Science Fiction


Recently in conversation with one of my players I was led to ponder whether or not SpaceX is revolutionizing space travel, and whether it has driven costs down to new record levels. My initial response was skeptical, but upon reflection I thought there should be data on this, and it should be possible to make some judgements about whether SpaceX is really doing what people claim. This post is an attempt to understand whether SpaceX rockets, in particular the Falcon 9, really are as cheap as people say, whether SpaceX has revolutionized space travel, and what we can expect in the future from this country or from rocketry in general. The key objectives are to:

  • Determine the truth of the claims about the cost of SpaceX rockets
  • Compare these claims with historical trends in rocket prices
  • Examine the role of reusable rockets in these trends

I hope by the end of this post to penetrate some of the hype around this company’s work, and understand a little more about the economics of space travel generally. A warning: this post is likely to be long, involves lots of dry figures, and is predicated on the assumption that Musk is a dishonest businessman.

Why do this?

First of all, why do this at all? Partly because it’s a rainy public holiday here and I have nothing better to do, but mostly because I think Elon Musk is an utter and complete fraud, who lies about all his companies’ activity, over-hypes his products, delivers dangerous, over-priced or poor quality goods, and wrecks the companies he runs. This is obvious for Tesla, Solar City and (now) Twitter, so it doesn’t seem unreasonable that the same would be true of SpaceX. But unlike Tesla and Twitter, SpaceX does seem to be delivering an actual usable product to high performance standards, so maybe its achievements buck the general Musk trend towards hyperbole and failure? However, on the flip side, Musk has spent a lot of time hyping his plans to go to Mars with SpaceX and everything about that project is obvious vapourware, hype and bullshit. The Youtube Common Sense Skeptic channel goes through this in great detail, showing how every aspect of everything Musk says about his Mars plans is completely and insanely untrue. So why should we assume the rest of his SpaceX plans are anything different? Remember, the first rule about liars is that if you know someone has lied repeatedly and consistently in the past, you should not trust anything they tell you now.

So actually I think it is possible SpaceX is burning money hand over fist, lying about the price of its launches and losing money on them. It’s a “disruptive start up” and it’s not uncommon for this kind of business to over-hype its product while burning through huge amounts of venture capital money. They do this either because they’re built on a completely unrealistic business model and refuse to admit it (Uber, Wework, and Theranos are examples of this); or they hope to smash regulatory hurdles to reduce costs and become profitable (AirBNB, Uber, Lyft); they’re straight-out fraud and hoping to burn through the money and no-one will notice (Theranos); they’re hoping to drive down the price so far that their competitors go bust and then they can ramp up prices before the venture capital runs out (Uber); they’re a business idea that depends on hype and people not noticing how awful the actual product is (AirBNB); or they’re hoping for a breakthrough that will suddenly render their business model profitable, or is the secret reason they’re doing it all (Uber’s self-driving taxi idea). It’s possible that this is what SpaceX is doing – keeping prices low and burning through venture capital in hopes of pushing out its opposition so that it can start charging monopoly rates, and/or hoping for a breakthrough in tech that will lower prices so much it can actually compete.

The history of rocket prices

Launching stuff into space doesn’t come cheap, and getting stuff up there is a big technological challenge. Humans have been launching rockets into space since 1957, and the general trend has been to see lower costs over time, with a noticeable hiccup in costs during the Space Shuttle era when the price of re-using the vehicle itself considerably inflated costs. Figure 1 shows the long-term pattern of prices for major rockets, and is divided into approximately four stages of development, characterised as Vanguard (when the first rockets were developed), Saturn V (when non-reusable rocket technology matured), Shuttle (when prices rose for the use of this orbital vehicle) and Falcon, when SpaceX started dropping prices. I took Figure 1 from a paper by Harry Jones, entitled The Recent Large Reduction in Space Launch Cost. I will recreate figure 1 with some changes later in this post.

Figure 1: Historical trend in rocket launch prices

Rocket launch prices are typically given in dollars per kg; figure 1 shows them in current 2018 prices (so early prices have been adjusted for inflation) but not, as far as I know, in purchase-power-parity prices (a few of the data points in the picture are from non-US sources; we’ll come back to that). Most rockets last for long periods of time, and the prices given in the figure are for the first launch date, not for example the last date, or tracking price over time. A good rule of thumb for a rocket launch is to assume it might cost about $10,000 per kg, and a typical rocket will launch 4000 – 20000 kg into space at a cost of between 50-200 million dollars. It’s not cheap to get shit up there!

But note the extremely low price of Falcon 9: it is listed as $2,700 per kg in Figure 1, which is enormously cheaper than the nearest competitor. Figure 2, which I took from a reddit post, shows different prices alongside the price of other rocket companies currently in operation – there are now a lot of startups in the commercial space industry, since Obama deregulated it in 2010, and these have been pushing their own prices down. In Figure 2 you can see a different set of figures for Falcon 9, with the reusable having a price of $4,133 per kg, and Falcon 9 divided into two kinds of launch (reusable and expendable). Figure 2 puts Falcon 9 prices to low earth orbit in a similar range to the Russian Proton M, or the US Vulcan rocket.

Figure 2: Launch prices for various rockets from a Reddit SpaceX forum

But as I will show, the prices listed in these figures are dishonest, and we will discuss the true price of launching Falcon 9. We will also analyze the data from Figure 1 in a little more detail, and see what we can learn from it.

Claims about SpaceX

The common claims made about how SpaceX has “revolutionized” space travel are available at booster sites like Space.com, which lists 8 mostly bullshit ways in which SpaceX has completely transformed space travel. For an example of bullshit consider their claim that it has made the uniforms fashionable … also note the uncritical reference to “German-American” rocket pioneer Werner von Braun (spoiler: he was a Nazi). In amongst the various nonsense we can find two main claims:

  1. SpaceX has reduced the cost of space travel, typically people giving unsourced claims that it has driven prices down, or using phrases that Musk himself constantly uses but clearly doesn’t understand like “by an order of magnitude”.
  2. SpaceX has developed completely new technology like reusable rockets which have both helped to push down the price of star travel and opened up new fields

Neither of these claims, as we will see, has any basis in reality. Incidentally, during this search for claims about SpaceX, I learnt that Musk claims to have spent 350 million dollars developing Falcon 9 and 750 million developing Falcon Heavy. I will use these numbers even though I don’t believe anything Musk says.

Methods

For this post I have performed three main analyses:

  • Analysis of SpaceX funding sources and costs
  • Analysis of SpaceX launch activity and prices
  • Analysis of the history of rocket launch prices

Here I briefly describe the methods I used for each of these analyses.

SpaceX Funding and costs

SpaceX obtains funding from launching rockets, Starlink subscriptions, government contracts, and venture capital. For launch prices I used the stated prices on the SpaceX website and associated forums, generally given at 62 million for a new Falcon 9 rocket and 50 million for a recycled one. Data on Starlink subscriptions I obtained from a website called nextbigfuture, for what that’s worth. I obtained contract information from a search on the govconwire.com website, which lists contracts and funding. Venture capital information I obtained from crunchbase.com. I put this data in mostly for 2017 onward (government contracts), 2010 onward (launches), 2016 onward (Starlink) and 2002 onward (venture capital). Note that some contract data is for “potential” contracts, which may vary in detail on delivery, but I wasn’t able to work out exactly how and when the money was delivered. For some obvious future contracts I did not include them as a funding source, but my numbers on government contracts are definitely shaky because of this.

For costs I used information on the total number of Starlink satellites launched from Wikipedia, cost of a satellite from nextbigfuture, and vague reports on Falcon 9 launch costs sourced around the web – about 50 million dollars for a launch of a new rocket, and 15 million for a reused rocket (these figures are attributed to Musk in interviews but seem dodgy to me). I used google to get the total number of current employees and their average salary (11,000 or so, at an average salary of $90,000) and assumed on-costs of 30%.

Note that SpaceX is not a public company and it is difficult to identify exactly how much money it has or is using. I do not know if it pays dividends on the shares it sold, what its rental or real estate costs are, how much money it is burning in fines and compensation, and any interest repayments on loans. This is only a blog post, after all!

SpaceX launch activity and prices

I obtained Falcon 9 launch data from Kaggle, though I think it’s just a scrape from the Wikipedia website. This data contains the date of the launch, the booster used, the client, the payload and its weight, whether the booster was new or used, and the result of both the launch itself and the attempt to recycle the booster. A small number of launches were classified launches for US government defense contractors, with no information on the weight or type of payload.

I also visited the SpaceX website and put in data on small payloads for their Rideshare plan, which confirmed that for all payload weights up to 800kg SpaceX charges $6000/kg, much higher than the sticker price and generally consistent with the prices in Figure 2 for other mature competitors. Not quite revolutionary is it …

Once I downloaded this data and did some unpleasant work importing it to Stata I produced some basic summaries of the data, such as mean payload weights, maximum weights, proportion of flights that were government contracts, etc. I also calculated a price/kg for each flight based on the sticker price of 62 million for a new rocket or 50 million for a recycled one, and also attempted to identify rockets that were new on launch and were not recycled (these would be “expendable” rockets).

Analysis of the history of rocket prices

I imported data from the Jones paper (it is provided in the Appendix) and added some additional information: I categorized rockets as communist or non-communist, and added some additional data for Falcon 9 launches based on the analysis of launch prices to give some more reasonable numbers for these launch prices. I deleted Falcon Heavy (which I don’t have launch data on and which seems largely to be vapourware at the moment) and made a fake data point for Communist launches in 2018 (these are still happening – China has a whole communist space station now!).

I then fitted a regression model of natural log of launch price per kg by year, with a term for communist/non-communist, generated the predicted values of price per kg from this model, and plotted curves for communist and non-communist launches. I plotted these against the observed price data and added Falcon 9 data separately. I ran the models and plotted for launches after 1961, because the first 4 years of the rocket program were, obviously, slightly special.

This gives a reproduction of Figure 1 with a little more detailed statistical analysis, with very different implications.

