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Corporia
quick-start GUIDE

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PREFACE TO THE QUICK-START GUIDE


This is an abbreviated, introductory version of the 208-page Corporia rulebook. 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 you
create and modify spells with ease, using wands
as spell-enhancers and magical firearms.
w Group-friendly hacking rules not only let
hackers turn technology against itself, but
also bring their allies along to battle living
computer programs in an infinite variety of
digital multi-user dungeons.
w Use 1 private and 3 public traits to gain
reality-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 your
desktop 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 > FIT HEIGHT
VIEW > PAGE DISPLAY > TWO-UP
VIEW > PAGE DISPLAY > SHOW COVER PAGE DURING
TWO-UP

PRINTING (AND THE FINE PRINT)


You may print an unlimited number of copies of this publication 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, institutions, organizations, corporations, products, incidents, and locales either are coincidental products of the authors imagination or are used fictitiously.

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WHAT IS CORPORIA?
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 security
company, under the auspices of its mega-corporate entity
Valyant and Chief Executive Officer Lance Martinthe
reincarnated Sir Lancelot du Lac. The Knightwatch resolve extreme incidents involving manifestations of
other-dimensional energies (aka the Flux), including mutated humans, monsters from other dimensions, and corporate 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 innocent citizens into dangerous mutants and provides fascinating 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 magical 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 her
being 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 BridgeCORPORIA QUICK-START GUIDE | 3

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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 Flux
activity, they dispatch the Knightwatch to quietly eliminate the threat. Once complete, 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 megacorps 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 purchase 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.
DICE. 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 dice
as 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 equals
43, 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!
BATTLEMATS AND MINIATURES. These arent required,
but you can use them to better visualize the characters
and enemies in relation to each other. Any token or figure 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 otherdimensional 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).
FLUX POINTS 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 mundane 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 degree of success 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 unTARGET NUMBERS
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
DIFFICULTY
TN
+ Sciences: Computer] to hack the phone servers. She
SIMPLE .................3
decides to use [KNO + Business] to make connections
EASY ....................5
and cut through the red tape. Gwens player adds her
AVERAGE .............7
KNO 3 to her Business 4, then rolls her 2d6 Flux Dice
DIFFICULT............9
and gets a 2 and a 4. Since 4 is the highest, her total is
ARD .................11
H
[3 + 4 + 4 = 11], which is at least as high as the TN 11.
I
NCREDIBLE
........13
Gwen finds the phone number, but barely.
H
EROIC
..............15
If her result had been slightly higher, the Director
EPIC ....................17
might have said that she also found the bureaucrats
home address. If shed gotten a raise (5 points higher
than 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.
OPPOSED CHECKS. 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.
TIES. 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.
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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.
CRASHES. 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 on
Attack 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 additional aiming penalty.
COOPERATIVE ROLLS (QUOTAS). 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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COMBAT
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.
ROUNDS. 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.
TURNS. 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.
SURPRISE. When a character is surprised at the start of combat (e.g., an eldritch
tentacle 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.

SAMPLE ATTACK ACTIONS


CAST A SORCERY SPELL..............................................MGK + SORCERY DISCIPLINE
CAST A WITCHCRAFT SPELL ......................................MGK + WITCHCRAFT DISCIPLINE
FIRE RANGED WEAPON (PISTOL, WAND, ETC.) .........DFT + FIREARMS
THROW WEAPON (KNIFE, AXE, ETC.) ........................DFT + GETTING MEDIEVAL
UNARMED ATTACK (PUNCH, KICK, ETC.) ..................STR + FISTICUFFS
USE MELEE WEAPON (AXE, BAT, SWORD, ETC.) ........STR + GETTING MEDIEVAL

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.
AIMING. 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.
HIT LOCATION (2D6)
HIT LOCATION. When not aiming, your total Flux
Dice roll reveals where an attack lands. An attack
TO HIT
ROLL
that deals a wound (see Damage) imposes a 1
2
...................L
EFT LEG
penalty, based on the body part struck.
3
...................R
IGHT LEG
For instance, a leg wound causes a 1 penalty
4 ...................GROIN
to Athletics checks involving movement. An arm
5-9 ...............TORSO
wound penalizes Firearms, Fisticuffs, Getting
10.................LEFT ARM
Medieval, casting, and other actions that involve
arms or hands. Groin, torso, and headshots penalize
11.................RIGHT ARM
all actions, and headshots also cause +1d6 extra
12.................HEAD
damage. Penalties are cumulative with each wound.
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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
SAMPLE MOVE ACTIONS (FEET PER TURN)
number of feet in any direction, with the distance
WALK ..............................UP TO [ATHLETICS] X 5
depending on the action
JOG .................................UP TO [ATHLETICS] X 10
and his [Athletics] score.
RUN .................................UP TO [ATHLETICS] X 15
No [DFT + Athletics]
SPRINT (AFTER RUN) .......UP TO [ATHLETICS] X 25
check is needed unless the
character is impeded by
LONG JUMP .....................UP TO [ATHLETICS] X 4
obstacles, gaps between
HIGH JUMP ......................UP TO [ATHLETICS] X 2
buildings, attempting a
CLIMB/SWIM ....................UP TO [ATHLETICS] X 2
difficult 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 or
sliding 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
SAMPLE COMBINED ACTIONS
accept the lowest result on
the Flux Dice roll, and the
FAST-CAST .......................MGK + SPELL DISCIPLINE
distance he would norRUN-AND-GUN ...............DFT + FIREARMS
mally move is reduced by
SLIDE-AND-SLICE .............DFT + GETTING MEDIEVAL
half (round down). Aiming
penalties are doubled.

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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.

