Coriolis


Who is Dr. Abad?

In the words of Banu Delecta, medic on the Beast of Burden:

  • Md. Jenin Abad was my senpai at medical school
  • Came from a poor Nomad Federation family
  • Big chip on his shoulder about class and the station/planetary divide
  • Soooo exhausting to deal with, constantly inserting politics into like everything
  • Ultimately became my classmate can you even believe it?
  • Because he took a year’s leave of absence to go do volunteer work in Odacon
  • To do this he spent 6 weeks picketing the School President’s office, and putting up fliers on the academy grounds, we were all like can you even believe what he’s doing?
  • Everyone thinks he only got into the school and got his leave of absence because we all know that Nomad Federation and Free Leaguer students get affirmative action
  • I mean It’s fair enough but like I had to study really hard and he was just doing zero-g acrobatics and working shipside and he just got into school just because of AA and then I bet he didn’t even have to pay the fees
  • Anyway diversity is good
  • So we studied together and I guess he was okay because even though he was always like complaining about my parents’ summer house on Kua not that I would have invited him I mean ewww he would help me with homework on the anatomy classes and he was really good in the clinic like I couldn’t understand what those kids from the cellars were even saying and even though his accent is pretty thick with Nomad federation slang he always managed to get through to them so I guess like his bedside manner was okay? I dunno if he should have passed but I guess the quality of healthcare out there in the Dark is so bad that it probably doesn’t matter but I hope he never works on Coriolis
  • Also he dated my friend Katmus and that didn’t go well and they had a big fight on her holiday yacht about like privilege and she dropped him off in Lubau lol and he had to get working passage back as a medic on a pox ship can you even?
  • Anyway from his work on Odacon I met Adam, so I guess that’s good right?

In Adam’s words

The picket didn’t work out for us and the Legion came in through number 1 and number 3 docks. I set up some of the renegades at the stairwell from 3 dock and we crashed a loader down the stairwell to 1 dock but it only slowed them down, and the retreat to 2 dock was vicious. We had to leave some of our wounded behind, I wanted to terminate them but the rebel leader said no not my choice to make, he’s a nice guy but it doesn’t surprise me he died a year later on Errai with attitudes like that. When you’re up against the Zenith you don’t have time to be sentimental do you? I don’t waste my time on that shit but I follow orders so I left each of them with the ammunition we could spare and we pulled back. The legion broke through to 2 dock as we were still trying to load the ship, because the leaders wouldn’t leave the wounded behind. Sheria was one of the leadership and she was gunned down pulling some wounded girl who was obviously useless, just going to bleed out on the ship if we even got away, but you have to be fair to Sheria and the other leaders, they didn’t hide on the ship when the bullets were firing. I’ll never forget Sheria, or the bravery of everyone else on that station. Foolish, pointless bravery, but better than I’ve ever seen from any professional soldier. I include myself in that because I don’t feel fear, and you can’t be brave if you aren’t scared, can you? Anyway I put a bullet in her head when she asked for it and dragged the wounded girl back, she died in my arms a few minutes later so that was a waste just like I expected. When the legion saw they couldn’t get the ship in time they fired some kind of bioweapon canister, we didn’t realize until we were in the Dark and the coughing started. But Ayman the political operative knew this doctor, Md. Jenin Abad, who he said might be able to help. For some reason I was immune but the rest of them progressed fast so we went to Abad, at a displaced person’s camp out in the edge of the system. He saved us all (except Ayman, whose gut wound was too serious for anyone to help). He’s a good man, Abad, a bit serious about politics but isn’t everyone in Odacon? Except me, I kill for money. When I got to Coriolis I was looking for a medic and I put a message through to Abad, who I knew was from the Academy. He recommended Banu, told me she’s a clueless princess but she’s good and under all the layers of lace and faux-naivete she cares. I don’t know about that, but she is good. So I owe Abad for that I guess. I don’t expect him to last with his attitude, idealists never do, but I hope he does a lot of good before he goes out.

 

Our PCs have defeated another attempt on Rockhome 3 by Samina’s Corsairs. But these efforts have brought them attention, and they began to feel that it might be wise to make themselves scarce from Coriolis station for a while, especially since the data core they paid a hacker to open has been reported to have exploded, killing the hacker and drawing more police attention to their activities. After they defeated the kill squad sent by Samina’s corsairs to get them in Coriolis, they learnt of a hacker employed by the Corsairs, who lives somewhere in the Dabaran system and is able to launder the transponders of ships to assign them to new ownership, and they began to think that a trip to Dabaran might solve a lot of their problems: they could escape from the increasingly cloying atmosphere on Coriolis for a while, and take the stolen ship The Grace of the Icons 7132 to this hacker to have him rebrand it in their name, so that they could legally sell it. They might also be able to press this hacker for some information about Samina’s Corsairs, in particular for information on their strength. They had by now killed some 40 of the corsairs’ number and taken several of their ships but they had no idea if this had made a big dent in their force of arms, or simply made them angry.

So they decided to head to Dabaran. But this system is some distance from Coriolis on the Dabaran Circle, and the first system on the closest path would be Hamura – the home range of Samina’s Corsairs. So, they decided to travel the long way, through Caph and Dabik and out to the slow, empty, rimward side of the Circle. Of course it is possible to travel rapidly between systems of the Third Horizon if you really want, by entering a portal and immediately jumping to the next system when you emerge, but to do this to Dabaran would require that they enter and exit stasis 7 times, and to do this in any short time period would be madness, so they guessed instead that their journey would be long – perhaps two months. They decided to take the Grace of the Icons 7132 with them, and to use it as a transport ship on the way; so, they looked for work that could pay their journey around the rim.

The Mercy Graves Mission

They soon found work. A venerable and well-respected archaeologist called Sorabad Min approached them and requested their help in lifting a large dig to Caph B1, known colloquially as The Mercy Graves, and remain present for about a week as the dig was set up. The Mercy Graves was a small, inhospitable planet, cold and with a thin atmosphere, with historically no settlements. Recently someone had uncovered evidence of a buried Firstcome fleet, known as the Hydra Flotilla because of the characteristic shape of its largest ship, and a settlement had been set up to dig into the fleet. This settlement was a mixture of Nomad Federation, Order of the Pariah, and Consortium expeditions, and they were not getting along. In the lawless environment of the planet Sorabad wanted a decent escort until he could establish a solid claim, which would take about a week, and after which he felt he would be safe from marauders. He would need a large ship to transport his dig workers and equipment though, so the Beast of Burden and the Grace of the Icons 7132 would be a perfect expeditionary fleet for him. Since he was paying well and had good bona fides with a reputation for careful and thorough preparation, the PCs agreed to his deal, and within a few days they set off for Caph B1.