Results

The first thing I want to say before we get into details is that the sticker price everyone reports for Falcon 9, of $2700 / kg to launch into low earth orbit, is a lie, or at least very dishonest. This is taken from the SpaceX website description of Falcon 9, which states that it has a payload of 22,800 kg, and the common price of 62 million dollars for a launch of a new rocket. This is dishonest because it gives the payload for a fully expendable Falcon 9 rocket, but this rocket does not exist. No Falcon 9 is intended to be fully expendable, and if such a rocket existed it would need a separate production line to the current Falcon 9s in use. Reusable rockets need to be more robust and stronger than expendable ones, which means they have a different frame and fairings. This discussion of reusability makes clear that up to 40% of the payload can be lost in a reusable rocket due to the need to have a stronger structure and to keep some fuel for re-entry. You can’t just build a reusable rocket and use it as if it were expendable! This is backed up by the data – in 165 flights on which I have data, no flight ever flew at full payload, but there are multiple flights at a maximum value of 16,250 kg. The true maximum payload of the Falcon 9 rocket is 16,250 kg, not 22,800kg, and it will never fly at this value. In case you doubt me, note that all the max payload flights were Starlink deliveries, and it is just inconceivable that SpaceX would never use the full payload of their rockets to deliver their own satellites to orbit. The hard limit on a Falcon 9 rocket is 16,250kg, and the website is lying.

As we will see, this sticker price is also dishonest because in reality the rockets only ever fly fully laden when they are delivering Starlink satellites, and often the price paid by commercial buyers is much higher than 62 million. We will explore this below.

SpaceX funding and costs

SpaceX has been burning through money at a staggering rate. Here are my estimates of its income streams:

  • Approximately $7.5 billion in venture capital since 2017
  • Approximately $15 billion in government contracts since 2016
  • Approximately $3 billion in commerical launch fees since 2016
  • Approximately $3.75 billion in Starlink subscriptions since 2016

This amounts to about $4.8 billion in income per year. Its annual costs over the same period appear to be about $3.7 billion if we assume a recycled rocket costs 15 million to launch, a new rocket 50 million, and a starlink satellite costs $250,000 to build.

From this we should assume that SpaceX is making $1 billion per year in profit, if it has no dividend payment, interest or other expenses. Obviously this isn’t true (someone probably has to buy some stationery!) and maybe its other operating costs overrun this spare billion. But I think the story is likely dire. Why is SpaceX raising venture capital worth a billion a year if it is also getting enormous amounts of money in government contracts? I would suggest it is because it is losing money hand over fist on launches, which actually cost a half billion more than Musk is letting on, and/or rocket development (particularly Falcon Heavy and the Starship project) are costing an enormous amount more than he has let on.

Let’s also note that more than half of SpaceX’s revenue is government contracts. Without those government contracts, it would be dead in the water. Note that some of these contracts cover specific launch tasks, and almost always pay much more per launch than the SpaceX sticker price. For example, the Heliosphere contract pays 109 million to launch a satellite for NASA in 2024, while the cargo resupply mission to the ISS covers 32 flights for $14 billion (about $400 million per flight). Nobody in NASA seems to believe that the cost of a single mission is a mere $50 million!

SpaceX launch costs

The data on SpaceX launches covers Falcon 9 launches from 2002 to mid-2022, for a total of 165 launches. Of these 45 (26.5%) are aerospace/military contracts, and 52 (30.6%) are SpaceX flights, mostly delivering starlink satellites to low earth orbit (LEO) were they can vandalize the night sky in service of a poor-quality internet supply. Most of the flights (80.6%) used recycled boosters, and only in 12 flights (7.1%) was a new rocket used with no attempt to recover the booster – these 12 flights are the only ones that potentially used an “expendable” rocket. Of these 12 flights, seven were to GTO, which has a sticker payload of 8,300 kg. The maximum payload in those 7 flights was only 5600 kg, well below the sticker payload.

In fact most flights of the Falcon 9 have been far below its maximum payload. Figure 3 shows the mean, median, minimum and maximum payload by orbital destination for the 153 launches on which this data is available. No GTO flight has reached the sticker payload of 8300 kg, and the largest payload for LEO is 16250kg (all these flights were starlink deliveries, when the incentive and opportunity to use the maximum payload was greatest). Note the LEO(ISS) weights – these are deliveries to the International Space Station. Under the contract linked above, these flights are being paid for at somewhere between 100 and 400 million dollars per flight, giving a ludicrously high cost of – on average – between $20,000 and $85,000 per kg. This is potentially more expensive than the space shuttle, depending on the content and nature of the contract.

Figure 3: Mean, median, minimum and maximum payload weights by orbital destination, Falcon 9 flights to mid-2022

Figure 4 converts the values in Figure 3 to price/kg, assuming a price of $62 million for a new rocket or $50 million for a reusable rocket and ignoring higher prices for NASA or NRO contracts. These are to the best of my ability to tell the minimum price charged by SpaceX – in reality it is probably charging a lot more. For example on 30th June 2021 a Falcon 9 was launched that carried 88 rideshare payloads – this probably cost $6000/kg, judging from the website, and so the whole flight could have cost as much as $98 million. Even then, this figure is low compared to some of the low earth orbit launches, which could have cost as much as $360,000 per kg.

Figure 4: Mean, median, minimum and maximum price per kg, in thousands of dollars, for Falcon 9 launches to 2022

Figure 4 makes very clear that the sticker or theoretical price of rocket launches has almost no relationship to the actual costs, which can be much larger depending on the type of cargo shipped and the nature of the orbit it is sent to. This should be borne in mind in the next section.

Analysis of the history of launch prices

Figure 5 shows the price/kg of rocket launches from 1962 to 2018, with launches coloured blue for non-communist and red for communist states. Corresponding lines of best fit from the regression model are shown in the same colour, and some indicative Falcon 9 launch prices are plotted at the end in green. For indicative Falcon 9 prices I chose a) the median LEO price of $3210/kg; b) the optimum true LEO price of $3030/kg; c) a likely ISS supply price of $7,880/kg based on a $134 million contract; and d) the dishonest website price everyone quotes of $2,700/kg. We could also include $6000/kg, which is cited on the website for rideshares, but I forgot to, and can’t be bothered making this figure again.

Figure 5: Historical launch prices and modeled trends for communist and non-communist states, 1962 – 2018

As can be seen, the Falcon 9 optimum and some of its median launch costs are on the curve for communist systems, while the optimum ISS launch contract price lies just above the historical trend for US rockets. In fact, the predicted price for 2022 for the US system would be about $6000/kg, which is exactly the rideshare price that SpaceX cites on their website.

So in fact, far from revolutionizing the cost of launching rockets, SpaceX’s Falcon 9 is exactly consistent with the long-term historical decline in prices observed for launches from the US or its allies (mostly Japan). SpaceX have done nothing to advance the price of launches except to be there, commercializing a mature technology.

Conclusion

The final conclusion of all of this is that SpaceX are lying about the price to launch stuff into space on their rockets, and the media are uncritically repeating their fabricated price without checking its validity, comparing it with other prices available on the SpaceX website, comparing it with the prices that would be implied by SpaceX’s government contracts, or looking at the evidence from actual SpaceX flight data. The true price of launching stuff into space on a SpaceX rocket is likely more like $6,000/kg, more than twice the number they are citing.

Furthermore, this price is not a revolutionary drop in the cost of launching, and is in fact entirely consistent with the historical trend in US rocket launch prices. The best prices Falcon X manages to achieve are also not unusual, being simply normal prices for a Chinese or Russian rocket. The claim that SpaceX is doing anything special to drive down rocket prices is just more Muskrat hype, with no basis in reality at all.

It is also clear that reusability has not driven down the price of launches. Reusability incurs a payload penalty, since the rocket needs to be stronger and some fuel needs to be reserved for re-entry. Reusability is also not a radical new idea: the space shuttle’s booster rockets were reusable, and SpaceX’s sole advance on this 1980s technology has been to land them on a barge rather than beside one. This likely speeds up the time to return them to use, and slightly reduces the penalty incurred for robustness (since the rockets don’t need to resist the crash into the water) but it also significantly increases the amount of reserve fuel needed for re-entry. In fact United Launch Alliance (ULA), a SpaceX competitor, analysed reusability and found that it does not necessarily deliver much cost benefit for these reasons. There are formulae for the calculation of how many re-uses are needed for a recyclable rocket to be cheaper than an expendable one, available at the documents linked in this discussion board, and they suggest that in general it only reduces costs in the long-run by about 5%. So no, SpaceX has not revolutionized anything in this regard either.

So in conclusion, SpaceX is not revolutionizing space travel, it has not driven prices down at all relative to the long-term trend, launches with SpaceX cost considerably more than their PR suggests, and SpaceX is essentially a low-quality internet service provider with a side-hustle in military contracting, being heavily propped up by murky venture capital. Elon Musk is not, and never will be, anything except a scammer, and in future decades people will look back on how he was viewed in this period with confusion, scorn and disbelief.

When you’re just that angry …

Everything Everywhere All at Once (EEAO) is a weird “absurdist” science-fiction in which a multiverse-hopping Michelle Yeoh attempts to deal with her family issues while saving the universe from destruction. It was released in 2022, gained plaudits at some random US film festival, and has been making a killing in its public release. It has received generally very good reviews: it got 95% at rotten tomatoes and 81% at metacritic, as well as winning a bunch of awards. It seems to have stirred a lot of passion, with most critics seeing its science fiction as clever and original, its acting as great, and the emotional component of its story as deep and genuine. Of 339 critics on Rotten Tomatoes, for example, only 18 rated it as rotten and many said it was “profound and moving” or “made you think and cry” (see below).

I swear these people are bribed

To me it was ordinary SF and trash pro-family propaganda. My review has a few light spoilers, but here instead of dwelling on its failed science fiction I want to talk a little about how much I hate pro-family propaganda in art, and how socially destructive it is.