SAMPLE DEFENSE CHECKS


HACKING ...............................................KNO + SCIENCES: COMPUTER
HORROR (MONSTROUS ABILITY)...........MTL + VALOR
VS MELEE/RANGED (DODGE) ....................DFT + ATHLETICS
VS MELEE (BLOCK/DEFLECT) ......................DFT + GETTING MEDIEVAL
VS MELEE (BOTH UNARMED)......................DFT + FISTICUFFS
VS POISON/DISEASE/RADIATION ...............STR + MTL
VS SPELL (PHYSICAL ATTACKS)....................DFT + MGK
VS SPELL (MENTAL ATTACKS) ......................WIT + MGK
VS

VS

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].
FULL DEFENSE. At the beginning of a turn, you can declare that your character is
forgoing 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 damage
from 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).
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After a number of wounds equal to his [MTL x 2], he must succeed at a [STR +
MTL] stabilization check vs TN 9 to remain on his feet; the Director may rule that a
higher TN is more appropriate. The PC must attempt this stabilization check at the
end of each turn, until combat ends; it does not count as an action. On a failed check,
he slumps to the ground, conscious and able to speak but too wounded to act. If hes
lucky, his opponent may spare his life. Note: if the final crippling wound was to a
limb, he can ignore all failed stabilizations at the cost of losing that limb.
When a characters total number of wounds is greater than [MTL x 2], he goes
into shock (usually hydrostatic or hypovolemic). Fortunately, he may be stabilized if
given medical treatment within a number of minutes equal to his [MTL x 2] score.
Treatment must occur at a clinic or hospital, or be administered on the spot by a
skilled healer, and requires a successful Spiritism spell or Sciences: Medicine check
vs a minimum TN 9. Failures can be re-attempted, but with a cumulative +2 penalty.

HEALING TIME
PCs heal one wound (and its
CLINICS AND HOSPITALS
associated penalties) every
24 hours without the need for
To locate a certified BioCom clinic,
any medical attention.
PCs should look for the white star
For example, a character
on signs or digital maps. Hospitals
with three wounds heals the
are marked with a white cross. The
rulebook has more info.
first one after 24 hours, the
second after 48 hours, and the
third after 72 hours. Wounds
can heal faster with certain Spiritism spells (instantaneous), skin guns ([KNO + Sciences: Medicine] check vs TN 9 removes wound penalty; wound then heals in 12
hours), or a trip to a clinic or hospital (usually 6 hours or less).

SOCIAL CONFLICTS
In most situations, influencing an NPC is a matter of achieving success on a contested
check, as detailed in the Influence skill description. However, you may select another
[Core Value + Influence] combination if it seems appropriate.
If your character wants to threaten with words (e.g., "If you dont do what I want,
Im going to chop off your fingers."), youll probably want to use [WIT + Influence].
Alternatively, he might want to threaten by flexing his muscles [STR + Influence],
twirling a dagger in his hand [DFT + Influence], taking a punch to the gut without
flinching [MTL + Influence], or pretending to curse his opponent [MGK + Influence].
The Director determines the degree of success based on the difference between
the two rolls. For instance, a success with a difference of only 1 or 2 points might
mean that the NPC agrees for the moment but still has some reservations. On the
other hand, a raise (a difference of 5 or more points) probably means that the NPC
sincerely believes the character and will need some strong evidence to change his
mind again. Failures work similarly. A check that barely fails still allows the PC to
try again (though the Director may impose an additional penaltysuch as the
amount the PC failed by). A check that severely fails means that the NPC steadfastly
refuses to be influenced until circumstances change drastically.
Except when faced with magic, a PC may never have to make a check to resist
being influenced. After all, few players want to admit that their character can be
persuaded to do something that he normally wouldnt, and using rules to force this
doesnt usually work well. Instead, the Director influences the PCs simply by playing
the NPCs and offering rewards like Flux Points, relics, and other forms of character
wealth in order to get a reaction from the playersand thus from their characters.
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WATCHMAN ARMORY LOADOUT


1 PISTOL
1 ADDITIONAL WEAPON
1 SHIELD AND/OR SUIT OF ARMOR
1 EYEPHONE
1 PERSONAL OR WEAPON AUGMENT*
*APPLIES ONCE TO NEW HIRES ONLY

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 armory 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 unarmed when off-duty or wait for supplies that
take too long to arrive.
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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 mundane 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 degree 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, Determine 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.

CRIME (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 Contacts, 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-, laseror 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, headbutt, 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

SCIENCES (KNO)
When putting points into the Sciences skill, a character must also choose a specialization. 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 the
Spellcaster 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
HOLOGRAPHY. Disciples of this magic are adept at creating temporary nontangible 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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SAMPLE CORE VALUE AND SKILL CHECKS


ATTACK WITH MELEE WEAPON .....................................STR + GETTING MEDIEVAL
ATTACK WITH RANGED WEAPON ...................................DFT + FIREARMS
ATTACK WITH THROWN WEAPON ..................................DFT + GETTING MEDIEVAL
ATTACK WHEN UNARMED .............................................STR + FISTICUFFS
BARTER .....................................................................WIT + INFLUENCE
CAST A SPELL.............................................................MGK + SPELL DISCIPLINE
CLIMB ........................................................................STR + ATHLETICS
CON GAME .................................................................WIT + INFLUENCE
DEFEND VS MELEE/RANGED (DODGE) ..........................DFT + ATHLETICS
DEFEND VS MELEE/RANGED (WEAPON/SHIELD BLOCK) ..DFT + GETTING MEDIEVAL
DEFEND VS PHYSICAL SPELL ........................................MGK + MTL
DEFEND VS MENTAL SPELL ..........................................MGK + WIT
DEFEND WHEN UNARMED VS UNARMED ........................DFT + FISTICUFFS
DISGUISE....................................................................WIT + ARTS (ACTING)
DODGE .......................................................................DFT + ATHLETICS
DRIVE FAST (WITHOUT CRASHING).................................DFT + INSTINCT
HIDE ..........................................................................DFT + ATHLETICS
INTIMIDATE .................................................................WIT + INFLUENCE
KNOW HOW TO EMBEZZLE FUNDS ................................KNO + BUSINESS
KNOW HOW TO HACK ELECTRONICS ............................KNO + COMPUTER
KNOW HOW TO HEAL A WOUND...................................KNO + MEDICINE
KNOW HOW TO REPAIR: COMPUTER .............................KNO + COMPUTER
KNOW HOW TO REPAIR: VEHICLE .................................KNO + MECHANICAL
LISTEN .......................................................................WIT + INSTINCT
MOVE ........................................................................DFT + ATHLETICS
PERSUADE ..................................................................WIT + INFLUENCE
RESIST POISON ...........................................................STR + MTL
SEARCH .....................................................................WIT + INSTINCT
SNEAK .......................................................................DFT + ATHLETICS
SPOT .........................................................................WIT + INSTINCT
SWIM .........................................................................STR + ATHLETICS
THROW ......................................................................DFT + GETTING MEDIEVAL