Grace of the Icons 7132 at Caph B1

Sabotage at Caph

They divided the staff for the mission between the two ships, with Reiko Ando as pilot on the Grace of the Icons 7132 and the rest of the group on the Beast of Burden. Sorabad Min took a suite on the Beast of Burden, leaving much of his crew and his chef de mission, Angelique el Said, on the Grace of the Icons 7132. The PCs also hired an engineer for the Grace of the Icons 7132, since they only had one, and they set off for Caph B1.

They passed through the portals uneventfully, arriving in the Caph system with a three day journey to Caph B1. On the second day, however, something went wrong: someone jammed the docking station, and killed the engineer when he went to investigate. Reiko Ando, sensing something was up, followed the saboteur, but not before the saboteur was able to set the reactor to go critical[1], and evacuate all the escape pods. With just minutes to save the ship, Reiko had to rush to the engineering section to try and avert the shutdown while Saqr guided the Beast of Burden in to dock with the ship. With the docking station door system disabled, Adam was forced to use a breaching charge to enter the ship, and hurriedly gather all the passengers for evacuation in case Reiko failed to stop the self destruct cycle. They managed to evacuate with just seconds to spare, and sat in space hopelessly waiting to see if Reiko would be blown apart with the ship, until they received her message: she had aborted the cycle at the last moment. The Grace of the Icons 7132 – and their mission – was saved, though they had lost the ship’s escape pods, an engineer had been killed, and someone in the dig crew had been revealed to be a saboteur.  Whatever Sorabad Min hoped to achieve, it appeared powerful forces were out to stop him.

Attack on the dig

They landed at the small settlement on the Mercy Graves and set out for the dig site immediately, drawing their crawlers into a bowl-shaped depression after several hours’ travel. The PCs, expecting trouble, set up fire positions on some of the heights around the camp, with Siladan and Dr. Delecta remaining in the camp itself, and waited for trouble.

Trouble was not long in coming: an attack by squads of armed assailants coming from three sides of the camp within hours of laying out their supplies and equipment, when the place was still in chaos but too fully unpacked to allow anyone to flee. Fortunately the PCs saw the teams creeping in and were able to open fire from their positions, raising the warning and giving Siladan and Dr. Delecta time to take defensive positions. The battle was joined, with the PCs exchanging fire from the heights while Siladan entered melee with those who came too close to the camp, and Dr. Delecta stalked the attack squad through the piles of crates and gear that had been laid around the perimeter of the camp.

Unfortunately, no one saw the machine gun nest on the only unguarded ridge. It opened fire on Siladan and Delecta as they fought, and drove everyone into cover, giving the attackers the chance to fight back and consolidate cover. Fortunately Adam was left unmarked on a ridge, and was able to charge up to the machine gun nest and attack, hitting the gunner with his knife and tearing him away from the gun. Their melee was short and harsh, and when it was done Adam had control of the machine gun. He opened fire on the incoming strike teams, and the battle was soon finished.

In the aftermath, as Delecta provided medical care to injured archaeologists and team members, Adam and the uninjured members of the group searched the dead, revealing quickly what they had suspected from the beginning: their attackers were from the Order of the Pariah. They dumped the corpses in the snow and turned their faces back towards the settlement. Should they confront the Order, or persist with the dig?

And would they get danger money if they did…?


fn1: For some reason every reactor on every ship is required to be designed with an easily accessible critical explosion setting that has a very short fuse.

The PCs stand in a wrecked apartment, surrounded by the bodies of dead corsairs. They have raided the nest of assassins sent by Samina’s Corsairs to kill them, and today’s session finds them standing in the blood and gore of their victory. As they scoured the apartment for loot, Siladan dug into the communication logs between the hit squad and their masters, looking for useful information. Today’s cast:

  • Pilot Saqr (Pilot)
  • Gunner Oliver Greenstar (Colonist)
  • Deckhand Reiko Ando (Deckhand)
  • Gunner Adam (Soldier)
  • Doctor Bana Delecta (Medicurg)
  • Captain Al Hamra (Mystic)

The gathered together weapons, armour and money, dividing it up between them and piling the loot they did not need for resale. As this task was nearing completion Siladan emerged from the media room with bad news: one of the hit squad had sent off an alert when the battle began, and now a contingency plan had been enacted.

The corsairs’ plan

Digging through the records, Siladan had learnt the corsair’s plan. Once the hit squad had killed the PCs they would send a message to an ally on the inner planet of Lubau, where two ships lay waiting. These ships, the attack ship Seven Sisters and the disguised freighter Icons Grace 7132, would depart for Rockhome 3. The Icons Grace 7132 was carrying a crew of 24 marines, whom it would land on the asteroid outpost under the cover of a trading mission. These marines would pacify the asteroid, kill its leaders and force the asteroid colony into submission under threat of complete destruction. The Seven Sisters would lurk nearby, jamming emergency signals and attacking any ships that attempted to flee. After Rockhome 3 was pacified, the squad left on Coriolis would travel to the Dabaran system, where the corsairs had a friendly agent called Livam who would be able to launder documents to transfer ownership of the Beast of Burden to the corsairs. They would then take the ship to Samina’s corsairs, where it would become compensation for the trouble the PCs had put the corsairs through.

Once the hit squad raised the alert that they had been found and attacked, the corsairs activated the whole plan. The two ships would soon depart for Rockhome 3, with the intention of taking by force what they had previously attempted to take by guile.

The defense of Rockhome 3

The PCs jumped into action. They already had a small class II fighter stored on Rockhome 3, the Gunmetal Logic, and they guessed they could mount a robust defense of the station using this ship and the Beast of Burden. They decided they would fly there, warn the people of Rockhome 3, and set up a simultaneous ground and space defense of the colony. They would allow the corsair marines to unload and then trap them in an ambush, while at the same time their spaceships attacked the Seven Sisters. If the defense went well they would capture one spaceship and salvage a second. However, they did not think that the colony had enough defenders to take on 24 marines, so they turned to their new contact on Coriolis, the street urchin Mifiln. Mifiln took some of their money to the Court of the Slummer Queen and, as a boon granted in exchange for saving the lives of some slummers, she provided them with 10 thugs and two nekatra, who would help in the defense of the colony. They set off for Rockhome 3.

To spring their surprise they would need to travel to Rockhome 3 with their transponder turned off, but two days into their journey they found themselves passing near a Legion Battleship, the Momentary Lapse of Reason. Being discovered by this battleship with their transponder off would no doubt trigger all manner of unpleasant questions, and they were forced to scramble into an emergency stealth mode. Reiko Ando shut down the reactor while Bana Delecta engaged their ship’s stealth feature, and they drifted past the giant battleship in the dark, hoping that they were far enough away and dark enough with the reactors shutdown that the ship would not notice them. After a tense hour drifting in the dark the ship passed them by without noticing, and they continued on their journey. Perhaps the crew of the Momentary Lapse of Reason were making the same assumption as the residents of Rockhome 3, that the Kua system was free of pirates and bandits, and they did not need to search especially hard for signs of trouble.

