Wednesday, February 22, 2017

Coriolis: Combat

The job did not go quite as planned. Amal and Jayun walked briskly through the bazzar, well aware that they had at least three of Kabdullah's employees in 'casual pursuit'.
People Skills... GO!
Amal nods towards an alley quitely stating that 'it would be better to get this done now, on our terms...'
"Boy, it sure would be nice if we had some grenades, don't you think?" said Jayun, prompting Amal to point to the frag grenade on Jayun's bandoleer as he rolled his eyes.
 Quickly turning into the the alley, they picked up their pace, Kabdullah's henchmen abandoning the casual part of their pursuit to follow. As the thugs entered the alley they saw Jayun and Amal casually leaning against the buildings on either side of the alleyway looking at them, Jayun playfully tossing a grenade between his hands and Amal with an accelerator pistol casually pointed in their direction.
"We gonna do this, or are you just gonna stare?" said Jayun with a smile that didn't quite reach his eyes.

Everyone rolls 1d6 for initiative, we will roll once for the 3 thugs and show some very abbreviated stats:

Jayun 4
Agility 4, Strenght 5, HP 9, Melee 3, Ranged 1, Vulcan Carbine (+1,init 0, Damage 3, Crit 2, SHORT, Auto), Frag Grenade (Damge 2, Crit 1, Radius Close), Knife (+0,Init +2, Damage 1, Crit 2), Protective clothing 3
Amal 3
Agility 4, Strength 4, HP 8, Command 3, Melee 2, Ranged 3, Accelerator Pistol w/ sensor scope (+1 Ranged on aimed shots,+1, Init 0, Damage 2, Crit 1,LONG), Knife, Protective CLothing 3
3xThugs 3
Agility 3, Strength 3, HP 6, MP 4 Melee 2, Ranged 1. Vulcan pistol (+1, init +1, Damage 2 , Crit 2, Short, Reliable) Knife

Unfortunately the time taken to posture for the thugs seems to mean that the thugs will go first. (Their initiative is tied with Amal, but they are using Vulcan pistols this round, which adds a +2 to their initiative for this round)

For simplicity sake, the GM is going to run the 3 thugs as one unit this round, mechanically this means they act like a single 'character' but each additional Thug after the first adds a +1 to all attack rolls.

Round 1

The thugs each spend one movement point to draw their pistols, and two to shoot at the maniac with the grenade. (Rolling 3 dice for Agility, 1 for Ranged and 2 for the group 'assist' getting two sixes. If damage makes it though his Armor, the thugs are using the extra 6  to disarm him)
Jayun's armor doesn't help, and he takes 2 points of damage and drops his grenade... which still had the pin in.

Amal drops to cover (1 action) and fires is Accelerator Pistol using the cover to brace (1 action, +1 Ranged combat). (Rolling 4 Dice for Agility, 3 Dice for Ranged and 1 for Bracing, he gets NO sixes... Praying to the Icons he gets 2 sixes, and the GM gets a Darkness Point to use later. Amal is going to use his extra 6 to facilitate a critical wound on the lead thug on top of the 2 points of damage he did, rolling a 55 on the critical chart)

Amal's shot rips open an artery in the thug's arm, spraying his comrades with blood and dropping him to ground... Left untended he will be dead in 4 minutes.

Jayun drops to cover (1 action), unslings his rifle (1 action) and takes a quick shot at another thug (1 action)  (Rolling 4 dice for agility, 1 for Ranged, 1 for Braced, -2 for Quick shot leaving him 4 dice on which he gets 0 sixes)

Jayun takes a pot shot from cover as the GM spends his remaining Darkness Points to jam Jayun's gun... Apparently he hasnt been taking very good care of 'her'.

Round 2

Both thugs go for cover (1 action) and fire at Amal (Rolling 5 dice as one of the thugs is bleeding out and cant help, getting one 6)
Amal rolls his armor of 3 PLUS the cover granted to him by the alleyway junk (3), getting one 6 and negating the damage.

Amal takes an aimed shot (3 actions) , which gives him an additional 3 dice to hit (2 for the aim, one for the scope) (Rolling 4 dice for agility, 3 for Ranged, 1 for the Pistol, 1 for the scope , 2 for aiming and 1 for bracing gives him 12 dice to roll, netting 3 sixes. One six is used to generate suppression which adds one stress to the thug, and uses another 6 to raise his initiative by 2.

Jayun grabs the grenade (1 action) and tries to throw it between the two thugs (2 actions) (Rolling 4 dice for Agility and 1 for ranged, he fails, prays to the icons and hands the GM a Darkness Point, getting two sixes on his reroll.) One of the sixes will be applied as critical damage to the 'unstressed' thug getting a 54 on the chart.

