RPG Systems


A commenter at a Genesys community group online has made the following comment about my criticisms of the role Brawn plays in the Genesys combat rules:

One rule that stands out to me relates to party composition in combat and I haven’t seen it mentioned here. If an ally is engaged with the target of a ranged attack (magical or mundane) the attack must upgrade the difficulty once and any despair causes the attack to instead strike the ally. This, combined with setback from the cover rules causes allied melee fighters to either risk causing their ranged allies to miss, hit them instead, or, as is most often the case, choose to shoot something else.

This is true, but I think it doesn’t fully encapsulate how much of a difference brawn makes even to situations where we choose party composition. So let’s consider two scenarios involving combatants maximized for combat and melee.

Introducing the combatants

First let’s introduce our melee combatant, Gruumsh the Bastard, pulled out of retirement from the pathfinder epidemiology project[1] to do his duty as an experimental subject in our battlegrounds. Gruumsh has a brawn of 4, all other attributes at 2, 2 skill ranks in melee, 1 rank in ranged, no stealth (who needs that?!), a greatsword, a bow and chainmail armour. He thus has a melee defense of 1, 14 wounds, soak 6, does 8 damage when he hits you, and 7 damage if he decides to shoot you. For the purpose of this experiment (to retain fairness) Gruumsh has been dragged from Pathfinder to the Realms of Terrinoth in a human form.

Ranged (haha) against Gruumsh the Bastard is Elegant Eddie. Elegant Eddie has an agility of 4, all other attributes at 2, 2 skill ranks in ranged, 1 rank in melee, 2 ranks in stealth, a sword, a longbow and chainmail armour. He thus has a defense of 1 when in melee, 12 wounds, soak 4, does 8 damage when he shoots you and 5 damage when he stabs you. Eddie is also a human, though a miserable example of his kind as far as Gruumsh is concerned.

Now let’s try two scenarios.

Scenario 1: Firing into melee

We suppose first that Gruumsh has an ally like Eddie, who is nameless. He is attacking Eddie’s ally, who is like Gruumsh, in melee. We don’t care how this melee turns out in detail, but what we want to investigate is the consequence of Gruumsh being engaged while his nameless ally fires into melee. The specific rules of this state that we upgrade the difficulty of the shot by 1, so let’s put Gruumsh’s ally at short range and have him thus use a single red dice for difficulty. If he rolls a despair then he will hit Gruumsh. There is a 1/12 chance of a despair on the ally’s dice pool, so about an 8% chance he’ll hit Gruumsh. The maximum damage he can do in this situation with a truly ridiculous roll is 15 damage, of which Gruumsh can absorb 6, taking 9. A more realistic roll would see the attack do 11 damage, of which Gruumsh takes 5. So realistically this can happen 3 times before Gruumsh goes down. There is a scenario in which Gruumsh’s ally rolls despairs and triumphs, and thus does a critical on Gruumsh, but the chance of this is very low – my calculations put it at about 1% – and any GM who ruled in the extraordinary case of rolling 2 triumphs and 1 despair that the triumphs and the despair don’t cancel would likely not survive the session.

It’s worth noting in this case that the final probability of missing the enemy is similar with or without the upgrade, so if Gruumsh doesn’t engage this enemy and leaves it to his ally to shoot, the party is not significantly improving the chances of the ally doing damage on the enemy – and what is going to happen if Gruumsh doesn’t engage? Which brings us to scenario 2: Gruumsh and Eddie at range.

Scenario 2: A ranged stand off

Let’s suppose that Elegant Eddie and Gruumsh the bastard face off at medium range. Here the difficulty for Elegant Eddie to hit Gruumsh is two purple dice. Let’s suppose they shoot each other, so Gruumsh is not using his best skill. In this case if Elegant Eddie gets one success against Gruumsh he does 9 points of damage, which is 3 net; if Gruumsh gets one success on Elegant Eddie he does 8 points of damage, which is 4 net. For Elegant Eddie to do more damage than Gruumsh in this ranged stand off he needs 2 more successes than Gruumsh! Now each ability die is equivalent on average to 0.625 successes, and each skill die 0.83 successes, so this deficit is the equivalent of Elegant Eddie having two less ability dice and one less skill die – so basically the equivalent of Gruumsh’s agility and skill, but for the slightly elevated chance of a critical[2]. Also note that if they’re dealing approximately the same damage to each other after soak, Gruumsh will kill Elegant Eddie first, because Gruumsh has more wounds. So unless Elegant Eddie gets lucky with criticals there is a chance that he will lose this battle even though he is fighting it with his best ability and Gruumsh the bastard is not.

Now let’s suppose that instead of shooting Gruumsh decides to charge Elegant Eddie. He needs to close from meidum range to engaged, which will take him two manoeuvres: one from medium to short, one from short to engaged. This means that he can spend two strain and gets one attack against Elegant Eddie. Note that even though Elegant Eddie has better agility he doesn’t have better initiative chances, so it’s possible that he’ll never get a chance to shoot Gruumsh, but just in case, let’s assume he does. The maximum damage he can do is 16, of which Gruumsh will take 10, so Gruumsh is guaranteed to reach melee this round. There is a small chance that Elegant Eddie will get a critical, in which case there are a couple of criticals he can roll up (11-20, 41-45, 71-75, 81-85, and 96 – 105 if we are going to be generous to Eddie) that could stop Gruumsh from closing range. My estimation of probabilities puts the chance of this chain of events happening at less than 3%. So there is a 97% chance that Gruumsh is going to close range and get an attack in one round.

The maximum damage Gruumsh can do is the same as Elegant Eddie: 16. But Elegant Eddie has 4 soak and 12 wounds, so Gruumsh can knock him out in one round. The chance of this is low obviously, but note that the minimum damage Gruumsh can do on a successful hit is 9, which translates to 5 for Elegant Eddie, so there is almost zero chance that Elegant Eddie is going to survive two hits – and next round he’s going to need to use his free manoeuvre (assuming he gets one) to get his sword out. Once his sword is out there is actually a chance he’ll do zero damage against Gruumsh even on a successful hit!

A note on cover

Let us suppose that Gruumsh the Bastard wins the initiative and sees that Elegant Eddie has a ranged weapon. Suppose that there is some cover at short range that gives him two defense. He could use his free manoeuvre to get there, dive into cover, then next turn use another free manoeuvre to close to engaged, thus saving two strain. Is this worth it? Each point of defense has a 1/3 chance of reducing Elegant Eddie’s dice pool result by one success, so the two dice in total could reduce the dice pool by two successes at most, some of the time. But Gruumsh the Bastard has two extra points of soak than Elegant Eddie, so this cover is less effective than his brawn advantage in protecting him. The rule book says that two cover dice is equivalent to a trench or blockhouse. Gruumsh’s brawn advantage is better than putting him in a pillbox! If Gruumsh opts to run to cover he would be offering his opponent a chance at a shot at reduced difficulty, with almost no benefit, even if that cover were a blockhouse! Unless Gruumsh is already down to his last two strain, the simple fact is that there is no benefit to him in pausing – he should just rush to melee. Note that if the cover were at medium range and the battle started at long range, he would probably be better off waiting for Elegant Eddie to shoot, rather than running to cover, because the benefit to him of gaining the two cover dice does not out weigh the benefit to Elegant Eddie of the range improvement, given his brawn. He is better off just pausing his run, standing at long range, waiting for Elegant Eddie to shoot him, and then closing to cover. And if Elegant Eddie uses his free manoeuvre to maintain the range so that they have to turn this into a shooting match, Gruumsh’s brawn will neutralize Eddie’s extra skill anyway!

Conclusion

Truly Gruumsh is a bastard. His brawn acts as a dampener on ranged attacks, so that PCs who have chosen to maximize this skill are effectively no better at it than Gruumsh himself (and Gruumsh obviously disdains such petty strategies). Although it is true that firing into a combat in which Gruumsh is engaged slightly increases the risk of harm to him, this risk is small and not worth foregoing Gruumsh’s rush into combat. Worse still, if Gruumsh and a ranged fighter enter an encounter at medium range there is almost no chance that the ranged fighter will survive, even though the engagement has started in a way that should heavily favour the ranged combatant. There is no reason for Gruumsh to seek cover if he wins the initiative, since his brawn effectively acts as if he were hiding in a bunkhouse anyway. None of this is an issue if brawn does not affect soak, and note that things become even more catastrophically difficult for Gruumsh if agility determines combat skill – then Gruumsh would be better off with 3 brawn and 3 agility, and all his calculations would change. Just as in my original experiments in Pathfinder, being able to kill someone quickly outweighs fancy considerations of style, and the doubling up of brawn to both defense and offense means that brawn-focused characters are more dangerous than better-armed opponents even in ranged combat!

Some arguments in the online community where this debate unfolded suggested that Genesys was developed for ranged combat, because it was developed for Star Wars, where blasters are the core weapon. First, this isn’t true – the Star Wars system was developed from Warhammer 3rd Edition, which was developed for a world of Grim Fantasy. Secondly, it’s also wrong. This analysis shows that the system clearly disadvantages ranged fighters heavily.

One small limitation of my analysis here is that I have not considered the cost of completely missing (or the benefits of being completely missed) in scenario 2. This might slightly readjust the balance of risks, but is complicated to calculate for Genesys dice pools. But overall I don’t think that nuance significantly changes the basic finding, which is that brawn serves to neutralize ranged attacks through soak to such a degree that it completely distorts the balance of combat. Brawn should not be applied to soak, or if it is, melee attacks should all be agility based.


fn1: Incidentally, it’s interesting to compare the generally positive response of the Pathfinder community to my rules suggestions there back in 2015, with the negativity and criticism of the Genesys community.

fn2: I am using this approximation because calculating precise probabilities for dice pools in Genesys is tough and I can’t be bothered writing the R code to do it.

