Play straight away rules
Game Rules
Here I'm giving myself some guidelines to help me get people playing Coriolis with just say 10 minutes preparation time, even leaving some of the character build to happen during the first game. If I've time for a session zero then great, I don't need this, but if I need/want to go straight into session one then I can use this article.
Every step in character building that would require more than a single choice - a reference to the rules, to a lookup table or a combination of stats that come together - I've shortened into a single, independent choice. If a player group wants to go back for a second session and 'correct' their characters then great, as a longer game gives time for such things. If the character is only to be used for one session, then such accuracy doesn't seem to matter, as long as everything is still balanced.
I'm building this with all my rules variants in mind, as I'll definitely want to be running my own versions as much as RAW.
What's your ship and crew's reason for being / how do you earn your living? The following examples are from the Core Rules but are no means a limit on your imagination:
JUMP TO CONTENTS
The following examples are from the Core Rules but are no means a limit on your imagination:
JUMP TO CONTENTS
Now we refine your ideas into stats to solidfy that foundation. You choose different things depending on what ruleset you're using but it's always just enough to start role-playing with. The rest of the stats you can decide as you play - you can do them up front too if you like but don't have to.
JUMP TO CONTENTS
The principle here is to give the players points to spend and slots to fill up front but let them do so as they go. A generous GM might allow people to move and change things around during play, as the players learn more of the game and wish they'd done things differently. This is effectively what they might do in between sessions 1 and 2 anyway to properly refine their characters with the knowledge they then have.
JUMP TO CONTENTS
You could then go through real character creation in downtime between sessions and use the quick build above as a guideline. You could just tweak a few choices to match the proper rules. You could just play on and use the real rules for experience only. JUMP TO CONTENTS
What do I need?
Players only something to takes notes on. The GM needs to know the game to use these guidelines and will provide examples for each step below. I'd use my scenario introduction to set the scene, where needed. JUMP TO CONTENTSDescribe your character
Use the two sections below to help work out how the PCs came together as a crew and describe your individual PC. We'll then build from this foundation. JUMP TO CONTENTSAs a group
Choose a group conceptWhat's your ship and crew's reason for being / how do you earn your living? The following examples are from the Core Rules but are no means a limit on your imagination:
GROUP CONCEPTS | |
---|---|
Agents | Assassins, detectives, judicars |
Explorers | Colonists, correspondents, Prospectors |
Free Traders | Couriers, haulers, smugglers |
Mercenaries | Corsairs, rebels, tactical team |
Pilgrims | Circus, odd jobbers, nomads |
Players individually
Think through these parts of your character's history:- What was your training, experience or occupation before joining the crew and what does that contribute to the crew now?
- Where are you in society's social order?
- Why have you left your family - if you have one - to go out out into the void between the stars? Adventure? Duty? Money?
- What might the future hold for your character, good and bad?
The following examples are from the Core Rules but are no means a limit on your imagination:
CHARACTER CONCEPT / ARCHETYPE | |
---|---|
Artist | Courtesan, musician, poet |
Data spider | Analyst, correspondent, data djinn |
Fugitive | Criminal, mystic, revolutionary |
Negotiator | Agitator, diplomat, peddler |
Operative | Assassin, guard, spy |
Pilot | Driver, fighter pilot, freighter pilot |
Preacher | Ascetic, missionary, prophet |
Scientist | Archaeologist, medicurg, technician |
Ship worker | Deckhand, dock worker, engineer |
Soldier | Legionary, mercenary, officer |
Trailblazer | Colonist, prospector, scout |
Define a few stats before play
A few stats up-front, defined by rules variantNow we refine your ideas into stats to solidfy that foundation. You choose different things depending on what ruleset you're using but it's always just enough to start role-playing with. The rest of the stats you can decide as you play - you can do them up front too if you like but don't have to.
STAT CHOICE | GM style and Convention house rules | Dancer Rules variant | 1001 Nights variant |
---|---|---|---|
My story What's your destiny? What story do you think - do you hope - people will tell about you after you're gone? | Y | ||
Under Their gaze What's the blessing, knowledge or skill - be it genetic or a gift from the Icons - that sets you apart from everyone else? E.g. you can always fix cars; you're just better in front of a crowd; you always know when someone's upset | Y | ||
Under Its gaze / Personal problem What's that one problem you always have - that one thing that always trips you up? Are you jealous, stubborn, reckless, have a rival, a curse? | Y Personal problem | Y Personal problem | Y Under Its gaze |
Origin First-come, Zenithian... or humanite *?
| Y | Y | Y |
Upbringing Where are you in the social order: plebeian, stationary or privileged | Y | Y | Y |
Age * Adult, old or teen?
| Y | ||
Social status Work out your number here - high and low both bring different benefits
| Y | ||
Reputation - Core Rules Work out your number here - high and low both bring different benefits
| Y | Y | |
Reputation - 1001 Nights variant Does anyone love or hate you? Balance any love with some countering hate, for example Robin Hood stole from the rich to give to the poor | If you want it | ||
Ship position Captain, engineer, gunner, pilot, sensor operator | Y | Y | If you want it |
Ship relationships Who's your closest friend and who don't you trust as much among the other PCs? | Y | Y | If you want it |
But decide the rest of your stats during play
These stats can be chosen as you stumble across the plot in the first gameThe principle here is to give the players points to spend and slots to fill up front but let them do so as they go. A generous GM might allow people to move and change things around during play, as the players learn more of the game and wish they'd done things differently. This is effectively what they might do in between sessions 1 and 2 anyway to properly refine their characters with the knowledge they then have.
GM style and Convention house rules | Dancer Rules variant | 1001 Nights variant | |
---|---|---|---|
ATTRIBUTES | 14 points HP can be assumed to be 7 until Power and Co-ordination are chosen MP can be assumed to be 7 until Wits and Empathy are chosen | 14 points HP can be assumed to be 7 until Power and Co-ordination are chosen MP can be assumed to be 7 until Wits and Empathy are chosen | 14 points (altered by age) Resilience can be assumed to be 6 until Power and Co-ordination are chosen Fortitude can be assumed to be 6 until Wits and Empathy are chosen |
SKILLS | 10 points Or if you want to start with more experienced characters, you could add 5-10 more points | 10 points Or if you want to start with more experienced characters, you could add 5-10 more points Specialisations are possible | 16 points (altered by age) Or if you want to start with more experienced characters, you could add 5-10 more points Specialisations are possible |
TALENTS | Choose a bonus for each talent type:
| Choose a bonus for each talent type:
| Choose a bonus for each talent type:
|
GEAR, WEAPONS and ARMOUR | PCs have what seems reasonable in the moment based on their archetype | PCs have what seems reasonable in the moment based on their archetype | PCs have what seems reasonable in the moment based on their archetype |
Character refinement between sessions 1 and 2
Your choice after thisYou could then go through real character creation in downtime between sessions and use the quick build above as a guideline. You could just tweak a few choices to match the proper rules. You could just play on and use the real rules for experience only. JUMP TO CONTENTS
- 1001 Nights variant overview
- Convention house rules
- Dancer Rules overview
- GM style overview
- House rules summary
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