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Turbulence
Seriously? Free-to-Play?
Imagination is powerful. To quote Albert Einstein, Imagination is more important
than knowledge. For knowledge is limited to all we now know and understand, while
imagination embraces the entire world, and all there ever will be to know and under-
stand. Well said.
We believe in the power of imagination and how it creates wonder and inspiration.
Roleplaying games are one of the few things that can do what they do. Some might
say they are the last frontier for wild imagination and creativity. We certainly believe
so. Thats why we make roleplaying games to help make that possible.
Making roleplaying games the way we have hasnt helped us spark imagination the
way wed hoped. We want to try something different.
First, were adopting the Creative Commons license, so that you can contribute to
the game in a meaningful way. That way, we can support you in your awesome ideas
and help you get them out to your fellow players.
Then, were going to give away electronic copies of the core book for free. Weve
all bought games that didnt end up working out for us. Thats why were giving this
to you for free so that you can figure out if you like the game before you decide to
spend money on it.
If you like The Void and you play it, were going to put out a bunch of cool material
at very reasonable prices. Were going to do it buffet-style, so you can pick and choose
what works best for you and your group. Buying these supplements supports us mak-
ing more cool material, along with the rest of your fellow players.
After all, lifes too short to waste time and money on games you dont like.
Credits
Created By Thanks To
christopher Dorn The WildFire Crew Dr. Bob Arens, Steve
robert Glass Pitcher, Travis Wickline, Chris & Laurel Dorn
matthew Grau http://infrno.net the place to play (and
fraser McKay playtest) roleplaying games on the inter-
mike Vaillancourt net.
Written By http://fearthevoid.com
christopher Dorn Forums, Information, Downloads
[What this means is that you are free to copy, share, and
remix the text and artwork within this book under the
following conditions: 1) you do so only for non-com-
mercial purposes; 2) you attribute WildFire LLC; 3) you
license any derivatives under the same license. For spe-
cific details, appropriate credits, and updates/changes
to this license, please see: http://wildfirellc.com]
3
Table of Contents
(1) Overview 4
(2) Background 8
(6) NPCs 22
Welcome to Turbulence, the fourth This doesnt mean that you wont
adventure in the epic story of The Sty- come up with awesome and signifi-
gian Cycle. This is a ready-to-run ad- cant adventures on your own, but
venture that can be part of Organized these are the ones we designed to hit
Play. the high points based on what weve
created.
This adventure is for Level 1 Char-
acters, which are those that have re- Soundtrack
ceived 10 Advances or less. If your Weve created a soundtrack for The
Characters are more advanced than Void on the popular Spotify platform.
that, you will need to adjust things to It is composed of dark ambient music,
be appropriately challenging. designed to provide an eerie back-
ground for your game. We will be up-
This adventure is self-contained, dating over time, to expand the rep-
though it is designed to set Characters ertoire of music and moods. If youre
up for the next adventure in The Sty- interested, check our Facebook page
gian Cycle. It involves the Characters for links facebook.com/TheVoidCalls.
taking R&R aboard a pleasure cruise,
which becomes a target for a bloody
cult sacrifice. Open Space
This adventure takes place entirely
Naturally, these adventures are in- onboard a pleasure cruise. The Charac-
tended for Gamemasters. However, ters will be in a simulated 1G environ-
as a player, you may find the way the ment, due to energized deck plating. If
setting of The Void is brought to life in for some reason the artificial gravity is
these adventures useful for your visu- turned off, the Characters will be op-
alization of your Character and game. erting in 0G the Freefall Skill will be
You probably dont want to memo- necessary.
rize the adventures if you plan to play
them itll only ruin your enjoyment. Plot Points
In this adventure, youll have a chain
This adventure assumes that your of related evidence that will be the
group is composed of Wardens. If it subject of investigation by the players,
isnt, the adventure can still work, but the bulk of which together will unravel
requires some adjustments before you the mystery for the Characters and
run it. put them on the path of resolution.
