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Afternoon of Torg: Eternity Stuff July 19, 2017

Posted by jkahane in character creation, personal, roleplaying games, rpg hut, torg eternity rpg, writing & editing.
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Spent a relatively quiet day yesterday (Tuesday), just trying to stay out of the heat and not stressing out my body and all.

The afternoon was pretty quiet, for the most part.


I did a little bit of work on an idea I have for an adventure for the Torg: Eternity RPG, as it’s something that came to me over the last few days and all. Just the basics are written down for now, and I’ll let the adventure idea percolate a little, and see what comes of it. Definitely going to take place in the Living Land, and possibly one other Realm on Earth as well.

After a couple of hours work on the adventure idea, I decided that I wanted to test run the creation system for another couple of Storm Knights, and did some more of that. By the time I was finished, I had the following Storm Knight characters done up.

Noble Barbarian (Aysle)
Crusading Preacher (Orrorsh)
Victorian Sniper (Orrorsh)
Edeinos Healer (Living Land)

I had a lot of fun creating these, and to be honest, surprised myself with how quickly I was able to create the Storm Knight characters and see what the system offers. I’m really looking forward to running Torg: Eternity, and hope I get a chance to play the game as well.

Sample Character Creation for Torg: Eternity July 17, 2017

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Spent an interesting afternoon yesterday (Sunday) doing a bit of testing of the character creation system for the new Torg: Eternity RPG.


SteveR dropped in at my place around 1:00 pm yesterday, and we sat down and created some sample, test characters for the Torg: Eternity RPG (that will hopefully be out in October of this year). The process was a bit more involved, since the game is only out in the (Beta) PDF version that is available to backers of the Kickstarter, so we were working off the computer, rather than a physical copy of the game book (as I wasn’t about to have the book printed out for this purpose).

The rules for character creation in the Torg: Eternity RPG are relatively simple, but some of the decisions and choices that need to be made are not, thus taking a bit of time. Once a Race and Cosm are chosen, the player has a number of points to assign to Attributes and Skills, and then take a couple of Perks for the character before rounding things out with some equipment and gear. Given that SteveR and I were working off the PDF on my laptop computer, things took a bit of time to get done. The first characters were done in just over 1-1/2 hours, but once one has a grasp of the basics of the process, the second characters were created in just over 1/2 an hour. (And that’s without just being able to flip through a physical rulebook.)

Anyway, SteveR and I created two player characters (called Storm Knights) each, though we didn’t get into the details of personality and background for the Storm Knights. SteveR’s two characters were:

Actuary from Cleveland (Core Earth)
Wood Elf from Archer (Aysle)

I, in turn, created two characters as well.

Archaeologist from New York (Core Earth)
Missionary from New France (Cyberpapacy)

The four Storm Knights came out quite nicely, I thought, and I did add a bit of detail for the background and character of both Storm Knights. Since there will likely be some changes to character creation before the final version of the book comes out, I’m not putting any game stats up here for folks to look at. I will say that I really like the simplicity of the game mechanics for Torg: Eternity, and rather like some of the new additions and revisions made in this version of the game.

The Storm may have a Name, but it now has Storm Knight defenders as well! 🙂

Sunday Gaming Is Off for the Day, But… July 16, 2017

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With Tammy still away on vacation, the Sunday gaming group won’t be playing today.

That said, now that I’ve got the Torg: Eternity RPG Beta version of the book (in PDF only), I asked SteveR if he’d be interested in creating some sample characters for the game this afternoon. He said “Yes”, so I’m looking forward to that for the afternoon.

The character generation rules for Torg: Eternity are pretty simple, though I expect there will be a few changes as the game firms up with the folks who backed the Kickstarter serving to find the errors and typos and the like in the book, but for now, the rules are pretty decent. I figure the first character(s) created should only take an hour or so each, and then the process will be easier, maybe 1/2 an hour or so. See how it goes.

Have a good afternoon, folks.

Last of the TFtL Pre-Generated Characters Done! May 5, 2017

Posted by jkahane in character creation, conventions, health hut, personal, roleplaying games, rpg hut, tales from the loop rpg.
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Have spent a very busy past couple of afternoons transcribing the five player characters onto character sheets for the Tales From the Loop game that I’ll be running at CanGames 2017 in exactly two weeks.

This has been a horribly difficult task for me, as I’ve been suffering hand and arm pain in my right hand – my writing hand – and am going to be avoiding all manner of stuff with that arm this weekend, if possible.

In the meantime, I need to get ready for some gaming with the Friday night group for the rest of the afternoon (or what’s left of it).

Friday Night Tales from the Loop Character Creation and Session 1 April 25, 2017

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I was going to post this as a retroactive post, but have decided not to. Anyway, as mentioned on Friday (April 21st) in this post, 3/5s of the Friday night group was heading to the Ottawa Senators-Boston Bruins NHL playoff game (which Ottawa lost, by the way), but both Kathy and Ellie wanted to play games. I had told them there was the possibility that we might do some characters up for the new Free League game, Tales From the Loop, and they were pretty excited about this (especially Ellie).