The premise and the ordinary science fiction

The movie is about an Asian-American family, headed by migrants Evelyn Wang and Waymond Wang, who run a failing laundromat and have a college-age daughter, Joy, who is a lesbian. They have also recently had to bring Evelyn’s father over from their home country (it’s not clear if it’s Malaysia, or one of the provinces of China, but since Evelyn and Waymond speak a mixture of Cantonese and Mandarin it is probably either Guangdong/HK or Malaysia). Granddad is old and sick, and Evelyn is an incredibly stressed, hyper-active, and extremely unpleasant mother, who refuses to engage properly with either her daughter or her husband and is basically an abusive bully. She refuses to respect her daughter’s relationship, calls her girlfriend “he” and then blames this lapse on her bad English (Chinese speakers of English often mix up genders because in Chinese it’s all ta), refuses to tell her father the truth about Joy’s relationship, refuses to listen to any of either her daughter’s or her husband’s concerns, opinions or emotions, and when she appears to be about to be kind to her simply tells her “You’re fat”. She also reacts very badly to any attempts to change or improve the working of the shop, has an incredibly poor management style (for e.g. receipts) and gets angry whenever anyone tries to improve it, but is always stressed about it. She’s a classic manipulative and abusive parent.

When the show starts she is being audited by the tax office, and trying to organize a party for her father. We learn later that she was basically kicked out of home by her father for choosing to marry Waymond, and he has come back to her because his wife (her mother) died and she needs to look after him. Most reviews don’t mention that Waymond is spending the first half of the movie trying to get Evelyn to agree to divorce, but she is so dismissive of her husband that she refuses to make time to talk to him or look at the papers, and only finds out by accident. What a nice mother and wife!

So anyway it turns out that there are infinite multi-verses, and someone who looks exactly like Evelyn’s husband is racing through all of them, at the behest of a parallel-universe version of her father, looking for the specific Evelyn who is best able to fight off an evil being that is attempting to destroy all the multi-verses. This evil being, of course, is a parallel universe version of her daughter, Joy, who is building a singularity thing that will destroy all the universes. Joy’s reason for doing this is that nothing matters, a nihilistic destructive urge that ultimately looks a lot like suicidality, when we get to find out what makes her tick. Eventually the parallel-universe team realize that the Evelyn in our universe is the correct Evelyn to take on Joy, because she’s so hopelessly shit that she must be perfect for the task (this is logic). Because this is “absurdist” SF these alternative universes are full of dumb things like people with sausages for fingers (through which they have sex), a universe where Evelyn is a rock, a universe where she can fight with a pizza sign, etc. By imagining such a universe and pressing a button a special magic headset, Evelyn can go to that universe, grab the skills of the person in that universe, and then use them in this universe. Sometimes this leads to personality swapping and sometimes it doesn’t, because the movie has no rules, and the only useful person Evelyn gets is an alternative universe Evelyn who is basically actual Michelle Yeoh. So she can do some martial arts. Also to jump between universes you need to do something improbable or weird in this one, so chewing discarded gum, sticking a butt-plug up your arse, telling your enemy you love them (and meaning it).

It’s not absurdist, it’s shit. For about 30 minutes it’s funny and then it’s just boring and dumb, with escalating levels of weird as the directors try to milk this for all it’s worth (and it’s a very long movie!) Finally there’s a big, overly long showdown between Evelyn and Joy, during which we somehow learn that useless Waymond (who was trying to divorce his wife) is the hero of the movie, and if we all just be “kind” we can save the world, so Evelyn (who is a horrible person) starts trying to be kind like Waymond, who she now suddenly looks up to and admires, and fighting enemies with (martial arts based) kindness. Then there are long and supposedly moving interchanges between Evelyn and Joy about how Evelyn is a bad mother but Joy should just accept it, because Joy is Evelyn’s daughter. At this point reviewers will tell you that the movie is about how family are the people we really love, and they may not be perfect but we should stick by them and respect them because they’re there when everyone else isn’t, and this is very moving and the way Evelyn tries to draw Joy back is very deep and powerful. Actually Joy is suicidal, and this is because she was raised in a loveless and cruel family, and her belief that everything is pointless and empty is their fault, but the movie wants us to think she should accept them and forgive them anyway.

There is a brief period where Joy returns to her family and they live happily, with Joy and her girlfriend’s relationship being accepted, but Evelyn still telling Joy she is fat and lazy. Which is meant to validate all the battles or something. And Joy and her girl are overjoyed that her mother has accepted them, because this is all the validation they wanted all along.

Fuck that. This is pro-family propaganda, it’s dangerous, it’s wrong, and we should be ditching it from our culture. We can start by not over-hyping shoddy, ordinary SF movies that fail at a multiverse story in order to get us to believe that forgiving and going back to your family is the right thing to do, because it’s not, and anyone who tells you it is is a liar who means you ill.

The dangerous illusion of the “Asian Family” stereotype

Before we go on to discuss pro-family propaganda, let’s just briefly digress to discuss the stereotype of the unforgiving Asian family, the mother and father who never have any flattery or kindness for their kids but only unrelenting demands. American Born Chinese (ABC) commentators and comedians are full of stories about this idea, and would like you to believe that this is some unique trait of Asian families. But here’s the thing: it’s not. My father never had any flattery or kindness for his kids, but he also didn’t ever encourage or demand anything from us. Homer Simpson is based on a real type of Western father, who can’t stand his own kids, doesn’t care to understand them, and always encourages them not to bother being special or seeking to make themselves better. Isn’t that worse? I think some ABC wear the meanness of their family like a badge of honour (look how I suffered) and have turned normal abusive family dynamics into some kind of cultural iconography. It’s not! And to try and make it so at this time is a dangerous tactic. As anti-Asian hate has grown, a lot of ABC journalists and comedians have tried to use these narratives to get onside with white society, to try and weather the backlash. Don’t do it! And don’t laud the depiction of Evelyn in this movie as somehow an especially perfect depiction of a Chinese immigrant family or intergenerational trauma. Her behavior is just bog-standard Arsehole Parent.

For example, the story of Evelyn’s father not being able to accept his granddaughter’s lesbianism is presented by some reviewers and, I think, by Evelyn herself within the movie, as being reflective of his conservative Chinese upbringing. This serves a nice role for the audience, mostly white, to imagine that their own community hasn’t produced this kind of bullshit, but it’s misleading propaganda intended to allay white concerns about white problems. Western men the same age as the grandfather in this movie are just as fucked, don’t pretend it’s because this old dude is Chinese. This is like the classic “if you think it’s racist here, you should see how Japanese treat foreigners!” Actually, I live here, I know how they do, and the west is far worse. White people love telling themselves these little comfortable lies to enable them to pretend their own society isn’t a cesspit. Don’t do it! If there is anything in this world that is Everywhere All at Once, it’s the universal form of arseholery on display in Evelyn and her dad’s personality in this show.

What is pro-family propaganda and why is it bad?

Western movies play many propaganda roles, but two of their deepest and most powerful roles, which are related to each other, are:

  1. To show that sub-standard white men can be heroes and winners, that what goes wrong is never their fault, and that even if you are an ugly, boring, useless whining loser who is propped up by the women and foreigners around you, you are still the hero of your story. Jackson Oz in Zoo, Brandon Stark and John Snow in Game of Thrones, pretty much every male character in a Disney cartoon, and to a certain extent James Holden in The Expanse all play this role.
  2. to remind you that you have an obligation to uphold family loyalty and ties even when your family are cruel, negligent, neglectful and/or openly abusive. The absolute classic canonical example of this is Rick & Morty, in which there is an obvious, openly abusive relationship between the grandfather and the grandchild, the parents don’t care or interfere in the abuse, and the viewer is sucked in as an accomplice to an incredibly abusive relationship. Incidentally a lot of people compare R&M to EEAO, which should tell you all you need to know…

One day I will devote an entire blog post to 1), the “It’s not your fault white man” genre of social reinforcement for boring losers, but a more common theme and a much more destructive one is 2), the idea that you need to stick by your family and get their approval no matter what. Some movies cover both themes (e.g the first Guardian of the Galaxy movie with its obssessive focus on helping a callow dude find his lost mummy) and in American movies the pro-family propaganda saturates almost every production in the form of their ubiquitous daddy issues, but it’s more widespread than just this.

And let’s make no bones about it, this story is destructive. I’ve written before about how we have an obligation to hold our family to account for their misdeeds, but I’ll summarize it again here: The only reason that parents feel that they can treat their children like shit for years is that they know, without any doubt, that their children will stick around and won’t abandon them when they become adults. Most shit parents even have a pretty strong inkling that they can keep treating their adult children like shit, and their adult children will keep coming back and licking that shit up. In contrast, the reason we don’t get away with the same levels of abuse towards our friends (in general) is that we know our friends will cut us loose if we keep that shit up. Similarly, for a lot of us, with partners: people are much more likely to divorce than to cut off their parents.

And how do parents know this? Because they read books, read magazines, and watch TV shows and movies that constantly, over and over, tell us that sticking with our parents is an absolutely essential role for us as adults, that we should tolerate their crap, that it’s the kids who need to bend and adapt not the adults, and that we need to be understanding of our parents’ “shortcomings” (which are actually, generally, just abuse) and accept that they won’t change or adapt for us. Movies about kids shaking off their parents and fucking them off are much, much rarer than movies about the kids struggling to find common ground with their parents and eventually learning to deal with, tolerate, or adapt to their parents’ bullshit. Often in these movies the parents throw out a fig-leaf to the kid – accepting their choice of partner or job or moving to Paris or whatever – but they never, ever admit they were wrong and they don’t usually do anything to change the other suite of awful behaviors they have inflicted for decades on their kids.

This movie is just another example of that propaganda. Joy just has to accept, forgive, and stand by her stupid mother, she gives a wild speech about how her mother has ruined her life and then just … gives up. Evelyn changes nothing about herself and just wins.

If these movies weren’t made, or if they were properly balanced with stories about kids getting their vengeance, kids refusing to seek approval, or even – imagine this – parents seeking out and earning their children’s forgiveness through real changes and growth, then we might see people who become parents understanding that their children’s love for them is conditional on their behavior, rather than unconditional acceptance of their faults, cruelty and violence. Then they might modify their behavior accordingly. But they don’t see any reason to do this because all of society keeps telling them they don’t have to, and keeps telling their children that it’s their responsibility to do all the giving in the relationship.

This movie is just another cog in that machine, and not a very interesting one.

Conclusion

As someone who actually made the decision to cut off my parents and abandon them to wallow in their own bullshit, I get angry when I am forced to watch a movie about 親孝行, about having to respect your parents no matter what. This movie started off looking like an interesting insight into a difficult family, with Michelle Yeoh playing a very convincing unpleasant mother figure who I was waiting to be forced to adapt to her family and the outside world by the SF circumstances. Instead I was betrayed – again – by a movie that recited all the same old pro-family propaganda and gave me the same old nonsense about how parents are good no matter what, and we’ll never find anyone like them.

