Basic Stats and Rules/Houserules

In Corporia, you have 6 Core Values:

  • Strength (STR)
  • Deftness (DFT)
  • Mettle (MTL)
  • Knowledge (KNO)
  • Wits (WIT)
  • Magick (MGK)

These Core Values are given points that will help you succeed in tasks and determine how what your maximum ranks in any Skill can be. Skills fall in categories based on the Core value that influences them::
STR Skills
- Fisticuffs
- Getting Medieval
DFT Skills
- Athletics
- Firearms
MTL Skills
- Valor
KNO Skills
- Business
- Crime
- Humanities (various)
- Sciences (various)
WIT Skills
- Influence
- Instinct
MGK Skills
- Sorcery (various)
- Witchcraft (various)

To pass a task, the Director (GM) will set a (usually hidden) target number for a task, depending on the difficulty. Players can then decide which combination of Core value and Skill they want to try and utilize for a task. Then, the player rolls 2D6, takes the higher of the two, then adds it to those totals for a final result.

So the formula is 2D6 (higher of the two) + Core Value + Skill = Attempt.

The 2D6 represents the power of the Flux and the players harnessing it to aid them. In some areas, this bonus may not occur or be reduced due to a lack/restriction of Flux energy. Those that are not touched by the Flux only roll 1D6.


In combat, the same calculation is used to attack. This is compared to a defense roll (DFT + Athletics to dodge, DFT + Getting Medieval to parry, etc) by the opposition. Beating this roll allows you to do damage, using the weapon’s damage dice + a Core Value (STR or DFT) + 1d6 if a headshot (see below) to calculate the damage..Any damage that exceeds the enemy MTL stat inflicts a wound. The location of the wound is based on the total of the Flux dice rolled:

  • 2 – Left Leg
  • 3 – Right Leg
  • 4 – Groin
  • 5-9 – Torso
  • 10 – Left Arm
  • 11 – Right Arm
  • 12 – Head
    These impose penalties to the corresponding location, but only after the current combat.

You may aim for a specific body part when attacking at a penalty. Take -1 for a torso hit, a -2 for either arm, -3 for either leg, and -4 for the head. Moving while attacking doubles this penalty, though not moving and aiming instead reduces it by 1 (not below 0).

When taking a number of wounds equal to their MTL x2, a character must make a STR + MTL check against a target number to remain standing. If they fail, they slump to the ground, unable to move and starting to bleed out. When the number of wounds exceeds their MTL x2, they go into shock, and must be treated by medicine or magick to survive.

Criticals can be earned if you roll a 6 on one of the Flux Dice. When this happens, roll that die again and add it to your result. If you roll a 6 again, you may repeat this process. If both Flux Dice are 6s, you get to do this process for both and add it all together. When choosing location after rolling a critical, you can use the initial roll or the total afterwards.

If both dice roll a 1, you do not get to keep either – this is known as a Crash. If you exceed a target number by 5, you get an extraordinary success, also known as a Raise. Getting a Raise on an Attack roll lets you choose your hit location with no aiming penalty.

Flux Points
At various points in the game, you will earn Flux Points. These are given out at the Director’s discretion, but usually will be earned when you play to your character’s traits exceptionally well or after an epic event or encounter. Flux Points can be spent to add a point to a die roll, or to negate damage to avoid taking a wound – though to do this, you must spend points equal to the damage past your MTL score. The Director may also call for FP to be used in other possible situations, such as to avoid harmful events.

Flex Points are also used to buy points in your Core Values, Skills, or Assets. Increasing a Core Value or Skill cosrs 2x the desired value, while Assets are at 2x the normal cost.


Some rules listed across the wiki differ from the corebook. These are listed here for convenience.

  • Goals – Goals have been added to Character Creation. This is to help fuel roleplaying and add interesting dynamics for characters.
  • Flux Points/Building Points – Flux Points and Building Points are now just Flux Points, and can be used differently than listed in the corebook. This is not only eliminate confusion, but also add versatility..
  • Spells – Currently, there is no ability to create your own spells, though once we are more engaged in the system, this may become a possibility. Enemy spells can still be studied and possibly learned by making a successful check.
  • Income/Starting Items – Players do not start with the usual loadout and do not earn the typical $10,000/month salary, due to the Knightwatch functioning on a lower profile in our setting. Instead, players will be provided room and board with the Knightwatch, and will earn Merits, currency that can be spent with the Quartermaster for new equipment. They will have an income as well, though this will be more loosely tracked.

Basic Stats and Rules/Houserules

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