The PCs were not so sanguine. They could track the Icons Grace 7132 from its transponder, and they could tell that it was traveling alone. The Seven Sisters had turned off its transponder and was somewhere out there. Most likely it was traveling near the Icons Grace 7132, but the could not be sure. In case they were ambushed as they approached, they sent a warning to the station, and arrived a few days later, unmolested, still traveling stealthy. At Rockhome 3 they disgorged their soldiers, split into two squads, and took the Gunmetal Logic and the Beast of Burden to hide at a nearby asteroid, named the Shoulder of Orion by the residents of Rockhome 3.

The enemy ships arrived together, behaving as expected. The leader of Rockhome 3, Abraham, played his part and allowed the Icons Grace 7132 to dock, while the PCs tracked the Seven Sisters to a location near Rockhome 3. Once the disguised freighter was docked they sprung their ambush on the attack ship. The space battle was short and brutal. Outgunned and outnumbered, the Seven Sisters had little chance against her larger and more heavily armed opponents. At the last, however, as her systems were shutting down and her weapons disabled, she manoeuvred straight towards the Beast of Burden on some kind of collision course. The PCs opened fire on her with everything they had, collapsing the hull and killing the crew just in time to prevent the smaller ship’s captain from triggering a reactor explosion that would have been catastrophic for the Beast of Burden.

Barely scratched in the space battle, the PCs docked with Rockhome 3 and moved in to attack the marines. As they disembarked from their ships they were warned that the marines had established a bridgehead in the corridors between the docking bays and the residence section, and were slowly pressing forward. They were well armed, well armoured and ferocious. The PCs hit them from behind, forcing the marines into a vicious battle to escape the crossfire. This battle did not last long before it descended into close combat, with both Adam (in his defense droid form) and Reiko Ando getting caught in melee with the enemy leaders while Saqr, Adam, Oliver and Delecta fired into the support groups.

As the battle unfolded though they began to think that the captain of the Icons Grace 7132 might do the same as the captain of the Seven Sisters – and a reactor explosion in the confines of the Rockhome 3 docks would be catastrophic! Adam and Dr. Delecta broke off from the battle and rushed into the hangar, to storm the ship and stop the pilot from destroying everything. Here they found the two Nekatra, lying horribly dead on the deck, and a squad of four more marines rushing down the gangplank to engage them. Adam cut them down with rapid fire, and the survivors scattered to take cover while Delecta bravely sprinted across the hangar to the gangplank behind which they hid. Under the cover of Adam’s fire she managed to get into the ship and sprint down its hallways to the rear reactor. Here one of the crew tried to shoot her, and she was forced into gun combat while Adam finished the battle with the remaining marines outside. He rushed up to support her, as the ship announced that reactor criticality was imminent. They shot down the sole crewmember and rushed to disengage the reactor. With just seconds to go Dr. Delecta canceled the explosion orders, and the battle was finished.

Aftermath

They had killed another 24 corsairs, disabled another corsair ship and captured another. They would be able to salvage the wreck of the Seven Sisters, and although some of the Rockhome 3’s residents and the Slummer Court thugs had been killed, they had survived the battle relatively unhurt. They calculated that by now they had destroyed three corsair ships, captured two, and killed probably 40 corsairs, including several ship’s pilots. They guessed that no matter how powerful the corsairs might be, as a mere pirate gang they could not possibly sustain those losses. For at least a short time, while they were recovering, the PCs guessed they would have a pause in hostilities. In the meantime, they would be able to decrypt the stolen corsair data core, find the location of the corsair’s base, and travel to Dabaran to force the corsair’s contact there to register their stolen ships as their own possessions – as well as tell them what he knew about the corsairs. Perhaps then – once they had a small fleet of ships, and had learnt all they could about the corsairs – they would be ready to put an end to this annoying and increasingly frustrating nemesis. Perhaps once it was all done they could even turn the corsair base to their own use … but for now they would rest, and loot the growing pile of enemy bodies they were leaving in their wake.

Oh! We weren’t expecting you …

Our characters were attacked by a hit squad from Samina’s corsairs, who they defeated at the cost of their captain’s life. The corsairs are tracking them down to make them pay for what they did at Rockhome 3, and they now realize they will not be able to live in peace until they have dealt the corsairs a serious blow. Having tracked them to their lair they decided to attack the remainder of the hit squad, and begin preparations to raid the corsairs themselves. The roster for this session:

  • Adam, gunner and soldier
  • Al Hamra, captain (dead, but his soul uploaded into the ship’s computer, and capable of operating through a defense drone)
  • Siladan Hatshepsut, archaeologist
  • Oliver Greenstar, colonist
  • Dr. Delecta, doctor

Mifiln and Kenji

The PCs were helped in their mission by an unexpected pair of new hands. Oliver Greenstar had sent a teenage street urchin to follow the hit squad and find their lair, which they did; and now this urchin returned to their ship accompanied by a big, gruff friend. The urchin, called Mifiln, introduced their friend as Kenji, a thug, and revealed that neither of them had anywhere to live after a small accident in their apartment. Mifiln had noticed that they needed eyes and ears – and contacts – on the deck in Coriolis, who could attend to their interests when they weren’t there, and Mifiln and Kenji were willing to take on this task for a mere 500 birr per month each. They would keep an eye on matters in the station, attend to details the PCs wanted dealt with, and help them navigate the vicissitudes of life on the station. Mifiln also accidentally revealed a talent for telekinesis, which immediately endeared them to the party, and also offered to show them a sure way to get to the corsairs’ lair undetected as a token of good faith.

The path they recommended was simple but a little dangerous. Mifiln knew of a docking bay in the cellars that was used by smugglers and would open, no questions asked, for a small fee. From that bay they could move up the central spine of Coriolis station to an entrance to the lower decks of the Coriolis core, where the corsairs had established their base in an old luxury apartment. There were no cameras on the way up, and the back paths to the area where the corsairs lived were also likely unmonitored. The corsairs did not know they were coming but were certainly not expecting any trouble from below, and had few connections in the cellars that could be relied on to help them. Mifiln, however, had an in to the Court of the Slummer Queen if they needed it, and could give them general directions on moving through the cellar.

They agreed, hired Mifiln and Kenji, and set to work.

Death in the Cellars

They took the Beast of Burden‘s shuttle to the docking bay in the mid cellars, and as Mifiln had told them found they could enter without documentation for just a small fee. From there they moved up the spine, which was a long series of staircases, galleys, empty halls and half-functional elevators that circled around a huge, open shaft. This shaft plunged from the Coriolis core all the way to the very bottom of the station, a vertiginous 5km deep shaft into which protruded various platforms, ruined spars, walkways, sensor spires and random junk. They trudged wearily up the core, walking for hours and stopping regularly. It was cold, tiring and dispiriting work.