Character creation decisions

In the Genesys system brawn determines your wound threshold, the damage your melee weapon does, how much you can carry, whether you can use a cumbersome weapon, your resilience skill, and how much damage you take. Its role in determining wound threshold and soak means it is double-counted in survival: if my brawn is 1 higher than your brawn I start with 1 more wound than you and take 1 less every time someone hits me. Its use in determining weapon damage means it is also double-counted in combat: being used as the base attribute for the skill, it determines how many successes you get (and thus the damage); and this is added on again because brawn also determines the damage of the weapon.

I think this makes brawn overpowered, and it certainly means that no combat-focused character need care about any other attribute. This is particularly true if one uses the rules as written for determining combat difficulties, since the difficulty of hitting someone is not affected by any attribute of theirs. So to be a good fighter you just need a good brawn. Every other character type needs at least two good attributes (e.g. wizards, who usually rely on a different attribute for spell casting vs. strain), but a fighter type can survive with just brawn.

This level of overpowered attribute is also seen in D&D 5th Edition, where dexterity determines how hard you are to hit, your attack bonus, and your damage. Strength becomes irrelevant to a fighter in D&D, and perversely if you really want to a lot of damage you’re better off being a rogue. The role of a fighter in D&D 5 is to give the rogue a chance to flank their opponent (also a terrible rule), not to deal out damage. This is perverse and frustrating, and one of the first changes anyone who plays D&D should make is to revert to strength for weapon damage (at least!)

D&D and Genesys aren’t alone in having over-powered attributes, which is a problem going back to the 1980s and Cyberpunk, which has a suite of attributes of which only two matter. These kinds of rules can be very frustrating because whenever a combat comes up they leave all the other players just watching as a single player does everything for the whole group. Whether it’s realistic or not that a certain attribute entirely determines who is best at something, it’s no fun in a game, and to my mind (and that of most players I’ve ever gamed with) good character design should require that the PC needs two good attributes and can afford to get away with one bad one. It’s not like this in Genesys at the moment.

Brawn and agility in actual combat

Brawn vs Agility

The focus on Brawn in Genesys is also not really realistic, and in particular the soak thing is quite weird. I’ve been kickboxing for years and I know what it’s like to be punched and kicked in the head (and the ribs and the leg and …), and in general one’s ability to resist damage is primarily a quirk of fate. Obviously size determines how much damage you can take (your wound threshold) but most people aren’t especially good at resisting damage. It’s true you see a good boxer taking body shots and wearing them but this isn’t just about brawn – it’s also experience, and most of all timing to turn the body away and tense the muscles at the right time. The classic modern example of this is the much-maligned calf kick, which is becoming very popular in mixed martial arts precisely because no human body seems to be able to ignore it. Whether you absorb that damage or suffer it depends entirely on whether you can shift your leg in time – which is also the entire point of the leg check, which exists to protect your leg (brawn) by absorbing the blow on a bone (using agility to put the bone in the way of the soft part).

The model of the quirky damage-resister in modern fighting is Rodtang (pictured above left), who can actually wear punches, shake his head and keep fighting. He was what the pundits would call an iron chin, but this is highly unusual. Almost all fighters avoid being knocked out by not getting hit, or by rolling with the punches. Obviously much bigger men are harder to knock out for smaller men, but generally, within broad ranges of size, most people can’t resist damage just by being hard. People who think they have this ability are, usually, people who’ve never been really seriously punched.

So, I think Genesys needs to be reformed to reduce the role of Brawn. I think this requires:

  • Make agility the primary attribute for melee attacks
  • Eliminate soak, and either increase armour soak ratings to compensate, or slightly reduce weapon damage
  • Use my reformed combat rules to ensure agility can affect how hard you are to hit, but give brawn some role
  • Introduce some special talents to enable fighters to choose to focus on brawn as a combat component if they want

With this reform, brawn still affects wound threshold and weapon damage, but does not double-count in either. It also means that a good fighter needs to have two strong attributes (at least), and that other types of fighters (who are fast, or use talents) can also hold their own on the battlefield.

Iron chin talent tree

Here I propose a few talents for players who want to develop a PC who fights entirely with brawn. They assume my revised combat rules, which a) assume that skills affect how hard you are to hit and b) ensure that you take a point of strain whenever your armour and soak fully absorbs damage.

  • Hardened fighter (Tier 1): For every rank of hardened fighter, increase your soak by 1
  • Shrug it off (Tier 2): (Requires hardened fighter) Whenever you suffer a rank 1 critical, make a resilience check against your current wounded state. If you succeed, the critical does not affect you
  • Taste for blood (Tier 3): (Requires shrug it off) Once you have been hit once in combat, you no longer suffer strain if your armour absorbs all the damage from future hits
  • Physical bravery (Tier 4): (Requires taste for blood) When you reach your wound threshold, make a resilience check against your current wounded state. If you succeed, you do not go unconscious: keep fighting until someone hits you again (when you need to make this check again)
  • Stalwart (Tier 5): (Requires physical bravery) As shrug it off, but you make the resilience check for any critical injury, against the critical rating, upgraded once if you are already critically injured.

These are just example talents, I’m not sure how unbalancing they might be in combat (and Shrug it off might be underpowered). In my campaign orcs already have the physical bravery talent, and it’s a lot of fun.

Choosing your melee and soak attributes

Another idea that could be considered, though I haven’t put much thought into it, is to allow PCs to choose the attribute they use for soak at the beginning of the campaign. Perhaps the list could be brawn, agility, willpower or presence. Thus you could have a wizard who is hard to hurt because of their sheer force of will, or a bard who refuses to show their pain to an audience.

It’s also possible that weapons could be reformed so different weapons use different attributes, or the brawl, light and heavy melee skills are reformed to use agility, cunning and brawn respectively (in general I think cunning is not a very useful attribute in Genesys). This makes a clear distinction between fast fighters, smart fighters, and tough fighters, something I think most players want to see in a nuanced rule system but which I have shown before often falls apart in practice.

In any case, the key thing here, whatever method one uses, is to reduce the oversized influence of brawn on combat effectiveness, and force fighter characters to be less one dimensional, as well as give other PCs more options and effectiveness in combat. I am not sure if I am going to introduce this reform to my system – at the moment we have only one heavy fighter anyway, and we’ve just gone through a round of rules changes so another set at this point might be pushing the limits of my players’ patience – but I hope the Genesys creators will consider this issue in future iterations of the game.

Addendum: Overpowered stats and role diversity

Some people on the Genesys facebook group have made the point that combat is about more than striking and running, and other characters with other attributes can contribute by doing other things. This is true, but it’s not enough for two reasons. First of all, every critique of every system always gets this response that “role-playing is about creativity, you can find ways to do things that don’t involve violence,” but this is not really fair. First of all, over 30 years of gaming I have never played in any group that didn’t have a heavy focus on violence, and secondly if creativity is so important, why do we have rules at all? We have rules because they’re an important support for our creativity, and the nature of rules changes the way our creativity works. This “oh just be creative in combat” response is always frustrating!

Secondly, however, this response misses an important point about overpowered stats. If one stat is overpowered, then PCs whose primary role depends on that stat will have more choices to be creative in character development than others. Rather than being one-dimensional tanks, brawn-based fighters have more choices to flesh out their PCs. This is because they can excel at their main role with just one attribute, while other PCs need two. Compare, for example, a wizard character that uses presence to cast spells. They will need brawn to stay alive in combat and willpower for their strain threshold. Even if they decide to be fragile, in order to be good at their role they need two attributes. This means that they have less attributes to throw around in secondary character development. It is likely, therefore, that such a PC will choose social skills based on presence – so most such wizards will be leaders or seducers, rather than say kids who ran with gangs (cunning) or acrobats (agility). In contrast, a PC that is primarily a fighter needs only one attribute to be good at what they primarily do, so they have more attributes to throw around. So a fighter-type character can choose to be a leader (presence), a stoic grave-robber whose seen things you wouldn’t believe (willpower), someone who grew up on the streets before they joined the army (cunning) and so on. This PC, rather than being more one-dimensional than those others, will be more flexible! He or she will be able to fight like a monster and be the party’s go-to character for negotiation and perception (for example), while other PCs cannot fit the same diversity of roles because they have sunk all their attributes onto their main role.

A really good example of this problem is the D&D 5E rogue, who is great in combat but also a good archer and has a wide array of super useful crime-style skills. Much of a D&D 5E adventure involves the other PCs waiting for the rogue: they send the rogue ahead to scout the enemy, they set the combat up to ensure the rogue can flank, after the combat they wait for the rogue to check the chest for traps, then the rogue unlocks the chest, and so on. Far from being one-dimensional, the rogue is a more diverse character than any of the others.

So, for a system to fairly encourage role-sharing and ensure that all PCs can contribute to combat, paradoxically, it needs to ensure that the primary fighter characters depend on the same number of attributes to be good at their role as every other PC. Otherwise, rather than only enjoying the combat and being a one-dimensional brawler, they will be the only PC that can enjoy combat and contribute to everything else. And that makes other players bored and frustrated, which is not the point of these games!

I want more of this

Chapter 1 of my Genesys campaign is drawing to a close with our “heroes” slinking out of the mountains with their bloodied tails between their legs, and I am considering some refinements to the rules for the second chapter. In particular, I want to refine some of the rules for combat based on my experience of changing combat rules for Warhammer 3. Here I explain why and what the rule changes will be.

What is wrong with Genesys combat now?

There are several problems with the way combat checks are resolved in Genesys now, which arise from the decision to give the attack check a fixed difficulty (two) and have modifications in difficulty depend primarily on the target’s armour and other boosts. This means that currently the pool of challenge dice will typically be something like two blue dice and 3-4 setback dice, regardless of how good the combatant is. If I stick Calim (a cleric with no combat skill) and Kyansei (a barbarian with good brawn and fighting skill) in the same armour, they’re equally easy to hit, and the only difference between them is that Kyansei has a talent that she can use to burn strain to reduce damage. What does this mean in combat?