This propaganda is nonsense, and it’s dangerous. People need to stop making it, and reviewers need to stop pretending it’s “deep” or “profound” or “thoughtful”, and start recognizing it as valorization of abuse, cruelty and arrogance. Please stop making these movies! And if this thing bothers you, don’t waste your time on this movie.

I swear every movie should come with a sticker that tells you if it has daddy issues, pro-family propaganda, copaganda, or military-industrial complex war-porn. Fuck Tipper-stickers, I don’t care about “adult themes” and swearing, I want movies that don’t tell me cops are cool, the US is a force for good, and you should stick by your parents no matter what. We can’t build a better world if everyone believes that their wife-beating ex-marine dad is just a misunderstood guy who is traumatized by murdering foreign babies, and will get better if we just stand by him no matter what he did or what he does.

Don’t stand by that man, and don’t stand by this movie!

Some years ago now I played in a World of Darkness campaign set in a near-future world where McCain was president and a secret conspiracy was slowly pulling the world into an evil and hellish future. I played a washed-up communist called John Micksen, who served the Winter Queen and had found magic (he eventually tried to retire from service to the Winter Queen, but failed). We fought our way through many obstacles until eventually we reset the world and ended the evil god’s plan, although ultimately the ending of the campaign had a somewhat unsatisfactory “we woke up and it was all just a dream” feeling. We laughed at much of the world that we were adventuring in: the comic book proto-fascism of the McCain regime (complete with martial law and Starship Troopers style propaganda); the similarities to the Butcher books (which our GM swore were a coincidence); the vast and expansive nature of the plot and what we were up against (gods, angels, vampires; we had the helldog Cerberus as our guard dog by the end); the comical paedophilia and satanism of our enemies; the incredibly complex conspiracy theory we were unraveling. But in retrospect we were playing in a foreboding of the world to come. Not the real world, of course, but the strange fantasy world that so many QAnon lovers have fallen into over the past four years. But for all its awful real-world consequences, as a campaign world the fantastic visions of the QAnon conspiracists leave my World of Darkness campaign for dead. On the still slightly optimistic hope that by Wednesday their figurehead will be out of the white house, we can begin to shrug off Qanon as just a particularly weird and unpleasant cultural movement of these weird times, and then maybe we can begin to think about what an excellent gaming world their insane conspiracy theories have left us.

In the Qanon world a cabal of satanists have taken over the US government and are using their power to commit horrible deeds, including harvesting “adrenochrome” from tortured children, and attempting to make a world government where a small cabal of freaky people control every aspect of our lives. Almost every major institution in the US and much of the world is in on it, and only a small group of aware people are in a position to stop it. In this insane view of the world Trump is going to sweep the conspiracy away and save the universe, but the conspiracy itself goes all the way back to when Clinton was in the white house, with the tentacles of the evil organization involved slowly stretching out through all the organs of the state. This means that there are various stages of the Qanon world that could be used as a setting, probably starting with some period in the 1960s (QAnon believe the Kennedy conspiracy, and also seem to see a connection between MK Ultra and what they think is happening now). It blends Stranger Things, the X Files, and Buffy the Vampire Slayer seamlessly with every one of Dan Brown’s craziest stories to make an all-encompassing and absorbing world of evil to take on. Really, it’s an ideal campaign world. Let us consider some of its special features.

  • Demonology and magic: The whole thing is run by a cabal of very rich satanists, who could easily be into devil worship and black magic, or could be some kind of elite and ancient force of magic users, holdovers from the Knights Templar or some weird actual mediaeval cult (a lot of Qanon seem to think the Vatican is involved) or Vampires. Given the far right’s newfound interest in organic food, tarot and inspirational Instagram posts it’s also possible there could be forces of good aligned behind other forms of magic: religious and spiritual magic, norse witchcraft and religion, etc. The sky is the limit! There’s a lot of scope to merge the Qanon conspiracy with a Gaiman-esque American Gods scenario, in which the strings are being pulled by old gods and what is happening in the USA is actually a puppet play with the strings being pulled by fallen gods seeking temporal power. Why not chuck in the Annunaki? (The Facebook Annunaki History group has a thread with 156 comments discussing their link to Qanon!) Maybe John Dee was one of the original cabal? So much to play with!
  • Lots of guns: Most of the action takes place in America, where gun control is now a complete loss, and the PCs can walk around freely as heavily armed as they like. This is always a problem with modern-era games – how to enable the PCs to pack the kind of firepower they need to take down an Annunaki-worshipping paedophile deep state operative with an APC – but in Qanon world that’s no problem, open carry is completely cool and you’re always free to stand your ground where the paedophiles are concerned.
  • All the secret organizations scale: Because almost everyone and almost anyone can be part of the conspiracy, you can start at low level organizations – the paedophile scheme of your local pizza parlour, deep state connections in the local girl guides group, bizarre rituals under the primary school – and scale up to national or international super agencies. You can go from snooping on your pizza parlour to fully armed raids on the UNESCO HQ. The sky is the limit!
  • False flags everywhere: Almost any component of modern history can be turned into a Qanon conspiracy, which opens the potential for the PCs to be present at – or stop – any one of a range of horrible recent events. 9/11, Columbine, pretty much any war, Jonestown, the El Paso shootings, Fukushima, whatever – you can be there to stop it, to investigate who really did it and hold them to account, or to do it. And similar to the City of Mist RPG, if you do get caught in a firefight you know it won’t be news for what it actually was, but will be swung by the deep state media into another school shooting or drug bust, so your investigative and retributive activities don’t need the kind of scrupulous attention to detail that would be required in, say, a Rivers of London -based magic/reality campaign, where even the police don’t have guns.
  • Viral apocalpyse: The whole thing of course can come to a head in 2020, when the deep state unleashes a virus that will overwhelm the world unless Bill Gates gets to inject you with chips. The PCs can be working to stop this happening, or they can be working to prevent the vaccine from being deployed, or protecting an organization developing a real vaccine for true believers (maybe it’s magical – maybe it’s not!), or racing to find the origins of the virus before it mutates and turns even on its creators, or maybe the game starts as everything is really falling apart and they have to stop the apocalypse. What are Iran and North Korea doing anyway? There’s so much at stake!
  • Obvious character classes: The Hacker, the Veteran, the Survivalist, the Scientist, the Occultist, the Criminal, the Private Investigator, the Corporate Dropout, the Activist, the Politician, the Entertainer, the Lion Tamer, the Agent, the Podcaster … the profiles and rules just write themselves in this world, and the ideal party will be a mix of all of them, with their combat skills, science background, occult background and street contacts. We aren’t going to bust this conspiracy open and less we can cover all the bases!
  • Obvious enemies: Forget Blue Lives Matter, recent events have shown us that if you’re a Qultist you need to be flexible about how you deal with the legal representatives of the state, and the agents of the deep state are everywhere – they can be in congress (even the Republican party), on TV (suddenly even in Fox News), in the military (look at all those generals who refused to back the Qult!), and of course scattered all through the corporate world (don’t forget to turn off location services before you storm congress in the campaign finale!) And who doesn’t like raiding the homes, luxury yachts and secret underground paedophile bunkers of the super rich? There is a pantomime list of evil-doers to take on, and no need to feel bad about killing them – after all, they’re all paedophile satanists!

The QAnon conspiracy offers a rich and intense world of conspiracies and dangers that provides a GM a perfect balance of investigation, negotiation, fighting and stealth to keep players constantly entertained. Being set in the real world, maps and settings are easy to produce and use, and inspiration is all around you (just like the conspiracy!) You don’t even need to be balanced – no matter how outrageous and outlandish your story, it will still pale in comparison the fantasies that actual Qultists wallow in, just as X-Files looks lame compared to the QAnon story, and just as my World of Darkness campaign looked kind of tame when compared with what actually happened after 2016. You can go to town!

Of course there is one small problem with the QAnon conspiracy as a world setting: the good guys in this conspiracy are Nazis. That is a slightly unpleasant downside. But there are obvious simple solutions to this plan: you can move the setting back in time a little, to when conspiracy theories were the domain of a wide array of kooks and weirdos and hadn’t been cornered by gun-toting white supremacists. You could simply retrofit the setting so that the Nazis are the paedophile satanists (with conservatives every accusation is really a confession, after all) and keep the entire QAnon world with just the sides switched (there are so many false flags wrapped within schemes hidden inside disguises that who knows, anyway?) or you could play non-Americans who have to deal with the torrent of racism and fascism coming from their American comrades, with associated schisms and additional challenges to fighting through to the heart of the problem. Could it be that Q himself is a double agent, a double negative intended to discredit anyone acting against the conspiracy by wrapping it all up in Nazism, just as at some point in the decline of the X-Files we find out that all of Mulder’s conspiracies had been planted by the government to keep people distracted from the truth of Alien contact[1]?

If Trump manages to cling on past Wednesday, or there is another attempt at insurrection that is actually successful, we’ll be living in the QAnon world and there’ll be no point in playing make-believe games based on it. But hopefully on Wednesday this entire shitshow will fall apart and some degree of normality will return to US politics, after which we can begin to look on QAnon as a hilarious and awful moment of mass hysteria, that provided a rich and complete setting for a modern-era role-playing game with guns and magic. Let’s hope that it will all soon pass into the realms of fiction, so that we can turn it into the fodder of day dreams, and no longer have to give it sly side-eye while wondering if it will soon become the substance of our waking nightmares.

fn1: I could be misremembering this, but there were so many twists and turns in the dismal end of that story that who can say?

Distance  Separation
Leaving  Terra Firma

Darkness  Ringing empty
Lights out  Resurrection

Burn it down and start over
I want to leave this all behind
Abandon all the trepidation
Weighing heavy on my mind

 – Catechism of the Cult of the Dancer

Our heroes have ground their way through waves of soldiers defending the secret base of Samina’s Corsairs. Having destroyed more than 40 enemies, they stand in control of the elevator hall that leads to all levels of the remote star base, ready to descend to their final confrontation with Samina and her few remaining soldiers. The roster for this (last) session:

  • Clementine, technologist
  • Siladan Hatshepsut, archaeologist and data djinn
  • Dr. Banu Delecta, medic
  • Al Hamra, captain and mystic
  • Adam, soldier and gunner
  • Saqr, pilot
  • Kaarlina, mystic and technologist

Oliver Greenstar remains on the Beast of Burden, ready to leave and warn the world of the corsairs’ location if the rest of the party are killed.