After a few hours of climbing they stumbled on a large platform, and as they climbed the stairs to the platform they heard a gunshot, yelling and screams. Reiko crept ahead to investigate, and saw a terrible sight. Two soldiers were standing over a line of ragged-looking cellar denizens, all sitting slumped on their knees with their hands tied behind their backs. One lay dead on the ground, and the remaining five were crouched in terror, scared into silence by the death of their friend. The PCs had been warned about these police: purge patrol, heavily armed and armoured guards sent down from the core to do raids on the people who lived illegally in the cellars. They had free rein to do as they wished down here, and acted essentially as death squads terrorizing the people who lived in the cellar. Particularly for people pushed out from the lower levels to the upper cellar, they were a constant threat[1]. These six had obviously failed to patrol their area closely enough, and had been caught. Reiko explained what she had seen and everyone moved carefully up to the steps to wait and see what would happen.

It was worse than they expected. One guard dragged the woman from the end of the line over to the edge of the platform, where a narrow gangplank stretched out over the shaft. He pushed her, gesturing with the gun, and when she refused he fired the gun once at her feet, forcing her onto the plank. They watched in horror as she backed slowly along the gangplank, remonstrating with the guard and begging for her life, until finally she slipped and fell with a long, fading scream into the darkness. The guard turned away, exchanged a joke with the other guard, and grabbed the next of the ragged crew. This person realized that it was the end of the line for all of them and began struggling to escape the guard’s grip. As the guard raised his weapon Al Hamra lost his patience, and opened fire with his defense robot laser. Without time to make a plan or make any decisions, the party attacked the purge patrol. They killed the two guards quickly but as they were finishing them off were ambushed by two more coming from a covered section they had not seen. One of these guards managed to score a minor injury on one of them before they were able to respond and kill them too. They looted the bodies, freed the prisoners, dismissed their thanks, and continued on their path, hurrying now before their deed might be discovered by any other guards.

Near the ambush site they found an elevator that would take them up to the core, and after some debate decided that it might be wise to activate it, just in case they needed to bring injured PCs down, and in order to escape the zone of the ambush quickly. After a few minutes of work Siladan got it working, and they rose in clanking glory up to the lower levels of the core.

4 Bedroom Luxury Apartment Floor Plans – Floor Plans and Flooring Ideas

The raid

They found the safehouse easily enough, and from outside Siladan attempted to hack the apartment’s systems, to no effect. They were forced to open the entrance and enter blind. From the entrance hall some of the group turned right, moving down a narrow corridor to a large open area with a pool, deckchairs and a bbq area. Its two outer walls were reinforced glass looking out over the beauty of space, and the whole area was aglow in the reflected green light of Kua. At this pool area they found a group of corsairs lounging around, along with their leader. They opened fire on the group but were too late – the men had been warned and were already running into the residence rooms.

Meanwhile the remainder of the group pushed straight into the main residence rooms, heading directly inward from the entrance hall. They immediately ran into an armed and armoured guard who had been watching them on CCTV and was ready, opening fire on them as they opened the door to the inner rooms. Battle was joined!

The battle was short and brutal, with the corsairs taking cover in the hallways in the inner residence and fighting with vulcan pistols while one corsair ran to a weapons room to get heavier weapons, and the sniper emerged from another room with a shotgun. The battle turned to bloody close shooting and hand-to-hand combat in the hallways, and in the fray Oliver was mortally injured, only saved by Dr. Delecta’s hasty work. Finally, though, they pacified the whole building, killing six corsair grunts, the sniper who had killed Al Hamra, and the leader. Al Hamra used the tentacles of his defense drone to kill the sniper personally, squeezing her eyes into her skull and finally killing her by digging the tentacles into her brain. The rest were dealt with in a more orthodox way.

The luxury apartment was now theirs. All its outer rooms had floor-length windows with a full view of the planet Kua as it rotated beneath them, or the distant star depending on the time of Coriolis’s rotation. In the far side of the apartment from the swimming pool they found a media room, which had been used to communicate with the corsair base in Hamura system. Here they were able to uncover the corsairs’ plans for them, and for Rockhome 3. They were ready to launch a counter-strike, a strike heavy enough to bloody the nose of the corsairs and convince them not to push their luck in the Kua system. But first they needed to rest, and heal, and prepare.

They were ready to go to war with Samina’s Corsairs.


fn1: To be honest, I’m not convinced this is a good addition to the Coriolis station part of this universe. It makes Coriolis very cyberpunk or like a failed capitalist dystopia, like a latin American city in the 1980s (or I guess Manila or Brazil now?) and it doesn’t quite work with the image of Coriolis as the stable centre of the Third Horizon. Also this whole space station is only 8 km long and teeming with life, so how can it be that there is a whole underbelly that is completely beyond the control of the authorities and plagued by death squads? It seems a bit out of whack with the whole image of the station. But I’m running with it, for consistency with things that are likely to happen later.

You came in that?

Our PCs have had their first battle on board their ship, and I have been forced to think in detail about how large it is and how it is laid out. This is difficult, because many RPGs give guidelines on what to put in your ship and how much it costs, but very few talk about how it should all be laid out, how big it is and what it all looks like in the end. Some early games like Traveler provided deckplans but the ships they provided were very closely modeled on nautical ships and had a lot of flaws in their design (including that the final deckplans didn’t much match the design). So I did some thinking about how ship sizes and scales work in the Third Horizon, and came up with some guidelines, as well as some house rules for ship design. This post summarizes them.

The motivation: The Beast of Burden

The PCs’ ship is the Beast of Burden, a Class IV converted luxury yacht that they use for exploration and – as little as possible – combat. I have described the Beast of Burden elsewhere but its key modules of interest for ship design are:

  • 4 Luxury suites and 16 standard cabins
  • Two hangars, each capable of holding one class II or two class I ships
  • A single cargo hold, which in the original rules should hold 250 tons of cargo
  • A salvage unit
  • An arboretum

I ruled at the start of the game that the arboretum is a module, not a feature. The Beast of Burden is also armed and has various other modules, but for the purposes of ship design I think the ones listed above are crucial. So I need to figure out how all this is laid out and what it all looks like.

Ship size: The surprising scale of Coriolis ships

To figure out ship size I thought about hangars. These are the largest components of a ship, and are available from Class III up. A Class III ship should be able to hold a single Class I in its hangar, and a Class V should be able to hold one Class III. We can make some judgments from this. First of all, how big is a class I ship? It has 3 modules, so let us assume that each module is either a hangar capable of holding some small air raft or similar sub-orbital vehicle; or that each module is a 5x2x1 m cargo hold [for more on cargo holds see below] then we could imagine that if we laid these modules end to end the longest they would reach to would be perhaps 15-20 m long and 5 m wide. Add on a 5x5m floor plan for the bridge, and then a general padding for the external shell of the ship, engines etc, we can imagine that the longest a Class I ship would be is about 30m. Perhaps its total dimensions would be a maximum of 30m x 20m x10m.