  • Very little chaos: The only way we can add red dice is by using story points to upgrade pools, which my players don’t do much because they’re terrified of giving me any (blame this on Coriolis). This means that there are few despair effects, and therefore very few mishaps, in what should be the craziest and way out part of the game, and also stops people from being able to prevent criticals
  • Way too many dice: All those black dice are annoying to calculate and throw around. I have to ask the player their character’s defense, then figure out if Itzel has cast a blur spell, and then consider any left over setback dice from past enemies’ good rolls
  • Too many limits on defense: Basically if you’re wearing Lamellar armour (defense 2), carrying a shield (defense 1) and have Itzel’s blur spell you have hit the 4 dice limit on defense. This means that often cover, situational advantages and past good luck make little difference to someone’s defense. Basically when Kyansei is in the front line with a blur on her, nothing anyone else does will help her, and she has no benefit from cover when people are shooting her. All those threats, advantages and tactics go to waste.
  • Limited combat styles: Genesys has lots of dice and is designed for the advantages, threats, triumphs and despairs to produce special results but the part of the game that is richest in possibility for ways to use them is lacking in any distinctive rules about how they might apply, and lacks any special paths for fighter type characters to go down to benefit from them.
  • Lack of consistency: In every other part of the game we do opposed skill checks by setting the skill of the defender as purple and red dice, but in combat we don’t. Why this inconsistency? It irks me.
  • Too much power in armour: Since armour is the main way you don’t get hit and the main way you avoid damage, good armour becomes way too valuable in this game. Nobody yet has magical armour but my assumption is that it will have better defense, so then basically one suit of magic armour and a shield and you don’t need to worry about tactics or anything. Annoying! I might as well be playing Cyberpunk, where armour is completely borked.

So, given these flaws, I have decided to introduce a set of house rules that reduce the influence of armour and open up the possibility of multiple different schools of combat. I’m hoping that these house rules will make combat a little more tactical and reduce the importance of armour for defense, while increasing its impact on damage and thus further swinging combat in favour of the skilled people with the big weapons.

Combining talents and skills to set attack difficulty

In these house rules, the basic difficulty of an attack is set at two, just as before, but now armour offers no defense benefits, instead having slightly increased soak. Now, if a PC wants to upgrade the difficulty of the attack – that is, if someone wants to defend themselves – they have to sink 5xp on one of three possible talents, which then enable the PC to use a skill to set the difficulty of the attack provided they meet the conditions of the talent. The talents are listed here.

  • Dodge: The PC uses their acrobatics skill to set the difficulty of the attack, provided they are aware of the attack, are able to move freely and are wearing light armour. Later levels of the dodge talent enable the PC to take strain to reduce the damage of missile attacks, to escape from combat, or to reduce the damage from spell attacks.
  • Parry: The PC uses their melee skill to set the difficulty of the attack, provided they are carrying a weapon with the defensive quality or a shield, and are aware of the attack. Later levels of the talent enable them to disarm their enemy, take strain to reduce the damage from missile attacks (provided they have a shield) or do counter attacks.
  • Block: The PC uses their resilience skill to set the difficulty of the attack, provided they are wearing heavy medium or heavy armour. Later levels of this talent allow them to knock an attacker over, to reduce damage from melee or missile attacks by taking strain, to grapple someone’s weapon hand, or to reduce the damage from spell attacks.

So for example, a PC with agility 3 and two ranks of acrobatics skill who takes the dodge talent will be able to change the difficulty of the attack from two purple to one purple and two red, provided they can move, know they’re being attacked and are wearing light armour. This is approximately the same difficulty to hit as if they had a defense of three in the old rules, so it means that this highly skilled acrobat is as hard to hit as if they were wearing lamellar armour and carrying a shield – but has much less soak. In contrast, someone wearing chainmail armour who has three brawn and resilience of two will offer the same difficulty to hit as this acrobat, though they will have much greater soak. These talents also offer three pathways in combat: either light and mobile, aggressively hitting people, or tanky.

The primary benefits of this system are:

  • It rewards people who sink a lot of xp into combat-related talents with interesting things to do
  • It offers people the chance to avoid critical hits by using skill
  • It increases the range of options to gain defense from magic, cover and tactics (setback dice can still be added to the difficulty like this)
  • It means I don’t have to ask people their defense and wait an hour as they add up 1 and 2, but instead everyone knows exactly how hard they are to hit
  • It frees up story points from the defensive part of combat

This also means that your classic cleric lumbering around combat without many talents or much training but wearing heavy armour will be easy to hit and hard to hurt. That’s good! To make up for the problem of extra soak on armour I also introduce some favoured weapon talents that increase damage and also give the opportunity to gain automatic advantages. I have also introduced a set of knife fighter talents that give people using this weapon the chance to use cunning instead of brawn to attack, and some tricks for getting inside weapon range and staying there.

Other benefits of armour

Of course this system raises the possibility that armour becomes boring and there is no reason to choose any one kind of armour over another. I have added some spice to the armour by giving different kinds of armour different sorts of resistance against elemental (spell) attacks. In the magic rules I am using every element has its own special properties: lightning, for example, is stun 2 and pierce 1; dark, the form used by deepfolk, is disorient 1 and vicious 2. But now some armour types offer immunity to some elemental types. Table 1 shows these benefits: Lamellar, for example, is immune to the special effects of force, dark, ice and acid.

TypeTypeSoakEncResistancePriceRarity
RobesLight+11Lightning, acid, ice200
Cloth/paddedLight+22Lightning, ice401
LeatherLight+22Lightning, dark802
Lamellar / studdedLight+23Force, dark, ice, acid1503
ScaleMedium+34Force, fire, ice, dark2002
ChainmailMedium+33Fire, earth4006
Half plateHeavy+44Fire, ice15008
Full plateHeavy+55Fire, ice, force20008
Table 1: Revised armour soak ratings and elemental resistances

This means that PCs will need to make some hard choices about whether they want to be resistance to deepfolk magic as well as physical attacks. Note also that removing defense from armour means that magic armour now has many benefits: when (if) the PCs get their first suit of magic armour, even the lowest level of magic armour will be hugely valuable because it will be their first chance to gain a point of constant defense.

Is this system too complicated?

This is a kind of a silly question in Genesys, since the entire system is ridiculously complicated, but in answer I don’t think it is, because every single round my players need to be told how many purple and black dice to add, and it changes every turn because of the consequences of past rolls. And I have to ask them constantly what their defense is, or refer to a table, so what changes really? This system will, however, more clearly delineate between dedicated fighters and non-fighters, and between minions and rivals. At the moment we have a stormcaller (Bao Tap) and a wandering blacksmith (Quangbae) who have no special talents but by dint of their brawn and skills are just as good in combat as Kyansei. In this revised system they might be as good at hitting people as Kyansei but, since she sinks her xp into combat talents, they’re highly unlikely to be as good at defending themselves. This means that if all three of them are constantly running into combat, it’s going to be Quangbae and Bao Tap coming out with the crits, not Kyansei.

It also helps to distinguish between minions, rivals and nemeses. Genesys even has a Rival talent that is intended to increase the difficulty of hitting rivals, who are otherwise too easy to hit. With this system we can make it simple: minions have no special combat talents, but rivals can draw from the same tree as PCs to become very hard to hit. So instead of a dragon with brawn 8 and 3 ranks of resilience skill being as hard to hit as a wizard, we can give them the block talent and only truly stupendous fighters will be able to hurt them.

Finally, the system shifts the balance a little more to missile weapons, since none of the talents applies to them, so seasoned warriors will always be easier to hit with crossbows. That should also force some difficult decisions, since it will mean that weak archer minions are genuinely dangerous.

I will introduce this system from chapter 2 and see how it goes. Hopefully it will shift the balance of combat towards the skilled fighters and the minion archers, force more use of cover and tactics, and increase the levels of chaos and skullduggery in battle. Let’s go, warriors, let’s go!

Yesterday I wrote a post about the ways in which online teaching and supervision can be superior to physical teaching and supervision, and today I want to follow up with a short post about what aspects of online gaming can be transferred to physical gaming. I finished my Coriolis campaign online, and we have started the Archipelago campaign online too. Gaming online at this time has been necessary to avoid a physical TPK[1], but it has had several advantages:

  • We were able to include a former Coriolis player who moved overseas in the final part of that campaign, which was a good way to end the campaign and reconnect with an old player
  • One of our players is managing a very young child and another is living a large part of their time outside of Tokyo, so we’ve been able to include them in sessions
  • We’ve been able to meet more regularly because we can set weekday evenings without having to worry about commuting or finding a convenient venue

In Tokyo there are lots of venues you can hire on weekday evenings for gaming, so we can find a mutually agreeable location, but the physical meetings are short and interrupted by eating, commuting and so on. When we game online during the week we can start later – 8pm to enable children to settle – and have already eaten and relaxed after the day. I also don’t have to lug my gaming material through the summer heat, and if we finish at 11 with a solid 3 hours’ gaming done, we can still be to bed early without worrying about commuting. We usually start an hour earlier for socialization, and people just join when they can.

For Coriolis we used roll20, and for the Archipelago campaign we are using a system called RPG Sessions for characters and dice, run partly through discord, and roll20 for mapping[2]. As the number of coronavirus cases stabilizes in Tokyo and maybe begins to curve down, we’re thinking about returning to physical gaming sometime in September, but I think we are going to continue with some online sessions permanently, because it’s difficult to gather the whole group regularly on weekends and easy to gather them on a weekday night. Also I think when we do game physically we will retain a few aspects of online gaming.

In particular I aim to keep using roll20 for mapping. There is this constant problem with maps and tabletop RPGs that they have to be put in the centre of the table, where there is usually a huge pile of snacks, and some people always have to stand to look at them, and then also the map is oriented towards half the group and upside down to the rest. I think we can get around this by having each person see the map on their own tablet, and also have it on a big screen at the end of the table (I have a tv in my kitchen that I can share with chromecast). Thus we will all be able to see the map but have a shared map at the same time. Players can move their own PCs on the map, and we can maintain the sense of physical space without having to invest in horrific things like miniatures and the like[3].

