
On Sunday we began a new Gauntlet Quarterly campaign, this time using Impulse Drive, a sci-fi PbtA rpg, to play in the Coriolis setting. I love the universe of Coriolis—it has a distinct look and feel that diverges from the traditional Western-looking sci-fi of things like Traveller, Star Trek, and Fading Suns. It has vibrant ideas, with a history that players engage with in the present.
But it also has some mechanical elements that haven’t worked for the way I run. I say this as someone fond of the core Mutant Engine which powers it. But Coriolis's implementation has issues. Darkness points don’t function well—both in accumulation and spending. Space travel is prohibitively risky and expensive, reflecting a core weirdness in the economy presented. And one of the core atmospheric elements, worship of the Icons, becomes a rote mechanical step for players, rather than something significant.
I played in Rich Rogers’ sessions of Impulse Drive with a Star Wars reskin and enjoyed the game. It has a lot of moving parts to it, but I enjoyed its basic feel. However it does take many cues from properties like Firefly, Dark Matter, and Killjoys (albeit with lots more aliens). So I spent some time tweaking and retooling some of the rules to fit the tone and feel of Coriolis.
MAJOR SYSTEM CHANGES
Renamed the stat “Alien” to “Weird.” Renamed The Abyss into The Dark in moves related to that. Coriolis has the Dark as a tangible force, so that fits well. Eliminated MVP end session voting as a way to distribute XP. I’ve hated that in other games. Eliminated rolling Disadvantage based on your hooks. Instead added new end of session XP question: Did you get into trouble as a result of any of your hooks? Clarified that using Recover move outside of hostile situations and without time pressure, allows you to ready a move, weapon, or piece of gear after a scene.
NEW MOVE: COMMUNE WITH THE ICONS
Once per session, when you reach out to one of the Icons to gain their blessing, roll with nothing.
- On a 10+, name the Icon(s) and hold 2
- On a 7-9, name the Icon and hold 1
- On a 6-, the Icon's silence is disturbing. Take Disadvantage forward.
The Lady of Tears RECOVER
The Dancer ACT QUICK
The Gambler ENGAGE/MOTORHEAD
The Merchant MANIPULATION
The Deckhand KEEP YOUR COOL
The Traveller LEAN ON ME
The Messenger SCOPE IT OUT
The Judge FIREFIGHT
The Faceless INTO THE DARK

Renamed each playbook to match a role from Coriolis. Blended the two psychic playbooks from Impulse Drive into a new Mystic Playbook. Modified the Bounty Hunter playbook to make it more of a hustling captain-type character. Changed many hooks and relationships. Renamed many pieces of gear (shotguns become grape rifles, sniper rifle becomes accelerator rifle, etc). Modified several Calamities.
TRAILBLAZER (WAS BOUNTY HUNTER)
Hooks and Relationships
•________ can take a Zero-G roll without throwing up. Impressive.
•________ acts like they're in charge. I need to set them straight.
•________ knows my vices, and better keep quiet about it.
•________ Knows what to do when things go wrong. Someone to trust.
• My search for [Secret] that has made me the target of [Faction].
• Something from the Dark between the Stars has possessed me. It sometimes takes over, giving me seizures or memory loss
• I hate [Group], and will do anything to provoke one of them if they get close.
• I am terrible with birr and always immediately burn through them buying things, entertaining myself, or giving to charity.
Moves
Pursuviant (replaces Bounty Hunting): When you take the time to check a Board for current Job, roll with Volatile.
• On a 10+, you can find something good, hold 2 Leads.
• On a 7-9, take what you can get, hold 1 Lead.
• On a 6-, the only decent job involves undermining a crew member.
The SM will tell you who. That player will answer the task questions.
At any time during a Job, you may spend a Lead to say someone present is connected to it. Then ask 2 of the following questions. You may spend extra Leads to answer the questions yourself. Otherwise, the SM will answer the questions.
• How are they connected?
• Who has tied them to the Job?
• What do they know about the Job?
• Are they being hunted?
• What's my next, best step to finish the Job?
When you collect your reward, you gain 1 Payoff. Spend 1 Payoff to give yourself +1 to a Hey Big Spender roll.
Reworded Low Contacts Background: “You started at the bottom and clawed your way up. You know well how the underworld works.”
Removed Hunter’s Mark and Mark of Death, replaced with:
Ship's Master: This ship has been in your possession for many years. You roll w/Advantage on Keep Your Cool to do Spot Repairs.
Veteran: You've been around a long time and your experience means you are always prepared. You roll with Advantage on The Crew is Back in Town and Negotiate Terms moves.

Hooks and Relationships
•________ has a hidden agenda. I am going to find out what it is.
•________ can be trusted no matter what.
•________ is skillful, but naïve.
•________ is clumsy. Don’t let him/her near my stuff!
• I was trained by [NPC/Group], now they seek to [bring me back/destroy me].
• My paranoia means I can almost never trust anyone.
• I joined under false pretenses. They must never learn the truth.
• I’m addicted to adrenaline. I take risks just for the thrill of it.
Moves
Renamed Lethal Strike as The Hassassin’s Thrust.
SCIENTIST (WAS INTELLECT)
Hooks and Relationships
•________ is almost as smart as me. Impressive.
•________ has no clue. How can someone possibly be so dumb?
•________ makes me insecure. I don’t know how to interact with them.
• ________ is so beautiful. But they would probably never look my way twice.
• I just can’t stay off the kohôl. It makes me impulsive and erratic.
• Bounty hunters are after me, but for something I didn’t do.
• My cold heart means I would never help someone in need unless I would really benefit from it.
• [NPC/Group] has slandered my good name. One day I shall have vengeance.
Moves
Renamed Technician to Ship Worker.