This tells us that a Class III ship hangar would have to be about 50m x 30m x20m to comfortably fit such a ship. Realistically a Class III ship couldn’t have more than 4 modules for hangars, and we could imagine laying them in a 2×2 pattern (or in a ring of 4). So a Class III ship’s hangars alone could be 100m x 60m x 20m, or a cylinder 50m long and 60m in diameter. Add in some extra space on each end for cargo, service, engines etc and we can imagine the maximum size for a Class III ship would be about 150m x 80m x 30m. A Class IV ship needs to be able to hold 2 Class I ships in a single hangar, so that hangar must be about 100m x 50m x 30m. A Class IV ship could have 8 or maybe even 12 hangars, so its maximum size (with padding for crew space etc) would be 350m x 150m x 80m. Based on this we can present the following table for ships in the Coriolis system.

Ship class Max length Max width Approx weight Equivalent vessel (Earth)
I 30m 20m 600 tons Fast patrol vessel
II 75 m 40m 9000 tons Naval patrol vessel
III 150m 80m 60000 tons Container ship
IV 350m 150m 420000 tons Largest ships on earth
V 600m 300m 3600000 tons None
VI 1.2 km 1km An enormous amount None
VII 2.5 km 2 km None
VIII 5km 4km None
IX 10km 8km Coriolis station

The Beast of Burden herself is approximately 240m long, which makes her about the length of a Panamax cargo ship – some of the biggest ships used on earth[1]. Most of this is on the service deck, which holds two hangars, the salvage unit and the cargo. Without these modules she would be much, much smaller, but a Class VI ship with a hangar needs to have a hangar large enough to fit her, so its hangars need to be at least 300m long – in fact they need to be large enough to hold a much bigger Class IV ship than the Beast of Burden, which is why a Class VI ship can be 1.2km long.

Astute readers might notice that the weights given here are huge. I found some guidelines for calculating the weight of an ocean-going ship which suggest its weight is its volume divided by 5, and I have calculated the spaceship weights on the assumption that they would be half the weight of an equivalent-volume ocean-going ship. The reason for these enormous weights is that a terrestrial ship is long and slim, but no such restrictions apply to a spaceship. The Knock Nevis was 70m wide and maybe 80m in height, while a Class IV ship is twice as wide and higher as well. These larger volumes lead to much greater weights. In any case, in space weight is unimportant, so the main concern is volume, not weight.

For comparison purposes, I estimate the Coriolis space station is about 4.8 km wide and 7km long, making it a Class IX ship.

Dimensions of some components

It’s worth noting that ships of the same class can be remarkably different in size. A Class I ship with three weapons modules might be only 10m long, and a class IV ship that was devoted to carrying pilgrims in coffins might be only 100m long. Without hangars and cargo we can expect they are much more compact, but the ship class is decided by the total quantity of its components, not its size. Let us consider the size of some of these components.

For living space, I assume that a luxury suite is a 10mx10m floorplan, while standard suites are 5mx5m. I assigned 1m3 of space to the service station per 10m3 of volume of the ship. I decided not to measure cargo by weight, but instead by volume – 1 ton of cargo can be tiny if it is iron ore, or large if it is raw cotton. So instead I assign 10^class m3 of volume to cargo per module (so a class IV ship cargo module is 10,000 m3). The salvage station should be half the size of a hangar on a ship of that class. For class 1 and class II ships I assume a hangar (for sub-orbital small vehicles) might be about 10mx5m. Everything else I consider to be malleable in size and allocation, and I assume extra space for luxury suites or shared living space is natural. Docking stations, etc. scale up with the ship.

I assume the height of a deck for living space is 2m, or 3m if the ship is spacious, plus 1m per class of the ship. The Beast of Burden has two levels on top of its service deck, so as a class IV luxury yacht each of these levels would be assumed to be about 7m in height, with 3m of actual space experienced by the people in the ship. Obviously service decks don’t follow this plan.

Finally, I multiply the total volume by a small amount (perhaps 10%) for super structure, and then by a percentage equal to the cost inflation of the ship’s features. So if a ship’s features make it cost 30% more, then it also takes up about 30% more volume.

House rules for ship design

I made a few house rules for ship design, which I list here.

  • Cargo by volume: As mentioned above, I think cargo should be measured by volume. I assume 10^class m3. On a class IV ship this means one module takes up 10,000 m3, which is a 100mx10mx10m cube. On the Beast of Burden this is two sections, each 25mx20mx30m, forward of the hangars. A Class IV ship with 12 modules devoted to cargo could have 200mx60mx10m of space, 100mx60mx20m, and so on. By way of comparison I think the largest super-tankers can hold about 500,000 m3 of oil, about 4 times as much as a Class IV bulk hauler.
  • Divisible modules: If modules scale with class, I have decided ship designs can swap a single module for multiple smaller class modules. So for example a single class IV module could be composed of two Class III modules, four Class II modules, or eight Class I modules. So instead of having 64 stasis pods, a Class IV ship could opt for 32 stasis pods and an extra 8 escape pods (both class III modules). This will cost more because module price doesn’t scale with class, but it makes the ship design more versatile
  • Extra class I modules: For ships of class III and above, a couple of free class I modules can be chucked in to represent the vast space in these designs. These ships get 2^(class-2) extra class 1 modules, so a class IV ship gets 4 extra Class 1 modules. For example, an extra tiny hangar for sub-orbital vehicles, one more coffin, an extra escape pod, etc. This is just flavour.
  • Prison modules: The cabins module can be exchanged for a prison that holds as many people as the coffins option. Put it next to the medlab for added torture chamber options.
  • Hangar expansion: The rules suggest that the number of ships should increase as 4^class (so a class V ship can hold 16 class I ships) but this is madness: I have chosen to make it 2^class. On my calculations this means that Coriolis station can hold up to 192 class I ships at any time. I think that’s okay!

With these rules it’s easier to design flexible ships that suit their purpose.

Ships beyond Class V

I have included ships up to Class IX in my table of sizes to allow for the Coriolis to be described by the rules. I have not considered how modules, hps etc. scale up with these sizes, but a basic progression from the rules would suggest a Class IX ship has 640 modules, 24hp and 11 EP, and 17 armour. I would guess that some of these values (particularly armour and hp) would scale further, and modules might plateau, so you might expect 400 modules, 40 hp and 30 armour or something similar. That’s basically indestructible. Good thing there’s only one, and it’s not mobile!

Conclusion

The Coriolis ship rules lead to staggeringly large and very cool ships, with a lot of variation in size and structure within a class, and a lot of flexibility to describe different ship designs. Coriolis station is outside the core rules, but probably the way the rules work they could be scaled up to describe Coriolis station accurately. It’s likely that your PCs will encounter ships up to 1 km long, and they’re probably flying in some rusting hulk that is bigger than most ships on earth. I think there is a problem with Class 0 ships – we need some designs for in-system fighters but the current rules don’t support that – but otherwise the rules scale well and it works nicely. By adding dimensions to some components and changing the size of cargo, it’s possible to come up with some guidelines for how to lay out deckplans and design ships that are awesome in scale and lots of fun to fly in.