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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.
METAMORPH. Sorcerers use this skill to transform one object into another through
the use of sympathetic magic. For instance, a Sorcerer might transform a screwdriver 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 seemingly unlike creations.
TECHNOMANCY. 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 otherworldly
horrors 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 character 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
CHARM. 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?
ELEMENTAL. 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.
SPIRITISM. 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 character on a daily basis, and sound positive but might have both positive and negative
consequences. 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 character keeps locked away inside and rarely expresses, and are usually negative liabilities. 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.
HOW FLUX POINTS WORK IN GAMEPLAY. 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 to
mention leaving her at the mercy of whatever lurks inside, without the help of her companions 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.
SPENDING FLUX POINTS (TO SHRUG OFF WOUNDS). 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 POINTS (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 upgrade 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 highranking 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 feel
free to take full advantage of it. You cant lose... right?

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.
LIST OF GENERAL ASSETS. Bloodline, Bravado, Detective, Everyman, Fortitude,
Funding, Hack, Influential, Knights Prowess, Lady Luck, Lionheart, Master of Red
Tape, Network, Null, Prudent, Quester, Safehouse, Star Power, Street Fighter,
Traceur, Wall Run, Weapon Master
LIST OF SUPERNATURAL ASSETS. Neurotik, NT3RF4C3, Spellcaster
Each archetype receives a unique asset discount during character creation!

HACKING
HACK (GENERAL ASSET)
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 EyePad 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 triggers, based on the severity of a failed ability check.

3.2 |

SAMPLE HACK TNS (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 WEBCAM
TN 7 (AVERAGE; 1 ACTION)
TARGET: PERSONAL COMPUTER; SECURED TOUCHSCREEN OR WEBCAM
TN 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 reality interfaces, and an extensive knowledge of code, Hackers with this asset go beyond. 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 glittering
ruby 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).
PLAYING IN MUDS. 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 anything.
Heavily-secured networks may be inhabited by one or more forms of Fluxevolved digital life known commonly as Virtual and Artificial Intelligences (sentients 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.
OTHER PLAYERS AS AVATARS. Of course, a virtual
battle wouldnt be much fun if everyone else has
VIRTUAL AVATARS
to sit around and watch. Fortunately, the Hacker
can bring his allies along. After a Hacker succeeds
LIMITATION
TN
at his initial hack and enters the MUD, he can atALL PCS .......................5
tempt a second [KNO + Sciences: Computer] check
+1 NPC .......................7
to link into the EyePhones of his accompanying al+2 NPCS .....................9
+3 NPCS ....................11
lies and create virtual avatars of them, as shown
+4 NPCS ....................13
in the sidebar. The Hackers ability to create his
+5 NPCS ....................15
own construct is automatically successful.
+6 NPCS ....................17
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.
COMBAT. 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 Director allows a [KNO + Sciences: Computer] check versus TN 9 or higher. If the
check is successful, he has reconnected the character to his avatar.
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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 imagination 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).

CASTING SPELLS. 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 use
spray 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 counterspell. This requires the character to cast a spell of the same type [MGK + appropriate 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.
SPELLS PER DAY. A Sorcerer or Witcher can cast a number of spells per day equal
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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 feedback 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.
MODIFYING SPELLS. 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 (doubling
takes 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.
LEARNING SPELLS. 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 a
time. 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 artificial 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.

AUGMENT PENALTIES. 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
SKILL RANK. You must have a minimum Getting Medieval or Firearms skill
rank to use melee or ranged weapons effectively. These skills and their ranks represent your proficiency with a particular weapon. If you dont have sufficient experience 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.
TWO-WEAPON FIGHTING. 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 BONUS. 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.
RAYPIER. Raypiers deal energy (not melee) damage.
Melee
Weapons

Skill
Rank

Price

Base
Range

ROF

Damage

Reload
Die

Unarmed

STR

Dagger, Knife

$75

STR + 1

Hand Axe

$105

STR + 1d4

Short Sword

$1300

STR + 1d6

Com/Bat

$1700

STR + 1d8

Longsword

$2400

STR + 1d10

War Axe

$3100

STR + 2d4

2Hand Sword

$5000

STR + 2d6

Raypier (E)

$8000

STR + 2d8

RANGED WEAPONS
BASE RANGE. Attacking a target past base range applies a 2 penalty to both attack and damage. More than double the base range adds another 2 (4 total), distance x3 adds another 2 (6 total), and so on to the max range x5 (10 total).
RATE OF FIRE. 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.
RELOAD DIE (AMMUNITION). 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.
THROWING. 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.
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Ranged
Weapons

Skill
Rank

Price

Base
Range

ROF

Damage

Reload
Die

Taser

$1625

15 ft (max)

d4 + stun

see text

Wand

$375

MGK x5 ft

MGK

n/a

Dagger/Knife

$75

throw

2STR + 1

n/a

Hand Axe

$105

throw

2STR + 1d4

n/a

Pistol

$1300

30 ft

up to 3

2d6

d8

Shotgun

$1120

see text

up to 2

1d6 to 6d6

d4

Bow

$1950

70 yds

2d4

d12

Rifle

$3900

200 yds

3d8

d6

SMG

$4900

40 yds

see text

see text

d4

X-Calibre (E)

