 2]
And heres that same summary again, but abbreviated with statistics:
QR: INIT +5; ATK +6 UNARMED [3 STR], +6 MELEE [3 + 1D8 COM/BAT], +7 RANGED [2D6 PISTOL];
DEF +3 (5 2 ARMOR); DR 6/12/7 (MED MOD, SILKSKIN); WD 6
To aid in quick home game and convention play, these sample characters also in-
clude wound boxes (such as qqqqqq) following the characters normal maximum
wound level. If you want to take one of these sample characters and use it for long
term play, you may find it easier to transfer it to the standard character sheet pro-
vided as the last page of this quick-start guide.
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hacker
SAMPLE HACKER
QR: INIT +5; ATK +2 unarmed [STR 1], +3 melee [1+1d8 short sword], +4 ranged [2d6 pis-
tol]; DEF +5 (+8 vs electronics); DR 2/2/1 (suit weave); WD 4 qqqqAbilities: STR 1, Fisticuffs 1, Getting Medieval 2; DFT 2, Athletics 3, Firearms 2; MTL 2,
Valor 0; KNO 4, Sciences: Computers 5+1; WIT 2, Influence 2, Instinct 3; MGK 1
Move: walk 15, jog 30, run 45, sprint 75, long jump 12, high jump 6, climb/swim 6
Assets: Funds - $6500
Hack - Can hack and control electronics
Lady Luck - Get one free re-roll per game session
NT3RF4C3 - Hacking TNs -2, Hack access times 1 round max, virtual interfaces
Quester - Gain +1 bonus on Sciences checks
Augments: Cloak - Gain +3 bonus to hide from robots and other electronics
EyePhone - contact lenses with augmented reality display and wireless earbuds
EyePad - can interact with augmented reality, holographic keyboard
EyePhoto - record high-def videos/photos and save to earbud or cloud
Traits: Easily bored, Humorous, Organized; Obsessed with a celebrity
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SAMPLE HEADHUNTER
QR: INIT +5; ATK +3 unarmed [STR 2], +5 melee [2+1d10 longsword], +9 ranged [2d6 pistol];
DEF +7; DR 2/4/1 (suit weave, silkskin); WD 6 qqqqqqAbilities: STR 2, Fisticuffs 1, Getting Medieval 3; DFT 4, Athletics 3, Firearms 5; MTL 3,
Valor 0; KNO 2, Business 2; WIT 2, Influence 3, Instinct 3; MGK 1
Move: walk 15, jog 30, run 45, sprint 75, long jump 12, high jump 6, climb/swim 6
Assets: Funds - $33,000 (including Funding 2)
Knights Prowess - Critical hits apply to damage rolls with bladed weapons
Network 2 - Has two minor NPC contacts
Augments:EyePhone - contact lenses with augmented reality display and wireless earbuds
EyePad - can interact with augmented reality, holographic keyboard
EyePhoto - record high-def videos/photos and save to earbud or cloud
Silkskin - Reduces high-velocity damage by 2 points
Spec.Tac.Le - Reduces Rate of Fire penalties by -1
Traits: Analytical, Perfectionist, Slow to act; Will sacrifice allies to complete a mission
headhunter
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SAMPLE JOURNO
QR: INIT +7; ATK +3 unarmed [STR 2], +4 melee [2+1d8 com/bat], +6 ranged [2d6 pistol];
DEF +6; DR 4/2/1 (suit weave, hardened); WD 4 qqqqAbilities: STR 2, Fisticuffs 1, Getting Medieval 2; DFT 3, Athletics 3, Firearms 3; MTL 2,
Valor 0; KNO 2, Business 1, Crime 2; WIT 4, Influence 5+1, Instinct 3; MGK 1
Move: walk 15, jog 30, run 45, sprint 75, long jump 12, high jump 6, climb/swim 6
Assets: Detective - Gain +2 bonus on KNO checks involving research and investigation
Funds - $31,500 (including Funding 1)Influential - Gain +1 bonus on Influence checks
Network 6 - Knows high-ranking NPC Badge with a small network of his own