The PCs had been given floorplans for the corsair base, so they knew that the level above their current location was a public area, gardens and a few rest spaces. Immediately below them was the station’s main hangar, a space 100m long, 200m wide and 40m deep. Below that was a residential level, almost certainly mostly empty now they had killed nearly all the station’s guards, and below that the secret prison and medical level where Samina herself lived and worked. They needed to get down there, but only one elevator went all the way down and they could not fit their whole team into it. Two other elevators descended to the level below the hangar, and they could fit their whole squad into those two, then transfer to the elevator that went all the way down, and travel to the last level in two trips. They decided that Kaarlina would use her technomancy skills to control all the lifts, sending them down to the sub-level but sending signals to the central computer to indicate they were going up. They would skip the hangar and head down to surprise Samina in her lair while she thought they were heading up.

The monster in the hangar

Unfortunately their strategy failed, because Samina took control of all the elevators over Kaarlina’s mystic powers, and opened them all one level down, in the hangar. The doors opened into darkness, lit only by the faint red emergency lights in the elevators, and by one or two of the party’s suit lights. In the faint glow of these lights they saw a huge hall stretching out into darkness, scattered with crates and equipment in seemingly random piles around the elevator shafts. Somewhere nearby they could hear sounds of sniffling and desperate breathing, and the air of the room seemed to be faintly misty or suffused with a fine smoke.

This fine mist saved their lives. Adam saw it first, a beam of laser light questing towards them through the mist, and in the last moment realized there was a sniper about to target them. Since he was in overwatch he immediately opened fire, sending a wave of automatic fire in the direction of the laser. Clementine followed him but neither could hit their target, and a moment later a wave of thermal energy struck Adam in the head, almost shredding his remaining ear. Saqr, also in overwatch and carrying an accelerator rifle, fired along the line of the beam and killed the sniper with a single shot as the rest of the crew piled out of the elevator and into cover.

It was as the first of them began to emerge from the elevator that they saw it: a huge, hulking figure in the darkness just beyond their vision, charging towards them. It stopped and raised an arm and a moment later one of their entire teams of support marines died, cut down by a wave of thermal energy. Moments later the beast rushed into the light, and they saw what it was: an automaton constructed out of the twisted, still-bleeding and twitching bodies of Samina’s remaining soldiers. Two men in battle exos had been slaughtered and draggd into the mess of flesh, to be surrounded by the twisted bodies of 12 other men. It had misshapen, thick legs and arms wielding huge thermal rifles, with two more arms holding massive axes compiled from all the crew’s dura swords. Lights flickered inside the frame of its twisted flesh, and strange machine noises came from its joints and chest. It roared and stumbled forward.

Out of the elevator to meet it came Siladan, walking now in his own battle exo and eager to put its powers to the test. He surged forward and hit the thing in the chest, stopping it in its tracks, and the two began a monumental battle on the floor of the hangar. As they fought Adam, Clementine and Kaarlina poured rifle fire into the beast, seemingly doing nothing. Saqr could not join the battle, however, because moments after the marines in front of him were cooked to death by the beast’s weapons they reanimated as darkbound, undead humans bound by the Dark between the stars, and turned to attack him. Though they struck at him only with fists, they blocked his exit from the elevator and he was forced to deal with them before he could leave.

As the battle raged Al Hamra moved away from the elevator to the source of the sniffling, finding one of Samina’s soldiers crouched behind a crate, weapon at his side, panting heavily. Al Hamra wasted no time in conversation, going straight to mind reading using his mystic powers. The images that poured from the distressed soldier’s mind confirmed his suspicions: Samina had gathered all the soldiers in the hangar and enacted some horrific ritual that had slain them all and drawn them and their equipment together into the monster before them. Two of her soldiers, seeing the deaths begin and realizing they were betrayed by their own master, managed to break her mental control and flee, hopeless though this act was; now they crouched in the dark of the hangar, waiting to see which side would prevail in the battle and who would hunt them down and kill them.

Al Hamra saved this man the wait: he dominated his mind and sent him in to melee against the beast, in support of Siladan. The monster had been briefly stunned by Siladan’s first attack but soon recovered, unleashing some kind of mental blast that staggered Siladan and stunned him. It then smashed him once with one fist and marched past him to kill more marines. By the time Siladan could come back to melee the beast had beaten down the remaining marines and was in melee combat with Adam, smashing him with its fists as he tried to stab it with his dura knife. Fortunately Kaarlina had disabled its dura axes, so it could not cut through his armour the way it wanted. Adam had done furious damage on it with his machine gun, and in its rage it tried desperately to kill it as Siladan struck it with his dura halberd, Saqr fought off the darkbound that trapped him in the elevator, and the others poured fire into the beast’s heavily-armoured back. At the same time Samina poured healing magic into it from her remote location, somehow keeping it upright despite all the damage it endured.

Finally, however, Dr. Delekta was able to put a bullet into its back somewhere vulnerable. A battery pack from one of the absorbed battle exos exploded and the thing fell dead to the ground. They quickly killed the darkbound attacking Saqr, and the battle was done. All of Samina’s remaining soldiers lay in a rotting heap on the hangar floor, along with most of the party’s marines and almost all of their remaining sanity.

The Cadaver Clock

They rested briefly, Dr. Delekta providing medical care to the injured members and Saqr easing their wounds with his mystic powers. Al Hamra gathered the two corsairs who had escaped the ritual and gave them a choice: join their sole remaining marine in helping them clear out the base, or die. They took the better part of the choice, and once everyone had restocked and taken a breather they took the elevator down to the bottom level.

Following the marines’ instructions they passed a prison, where they found four starving victims of a past raid, who they released. They moved on to Samina’s personal quarters, at the back of which they found a tunnel leading down through the rock. They followed it, and at the bottom rushed into Samina’s lair.

Their three marines died as they entered the room, brought down by Samina’s mystic powers, but the rest of them were able to break into the room before she could act again. She stood in the centre of a terrifying construction of cogs and chains, arranged in a large rough-cut stone chamber. The cogs were ancient iron, embedded in the wall and connected with a complex network of heavy old chains. At points around the network of chains dead bodies were hung from the chains by meat hooks, slowly rotting and suppurating in the slightly stuffy air of the room. On one side of the room stood an ancient stone altar, covered in dried blood. In the middle of the room, under the dripping corpses, stood a collection of plinths of different heights. On two of these plinths stood the strange ugly statuettes of the dancer, and between them stood Samina. She was tall, impossibly skinny, obviously old but not worn or wrinkled. She wore simple silk robes, her hands empty and free, and looked at them from dark, deep-set eyes.

As they came to a halt in the room facing her, the collection of cogs and chains shuddered and the entire apparatus took a single, lurching movement according to some strange geometry. A loud tick! rang around the room as all the cogs turned over once, the bodies shuddered and jolted on their hooks, and a drop of rotting gore fell onto Samina’s cheek.

She ignored it, and said to them, “I am your only way out of this darkness.”

They ignored her, and opened fire.

The battle was short but almost deadly for them. At her waist Samina had a gravitic sink, which absorbed the first four shots from their weapons. She unleashed a dark mystical energy from her cadaver clock, which wracked their bodies with pain and, had she had a second chance to unleash it, would surely have killed them all[1]. Fortunately before she could do so her gravitic sink expired, and they slaughtered her where she stood.

Epilogue

They searched the base and found a huge stock of money and artifacts, which they stole. They should have rushed to escape before the portal out of the area degraded, but Al Hamra announced that since he had died twice and his soul was trapped inside a machine, he chose to end his time here. He would use the cadaver clock to hold the gate open until they all could flee, and then wait in the dark until his batteries powered down. He gave a stirring speech that convinced all the PCs that their captain would choose to die in this dark and lonely rock, but all the players knew that Al Hamra was going to use the cadaver clock to become the next Samina.

They left, having destroyed the corsairs that had plagued the Horizon for 30 years, and became fabulously rich and famous selling off their story and success across the Horizon. All that remained was to recapture the space station they had lost to an Efrit, and to establish their new Order, a movement committed to hunting down and killing evil mystics.

Here the Coriolis campaign ended, after 41 sessions. A challenging, bloody and sinister ending to an excellent 18 months of gaming!

 


fn1: The first wave of the attack did 7 damage I think, though I rolled very well, and it was pretty likely that the second one – due after three more actions – would finish the job. I rolled randomly for the gravitic sink’s charges and got 4. Had it held two more, things would have been dire, especially since her dancer’s talent guaranteed she could evade Siladan’s halberd. I did warn the group that I was happy to end the campaign on a TPK, but actually that was a lie: Oliver Greenstar was going to rescue them at the last if Samina prevailed.

 

 

Give yourself unto your god
Sacrifice yourself again
Burn your thoughts, erase your will
To gods of suffering and tears
Tie hallowed bonds around your hands
Kneel before this seat of shame
To gods as lost, gods as blind
Gods of suffering and pain

           – Catechism of the Dancer Cult

Our heroes have invaded the sanctum of Samina’s Corsairs, which is the home of an ancient, vile and long lost cult to a degraded form of the dancer. At its heart is Samina, a powerful mystic who possesses all the secrets of her long lost and abominable cult, and uses them to guide a vicious lair of pirates in raids across all of the Third Horizon, striking safe from within their asteroid base far outside of any star system. Our heroes have found this base and aim to kill Samina and tear down her cult; between them and her stand her last few score soldiers, their leaders and champions in battle exos. Dominated by Samina’s mystical powers, they feel no fear and throw themselves into the defense of their leader, which is why the PCs have already slaughtered 36 of them in a vicious battle at the docking station where they entered the station. Now they must move on, and begin to penetrate the base. There remain 32 soldiers, with 4 leader and 4 champions in battle exos. The roster for today’s mission:

  • Clementine, technologist
  • Siladan Hatshepsut, archaeologist and data djinn
  • Dr. Banu Delecta, medic
  • Al Hamra, captain and mystic
  • Adam, soldier and gunner
  • Saqr, pilot
  • Kaarlina, mystic and technologist

In the docking station battle Al Hamra had taken control of the mind of two of the leaders, and used their voice to tell the station’s central command lies necessary to buy the team a little time. Now they stood among the ruins of the battle, in a smoking and bullet-scarred welcome area, injured and exhausted. On one side of the room Al Hamra’s droid body lay smoking and sparking, shattered beyond repair. They had perhaps one hour to transfer Al Hamra’s consciousness to their last remaining drone, attach a weapon to it, repair several jammed weapons, rest, and heal minor injuries.

