Corporation
Posted: Tue Aug 10, 2021 4:52 am
Website: http://www.corpgame.com/
Drivethru link: https://www.drivethrurpg.com/product/55 ... Core-Rules
What Is Corporation?
Picture any cyberpunk media you've consumed. Usually they involve some sort of scrappy hero who might be doing the right thing, but for his own reasons. Usually, he's fighting against some sort of military authority or corporation. He's barely got anything aside from his pistol and maybe a few guns he stole. Meanwhile, those big baddies got all sorts of toys to play with.
Now, picture that you're playing those big baddies. You got cybernetics and training to kill a dozen men without trying and not feel a thing. Now, you don't have to be a bad guy. Maybe you're just trying to do something more for the world. Maybe the UIG wouldn't accept you. You could just spend your career cleaning up gangs and terrorists. Maybe they got mouths to feed and beliefs to uphold, too, but you got a job to do.
That's Corporation.
Mechanically speaking, it's a 2d10 system. Skill checks are attribute + skill. Combat is the same, except you got a modifier called Defense. Defense is just your close combat skill showing its defensive ability. Now, for ranged combat, there's no defending against that. Unless you got some cover or high enough stats to deflect bullets with your katana. Instead, make sure you have a shield on to take those bullets for you. Armor will also help.
Armor might not help against the two-ton genetically modified praying mantis coming at you, the rail gun that can tear through walls, or the superheated plasma rounds being fired at you. Still, better to have it instead of not.
Corporation is a bit of a kitchen sink setting. You can go to space, take to superintelligent AI, be a stealthy ninja, child assassin, mutated to hell and back thing.
You got a lot of options. There's a lot of books available with a lot of content inside of them. This ain't WFRP4e where a companion might include a dozen pages of new content at best. You have over 100 pages of new content! That's why I really recommend picking up the master index. It's a quick list of everything relating to mechanics and corporations that has come out so far, so you don't have to be flipping through a multitude of books for that one training or cybernetic you saw.
There's five main corporations who all have their preferences.
Western Federation is all about selling guns, using guns, and being celebrities. Your group is Sylvester Stallone, Arnold Schwarzenegger, Reb Brown, Sigourney Weaver, except actual powerhouses with guns. You get discounts on gun, better guns, and some free licenses (it's as they sound, you need a license to do some things like carry a big gun) relating to firearms. Naturally, WF is the Americans. This includes all of North America and just the north part of South America.
Ai-Jinn, the Chinese (and middle east surprisingly) powerhouse in mining and large scaled construction. They also happen to control a lot of the organized crime world. While their bonuses are meager at first, only being the ability to assume a false identity on their ID chips whenever they want, they got really fleshed out in their books. Not only do they have power armor and mutant families to use, but also giant mechas called Cyberlin.
Comoros, an India and Africa alliance first started in desperation during the Corporation Wars. Their sector is education and culture so, naturally, they are the poorest Corporation out of the big five. They make up for this with cheap weaponry and a love of telepathics. Other corporations may have a few agents try to harness the power of telepathics, but Comoros mastered it.
Eurasian Incorporated, Health and Leisure. Europe (sans France since it's nothing more than a nuked hellhole) and Russia coming together for their love of money. Imagine Wolf on Wall Street combined with American Psycho. Everything at the end of the day is about earning money. You start out with the most money, earn the most money on missions, get bitchin' health care, and a bank account for any expanses.
Shi Yukiro, technology. Somehow, Japan has managed to keep itself free from Ai-Jinn or Eurasia Inc. control. While they do focus on making good technology, they also are close combat experts. All their citizens know some form of self defense and their agents armed with a katana are the best swordsmen the world knows. They get free training and licenses relating to power weapons and even get an ion katana-- it ignores some armor and can easily slice off limbs. They also have ninjas and samurais!
Drivethru link: https://www.drivethrurpg.com/product/55 ... Core-Rules
What Is Corporation?
Picture any cyberpunk media you've consumed. Usually they involve some sort of scrappy hero who might be doing the right thing, but for his own reasons. Usually, he's fighting against some sort of military authority or corporation. He's barely got anything aside from his pistol and maybe a few guns he stole. Meanwhile, those big baddies got all sorts of toys to play with.
Now, picture that you're playing those big baddies. You got cybernetics and training to kill a dozen men without trying and not feel a thing. Now, you don't have to be a bad guy. Maybe you're just trying to do something more for the world. Maybe the UIG wouldn't accept you. You could just spend your career cleaning up gangs and terrorists. Maybe they got mouths to feed and beliefs to uphold, too, but you got a job to do.
That's Corporation.
Mechanically speaking, it's a 2d10 system. Skill checks are attribute + skill. Combat is the same, except you got a modifier called Defense. Defense is just your close combat skill showing its defensive ability. Now, for ranged combat, there's no defending against that. Unless you got some cover or high enough stats to deflect bullets with your katana. Instead, make sure you have a shield on to take those bullets for you. Armor will also help.
Armor might not help against the two-ton genetically modified praying mantis coming at you, the rail gun that can tear through walls, or the superheated plasma rounds being fired at you. Still, better to have it instead of not.
Corporation is a bit of a kitchen sink setting. You can go to space, take to superintelligent AI, be a stealthy ninja, child assassin, mutated to hell and back thing.
You got a lot of options. There's a lot of books available with a lot of content inside of them. This ain't WFRP4e where a companion might include a dozen pages of new content at best. You have over 100 pages of new content! That's why I really recommend picking up the master index. It's a quick list of everything relating to mechanics and corporations that has come out so far, so you don't have to be flipping through a multitude of books for that one training or cybernetic you saw.
There's five main corporations who all have their preferences.
Western Federation is all about selling guns, using guns, and being celebrities. Your group is Sylvester Stallone, Arnold Schwarzenegger, Reb Brown, Sigourney Weaver, except actual powerhouses with guns. You get discounts on gun, better guns, and some free licenses (it's as they sound, you need a license to do some things like carry a big gun) relating to firearms. Naturally, WF is the Americans. This includes all of North America and just the north part of South America.
Ai-Jinn, the Chinese (and middle east surprisingly) powerhouse in mining and large scaled construction. They also happen to control a lot of the organized crime world. While their bonuses are meager at first, only being the ability to assume a false identity on their ID chips whenever they want, they got really fleshed out in their books. Not only do they have power armor and mutant families to use, but also giant mechas called Cyberlin.
Comoros, an India and Africa alliance first started in desperation during the Corporation Wars. Their sector is education and culture so, naturally, they are the poorest Corporation out of the big five. They make up for this with cheap weaponry and a love of telepathics. Other corporations may have a few agents try to harness the power of telepathics, but Comoros mastered it.
Eurasian Incorporated, Health and Leisure. Europe (sans France since it's nothing more than a nuked hellhole) and Russia coming together for their love of money. Imagine Wolf on Wall Street combined with American Psycho. Everything at the end of the day is about earning money. You start out with the most money, earn the most money on missions, get bitchin' health care, and a bank account for any expanses.
Shi Yukiro, technology. Somehow, Japan has managed to keep itself free from Ai-Jinn or Eurasia Inc. control. While they do focus on making good technology, they also are close combat experts. All their citizens know some form of self defense and their agents armed with a katana are the best swordsmen the world knows. They get free training and licenses relating to power weapons and even get an ion katana-- it ignores some armor and can easily slice off limbs. They also have ninjas and samurais!