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Corporia
quick-start GUIDE
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
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To create a landscape viewing experience on your
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You can set this manually by selecting the following
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VIEW > ZOOM > FIT HEIGHT
VIEW > PAGE DISPLAY > TWO-UP
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TWO-UP
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
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.
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.
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.
6 | CORPORIA QUICK-START GUIDE
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.
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.
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.
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.
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.
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).
CORPORIA QUICK-START GUIDE | 11
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.
12 | CORPORIA QUICK-START GUIDE
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.
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.
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.
CORPORIA QUICK-START GUIDE | 15
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.
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.
18 | CORPORIA QUICK-START GUIDE
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.
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 |
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)
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
22 | CORPORIA QUICK-START GUIDE
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.
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.
24 | CORPORIA QUICK-START GUIDE
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
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
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.
28 | CORPORIA QUICK-START GUIDE
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
CORPORIA QUICK-START GUIDE | 29
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
30 | CORPORIA QUICK-START GUIDE
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
CORPORIA QUICK-START GUIDE | 31
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
32 | CORPORIA QUICK-START GUIDE
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
CORPORIA QUICK-START GUIDE | 33
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
34 | CORPORIA QUICK-START GUIDE
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
CORPORIA QUICK-START GUIDE | 35
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
36 | CORPORIA QUICK-START GUIDE
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
CORPORIA QUICK-START GUIDE | 37
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
38 | CORPORIA QUICK-START GUIDE
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
CORPORIA QUICK-START GUIDE | 39
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
40 | CORPORIA QUICK-START GUIDE
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
CORPORIA QUICK-START GUIDE | 41
THE
CITY
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.
CORPORIA QUICK-START GUIDE | 43
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
CORPORIA QUICK-START GUIDE | 45
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.
46 | CORPORIA QUICK-START GUIDE
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)
UNION HEIGHTS 17
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
+/-
Getting Medieval
Melee
Attack
Ranged
Attack
Unarmed
Dodge
Attack
Block
Run
DFT Athletics
Firearms
MTL Valor
Valor (starting)
Attack
Total
Damage
Damage
Modifiers
Attack
Total
Damage
Damage
Modifiers
KNO Business
Crime
Humanities
Antiques
Arts
History
Melee Weapon
Attack
Modifiers
Language
Music
Religion
Sciences
Biology
Chemistry
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