They set about this task with resigned exhaustion, catching their breath as they cleaned up, reloaded, and repaired. Al Hamra successfully transferred to a new droid, to which Siladan attached a thermal cricket pistol, with a spare reload; further reloads would require someone to attend to the machine. Dr. Delekta provided medical care, and Saqr risked the Dark between the stars to heal a groin injury on Adam that threatened to wear him down before they had traveled too much further. They all rested, recovered their wind, and prepared to push on.

From the docking station a corridor ran perhaps 100m to a central elevator shaft. They guessed a large contingent of soldiers would be waiting for them there, and they were right: a brief scouting excursion by Al Hamra confirmed 8 soldiers, a leader and a champion in a battle exo. Kaarlina took control of the blast doors facing them using her mystic powers, they prepared their moves, and triggered the battle.

Al Hamra used his droid movements to trigger the door to open, and used his mystic powers to take control of the mind of the exo champion, forcing it to fire on the soldiers’ leader. Saqr threw in a grenade and Adam fired a rocket at the main team of soldiers.

At least that was the plan, except that everyone in the room was on overwatch, and as soon as Al Hamra triggred the door a nightmare storm of vulcan shells, thermal blast and accelerator slugs poured through the door. One of their teams of soldiers was eviscerated and several of them took damage before Adam could squeeze off his rocket, which eliminated several of the soldiers. They charged into the room to find cover where they could while Al Hamra dominated the champion in the exo suit, and the battle began. Reinforcements immediately began rising up one elevator, which Kaarlina stopped with her mystic powers, but they were not able to stop another elevator, which arrived after a short time bearing the Oracle, the old man they had fought in Hamurabi station. He dominated their other marine team and turned it on them, but fortunately the dominated exo champion was there, and was able to immediately melt the Oracle to slag with its thermal rifle.

By the time they had dealt with the remaining soldiers in the room more reinforcements had arrived in a third elevator, but by now they were ready. They set a careful cordon around the elevator and destroyed the entire team as it rushed to emerge. Within seconds the entire team lay smoking and bleeding on the floor, and by Siladan’s count they had slain another 16 soldiers, two champions in battle exos, and all but two remaining leaders. Very few of Samina’s fearsome corsairs remained.

They checked their weapons, tended to their wounds, and prepared to head down to the final showdown. They would burn this whole cult and destroy all its hideous ancient secrets, or die trying.

 

 

 

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.

 

 

 

Inert flesh
A bloody tomb
A decorated splatter brightens the room
An execution, a sadist ritual
Mad intervals of mind residuals

Close your eyes
Look deep in your soul
Step outside yourself
And let your mind go

– Catechism of the Dancer cult

 

Our heroes have invaded a docking station of Samina’s Corsairs’ main base, and having broken through the inner door are about to begin their final assault. Inside the station are 60-something soldiers, a small number of leaders and some elite fighters in exo armour. Our roster for this session:

  • Clementine, technologist
  • Siladan Hatshepsut, archaeologist and data djinn
  • Dr. Banu Delecta, medic
  • Al Hamra, captain and mystic
  • Adam, soldier and gunner
  • Saqr, pilot

They are accompanied by two teams of four mercenaries. As ever they burst into the station without a plan, hoping to prevail by superior grit and better weapons. They were, of course, right, though the battle was a close call[1].

Beyond the docking station was the standard entry chamber, perhaps 10m in diameter and interspersed with standing steel defensive barriers, behind which two teams of corsairs and a leader hid. Two of the PCs ran into the room to take cover behind the closest barrier and were immediately fired upon by all the teams in the room, to little avail. Behind them Saqr threw a thermal grenade over the barriers, failing to do much damage to the defenders, and their back-up mercenaries laid down covering fire as the rest of them moved slowly into the room. Adam used one of his only two rockets to clear the back of the room, and they soon overwhelmed the first defenders.

They had no chance at respite though, because no sooner had the first team died than a second entered the room, laying down a carpet of automatic fire as they came[2]: 8 more soldiers with their leader. Fortunately however, as soon as the group arrived Al Hamra used a dominate spell on their leader, forcing him to attack his own team, and the squad broken down into internecine combat as one team of soldiers traded fire with their own leader. The others, however, were in cover, and the PCs did not deal with the second wave as well – some were still barely alive when the third wave hit.

The third wave walked straight into the full fury of Adam’s machine gun, and were cut down viciously. As soon as the second wave’s leader had been put down by his own men Al Hamra dominated the third wave’s leader and forced him to attack his own men, and also to tell the station’s central command that the intruders had been killed. This strategy only partially worked; the fourth wave hit while they were cleaning up the remains of the third wave, and finally they were forced into a pitched battle with the remaining troops. By this time Siladan had been disarmed of his dura halberd and was fighting with his hand fan, several of the team’s weapons had overheated or malfunctioned (including Clementine’s meson pistol, which they needed intact to fight the exo armours), and finally Al Hamra took a hit from a vulcan carbine that completely destroyed his droid casing, killing his robot shell and forcing his consciousness back to the ship.

When the battle was over they had severely depleted their ammunition and reloads, taken several light criticals, lost their Firstcome battle droid and one mercenary, and ground out quite a few wounds across the party, but they had prevailed. A total of 36 men – 32 soldiers and 4 leaders – lay dead in the small room, which was coated with blood, smoke stains and bullet holes. Al Hamra’s domination of the leaders meant that for a short time the corsair’s central command believed they had been neutralized and their ship was being searched, so that they had bought themselves perhaps an hour of rest time. During this time they had much to do: restocking ammunition, repairing weapons, restoring Al Hamra’s consciousness to a floating camera drone (the only freely mobile drone remaining in their arsenal) and attaching a weapon to it, and some basic medical care.

And after that one hour of breathing space, on to the next charnel house …

 


fn1: In fact Al Hamra used his 10th life talent and then got a second 66 crit, so he has gone from storing his soul in a Firstcome defense droid to using a simple camera drone. How the mighty have fallen!

fn2: I set this up so that the number of successes on Saqr’s piloting roll to deceive the defenders determined the speed at which reinforcements arrived: Saqr got 1 success, so this meant that there would be 1 round of respite between new waves of 8 soldiers and 1 leader. Given that these teams of soldiers are all able to use automatic fire, and I have significantly beefed up the auto-fire rules for groups of minions, this is a pretty challenging battle.

I was very excited to discover Max Brooks, author of World War Z, has a new book out, Devolution: A Firsthand Account of The Rainier Sasquatch Massacre, and bought it as soon as it was released. It turns out to be excellent airplane reading (I went to Okinawa for a few days’ relaxation) and not so great night time reading, because it is a very disturbing and well-crafted tale. This is a review of that book, hopefully basically spoiler free.

The novel purports to be “found footage”, based on the journal of a woman called Katie who was part of a small alternative off-grid community deep in the wilderness outside Seattle. This high-tech community consists of a few rich oddballs living around a central common house, intended to recreate some kind of image of native American traditional community living while also merging the high-tech lives of the modern urban rich with sustainable living blended deep into the nature in which the community is embedded. There are only a handful of people living in this off-grid place, which is served by drone deliveries from Seattle, has solar power, methane fuel from human waste, careful insulation and water recycling, fiber optic internet, etc. It is serviced by one road that may get cut off in winter, and is intended to be completely self-sufficient once you factor in the regular drone deliveries. Katie and her husband are borrowing their friend’s home for a winter to reconnect or somesuch American bullshit, and as part of this conscious recoupling or whatever it is Katie is keeping an extensive daily journal of her thoughts and feelings (for her therapist of course!). The journal is supplemented by interviews the putative author of the book mixes in with the park ranger who found the journal, the family member who sent Katie and her husband to the shack, and a few newspaper or science articles. This is a bit of a challenge for Brooks to pull off since he has only really ever been able to write in one voice, a criticism I had when I read World War Z, but brave of him to try. The events are set in approximately now, obviously under a Trump presidency, with America involved in an intervention in Venezuela and already experiencing significant internal dissent, as well of course as the kind of anti-science and anti-public service cuts that characterize this particular period in American history. There is major civil unrest happening around Seattle at the time the story is written, which really makes it perfect reading for the current climate.

The first few chapters of the book are spent introducing the other characters and then the shit hits the fan: Mt. Rainier erupts, cuts off their path back to the city with huge rivers of lava, and wipes out just enough other local communities to create major chaos in the emergency response (which is already underfunded and incompetent). To make matters worse the community’s internet and cell connections are destroyed, and there is a strong implication that their drone deliveries are cut off because their drone took out a rescue helicopter. But this is just the beginning; as the characters are settling into the knowledge they may be cut off all winter and are going to have to get very creative with food, they discover something much worse: a small colony of Sasquatch (Bigfoot in the popular parlance) has been driven from their secret home in the slopes of Mt. Rainier by the eruption, and having had no food for days they settle on the people living in the little isolated community as their main calorie source. This is when the novel turns from a slightly ham-fisted exploration of rich urbanites’ insecurities and vanities to a rapidly escalating tale of survival horror.

Because this is a Max Brooks book the horror is interspersed with snippets of science and wisdom from various sources, so that we get a full and rich disquisition on the history of Bigfoot scares in the US, the possible genetic and evolutionary tale of the Sasquatch, detailed description of how primates hunt and kill each other and why, critical assessment of modern rich urban Americans’ obsession with anthropomorphizing and misunderstanding “nature”, and Max Brooks’s personal view of the role of survival and experience in shaping refugees’ lives in the US. These interludes are probably essential, because over the course of the middle half of the book he ratchets up the tension with excruciating care, taking us from hints of Sasquatch presence (stolen berries, a bad smell) to pitched battles in the middle of the community space. Because it’s found footage we, the readers, know approximately what is going to happen: we know that the whole thing is caused by Bigfoot and we know everyone dies. This, too, is frankly a relief – if you were sitting through the increasingly desperate and disturbing middle parts of the book hoping anyone would survive you would be close to an apoplexy by the end of this novel. The fact that it’s essentially an After Action Report means that we don’t get to find out exactly what happened to the author (since they can’t journal their own death) and so it enables Brooks to close off the whole story with a sense of mystery and a slight lack of fulfillment for the reader, which to me is perfect, since the story itself is so improbable and the possibility of anyone surviving so remote that leaving the fate of the group’s last member unexplained is a fitting end.