Using roll20 for mapping also avoids the annoying situation where players are supposed to navigate their way around a physical map based entirely on my descriptions, when I can just use the fog of war on a map software to immediately reveal the rooms they can see, and the monsters they can see, when they see them. This is a vast improvement over physical maps or – worst of all – the horrible 1980s tradition of having a “mapper” who mapped out the dungeon as you explored it and always got it wrong. Having virtual maps also enables us to flick between them quickly, to have pictures of enemies and so on. Why go back to printed stuff?!

I think we will also continue to use RPG sessions for character sheets. It is very nicely integrated with the Genesys system so that for example it even records criticals, which is great. Instead of having my PCs note down the name of the critical and its details they just hit a button and roll one up and it gets added directly to their character sheet. I am using onenote to track campaign sessions, so now we just put the date of the crit into the character sheet and we know exactly when to attempt crit recovery, etc. There is also no risk anyone will ever forget a character sheet, since there’s zero chance they’ll leave home without a phone.

I have recently subscribed to the new Twilight 2000 kickstarter (and I suggest you do too!) which funded in 7 minutes, and is now up to its 9 billionth stretch goal. One of those stretch goals was the development of virtual tabletop tools for all the major applications, so that when you receive the game it is ready out of the box to be played online. I hope all new RPGs will do this in future, so that we can have a fully integrated virtual mapping, gaming and dice rolling system all in one. Of course some players like to roll dice (even though they’re shit at it[5]), which they will still be able to do, but the availability of ubiquitous online gaming platforms also opens the possibility of arbitrarily complex dice systems, since there’s no reason to physically assemble them or calculate the results. Who needs ideal polygonal forms for your dice when you can just roll d73? We could have dice systems based entirely on prime numbers! Or just go straight to arbitrary probability distributions … why go back?

This pandemic has forced the world to deal with the fact that the internet is no longer an ersatz reality. It’s no longer the case that things done online are not relevant to or close to real life. We should accept this, and instead of seeing online experiences as inferior to physical experiences, things we were forced to compromise on for our health, we should see them as ways to improve our past physical experiences to make them better. Rather than going back to how things used to be, let’s use the improvisations we had to make during this time to improve our physical lives when we are able to reconnect. I am trying to do this with my teaching, and I aim to do it for my gaming too!


fn1: Touch wood none of our players have got coronavirus, though two have been through some health scares, but some of us are older and some of us overweight, so we’re in the risk group for getting it badly if it does happen, and a gaming group is a perfect scenario for a cluster

fn2: Roll20 supposedly has an api for genesys dice but it is completely broken so I had to give up on using it. This was frustrating!

fn3: I’ve never been a great fan of miniatures for gaming, because I can’t paint them and they’re an absolute bastard to lug around, and for the first 15 or so years of my gaming experience they were only available in lead[4], which was heavy and ugly

fn4: Yes in the 1980s parents willingly allowed their still-developing children to participate in a hobby that involved casting lead, and playing with things made of lead. WTF

fn5: Jesus christ people, have some dice discipline will you!

I have been running a Coriolis campaign for 39 sessions now, with the PCs having accrued a lot of experience and a large number of talents and skills. The Coriolis rules are generally very tight and have been very easy to work with (except perhaps the space combat rules), but some parts of the basic rules lack a little depth as you gain levels, and there have been some ways in which my group and I have worked together to enhance the rules and in some ways to change them. Here I list some of those changes, and one change I should have implemented but didn’t.

Talent tiers

Pretty early on we realized that talents should have tiers, with more powerful and versatile effects at higher tiers. So we have made some additional talents that apply beyond the first tier. They still only cost 5xp to buy, but they require the previous talent in the tier first. Here are three examples of these tiers in action.

Tenth life: This is absolutely fundamental to enjoying this game. Once you’ve invested 50 xp in your pc you want some way to cheat death, and this is it. It’s the second tier of Nine Lives, and it has one purpose: you burn the talent to nullify a critical roll of 66. This is the game’s only one use talent, meaning you have to buy it again every time you used it. In our most recent session the PC Al Hamra used this to nullify a 66, and then got hit later in the same battle with another 66, which he could not nullify, and two other PCs (I think) have been forced to use their Tenth Life (then immediately bought it again). This talent is tier 2, with Nine Lives at Tier 1, but I think actually Nine Lives is a massively over-powered talent and should itself be Tier 2 – Tier 1 of this talent tree should be something like rerolling a crit and being forced to take the second roll, or being able to use Nine Lives only once a combat or something. But given how lethal this game is we haven’t quibbled with it: Nine Lives is basically a mandatory talent.

Machine gunner: The Machine Gunner talent now has two additional tiers. The first enables the PC to ignore the bulky quality of weapons (enabling them to carry vulcan machine guns as if they were carbines) and the second to fire full auto using 2AP. Adam has all three tiers, which means he can ignore an extra 1 when he fires his machine gun, he can carry a full vulcan machine gun as if it were a normal weapon, and can reload and fire in one round (he has rapid reload too). This makes Adam absolutely lethal when he rolls well, since he can ignore the first two 1s in an auto fire attack and do it every round even if he exhausts his ammunition. This is just as well since Adam’s player always rolls really badly.

Executioner: Tier 2 of the executioner allows the player to roll a second critical and choose the best one before reversing the dice. It partially nullifies Nine Lives and is used by Siladan, who is a melee fighter and consistently suffers the disadvantage of having to charge through a round of missile fire before he can engage. This is a very bad disadvantage in melee! I suspect that if combined with machine gunner this talent would be horrific.

Combat medic: Tier 2 of the combat medic talent enables the PC to heal damage when stabilizing a crit (but only when stabilizing a crit) so that each additional success grants one wound. Until we expanded mystic powers this was the only way that the PCs could recover damage during combat if they weren’t broken, and avoided this weird and unholy ping pong in which Dr Delekta had to wait for a player to be broken, heal them up a few wounds, and then let them be broken again (I think this ping pong happened in the first few sessions because we misunderstood the healing rules). In any case it’s super important because things spiral down the tube really fast if you can’t heal wounds along with stabilizing criticals. I think this system is far more lethal than even Rolemaster and a lot of our house rules were developed to make it survivable[1].

Expanded mystic powers

These have been described before but I include them here for completeness. In particular the higher levels of the Stop power (which give domination ability with almost no resistance) and the healing powers have been very useful. One of our mystics, Saqr, usually keeps an action point spare for a reaction that increases his armour. Another PC, Kaarlina, has all the levels of technomage and has found them very useful in a lot of situations, and of course Al Hamra loves both the second tier of the mind reading power and his domination abilities. I haven’t really deployed these powers to great effect against the PCs yet but I feel this will come soon.

Enhanced minion powers

I have been following the rule that minions add one die to their attack for each extra member of the group, but I have further enhanced the rules to make them a little more dangerous, enabling extra dice in additional situations.

  • Observation checks: Obviously with more people looking the chance of success should increase
  • Dexterity and force checks: When an entire team tries to get out of combat someone should be able to break through, so I increase dexterity checks accordingly; similarly for force checks, even in grappling-type situations (it’s hard to grapple one mook when three others are whaling on you).
  • Auto-fire: This is the key enhancement. Every extra minion in a group increases the number of 1s that need to be rolled to exhaust their weapons’ ammunition, so for example if there are four minions in a team they need to roll four 1s (the first 1, plus 3 more) in order to exhaust their weapons ammunition when using auto-fire. This makes minions with vulcan carbines absolutely lethal and ensures that my PCs are forced to take minions seriously, especially if I have enough darkness points to pray…

Group and individual skill checks

I follow a ruthless rule for adjudicating skill checks now: if the entire group fails from a single failure, everyone must roll separately; if the entire group benefits from a single success, the person with the highest pool rolls once and gains a +1 for each supporting person. This is done to ensure that the PCs do not basically automatically succeed at everything just from luck, and is something I learnt in D&D. Basically even if an observation check is super hard, if everyone rolls for it one of the group is likely to roll high. So I force the players to roll a single pool for observation checks, research, negotiations and the like – anything where even a single success from one PC is sufficient. In contrast, for stealth checks, where even one failure affects the whole group, I require everyone to roll separately and the entire group suffers from the worst roll. I recommend everyone apply this rule to a party with a fighter in plate mail!

You can really take this rule to new heights of nastiness by rolling some of the players’ dice pool secretly, yourself, so that they don’t know the exact result. I tried this a few times but the uproar led me to give it up. In this embellishment you roll perhaps a third of the dice yourself, so that if the players get no successes they don’t know whether to pray or not (since you might have rolled the one success they need); and if they don’t pray, they cannot guess whether the information they have received is untrue. It also means they cannot tell if they have got a critical success unless they see three dice in their part of the pool.

This is a real dick move, but if you like that sort of thing I strongly recommend it.

Strain from armour

When I played in a long (and excellent) Cyberpunk campaign we had to make a lot of house rules, and one modification we had to make was to armour, which proved invincible once you had more than a certain amount. We house-ruled there that if your armour fully absorbs damage you still take a point of stun damage, to ensure that no one can stay in combat for an infinite period of time just absorbing damage, because armour was so obviously over-powered in those rules[2]. Armour is not over-powered in Coriolis, but I think it would still be good to have a rule that if your armour absorbs all physical damage you still take a point of mental damage. Since absorbing physical damage often means avoiding a potentially lethal[3] critical, it seems reasonable that this should be a stressful experience. This also means that if you’re crouching behind cover absorbing huge amounts of incoming fire without taking damage, you will slowly lose your shit, which also seems reasonable. Unfortunately, however, I forgot this rule until recently and it’s definitely too late to implement it[4]. I recommend that you do!