As it turned out my package of the Kickstarter backed materials, that was supposed to arrive by “end of business day” on Friday didn’t. I figured that we’d do some board games instead, but…

Once Kathy and Ellie showed up at my place around 7:00 pm or so last night, we chatted for around 10 minutes or so and caught up on the weekend. Afterwards, I explained that the Tales From the Loop game material hadn’t shown up, and that we would be board gaming that night. However, Ellie said that she knew I had the PDFs of the game and all, and begged me to have her and Kathy create characters. And when your goddaughter pleads with you like that, what can you say? So we sat down and started creating player characters. I started off the night by giving the players a very brief overview of the game world of Tales From the Loop. The game is based on artist Simon Stalenhag‘s paintings of Swedish 1980s suburbia, populated by fantastic machines and strange beasts. Players play teenagers solving mysteries connected to the Loop (ask me about what it is in the Comments, please!), and the game uses a simpler set of rules based on those found in the Mutant: Year Zero game. I started by going over the basics of the world of the Loop, and Kathy was very intrigued by the concepts found therein. We talked about the basic rules of the mechanics, and then got into a couple of the sub-systems they were intrigued with. Since they were familiar with the game mechanics of Coriolis – The Third Horizon>, we discussed the basics of character creation, I answered a few questions about that, and then we got down to it.

The players decided they wanted to have their game set in the Swedish setting, and I was cool with that. The two player characters that Kathy and Ellie created are both interesting, and will make for a good variety and some sub-plot material as well.

KathyB – She wasn’t sure what she wanted, but Kathy settled on Sara Stahlberg, one of the popular kids at school who has an interest in ornithology and wants to find a cute guy for herself (as she’s still never been kissed).

Ellie – She, on the other hand, knew exactly what she wanted. Ellie created Linnea Sundstrom, a troublemaker with a knack for skateboarding and an alcoholic father.

Character generation took less than an hour and a half, even with going over the game world stuff and mechanics, and both Kathy and Ellie wanted to *play* the game somewhat given that we still had a good 2-1/2 hours of time left for the session. So I started a scenario…


Sara Stahlberg (KathyB) – Popular Kid
Linnea Sundstrom (Ellie) – Troublemaker

Date TBD

It’s late spring, and the kids from the school that both Linnea Sundstrom and Sara Stahlbert attend are on a field trip with two of their teachers, Sven Lundgren and Anita Malmstern, in the Agni Woods, some 15 kilometres outside of the town. Sara has been sticking with her clique, but is a bit ashamed as they tease one of the poorer kids at the school, Halbert. Halbert goes off, crying, into the woods. While her friends continue their petty attitude towards boys (and girls) of “Halbert’s status”, Sara feels guilty about what they did, and worries about Halbert. She goes after him, sneaking away, though one of her friends, Leena, spots her but says nothing.

Linnea has been very “attentive” where a group of students are being taught about trees, but becomes bored somewhat early on, and decides to go skateboarding for a bit. There are several trails in Agni Woods, and she takes off down the nearest trail. Something of a loner, and a total outsider, her departure isn’t noticed at all. She has an excellent, if somewhat, dangerous time, skateboarding through the forest, the paths not completely clear of debris. She almost falls of the skateboard as she rounds a small copse of trees and sees the rusting corpse of a humanoid robot of some sort in the foliage near the path. She stops, and goes over to examine the remains, but doesn’t find them all that interesting, though she does take a couple of strange objects that look like vacuum tubes.

Meanwhile, a despondent Sara decides that she’s gotten lost in the woods, and curses herself for not following one of the trails. She catches sight of a piece of cloth stuck to a leafy branch very low to the ground, and realises that it’s part of Halbert’s jacket. She heads in the direction of the branch in question, not really worrying how she’s going to get out of the woods again, and sees Halbert’s footprints in the mud. She follows the trail he’s left, and eventually she finds the boy, sobbing away, leaning against a rocky outcrop. She hears a sound that is suspiciously like a “quack”, and turns in that direction…

Elsewhere in the woods, Linnea examines the vacuum tube-like items, but can’t make head or tails of them. She shrugs, figuring she’ll trade them for something valuable later, and pockets them. Once back on her skateboard, she continues to follow the trail and realises that it’s angling back towards another part of Agni Woods. She’s a little bit afraid, but follows the route and spots a couple of other kids from the school field trip. She recognises the popular girl, Sara, but not the boy that she’s been comforting. She hears a “quack”-like sound from nearby.

Sara sees what appear to be a group of ducks and ducklings waddling through the woods towards her and Halbert. But something about them seems odd – and she quickly realises they’re robotic ducks! One of ones closest to her sees her, and makes an odd, quack/spitting sound, and something goes “thock!” into the tree next to her. She looks at it, and realises it’s a small dart of some kind. She grabs Halbert, and shouts at him to run back towards the area where the rest of the students are, but then realises that she might be putting them all in danger. Another of the robotic ducks is now close enough to her, and she looks up in horror…

…and then is astounded when a young girl from the school whom she recognises as a troublemaker swings her skateboard at the duck with all her strength. The head comes smashing off the duck’s body, sparks flying everywhere. Thinking quickly, she shouts a warning to the girl as another of the ducks starts to aim at her – she remembers her name is Linnea – and does the only thing she can think of. She sprays the duck’s head with her hairspray (that she always carries with her, ’cause you never know!). Thinking quickly, Linnea grabs her lighter, and ignites the hairspray (nearly getting caught in the backlash herself), and crying out with delight, the two girls attack another of the robotic ducks, destroying it in a frenzy of sparks and small explosions.