The Stygian Cycle Each piece of this chain can be learned
The Void Organized Play adventures through Plot Points.
will take you through the most signifi-
cant events in the solar system, as de- Once in the appropriate place to
signed. earn Plot Points, the Characters must
simply have the resources necessary
to gain them and they do. They dont
have to make a series of Tests, hoping
to succeed at all of the Tests in order
to glean the clues or information. To
determine if the Characters have the
necessary resources, simply total up
the requisite dice pools from the Skills
+ Attributes necessary. If it is equal to
or greater than the Plot Point score,
they succeed. Easily gained informa-
tion requires four or five Plot Points, in-
formation that requires some expertise
requires six or seven Plot Points, and
information that is difficult to glean re-
quires nine or ten Plot Points. Got Feedback?
Were all roleplayers here.
For example, the Characters wish to
When youre playing The Void,
search the quarters of a missing com-
youre going to have feedback
puter technician in Salacia. The key
whether it be questions, com-
information they need to learn there
ments, or the awesome stuff you
is that the place has been completely
came up with while youre play-
wiped clean (sterilized) and that the
ing. We want to hear it. Youve
hard drive in the dwellings computer
got two options. You can just
hasnt just been erased, it has been
fire off an e-mail to feedback@
replaced. This requires the Investigate
fearthevoid.com. Alternatively,
and Computer Skills, but not particu-
you can jump into the pool on
larly high levels of either. The GM deter-
our forums and engage in con-
mines that the Investigate portion rates
versation with both us and oth-
a four, as does the Computer portion. If
er players. Find them at http://
the players enter the scene, spend the
wildfire-community.com/forums.
time, and have a total pool of points
from their Investigate + Awareness and
Computer + Cleverness ratings that
each equals or exceeds four, together
they glean all the information there is
to gain.
5
its important they gain the informa- Verification
tion, have them make Tests using the Since players can travel between
Chapter 1: Overview
Chapter 1: Overview
7
3 Turbulence
The Characters are being sent on Act III
a new vacation, since the last one The cultists continue to murder pas-
turned out so badly. They are booked sengers as the ship arrives. The players
for a pleasure cruise aboard the Aris- must find a way to rally the paranoid
tocracy-class yacht, the Princess of Ti- passengers to defend against the ar-
tan, along with nine other passengers, riving cultists and find a way to get
plus the crew. back to civilization. Further magic
hounds them, as more begin to die in
While they expect a luxurious trip, a gruesome fashion.
there are cultists on board who have a
different plan.
Act 1:
Adventure Synopsis Rude Awakening
Turbulence has three distinct Acts, as
the Characters try to regain some con- Goals: To introduce the Characters to
trol of the ship, expose cultists, and try their luxury cruise, to awaken them
to prevent further murders of the pas- from A/D Stasis to the crisis at hand,
sengers and possibly themselves. and to have them find the sigils paint-
ed on all the grav couches.
Act I
In this first Act, the Characters be- Setting: The Princess of Titan, a luxury
gin their pleasure cruise. However, cruise liner
when awakened from A/D Stasis, they
discover that the crew has been mur- Cast: See NPCs, on p. 22.
dered and most critical doors on the
ship have been welded shut. Further- The adventure presumes that the
more, they are way off course and out Characters have left Ganymede after
of any lane that might have other ships the events in The House Always Wins.
traveling through it. They are trapped If they saved the tourists on Gany-
and the worst is yet to come. mede, then this is the Wardens way
of getting them a new vacation after
Act II the last one was interrupted. If they let
The Characters begin to explore the the tourists die, theyve been forced to
ship and must deal with multiple mur- take a vacation. In any event, theyve
ders, as well as the interpersonal con- been treated to an all-expenses paid
flicts of the freaked out passengers. five-day cruise through Saturnine
They discover that magic is afoot, as space aboard a luxury liner.
one of the passengers head explodes
all over them. The Characters labor to However, the Characters can end
discover the cultists among them. Fi- up on the cruise from anywhere. Just
nally, an inbound ship is discovered tailor it to their last location and have
though it is of cultist origin. reason for them to take a vacation to-
gether.