Final comment on the rules

I have found the Coriolis rules to be very smooth, enjoyable and easy to use, with very little need for house ruling beyond judgements about positives and negatives, and winging it a bit with the use of darkness points. It’s a really well-designed and smooth system that is very fun to use. My only criticism would be that the talents and mystic powers are a bit superficial, and don’t allow the richness and depth of character creation that players demand over a long campaign. But this is a very minor criticism, and embellishing rules is much more fun than hacking them because they don’t work. So I present these rule modifications in that spirit, with the clear qualification that the system works completely fine as it is. Nonetheless, I hope you will consider using some of these rules in your own campaign, and even if you decide to ignore all of them, I strongly recommend the enhanced auto-fire rules for minions. Because, let’s face it, your players deserve the best!


fn1: Perhaps if my players were less reckless this wouldn’t be an issue … but they would argue I’m an arsehole GM and they have no choice. There were good people on both sides of the debate …

fn2: Don’t play Cyberpunk, the rules are thoroughly broken.

fn3: 50% of the time!

fn4: I suspect if my players read this they’ll be clamouring for me to implement the rule, since they’re about to face off with four guys in battle exos.

 

 

 

As my Coriolis campaign comes to its extremely violent conclusion, I am completing preparations for the next campaign I plan to GM. The last few campaigns I have GM’d have been science fiction: Coriolis, before that the Spiral Confederacy (Traveler), and before that a post-apocalyptic water-world campaign called Flood (using Cyberpunk rules, natch). My players are craving some high fantasy and so am I, but I am completely over D&D and incapable of running it or playing it any more – I just find it boring in all its incarnations and although I loved it when I was younger I can’t enjoy it past about 5th level, so I don’t want to run it anymore. I considered Warhammer, but I think my players would like to move away from worlds saturated in darkness and I know that when I GM Warhammer I make it altogether very grimdark, which some of my players don’t need. So, I decided to make my own sunny and upbeat campaign world for Genesys, using a classic fantasy RPG setting with orcs and magic and mediaeval scenes and monsters and completely arbitrary but fixed notions of good and evil which mean the PCs can slay any evil monster they want without fear of repercussions or any moral quandaries. The setting I chose is based on a map I found on the internet, and I choose at this stage to call it the Archipelago Campaign.

The Archipelago

The Archipelago is a collection of island kingdoms of manageable size, isolated from any major landmasses and connected by stormy but navigable seas. There are 8 nations of human settlements, a large wild area occupied by human-like tribespeople called wildlings, a single island for dwarves, and a couple of forests where elves live. There are also a few members of a race of people called Changelings, who are like humans but smaller and a bit weird, who live in hunter-gatherer societies and can change their form to perfectly resemble any human they have ever seen. The entire area is also plagued by deepfolk: orcs, goblins, ogres, dark elves and deep gnomes who are implacably evil and hate humans with all their heart and soul (if they have a soul). The deepfolk live underground and come out through hidden entrances and lairs in mountains, hillsides and forests, and there is constant conflict between these nasty creatures and humans. There are also other monsters in the forests and mountains, and one island has been ravaged and taken over by a dragon.

The refugee history of humans

The human society in this land is relatively light on history and politics. Humans arrived in the Archipelago 1000 years ago as refugees, but were immediately plunged into 200 years of constant flight and conflict as the deepfolk tried to destroy them. As a result of these 200 Lost Years they have forgotten their origins and lost all documents and written stories about their past, and so they know nothing about where they came from, why they fled, or how they came to the Archipelago. After 200 years the dwarves took pity on them and helped them found a few pathetic settlements, and after that they slowly formed kingdoms. They had to learn to read and write from the dwarves, either because they had no written language or all those details were destroyed during the Lost Years. They brought a kind of magic with them, learnt a new kind from the dwarves and a third kind from the elves, and slowly settled and spread across the Archipelago. Out of respect for their refugee history they have no systems of slavery or kings or queens, and generally there is not much conflict between kingdoms – I have set this society up to be light on politics and history so the PCs can focus on uncovering secrets and killing orcs, but without having the stultifying and boring influence of feudalism on the society.

In general human society is at the technology level of Britain in the 9th century, with the caveat that they have little access to iron – all iron and jewels are hoarded by deepfolk and can only be obtained through war. So weapons and armour are slightly neolithic. This introduces a new tier of weapons between mundane weapons and magic weapons, and gives additional reasons to kill those pale-skinned underground bastards.

Magic and religion

There are three forms of magic in the world, each connected to a religion: Salt, the magic humans brought with them; Storm, the magic dwarves love, which helps them become consummate sailors; and sun, the magic the elves prefer, which is most like the arcane magic we all know and love. There is no heaven and hell, no demons, no afterlife and no special moral restrictions from religion, so religion is primarily a reassuring force to make pathetic humans feel they have a place in the world, rather than a strong moral code. PCs can be one of the three religions but can never mix magical forms. There is a fourth kind of magic, deep magic, used by deepfolk, which is the only way that one can learn necromancy or enchantments, but no human has ever used it so domination spells and vampires are entirely the province of the deepfolk. Deepfolk are evil!

Races and classes

In this world as in all my worlds elves are dodgy, shonky wild creatures who can’t be understood or trusted, but players can choose an elven PC if that is their thing. Dwarves are simply small, thin folk who live on the sea and are masters of art, culture and craft – kind of like erudite 16th century explorers compared to the 9th century barbarian humans. The wildlings of the north are maybe a lost tribe of humans or maybe a different indigenous race, no one knows, but they’re bigger and kind of more savage than humans. Changelings live in small hunter-gatherer societies on the fringe of human nations, and don’t seem to have much wealth or care for human activities, but are much sought after for their transformation powers. No one can play any form of deepfolk, because deepfolk are evil.

Resources and plans

The document I have prepared for my players to read can be found here, with detailed information about the world and rules for the Genesys system. We will be starting in the next month or two, depending on brutally the players are able to end the Coriolis campaign. I am looking forward to a long, leisurely exploration of a fantasy realm after many years of science fiction!

On old Al-Ardha there was a nation of deltas and rivers, a low-lying land that had made its history and its culture at one with the sea. Rich nations far away from this tidebound kingdom polluted and ruined Al-Ardha, and as the seas of the warming world rose this nation that had lived at peace with the brine for 1000 years was inundated and ruined.

The people of this nation had a proud tradition of ship-breaking, taking the terrestrial ships of other nations and reducing them to their bones and parts, repurposing them and selling them. When the people of the First Horizon went into space the people of this nation followed, taking their ship-breaking skills to the Dark between the stars and becoming consummate recyclers of the ships of the richer nations that were ruining the surface. But for all their labours, when the people of the First Horizon sent out their generation ships to colonize the second and third Horizons, the people of this proud riverine kingdom were not included. Watching their own land sink beneath the waves of their dying world, they decided to build their own generation ship, fashioning a mighty vessel to take them to the Third Horizon and preparing it with loving care over decades to send out to the stars.

As they finished their ship, however, the people of the First Horizon discovered the portals, and generation ships were no longer necessary. The river-folk of this drowning land saw their chance, and quickly redesigned their ship to travel through the portals. They set off through the portals with the rest of Al-Ardha’s fleet, arriving in the Third Horizon and becoming part of the wave of migration known as the Firstcome.

This nation’s ship was called অটুট, Atuta, in their language. In the language of the Third Horizon this would be interpreted as the Unbroken. While the other Firstcome ships had been designed for the portals, the Unbroken had been designed as a generation ship, and it dwarfed the other Firstcome ships. 4km long, carrying some 500,000 people and a wealth of equipment and materiel, the Unbroken was twice the size of the next largest ship in the Firstcome fleet, and carried far more people than any of the other ships in the fleet. When the Firstcome arrived in the Third Horizon a mad scramble began to find new planets and places to settle, but the people of the Unbroken, being themselves victims of colonialism, refused to join the frenzied competition for land and resources that characterized that first wave of settlement. Instead they traveled the Horizon looking for a place to rest. By dint of the skill of their captains, long honed in a land that had grown with the sea and leapt into the sky, they were able to navigate the unstable portals of the Dabaran circle, and were among the first to arrive in the Dabaran system. While some of those who came with them chose to settle planets in the system the people of the Unbroken decided to make their fate in the stars, doing what they had done in the First Horizon. They brought the Unbroken to rest in a far orbit in the Dabaran system, and turned the huge ship into a massive space station, hundreds of years before the arrival of the Zenith. The massive engines that had powered it were repurposed into material for factories and shipyards, and the Shipbuilders of Dabaran began their trade.

Over the next generations, before the portal wars collapsed the portals and destroyed the connection to Al-Ardha, the people of that drowning nation set out on many small ships to the Third Horizon to join their pioneers from the Unbroken, bringing their ship-breaking yards and their factories and their culture to the Third Horizon. Over those generations another million people joined the original settlers, and the original space station grew in size, the Unbroken now surrounded by platforms and barges and dormitory stations and factories. The complex grew, and in this complex developed the largest, most productive and well-known of the Horizon’s shipyards: the Dabaran Shipyards. These shipyards could do anything: repurposing, renovating, scrapping, salvaging and building. They took old ships and reduced them to their components, recycling the parts into new ships for clients all across the Horizon. They refurbished and repurposed ships, adding and removing modules, changing shapes, grafting in new components, redesigning anything they were asked to do. And using the components they stripped from other ships, or materials brought in from distant systems, they build new ships to order. Mira could make faster, more beautiful ships; the freighters of Darkos were unparalleled for their solidity; Harima’s ships were faster and more luxurious; but if you wanted versatility in your design, at a reasonable price, or just wanted a simple, all-purpose ship with no problems and no fuss, the shipyards of Dabaran could build it for you. Everyone in the Horizon knows about Dabaran ships, but somehow they pass through every system unheralded, unnoticed and without awe or disgust. They are the workhorses of the Horizon, the vessels that all the people of the systems of the Horizon do not even know they depend on. These are the many progeny of the shipyards of Dabaran.