Sara and Linnea are suprised when the rest of the robotic ducks come to an abrupt halt, and then turn and move off deeper into Agni Woods. The two come together in a hug of congratulatory backslaps, but Linnea says, “I don’t like you much”, to which Sara says, “Feeling’s mutual”. Once the adrenaline wears off, Linnea grudgingly admits that they worked pretty well together, but Sara is more concerned about the robotic ducks, where they came from and who controlled them. Linnea shrugs, and says it was probably just a mad scientist or something to do with the Loop, but Sara’s not so sure.

The two girls quickly decide to head back and re-join the school field trip group, Linnea helping Sara get out of the woods and back to a trail. When they reach the field trip students and teachers, a worried but angry Sven Lundgren asks where they’ve been, and why they’re so messy. Not listening to either one, he says that they’re both getting detention the next day. Both Sara and Linnea groan at the thought (“There goes my perfect school record,” says Sara), but only Ms. Malmstern and Leena see the smile that passes between the two.

The session of character creation and a short scenario of the Tales From the Loop went pretty well, I thought, given that I was running it from the PDF of the game on the laptop and that I put together the basic scenario that I ran (see above) in about 15 minutes or so while Kathy and Ellie were just putting their character game stats on character sheets. Both players told me they really enjoyed themselves (though Kathy did mention she had to remember what it was like to be a tween/teenager!), and they loved the sheer simplicity of the game mechanics, even easier than those in Coriolis as Kathy said. They were curious about where the antagonists in this one came from, but I wasn’t about to give away that secret. 🙂 Ellie mentioned that she was suspicious about Miss Malmstern, but she couldn’t put her finger on why.

So, a very enjoyable Friday night impromptu game session of the Tales From the Loop RPG, and I’m looking forward to getting a chance to run this again. Especially now that I’ve received my actual books and maps from the KS. Much easier than having to read material off the computer to run the game. 🙂

Sunday Afternoon Gaming Cancelled March 19, 2017

Posted by jkahane in character creation, conventions, coriolis rpg, gaming hut, personal, rpg hut.
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This afternoon’s game session with the Sunday gaming group is off.

Tammy is having to work – well, she’s doing a roll-out and is on call for her job, so we’ve decided not to play this afternoon. So I will not be running a game session of the Coriolis – The Third Horizon campaign this afternoon.

That said, this will give me time this afternoon to do some work on creating the player characters for one of the two Coriolis – The Third Horizon RPG sessions I’ll be running at CanGames in exactly two months.

Friday Night Coriolis – The Third Horizon RPG Session March 18, 2017

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I spent a pleasant evening gaming with some of the Friday night players last night.

As mentioned in my blog post yesterday, two of my gamers were out sick, and a third gamer was out drinking with friends for St. Patrick’s Day, so I wasn’t sure that I was going to game last night. However, KathyB and Ellie said they were coming out to play and do some Coriolis – The Third Horizon stuff.


Kathy and Ellie arrived a little after 7:00 pm, and after some 10 minutes of catching up and all, things became clearer. While the two are enjoying the campaign set on the Ruby Flower in the regular campaign, they wanted to explore another facet of the Coriolis – The Third Horizon RPG universe: Coriolis station itself. Kathy also wanted to see what the whole business about mystical powers in the Horizon was about, so she and Ellie wanted to create characters to play in a separate, small game that didn’t involve a spaceship at all.

So I talked to Kathy about the Mystical Powers and how they work in the game, and then Ellie said she wanted to try and play a semi-intelligence (either the nekatra, skavara, or ekilibri) for the game, so I went over that material with her, and then we got down to character creation. The two decided they wanted to play a Free Traders Group Concept game, and once we took care of that, the two proceeded to create their individual characters.

KathyB – Kathy settled on playing a Fugitive (Mystic), a young woman from Dabaran who developed mystical abilities, and fled to Kua where she established a new identity. She called the character Salidari.

Ellie – Ellie decided she wanted to play someone dangerous, and created Reduolo, an Ekilibri Operative (Assassin) who knifed to death the “enslavers” of her small tribe, and fled to Coriolis station.

Character creation wasn’t too difficult a process, though I did have to step outside the box ever so slightly with Ellie’s Reduolo character, as there are only a few guidelines for creating a semi-intelligence player character. She and I created the Ekilibri character by going through the normal process of character generation, but bearing in mind the nature of the semi-intelligence and the material (including game statistics) presented later in the rulebook. I told Ellie that there were on particular Attribute penalties or bonuses, but that they did tend to favour Agility. The character is, of course, smarter and stronger than the average Ekilibri. I also allowed her the Battle Cry and Nightvision Talents of the Ekilibri at a cost of one Attribute point each, and she was quite pleased with that.

