BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

1001 Nights variant: skills

Game rules - homebrew

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
For information on my purposes and guiding principles behind these rules, please see my 1001 Nights variant summary and analysis: '1001 Nights' system variant.  

Attributes

 
PowerNot just raw, physical strength but the power of the body extended to the ascetics' ability to sit for hours out in the snow, the courtiers' ability to draw attention to themselves and the gymnasts' feats of controlled strength
Co-ordinationThe ability of the mind to direct the body anywhere from full-body movement through hand-eye co-ordination to the fine skills of artistry
WitsUnchanged but reduced to 4 skills to balance the attributes
EmpathyUnchanged but with mystic powers separated out
  JUMP TO CONTENTS  

Power skills

 
SKILLDESCRIPTIONSPECIALISATION EXAMPLES
AthleticsIncorporates track and field sports, exercise and the original force skillForce; speed; zero-g
EnduranceAccounts for the different hardships across many different environments across the HorizonBy hardship: marathon running; holding your breath; extreme heat
MeleeUnalteredBy weapon type: blades; unarmed
PresenceBeing physically impressive without having to use an empathy skill - the ability to make yourself felt in a situation, for example: getting noticed at court with your bearing and fashion; intimidating people to prevent a bar-room brawl; being skilled at showing the body in its best lightIntimidation, body-building, beautification, drawing attention
  JUMP TO CONTENTS  

Co-ordination skills

 
SKILLDESCRIPTIONSPECIALISATION EXAMPLES
AgilityCovering the full-body co-ordination, incorporating the dexterity-equivalents and infiltration as specialisationsTumbling, balancing, infiltration
CraftHand-eye co-ordination, such as arts and crafts but also sleight of hand magic and thieveryPainting; carpentry; lock-picking; sleight of hand
PilotUnalteredBy vehicle type
RangedUnalteredBy weapon type or circumstance: ship; mounted-vehicle; sniper ranges; close quarters
  JUMP TO CONTENTS  

Wits skills

 
SKILLDESCRIPTIONSPECIALISATION EXAMPLES
ObservationUnalteredEye for details; third eye
ScienceThis is the academia that privileged and lucky stationary have access to that the plebeians do not and I'm assuming here that children at this level get a full rounded education   Medicurgy here is the full medical training of a doctorPhysical sciences; mathematics; human sciences; medicurgy; history/archaeology; religious studies
SurvivalThis affords people all the skills they need to survive across the many biomes of the HorizonFirst aid; resource gather; flora and fauna
TechAll forms of the practical use and repair of equipmentData djinn; mechanics; power sources
  JUMP TO CONTENTS  

Empathy skills

 
SKILLDESCRIPTIONSPECIALISATION EXAMPLES
CultureUnchangedEtiquette; first contact
InfluenceReplacing manipulation but largely leaving it unchanged - just a less-negaitve name   A skill for influencing people, to change their minds and behavioursCommand; persuade; seduce
InsightA skill for reading people and situations to gain informationReading emotions; detect lie
PerformancePerformance allows characters to show how story, song and dance are part of their life: privileged use poetry as a language of meetings and court; plebeians share their history through story and song   On combining performance and other skills: agility might make you a great technical ballerina but performance lets you make them cryStory, song, poetry, dance, teaching
  JUMP TO CONTENTS    

Advanced skills

  Remove strict adherence to advanced skills lockout
No skill is now completely blocked from use untrained. Instead, the GM and player agree whether the character's background would have given them any familiarity with the situation at hand. Generally, plebeians would not have access to the science skill but what if you grew up on an abandoned First-come starship? A culture that has cars requires characters have pilot to be an advanced driver. However, if that culture is planet-bound then the GM could rule that the character with pilot can't use it to fly a plane or pilot a space craft.   Character familiarity can be updated by experiences gained in play
Once a character has been in a situation long enough or been educated by a local, the GM might rule they have gained the familiarity needed. Equally, the GM might ask for an XP spend, if the knowledge gap is considerable (sand buggy to star destroyer, for example).   JUMP TO CONTENTS  

Initiative

  Initiative is based on an appropriate stat
This extends the use of the dexterity skill in house rule for initiative to a natural end point where a relevant skill can be used depending on the nature of the conflict: Agility would be used for martial combat; culture or insight would be more appropriate for getting the first word in court.   JUMP TO CONTENTS  

Mystic Powers

  Untrained Mystic Powers work on adjusted Fortitude or Resilience
Mystic powers are still purchased as a talent but now start out a little less in control than in Core Rules as written to reflect the effort put in by Seeker masters and the idea that they are a scary affliction to some at first. The player and GM can agree which stat to use, along the lines of anything that affects the physical world (e.g., telekinesis, clairvoyance) is of the physical and anything that affects the mind or spirit (e.g., exorcism and stop) is of the mind. Any roll needed uses the stat but reduced by any Stress or Shock taken respectively. Each untrained use of a mystic power also does a point of Stress or Shock damage, respectively. Becoming broken by mystic powers use should be a bad thing too...   Improved by talents
When players meet a Seeker or other skilled user, they can learn to gain better control of their powers.   A bit more out of control to reflect the feel of the Mercy of the Icons campaign
Until the character gains control, the GM can spend DP to activate the character's mystic powers - spending 1 to 3 DP, in proportion to the trouble caused. Clearly the GM should only do this to make the plot more interesting and not to straight penalise the player but this could be said of any DP spend, could it not?  
TALENTEFFECTPREREQUISITE
An initiate's controlYou always use a minimum of half your Foritutde or Resilience (rounded up), despite any Stress and Shock takenMystic powers
A Seeker's controlYou always use your total Fortitude or Resilience, unaffected by Stress and Shock, and mystic powers no longer cause you Stress or Shock to useAn initiate's control
Shut out the DarkThe GM can no longer activate your mystic power with DPMystic powers
  JUMP TO CONTENTS
Main: 1001 Nights variant overview Related

Remove these ads. Join the Worldbuilders Guild


Cover image: islam by Quentin088

Comments

Please Login in order to comment!