General Rules Reference

Jun 8, 2020 10:31 pm
ROLLING THE DICE

Coriolis uses d6s for rolls.

The dice pool is usually based on Attribute + Skill. The dice pool can be modified by gear and external factors.

Modifiers refer to dice. For instance, a +1 bonus means add an extra die to the dice pool, and a -2 penalty means subtract two dice from the dice pool. Etc.


SKILLS

There are only 16 skills in the game. Each skill is tied to one of the four attributes (Strength, Agility, Wits, Empathy).

There are two kinds of skills: General and Advanced.

You can always test a general skill, even if your skill level is zero – simply roll a number of dice equal to the corresponding attribute only.

To use an advanced skill however, your skill level must be at least 1, otherwise you can’t roll for the skill at all.


SUCCESSES

You’re looking for at least one "6". Sixes mean success.

◆ One or two successes is a limited success.

◆ Three or more successes is a critical success.

◆ No successes means the GM gets to inflict a problem.

In combat, you can spend extra successes for additional results.

Each skill description lists its own results for limited and critical successes, as well as failed rolls.

Zero Dice: If your modifiers put you at zero dice or fewer, roll two dice – but to succeed, both have to show sixes.

One Chance: As a rule, you only have one chance at succeeding with an action. When you have rolled the dice – and prayed to your Icon – you can’t take another shot at doing the exact same thing again. You must change your approach to reaching the goal, or wait for the circumstances to change in some tangible way. Another PC could attempt to succeed where you failed, though.


PRAYING TO AN ICON

If you get no successes (or you want extra successes), you can "Pray to an Icon" for help. This permits you to re-roll all dice not showing sixes. The prayer doesn’t count towards your actions in the turn and takes no time to perform, but you can only do this once per roll.

Which Icon you pray to depends on the skill you just tested:

◆ DEXTERITY: The Dancer
◆ FORCE: The Deckhand
◆ INFILTRATION: The Faceless
◆ MANIPULATION: The Merchant
◆ MELEE COMBAT: The Dancer
◆ OBSERVATION: The Gambler
◆ RANGED COMBAT: The Judge
◆ SURVIVAL: The Traveler
◆ COMMAND: The Judge
◆ CULTURE: The Traveller
◆ DATA DJINN: The Messenger
◆ MEDICURGY: The Lady of Tears
◆ MYSTIC POWERS: The Faceless
◆ PILOT: The Gambler
◆ SCIENCE: The Messenger
◆ TECHNOLOGY: The Messenger

However, each time you do this, the GM gets a Darkness Point. The GM can spend this on effects later in the session.

You can only pray to an Icon when testing a skill; not for any other kind of roll.

You can also do "Preparatory Prayers," though these require time and must be performed in advance. If you make time for preparatory prayers to a specific Icon, you get a +1 modifier to re-rolls when you pray to that same Icon anytime later during the session. If the prayer takes place in a chapel, your modifier becomes +2.

Icon Talents: Each character possesses an "Icon talent". Each use of an Icon talent also generates a Darkness Point for the GM.


HELP FROM OTHERS

Other PCs or NPCs can help a character succeed on a skill test. To do so, those who wish to help must have at least 1 level in the skill being tested. They must state that they are helping you before you roll the dice.

It must also fit with the story – the person assisting you must be where you are and have a reasonable chance of affecting your action. The GM has final say.

For every person helping you, you get a +1 modifier. A maximum of three people can help with any one roll, which means that the highest modifier others can give you is +3.

Combat: Helping someone perform a slow action counts as a slow action for you as well. Helping someone with a normal or fast action counts as a normal action for you.

Command: The Command skill can be used for more effective assistance. Instead of the automatic +1, a Commander provides a modifier equal to the number of sixes on her Command roll – given that you follow her order, that is. Commanding is always a normal action in combat. NPCs can help each other just like PCs.


OPPOSED ROLLS

If you also have to beat an enemy’s roll – this is called an "opposed roll".

To win an opposed roll, you have to roll more sixes than your opponent. Each of your opponent’s sixes cancels out one of yours.

Only you (the attacker) can pray to the Icons on an opposed roll.

Sometimes, you and your opponent will test different skills, sometimes the same.

Opposed rolls are always used when you roll for manipulation or infiltration, and when someone uses these skills against you.

The GM can also call for an opposed roll when he deems it appropriate, for example force vs force to resolve an arm wrestle.


REPUTATION

The Reputation score of you and your opponent will affect your MANIPULATION roll. If yours is higher, you get a +1 for each step you outrank your opponent.

If your score is lower, you instead get a -1 for each step of difference.

Reputation will, however, only affect your roll in situations where your social standing in the Third Horizon is relevant.


DARKNESS POINTS

Darkness Points (DP) can be spent by the GM to put obstacles in the players' way or to help NPC opponents.