A ship being broken, viewed from the deck of the Legion destroyer Azure Sky

Over the years the shipbuilders of Dabaran have become synonymous with the system itself. Their language, Dabari, is spoken on all its planets, and the industry of ship building dominates the economy of the whole system. Over time the shipbuilders themselves have become associated with the system, and so they themselves are called Dabarani. Some live on the surface of the Dabaran system’s planets, but the majority – perhaps 2 million in total – live in the many stations and satellites of the shipbuilding community, which is generally referred to as Atuta by its residents. Atuta is a huge, thriving complex of interconnected spaceships, space stations, platforms, barges and habitats, linked by a complex network of transport tubes, docking stations, and tiny fliers and transports that swarm around the habitats themselves. Even a lifetime spent on Atuta is insufficient to understand its many communities, souks, gardens and factories, and to visit Atuta is to understand what the Horizon could be like if only everyone were as industrious, as busy and as energetic as the Dabarani. People from all over the Horizon come here to trade ships and ship parts, to do business in the hectic and confused bazaars and marketplaces, and to make money from the shipping industry. In particular the agents of the Nomad Federation and the Free League swarm to Atuta to do business, and it is a stronghold of these factions. The Legion have a presence here as well, ostensibly to ensure security but in reality to ensure a steady supply of spare parts and new ships for their expanding empire. Far out from the centre of the Horizon, Atuta is a hub of commerce and industry.

The Dabarani build ships, and they also break them. But they do not, officially, break or refurbish illegal ships, and it is an unwise adventurer who brings a stolen ship to the Dabarani to be refitted or scrapped. However, a large industry of hackers and criminals has grown around Atuta, laundering the names and registrations of stolen ships so that they can be merged into the industrial landscape and repurposed or scrapped by its official industry. The Dabarani ruling council claim to be ignorant of any such crimes, and promise to punish them with extreme prejudice if caught, but everyone knows that in reality they tolerate these people in their midst in exchange for the business they bring. Some say the Legion maintain a presence here so they can watch this business, and keep track of all the ships that are being stolen and scrapped – and the people doing it. Others say that the Dabarani are nothing more than the permanent home base of the Nomad Federation, who sometimes need to trade in stolen and salvaged ships, but the truth is simpler: Atuta is open for business, and any business can be done here for the right price, if you are careful and you do not cross the Legion or the leadership of Atuta. If you have a stolen ship all you need to do is find one of the many Data Djinn who work at the fringes of Atuta, laundering ship licenses, and then you are free to take your new, “clean” ship into Artuta to pay the Dabarani to modify it.

With commercial influence and power has come cultural independence, and the Dabarani have retained many unique cultural practices over the years. The hull of the Unbroken itself remains largely untouched, but within it has been renovated to reflect its new purpose as the centre of Dabrani culture. The old hangars, vast spaces designed to hold the many courier ships and shuttles of the original generation ship, have been turned into a complex of gardens and shrines, with at its centre a huge hall for reflection and revelation. Most of the ship’s stasis pods have long since been stripped away and turned into parts for an expanded medical bay, but a few remain, converted into tombs to hold the remains of the Nabi, the navigators, captains and engineers who guided Dabarani society through the first generation of its growth in the Third Horizon. The Unbroken also bristles with ancient Firstcome weapons, installed during the portal wars, and although quiescent now represents a potent military force if roused to action. The Dabarani also follow a variant of the Church of the Icons, in which the Icons are not revered as gods but as messengers of an ineffable elder god. While others in the Third Horizon hold all the Icons as equal, the Dabarani revere the Messenger above all, seeing him as the original conduit for the wisdom of the ancient god, and like to quote from a book of his ideas that they claim he brought with him from the First Horizon (and which the other Firstcome lost).

This is Atuta, the Unbroken, the home of the last refugees of a drowning land, its best pilots and its most industrious shipbuilders. The entire Horizon is connected by its labour, and the entire Horizon can be found here, in Atuta.

My players are a little disappointed with the mystic powers in Coriolis, and to be honest so am I. I like games with magic, and I always want to be able to have some mystery and arcane secrets in my games. I also like those with mystic powers to ultimately be powerful and terrifying: Shadowrun has a rule, gank the mage, which I think should apply in any game with mystical or magical elements, but there’s no point in having this rule if your mages aren’t worth ganking, and in general mystics aren’t very powerful in Coriolis. Given their need to hide and the risk of persecution, this seems a little disappointing. So my players and I came up with some ideas for improving mystic powers.

First of all we thought that they should have expanded powers over djinn and other spirits, and also that they should be able to physically heal and mentally attack. We also thought most powers should have additional benefits if you focus on them. So I have developed a system with three tiers of powers. Each power introduced in the book has an additional two levels of power, which expand on or intensify the basic power introduced in the core rules. I also introduced a new power for healing. To buy a second level power one needs to have first purchased the power described in the core rules; for 5 xp one can then buy the next power in the list. Furthermore, no PC can have more level 3 powers than level 2 powers, and no PC can have more level 2 powers than level 1 (introductory) powers, and no PC can have more level 1 powers than their wits attribute. So for example a PC with a wits of 4 can have 4 level 1 powers, 3 level 2, and 2 level 3 powers; in total buying all these powers will require 45 xp, which in my campaign would probably take about 20-25 sessions to get to. Some of the powers at level 2 or level 3 can be expanded by spending additional xp to increase damage or range, or reduce crit value. So to be a fully rounded, genuinely scary mystic would probably require 60xp or more.

The table of mystic powers, from level 1 to level 3, is shown below. All level 1 powers except heal are introduced in the core rules.

Power class Level 1 Level 2 Level 3
Artificer Artificer: go into a trance to understand an artifact Rigger: Activate and control ordinary objects at long range or less using your skill in that item/equipment Technomage: Use an object or technology using mystic powers as if you had the skill
Clairvoyant Clairvoyant: find a person or object Scry: See remote locations, objects or people Act: Cast any mystic power through a video, scry or other remote vision device
Exorcist Exorcist: Drive a spirit out of a person Abjurer: Force a spirit to manifest in a physical form, making it vulnerable to physical attacks Astral champion: launch a physical attack on a spirit in non-physical form. Attack is dmg 1, crit 3, range touch; use xp to increase dmg/range, reduce crit
Intuition Intuition: Ask the GM a question about anything in the world Speak with dead: speak with a recently dead person to find out what they experienced Prediction: Use mystic powers to increase initiative by 1 / success
Mind reader Mind reader: read surface thoughts Detect truth: learn when someone is lying or telling the truth as they speak Mental attack: Does MP dmg 1, crit 3 (stun), range touch. Use xp to increase dmg, reduce crit, increase range
Mind walker Mind walker: see through someone else’s eyes Animal walker: see through an animal’s eyes/senses Machine walker: see through the sensory equipment of any machine, object or system
Prediction Prediction: Use a séance to see the future Regression: Learn the past about a place, thing or person Instantiation: Learn what is happening now to an absent place, thing or person
Premonition Premonition: test mystic powers to sense an impending attack Defense: use a reaction to give a friendly PC or NPC a free defense against an incoming attack, using your mystic powers Nine lives: as a reaction, allow one of your allies to reverse the dice on a critical
Stop Stop: use mystic powers to force someone to stop a single action Control: openly control a person for a single action, such as an attack or an important, obvious decision. Everyone knows you did it Dominate: take complete control of someone for 1 round per success. They get to use force to resist this.
Telekinesis Telekinesis: Applies to small objects Telekinesis 2: Applies to larger objects, up to the size of a person (who can use force to resist your power) Flight: The PC can use their telekinesis to move at a slow flight, including in zero-g. Use dexterity skill to control it
Body control Heal: heal 1 pt of damage per success, even if not broken Armour: Use a reaction to add mystic powers skill to your armour total Heal crit: completely heals a critical of severity less than or equal to the number of successes

 

I thought it might be good to introduce another power which grants someone an additional action point, attribute bonuses, etc., but decided this might be too powerful. Also there is no physical attack capability in any of these powers, so mystics can do mental attacks (which ignore armour!) but cannot do physical attacks. Also to get to a very weak mental attack that is no better than a stun weapon, a mystic needs to burn 15xps, though with 30xps this could be a vicious attack guaranteed to do significant stun damage.

Note also that these powers rely on good mystic powers skill, so most PCs will have to find a balance between new powers and improving their skill. To become a super powerful mystic is a path of privation and extreme limitations on other skills, and it is likely that in any campaign of less than about 40 sessions most PCs will not be able to get to a very high power level. NPCs, on the other hand …

As a final bonus, I think if anyone gets to two or more powers at level 3 they should be able to gain some additional combination power they can activate. So for example telekinesis + mind walker at level 3 might grant the PC the ability to teleport. This would be super useful if the PCs have a nemesis who has 3 level 3 powers … There might also be additional, forbidden powers that are not available to the PCs and require a cadaver clock to activate: permanent attribute boosts, resurrection, etc. Getting that clock and the associated powers could be a campaign goal for the PCs – and battling a mystic who has those powers could be a major campaign in itself. For example, they could discover a mystic who uses body control, stop and mind walker in a cadaver clock to turn people into completely obedient slaves, who fight and die on her behalf without release; the PCs’ job could be to discover the nature of this clock, and somehow destroy this super powerful mystic. That’s a fun and dark campaign! And it might put the PCs in two minds about the true nature of mystics, which could lead to complications when they embark on the Emissary Lost campaign ark …

I know some players of Coriolis will prefer to keep mystic powers subtle and low key, but I don’t like low-key magic and I like magic in my sci fi campaigns, so I will be running with these expanded powers – and making sure my group run into adversaries who have stocked up on them!