$6500

20 ft

up to 2

4d6

d20

1
1

SHOTGUNS. 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 damage
to targets from 2030 feet is reduced to 1d6. Double-barrelled shotguns can fire both
barrels at once or separately.
SUBMACHINE GUNS. This SMG uses .223/5.56 ammunition, and has a limited magazine 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. Autofire (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.
TASER. 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 unable to react. The attacker may extend this for two more turns, by forgoing other
actions 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.
WAND. 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-CALIBRE. These pistols deal energy (not high-velocity) damage.
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PERSONAL PROTECTIVE EQUIPMENT (ARMOR AND SHIELDS)


DFT Modifier. The weight and unwieldiness of each P.P.E. means that it reduces damage the wearer might take, but makes him slower and easier to hit. Comparative modifiers for GP-brand shields and armors are listed in the charts, following
P.P.E. industry standard numerical terms. For example, a private guard carrying a riot
shield 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 first
represents DR vs melee weapons, the second vs high velocity (usually gunpowder
based) 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 Suit
Weave 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 to
inhibit this motion, imposing penalties on MGK casting checks.
Blur Suit. This black jumpsuits microscopic carbon nanotube fabric actually
bends light rays, making the wearer appear as a shimmering ghostly blur and providing a DFT bonus versus detection and attacks. Using the wrist button to turn on the
suit stimulates low levels of electricity through the fabric and is what makes the
mirage possible.
Body Armor. These P.P.E.s range from reproductions of leather (light), chainmail (medium), or functional plate (heavy) to more modern wear. Modern armors
include various concealable bullet-resistant vests (light), tactical vests (medium), or
assault/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 that
floats around the wearer, reacting to intense bursts of energy and providing a lowlevel 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 or
more 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 defensive
power, but requires two hands to manipulate and eliminates the users ability to fight
back. 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 disgruntled employees. For only $1000, any piece of clothing can become 1/1/1 suit
weave, 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 clothing can be worn over light modern armor or under traditional and heavier armors
in order to stack an extra layer of protection.
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Armor

Price

DFT
Mod

DR vs
Melee

DR vs
Hi-Velocity

DR vs
Energy

Casting
Mod

Blur Suit

$25,000

+3

Body, Lt
Modern

$1300

Body, Lt
Traditional

$1300

Body, Med
Modern

$1850

10

Body, Med
Traditional

$1850

Body, Hvy
Modern

$2400

11

15

11

Body, Hvy
Traditional

$2400

14

10

12

Suit Weave

+$1000

Shields

Price

DFT
Mod

DR vs
Melee

DR vs
Hi-Velocity

DR vs
Energy

MGK
Mod

Energy (E)

$1400

Wooden

$130+

Riot

$225

n/a

AUGMENTS
Augments include neural-biosynethic, nanotechnological, and other near-future
modifications of the human body, along with designer drugs and special weapon and
armor 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.
LIST OF PERSONAL AUGMENTS. Cloak, Eyephone (plus EyePad and EyePhoto addons), Hardened, Jumper, Metamuscle, Nanodetoxifiers, Nanorebuilders, Prosthetic
Limb, Silkskin, Spec.Tac.Le, Speedster
LIST OF SUBSTANCE AUGMENTS (DESIGNER DRUGS). Flatliner, Goldrush, Hard Snow,
Lotus/Pax, Morpheus, OP8, Psykadel, Solvit, Tweek, U4EA, Zodiaz
LIST OF ARMOR/SHIELD AUGMENTS. Damage Reduction, Magic Resistance
LIST OF WEAPON AUGMENTS. Ammunition, Damage, Range

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SAMPLE CHARACTERS
The following 13 sample characters provide examples of one of each archetype typically 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 the
three 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 character. The core rulebook provides specific suggestions on each of these for every archetype, as well as details on Signs and Personality Traits, Role, Key Core Values
and Skills, Assets, Weapons and Equipment, Augments, and Inspiration.
BACKGROUND. 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 locate
potential 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.
LOOK. 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 are
his 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 include 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 provided as the last page of this quick-start guide.
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badge

SAMPLE BADGE
QR: INIT +5; ATK +6 unarmed [STR 3], +6 melee [3+1d8 com/bat], +5 ranged [2d6 pistol];
DEF +3; DR 6/12/7 (medium modern armor; silkskin); WD 6 qqqqqq
Abilities: STR 3, Fisticuffs 3, Getting Medieval 3; DFT 1 (3 armor), Athletics 2, Firearms 4;
MTL 3, Valor 1; KNO 2, Crime 3; WIT 2, Influence 2+1, Instinct 3; MGK 1
Move: walk 10, jog 20, run 30, sprint 50, long jump 8, high jump 4, climb/swim 4
Assets: Bravado - Can stand ground and defend even on a failed Valor check
Detective - Gain +2 bonus on KNO checks involving research and investigation
Funds - $10,000
Influential - Gain +1 bonus on Influence checks
Lady Luck - Get one free re-roll per game session
Lionheart 2 - Gained +1 Valor during character creation
Augments: EyePhone - contact lenses with augmented reality display and wireless earbuds
Silkskin - Reduces high-velocity damage by 2 points
Traits: Courageous, Intolerant, Reliable; Has a death wish
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hacker

SAMPLE HACKER
QR: INIT +5; ATK +2 unarmed [STR 1], +3 melee [1+1d8 short sword], +4 ranged [2d6 pistol]; DEF +5 (+8 vs electronics); DR 2/2/1 (suit weave); WD 4 qqqq
Abilities: 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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headhunter

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 qqqqqq
Abilities: 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
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journo

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 qqqq
Abilities: 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
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knight-errant

SAMPLE KNIGHT-ERRANT
QR: INIT +5; ATK +6 unarmed [STR 3], +7 melee [3 + 1d10 longsword], +4 ranged (2d6 pistol); DEF +4 (6 2 armor); DR 11/5/8 (med. trad. armor; hardened); WD 8 qqqqqqqq
Abilities: 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
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lister

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 qqqq
Abilities: 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 session
Star 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
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radical