Given the nature of the cruise, the marked the grav couches with an ar-
Characters will not be allowed to pack cane sigil. These determine the order
any serious armaments. Pistols and in which the passengers will die.
combat knives are about it, and they
must be secured in the cargo bay dur- The infiltrator also hacked the A/D
ing acceleration and deceleration. Dur- Stasis system, awakening the cultists
ing the rest of the time, the Characters before everyone else. They destroyed
are expected to keep their weapons the Crews grav couches and killed
safely locked up in their staterooms. them. Then, the cultists took the ves-
sel out of shipping lanes and planetary
The cruise will take a while. It will orbital paths. Worse yet, communica-
take 50 days for the ship to reach Sat- tions and both drives have been sabo-
urn. The first ten days will be spent in taged, and the engineering and cargo
stasis, though the crew will awaken bays have been sealed. The Characters
after seven and prep the ship. The pas- are totally isolated.
sengers will then enjoy three weeks
cruising through Saturnine space, The cultists have since climbed back
before doing the reverse to go home. into their grav couches to wake up
Theyll awaken after ten days to in- with the rest of the passengers, con-
stead discover a crisis. cealing their identities.
9
Down, at the end of the couch- 6 Plot Points The effects seen
Chapter 3: Turbulence Act I
es, the crew couches have been here are not consistent with the
melted somehow. Theres no way effects of that new acid.
they survived, if they were in there.
But whats really strange is that Investigation: The Couches
the couches around them are un- Plot Points Earned By:
touched, and theres no sign of a Awareness + Investigate
fire.
Characters will want to check out
The Characters are now wet, un- the melted grav couches.
armed, and standing in their un-
derwear. Some might check out the 4 Plot Points The crew couches
melted grav couches and some will be all have a crudely drawn sym-
more interested in getting their bear- bol etched into their bases. The
ings. Theyll probably do both. symbols have been damaged by
whatever melted them. Each of
Scene 2: Grav Couches the symbols on the crew couches
The destroyed crew couches are def- is slightly different.
initely a point of interest. 6 Plot Points All of the other grav
couches, including theirs, has like-
Read the following to your players: wise been marked. Again, each
symbol is slightly different from
The crew couches are mounted the others.
near the door that leads to the
bridge. The polymer windows are Investigation: The Couches
nearly melted away, as are the steel Plot Points Earned By:
and ceramic support structures. The Cleverness + Occult
grav couch is a twisted wreck with
burned edges. Theres a foul smell Once discovered, Characters with
coming from the couches, which the Occult Skill may want to check out
grows more intense the closer you the symbols.
get.
6 Plot Points A wave of nausea
hits as you inspect a grav couch
Investigation: The Smell
near the back. The mark there
Plot Points Earned By:
hurts to look at.
Cleverness + Science: Life
11
interpersonal tension, to reveal the Prior to entering their grav couches,
Chapter 3: Turbulence Act II
power of the sigils, to murder more the passengers had to stow their gear
passengers, to reveal the approaching in the secure cargo hold its standard
cultist ship, and to give the Characters operation procedure for safey during
a chance to unmask the cultists. acceleration. The Children of Chaos
have sealed both the cargo hold and
Setting: The Princess of Titan, a luxury the cargo hold (Area 13) and engineer-
cruise liner ing (Area 16), in order to confine the
passengers to the more pedestrian ar-
Cast: See NPCs, on p. 22. eas of the ship.
Seeing this requires an Average Hor- 4 Plot Points Each of the dead
ror Check. Assume that at least one of crew members displays a slight
the passengers freaks out, probably discoloration of the fingernails
Amelia, and choose a Horror Effect for and tongue. They have been poi-
her. If the Characters dont react at all, soned by an unknown agent, and
some of the passengers will pick up in it is unlikely that it is the cause of
it and become suspicious. the crews deaths there are no
other hemorrhagic symptoms
Running for Gear other than the bleeding eyes.
Most players are going to want to 6 Plot Points The food is poi-
run straight for their guns. This adven- soned. There may be a chance
ture has been designed for them to that other food on board has been
test their ability to cooperate and sur- poisoned as well.
vive without the benefit of their Char-
Investigation: Internal Cameras
acters weapons and equipment.