Augments: EyePhone - contact lenses with augmented reality display and wireless earbuds
EyePad - can interact with augmented reality, holographic keyboard
EyePhoto - record high-def videos/photos and save to earbud or cloud
Hardened - Suffers -2 less damage from bladed or bludgeoning melee weapons
Traits: Easily bored, Skeptical, Worrier; Emotionally detached
journo
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SAMPLE KNIGHT-ERRANT
QR: INIT +5; ATK +6 unarmed [STR 3], +7 melee [3 + 1d10 longsword], +4 ranged (2d6 pis-
tol); DEF +4 (6 2 armor); DR 11/5/8 (med. trad. armor; hardened); WD 8 qqqqqqqqAbilities: STR 3, Fisticuffs 3, Getting Medieval 4; DFT 3, Athletics 3, Firearms 1; MTL 4,
Valor 0; KNO 1, Humanities (Antiques 2, Religion 2); WIT 2, Influence 2, Instinct 3; MGK 1
Move: walk 15, jog 30, run 45, sprint 75, long jump 12, high jump 6, climb/swim 6
Assets: Funds - $10,000
Fortitude - Gains +X attack when wounded (X = number of wounds in current fight)
Knights Prowess - Critical hits apply to damage rolls with bladed weapons
Lady Luck - Get one free re-roll per game session
Augments: EyePhone - contact lenses with augmented reality display and wireless earbuds
Hardened - Suffers -2 less damage from bladed or bludgeoning melee weapons
Traits: Chivalrous, Courageous, Loyal; Thinks all spellcasters are secretly evil
knight-errant
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SAMPLE LISTER
QR: INIT + 5; ATK +5 unarmed [STR 2], +4 melee [2+1d8 com/bat], +4 ranged [2d6 pistol];
DEF +5; DR 2/2/1 (suit weave); WD 4 qqqqAbilities: STR 2, Fisticuffs 3, Getting Medieval 2; DFT 2, Athletics 3, Firearms 2; MTL 2,
Valor 0; KNO 1; WIT 3, Influence 3+1, Instinct 2; MGK 2, Holography 3
Move: walk 15, jog 30, run 45, sprint 75, long jump 12, high jump 6, climb/swim 6
Assets: Funds - $61,800 (including Funding 3)
Influential - Gain +1 bonus on Influence checks
Lady Luck - Get one free re-roll per game sessionStar Power 2 - Gained +80 REPP for a total REPP 96
Neurotik - Can cast 2 Holography spells/day (succeed at ability check or lose spell)
Augments: EyePhone - contact lenses with augmented reality display and wireless earbuds
EyePad - can interact with augmented reality, holographic keyboard
EyePhoto - record high-def videos/photos and save to earbud or cloud
Nanodetoxifiers - Double result of checks to resist poisons/drugs/alcohol
Traits: Clever, Loves attention, Superficial; Insecure about career
lister
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SAMPLE RUNNER
QR: INIT +9; ATK +3 unarmed [STR 1], +3 melee [1+1d6 short sword], +8 ranged [2d6
pistol]; DEF +10; DR 2/2/1 (suit weave); WD 6 qqqqqqAbilities: STR 1, Fisticuffs 2, Getting Medieval 2; DFT 5, Athletics 5, Firearms 3; MTL 3,
Valor 0; KNO 1, Crime 1; WIT 4, Influence 2, Instinct 5; MGK 0
Move: walk 25, jog 50, run 75, sprint 125, long jump 60, high jump 30, climb/swim 10
Assets: Funds - $10,000
Network 4 - Has 4 NPC allies within the Runner network
Null - Cannot be detected magically; cannot resist MGK or use relics
Traceur 4 - Treat Move actions as if having Athletics 7
Wall Run - Can run along vertical surfaces for a distance of 18 feet
Augments: EyePhone - contact lenses with augmented reality display and wireless earbuds
Jumper - Can high jump 30 ft, long jump 60 ft, reduce falling damage by 2d6
Traits: Independent, Unorganized, Witty; Superstitious
runner
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SAMPLE SORCERER
QR: INIT +5; ATK +1 unarm