The strength of the novel is in this careful ratcheting up of pressure over its middle period, the growing sense of dread and impending destruction, and the reader’s helplessness as various members of the community completely Fail to Get It and make accordingly increasingly stupid mistakes. This is helped by the way that various characters either get it together or come undone as the intensity grows, though three of the characters go through changes that are too rapid and sudden to make sense (see below). Brooks supports this by quotes at chapter headings and a few interludes with references to other times in history or other peoples’ speculation about how events might have unfolded, which helps to get the reader engaged in the characters’ struggle even though they’re actually quite unpleasant people who you mostly just want to die. Which, of course, they do. Horribly. It’s quite satisfying but also very nasty, and although I’m not easily scared this book gave me the shivers by the time the tension reached its peak. This is good survival horror!

It’s not without its flaws though, primarily three: the pretentiousness and narrowness of some of the theorizing in the interludes; the clumsy and personally quite awful characters; and Brooks’s inability to diversify his writing voice.

The interludes involve a lot of speculation about science and evolution and group psychology and the conflict between humanity and nature that struck me as overly pretentious and often quite simplistic or weak. I also wondered if some of the facts Brooks presents are actually facts or just things he has heard and just accepted as true (I didn’t bother to check). This is a hallmark of his work in World War Z too (I guess worse in that book because fact-checking was harder back then and he probably had less support). I always read this kind of stuff as bar-room waffle, but it’s presented in this book as serious inquiry, and it’s a bit cringey (not very though!) Also he has this big problem of stereotyping cultures, which he does in the interludes and also in some of the character archetypes: one of the characters in particular is a survivor of the Yugoslavian civil war, a refugee of a particularly vicious part of it, and is obviously just Brooks’s stereotype of what a refugee from a war zone would have learnt about survival and human nature that has made them wise and resourceful and insightful, in a way that is a bit like if you could noble-savage a refugee. (Brooks always does this with Israeli soldiers, who also feature in the interludes in what I thought was the clumsiest piece of writing in the book). To be clear though I enjoy this kind of speculation and waffle even as I’m cringing, and somehow Brooks manages to pull it all off, which is why I guess I loved World War Z. I think it was a bit weaker in this book but it still really helped to pull the whole story together. The brief quotes and discursions on how and why primates kill each other, and how in particular chimpanzees hunt other primates, really sets the tone for the Coming Bigfoot Apocalypse, and serves as a forewarning of just how nasty the humans’ end is going to be; and when the humans start going primal it also serves to orient them as just another kind of primate cast back into a bigger evolutionary game. So though occasionally cringey and quite possibly wrong or distorted, these interludes work really well to establish the framework for the horror. That is vintage Brooks.

The characters, when they’re not stereotypes, are just generically awful Americans. The lesbian parents of an adopted Bangladeshi child who’re so sensitive to her culture but haven’t figured out she’s Muslim (yeah right); the pretentious GRR Martin-esque anthropologist who’s a man-splainer and is wrong about everything; the mild-mannered vegans who can’t be convinced to harm an animal to survive; and Katie herself, the very perfect stereotype of a neurotic upper class white American girl. Ugh. They all need to die. You start the book knowing they’re going to die but you still can’t wait. It makes you wonder if Brooks designed them to make you want them to die, which may not have been a bad thing given how excruciating their ends are. But still, it would be nice if I could enjoy pop culture stories with actually nice characters in them! These characters go through rapid development over the story as the pressure of their collapsing civilization comes to bear on them but three – Katie’s husband and the couple who established the community – go through lightning-fast changes that don’t make sense to me. In particular the psychological changes in the owners hint at a much bigger back story to how and why they established the community, and in my reading of the book suggested some form of culpability or guilt for what happened, which Brooks fails to explore. This lets us down a bit, since some important characters just suddenly get slotted into new roles without any reason. I think this is meant to be linked implicitly to the concept of Devolution introduced in the title and the discussion of Sasquatch’s evolutionary niche, but that discussion is too tightly focused on the Sasquatch to work in the context of the humans’ changes until the very end of the book, by which time it is half-forgotten and buried under a frenzy of destruction and bloodlust. So some of these sudden transformations don’t quite work, but the new roles they get are great, so who cares, really?

Finally, Brooks’s inability to modify his writing voice lets him down again, so that everyone the curator of the story interviews sounds just a bit too close to Katie herself to be able to separate them from her. I guess Brooks isn’t aware of this problem, because if he was he might not write these kinds of curated multi-part interview/story novels, since it’s a recipe for having your own shortcomings found out. It doesn’t let the novel down in the end – I devoured this book like a Sasquatch on a psychiatrist – but it does stop it from being the pitch perfect masterpiece it could have been in the hands of a more capable prose-wrangler. Brooks is a great writer, capable of great plot and perfect timing, very good at establishing and changing mood and a very good judge of pace and tension, but this one thing he can’t quite get right.

Despite these flaws though this is an absolute barnstormer of a book. It is tense, gripping, vicious and callous, as all good survival horror should be, and it plays out perfectly. It’s a quick but incredibly absorbing read that will have you thinking back on it for days after, wondering “what would I have done” and “how would I have coped”, and marveling at the horrific monsters you would be expected to face. It’s an excellent addition to the horror genre for those with a strong stomach and iron will, and I strongly recommend it to horror fans and Brooks aficionados alike.

 

Our heroes have jumped through a mystical portal into the vicinity of the hidden Corsair base, where they have immediately been attacked by a detachment of Corsair attack ships. The roster for this session:

  • Clementine, technologist
  • Siladan Hatshepsut, archaeologist and data djinn
  • Dr. Banu Delecta, medic
  • Al Hamra, captain and mystic
  • Adam, soldier and gunner
  • Oliver Greenstar, colonist and roustabout
  • Saqr, pilot

The four ships arrived in sensor range together, captain Saqr’s attempts to manoeuvre away from them having proved unsuccessful. They swooped in to attack, and the Beast of Burden faced off against them in the cold Dark.

The destruction of the Corsair Fleet

The four corsair ships were small class II gunships, perhaps 30m long and designed purely for space battle around the corsair base. They moved in fast but disorderly, each trying to be the first to kill the intruder, so one rushed ahead and into the Beast of Burden‘s missile range. Using the ship’s advanced sensors Siladan was able to quickly lock onto it; they fired a torpedo while Adam opened fire, Saqr throwing the Beast of Burden into complex defensive manoeuvres just in case the incoming ships secured a lock.

They did not, and as the remaining three ships moved more cautiously into range they finished off the frontrunner, hitting it with data pulse and the energy weapon they had stolen from the First Horizon holdovers. Two more ships entered torpedo range but failed to secure locks, and before they could close into a better range Clementine and Siladan hit them with data pulses[1], cutting their systems and leaving them drifting helpless in space.

Now the battle had become easy. It is easy to imagine the corsair crew running around in their disabled ships, desperately trying to restart their reactors and sending djinn into the computer system to fight the data attack as torpedos streamed in and Adam picked away at the hull with the Beast of Burden‘s new energy weapons. Perhaps they were still fighting to regain control of their systems when the torpedo hit and blew away the entire bridge; maybe they were desperately repairing hull damage, praying loudly to the Dancer, as Adam carved their ship open from bow to stern with a single concentrated pulse of energy, and spilled them all into the Dark, still struggling and begging their disfigured Icon for aid. In any case, once the middle two ships were disabled the tide of battle turned quickly and they were soon left facing four disabled hulks. Three were breached and collapsed, mere salvage with perhaps a few dead crew left onboard who had not been sucked into the Dark when Adam burnt their hull away, but one was simply disabled, floating helpless as they moved into board, Siladan bombarding it with data pulses to keep its reactor quiescent as the rest of the crew suited up to move in for the kill.

Assault on the base

They boarded the remaining ship and captured the remaining surviving crew member easily, dragging him back to the Beast of Burden for interrogation. They were not gentle, but extreme measures were unnecessary – Al Hamra read his mind when they asked him questions, and they soon learnt all they needed to know about the Corsair base. It had no remaining defenses, Samina having assumed that sequestering her base in the Dark between the stars and hiding it behind a mystic portal, defended by four class 2 gunships, was a sufficient defense in itself. They could cruise in and take it at their leisure. Except that its remaining complement was formidable:

  • 64 soldiers, in teams of 4
  • 8 sergeants, each responsible for 2 teams
  • 4 champions, elite soldiers in battle exos
  • Samina
  • the Oracle
  • Whatever Darkbound Samina and the Oracle chose to summon

And of course, the Oracle could teleport between statues, so no doubt could appear behind them, perhaps to animate the dead they left in their wake.

They headed to the base. Sometimes you just need to take a risk. They had taken floor plans from the captive’s ship, so they knew that it had a large hangar section that their ship could not enter, and above that a level with four docking stations connected by wide corridors to a central elevator shaft. Each docking station was defended by two teams of soldiers and their leader. Saqr moved in fast and purposively to one of the docking stations, then diverted the ship and cut a rapid loop to a different station. Siladan hit the docking station fast and hacked its lock and they were through, into the first docking station, piling in to attack the soldiers on the other side before reinforcements could come from the other stations.

The final fight was on. It was five to one, but they would prevail. Right?


fn1: There is a lot wrong with the space combat rules in Coriolis, and in amongst them is the fact that the data pulse is massively overpowered. I suspect ion cannons are even worse.