I want my spaceships big and exciting. I’m looking forward to the moment my PCs encounter a 1km long spaceship, and have to negotiate …

Edit to add:

I have house-ruled the hangar module to allow the hangar to carry more ships of lower class at a rate of 2^(class step). So a class 4 ship hangar can hold 1 class 2 ship or 2 class I ships. But the official rules say this should happen at a rate of 2^(2*class step). So a class IV ship hangar holds 1 class II ship or 4 class I ships. This leads to a really rapid rate of increase of ship sizes, even if we make generous assumptions about how small a class I ship is. For example, suppose we say the biggest a class I ship can be is 15m long and 10m wide, and a hangar should allow 5m on all sides of this ship. So a class I ship needs 25m x 20m of space in a hangar. Then a class III ship hangar would need to be 25mx20m in size, and the largest a class III ship would be would be perhaps 70m x 50m, if it had four hangars. However after this hangars scale up rapidly! A class IV ship hangar would need to hold four class I ships so needs to be 100mx20m, and a class IV ship could potentially have 8 of these, which in a realistic cylinder shape would make its hangars 200m long and 50m across – so the whole ship is about 250m long. After this things scale fast. A class V ship hangar holds 16 class I ships and needs to be 100m x 80m or 200m x 50m, so a class V carrier could be 1km long and definitely more than 600m. Then a class VI ship hangar would hold 64 class I ships and need to be 400m x 100m, and so on. By this reckoning I think the largest ships in each class would be about 1km (class V), about 2km (class VI), 4 km (class VII), 10 km (class VIII) and 20km (class IX). These are huge! And that’s assuming that class I ships are half the size of my starting assumption. In this variant there is much more diversity of size within ship classes, and the PCs will likely never encounter a ship bigger than class IV, but it does raise the possibility that the Order of the Pariah are sitting on some ginormous battleship (let’s call it the Yamato) that is going to appear in the Kua system some time in the future and be bigger than the Coriolis …


fn1: The largest ship on earth was the Knock Nevis, which was 460 m long. Panamax ships are routinely 250m long.

We talk about it all night long
We define our moral ground
But when I crawl into your arms
Everything comes tumbling down
Come sail your ships around me
And burn your bridges down

 

Our heroes find themselves in the engine rooms of the Orun II, an ice hauler that has been overrun by an ancient Djinn. They have rescued the engineer and a deckhand, but the master Stevedore is trapped midships, and they need to make a decision about whether to risk their lives to save the ship itself, which is plunging out of control towards the Eye of Anuba, a cluster of highly active asteroids that will almost certainly tear the ship apart when it reaches them. They have just hours to act.

The roster for this session:

  • Pilot Saqr (pilot)
  • Gunner Oliver Greenstar (Colonist)
  • Engineer Reiko Ando (Deckhand)
  • Sensor Operator Siladan Hatshepsut (Archaeologist)
  • Doctor Bana Delecta (Medicurg)

The gunner Adam, their main soldier, had been badly injured in a battle with one of the Djinn’s ancient bodyguards, so he retreated to the Beast of Burden along with Al Hamra, the captain, who had been traumatized in the battle and was on the edge of breaking. The rest of the group retreated with their leader to their ship, where they upgraded their armour and weapons now that they knew the kind of enemy they faced. The engineer turned off the ship’s graviton projectors, so that the ship would no longer be accelerating towards the Eye of Anuba, buying them perhaps an hour of time, and retreated with them to their ship.

They decided to travel to the workshop in the centre of the ship, rescue the stevedore, then abandon the ship and leave it and its crazed Djinn pilot to die in the Dark Between the Stars. Armed and ready, they set out for the centre of the ship. This could only be reached by an old service elevator that ran down the centre of the ship, so they climbed in and set it running. The elevator was huge, large enough for service vehicles to fit in, but old and rickety, and it almost did not start when they first stepped in. After a moment though it sprung to life with a shudder and began to track through the centre of the ship. The Orgun II is really just three control centres connected by a huge spine of external cargo attachments, so as they traveled along this spine they could look out of the elevator windows and see the huge chunks of ice hanging from the outside of the spine. The distant light of Kua’s sun shone through them, refracting into pale rainbow patterns on the wall so that as the elevator passed along the ship’s cargo it filled alternatively with the faint honeyed glow of the sun itself, and then a rich pattern of dancing rainbows as the sun’s rays were blocked by the ship’s icy cargo. Occasionally the elevator juddered and rocked, and at one point an asteroid struck one of the icebergs as they passed, spraying chunks of ice all over the outside of the elevator. Finally the elevator docked with the central control section of the ship and they were able to enter the workshop area.

They passed through an outer chamber and through a large door into the workshop itself, a huge domed space full of gear, disassembled service vehicles, spare parts and random pieces of shipware. As they entered the room a shot rang out, nearly hitting Reiko Ando and forcing them all into cover. They called out and after a moment were able to convince the shooter that they meant no harm. After a few tense minutes spent confirming they were not possessed or here to kill him, the master stevedore Kolb Zir emerged from his hiding place behind a workbench and agreed to talk to them.

The Syndicate

They were just beginning to talk to Kolb Zir when Siladan received a message from Al Hamra, telling him there were strange signals on the ship’s scanners. Could he patch into the ship’s sensor system and check them? Siladan opened his tabula and patched into the ship’s sensors to check the scans – and saw to his horror the remains of a space battle glittering in the dark a short distance behind their ship. Whatever ship had won that battle was heading towards them, inbound at high speed and running without a transponder. Someone else had been coming to their ship, and someone else had intercepted them, destroyed them, and was now approaching as fast as they could.

The time for negotiation with Kolb Zir was over. They handed him back his gun, jumped into the service elevator, and began the slow, rickety ride back to the engineering section. By the time the elevator had reached its destination the crew of the other vessel had docked, and as the PCs emerged from the engineering section they met the interlopers in the docking area. This new crew were immediately identifiable from the symbols on their combat armour – Syndicate mercenaries, hired killers for the crime gangs on Coriolis. What had they done to deserve this?!

Battle was joined, but it was quick and brutal and in the first moments of the fight they were able to take down the gang’s leader. After a short firefight the team were cut down, and only one man was left alive after he surrendered. He called down the pilot of their small ship, and told them that they had been sent to the Orun II to recover some drugs that were onboard. The Syndicate had been running a smuggling operation using ice haulers and scrap ships from the asteroid belt: they would ship in drugs and other contraband from across the Horizon, hide it in shipments from the asteroid belt and then smuggle it into Coriolis in the freight, with the help of corrupt stevedores on Coriolis. They had been told that on this occasion the Orun II was carrying a quantity of a highly dangerous drug called Black Lotus, that had been strapped to some stasis pods and buried in the ice. When the Orun II went dark and disappeared they had been sent out on a mission to find the drugs. As they approached the Orun II they had seen another ship, a small vessel sent by the Melem Gesurra shipping company that owns the Orun II. Assuming it had been sent to take back control of the ship they had destroyed it and docked to take control of the vessel. They had come ready to deal with raiders or pirates, and had not realized they would meet such stiff opposition.