Overall, it was quite a fun session of character creation of Coriolis – The Third Horizon, and we stopped just after 10:45 pm. Both Kathy and Ellie were quite pleased at their characters, and both are looking forward to playing this separate little campaign of the game. I’m looking forward to this as well. 🙂

Sunday Afternoon Game Report – Coriolis – The Third Horizon Character Creation, Part Deux February 27, 2017

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I spent a relatively enjoyable day gaming yesterday afternoon with the Sunday gaming group.

They’re currently working on stuff for the Coriolis – The Third Horizon RPG campaign, but still had some stuff to finish up on their characters. You can read about the characters the players have created in this journal entry


Once Tammy and SteveR arrived at my place, we relaxed for about 10 minutes or so, and talked about the week that was, until I told the players that it was time to start. They continued on with the process of character creation for the game as soon as everyone was ready to get going.

First on the list was doing up the equipment lists for each of the player characters, so we went through the game equipment (as that also gives the players a good feel for the game world and its physicality), and that was a relatively painless process. I needed to remind SteveR from time to time that this equipment represented his personal equipment, not necessarily the materiels that would be aboard their ship. They were both quite pleased that the equipment lists weren’t all that heavy and detailed; equipment in Coriolis – The Third Horizon is broken down into Everyday Items, Medicurgical Technology, Tools and Repairs, Survival and Colonisation, Exos and Vehicles, Recon and Infiltration, Weapon Gear and Combat, and Cybernetics and Bionics. The chapter takes up 32 pages of a 380+ page book.

When Tammy and SteveR were satisfied with the equipment they’d chosen and purchased, we moved on to one of fun parts of the game – ship creation. Since the group are going to be Free Traders, they designed their ship around those parameters. The hardest part the players had with their ship creation was choosing modules for the ship (aside from the bridge, reactor, and graviton projector); so much to mix and match! 🙂 I really enjoyed this part of the session, and I think they made some wise choices for their ship. Only time will tell, of course.

With the characters complete and their ship designed (though it’s still nameless), we had about 35 minutes left of the afternoon session, so Tammy and SteveR agreed to do some sample combats. I went through the basic mechanics of the Combat system, and how damage worked, and the players were a bit intimidated until they realised you can’t die except through a critical injury. With the talking out of the way, it was time to get to some physical fighting! 🙂 The players partook in several sample combats between themselves, and I added levels of combat mechanics to each fight until the “full” mechanics of Combat were in play.

By the time we stopped for the afternoon, around 5:05 pm or so, SteveR and Tammy were content with what we’d accomplished for the day. After that, we cleaned up the place and they helped me pack away the Coriolis – The Third Horizon stuff until next game session.

Overall, a fun game session of Coriolis – The Third Horizon, and I’m rather looking forward to next week, when we should actually start game play. Can’t wait! 🙂

Coriolis – The Third Horizon Character Creation – Muhammed ibn Kefiris v2 February 21, 2017

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Since I’ve started running the Coriolis – The Third Horizon RPG published by Fria Ligan/Free League Publishing, and distributed by Modiphius Entertainment, on all three of my gaming groups, I thought I would post up here a detailed example of character creation for the Coriolis – The Third Horizon Roleplaying Game. I had already posted a version of this character back when I had received the early playtest version of the game that Kickstarter backers of the game got, but didn’t and couldn’t post a detailed example of character generation. A few things have changed in a minor fashion in the character, but he remains essentially the same.


Game: Coriolis – The Third Horizon Roleplaying Game
Publisher: Free League Publishing
Degree of Familiarity: Somewhat familiar. I was one of the proofreaders/editors of the English version of the game, and have run a few sample character creation sessions (and a bit of play) on the three gaming groups I’ve got leading up to the game’s release. So…familiar with the game its material.
Books Required: Coriolis – The Third Horizon.

Please note that this post is extremely long, as I’ve gone into the game mechanics a bit in terms of character creation, and have provided background on the character and the choices. Hence the majority of this post is behind the cut. That said, there is some of the game mechanics and descriptions of game world elements that I’ve skimped on in this write-up, so if you want to know more, just drop me a line in the Comments.

For those who don’t know, Coriolis – The Third Horizon is a science fantasy roleplaying game that was originally billed as “Firefly meets Arabian Nights” but as since been changed to “Arabian Nights in space”. Coriolis is set in the Third Horizon, a cluster of 36 star systems cut off from the first two Horizons by actions taken during the Portal Wars. This game is about crewing a spacecraft; exploring the Third Horizon; unravelling some of its secrets; plotting and scheming aboard the Coriolis station; carrying out missions; and praying to the Icons. It’s got a very Middle Eastern flavour and feel to it, and that makes it very different and unique among science fiction rpgs these days. The game owes a lot to the Firefly tv series, the Revelation Space series of books by Alastair Reynolds, and to the Alien movies as its primary inspirations, but there are lots of others as well (including Frank Herbert). Anyway, here’s the character creation process. Bear in mind that this material is quite long, due to the way the background section is written up.

Step A: Come up with a Character Concept for the player character that you want to play.