SAMPLE RADICAL
QR: INIT +5; ATK +10 unarmed [STR 4+2], +7 melee [4+2d4 war axe], +5 ranged [2d6
pistol]; DEF +6; DR 2/2/1 (suit weave); WD 4 qqqq
Abilities: STR 4, Fisticuffs 5, Getting Medieval 3; DFT 3, Athletics 3, Firearms 2; MTL 2,
Valor 0; KNO 2, Crime 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: Bravado - Can stand ground and defend even on a failed Valor check
Funds: $10,000
Network 4 - Knows four more NPC Radicals
Street Fighter - Fisticuffs attack gain +X damage, where X = Crime skill rank
Weapon Master (unarmed) - Gain +1 attack bonus in unarmed combat
Augments: EyePhone - contact lenses with augmented reality display and wireless earbuds
Nanorebuilders - Wounds heal twice as fast
Traits: Artistic, Optimistic, Reckless; Wanted for murder
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runner

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 qqqqqq
Abilities: 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
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sorcerer

SAMPLE SORCERER
QR: INIT +5; ATK +1 unarmed [STR 1], +2 melee [1+1d4 hand axe], +5 ranged [2d6
pistol or MGK 3+1 HDPE wand]; DEF +5; DR 2/2/1 (suit weave); WD 4 qqqq
Abilities: STR 1, Fisticuffs 0, Getting Medieval 1; DFT 2, Athletics 3, Firearms 3; MTL 2,
Valor 2; KNO 1; WIT 2, Influence 1, Instinct 3; MGK 3 (+1 casting), Holography 3, Kinesis 3
Move: walk 15, jog 30, run 45, sprint 75, long jump 12, high jump 6, climb/swim 6
Assets: Bloodline - Gain +1 theurgic bonus to cast spells, and to wand and relic damage
Funds - $53,250 (including Funding 2)
Lionheart 4 - Gained +2 Valor during character creation
Network 2 - Has two minor NPC allies
Spellcaster - Can manipulate the Flux to create magical effects.
Spells: Create Holography and Kinesis spells at will vs TN, or ask the Director for samples
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
Traits: Energetic, Patronizing, Stubborn; On the run from Globex Power
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suit

SAMPLE SUIT
QR: INIT +6; ATK +3 unarmed [STR 1], +4 melee [2+1d6 short sword], +5 ranged [2d6
pistol]; DEF +5; DR 2/2/1 (suit weave); WD 6 qqqqqq
Abilities: STR 2, Fisticuffs 1, Getting Medieval 2; DFT 2, Athletics 3, Firearms 3; MTL 3,
Valor 0; KNO 3, Business 5+1; WIT 3, Influence 3+1, Instinct 3; MGK 1
Move: walk 15, jog 30, run 45, sprint 75, long jump 12, high jump 6, climb/swim 6
Assets: Funds - $62,800 (including Funding 3)
Influential - Gain +1 bonus on Influence checks
Master of Red Tape - Gain +1 bonus on Business checks
Network 4 - Knows four minor NPC Suits at other mega-corporations
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: Greedy, Manipulative, Passionate; Secretly owes a favor to OmniCorp
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thinker

SAMPLE THINKER
QR: INIT +4; ATK +2 unarmed [STR 1], +3 melee [1+1d8 com/bat], +4 ranged [2d6 pistol];
DEF +4; DR 2/4/1 (suit weave, silkskin); WD 4 qqqq
Abilities: STR 1, Fisticuffs 1, Getting Medieval 2; DFT 2, Athletics 2, Firearms 2; MTL 2,
Valor 0; KNO 3, Sciences: Medicine 4+1; WIT 2, Influence 3, Instinct 2+1; MGK 2, Technomancy 3
Move: walk 10, jog 20, run 30, sprint 50, long jump 8, high jump 4, climb/swim 4
Assets: Bravado - Can stand ground and defend even on a failed Valor check
Detective - Gain +2 bonus on KNO checks involving research and investigation
Funds - $53,000 (including Funding 2)
Influential - Gain +1 bonus on Influence checks
Neurotik - Can cast 2 Technomancy spells/day (succeed at ability check or lose spell)
Prudent - Gain +1 bonus on Instince and surprise checks (but not Initiative)
Quester - Gain +1 bonus on Sciences checks
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
Traits: Loner, Miserly, Skeptical; Pining for a lost love she had to kill
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witcher

SAMPLE WITCHER
QR: INIT +4; ATK +2 unarmed [STR 1], +2 melee (weapon), +4 ranged [2d6 pistol or MGK
3+1 redwood wand]; DEF +4; DR 2/4/1 (suit weave, silkskin); WD 4 qqqq
Abilities: STR 1, Fisticuffs 1, Getting Medieval 1; DFT 2, Athletics 2, Firearms 2; MTL 2,
Valor 1; KNO 1; WIT 2, Influence 2, Instinct 2; MGK 3 (+1 defense), Charm 3, Elemental 4
Move: walk 10, jog 20, run 30, sprint 50, long jump 8, high jump 4, climb/swim 4
Assets: Bravado - Can stand ground and defend even on a failed Valor check
Bloodline - Gain +1 hermetic bonus to resist spells, and to wand and relic damage
Funds - $34,250 (including Funding 1)
Lady Luck - Get one free re-roll per game session
Lionheart 2 - Gained +1 Valor during character creation
Spellcaster - Can manipulate the Flux to create magical effects
Spells: Create Charm and Elemental spells at will vs TN, or ask the Director for samples
Augments: EyePhone - contact lenses with augmented reality display and wireless earbuds
Silkskin - Reduces high-velocity damage by 2 points
Traits: Loyal, Naive, Touchy; Lacks self-confidence
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zero

SAMPLE ZERO
QR: INIT +5; ATK +8 unarmed [STR 4+2], +8 melee (4+2d4+1 war axe), +6 ranged [2d6
pistol]; DEF +6 (7 armor); DR 2/5/3 (lt modern armor); WD 6 qqqqqq
Abilities: STR 4, Fisticuffs 4, Getting Medieval 4; DFT 3, Athletics 4, Firearms 3; MTL 3,
Valor 0; KNO 1; WIT 2, Influence 2, Instinct 3; MGK 1
Move: walk 20, jog 40, run 60, sprint 100, long jump 16, high jump 8, climb/swim 8
Assets: Bravado - Can stand ground and defend even on a failed Valor check
Everyman - Foes use low Flux Die to notice a suspicious Zero
Fortitude - Gains +X attack when wounded (X = number of wounds in current fight)
Funds - $10,000
Lady Luck - Get one free re-roll per game session
Augments: EyePhone - contact lenses with augmented reality display and wireless earbuds
Metamuscle - Deals +2 damage when unarmed or with melee weapons
Traits: Independent, Short-temper, Sucker for a pretty face; Imagines conspiracies
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THE

CITY

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Chapter 5: The City details the setting, an urban mega-sprawl of the near future.
All the action takes place here (unless the Director prefers to run the adventures in
another city). Players may feel free to read this chapter, but should not continue
beyond it into Chapter 6: Game Masteryat the risk of learning secrets best kept
hidden and ruining surprises your Director may have in store.