The GM accrues DPs when players do the following:

◆ Pray to an Icon
◆ Use an Icon talent
◆ Use certain other talents
◆ Use a mystical power

Darkness Points can be spent to do whatever the GM would like. Here are a number of possible ways to spent DPs, and their usage costs:

◆ RE-ROLL – Just like when a PC prays and rerolls, the GM can reroll a skill roll for an NPC. Costs 1 DP.
◆ TAKE THE INITIATIVE – An NPC breaks the turn order and reacts before her slot in the turn. The GM chooses when. Costs 1 DP.
◆ EMPTY CLIP – A PC who is shooting runs out of ammo. The attack is not affected, but the weapon must be reloaded after it. Costs 1 DP.
◆ MISFIRE – A PC’s firearm jams. The attack is lost, and a roll for Technology (a Slow action) is required to fix the weapon. Costs 3 DP.
◆ REACTIVE ACTION – Normally, NPCs cannot perform reactive actions in combat. To do so, the GM must spend 1 DP.
◆ LOST POSSESSION – A PC has dropped an important possession. The GM decides which. Costs 3 DP.
◆ REINFORCEMENTS – The enemy receives unexpected backup. The GM decides the details. Costs 1-3 DP, depending on the reinforcements.
◆ INNOCENT IN DANGER – An innocent bystander is suddenly caught in the line of fire and needs help. Will the PCs intervene? Costs 2 DP.
◆ PERSONAL PROBLEM – A PC’s personal problem affects her in a manner the GM chooses. Costs 1 DP.
◆ NATURE’S WRATH – Something dangerous in the environment around the PCs suddenly affects them. It could be collapsing beams or a landslide. Costs 1-3 DP, depending on the level of danger.
◆ A DARK MIND – A PC is suddenly stricken with a temporary dark madness. See the full Coriolis rulebook. Costs 1-3 DP.
◆ THE POWER OF DARKNESS – Certain talents or abilities can be activated by NPCs or creatures using DP. See the full Coriolis rulebook. The DP cost varies.
Jun 12, 2020 9:26 pm
Roll one die for initiative. Talents & combat successes can raise this.

On your turn you have 3 Action Points (AP). Slow actions cost all 3 AP; normal actions cost 2 AP; and fast actions cost 1 AP. The lists make it look complicated, but it’s easy in play.

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 (typically 10m); taking cover; standing up; drawing a weapon; picking up an item; parrying; making an attack of opportunity in close combat; Making a quick shot; going into overwatch; getting into, starting, or driving a vehicle.

FREE ACTIONS (0 AP): Using your armor against an attack; defending in an opposed roll; a quick shout to a comrade.

A quick attack/shot is a fast action, but gives you a -2.


STRESS= mental damage = Mind Points.

DAMAGE = physical effects = Hit Points.


Melee Combat
With a successful attack you inflict weapon damage. For each additional six, choose one bonus effect:

◆ +1 damage (may choose multiple times.)

◆ Inflict a critical injury. This costs extra sixes (beyond the first one) equal to weapon’s Crit Rating.

◆ Deal 1 point of stress (may choose multiple times)

◆ Raise your initiative score by 2 (may choose multiple times)

◆ Make enemy drop weapon or hand-held item.

◆ Pin your enemy in a tight clinch.


Defending
Defending against a melee attack is a fast reaction. Test Melee Combat. Each six allows you to choose an effect.

◆ Neutralize one enemy 6.

◆ Perform an attack dealing weapon damage. You may not increase this.

◆ Inflict a critical injury. This costs extra sixes (beyond the first one) equal to weapon’s Crit Rating.

◆ Raise your initiative score by 2 (may choose multiple times)

◆ Make enemy drop weapon or hand-held item after attack.

An aimed shot is a slow action, giving you +2. A quick shot is a fast action but you get a -2. Only at close range and your weapon empties if you fire three times.


Ranged Combat
With a successful attack you inflict weapon damage. For each additional six rolled, choose one bonus effect:

◆ +1 damage (may choose multiple times.)

◆ Inflict a critical injury. This costs extra sixes (beyond the first one) equal to weapon’s Crit Rating.

◆ Deal 1 point of stress (may choose multiple times)

◆ Raise your initiative score by 2 (may choose multiple times)

◆ Make enemy drop weapon or other hand-held item.

Additional Options: Grappling, Attacks of Opportunity, Reloading, Overwatch, Automatic Fire.


Damage is not rolled, it is simply inflicted. Cover and Armor resist damage. Roll that value; each 6 reduces the damage.

If you go to 0 HP, you are Broken. You cannot take actions or use skills. Further damage may cause Critical Injuries. If someone has the Medicurgy skill they may attempt first aid.

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