Plot Points Earned By:
Cleverness + Computers
Like all ships, this liner is equipped success at a Hard Cleverness + En-
with a basic bank of security video gineering: Electrical. Even if they
cameras. The players will likely want get a message out, they wont be
to check the footage, to see if it holds able to direct it, nor will they hear
any clues. However, the camera sys- if they get a reply. However, its
tems have been sabotaged, but there better than nothing.
is a chance the Characters can retrieve
already stored information. Investigation: Inspecting the Area
Plot Points Earned By:
6 Plot Points The most recent re- Awareness + Notice
cording is from the night prior to Awareness + Investigate
launch. An indistinct figure enters
the ship alone, doing something 8 Plot Points There are scratches
to the bases of the grav couches. on the grate of a duct near the
8 Plot Points While they cant get floor. The welder used by the Chil-
a clear image of the perpetrator, dren of the Void is shoved 10 yd/m
they can resolve the resolution down this air duct.
enough to get a bead on a solid
build and gender. The perpetra- The welder is very low on fuel and
tor is male, and has the same ba- will need to be used sparingly. It can
sic build as Warren, Fabricio, and burn through 4 welds before empty-
Sancho. If any of the Characters ing.
matches this, include that infor-
mation as well. Scene 5: The Ship
Gathering everything they can from
Investigation: Ship Systems the bridge, the Characters will want to
Plot Points Earned By: take stock of the ship.
Cleverness + Computers
Cleverness + Engineer (any)
Chapter 3: Turbulence Act II
The doors to engineering and the
cargo hold, along with the shuttle bay,
Investigating the remaining ships have been thoroughly welded shut.
systems will yield the following:
Otherwise, they have access to the
4 Plot Points The only major sys- rest of the ship. The Characters berths
tem still on-line is life support. The are all in the high-class rooms (Area
controls show that engines and 11). Nothing appears out of place,
communications are off-line, and though, except that all the passengers
that the ship is adrift. Astrogation possessions are locked in the hold
is likewise off-line, so they have no except for one of Fabricios stashes,
way to determine where they are. which he wont advertise. The Charac-
8 Plot Points While incoming ter can gather gear, however, from the
communications are completely galley or the theater (which doubles
fried, someone with the right skills as an emergency med bay). If the play-
might be able to repair outgoing ers come up with some good ideas for
communications. This requires
13
scavenging gear, reward them for it and mess around with the sigils once
Chapter 3: Turbulence Act II
Since someone will likely think of it, 6 Plot Points The sigils appear to
all the environmental suits are locked be in some kind of order, probably
up in either engineering or the cargo numerically.
hold.
These symbols are numerical, se-
Investigation: Engineering quenced according to the order in
Plot Points Earned By: which the passengers and Characters
Awareness + Notice are slated to die.
Awareness + Investigate
Investigation: Disturbing the Sigils
Due to the thorough welding job,
its going to take some serious work to Disturbing the sigils is not a good
get into engineering. The air ducts are idea, but the players wont know that
too small to climb through, so thats until theyve tried. They now have
not an option. some kinds of tools, so they can at-
tempt this however they choose.
The only operational welder outside
engineering or the cargo bay can be Each sigil is tuned to the person who
found in the air duct on the bridge. If occupied the grav couch on which it is
used, it will cut through into engineer- inscribed. Damaging or removing the
ing if someone knows how to use it. sigil will immediately affect that per-
This requires success at a Hard Clever- son, and it wont be subtle. While the
ness + Engineering (any) or Mechanic process is unpleasant and painful, it is
Test. However, its going to make a lot a way to save oneself from the magics
of noise and take at least 4 hours to cut afoot.
through and will use up the welders
remaining fuel. 25% Damaged or Less
The victim will become dizzy and
The engines are repairable, if some- disoriented. For the rest of the ad-
one can get in. In fact, this may be one venture, the person will always have
of the only ways to ultimately survive an Initiative result of 0 Successes, and
this adventure. Dont be afraid to re- does not need to Test Reaction.
ward clever plans.
26% to 50% Damaged
Investigation: The Sigils, Pt II In addition to the effects above, the
Plot Points Earned By: victim will have difficulties with bal-
Cleverness + Occult ance, tripping and falling down a lot.
He suffers a -2 Die Penalty to any Tests
Once the Characters have a bet- that use Grace. He also begins to bleed
ter idea of their situation, along with a little from his eyes and ears.
some tools, they may want to go back
51% to 75% Damaged of the ship and murder him quietly.
In addition to the effect above, the He slits Warrens throat, using the ar-
victim will begin to suffer excruciat- terial spray to paint a crude version
ing abdominal pain. He suffers a -4 Die of the Sigil on the wall of the killing
Penalty to all Tests, and begins to suf- room. Adam will also collect a hidden
fer from hallucinations and delusions. bag of his own blood, spattering it on
the walls and pooling it on the floor
76% to 100% Damaged amidst Warrens blood.