Hooks and Relationships
•________ doesn’t understand your visions. A lost soul.
•________ could be steered onto the right path. You mustn’t give up.
•________ is probably an unbeliever. Stay clear.
•________ is a soulless killer that threatens our safety. ________ needs to see that.
• I am beginning to think my order is misguided and I’m questioning my faith.
• I am supposed to be a bastion of peace and wisdom, but I cannot let go of my [Powerful Emotion/Vice]
• My order is hunted by [Group] for our beliefs, I must stay incognito.
• I have seen the power of the Darkness, and I cannot control myself when it is present.
Calamities
• You discover some ancient teachings or records of your faith.
• You have a personal vision from one of the Icons. They speak a terrible truth to you.
• Word spreads that one of your sect’s temples or strongholds has been annihilated.
• Your sect loses favor with a number of factions.
• Your sect is split due to political or philosophical difference, and you are called upon to choose a side.
• You suffer a terrible wound, illness, or debility. Describe what you have lost.
• Now or soon, you are called to the seat of power for your Order. When you return to your Order and share premonitions of the future, roll+Weird.
-- On a 10+, your sect sees times of danger approaching, and promotes you to be their leader.
--On a 7-9, a conflict with an oppressive faction or ancient evil has broken out and you are called to join your order to fight it.
-- On a 6-, your sect is attacked in their seat of power, and you sacrifice your life helping the survivors escape.
Moves
Renamed Scrying as Visions. Made this the starting move. Removed Suggestion.
Renamed Sages as Sufi. Renamed Knights as Militant. Renamed Fleshknitter as Medicurgy.
Discreet Techniques (Replaced Mystic Weapon Master): Your order has learned ancient, unique style of fighting that marks them. Describe it. When you use your fighting style to avoid harm from a ranged weapon, you have advantage to Keep Your Cool. You may Discharge this move to inflict 3 Harm, Skirmish on a living target.
Blessed: When you Commune with the Icons, you may roll with +Weird
Preacher: When your piety or radical proselyting confuses or disturbs someone, you or a crew member have Advantage going forward to interrupt their current course of action.
Repute: Your Order has fame and reach. Take Advantage when your roll Lean on Me. Additionally, you gain the Liquid Assets gear.

Hooks and Relationships
•________ and I have seen everything together, we’re closer than family. Nothing will pull us apart.
• ________ is easy to like. And easy to manipulate.
•________ is very blunt. We don’t understand each other.
•________ embarrassed me in front of everybody. I won’t forget that.
• I owe money to the [Group]. They want it back. Now
• I can’t resist engaging in a complex deception when the truth would work perfectly well.
• I get jealous when others succeed. It should be my turn now.
• I am a compulsive thrill seeker. If I see the chance to do something foolhardy, nothing can stop me.
MYSTIC (WAS MYSTIC AND TEMPEST)
Hooks and Relationships
•________ gets under my skin, I want to show them I’m better than they think.
•________ has seen me at my most vulnerable. I’ll make sure they never tell anyone what they saw.
•I can’t help my feelings for ________, but I can’t let them know.
•________ is someone I respect. I hope they feel the same.
• I betrayed my friend [NPC] who has sworn to get back at me.
• [Group], zealous Icon believers, are on my tail. They know about my powers.
• My powers cause me extreme pain, and there is very little that helps me manage it.
• I am at the mercy of my [Fear/Rage/Despair], and must struggle against its impulses.
Use Tempest’s Calamities.
Moves
Renamed Storm as Darkness throughout moves.
Renamed Brain Spike as Mind Spike. Renamed Telekinetic Force as Telekinesis. Replaced Fury Unleashed with Suggestion (the original Mystic role move).
SOLDIER (WAS WARHORSE)
Hooks and Relationships
•________ fought by my side and saved my life.
• ________ left me for dead. I will never forgive him/her.
•________ is highly skilled. A quality I respect.
• I’ll protect ________ from anything, even themselves.
• I am addicted to opor, and use it after doing things on the battlefield I would rather forget.
• War has numbed me to suffering, whether it’s my own or someone else’s.
• I have an unsettled score with [NPC/Group].
• Life on the battlefield gave me fears which I cannot shake.
Calamities
• A group of comrades arrive to help end a violent conflict, before moving on.
• You've hunted down a lead on some heavy duty armor. But getting your hands on it is going to be costly, illegal & dangerous
• You come face to face with the consequences of a poor choice you made in the heat of battle.
• You are given an opportunity for a great victory, but at the cost of a part of your body: eye, limb, etc.
• Old comrades under siege call for reinforcements: you.
• You suffer a terrible wound, illness, or debility. Describe what you have lost.
• Now or soon, your wartime enemy corners you with overwhelming odds. When you brace yourself for your last stand, roll +Stalwart.
--On a 10+, you survive against all odds, and must return to the front lines, over a mountain of your enemy's corpses.
--On a 7-9, you manage to defeat them, but your wounds are severe. You retire or succumb to your injuries soon after.
--On a 6-, you're overwhelmed, but they pay a heavy cost.
Moves
Renamed War Eternal as War Machine.
Bonded Trooper (was Wardens): You have the proper licenses to procure restricted weapons and gear. You don't have to go through shady or dangerous channels. This isn't the same as being permitted to carry them. Local regulations may still impact this, but you're likely given the benefit of the doubt in general places.