LOCATION
The City exists everywhere, anywhere, and nowhere. It can substitute for a future
version of most major cities with any changes the Director might desire.

HISTORY
Imagine a time and place where corporations, though metaphysical entities created
by law, are granted the same legal rights as a personin addition to the rights they
already possess. With this ruling in place, monetary contributions to political
campaigns, once regulated, become part of each corporations right to free speech.
Money flows like water and, in short order, political representatives soon find
themselves obligated to their corporate backers. With each new law passed, the
corporations subtlely and incrementally gain increasing amounts of power.
Meanwhile, cash-strapped government entities begin privatizing ever more
functions. It starts small, of course, and in seemingly beneficial ways. One city sells
its parking meter maintenance to a corporation in exchange for an immediate influx
of funds to meet other budget shortfalls. Another privatizes water and sewer maintenance, a costly, dirty job at the best of times. In another, the government contracts
the care of its prison systems. Private schools, police forces, and more follow.
BLOODY MONDAY. The lack of jobs, poor economy, and governments increasingly
catering to corporate interests caused multiple organizations and thousands of
citizens to mount a non-violent campaign for social and economic equality. Many
parks, streets, and private buildings were occupied for months, though clashes
between law enforcement and protestors were surprisingly mild.
Then, near dusk one Monday night, according to eyewitnesses, a law enforcement officer turned and began firing his weapon at the protestors. Within moments,
four protestors were killed. Backup officers attempted to subdue their colleague with
physical force, but the situation intensified as the braver protestors began throwing
rocks and objects at the officers. This skirmish became a 48-hour riot resulting in
34 deaths, 1,032 injuries, 3,438 arrests and over $40 million in property damage.
Worse, the following days saw similar scenes in other cities, in what most corporate media outlets called violence by people who just want handouts and a free
ride. Within that week, 8,310 more people had been arrested, with an additional
106 deaths, 2,745 known injuries, and more than $700 million dollars of damage.
Over 2,000 buildings were damaged, burned, looted, or destroyed.
AFTERMATH OF THE RIOTS. The combined damage significantly compromised
economic activity in the affected cities, handing the corporations a publicly-justified
reason to lobby for stronger public safety laws and limitations on all free speech
both in person and online. In the wake of the riots, these new laws were backed by
a majority of the voting public and passed almost unanimously.
Many corps sponsored rebuilding projects in the affected areas, acquiring public
approval and governance of large swaths of real estate. Soon, almost all business
transacted in these corporate wards was sponsored or controlled by a massive
conglomerate known as a mega-corporation. Independent businesses that sprang
up were gathered into the fold, with each person a mere cog in the corporate wheels.
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Free speech, likewise, suffered under corporate control. Large unsponsored


gatherings became illegal and employee contracts began to place similarly expansive
restrictions on personal freedoms. Yet, society adjusted.
There are truly enough jobs for all residents, thanks to a complex computer
calculation of The Citys available housing space and the number of citizens.
Unfortunately, the lowest pay scales are barely above starvation wages, and social
welfare is operated only on a small scale by a handful of non-profit corporations.
Many of the poorest workers intentionally fall into debt to a corporation in order to
become wage-slaves (aka drones) and actually improve their standard of living.

GOVERNMENT AND LAW ENFORCEMENT


As federal power faded, so did the power of the states. Large cities became megasprawls, divided into autonomous districts owned and operated by mega-corporations. The small, privatized federal government has only minor executive powers,
and those it grasps loosely. The former legislative and judicial branches exist in a
single branch composed not of senators and judges, but of mega-corp representatives,
with the population of their districts determining the number of representatives.
A board of directors governs each district. A mega-corporations total percentage
of land within the district determines how many members they can place on this
board. District board members are often selected from the corporations in-house
board of directors. No district board member can serve more than a six-year term,
though that members corporation may have an internal vote for early removal.
Members are only selected, not voted upon, with the exception of the chairman; the
district board votes for a new chairman every 18 months.
Some districts also have executive committeesusually consisting of the
president, president-elect, immediate past president and executive director, plus a
varying number of immediate subordinatesconducting district business on a
regular basis. The executive committee (or board) establishes or contracts out any
requisite utilities, fire departments, private police forces, and so on.

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The presence of a mega-corporation headquarters in a district often identifies


the boards chairman and the boards majority members, but this is not always the
case. The City Central district board members, for instance, are fairly evenly split
between all the mega-corps. Only employees may purchase land from their megacorporate employer, thus keeping all property within the corporations control.
Each district is primarily served by a single large private military and security
company (PMSC), though some districts may have contracts with smaller PMSCs
or even corporate police of their own. Employees, or Badges, protect and serve all
the subscribers in their district, but are concerned mostly with preventing crime
rather than solving it.
If you are the victim of a crime, but are not subscribed to the PMSC service of
the district where the crime occurred, you have little to no legal recourse. A not-forprofit welfare corp might help, but their case load is heavy and employees are few,
and many cases fall through the cracks (if they ever make it to the top of the case
workers pile).
A Badges methods may be draconian, with little concern for the rights of nonsubscribers, whether criminals or victims. The phrase shot while attempting to
escape is a common excuse for Badges who let their desire for justice (or simple
bloodlust) get out of control.
For the accused who survive their arrest, trials are little more than kangaroo
courts. Corporate or non-violent criminals are usually sentenced to wage-slavery,
becoming endentured drones. Violent offenders are transported to one of the many
large, privatized facilities scattered around the country, though the most extreme
offenders are executed or sold to medical research facilities.

