Play straight away rules in Third Horizon, Ghodar and other places | World Anvil
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Play straight away rules

Game Rules

Checking on the Coriolis Discord, I read that the publishers are OK with players recreating tables, figures and data from the RPG source material where the only purpose is the facilitation of playing their game and I hereby promise this is my only intent with this article. Here I've taken the Year Zero Engine to modify the Coriolis rules for my own games - Doctor Weather
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 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 CONTENTS  

Describe 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 CONTENTS  

As a group

  Choose a group concept
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:  
GROUP CONCEPTS
AgentsAssassins, detectives, judicars
ExplorersColonists, correspondents, Prospectors
Free TradersCouriers, haulers, smugglers
MercenariesCorsairs, rebels, tactical team
PilgrimsCircus, odd jobbers, nomads
  JUMP TO CONTENTS  

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?
  Choose a character concept / archetype
The following examples are from the Core Rules but are no means a limit on your imagination:  
CHARACTER CONCEPT / ARCHETYPE
ArtistCourtesan, musician, poet
Data spiderAnalyst, correspondent, data djinn
FugitiveCriminal, mystic, revolutionary
NegotiatorAgitator, diplomat, peddler
OperativeAssassin, guard, spy
PilotDriver, fighter pilot, freighter pilot
PreacherAscetic, missionary, prophet
ScientistArchaeologist, medicurg, technician
Ship workerDeckhand, dock worker, engineer
SoldierLegionary, mercenary, officer
TrailblazerColonist, prospector, scout
  JUMP TO CONTENTS  

Define a few stats before play

  A few stats up-front, defined by rules variant
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.  
STAT CHOICEGM style and Convention house rulesDancer Rules variant1001 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 *?
  • Humanite: as a genetic variant of humanity you'll get an extra talent but will usually be treated with fear and prejudice by humans
YYY
Upbringing
Where are you in the social order: plebeian, stationary or privileged
YYY
Age *
Adult, old or teen?
  • Old age brings you 4 more skill points but also a medical condition that gives you an equivalent circumstantial penalty
  • As a teenager you get an extra talent but get 1 less attribute point
Y
Social status
Work out your number here - high and low both bring different benefits
  • Privileged: 6
  • Stationary: 4
  • Plebeian: 2
  • Humanite: apply a further -2
  • Character concepts can increase or decrease this, depending on how respectable the profession is - anywhere between +2 and -2 extremes
Y
Reputation - Core Rules
Work out your number here - high and low both bring different benefits
  • Privileged: 6
  • Stationary: 4
  • Plebeian: 2
  • Humanite: apply a further -2
  • Character concepts can increase or decrease this, depending on how respectable the profession is - anywhere between +2 and -2 extremes
YY
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
YYIf you want it
Ship relationships
Who's your closest friend and who don't you trust as much among the other PCs?
YYIf you want it
  JUMP TO CONTENTS  

But decide the rest of your stats during play

  These stats can be chosen as you stumble across the plot in the first game
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.  
GM style and Convention house rulesDancer Rules variant1001 Nights variant
ATTRIBUTES14 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
SKILLS10 points   Or if you want to start with more experienced characters, you could add 5-10 more points10 points   Or if you want to start with more experienced characters, you could add 5-10 more points   Specialisations are possible16 points (altered by age)   Or if you want to start with more experienced characters, you could add 5-10 more points   Specialisations are possible
TALENTSChoose a bonus for each talent type:
  • 1 group - based on group archetype
  • 1 Icon - based on Icon influence
  • 1 personal (altered by origin) - based on character concept, archetype or description
  Players choose their bonus using these guidelines:
  • A +2 skill bonus in a specific circumstance
  • Make a small change to a scene in a specific circumstance
  • Make a large change to a scene in a specific circumstance and give the GM 1 DP
Choose a bonus for each talent type:
  • 1 group - based on group archetype
  • 1 Icon - based on Icon influence
  • 1 personal (altered by origin) - based on character concept, archetype or description
  Players choose their bonus using these guidelines:
  • A +2 skill bonus in a specific circumstance
  • Make a small change to a scene in a specific circumstance
  • Make a large change to a scene in a specific circumstance and give the GM 1 DP
Choose a bonus for each talent type:
  • 1 group - based on group archetype
  • 1 Icon - based on Icon influence
  • 1 personal (altered by origin and age) - based on character concept, archetype or description
  Players choose their bonus using these guidelines:
  • A +2 skill bonus in a specific circumstance
  • Make a small change to a scene in a specific circumstance
  • Make a large change to a scene in a specific circumstance and give the GM 1 DP
GEAR, WEAPONS and ARMOURPCs have what seems reasonable in the moment based on their archetypePCs have what seems reasonable in the moment based on their archetypePCs have what seems reasonable in the moment based on their archetype
  JUMP TO CONTENTS  

Character refinement between sessions 1 and 2

  Your choice after this
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
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