Coriolis is set in the Third Horizon, a complex of star systems linked by portals that enable instantaneous transport between connected systems (with severe potential complications). Each system is linked through the portals to perhaps 2-4 other systems, so traveling to distant systems requires passing through multiple portals. Portals are all located in the same place, about 0.5 AU from one of the system’s stars, so when you emerge from one portal you are 0.5 AU from the star and at exactly the position you need to be to go straight back through and on to your next destination. Navigating through a portal is dangerous, and requires piloting skill checks to pass through successfully; failure can be very bad, and as a result most travelers pass through in convoys, sharing the portal data provided by bulk haulers which pay extra to access good quality navigational data. No human can travel through a portal without being in stasis, so any ship that travels between systems needs to have enough stasis pods for its crew; failure to go into cryosleep during transit is always fatal.

This creates obvious complications for communications in the Third Horizon, particularly given that many systems have very low populations, are wracked by war or chaos, and have little industry and even less reason to visit them. As a guide, in the System Generator the largest population you can roll up for a whole planet is millions of residents. The systems have low populations that may be scattered across very large planets on very low density population centres. Given this, it seems likely that most systems will not receive much in the way of communications. However, the rulebook gives little information about this issue. All I can find on communications is this tiny inset:

Communication waves travel at the speed of light, which is roughly one AU per eight minutes – thus, getting a reply to a question takes at least 16 minutes per AU between you and the other party. No communication waves can pass through portals. Instead, a ship or a probe must make the jump and then transmit the message on the other side. This leads to great communication delays between systems. The Bulletin keeps multiple probes ready on every portal station, and anyone can pay to use them to send information. This is both expensive and not without risk however, as you never know who might be listening on the other end

This does not give much information about how communication works in the Third Horizon, and I don’t like it for two simple reasons:

  • If you have to pay to send information by a probe, then almost all information from low population centres will never get sent. I don’t like this.
  • It suggests that spaceships with no human crew can pass through portals. I really don’t like this idea: it opens the way for AI fleets, or for automated cargo systems. Not cool.

So, I have decided to revise the communications systems in the Third Horizon by introducing two small house rules that make life a little more complicated:

  • It is very dangerous to freeze and thaw people repeatedly from cryosleep – typically ship’s crews need a few days’ recovery before they can go back into stasis, and repeatedly violating this guideline can lead to insanity and loss of mental function (particularly bad when the security team wakes up in a rage, or the pilot has to navigate a portal in a post-stasis haze)
  • Any path through a portal requires a human to calculate it in order to work. In the entire history of the Third Horizon, no computer has ever plotted a path through a portal successfully. Most scientists suspect this is because the Portal Builders were capable of designing AI ships, and built this failsafe into the portals to ensure no one could obliterate another system using AI fleets

This has important consequences for communications in the Third Horizon. In particular, it means that it is not possible to have a system of automated relays, where probes go through the portals every hour and broadcast information, essentially rendering communication nearly instantaneous throughout the Third Horizon. If probes were possible, then it would be possible to have probes that transport through a portal every hour, collect the latest information broadcasts, and then transfer back through. This would mean that if you were 15 systems away from Kua you would likely get your news from Kua within about 24 hours, since when the probe comes through the portal it can broadcast its information directly to the portal station, and then when the probe to the next system is ready it will be right at the portal so will receive the information as soon as it arrives in-system, and an hour later travel to the next system. If probes were possible the Legion could send a message from Kua to the end of the Third Horizon in a matter of hours, simply by dispatching a probe through a series of portals.

If, on the other hand, only humans can pass through portals and humans require some days to recover from stasis, then sending information becomes trickier. At a busy system like Kua you could still have daily or hourly information exchange, simply by having a large enough number of small ships. For example with seven class I ships capable of stasis, you could send information through to Altai on a daily basis, using a roster to ensure that once a ship has passed through the portal its crew can rest and do other tasks for a few days before passing back through. But in a less busy system such a proposition might not be worth it – news would only be generated slowly, and no one would care what it was anyway, so why would you have seven crews on standby to transfer it? Instead you might broadcast it to a passing bulk hauler once a week, as the hauler passes through, and pay a nominal fee for it to transfer the information to the portal station at the far side. Then that station would pay a nominal fee to the next passing bulk hauler or starship to take information to the next system, and so on. In most cases this would mean that news would travel from one system to another approximately once a day, except in the busiest systems, so that if you lived in the outer fringes your news would take a week or two to get to Kua, and a month or two to travel to the far side of the Horizon. Given the distances involved that’s pretty cool.

This system of broadcasts will only apply to general news, of course. If you want a message sent to your family saying you made it safely to Yastopol then this is your plan: you go to your local Consortium office and select a simple, low cost plan to send your data to your family in Aiwaz, and you have fair confidence that it will arrive in a matter of about 10 days, give or take, uncorrupted and probably unread (let’s face it, you’re pretty boring). But what if you want to sext your lover in Kua? Or send news of a successful kick murder in Dabaran? Then you need more secure and more reliable delivery (you want to be sure he receives that dickpic!)

In this case you may need to provide your own encryption services, and people may be waiting at the other end to capture your data. When a bulk hauler arrives in a system it doesn’t ask questions about who should receive what data: it broadcasts it in bulk to a local receiver and carries on its way, and then that local receiver broadcasts that data on subject to the conditions of the transit. A cheap data transit plan will mean that stuff is just broadcast at every planet in system without fear or favour, and anyone listening in can pick it up. Local data providers will pick it up for sure, and if they recognize the address you gave your dickpic will end up at the correct tabula. But anyone who wants to listen in can also pick up your message, and if the encryption protocols of your backwater farmer’s Grindr app are not suitably good, then now everyone knows precisely how second rate your junk is. Probably not an issue, since the dude you were sending it to has already moved on (sorry to tell you that, but you know what these Kua boys are like – sluts the lot of them). If your news is a successful kick murder, though – well then your data is valuable, and whoever was sifting through your messages is going to be making sure to sell that on.

To get around this you have a couple of choices:

  • Pay for a packet drone, which detaches from the hauler once it arrives in the destination system and travels to a pre-determined local high security data center, from which its message can be broadcast with high security
  • Pay specifically for a tight beam communication to a specific target, which avoids the risk of interception but also leaves a trail of comms from ship to planet that an investigator could find
  • Apply your own high level encryption so even a widebeam broadcast can’t be hacked
  • Pay a secure provider – a dedicated information broker – which passes through some systems regularly and ensures your message gets to its destination, and usually also deletes its records after it passes through

Not all of these options are available in every system, or you may have to wait a long time to get the one you want. That dickpic won’t be fresh if you wait forever! Sometimes no matter how much money you have – or how many people you kill – the thing you need just won’t arrive in the system, and you’ll have to settle for less secure and less reliable communications. That is the nature of life out on the edge of the Horizon. Now let us consider two specific examples.

Banu Delecta’s Red Packet

The Cyclade is coming and as always at this time Dr. Banu Delecta’s thoughts turn to Qamar, a courtesan whose company she often enjoyed while she was a student in Coriolis. Dark-skinned, muscular, graceful, shy and ohh-so talented, Qamar was a boon to her during the stress of exams and a relief during those times when her male peers were exhausting and her rich boyfriends disappointing, and if his plebeian upbringing occasionally showed what did she care? He never judged her for her rich background, but loved her for who she was (really! She was special! Not like those old matrons from the Spire that he so often had to entertain!) Qamar retired after she graduated, but it is tradition in the Third Horizon for rich patrons to send retired courtesans a red packet – a small donation of money – on their birthday, as a kind of reminder of their goodwill and also to ensure that the courtesan’s retirement is not too harsh on them. Ever a stickler for tradition – and misty-eyed at the thought of those lazy afternoons in his apartments near the Ozone market – Dr. Delecta remembered that Qamar’s birthday was just after the Cyclade and now, back in her home system of Sivas, she had best organize the delivery.

A red packet delivery is no big deal, and so she takes a lifter down to her local post office and organizes an interstellar plan (oh how inconvenient! Back on Coriolis you could do all this on your tabula). She pays a little extra to ensure it is delivered on the date she chooses – Sivas is only two portals from Kua so she is confident it will arrive in time – and also pays a little more to add some encryption to the packet, since it is money she is sending. She does not fuss herself about choosing an extra-secure delivery method that would, for example, guarantee no one knew the recipient, since as far as she knows there is no evidence Qamar used to be a courtesan, and no reason to connect her to anything untoward, so it is unlikely that anyone will notice a birthday present as an unusual event. She presses the button and her red packet is broadcast to a passing bulk hauler, which will leave in three days for Altai. From Altai there is likely to be a bulk hauler convoy every day, and so her message will arrive in Kua within five days. From the portal station at Kua it will be broadcast to Coriolis, where – provided Qamar has not changed his number – the communications system will ensure it reaches her delicious former entertainment.

The message arrives in time, but Delecta has set it to arrive only on the occasion of Qamar’s birthday. Five days after the Cyclade and 10 days after she sent it, Delecta’s red packet arrives on Qamar’s tabula. By now Qamar has married, a nice dockworker, and the two of them live in a charming apartment near the Spring Market, Qamar’s husband unaware of his past as a courtesan to the rich and lazy students of the Academy. Of course Qamar lied to Delecta about his birthday (and his name, and how much he enjoyed her company …) but still he has had to set up a separate, private list of former clients, and remember to disable notifications on his tabula on this day, lest his new husband see a sudden cascade of red packets all arriving on the same morning. This year, just as last year, once his husband has departed for the docks, Qamar checks his messages and looks at the long list of red packets in his inbox. He opens Delecta’s, considering once again the possibility of blocking all of the former clients on his secret list. But then he sees the amount Delecta has sent him (he does not bother to read her sweet message), and decides that no, perhaps he will think about blocking them next year …

Dr Wana finds an artifact

Dr Wana, famous architect whose reputation is known across the Third Horizon (at least among people who matter) has been working a dig in Ghodar for 3 months, and on a harsh and stormy morning in the Merchant she and her team of students uncover a haul of Portal Builder remains. It is unfortunate that Al Hama does not survive the discovery, but archaeology is an exacting science which occasionally demands its sacrifices, and let us be frank – better it were Al Hama, untrained and undisciplined, than Wana herself. After the initial excitement and tears (not Wana’s) have passed, she prepares to send a message to her funders on Zamusa. This is a slightly complex situation, because her funders would prefer their identity were not known to passersby – indeed Wana herself is uncertain as to who they really are – and she needs to find a way to get this information to them that does not link them in any way to her.