SOCIETY
Although the poorest inhabitants of the metropolis would call this a dystopian city,
most urban dwellers have grown accustomed to the corporate rulenot happy, but
content. The main source of discontent is the one that has plagued mankind for
centurieseveryone is focused on earning more money to get more power and
accumulate more status symbolswhich actually helps reinforce corporate control.
Those who forsake this lifestyle, whether by choice or not, live primarily in slumburbs (declining suburban areas of high crime) and are distinctly in the minority.
After all, it is the business of the mega-corporations to make money. They ask
only one thing of their employees: obedience. They dont judge race, sex, creed,
religion, or an individuals relations to his community, society, or family. As long as
an employee provides full hours and faithful service, the corporation supports them.
The mega-corps also have cost effective technologies that keep the streets, air,
and water clean (for a reasonable deduction from wages), and the public transit
running on time. Their two-child limit has reduced world population by hundreds
of millions, slowly easing the strain on the planet and increasing individual savings.
The corporations even offer free basic internet services, with easy access to
ad-sponsored wireless augmented reality everywhere you go.

RELIGION
Corporate-backed mega-churches, particularly the multimillion-dollar structures
supported by Wildfire, assist the corporate power structure by keeping workers complacently focused on the riches of the afterlife, rather than on attaining wealth, wellbeing, fame, power, or promoting human achievements. Targeting market share
and moral materialism rather than social betterment, these businesses (for such
they are) promote their social centers, programs, and even holographic preachers,
and the willingness to donate and sacrifice to the church rather than develop and
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grow the personal abilities of the individual. Of course, there are some minichurches that focus on community betterment and personal growth, but these tend
to disappear as their congregation is slowly lured away to the comfortable seats and
technological marvels of the mega-churches.

TECHNOLOGY
Thanks to advanced nanotechnology and other advances, The City is ecologically
friendly, with low-greenhouse-emission public transport and almost complete selfsufficiency in water and energy, combined with the use of zero energy building
principles. Almost all powered vehicles allowed in The City utilize electricity or
hydrogen, and even the skyscrapers maintain their brilliant whiteness thanks to
magnesium carbonate wall coatings that consume excess carbon dioxide from the
air. Most of The Citys waste is recycled.
Many internet providers offer free, but restricted, access overseen by a so-called
Webmaster General Virtual Intelligence. Users receive free access to a walled
garden (i.e., extranet) with corporate-sponsored services and media programs,
applications, and security protections. Thus, any user-generated online content
deemed dangerous is easily censored and deleted immediately upon detection.
Users who insist on greater access may have itfor a significant subscription cost.
Such users also have their names added to monitored lists of possible digital pirates.
Telework has become increasingly popularso much so that 90% of business
professionals work at home for at least two days each week. Most call centers,
receptionists, and administrative departments have been automated, replacing
physical employees with Virtual Intelligences who have attractive holographic forms
(when needed) and pleasant voices combined with top-of-the-line data storage, but
no ability to improvise. Still, these are sufficient for most activities and require only
a few human beings waiting in reserve.
Clothing styles range from futuristic to retro, made from a variety of materials,
with retro becoming increasingly common (see The Flux and the Retro Movement).
Dense armors, blur suits, and suit weaves are found mostly among private security
forces and corporate executives, though self-cleaning, color-changing, heat-regulating
nanotech fibers can be seen among all levels of employed society.
Special three-dimensional printers (known commonly as makers) utilize smart
polymers and recycled materials to create many simple, cheap flexonics such as
light bulbs, handheld electronic devices, and toys as a single continuous item.
Because all the components are embedded with few to no individual pieces, broken
devices cannot be repaired and must be discarded. Flexonics with embedded
electronics are also less reliable and more easy broken than machine-built products.
Some of the larger gangs and criminal organizations have acquired makers and
earn much of their income selling cheap copies of brand-name products on the black
market. Thus, the sale of makers is even more regulated as the sale of firearms. In
fact, while makers are illegal for private use everywhere in the world, firearms are
only illegal (except for law enforcement) within the limits of The City and other
similar urban areas.
Expensive products may be composed of reconfigurable nanoscale robots known
as catoms (i.e., claytronic atoms) that can be morphed into other shapes or colors
with a digital signal or pre-programmed pressure points. Examples include changing
the color of your car, molding a chair to perfectly fit your body shape, and so on.
There are rumors that some powerful executives own catom robot avatars that can
be controlled remotely and are outwardly indistinguishable from the real thing.
Nanorobotics is also common in medicine, providing diagnoses, targeted drugdelivery, guided surgery, biomedical monitoring, and more. Atomic biotransistors,
stem cell development, and biomaterials appear in medicine and in augments.
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Augmented reality layers (holographic virtual screens that can be viewed


through handheld devices and head augments) are so common as to be intrusive,
with personalized ads popping up on signs, menus, windows, walls, and any other
place a clever marketing executive might think of. Device apps and shielded wallets
that block AR microsensor readings from registering your identityare actually
banned from most districts. True holographic technology, such as televisions and
virtual reality rooms, are still too expensive for the average consumer, though they
can be found in such locations as theaters, museums, high-tech clubs, executive
hotel suites, and the homes of the wealthy. Yet, technology is not immune to
problems of its own.

