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Solo Roleplaying Coriolis
INTRODUCTION. Solo Roleplaying rules and suggestions for Coriolis. These rules are intended to
help new and inexperienced soloists get started with solo play.
by Peter Rudin-Burgess
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Answer A Simple Question When you control more than one character, you can
give them more autonomy by deciding on a couple of
The simple question is the cornerstone of solo play. courses of action in the current scene and then
When you normally ask a human GM a question to asking if the character does the most sensible thing?
clarify something about the scene you are in, you That will give you a yes or no answer.
would ask a question of the solo rules. e Not All Questions are Equal
It is a three-step procedure.
Rolling 5d6 gives you a 60% chance of rolling at least
1. Think of the question. Word it in such a way one 6. The question-and-answer rules are skewed
as the yes answer is best for your story if towards positive answers.
that applies.
Not every question is likely to be biased towards yes.
2. Consider what a yes and the no answers will If you had asked an NPC to go back to your ship and
mean; what would that look like to your
grab some excavating gear, chances are that they
character? would go and get the gear. But, what if you had had a
3. Roll 5d6; if any dice show a 6, that is a yes. series of acrimonious conflicts with that NPC? There
If you roll more than one 6, the yes answer becomes
is a fair chance that the NPC could think, "Get the
more emphatic. Thi sis using the same technique as stuff yourself," and go off to have a tabak cigarette
a basic skill test, with successes replaced by the
just to get away from you for five minutes.
strength of the yes answer. You can interpret In this case, the less likely you think any question is
stronger yes's as more than you were expecting. to be a yes, reduce the number of dice rolled.
For example, if you asked if there were any
4d6 gives a 52% chance of at least one yes.
Legionnaires on the promenade, one yes may mean 3d6 is a 42% chance of a yes.
there is one legionnaire that can be obviously seen.
2d6 is a 32% chance of a yes.
Two successes may increase their numbers. Three or 1d6 is a 17% chance of a yes.
more could mean an entire squad, with an armored You can also increase the number of dice rolled when
personnel carrier parked to one side.
the chances are much more in favor of a yes answer.
Any question that can be answered with a yes or no You can add +1 to +3 dice for more certain questions.
can be answered in this way.
e Questions vs. Skills
Always have a clear idea of what both the positive
and negative answers mean. If you cannot imagine I suggest rolling skills first before asking questions
one or the other, don't ask the question, the answer that relate to them. Before asking if you can see any
you can imagine must be the reality. tracks on the ground, you should roll an Observation
e Controlling NPCs check before asking the question, for example. If you
fail the Observation check, you don't need to know if
Sometimes you will want to play a single lone there are tracks or not. These questions are not a
character, your avatar, in the world of the third replacement for the built-in skill system.
horizon. Other times you may need NPCs to help you
out. Being completely on your own limits your ability
to take on some challenges. No character can do
everything, and flying a ship single-handedly is
difficult.
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Adventure Structure a happy ever after and collect your reward if your
adventure needs to make it satisfying.
The Coriolis rules suggest a structure of Prolog, Acts Once you know the structure of your adventure, you
I – III, and an Epilog. This is essentially a 5-Room can place the scenes to follow that basic outline. This
Dungeon, a technique developed by Johnn Four of is the loosest possible structure and does not confine
roleplayingtips.com. you in any way. You can even swap the contents
The adventure structure looks something like this. around to place your showdown at the end and have
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Word Lists
These word lists are themed into fourteen categories.
There is intentionally some crossover between the
lists. It is not my intention that you take these words
literally. They are intended to be an inspiration for
your improvisation. If the word fits as is, then fine, use
it. Don't make things more complicated for yourself.
I suggest drawing three words at the start of each
scene and when you need to answer a complex
question.
Words that do not seem to fit your question or
situation can either be discarded or keep a list of
these unused words and try and work them into
future scenes.
If you have an idea of the game you want to play, you
can start developing your own specialized word lists.
You can also make themed lists from other Coriolis
sourcebooks, as they detail more of the third horizon.
These lists are just a starting point.
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Names Icon
11 Abidah The Lady of
12 Amirah Tears
The Dancer
13 Barika The Gambler
14 Botou The Merchant
15 Cantara The Deckhand
16 Dharr The Traveler
21 Dunyana The Messenger
22 Faridah The Judge
23 Fida The Faceless
24 Ghazalah The Lady of
25 Ghazi Tears
The Dancer
26 Hameed The Gambler
31 Havima The Merchant
32 Iosop The Deckhand
33 Ithar The Traveler
34 Jabbar The Messenger
35 Jibril The Judge
36 Kef The Faceless
41 Khoury The Lady of
42 Lunah Tears
The Dancer
43 Masruq The Gambler
44 Minnah The Merchant
45 Nada The Deckhand
46 Nadir The Traveler
51 Omran The Messenger
52 Qasim The Judge
53 Radwa The Faceless
54 Salam The Lady of
55 Sani Tears
The Dancer
56 Shakir The Gambler
61 Ubaid The Merchant
62 Wazir The Deckhand
63 Yaqub The Traveler
64 Yarah The Messenger
65 Zahra The Judge
66 Zinah The Faceless
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Example
Darkness Points
Creating an NPC
It is important that you keep track of the Darkness
You can use table 15.1 of the Coriolis core rules [page
Points.
343] to give your NPCs a coherent set of stats, skills,
At the end of each scene, keep a track of the
and talents. To bring them to life, you can roll three
Darkness Points that you have accumulated.
characteristics. I rolled Detached, Humming
Darkness Points are an excellent tool for adding
Laughter, and Hunched Posture. As a name, I rolled
drama to your scenes. No rule can tell you when or
Ubaid, and they favor The Judge.
how to use the GM Darkness Points against your
Example character.
Creating a Scene You will have to decide for yourself.
I am having trouble getting my ship repaired. The As a guideline, if at the end of the a scene the GM is
owner wants to take me down to the work areas of holding 5 or more Darkness Points, spend them all in
the shipyard to show me why. I roll three prompts to the next scene to complicate your story on a grand
set up the scene. I get Hunting, Trauma Kit, and scale. You may find that you end up accumulating
Diplomat. I interpret these as one worker is on the even more Darkness as you pray to the Icons to help
comms link trying to negotiate (diplomat) to get an you survive.
ambulance dispatched. One worker is on the ground I also suggest that you spend any remaining
and being tended by fellow workers and using a Darkness points during Act III, the showdown, to
Trauma Kit. More workers are searching through the make the villain of your story harder to beat.
yard as a hew ad cry, shouting things like "Can you When I wrote about throwing in complications and
see them?" or "Nothing over here!". The yard owner stings in the tail during the Epilog stage, the
explains that they have been plagued by sabotage remaining GM Darkness Points can be spent to
and attacks on his workers. This is just the most create that sting in the tail.
recent attack.
Example
Answering a Question
Looking around the shipyard, I am curious about the
other vessels here for repair. What sort of ships are
here? I rolled Engineer, Questions, and Coding. I
interpret these as three separate ships, an
Engineering platform, a research vessel, and a portal
drone.
Example
Asking if the Shipyard owner looks concerned about
his staff is not a complex question. I assume that he
will be, so roll 7 dice, 6d6 +1 for being more likely to
be yes, for the yes-no question. I rolled 1 success, so
that is a yes. He is concerned about his staff.
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