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Coriolis - The Great Dark Cheat Sheet (DRAFT) by

Game Mechanic cheat sheet for Coriolis - The Great Dark by Free League Publishing. This sheet is not affiliated with, sponsored, or endorsed by Fria Ligan AB.

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Time

Unit
Duration
Perform
Round
10 Seconds
Single Action
Stretch
15 Minutes
Search Room
Shift
6 Hours
15 km/Ship Duty

Attributes

Strength: Raw muscle power and brawn.
Agility: Body control and speed.
Logic: Intell­igence and power of deduction.
Perception: Awareness and vigilance.
Insight: Mental stability and sharpness.
Empathy: Charisma and social intell­igence.

Calculated Attributes

Health: Sum of Strength and Agility
Hope: Sum of Logic and Empathy
Health: Sum of Perception and Insight

Rolling Dice

Creating a Dice Pool:
1. Select Attribute
2. Add Applicable Talent Bonus
3. Add Gear Dice
(Gear Dice should be a different color)

Pushing Rolls

If you fail your roll you can push by rerolling any dice not a 6 or 1 on Base Die or Gear Die
You can only push once.
Risks of Rerolling Die:
Lose Hope for each 1 rolled on a Base Die
Gear will lose -1 Bonus for each 1 rolled and break at 0

Helping

Helping must be declared before roll:
+1 Base Die per player helping. MAX 3.
The character helping loses their turn.
NPCs can also help in this way.
If the roll fails, it counts as a failure for the group, you cannot try one time each.
Conditions:
You can give Hope to another player:
Lose 1 Hope and more per each 1 rolled.

Opposed Rolls

Ties break with the most 6's rolled.
Opposed rolls can be pushed.

Difficulty

GM can adjust difficulty by adding or removing dice from the pool a player rolls.
Typically +/- 1 to 2 dice.
Can never go below 1 die total to roll.

Equipment (Repair)

Takes 1 full Shift of time.
Sucessful Logic + Talent roll.
Success = Fully restored gear.
Failure = Permanent Bonus Loss or Destroyed if 0.
 

Initiative

Draw Numbers 1-10, lowest goes first.
If a player has surprise, you can go in any order for first round. The remaining characters draw normally.
Exchange initia­tive. Can change with a character who has not gone yet, cannot resist. New initiative can not be swapped again.

Free Actions

Draw / Holster Weapon
Change Position: Stand or Drop from Prone
Drop Equipment
Speak

Actions

Action
Attribute
Melee Combat
Strength
Ranged Combat
Agility
First Aid
Logic
Persuade
Empathy
Block Attack
Strength
Dodge Attack
Agility
Grapple
Strength
Command Bird
Insight

Zones

A room, corridor, or area of ground.
A few steps to about 25m.
Cluttered, Dimly Lit, and Cramped.