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Corporation GM Screen

The document outlines various affiliations, equipment, skills, and licenses relevant to a role-playing game, including details on combat mechanics, healing rates, and experience costs. It provides a comprehensive list of items, their costs, and the necessary skills or licenses required for their use. Additionally, it includes information on corporations, military hardware, and various professions within the game world.

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Dłan Keller
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0% found this document useful (0 votes)
44 views6 pages

Corporation GM Screen

The document outlines various affiliations, equipment, skills, and licenses relevant to a role-playing game, including details on combat mechanics, healing rates, and experience costs. It provides a comprehensive list of items, their costs, and the necessary skills or licenses required for their use. Additionally, it includes information on corporations, military hardware, and various professions within the game world.

Uploaded by

Dłan Keller
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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AFFILIATION TELEPATHICS (P.74) EQUIPMENT (P.

49)

1. Artificial Intelligence 11. Order of the True Faith


01. Audio Visual Bug , 50¢
2. UIG 12. Minor Corporation INTELLIGENCE+ ENDURANCE
02. AV Bug Detector 300¢
}. Ai-Jinn 13. Rich Citizen
150¢
03. Binoculars
4. Comoros 14. Typical Citizen ASSAULT 04. Camera (Miniature) 1ooc
5. Eurasian Inc. 15. Criminal I Outlaw D6 damage per level of Assault 05. Climbing Gloves (Thorns) 25oc
6,. Shi Yukiro 16. Outcast
06. Comm. Device 1200¢
7. Western Federation 17. Powerful Independent
BIOKINESIS 07. Compound 'H' 1000c
8. Cult of Machina 18. Sentient Droid
x2 in HP I Purge Toxins 08. Computer (Hackers) 4000c
9. Rebels 19. Bounty Hunter
1O. Droid Liberation Army 20. Mutant I BIO 09. Computer (PDA) I Cellphone 300c
JUMP 10. Computer (Portable) 600c'yr
Can leap Jump2 in metres. 11. Computer (Workstation) 4000c
12. Credit Chip Reader 800c
STATS (P.17) TRAININGS (P.20 PRESCIENCE 13. Cutting Torch (Disposable) 400c
+to AT, Ref Bonus, Danger Sense 14. Digital Scrambler 3000c
15. Drop Suit 700c
Strength
NON-COMBAT TRAININGS PSI BLADE 16. EMPS Booster 1500c
Endurance D8+Psi Blade + Strength
Animal Skills 17. Environment Suit 3000c
Agility
Aptitude 18. Eye Screen 700c
Perception Command SHIELD 19. Hacking Software Free
.
Reflexes Domestic Trade ·
Has Shield2 in HP 20. Hacking Software (Advanced) 600c
Intelligence Field Surgery 21. Handcuffs soc
Hacking TELEKINESIS 1500c
Presence 22. Hologram Generator
Interrogation KG = Telekinesis2 x 10
23. ID Chip Checker 100c
Jury-Rigging 24. ID Chip Scanner (Normal} 600c
SKILLS (P.19)
Meditation 25. ID Chip Scanner (Remote) 4000c
Surgeon
Arts and Culture
LICENSES (P.25) 26. Inaugurate 600c
Surveillance 27. Intravenous Pack 100c
·Assess Tech Survival
28. Invisibility Field 500c
Athletics Telepath
EQUIPMENT LICENSES 29. Ion Wall Generator 2000c
Attitude Telepathic Adept
Combat Drug License 30. Liquid Alloy 100c
Business Underground Operations
Cybernetic Animal License 31. Lock Portable 200c
Close Combat
Heavy Firearms License 32. Lock Analyser soc
Computers & A.I. COMBAT TRAININGS Light Firearms License 33. Lockpicks (Standard) 150<!
Corp. Knowledge
Advanced Disarm Offensive Equipment License 1 34. Medpack (Intravenous) 300c
Crime Assassinate Offensive Equipment License 2 35. Medpack (Standard) 200c
Cybernetics & Robotics Combat Driver Powered Melee License 36. Metapsitrqphin (Brain Juice) 200<!
Drive Combat Pilot Specific Equipment License 37. Night Sight 1000c
Heavy Firearms Defensive Fighting Security License 38. Night Vision Glasses 3000c
Light Firearms Disarm and Attack SatBlanket License 39. Proximity Sensor 200c
Looking Good Droid Hunter Tactical Firearms License 40. Psi-cuffs 15000c
Lying and Acting Dual Weapon Fighting
41. Rope (Narrow Polymer) 100¢
Mechtronics Gun Melee
AUTHORITY LICENSES 42. SatBlanket 10000¢
Medicine Hail of Missiles
Customs License 43. Security Bypass Device 5000¢
Observation Mastered Weapon
Detainment License 44. Shield Breaker 1oooi
Pilot Multiple Defence
Privacy License 45. Sound Absorption Field 3000c
Psychology Powered Melee
Public Appropriation License 46. Stealth Suit 3oooc
Science Quick Draw
Search License (Commercial) 47. Suppressant Gel 500¢
Stealth Restrain
Search License (Domestic) 48. Telepathic Converger 10000¢
Street Culture Scything Strike
Telepathies License 49. Telepathic Disruptor 1000¢
Support Weapons Thrown Weapons
Termination License 1 50. Toolkit (Explosives) 600¢
Tactical Firearms Twin Psi Blades
Termination License 2 51. Toolkit (Analysis) 1200¢
Unarmed Combat Specialist
Termination License 3
52. Toolkit (Computers and A.I.) 1000¢
Traffic License
53. Toolkit (Cybernetics) 1000¢
Vehicle License (Domestic)
54. Toolkit (Forensics) 1500¢
LANGUAGES OF THE CORPORATIONS o;>.17) Vehicle License (Military)
55. Toolkit (Interrogation) 400¢
CORPORATION MAIN SECONDARY World Database License
56. Toolkit (Mechtronics) 1000¢
Ai-Jinn Mandarin Cantonese, T hai
57. Toolkit (Medical) 1000¢
PROFESSIONAL LICENSES 58. Toolkit (Robotics) 1500¢
Comoros Swahili Indian (Hindi) Biohazard and Toxin License 59. Torch (Long Cell) 100¢
Bounty Hunters License 60. Toxin Filter (Disposable) 200¢
Eurasian Inc. English Russian, German Cyberneticists License 61. Toxin Filter (Reusable) 2000¢
Medical License 62. Tracer Gun 1000¢
Shi Yukiro Japanese Mandarin Law Enforcement License
63. Translator 5000¢
Preachers_ License
W. Federation English Spanish, Military Sign 64. Viral Modifier 2000¢
Robotics License
Vending License
True Faith Latin Hebrew, Spanish

