Coriolis - Players Guide(1).pdf

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Coriolis Players Guide 
 
 
 
 
 
 
 
 
 
 
 
Compiled by James Melzer 
v1.5.2 
Game mechanics out of combat 
Skills 
GENERAL SKILLS 
DEXTERITY (Agility) The Dancer 
FORCE (Strength) The Deckhand 
INFILTRATION (Agility) The Faceless 
MANIPULATION (Empathy) The Merchant 
MELEE COMBAT (Strength) The Dancer 
OBSERVATION (Wits) The Gambler 
RANGED COMBAT (Agility) The Judge 
SURVIVAL (Wits) The Traveler 
ADVANCED SKILLS 
COMMAND (Empathy) The Judge 
CULTURE (Empathy) The Traveler 
DATA DJINN (Wits) The Messenger 
MEDICURGY (Wits) The Lady of Tears 
MYSTIC POWERS (Empathy) The Faceless 
PILOT (Agility) The Gambler 
SCIENCE (Wits) The Messenger 
TECHNOLOGY (Wits) The Messenger 
Testing a skill 
Roll 1d6 per attribute level + skill level (if relevant).  
Need 1-2 “6s” for success. 3+ for crit. 
Four things can result in modifiers (more dice): 
1.
Your gear (+1-3) 
2.
The difficulty of your action 
3.
Assistance from others (+1 ea) 
4.
Prayer and preparatory prayer 
Command skill acts as assistance, and comes first. Each 6 acts as a +1 forward. 
Talents 
The full list appears later in this guide. 
Use a talent. ​
Some talents can only be used once per session, and a few give the 
GM 1 DP. Check the full descriptions on p72.  
 
Prayer 
When testing a skill, pray to reroll all dice not showing 6s. This is instantaneous. 
Give the GM 1 DP. 
Preparatory Prayer 
Prep challenges characters (and players) to predict the most important skill each 
day. For example, a negotiator would pray to
The Merchant​
if she has an 
important meeting planned that morning. Common favorites include
The​ Dancer 
for melee or ​
The​
Judge​
for ranged combat.  
 
At the start of the session, pray to a specific icon for a +1 modifier to rerolls with 
that icon any time during the session (i.e. one extra d6). 
 
Pray in a chapel for a +2, instead. 
 
 
 
 
 
Skill Test Probabilities 
DICE  CHANCE 
10
 
17% 
31% 
42% 
52% 
60% 
67% 
72% 
77% 
81% 
84% 
WITH PRAYER​
(reroll) 
29% 
50% 
64% 
74% 
81% 
87% 
90% 
93% 
95% 
96% 
Game mechanics in combat 
Melee​
= Strength + Melee skill, if any.
Ranged​
= Agility + Ranged skill, if any.  
Actions​
(3AP/round) 
SLOW ACTIONS (3 AP) 
Firing an aimed shot 
Firing full auto 
Administering first aid 
Tinkering with a gadget 
Activating a mystical power 
NORMAL ACTIONS (2 AP) 
Attacking in close combat 
Firing a normal shot 
Reloading a weapon 
Ramming with a vehicle 
FAST ACTIONS (1 AP) 
Sprinting a short distance (~10m) 
Taking cover 
Hitting the ground 
Getting up off the ground 
Drawing a weapon 
Picking up an item 
Parrying in close combat 
Making an attack of opportunity in close combat 
Making a quick shot 
Going into overwatch 
Getting into a vehicle 
Starting a vehicle 
Driving a vehicle 
FREE ACTIONS (0 AP) 
A free action is really no action at all. Most are 
passive dice rolls. 
Using your armor against an attack 
Defending in an opposed roll 
A quick shout to a comrade 
 
 
INITIATIVE 
Roll a D6 / break ties w D6 
Some weapons mod your 
initiative up or down.  
PRAYER 
Rules for ​
prayer​
and 
preparatory prayer​
apply in 
combat.  
OVERWATCH 
For 1 AP, pick a direction and 
ready a ranged attack. You 
must bank the AP for the 
attack (usually 2AP).  
Fire at any time.  
 
AUTOMATIC FIRE 
Costs 3AP (not 2), -2 to hit 
You can keep rolling one die 
at a time until you get a one.  
 
You can switch between 
targets close to each other.  
Reactions​
(before turn: borrow AP; after turn: save AP) 
Defending in close combat (1AP roll sixes and chose an effect on p89) 
Attacks of opportunity (1AP +2 melee attack as someone moves past or away) 
Overwatch fire (see previous page) 
Defend 
Decrease Damage​
: You neutralize one of the enemy’s sixes. If she is left at no 
sixes, the attack misses. This effect can be chosen multiple times. 
Counterattack​
: You perform a counterattack, dealing Weapon Damage to the 
attacker. You cannot spend additional sixes to increase the damage of your 
counterattack. You can, however, spend extra sixes to inflict a critical injury, but 
the Crit rating of your weapon is considered 1 step higher than normal. You can 
spend further extra sixes to increase the severity of the critical injury. 
Disarm​
: You disarm your enemy, but only after her attack has been resolved 
normally. 
Raise Initiative​
: Your initiative score is raised by 2, taking effect this turn if you 
have not yet acted. Otherwise, the effect applies at the beginning of the next turn. 
This effect can be chosen multiple times, for additional effect. 
On a critical success​
(3 or more 6s) 
Increase Damage​
: You inflict 1 extra 
point of damage. This effect can be 
chosen multiple times. 
CRIT OPTIONS IN MELEE 
Strike Fear​
: You strike fear into your 
Critical Injury​
: You inflict a critical injury  enemy. She takes 1 point of stress 
on your enemy. This effect costs extra  (page 92). This effect can be chosen 
multiple times. 
sixes (beyond the first one) equal to 
your weapon’s Crit Rating. By adding 
Grapple​
: You pin your enemy in a tight 
even more sixes, you can increase the  clinch. See Grappling. 
severity of the critical injury. 
Raise Initiative​
: You assume a better 
position for your next attack. Your 
initiative score is raised by 2, taking 
effect at the beginning of the next turn. 
This effect can be chosen multiple 
times. 
CRIT OPTIONS AT RANGE 
Suppressive Fire​
: You force your enemy 
to keep her head down. She suffers 1 
point of stress (page 92). If you are 
shooting full auto fire, she takes 1 
additional point of stress. This effect 
Disarm​
: Your enemy drops her weapon,  can be chosen multiple times. 
or some other hand-held item of your 
choosing. Picking something up again is 
a fast action. 
 
 
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