The party laughed at that, and came up on an idea. They handed the pilot the armour of one of his dead colleagues and told both of them to head forward, get the drugs, and come back with them, and they would let them live. If they did not come back, or did not bring the drugs, they would be abandoned on the ship to die. The Syndicate thugs, having little choice and knowing nothing of the djinn, agreed to this ugly bargain, and set off on the elevator.

As this interrogation happened Saqr had taken the Syndicate ship and docked it within the Beast of Burden’s second hangar. They prepared themselves for the return of the Syndicate thugs: Oliver Greenstar took up a position in the upper gun turret of the Beast of Burden, autocannon aimed at the central elevator shaft; Reiko Ando and Siladan placed themselves at the airlock connecting the Beast of Burden to the Orun II, ready to meet the thugs if they returned; and Bana Delecta waited in the airlock of the Beast of Burden in case anyone needed medical care. They waited.

A Grand Bargain

They had set up both thugs to have an open comms link to the Beast of Burden, but they did not plan for Oliver Greenstar’s personal problem. Oliver had told no-one, but he had been possessed for many years by a creature from the Dark Between the Stars. As he sat at his gunnery station it took control of him and made contact with the Djinn where it sat in the darkened bridge of the Orun II. Alerted to the character’s plans, the Djinn sent its warriors to the entry of the elevator shaft. They killed one of the Syndicate thugs while the Djinn took control of the other, as Oliver Greenstar ran a monologue over the comms system to distract from any small noises the others might have heard[1]. They waited, not realizing what was coming, as the elevator moved smoothly down the shaft, Oliver Greenstar’s possessing spirit ensuring he did not shoot it. After a long, tense wait the thug emerged in the engineering section, but instead of going straight to their ship, he accessed the engineering panels and restored power to the bridge of the Orun II, restarted the engines and gave the Djinn full control of the ice hauler.

The PCs knew none of this was happening, of course, and only realized something was amiss when the lights on the bridge came on and the engines fired up. Moments later one of the Djinn’s palace guards came charging around a corner and attacked Reiko and Siladan with its mercurium sword. They had been betrayed! Confused, they fought back, but as the battle entered full swing a massive asteroid from the outer edge of the Eye of Anuba smashed into the engineering section, breaking it open and causing massive decompression in the whole section[2]. Somehow Reiko Ando was able to struggle against the explosive decompression and haul herself into the docking tunnel, but Siladan was torn away from the door and dragged towards the tear in the hull, the Djinn’s palace guard stalking after him. Meanwhile the Beast of Burden, connected to the decompression zone by the docking tunnel, began to decompress as well, and Reiko was forced to seal the airlock shut, trapping Siladan on the Orun II.

It was then that the Djinn made contact with Oliver Greenstar and offered him a deal: let the ship go free and his palace guard would not kill Siladan. Oliver, still ridden by his own possessive spirit, agreed, and the palace guard retreated, leaving Siladan to the dubious mercy of the Dark Between the Stars. Moments later Siladan was sucked out of the hull and tossed into space, in a suit of armour that had no exo suit functions. The Beast of Burden detached hurriedly and rushed to collect him, somehow managing to line him up with an airlock and drag him inside before the cold of space took his last breath[3].

As Oliver Greenstar’s possessive spirit faded away the Djinn contacted the entire party. It introduced itself to them as Kh’Oudour, told them that it was indebted to them for saving it from 300 years of sleep, and promised them they would meet again. As the Beast of Burden tumbled off into space and the Orun II accelerated away from its previously fatal flight path, Kh’Oudour also gave its thanks to the Green Knight, the beast in possession of Oliver Greenstar. The ships separated, and the Orun II was lost to human reckoning.

For now.


fn1: I made a big GM-ing mistake here, to be fair. I should have run a conversation rich with tension, where the two thugs were attacked and one seemed to survive and flee, and the PCs had to guess whether he was possessed or acting, while Greenstar tried to confuse them, but I completely forgot the thugs were wired up and the players didn’t remind me, so when things went south I didn’t give them any chance to figure out what was going on or to enjoy the rich tension of their two press-ganged servants getting whacked. This was a big GM-ing mistake!

fn2: I had 4 darkness points left and I figured I should use them! Since the campaign started the PCs have become leery about praying to the icons, because they have seen the horrible ways darkness points can be used, and now they would rather fail skill checks than give me free rein top lay with all the environmental hazards that darkness points give me.

fn3: The group has a group talent called “Survivor” which enables them to somehow survive situations exactly like this, and they called on it now. During character creation there had been discussion of which group talent to take, but as soon as they discovered the survivor talent every player who has previously been in my campaigns insisted that the group take that talent. They promised the new members of the group that they would not regret it. Siladan’s player is one of the new members, and he does not regret that choice!

My appetite’s unchanged
Sink into dream; these enchanted depths
The realm of muted wisdom
Slowly descend; trust ignites the darkness
And bliss is this drowning moment
Believe me I am sorry
To charm with bitter eyes; mesmerizing
Careless magic turns upon itself, washed down in ritual

Our heroes return, their souls blackened, from explorations of ancient ruins on the surface of Kua. Dissent has riven their group, as Siladan knows that Adam and Al Hamra found something important but will not share their information with the rest of the group. They sell the sugar globes they found, but money is becoming pressing; in three weeks their next payment on the Beast of Burden comes due, and although they have the funds to cover it they know that a single bad experience in space will force them into debt. They need to rest, and they need to make money.

Siladan wanted to return to Kua and examine the cadaver clock. He confronted Al Hamra about it, but Al Hamra made the reasonable point that the clock had lain undisturbed for 200 years and probably was not going to be discovered again any time soon; before they examined it in more detail they needed to know more about how these things work, and find out what risks they might be taking. In any case, they needed money; so Siladan returned to the libraries on Coriolis to research a book they had found, Philonimus Guide to the Reach, which puported to hold the secret to treasures in the Rimward Reach.

The Rimward Reach is a thin and widely dispersed asteroid belt in the outer reaches of the Kua system, which is distinguished as a graveyard for Firstcome ships. No one knows how they were destroyed or how they ended up there, but it is well understood that these ships are haunted by creatures from the Dark Between the Stars. Brave explorers occasionally attempt to loot these ships, but the effort is dangerous: many evil creatures hide in the wrecks of the ships, and the salvage work is grim and deadly. Philonimus’ Guide supposedly contained clues to the location of wrecks that could be looted, and to this end Siladan bent his research skills to attempting to find a safe site for exploration.