ARMOUR (P.45)
Disc Shield +1 Light Combat Armour +2
Reinforced Clothing +1 Field Combat Armour +3
Flack Jacket +1 Heavy Combat Armour +4
Combat Helmet +1 Powered Tactical Armour +5
Hand Held Shield +1 Tactical Assault Armour +6 Corporation the Roleplaying Game by James Norbury. Copyright 2007.
Core Games P ublishing. Stobart House, Pontyclerc, Penybanc Road, Ammanford
Carmarthenshire, SA18 3HP, UK
All page references refer to the Corporation Core Rulebook.

WWW.CORPGAME.COM
This screen is dedicated to the memory of The Great Mysterio of Legend who was personally
responsible for the destruction of many gaming products.
DROWNING. BURNING & CONDITION &FIXING (P.30-31) COMPANIES

FAWNG (P.148) Military Hardware


Professional Fix Aegis Shielding and Armour
5% of an items cost - loses a condition level during the process. Air-Lyte
Drowning
Anzeiger Military Systems (AMS)
Agents can hold their breath for 30 Fine Line Swords and Knives
Professional Condition Improvement
seconds per point of Endurance. Lose Guns Guns Guns (Independent Retailer)
10% of an items cost - increases by one condition level.
5HP per turn after this time period has Hong Kong Autometrics
elapsed. Jimbo's All-Night Gun Shack (Ind. Retailer)
Improve the Condition yourself - See page 82.
·

Kuang Arms Concern (KAC)


Pan Lee Reactive Defence Systems
Burning
Fix it yourself Richenbacher Plasma Technology
Take D6 damage each round you are on
Item loses one condition level during this process. Shanghai Cyberlin Concern
fire. Armour defends against fire Strapfist Montana's Manglin' Mart (Ind. Retailer)
damage. Takata
Roll 'Intelligence + Mechtronics'
'Agility+ Reflexes' to extinguish the fire. Yaeger and Stanton Assault Technologies
Extinguish a fire on another character Western Federation
Circumstances Modifier
takes 1 action and is always successful.
No tools -10 Cybernetics
Normal tools -4 Anascan Optical Technologies
Falling
Advanced tools -0 Datanetica Field Processing
Agents 1 damage per 2 metres fallen Gemini Bioware
Lab I Workshop +4
Humans 2 damage per 1 metre fallen Hachiman Cybermunitions
Time is not a factor +4
Kinteca Cybernetic NanoTech
Controlled falls are considered 2 metres Krieg Biomechanics
Item Example Successes Needed Liberty Black Covert Cy,bernetics
shorter.
Simple Sword, helmet 1 Reaver Cybertech
Normal Kinetic pistol 2
If death occurs from falling roll 'Strength
Complex Plasma pistol 3 Human Resources
+ Endurance' at -
4 . Success puts the Aries Education Facility
character unconscious on -5HP. Comoros Inda-African Alliance
If you fail a roll and get a double the condition level drops.
ltoma Xenjin Neurostatics
Lanzas Fugative Capture & Detainment
Mansel Electronic Maintenance Services