The first step that I always include in my games is to have the player come up with a Character Concept for the character they want to play. This is basically a one- or two-sentence bit that gives you all the essentials about what the character in question is.

Looking over the material for the Coriolis RPG, I decide to create a station-born technician, who’s been blamed for the deaths of two families on board a ship due to faulty equipment but it actually wasn’t his fault.

I think this character has a lot of potential, but we’ll see where things go in the Character Generation Process…


In Coriolis – The Third Horizon, Character Generation does not start with the player character, but with the Group Concept for the player characters as a whole.

Step 1: The players determine the Group Concept that they want to play as part of.
The first step in Character Creation is to determine the player group’s Group Concept. This consists of all kinds of individuals – the Group Concept outlines the players’ most basic reason for sticking together in the Third Horizon. The game offers several of these to choose from: Free Traders, Mercenaries, Explorers, Agents and Pilgrims. These tend to be very broad concepts, and are open to a lot of wiggle room for the character concept to fit in. Each Group Concept also helps narrow down the kinds of adventures that you’d run into in the game (but which aren’t the only types of adventures that you can expect).

Looking over the Group Concepts with the other (theoretical) players, I decide on the Explorer Group Concept, but don’t narrow it down to a sub-concept here. This sounds like it could be fun!

Step 2: The players pick and create their Ship.
The player characters will start with a spaceship. For Coriolis, the group’s ship should be suited to the Group Concept (see above). In Coriolis, the group begins with a ship, preferably one suited to the group concept, though nothing prevents the group from taking a ship with entirely different qualities. The players can choose to create and design a ship using the ship creation rules, or choose one of the pre-existing vessels given in the latter part of the rulebook. However starting with a spaceship isn’t cheap, so the player characters will be in debt at the start of the game.

Since I’m only creating this character in a Player and Character void, I’m not going to create or choose a spaceship here. Maybe I’ll do one as an exercise in another post, but not at the moment.

Since the player characters don’t own their own ship to start play, the player characters are in debt. Debt is calculated as being half of the ship’s original value. However, who you owe is up to the players to figure out. It could be their Patron, it could be another NPC, or it could even be their Nemesis (see below)! Player characters are expected to pay back about 5% of their total debt per year in monthly payments. It’s a neat mechanic, and a quick and easy way to ensure that player characters keep on taking on jobs.

Since I’m only creating this character in a Player and Character void, I’m not going to create or choose a spaceship here. This means I don’t have to figure out the character’s starting Debt. Maybe I’ll do one as an exercise in another post, but not at the moment.

Step 3: The players determine the Group Talent for the group.
The players determine the Group Talent for the group. This is determined based on the Group Concept that the players decided on (see above). All the player characters in the Group can use the Talent. The Talent can be used individually by every character in the Group unless specifically stated.

Looking through the Group Talents for the Explorers, I see listed Seasoned Travellers, Survivors, and Truth Seekers. Evaluating the three Group Talents, I decide on the Seasoned Travellers Talent for the group. This allows the characters to test the Manipulation Skill rather than the Culture Skill to understand a group’s customs. I think it’ll come in pretty useful.

Step 4: The players pick the Patron for the Group.
The Third Horizon is a hard place, and getting anywhere without help is difficult. It’s become a tradition of smaller ship crews to ally themselves with a powerful benefactor. The group of players should pick a Patron from the list provided for the Group Concept, or create one of their own choosing and decision-making.

Looking through the list of Patrons/Nemeses provided for the Explorers Group Concept, I decide to create one for myself. The Group’s Patron is one Havor Martinuk-Demorn, of the Colonial Agency. He is passionate about finding new colony worlds, but not at the expense of the people who will colonise them. He’s regularly given the group good assignments.

Step 5: The players pick the Nemesis for the Group.
The Third Horizon is a hard place, and getting anywhere without help is difficult. While it’s traditional for smaller ship crews to ally themselves with a powerful benefactor, they also tend to make enemies who can suddenly turn up to spoil their plans or stay in the shadows as a lurking threat. The group of players should pick a Nemesis from the list provided for the Group Concept, or create one of their own choosing and decision-making.

Looking through the list of Patrons/Nemeses provided for the Explorers Group Concept, I decide to create one for myself. The Group’s Nemesis is Kevat darPhenvo, a rich Dar on Dabaran, whose plans the group has interfered with several times in the past. He has vowed revenge on them when they least expect it.


Once the players have created their Group and its various details, the players proceed to create their individual player characters.

Step 6: The player chooses the Background for the character.
The first step in creating the Individual player character is to chooose the Background for the character. This includes the Origin and Upbringing of the player character.

The Origin of the character means which star system the character is from, and whether they are Zenithian or Firstcome. Each of these choices gives a different outlook on the universe, so being able to make a decision here can help ease the way you think of the character as you develop them.

For my character’s Origin, I decide to roll on the table provided, and roll a “3” on 1D6. This means that I come from Kua, the centre of the Horizon, home to the space station Coriolis. I decide that my character is Firstcome, not Zenithian, and this gives me an interesting view of the world and the Third Horizon.