He soon discovered that Philonimus had compiled his guide by visiting asylums for the insane in various systems, and interviewing old pilots who had been committed after the pressures of the dark became too much. Mostly his stories were fever dreams, hallucinations or out-and-out lies by people who had never been pilots, and Siladan slowly lost patience with the book until he was on the verge of quitting, sure that it was just a collection of mad dreams. But in a chapter entitled the Tower he found reference to a dead ship, floating in space between the asteroid belt and the Reach, unhaunted, that could be found by careful explorers who were willing to “thread” an asteroid cluster whose particular description made it identifiable. The chapter referenced the Eye of Anuba, a collection of asteroids in a strange orbit just beyond the asteroid belt, which were constantly clashing and highly mobile, in some kind of weird gravitational distortion. This dead ship apparently lay somewhere beyond the Eye of Anuba, and if one flew a direct course from Kua to the Eye, threaded it carefully and returned to a direct line from Kua, with good sensor work one could find the ship.

The Eye of Anuba would take a week to reach on the Beast of Burden. They decided to try it.

Running Dark

They left as soon as Siladan had confirmed the details, heading on a straight line from Kua to the asteroid belt. They passed the asteroid belt uneventfully after 6 days and headed into the open space towards the Eye of Anuba, intending to cut as close as was safe to the small and deadly cluster, loop over it, and then return strictly to the line of their travel. Everyone knows that entering the Eye of Anuba is fatal, but it is relatively safe with modern ship’s computers to pass nearby, though no sane captain would ever have reason to – it was possible that a ship could float in the dark just beyond the Eye and be undetected for a thousand years. Thinking of the loot, they cut their course near the Eye, diverging slowly from a straight line through its meteoric heart and intending to bounce near it and over the other side.

It was then that Siladan detected the ship: a large vessel running dark, transponder off, heading straight towards the Eye of Anuba.

He alerted the captain. A full sensor scan revealed all the details of the ship: it was the Orun II, an ice-hauler out of Coriolis, owned by a legitimate company called Melem Gessura. The ship has a well-documented log of missions to and from the asteroid belt stretching back many years, no serious legal disputes, and all the evidence suggests it is a serious and well-respected old ice-hauler with no secrets. Yet here it was, running dark in the space beyond the asteroid belt, heading straight for the Eye of Anuba and certain destruction.

The captain hailed it, but received no response. He hailed it twice more and received no response. Strictly speaking – legally speaking – they had received no distress call and could proceed on their mission without being in the wrong. Who were they to judge if a ship’s crew had decided to ignore outsiders and head to certain death? But something about this was wrong. They decided to investigate. They changed course and headed for the ship.

As they neared the rear of the ship Al Hamra again attempted to hail it, and again received no response. However, for the briefest of moments they all saw a flash of light from the stern, a brief sequence of brilliant flashes that was obviously intended to be a distress signal. Someone without comms was trying to get their attention. They decided to dock.

Saqr took the Beast of Burden in to the stern, and they extended their docking bay to one of the stern airlocks. While they docked Reiko Ando took the fighter out of their aft hangar and ran a single circuit around the ship. She confirmed by visual inspection that the ship was undamaged, but the airlocks near the bow had been disabled and the bridge appeared to be powered down. Obviously something was going on inside, and they needed to investigate. They docked, and some of the team moved into the ship:

  • Gunner Adam (Soldier)
  • Captain Al Hamra (Mystic)
  • Engineer Reiko Ando (Deckhand)
  • Sensor Operator Siladan Hatshepsut (Archaeologist)
  • Doctor Bana Delecta (Medicurg)

Saqr and Oliver Greenstar stayed on board to monitor the situation and protect the ship, and the rest of the team entered the ship.

Ancient Warriors

They emerged into a large chamber, clearly an access hall, with large doors sealing it off from the engineering section. Adam set up an overwatch point at the airlock while Dr. Delecta tried to get her motion sensor working. It worked briefly, points of light indicating that there was movement in the room beyond the door and somewhere above them and to their right; and also movement to their left, heading rapidly towards them. Before she could give a proper warning a beast emerged from the shadows and attacked them, striking at Adam with a mercurium sword. It was fast, large and very very dangerous, and before they could act properly it had torn deep cuts in Adam’s chest and struck Al Hamra with its claws, a strange and otherworldly cold sinking through his chest and draining his will to live. Stunned, he fell back in terror and it was left to the rest of the group to bludgeon and shoot it to death. Finally the strange creature was dead, but not before it had nearly killed both Adam and Al Hamra. It was some kind of semi-human guardian, armed with a mercurium sword and wearing strange ritual body armour that Siladan dated to at least 300 years old. Its face had been expressionless all through the battle, like they were fighting an animated doll. But it was flesh and blood – so much blood! – and its armour obviously significant. What was it?

Adam stripped its armour as Reiko Ando struggled with the motion detector and got it working, revealing again that someone was moving around in bulkheads above them. Adam sprang up into the bulkhead and managed to grab a girl hiding in the shadows, dragging her down into the light to talk.

She was happy to talk, and begged them for help. Her name was Ayda Leon and she was the deckhand on this ship. They had been on a standard mission transporting ice from the asteroid belt to Kua, but one of their crew had noticed on routine inspection that one of the ice blocks held four stasis chambers inside it. They dug out the stasis chambers and put them in the forward observatory, but their captain had opened one, and been possessed by a djinn. After the possession it freed the creatures in the other chambers, possessed them, and started killing the crew. She had fled into the maintenance ducts, and the engineer Atallah Ard had fled to the engineering rooms. Before he fled, though, he took control of the ship, turned it to the Eye of Anubar, and set it to full power. Now he had locked himself in the machine halls, shut off power to the bridge, and was waiting to die. Another member of their crew, Kolb Zir, had locked himself in the workshop ‘midships, and had jammed the elevator to the bow. She could not convince Atallah to turn off the engines and without access to the bridge they could not turn the ship around or change its course, so they were doomed unless they could kill the djinn.

She rolled up her sleeves, revealing arms covered in tattoos made to look like henna patterns, and asked the characters, “Are you gonna help me? Or am I gonna die out here in the Dark?”

They had no choice but to help. They banged on the door of the machine hall and eventually convinced the engineer Atallah to let them in. As Aydah had said, there was no way for him to turn the ship around, and even if he turned off the engines they would still fly into the Eye of Anuba eventually. Atallah did not care: he was willing to die to take the djinn to hell with him. But they were not, and they were not willing to let Kolb Zir die either.

Adam stood up, blood smeared on his stolen ancient armour, and Al Hamra, shivering and cold and terrified by his near death, stepped forward, steadying himself on a piece of warm machinery as he faced his crew. They would rescue Kolb, and find a way to turn this ship around. Here they could do good deeds, and get good rewards. It was a good day.

All they had to do was kill a djinn and its ancient bodyguards.

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