 

Our heroes are trapped in a ransacked cultist sanctuary in Hamurabi station, facing off with a draconite hit squad that has surprised them. They were here to capture an Oracle and learn from him how to travel to the secret lair of Samina’s Corsairs, but he has teleported away using a large and ominous statue of the Dancer, their secondary objective; they cannot now move to take it, because they stand under the readied guns of a draconite hit team[4]. The roster for today’s adventure:

  • Clementine, technologist
  • Siladan Hatshepsut, archaeologist and data djinn
  • Dr. Banu Delecta, medic
  • Al Hamra, captain and mystic
  • Adam, soldier and gunner
  • Oliver Greenstar, colonist and roustabout
  • Saqr, pilot

They decided that in this case discretion was better than bloody valour, especially considering they had had no time to recover from the many injuries they had incurred over the past week of frantic pursuit, and now even a light smattering of damage would likely go badly for them. Adam and Clementine eyed up that meson pistol, and considered the options for killing the draconites and taking it, but even though they both thought their team would prevail, likely one or more of them would die in the exchange. They decided to talk.

The draconites also seemed disinclined to fight, a good sign given that they had held the element of surprise. Al Hamra asked them what they wanted and they indicated that they had come for the statue. He suggested to them that he would happily hand it over if they helped him catch the Oracle, which offer the draconites declined: they did not care for the oracle, and would not waste their time helping the PCs. They wanted to get the statue and go.

Here the party had a small advantage over the draconites: Al Hamra could read minds. He asked a question and applied his mind-reading mystic power, learning quickly that the leader was in telepathic conversation with another, hidden draconite, presumably a mystic and definitely their leader[2]. From this little exchange Al Hamra also discovered that the draconites thought they could control Adam[5], and with that he realized that they really were going to need to talk their way out; but he also learnt that the draconites genuinely only cared about the statue. “Why do you need it?” He asked, and a moment later, against all expectations, the negotiator told them:

“It holds the soul of our founder.”

Well, that drew their attention. Realizing that this statue must be very valuable to them, Al Hamra decided to cut a deal: he offered to have Saqr bring it to them if they would hand over the leader’s meson pistol and leave in peace. It took the leader only a minute to accept this deal, and he even threw in the kind consideration of not killing dr. Delecta and taking back the draconite technology she carried. An agreement was reached, and Saqr walked over to pick up the statue.

As soon as he touched it Saqr was assaulted by a mystic wave of horror, fear and rage, an ancient and powerful force desperate not to be contained. He fought with all his will to resist the force possessing him, and resisted it long enough to hand the statue over to the draconite. Unable to tell anyone what he had experienced, he could only hope that the same force would not overwhelm the draconite. It appeared not to, and the draconite calmy took the statue, and handed the meson pistol over to Saqr. All five men then withdrew carefully, maintaining a cautious watch on the PCs until they were out of sight.

They had lost the statue, and for little prize. They retreated to the ship to nurse their pride and think about the next step in their mission against the Corsairs.

The legacy of the Dancer

Back at the Beast of Burden Saqr performed a mystic powers search, and located the Oracle in the Corsair base. They guessed then that he had teleported there to warn the Corsairs, who they could expect to be readying a welcome party. They guessed that the only way to get to the Corsair base was to travel to the coordinates they had found on the tabula, and there find some lost portal that would take them to the base. They guessed that they only had three days before the coordinates in the tabula expired, and they did not expect another message to arrive, so they had to act fast. However, they wanted to go in with some basic knowledge of what they were doing, and with a little recovery time. They took a full day to recover, during which time Al Hamra and Adam went in search of a weaponsmith to improve their weapons, and Siladan dug into his tomes of ancient knowledge to try and learn something about the connections between the corsairs and the cult of the Dancer that seemed to be so widespread throughout this part of the Horizon.

From fragments of text, stories and hints in the ancient histories of the Dabaran Circle, Siladan was able to piece together an outline of the story of the Dancer in this part of the Horizon. He learnt that when the Dabaran Shipbuilders came to the Third Horizon from the First Horizon they brought with them a dark cult, some kind of heretical nonsense connected with the original religion that they had believed in Al Ardha. This cult had survived for a while in the community those first shipbuilders formed around Atuta, the Unbroken, in Dabaran, but evnetually they were found and driven out, their terrible rites deemed despicable and evil. They fled to neighbouring systems, and in their flight they either discovered or were taken over by some power from the Dark between the Stars – or perhaps it had infected them in the long flight from the First Horizon and corrupted their religion that way. It was possible they laired in some ancient Portal Builder ruin, where they learnt dark secrets, but in any case somehow in this time of flight and conflict they mixed stories of some feminine energy called Lilith, from their original religion, with images and iconography of the Dancer. So their cult formed, hiding in the dark reaches of the lonely systems at the extreme edge of the Dabaran Circle, an area ignored by much of the rest of the Firstcome as they expanded into richer systems in the rest of the Third Horizon. Stories then told of a fresh assault on the cult by forces of the Nomad Federation, in allegiance with the Shipbuilders of Dabaran, in which a small militarist cult of the Messenger (or perhaps the Messenger himself; legends differed on the details) finally vanquished the emissaries of this twisted shadow of the Dancer. The cult was scattered, but over the succeeding centuries tales would arise hinting at the continued existence of fragments of the cult. Stories were also told about lost stars, dark stars, portal builder ruins far away from the portals themselves, wandering portals, and tears in the Dark itself which some creatures from the Dark between the Stars could use to travel between systems.

The PCs had been told before that the Corsairs were a kind of cult, and in the writings of the Collector at the space station in Algebar they had learnt of rumours that Samina herself was a powerful mystic in possession of a horrifying artifact that could boost her powers. Siladan surmised that the remnants of this ancient, corrupted cult of the Dancer had somehow formed Samina’s Corsairs and that Samina herself was the leader of this cult, perhaps taking on the form of the Dancer herself, or some twisted version thereof. This cult must have been twisted by exposure to the Dark between the Stars, and now dwelt in some lost Portal Builder ruin, from whence Samina used her strange powers to send ships to raid any system they chose. Perhaps the Corsairs’ plan to take over a small mining community in the Kua system, near Coriolis station itself, had been more sinister than a mere attempt to have a presence near Coriolis – perhaps she had known about the Cadaver Clock on Kua and aimed to take control of it or study it, with Rockhome 3 as a staging post for the mission. Or perhaps her plan had been to take over that community and slowly convert it to a cult, giving her a base of religious affairs from which she could easily touch Coriolis itself …

Whatever the reason, Siladan’s research confirmed for all the group that the Corsairs needed to be exterminated. Their mission was personal, religious, and essential. The next day they set off for the coordinates on the tabula, taking the Beast of Burden, the Grace of the Icons 7132, and the Shield of the Faceless. The Grace of the Icons 7132 had been reconfigured as a gunship at Dabaran, and the Shield of the Faceless, originally an Order of the Pariah troopship, had been reconfigured as a multipurpose attack ship with more weapons and a different signature. They hired 8 mercenaries, who took positions on the Beast of Burden, and left Hamura station in force.

The Corsair Base

They traveled for a day to reach the coordinates and when they arrived found themselves floating in empty space. They were an astronomical unit further away from the Hamura portals, far from any planet, and there was nothing to see but empty space. Unfazed, Al Hamra retired to the Beast of Burden’s observatory with a pair of spectacles of mystic vision, and under the glass dome lay back to stare into empty space through the spectacles. With their special power to see the Dark between the Stars the emptiness of space was transformed into a horrifying web of darkness, as if some hideous gigantic spider had stretched its lethal gossamers over an entire star system. Hanging in space in the midst of that web, some distance from their ship but visible through the lenses, was a ghostly portal wreathed in shadow. Their portal was a mystical gateway, and they would have to fly through it.

Using their two sets of glasses, Al Hamra and Saqr plotted a course through the portal. Everyone retired to their stasis pods, Saqr set a course, and the three ships entered the Dark Gate.

An hour later they awoke to the sound of proximity warnings, alarms ringing to warn them of incoming ships. They rushed to the bridge, activated sensors, and found themselves in uncharted space. The ship’s astrolabe told them they were in the centre of the Dabaran circle, equidistant from all of its stars, in a part of space with no star. Visual scanners showed them a stunning vista of stars, their sparkling light undiminished by any nearby star, and far away in the distance a single rock floating in space – the Corsair base. And from that rock had come four attack ships, which now bore down on them from four distant points. They had been warned, and had been waiting in orbit of the portal exit, and now they were incoming. Worse still, the Beast of Burden was alone: the Grace of the Icons 7132 and the Shield of the Faceless had not come through the portal, and were now lost in the Dark between the Stars, no doubt being torn apart by horrifying beasts of gigantic and terrible form. Only the Beast of Burden stood against four class 2 attack ships.

Saqr desperately manoeuvred to try and make space between some of the ships, so that they could fight at least one on its own before the whole squadron arrived, but he failed. All four ships came hurtling in, and the crew of the Beast of Burden turned their ship about, and prepared for the fight of their lives …

 


fn1: In game terms this means that all 5 of the draconites are in overwatch, and will get an automatic attack as soon as anyone tries to do anything aggressive. The leader is carrying a meson pistol, which ignores armour; as one player noted, Dr. Delekta is wearing an invisibility sphere stolen from the draconites, so it is likely that there are more scattered about, invisible, also in overwatch, possibly with meson rifles.

fn2: Just as that player predicted, I had a sixth draconite hidden, with another meson pistol, in overwatch, using telepathy. So there was a very good chance that in the first round of combat these two would eliminate two of the PCs, since their weapons can cut through armour, and then things would get very nasty very quickly[3]

fn3: This might seem like overkill but my party by now have accrued probably 80xp each, three attribute increases, a second group talent, and a shit-ton of high quality weaponry[4], and it is almost impossible to set them a challenge when they’re geared up; the draconites know this, because they aren’t stupid, and have acted accordingly.

fn4: We are a couple of sessions from the end of the campaign and they deserve every hard-earned point of advantage they have accrued so far; indeed, the denoument of this campaign is going to be a raid on their own space station to dislodge an ifrit they accidentally teleported in there. They still have a lot of work to do!

fn5: At the very beginning of the campaign Adam’s player chose “creature of the draconites” as his personal problem and, well, that’s really too luscious a peach not to pluck at a time like this isn’t it? Had the PCs decided to fight these guys, Adam – their machine gunner and most powerful combatant – was going to be forced to switch sides, or at least to make very difficult skill checks to resist commands.

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