The character’s Upbringing determines whether the character is from a remote colony in the jungles that now covers a ruined metropolis from the first wave of colonisation or whether he grew up among the travelling nomads, going from station to station, or any other combination thereof. The three Upbringings are Plebeian (the lower classes of the Horizons workers as well as planetside colonists and nomads), Stationary (raised on major space stations or asteroids), and the Privileged (the highest social strata – bureaucrats and factory owners in the Conglomerate, Dabaran pashas and wealthy merchants on Coriolis, or pure-blooded Hegemonists in the Monolith). The Upbringing of the character affects many area of the player character development: Attributes, Skills, and Reputation score at the start of the game, as well as starting capital.

Looking over the three Upbringings, I decide that the character was born on Coriolis station itself, and thus he is Stationary. This gives me 14 Attribute points, 10 Skill points, a starting Reputation of 4, and a Starting Capital of 1,000 Birr (the currency in the game). Not too bad.

Step 7: The player determines the character’s Concept.

Unlike the overall Character Concept (Step A, above), this is when the player figures out what the character has done in his life up to this point. The Concept tells you what you do for a living. There are 11 Concepts available for play (for example, Artist, Data Spider, Pilot, Preacher, Scientist), with 3 Sub-Concepts for each (for example, Artist has Courtesan, Musician and Poet; Scientist has Archaeologist, Medicurg and Technician). The Concept affects your Attributes, which Skills and Talents you can take, your Gear, Relationships, and Personal Problem.

Looking through the various Concepts, I settle on the Scientist (Technician). I note the write-up for the character as follows:

“Scientist (Technician): You work with anything technical, from old sensors to ship’s reactors. You could be a ship engineer on the Harima docks, an artifact technician with the Consortium or maybe a gunsmith in a band of mercenaries.”

In addition, taking this Concept gives me the following:

Reputation: +1
Key Attribute: Wits
Concept Skills (Technician): Force, Technology, Observation, Science

This is a good start.

Step 8: The player determines the character’s Reputation score.
The player determines the character’s Reputation score. Reputation is a rating that decides the character’s social position and standing in the Horizon. It is determined by the character’s Upbringing and Concept as noted in the Steps above.

Due to his Upbringing, the character starts with a Reputation score of 4. His Concept of the Scientist (Technician) increases his Reputation by +1, to a value of 5. Not bad for a starting character.

Step 9:
The player determines the character’s Name.
Each Concept has a group of suggested names for characters. One can choose something from the list, or come up with a name of one’s own.

Nothing on the list of suggested names does anything for me, so I do some searching and digging and decide on the player character’s Name: Muhammed ibn Kefiris.

Step 10:
The player determines the character’s Appearance.
Each Concept has a listing of suggested facial features and clothing for characters. One can choose something from the lists, or come up with appearance details and clothing on one’s own.

Looking at the list of suggested appearance elements, I decide that Muhammed has inquisitive, green eyes. He also wears dark cargo shorts and boots while working on station, and wears a dark green djellaba at other times.

Step 11: The player may distribute their Attribute Points as they see fit.
Player characters in Coriolis have a set of four (4) Attributes. These are Strength, Agility, Wits, and Empathy. The player must take a minimum of 2 in any Attribute, and a maximum of 4 in any Attribute, except their Key Attribute (see Step 7, above), which may be set at 5 if the player wishes.

Since I have a set of 14 Attribute points to assign, due to my Upbringing (see Step 6, above) and I have a Key Attribute of Wits (see Step 7, above), I assign my Attributes as follows:

Strength 3, Agility 4, Wits 5, Empathy 2

Not much of a people person. 🙂

Step 12: The player determines the character’s Hit Points and Mind Points.

Once the player has assigned the character’s Attribute Points, they can now calculate the Hit Points (HP) and Mind Points (MP). Hit Points determine how much physical trauma and punishment the character can take. These are determined by the sum of Strength plus Agility scores (Strength + Agility). Mind Points determine how much mental and psychological trauma the character can take. These are determined by the sum of Wits plus Empathy scores (Wits + Empathy).

Looking at Muhammed’s Attribute scores, I determine that his Hit Points equal Strength (3) + Agility (4) equal 7. His Mind Points equal his Wits (5) + Empathy (2), also 7. Muhammed’s mind and body are both relatively able.

Step 13: The player may distribute their Skill Points as they see fit.
Skills in Coriolis work in pairs, combined with Attributes, to determine how well the character can accomplish tasks and the like during the course of the game. There are sixteen (16) Skills in the game, divided into two groups of 8 Skills, the General and the Advanced. The General Skills can be used unskilled, whereas the Advanced Skills cannot be used unless the player has at least 1 level in the Skill in question. Skills range from a value of 0 to 5, the higher being better. A character can raise his Concept Skills (see Step 7, above) to a maximum of 3, while all other Skills cannot be raised higher than 1.