Unfortunately information brokers are not common on Ghodar, out here near the edge of the Third Horizon. Indeed out here even bulk haulers are infrequent. She speaks to her data djinn and organizes a message with wicked encryption, to be sent wrapped in a triggering condition. Three days later a bulk hauler passes through and receives the packet, taking it on to Dzibann, where it waits for four days before being broadcast to a fast merchant heading inward. Unfortunately the portal at Dzibann is unstable and the ship is cast out again after two days; it then rests for three days before trying again, so the message reaches Errai after 12 days. At Errai the message is broadcast across the system, where it is picked up by a data broker and the triggering condition is read. Here the broker discovers that she will be paid 1500 birr to ensure that the message contained within is sent to a specific person in Aiwaz. This is easy profit, since Errai has regular bulk haulers and she knows in particular one she trusts; she sends it on two days later for a small fee and pockets the huge profits, sitting back on her cushions in her small apartment to applaud the stupidity of scientists (if only she knew what Wana had found!) The message is transmitted to Kua, where it is broadcast directly to the contact person Wana had nominated. This person, a shady data broker by the name of Oleagi, reads further instructions, repackages the message in a data probe, and sends it on; he takes his payment directly from Wana’s prodigious array of grants at the Academy. The data probe speeds to the bulk hauler Aurora 3, which picks it up and carries it as far as Awadhi through two portals over three weeks. At Awadhi the data probe is released, broadcasting its message to the portal station. From here the message is broadcast again to passing bulk haulers, and arrives at Zamusa 5 days later. It took a total of 40 days to cross the Horizon from Ghodar to Zamusa, and delivers very pleasing news to Wana’s funders. In the process it has been through multiple changes of sender, including a physical transfer of information, and it is highly unlikely that anyone will learn who sent the message unless they either hack the message, or intercept the data probe – which would require attacking the bulk hauler that carried it. Wana is certain the secret of her Portal Builder artifact is safe for now.

Conclusion

My preference is to have interstellar campaigns be a little like colonial era exploration, with information passing at the same speed that people do. This is a crucial component to keeping the PCs ahead of the law, and it is also a really useful tool for making the frontiers lawless and dangerous. If information takes weeks to travel the PCs can get up to mischief and move on, and by the time they return to somewhere that knows of their crimes their crimes are already old news; the same applies to their enemies. It also lends rumour, stories and gossip a stronger value, and forces the PCs to sleuth around. In such a setting information gets fragmented, and important facts go missing. In a system where probes pass hourly through portals and broadcast information automatically, information spreads at the speed of a fax machine, which is too fast to allow the PCs to stay ahead of the law and ahead of their enemies – and too fast to allow the rims of the system to fragment and break away from the center. This is why I have decided to change the rules for communication in the Third Horizon, and to make it more wild west. In this communication system the PCs will think they’re so far ahead of their enemies – and won’t know when they’re being chased. And that’s exactly how I like it.

 

 

bob3

The Beast of Burden

Tomorrow my Coriolis campaign begins, and in preparation the players have generated their ship, and their group concept. Here I describe both.

The Beast of Burden

The Beast of Burden is a reconfigured Class IV luxury yacht, built in the Harima shipyards. After 15 years of faithful service she was sold off by her owner and taken over by a criminal gang, before their leadership was slaughtered in a Legion raid in Sadaal. Desperate for cash the remnants of the gang sold her on to the Free League, who reconfigured her as a luxury hotel for senior members before an unfortunate series of accidents caused all on board to die horribly and the ship to go missing. After two years she was found and claimed as salvage by some intrepid scrappers in the Tarazug system, but they soon lost her after some faulty repairs caused a portal jump mishap in Sivas. Whatever creatures from the Dark Beyond the Stars killed the crew were gone when she was rediscovered in Altai, though considerable cleaning was required to make her spaceworthy again. By now her reputation was stained far worse than the Medlab floors, though, and the salvage crew that found her sold her on for scrap. It was at this point that the media mogul Drefusol Amadi saw a chance at a bargain, bought her and reconfigured her for long distance exploration and research. In CC69 he handed her over to the PCs, saddled them with 50% of the debt for the scrap purchase and refit, and told them they would be hearing from him in due course. Whether their motives were best described as confidence, stupidity or desperation, the group agreed, and traveled to Coriolis station to collect their new ship.

bob2

Her origins in the Harima shipyard mean that the Beast of Burden is a graceful, fast and luxurious vessel, capable of surprising feats of power despite her apparently playful interior. She is large, with a 250 ton cargo hold and two spacious hangars. The cargo hold was originally a pool and party area, which is rumoured to have hosted some crazy parties, but which has now been converted to storage specially designed to enable its easy reconfiguration into a research facility or a cage for alien species.

One of the Beast of Burden‘s hangars originally held a large number of small entertainment vessels, but has been reconfigured to hold a fighter, the No Satisfaction, and an unnamed space scooter for movement between vessels. The second hangar holds the Kashmir, a class II shuttle capable of ferrying 24 passengers. In addition to the No Satisfaction, the Beast of Burden is armed with a torpedo launcher and an accelerator cannon. Though not sufficiently heavily armed to provide real military power, the combination of fighter plus two weapon points means that she is capable of defending herself until escape (or until help arrives). During her refit by the criminal gang she was equipped with advanced stealth technology, which adds to her capability in both escaping combat and exploring planets where open approach might be considered unwise.

kashmir

The Kashmir prepares to leave the hangar

Designed for long distance exploration and research missions, the Beast of Burden has an onboard workshop, service station, medlab and Arboretum. The Arboretum hosts a lizardlike Threng of Algol stock, called Neverwhere, and three colorful and raucous parrots from Kua. The two ships’ cats are allowed to prowl the Arboretum, but have come to an agreement with the parrots and prefer not to venture into the garden too often, as Neverwhere is aggressive with smaller animals. None of these animals are allowed into the Chapel. The Chapel is an essential part of the Beast of Burden, since the ship is generally considered to be cursed and homage at the chapel is essential before attempting any portal travel. The PCs have yet to grow used to the curse, or the strange sounds and sudden chills that they encounter in the darker sections of the ship.

bob deck

The Beast of Burden’s observation deck

The Beast of Burden has retained her core luxury service area, and is graced with four luxury suites and their attached galleys, entertainment spaces and cinema. The library has been converted into a media room, capable of broadcasting radio and including an encrypted messaging station for communication with their patron. On a lower deck are 16 standard cabins for crew. There are, unfortunately, only enough escape pods for 16 people, so the ship is not capable of safely operating at full complement. It does, however, have a stasis hold capable of storing 64 people, so in an emergency it could serve as an evacuation or rescue vessel, though life would be very uncomfortable for all on board. The hangar also holds two ground vehicles and a few basic drones, which can be used for mundane surface exploration, though they are not armoured or capable of all terrain travel.

The Beast of Burden offers a luxurious living space for all purpose extended missions on exploration, research or journalism tasks, ideally suited to a team of explorers hired by a media mogul with dubious intentions. Let us explore this team’s background and composition.

the group

Exploring

The Group: Explorers

The players have configured their group as explorers, with the group talent Survivors. Their members are listed here.

  • Al Hamra, a mystic, captain of the ship
  • Adam, a humanite soldier, the ship’s medic
  • Oliver Greenstar, colonist, the ship’s gunner
  • Siladan Hatshepsut, archaeologist, the sensor operator

drefusol

In the palaces of the powerful

The group’s patron is Drefusol Amadi, a media mogul who runs the Free News. He is a rich man who has been forced out of the centers of power, for reasons the PCs do not know, and intends to use his vast wealth to finance a media organization that will dig up secrets on the rich and powerful, their schemes and private lives. He funds paparazzi and private investigators in the central cities of the Third Horizon, paying them to dig up salacious gossip that undermines politicians and religious leaders, keeps them honest and keeps him paid. He also finances investigative journalists who risk their lives to hunt out the deeper and darker secrets of the powerful factions that vie for authority in the systems of the Horizon. As a side project he pays a smaller number of elite adventurers to explore the old ruins of the Horizon, and to visit frontier colonies searching for dirt, stories, rumours, and hints of ancient ruins and origin myths. His real motivations are unknown, but his animus towards the ruling powers of the Horizon is legendary. He has given the PCs no limits or obligations, simply the responsibility to pay back the debt on their ship, and has made clear to them that at some time in the future he will call on them for aid.

Opposed to Drefusol is Dr. Wana, an unconventional and reckless archaeologist who works for the Foundation’s Archaeological Institute. She has been opposed to Drefusol since his reporters uncovered the damage she was doing in a dig on a frontier planet, and the way she was treating her local labourers. It does not help that Siladan is an untrained amateur archaeologist, the kind of neophyte she hates – were he to make any major discoveries it would drive her crazy. As soon as the PCs took up Drefusol’s offer to work for him they became her enemies, and she is not a nemesis to be taken lightly – she has contacts in the Colonial Agency, the Legion, and – it is rumoured – the Draconites. She is also very well endowed with grant money and the legacy of her mother’s money, inherited from a mercenary business her mother ran in the early 40s. That mercenary company is long gone, ground to blood and bone in a brutal war on Menkar, but that isn’t to say that her contacts in the world of independent military contractors died with her mother’s sellswords … she is not one to be crossed lightly.

It is against this background that the PCs arrive at Coriolis station, to take control of the Beast of Burden, and their destiny in the Dark Beyond the Stars …

 

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