Coriolis - Players Guide(1).pdf
(
345 KB
)
Pobierz
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
1
2
3
4
5
6
7
8
9
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.
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
ship_combat_mat.pdf
(159619 KB)
COR premades, houserules & Taus.zip
(10236 KB)
Coriolis Ship Matv2.pdf.pdf
(349 KB)
9littlebees Landscape Character Sheet Letter v5(1).pdf
(1280 KB)
9littlebees Landscape Character Sheet Letter v5.pdf
(1280 KB)
Inne foldery tego chomika:
Zgłoś jeśli
naruszono regulamin