THE FLUX AND THE RETRO MOVEMENT


Spatial breaches, cryptids, mental disturbances, and mutations are actually the
least common Flux manifestations. In fact, its primary detriment is the unpredictable impact it has on electromagnetic radiation and electronic devices. Wireless
data clouds may have their access codes unlocked, files scrambled, or (even worse)
be completely deleted. Satellites, communication systems, and power grids may
suffer service interruptions and overloaded grids when the power returns.
Though the corporations put as much blame as possible on solar activity, cosmic
radiation, and governmental oversights of years past, their inability to eliminate
these problems is causing a growing lack of public confidence. The top marketing
firms were, of course, hired to put the best spin on the problem. Its unknown
whether the Retro Movement came from paid celebrity endorsements or was simply
a natural evolution of circumstances, but whatever the reason, it exists.
The Retro Movement is a resurgence in popularity of solid-state devices based
on older designs (e.g., handheld screens and memory sticks, in addition to the digital
head-up displays and data clouds). Thus, a person may have a standard EyePad
augment that accesses his data cloud, linked to a similar handheld device in his
pocketassuming he can afford both. Of course, the newer devices contain a much
greater processing power and memory retention capacity than do similar devices
from the era they emulate (i.e., 20102020), but in appearance are not much different. Fashion, likewise, trends towards the retro designs of years past, and not just
from the early 21st century. If you can imagine it, someones probably wearing it.

DOCUMENT: THE CITY VISTORS GUIDE


The core rules contain a special 34-page guidebook
describing The City. Some selected pages follow.
The accuracy of this visitors guide is, of course,
dependent on the publisher and the editorial voiceand
heavily swayed by how much the business owners were
willing to contribute to its publication. A company or
location that has too good a reputation may be just that
too good to be true.
Likewise, warnings against certain persons or places
may be accurate, or the result of publisher bias. Your
Director will determine what is truth and what is fiction.
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DISTRICT MAP

3
17

13

5
11

15

16
1

19

10

12

18
14
6

S
S
1. Asheland
2. Belmont
3.Chao
4. City Central
5.Fairfax
6. Farmington
7. Fresnillo
8. Globex
9. Greenwich
10. Helfield
48 | CORPORIA QUICK-START GUIDE

S
11. Idlewild
12. Madison
13. Romero Park
14. Salisbury
15. Surya
16. Towers
17. Union Heights
18. Woodlawn
19. Yoroshiku

H. Hydron
Islands (see 5)
S. Suburbs &
Slumburbs
Q. Quarantine
Zone (see 13)

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UNION HEIGHTS 17

Area: 13.45 square miles


Residents: 429,289
Neighborhoods: Auburn Estates, Bancroft, Belcamp,
Camlann, Fuller, Georgetown, Hale, Harolds Cross,
North Strand, Pinehurst, Rockbrook, and Smithfield
Headquarters of: Valyant
Photo:Watchman Keep overlooks this district.

Among the skyscrapers,


a variety of architectural
styles, nice parks, and
many pleasant residential neighborhoods can
be found here, as well as
a concert hall home to
The City Philharmonic, the Camelot theme park, and the Inkpen Animation Museum.
Valyant operates over a dozen corporate schools, including the famous Tesla Technical
High School.
Bancroft. This British family-run hotel offers clean, fully equipped, recently
renovated rooms, and a fantastic pool and fitness center. This was also the site of one
of the great scandals of last year, when the owners son, Alan Bancroft, was found dead
under mysterious circumstances. Rumor has it that he was shot in a brothel in
Yoroshiku while wearing a mutant costume. Rooms from $180.
Kays Place. Joint: Su-F 11AM-2AM, Sa 11AM-3AM; Club: varies by show. This
bar and grill offers nightly live music, mostly by local bands, as well as a professional
blues jam sessions every Tuesday night. If you want to take some music home, head
upstairs to the Hemp Shop, which offers digital kiosks and smoking paraphernalia.
Joint: no cover, Club: $11-22.
Marxs Magic. 7PM-12AM. This is the place to experience magic shows in The
City, with its performers including such big-names as Dina Semrys and Edward
Redcastle. Shows tend towards the avant-garde and are not for the faint-hearted. Reservations are necessary and tickets are hot, so call well in advance, ideally more than a
month before, and be prepared to be flexible in your choice of show time.
Other Items of Interest. Harolds Cross is the historical center of The Citys
Celtic community, with a diverse residential zone, the Keegan Brewery, and the Tor
Heritage Gallery. The recent Camelot Theme Park attraction is the highlight of the
Bancroft neighborhood, though its construction was fought by Valyant CEO Lance
Martin until, in a surprise change of heart, he actually donated the land for its use.
Valyants own Watchman private military and security company handles all of the
policing within the district.
Government. A board of directors with 28 elected members manages Union
Heights, supervised by Chairman Robert Craver.
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Valyant No. 4102-100; Classified

Form V-9, Employee


Data Verification

Watchman Private Security Department


Covert Operations and Special Tactics Division [Knightwatch]

1. Employee Information (All sections to be verified by Knightwatch Director upon date of employment.)
Surname

First Name/M.I.

AKA

Archetype

Hair Color

Eye Color

Gender

Ethnicity

Body Type

Style

Age

Sign

Marital Status

REPP

Assets

Flux Points

Augments

Building Points

2. Core Values and Skills


STR Fisticuffs

+/-

3. Base Fitness Ratings


Initiative

Getting Medieval

Melee
Attack

Ranged
Attack

Unarmed
Dodge
Attack

Block

Run

vs. Physical vs. Mental


spell
spell

DFT Athletics
Firearms
MTL Valor
Valor (starting)

Special Modifiers (+/-)

4. Ranged Weapon Loadout


Ranged Weapon

Ammo/ Base Rate of Attack


Reload Range
Fire Modifiers

Attack
Total

Damage

Damage
Modifiers

Attack
Total

Damage

Damage
Modifiers

KNO Business
Crime
Humanities
Antiques
Arts

5. Melee Weapon Loadout

History

Melee Weapon

Attack
Modifiers

Language
Music
Religion
Sciences
Biology
Chemistry

6. Personal Protective Equipment


DFT
Modifier

P.P.E. (Armor, Shield, Other)

Computer

Damage Reduction
M
HV
E

Mechanical
Medicine
Physics
Psychology
WIT Influence

Totals
Public Traits

Instinct

Max.
Wounds

MGK Sorcery
Holography
Kinesis

Private Traits

Metamorph
Technomancy
Witchcraft

Other Notes

Charm
Elemental
Perception
Spiritism
Hit Locations

Casting
Modifiers

Misc
Modifiers

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