The grenade lands in between the thugs, clearing their cover. Both thugs take 2 points of damage, but the here-to-fore untouched thug takes a chunk of shrapnel internally and begins the process of bleeding out in the alleyway.

Round 3

Amal bumped his initiative last round and demands the remaining thug surrender and he will be allowed to live. He doesn't actually have Manipulate, so he will be rolling 3 dice for Empathy, +1 for an injured opponent, +1 for outnumbering him and +1 for presenting a strong case... his two compatriots bleeding out near his location. (Rolling he gets two sixes)

Amal gets a 'Limited Success' and the thug agrees so long as he is allowed to live and take the belongings of his former compatriots.

Amal and Jayun are fine with this deal and also press the thug for some information on who else may be on their tail...

Coriolis: The Crew of the Kerm-e Shabtaab Part III

And now to round out the roster of this entirely not ripped off from Firefly crew...

Saman Turan

Saman Turan is a Scientist/Medicurg from a very Privileged upbringing. His Concept skills are Medicurgy, Manipulation, Observation and Science. His Key Attribute is Wits. He also gains a +1 to his Reputation due to the prestige of his profession.

Upbringing: Privileged. He was afforded every social advantage which he utilized not only to gain access to the best schools, but also to free his sister.
Appearance:  Face: Curious eyes and Clothing: Fancy Djellaba
Talents: Wealthy Family (+2 to Manipulation when you use rumors of your Family's wealth where applicable.)
Personal Problem: You put the welfare of your sister before the crew.
Relationships: We would establish that after the other PCs are created
Gear: Communicator [III], computer, database, medikit, Tools [Advanced]
Attributes:  Strength: 2 Agility: 2 Wits: 5 Empathy: 4 Hit Points: 4  Mind Points: 8 Reputation: 7 Birr: 5000
Skills: Medicurgy 3, Manipulation 3, Observation 3 and Science 3
The Icon: The Traveler. Ask the GM which of two options is most beneficial for you.
Crew Position:   Probably the primary Sensor Operator.

Roodkhane Taram

Roodkhane Taram is a Fugitive/Mystic who was from a privileged family, however was 're-educated' in an institutional settining giving her a more Plebeian background. Her Concept skills are Mystic Powers, Melee (house-ruling this), Dexterity and Infiltration. Her Key Attribute is Empathy. She also loses 2 from her Reputation as Fugitive Mystics are quite unwelcome in polite society.

Upbringing: Plebeian. Her recent years transformed her into something quite different than what she was before. What that is exactly remains to be seen.
Appearance:  Face: Blank stare and Clothing: Red patterned gallabeya
Talents: Mind Reader (Can read a target's surface thoughts in close range)
Personal Problem: Periodic Psychosis
Relationships: We would establish that after the other PCs are created
Gear: tag with 500 Birr, Communicator [II], Dura Sword, Thermostatic suit, Transactor with Fake ID
Attributes:  Strength: 3 Agility: 4 Wits: 4 Empathy: 4 Hit Points: 7  Mind Points: 8 Reputation: 0 Birr: 500
Skills: Mystic Powers 1, Melee 3, Dexterity 3 ,Infiltration 1
The Icon: The Dancer. Evade an incoming attack, taking no damage.
Crew Position:   Probably best kept in isolation

Hanbal Waheed

Hanbal Waheed is a Pilot/Freighter Pilot who was never able to see the night sky from his homeworld which was his inspiration to become a pilot to see the stars. His Concept skills are Pilot, Force, Data Djinn and Technology. His Key Attribute is Agility.

Upbringing: Stationary. The hostile environment of his homeworld leaves him with a Stationary background.
Appearance:  Face: Big smile and Clothing: Festive Caftan
Talents: Zero-G Training
Personal Problem: Taunts Fate
Relationships: We would establish that after the other PCs are created
Gear: Talisman (Plastic Dinosaur, Pilot +1), Exo Shell, communicator [IV], Accelerator Pistol, Flight Suit
Attributes:  Strength: 2 Agility: 5 Wits: 3 Empathy: 4 Hit Points: 7  Mind Points: 7 Reputation: 4 Birr: 1000
Skills: Data Djinn 3, Force 2, Pilot 3, Technology 1, Ranged 1
The Icon: The Deckhand. (restore 1d6 to hull or energy if either drops to 0 )
Crew Position:   Pilot, until he is invariably killed in a sudden and unexpected manner.