From Muhammed’s Upbringing (Stationary), the character has ten (10) Skill Points to distribute. Going back to Muhammed’s Concept, the Concept Skills he receives are: Force, Technology, Observation, and Science. I decide to allocate Muhammed’s Skill points as follows:

Dexterity 1
Force 2
Observation 2
Science 2
Technology 3

Not too shabby, and he’s good at his job. 🙂

Step 14: The player chooses an Individual Talent.
The player chooses an individual Talent for the player character. Talents are tricks, cheats, and abilities that give your character an edge over others. They are more specialised than skills, and also give the player a means of adding further detail to the player character.

I look over the individual Talents available for my character under my Concept, I see that there are three: Field Medicurg, Gearhead, and Wealthy Family. I take the obvious one for my character: Gearhead. This reads,

“You love tinkering with gear and equipment. With a successful Technology test, you can repair an item or jury-rig a one-use contraption for a specific task. The number of sixes on your roll determines the gear bonus of the item.”

Niiiiice! 🙂

Step 15: The player randomly determines their Icon and Icon Talent for the character.
The Nine Icons are ever-present in the Third Horizon, and almost all believe in their powr and the protection they offer from the Dark Between the Stars. You are born under the sign of one of the Icons, and it will have a tangible impact on your life and might just lend you supernatural powers. The player can either roll D66 and consult the table, or if they have the Icon Deck, can draw one of the Icon cards at random. Either way, fate determines which Icon’s influence you fall under. In addition, the Icon that you are born under grants the character a special Icon Talent.

Since I have the Icon Deck for Coriolis, I randomly draw one of the Icon cards: The Lady of Tears. Her Talent reads…

The Lady of Tears’ Talent
You can get back up after having been broken by damage or stress, and are immediately restored to 1 HP or MP. Alternately, you can choose to ignore the effects of a critical injury when you suffer one.”

Sweeeeet! 🙂

Step 16: The player chooses a Personal Problem for the character.
The player chooses a Personal Problem for the character. The player character has a history in Coriolis. They’ve been through something before the beginning of the game that haunts or threatens them – perhaps a mortal enemy, a dark secret, or a drug addiction. This is your Personal Problem. Each Concept lists three suggestions that the player can choose from, or they can create one of their own with the permission of the GM.

I look over the list of Personal Problems for the Scientist (Technician), and decide that I don’t really like the ones listed there. So I create one of my own for Muhammed:

“You were responsible for the deaths of two families on a ship due to faulty wiring in the life support system. Their surviving family members are hunting you down.”

That should cause some problems in play! 🙂

Step 17: The player determines their character’s Relationship to the other player characters.
As you enter the game, you already have relationships to the other player characters. These relationships affect how you gain Experience Points and make a useful tool for the GM. Each of the Concepts lists four (4) Relationships that one can assign to one’s fellow player characters, or the player can make up ones of their own with the GM’s approval. In addition, once the player has chosen the Relationships to the other player characters, one should check off one of the other characters as one’s Buddy, one’s best friend in the group.

Since there are two other “players” the proposed group, Altia (Tammy’s character) and Rajoub (Steve’s character), I need to have Relationships for Muhammed to both of them. After looking over the Scientist (Technician) list of suggested Relationships, I decide to create two of my own:

Altia: Knows her way around the ship systems, but she’s technically ignorant. Buddy [X]
Rajoub: He may be brilliant when it comes to science, but he’s socially as cold as the moon of Soldur. Buddy [ ]

I’m content with these.

Step 18: The player chooses the starting Gear for the player character.
The player chooses the starting Gear for the character. The character Concept gives the player several choices, in which there are several rows of Gear with two options, and the player chooses one option for the character per row. In addition, the Upbringing (see Step 6, above) of the character gave the character a certain amount of Starting Capital in birr. The player can spend some of this capital in order to purchase additional equipment that is desired.

Looking at the Scientist (Technician) Concept list of the equipment, I choose the proximity sensor, a computer, an exo shell, a pressure tent, and tools (advanced) as Muhammed’s starting Gear.

I would add a communicator (III), a compass, and a few other items to the character’s inventory if I were playing the character, spending some birr in the process. But I’m not going to do that here, since this is just a sample character.

Step 19:
The player determines the starting Crew Position of the character.
Since the players have already chosen and/or created their spaceship, it’s time to decide who does what on board. There are five Crew Positions for the characters: Captain, Engineer, Pilot, Sensor Operator, and Gunner. The Crew Positions are primarily important in space combat.

Based on the Skills that I choose for Muhammed (see Step 13, above), I decide that Muhammed would best serve the crew as the Engineer. The other players are likely to agree with me. 🙂

So when all is said and done, and the character is finished, we end up with the following:

Hunted Technican

Concept: Scientist (Technician)

Crew Position: Engineer

Group Concept: Explorers

Icon: The Lady of Tears

Strength 3, Agility 4, Wits 5, Empathy 2

Hit Points: 7

Mind Points: 7

Reputation: 5

SKILLS: Dexterity 1, Force 2, Observation 2, Science 2, Technology 3.

TALENTS: Seasoned Traveller (Group Talent), The Lady of Tear’s Talent, Gearhead


EQUIPMENT: Proximity sensor, Computer, Exo shell, Pressure tent, and Tools (Advanced).

BIRR: Less than 1,000.