CONVICTION (P.147) DEAlH Al\D NCAPAC ITATION (P.14 7 ) Kildanna Prison Services
Taurus Military and Martial Training

Bonus Gain+4 to your next action total Luxuries


When on OHP a n Ager:it i s incapacitated
Retry Re-roll your last dice roll EZ Petz - Cybernetic & Real Pets·
Telepathies Increase a telepathic skill by 2 Each round they lose 1 point of Intelligence Green DNA - Provider of living plants
for 1 turn. When on 0 Intelligence, the Agent is dead Grenade (Toiletries for Real Men)

Dying Action Make a small action when on Helena Metz (Toiletries for Women)

less than 1HP but not dead.·


T his process can be halted by a medpack or an Medical
Eurasian Incorporated
'Intelligence+ Medicine roll'.
Two Snakes Medical
HEALING RATES (P.147)
Leisure
Eurasian Incorporated
IMA - International Motorsport Authority
Patient Type Activity HP per 12 Hours COVER (P.144) WWL - World Weltball League
Agent Natural Active Agent's Endurance
Agent Natural Rest Agent's Endurance x2 Cover Penalty to hit
Food
Agent Medeare Rest Agent's Endurance x3 Carbo-Hi-Great
Lamp Post -2
Egg-U-Like
Low Wall -4
Multimeat
Human Natural Active 1HP Car -6 Shanghai Noodle House
Human Natural Rest 2HP High Wall -8
Human Medeare Rest 3HP Total Cover Cannot be hit Heavy Industry
Ai-Jinn Mining and Macrostructure
·

Hong Kong Autometrics


Mars Mineral and Mining (Dreddoth)
Shanghai Cyberlin Concern
Universal Nuclear Fuels
EXPERIENCE COSTS (P.79) USEFULRULES - P.138-150
Finance
Withdraw from Combat - Page 144 United International Finances

First point in a new skill 2XP Perception+ Agility (-1 for each attacker)
Clothing
Increase a skill Current x 1
Cappali Exclusive Fashion
Increase a telepathic skill Current x 1 Vital Shot - Page 145
Hume Street & Urban Wear
- Increase a STAT Current x 2 Take a penalty to hit and add it to your damage. T.Goren Designer Wear
Learn a Language 5XP Cannot be more than your weapon skill TerraCore Combat Fatigues
Buy a T raining 10XP Shabbac Discount Clothing
Buy a License Aiming - Page 145
500 Credits+ 1 week per level Each round spent aiming gives+2 to hit and +2 Electronics
AG Kliner AntiGravity Engineering
damage. (Maximum +6). This is doubled for
Cycom Communication Systems
Permanent TE 1 (1 per session) sniper weapons.
Cyrebrum A.I. Architecture, Training & Evolution
Dayton-West Nanotechnology
Personal References Knock Out - Page 145 Iyo Domestic Droids
Close combat attack is made at -4. Target rolls Kakami Entertainment Electronics
'Perception+ Endurance' with attacker's XS as Psimech - Telepathic Technology

a penalty or falls unconscious. Shi Yukiro


Van Darren Exclusive Entertainment Electronics

Disarm - Page 145


Underground
Attacker rolls 'Agility+ Close Combat' Bush Tuck'in Illegal Meat
Defender rolls 'Strength+ Close Combat' Smeak Radio Subversive Radio
T he most XS succeeds. Modifiers can apply.
Travel

Wrestling I Grappling Page 145 Dal'Tor (Luxury Cars)


Hemmingway (Cheap Cars)
Weapon Rules and Properties Page 32
Skybridge International
Vehicle Use Page 149
Taigan (Domestic Cars)
RESTRAIN (P.24) COMBAT SUMMARY (P.141)
Both combatants roll
1. Roll Initiative
'STRENGTH +.CLOSE COMBAT' 2. Attack - Pick a target and roll to hit.
If you get equal or higher XS than your opponent Take 2D1 O and roll less or equal to your 'Relevant STAT + Relevant Weapon Skill'
you restrain them and they cannot act. If the
opponent gets a higher XS they break free. ATTACK MADE RIC STAT SKILL
Grenade like weapons R Perception + Support Weapons
MODIFIERS FOR THE ATTACKER Heavy Firearms R Perception + Heavy Firearms
Handcuffs I Nylon Ties +2 Light Firearms R Perception + Light Firearms
Target is surprised +4 Close Combat (weapons) c Agility + Close Combat
Each additional restrainer +2 Tactical Firearms R Perception + Tactical Firearms
No Restraints +O T hrown Bladed Weapons* R Perception + Athletics
Unarmed Attacks c Agility + Close Combat
Vehicle Weapons R/C Perception + Support Weapons