Zareen  is a Soldier/Legionnaire who was born on a ship, and has been 'in the fight' for most of her life... Often times on the losing side. She served with Amal when the Nazareem's Militia, an offshoot of the now expunged Nazareem's Sacrifice made their last stand against several combined Factions, and their allegiance has not strayed. Her Concept skills are Force, Melee Combat, Ranged Combat and Survival. Her Key Attribute is Agility.

Upbringing: Stationary. Zareen was born on a ship and spent most of her life 'in transit' from one warzone to the next. Her combat background drops her reputation by 1 point.
Appearance: Face: Focused and unsmiling and Clothing: Fatigues
Talents: Combat Veteran, takes best of two for initiative rolls.
Personal Problem: Dangerous Friends
Relationships: We would establish that after the other PCs are created
Gear: Heavy Armor, Vulcan Carbine, Frag Grenade, Advanced Scope, Communicator[II]
Attributes:  Strength: 4 Agility: 5 Wits: 3 Empathy: 2 Hit Points: 9  Mind Points: 5 Reputation: 3 Birr: 1000
Skills: Force 2, Melee Combat 3, Ranged Combat 3, Survival 1, Observation 1
The Icon: The Judge. Automatic critical injury when your attack hits regardless of whether it penetrates. Once per session.
Crew Position:   Like Jayun, she is of more use when she brings the fight in-person.

'Amal' Rahzra

Amaliquah 'Amal' Rahzra  is a Soldier/Officer who grew up on a large farm. When the bulk of the Third Horizon's factions had banded together to wipe out the Nazareem's Militia. He and Zareen managed to survive when thousands of their Militia comrades did not. His Concept skills are Command, Culture, Ranged Combat and Melee Combat. His Key Attribute is Agility.

Upbringing: Plebeian. He was well educated for a backwater farm boy, but his lack of formal graces shines through clear as day. He also suffers a -1 to his Reputation due to his combat background, particularly being on the the losing side.
Appearance:  Face: Focused  and Clothing: Browncoat
Talents: Tough (Get to re-roll crits against him)
Personal Problem: Dangerous Loyalties
Relationships: We would establish that after the other PCs are created
Gear: Heavy Armor, Accelerator Pistol with sensor scope, Command Unit, Communicator[II]
Attributes:  Strength: 4 Agility: 4 Wits: 3 Empathy: 4 Hit Points: 8  Mind Points: 7 Reputation: 1 Birr: 500
Skills: Command 3, Melee Combat 2, Ranged Combat 3
The Icon: The Merchant (Can always find a favorable loan for ship parts or expensive objects)
Crew Position:  Always the captain

Dariq Kitab

Dariq Kitab presents himself as a preacher and a devotee of the Icons. His mysterious background, and knowledge of Black Ops as well as the deference shown him by a variety of factions reveals the he is, despite his current attempts at being something else: an Operative/Spy. His Concept skills are Data Djinn, Manipulation, Ranged Combat and Infiltration. His Key Attribute is Agility.

Upbringing: Privileged (13/12/6/5000). Little is known of his upbringing, but his manner of speech , as well as knowledge of esoteric topics indicates a privileged upbringing.
Appearance: we will choose Face: Calm  and Clothing: Preacher's Outfit
Talents: Licensed
Personal Problem: Seeking redemption.
Relationships: We would establish that after the other PCs are created
Gear: Vulcan cricket, computer, mechanical lockpick,assortment of fake identities, security tablet
Attributes:  Strength: 2 Agility: 4 Wits: 3 Empathy: 4 Hit Points: 6  Mind Points: 7 Reputation: 6 Birr: 5000
Skills: Data Djinn 2, Manipulation 3, Ranged Combat 2, Infiltration 2, Observation 1, Culture 1, Science 1

Monday, February 13, 2017

Coriolis: The Crew of the Kerm-e Shabtaab Part II

We continue the development of our entirely original crew concept today with the introduction of
two more crew members, N'nara Al'Sarra the worldly courtesan, and Kohinoor the much less worldly engineer.

N'nara Al'Sarra

N'nara is the epitome of the Artist/Courtesan. She will start with Concept skills in Manipulation, Culture, Dexterity and Observation. Her key attribute is Empathy, and her reputation is boosted by 1.

