Another never to use conversion idea: using the Coriolis Setting with the Expanse RPG Part I


Why this system?


  1. 3d6 vs TN with crits yielding special effects is reasonably low crunch, but since skills are represented as flat modifier to the roll, there is less ‘swing’ and competent characters still feel competent.

  2. SImilarities in terms of space travel (i.e. no integrated FTL, all via Gates. Space combat is largely torpedoes at range and projectile weapons in close proximity)

  3. Fairly deadly to those who choose to ‘stand and deliver’ in ranged combat.

  4. Social characters are viable.

  5. We can pull in some items from the Modern Age/Modern Age Companion for Mystic Powers



Character Creation Changes in the Expanse RPG:



  1. Concept: This remains the same in any game.

  2. Abilities: This will remain the same in the Expanse. Differences between Upbringings will be reflected mechanically in terms of starting Foci as well as the probabilities of being in a specific Social Class.


  1. Origin: In the Expanse, characters select from a Background of Earther,Martian or Belter.

In Coriolis this roughly corresponds with Upbringing of Privileged, Stationary and Plebian respectively. Whether the character is Zenithian or First Born should also be noted.

      A. Icons: Your Icon will also grant you a Talent as well. For the most part these will function as they do in Coriolis, but instead of generating Darkness points, they feed Churn. Individual Talents will be called out below.


  1. Background: Backgrounds yield one Focus and the normal bonus on determining current social class:


  1. Privileged characters begin with a Focus in Communication(Etiquette) or Intelligence(Business).

  2. Stationary characters begin with a Focus in Intelligence(Technology) or Dexterity(Free-Fall) to reflect their spaceborne nature.

  3. Plebeian characters begin with a Focus in Constitution(Stamina) or Willpower(Faith) to reflect the hardships experienced on a daily basis.

   

  5.  Profession: As it with one notable exception.

  1.  Mystic Social, Outsider
    You are either gifted or cursed with the ‘Mystic Disease’ depending on your perspective.


            Focus: Willpower(Self-Discipline) or Communication(Deception)

           Power Talent: One of ESP, Telekinesis, Empathy, Telepathy (From Modern AGE)

6.  Drive: As is.

7. Income: As is.

8. Secondary Abilities and Fortune: As is.

9. Goals and Ties: Ties and Goals should relate to Coriolis Factions and universe obviously…

10. Name and Description: As Is.



The Churn:


This mechanic stays the same, but invocation of Icon and Group Talents add 2 point of Churn whenever used.


Group Talents:

A Nose for Birr: +2 to a Communication(Bargaining) tests..

Everything is for Sale: +2 to  Communication tests involving bribing corrupt officials, guards and officers.

Quickest Route: Travel time is optimal or the crew ignores one encounter enroute. Once per session.


Assault: Everyone gets a +2 on Ranged Attacks, but only if everyone is attacking the same target in the same turn.

Charge: Everyone gets a +2 on Melee Attacks, but only if everyone moves at least half their movement in the same turn.

Situational Awareness: +2 to detect Ambushes. GM will apply the bonus when applicable and advance Churn.


A Friend in Every Port: As is.

Assassin’s Guild: +2 bonus to Melee Attack against an unaware target.

Dancers of Ahlam: Add a +2 Bonus to making a good impression when you incorporate dance into your approach.


Seasoned Travelers: You may add +2 to any check to understand a group’s customs.

Survivors: As is.

Truth Seekers: As is.


Last Laugh: As Is.

Mercy of the Icons: Cancel a churn event, one use per session, and this does not reset the churn pool.

One Last Birr: TBD


Icon Talents:


Each use adds 1 to the Churn pool and is once per session.


The Lady of Tears: You may Roll Over after being Taken Out.

The Dancer: As Is.

The Gambler: You may treat the test as a stunt opportunity and spend SP from the Drama dice as usual.

The Merchant Talent:  As is

The Deckhand: May offset 1d6 Damage once per session without taking a Loss.

The Traveler: As is.

The Messenger: As is.

The Judge: You may force an injury on an adversary when you hit. If they cannot take an injury, they are taken out.

The Faceless One: As is.


General Talents:


Case by case here.



Let’s try to create Yareena Yardeen, my Privileged Assassin from Coriolis:


  1. Concept: Yareena is an Assassin from the upper echelons of Society.

  2. Abilities:
    We are going to step through Point Spend


Accuracy 3

Constitution 1

Fighting 2

Communication 0

Dexterity 2

Intelligence 2

Perception 1

Strength 1

Willpower 2


     3: Origin:
          She is Privileged and selects Communication(Etiquette) as a Focus.

     

     4. Background:

         She is Upper Class, and comes from a Cosmopolitan Background
        Ability: +1 Intelligence

         Focus: Intelligence(Current Affairs)

         Talent: Observation(Novice) applied to Perception(Intuition)

          This will give her a reroll when she fails a Perception test related to gut instinct. This could
          be of use when dealing with an ambush for instance.

      Benefit Roll: +1 Willpower


5. Profession:

 The closest we get out of the box to Assassin is Security, which does have overlapping skillsets.

Focus: Intelligence(Security)
Talent:Rifle Style (Novice) - You can make an attack with a loaded rifle as a reaction BEFORE rolling initiative even if surprised. This consumes your Major action.


6: Drive: 

Achiever (Quality: Ambition Downfall: Obsession)

Talent: Expertise on security protocols

Reputation of 1


7: Income and Equipment

Income 5 due to social class and profession

Clothing,

 Vulcan Carbine Rifle (3d6+Per Damage, Automatic) Cost 13


8: Derived Abilities


Defense: 12

Speed: 12

Toughness: 1

Fortune: 15


9: Goals and Ties: TBD




Yareena Yardeen, Privileged Assassin, Level 1


Accuracy 3

Constitution 1

Fighting 2

Communication 0

Dexterity 2

Intelligence 2:
Security Systems(Protocol), Current Affairs

Perception 1:
Intuition

Strength 1

Willpower 2

Talents:


Observation(N)- Intuition

Rifle(N)- Can fire before initiative even when surprised so long as she hasn’t moved more than half distance.

Expertise(N)- Security Protocols

The Dancer - Negate One Hit

Equipment:


Vulcan Rifle (Rifle, 3d6+per, Automatic)

Nondescript clothing

Derived:


Defense: 12

Speed: 12

Toughness: 1

Fortune: 15



           

Yareena is on her way to collect payment for her most recent job. She does not know it    

yet, but ‘payment’ will come in the form of three thugs hired by her employer to tie up a loose end… i.e. her.


The GM gives her an Intuition check , but other sense would be appropriate as well. She rolls a 6,6,1 + 2 for her focus +1 for her perception for a total of 12 .


This was an opposed test and her adversaries had rolled a 9. They were not doing the best job following her discreetly, but they had the advantage of numbers.


She also has stunt points on her Drama Dice since she rolled doubles, the GM will let her spend those 1 for 1 for the initiative roll.


Yareena swings around, her Vulcan Carbine at the ready and fires (She can do this before initiative)

She rolls a 5,5,1 +2 for Accuracy.


Given she has stunt points, and she hit, she selects Spray & Pray (as she has an automatic weapon) and walks fire across all three and anyone else within 5 meters. This costs 5 sp and even though the other targets get a defense bump, it isnt enough, and each target takes 11 damage after Toughness.


Given these Thugs were nobodies, they don’t happen to have enough fortune to absorb that, so all three lay dying in the dusty street as Yareena notes that the tone of her conversation with her soon to be former client will need to be changed.


The GM adds three points to the Churn tracker for the stunt point spends and successfully overcoming the encounter.






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