ASSASSINATE (P.23) Emplacements R Perception + Support Weapons

RIC - Whether the attack is Ranged or Close Combat


The Assassin rolls
CLOSE COMBAT+ STEALTH
Ranged - If you roll below or equal to the Action Total you hit.
The Target rolls Roll damage or effect based upon the weapon description. If the target is wearing armour of any kind the
REFLEXES + OBSERVATION Armour Value (AV) should be subtracted from the damage. The resulting damage is subtracted from the
target's Hit Points (HP). T he target may attempt to Dodge a ranged attack - see page 144.
Compare the XS (amount each passes or fails by). If
the assassin gets higher he may knock out or kill the
Close Combat - Work out your Action Total (Relevant STAT + Relevant Skill}. Subtract the opponent's
target automatically with no chance to resist. If the
target wins, the attempt fails and combat will probably Defence (this is equal to their close combat skill). �oll below or equal to the resulting number.
ensue. When anyone with ICE technology is
assassinated they are. reduced t o OHP and can b e Roll damage or effect based upon the weapon description. If the target is wearing armour of any kind the
healed normally. They are NOT killed outright. Armour Value (AV) should be subtracted from the damage. T he resulting damage is subtracted from the
target's Hit Points (HP).

STEALTH MODIFIERS (P.20) The target may attempt to Block a close combat attack - see page 144.
Roll an appropriate 'STAT+ STEALTH'
*Thrown bladed weapons require the 'Thrown Weapons Training', see page 24.
Circumstances Modifier

Dark stormy night,


sneaking down an alley +4 DAMAGING OBJECTS (P.31) HACKING (P.150)

Remaining inconspicuous
in a shopping mall +2 ARMOUR VAWE INTELLIGENCE+COMPUTERS & A.I.

Bypassing a basic guard +O SYSTEM PEN Sue TRACE


MATERIAL AV
Domestic 0 1 5%
Wood I plastic Commercial -3 2 10%
Evading an alert guard -2
Dense wood, thin metal 2 Secure -6 3 15%
Elite -12 4 20%
Entering a heavily Normal metal, e.g. car body 4
guarded area in daylight -4 to -8 Strong metal, concrete, brickwork 10 Pen (Penalty to the Roll) I Sue (Successes
Reinforced metal, e.g. steel door 15 Needed)
Military grade synthetics 30
TARGET SHOTS (P.144) -1 can be added to the Penalty (Pen) for each
HIT POINTS level of A.I. the system has.
OBJECT BODY PART MODIFIER
Coin Eye I Finger -12
ITEM SIZE HP EXAMPLE POSSIBLE BONUSES TO THE ROLL
Egg Mouth I Ear -8
Can Hand I Foot -6 Tiny 5 Pistol
Football Head I Limb -4 Small 10 Rifle +4 for a Neural Jack
Backpack Torso -2 Medium 20 Human +1 for each level of hacker's Internal A.I.
Human Human 0 Large 30 Weak Agent +1 to +4 for inside information on the system
Large Door +2
Huge 40 Strong Agent +1 for a hacker's computer
Car +4
Van +6 Enormous 100 Tank +2 for Advanced Hacking Software
Lorry +8 Epic 1000 Cyberlin
House +12

SEVER TABLE (P.146)


OPENING LOCKS ( USI N G CRIME P.19)
PART PENALTY DAMAGE 0100 RANDOM ROLL ·

Roll below or equal to 'INTELLIGENCE + CRIME' with a modifier to the Action Total as below. Fingers -12 3 01-20
Face -10 2 21-26
To open Mechanical locks you need 'Lockpicks'.
To open Electronic locks you need a 'Security Bypass Device'. Hand -8 6 27-47
Using inappropriate equipment to pick a lock gives an additional -6 penalty to open the lock. (e.g. a Foot -8 6 48-60
knife or bent wire)
A Lock Analy�er adds a +4 bonus to open any lock' type.
Arm -6 10 61-75
Leg -6 12 76-85
LOCK TYPE EXAMPLE MECHANICAL EXAMPLE ELECTRONfcl· MODIFIER
+2 Torso -4 20 86-97
Crude Lock Padlock Coded Keypad
Normal Lock Normal House Lock House Swipe Lock +O Head -8 15 98-100 /
Good Lock Shop Window Shutters HotE!I Swipe Access -4.
Advanced Lock Safety Deposit Box Single Biometric Scan -8 Declare the part you intend to sever. Attack with
Elite Lock Underground Vault 4 Way Biometric Scan -12' - the appropriate penalty. If you deal the damage
listed the part is severed.

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