Responsible for the deaths of two families on a ship due to faulty wiring in the life support system. Their surviving family members are hunting you down.

Altia (Tammy): Knows her way around the ship systems, but she’s technically ignorant. Buddy [X]
Rajoub (SteveR): He may be brilliant when it comes to science, but he’s socially as cold as the moon of Soldur. Buddy [ ]

Muhammed was born on Coriolis station to parents who didn’t really love him as they should, as they cared more about their work than they did about him. He didn’t have any siblings, and so played with other children, but had much more rapport with tools and machinery. He took his electronic toys (and other equipment) apart, but wasn’t able to put them together at first, though he seemed to learn very quickly. This was seen by his father, who had him apprenticed quite young to a station technician, and Muhammed took to his new vocation relatively quickly.

As he grew, Muhammed came to love working with equipment, his hands covered in oil and machinery and gear lubricants, and grew to be something of a loner, though he did socialise (not well) when he got the chance. He took the opportunity to become a technician on various ships, notably small freighters and a few passenger vessels. It was during one such voyage, on a passenger ship called the Marhib’s Rend, that he was seemingly responsible for the deaths of two families due to faulty wiring in the life support system. Their surviving family members are hunting you down, though the evidence showed that he wasn’t responsible for their deaths.

Thinking that a “new life” might be in order, with little time spent planetside, Muhammed decided to join up with the crew of his current ship (with the other player characters). They’ve since made an enemy along the way, but he finds that he likes working on the ship, taking care of all of its technical issues, though he’s afforded much less time to work on problems and less space than he’d like.

And there’s the first character that I created for the Coriolis – The Third Horizon science fantasy roleplaying game. While the write-up on the character is quite long and may seem like a complicated process, it’s really not. Muhammed took me about about 2-1/2 hours to create, and that includes the time that it took to read sections of the book on various aspects of the character, and he was my first character for the game system.

Anyway, that’s it. Comments and feedback on the game, the mechanics, and the character are welcome. 🙂

Sunday Afternoon Game Report – Coriolis – The Third Horizon Character Creation February 20, 2017

Posted by jkahane in character creation, coriolis rpg, personal, rpg hut.
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Spent a relatively enjoyable game with the Sunday gaming group yesterday afternoon.

The Sunday afternoon gaming group decided they were ready to start their Coriolis – The Third Horizon RPG campaign yesterday, and started in on the character creation process.


Once the players showed up at my place around 1:00 pm or so yesterday afternoon, we chatted for around 10 minutes or so, and caught up a bit on each other’s personal lives. When enough time had passed, I told everyone that it was time, and we sat down and started creating player characters. I started off the session by giving the players a very brief overview of the universe of the Third Horizon, and they liked what they heard, and were eager to get playing. We talked about the basic rules and the mechanics, and then got into some of the sub-systems that they wanted to know about. Then we got to talking about the basics of character generation, I answered some of their questions, and then we started in on the process in earnest.

The first thing the players had to do was decide what their Group Concept was going to be, and they decided on Free Traders. There’s no plan yet for whom they work, though I’m leaning towards the Free Traders or perhaps the Consortium, but at times take jobs for other interested parties. The player characters that the Sunday gamers created are an interesting bunch, and to be honest, appear to offer a nice degree of variety and good sub-plot material. Furthermore, the players decided that the three NPCs would be fully fleshed out characters, rather than ship AI entities, so that will add another layer to the campaign.

SteveR – SteveR was originally leaning towards an archaeologist type, but Tammy convinced him not to play one. He’s settled instead on Dalal al (something-or-other), the Technicna aboard the ship, but I don’t know anything else about him. Other than he was born on Algol. His buddy is TBD.

Tammy – Tammy would have played the pilot, but decided to go instead with a trader. She’s playing (Nameless Character), the Diplomat daughter of a Dar who has left Dabaran for reasons I don’t yet know. Her buddy is TBD.

NPC 1 – Deva Kalarash is a Pilot (Freighter Pilot). Don’t know anything about her yet, as I’ve not yet created her. Her buddy is TBD.

NPC 2 – Palan Mumrabh is a Soldier (Mercenary) who has been hired by Tammy’s character’s father to protect his daughter (and the ship and its cargo is secondary). His buddy is TBD.

NPC 3 – Skot Habibar is the Ship Worker (Dock worker) who handles the cargo and other stuff for the characters on their vessel. Don’t know anything else about him yet. His buddy is TBD.

Sunday afternoon’s game session of character geneation for the Coriolis – The Third Horizon went relatively well, though the players have not yet bought their additional equipment nor have they created their ship for the campaign. I’m not sure why the session went as long as it did, but I enjoyed myself for the most part and I thought both Tammy and SteveR had a good time of it. While Tammy may not know a lot about the Arabian Nights or Arabic culture, she seemed to enjoy herself, and admitted that the Coriolis graphics that I’ve been sending her and some of the links I’ve given her on Arabic stuff have helped to give her a sense of the game and some of the cultural flavour.

I’m hoping to get their personal equipment and the ship done up with them next session, and maybe have some time to do some samples of combat. We’ll see how things shake out next Sunday.