Upbringing: Privileged. Being a Courtesan encompasses far more than the baser pleasures, but also encompasses the formal and informal rituals found in 'high society'. N'nara starts with a Reputation of 6 for beng Privileged, adding 1 for her concept, N'nara starts with a Reputation of 7, significantly more important in the eyes of the Third Horizon than the likes of Jayun.
Appearance: we will choose Face: Bedroom eyes and Clothing: Swirling skirts
Talents: Seductive (+2 to Manipulation when trying to achieve something through seduction)
Personal Problem: You have a duty to your faction that may conflict with the interests of your crew.
Relationships: We would establish that after the other PCs are created
Gear: Hand fan, environment scanner, Exquisite clothing, rare collection of poems and a standing reservation at Alkammaar's.
Attributes:  Strength: 2 Agility: 3 Wits: 3 Empathy: 5 Hit Points: 5  Mind Points: 8 Reputation: 7 Birr: 5000
Skills: Manipulation 3, Culture 3, Dexterity 2, Observation 3, Data Djin 1
The Icon: The Icons are not chosen, they are the sign under which you are born. N'nara randomly gets 'The Gambler' as her Icon. This gives N'nara the ability to choose an automatic critical once per session... Again at the cost of one 1 Darkness Point for the GM.
Crew Position:   Only Sensor operator seems to be a fit as traditionally N'nara was more of a passenger.


 'Kohinoor' is a natural Shipworker/Engineer. Her Concept skills are Data Djinn, Force, Observation and Technology. Her Key Attribute is Strength (odd?). She also suffers a -1 to her Reputation as keeping a boat in the air is not seen as a sign of high society.

Upbringing: Stationary. She may not have had a formal education when it comes to engineering, but she helped her dad enough to learn what she needed to fix pretty much anything that could be fixed.
Appearance:  Face: Always a smile and Clothing: Mechanic's coveralls
Talents: Exo Specialist (+2 to Force or Desxterity when handling a loader or battle Exo)
Personal Problem: You tend to see the good in people, even when it really isnt there.
Relationships: We would establish that after the other PCs are created
Gear: Tools(ordinary), Power glove, tabak, Exo Loader, Hyper rope, 1000 Birr
Attributes:  Strength: 3 Agility: 3 Wits: 4 Empathy: 4 Hit Points: 6  Mind Points: 8 Reputation: 3 Birr: 1000
Skills: Data Djin 2, Force 3, Observation 2, Technology 3
The Icon: Kaylee gets the Lady of Tears. She can ignore effects of a critical injury or can get back up after being Broken. Once per session.
Crew Position:   Engineer of course.

Sunday, February 12, 2017

Coriolis: The Crew of the Kerm-e Shabtaab Part I

For character creation, Coriolis first has you define your group concept, your ship, your group talent, your patron and your nemesis.

Let’s start by creating an entirely original concept of a rag-tag band of ‘free traders’ crewing a transport named the ‘Kerm-e Shabtaab’. Their ship construction, debt, talent, patron and nemesis that shows a predilection for blue handwear can be discussed later.

Our first character will be thug of questionable loyalty, with a fondness for knitted goods sent to him by his mother. As we are making a ‘completely original character’ in the Coriolis universe, we shall name him Jayun Al-Cobb.

  • Choose a concept: Jayun is clearly a Fugitive with the Sub-Concept of Criminal. This puts his concept skills as Force, Melee, Dexterity and Infiltration. Mechanically this means he can spend up to three points on each of these at creation time, and one on any others. He also loses 2 reputation right out of the gate.
  • Upbringing: Plebeian, Jayun did not grow up with many amenities, although this leaves him with less skill, birr and reputation, he starts with better attributes.
  • Appearance we will choose Face: Grim stare and Clothing: Colorful knitted hat
  • Talents: Intimidating (Can use Force instead of Manipulate when intimidating someone)
  • Personal Problem: Loyalty is but a payday away.
  • Relationships: We would establish that after the other PCs are created
  • Gear: Anonymous clothing, Communicator [II], Vulcan Carbine (With a name), exo shell, Transactor with fake identifty
  • Attributes:  Strength: 5 Agility: 4 Wits: 3 Empathy: 3 Hit Points: 9  Mind Points: 6 Reputation: 0 Birr: 500 (*RAW Attribute can olnly go to 5 if it is a key attribute in the concept. Fugitive has ‘Empathy’, but Jayun is a Thug, so making the call to make his key attribute Strength instead. He still has quite a bit of empathy and wits, as how else did he not get thrown out of Firefly’s… er Kerm-e Shabtaab’s airlock after backstabbing the crew so many times? )
  • Skills: Force 3 Melee 3 Dexterity 1 Ranged 1
  • The Icon: The Icons are not chosen, they are the sign under which you are born. Jayun is ‘The Faceless’ the ‘seeker’ icon with no symbol, and in temples there is an empty place or asymmetry in place of an icon. Fun. Mechanically this means Jayun can change one fact about a scene once per session… It costs a ‘Darkness Point’ but what is the GM going to do with those anyway?
  • Crew Position:   Captain, Engineer, Pilot, Sensor Operator or Gunner. Only Gunner seems to be a remote fit as Jayun is more of a ‘boarding party’ kind of guy.