Once the sigil is mostly or complete-
ly destroyed, the victim will immedi- Finally, he will draw a small sigil in
ately drop into a coma, bleeding from his blood, which will trigger Warrens
the eyes. No amount of treatment grav couch to burn.
can help this. When he awakens after
about a half hour, he gains one Mad- Its up to you to choose the best
ness Level and any accompanying dis- place for this to happen, depending
orders. This is unavoidable. However, upon what your players are doing. This
he can longer be affected by the cults needs to happen out of sight, some-
magic. where where the murder wont be im-
mediately noticed Adam has to go
Scene 6: Later clean himself up. The fuel processing
All thats left now is to explore and station is a good place (Area 15), as
eventually get some shut eye. The long as no one is trying to cut into en-
Characters may choose to let the pas- gineering, or deep in the luxury suites
sengers wander on their own, or try to (Area 12).
keep everyone together.
Late into the night, one of the pas-
As You Will sengers will discover the bloody scene
It will be very difficult to keep every- and cry out in alarm.
Secretly, Adam Saltzman will lead The walls are covered with
Warren Nguyen to a secluded part spatters of blood, and the floor is
15
drenched in it. Even without an ex- are turning on each other. It could
Chapter 3: Turbulence Act II
amination, theres too much blood be from fear, or from a need to vin-
here for just one person. It appears dicate themselves from being re-
as if someone used Warrens arte- sponsible for all this. Social groups
rial spray to paint an X with a line have started to form, with unsubtle
through it on one of the walls. glances of suspicion exchanged be-
tween them.
This requires an Average Horror
Test. Amelia will completely lose it and Suddenly, you hear a crash. Fabri-
need to be restrained. The rest of the cio, Natalie, and Amelia rush to try
passengers are now freaked out, be- to help Warren. Hes on the ground,
cause someone is still here and has convulsing, blood trickling from
killed again. his mouth. He may have bitten his
tongue in his seizure.
Circling the Wagons
It will be hard to use authority to The social groups in question are:
keep the group together, as the Char-
acters official identification is missing. the Characters
However, the logic of safety in num- Warren and Emelia
bers may not be lost on the passen- Fabricio, Blessing, and Sancho
gers. Dont push for this option let Natalie, Roxy, Adam, and Kashi
your players work for it, if they can con-
vince the problem passengers, such as The Characters have time to rush to
Fabricio and Blessing, to stay put. Warrens aid. They can also enlist Dr.
Mander to help, if they know shes a
This is a great opportunity for the doctor. The first person to touch War-
Characters to interact with the other ren will notice that his temperature is
passengers and get know who is who. extremely high.
It is also an ideal time to start figur-
ing out who is suspicious, as well as to Let the tension build for a second
bring to light the personality conflicts before reading this to your players:
that may already exist.
Warren is very hot to the touch,
Since the cultists cant isolate any- and you swear you see steam rising
one for sacrifice, they will begin to ac- from his profusely sweating body.
tivate the sigils. Late in the night, War- Sudden, his convulsions stop. War-
ren Nguyen will meet a gruesome end ren sits up, blood streaming out of
in front of everyone. his red eyes and boiling away on
his cheeks. He tries to scream, but
Late in the night, when things have nothing but more blood sprays out.
settled down, read the following to He reaches out desperately for his
your players: wife
Gathered in the dining hall, the and then his head explodes like
mood is getting ugly and people an overripe melon. Hot blood and
chunks of skull and brains spray Scene 7:
across the room, missing no one.
And Another One Gone
If Warren Hardy is quietly killed by
A Hard Horror Test will now be re-
Adam, use this scene to show the ef-
quired. Amelia is already out of com-
fects of the murderous cultist magic.
mission, but the others run the risk of
If Warren exploded in the dining hall
losing it.
instead, you can can skip this scene.
People will also now most likely be
Late in the night, when things have
hurt see They Pop When You Cook
settled down after finding Warrens
Em below. Bandages and medical at-
body, read the following to your play-
tention will be required.
ers:
They Pop When You Cook Em
Gathered in the dining hall, the
When the cultists activate a sigil, the
mood is getting ugly and people are
effects are immediate, gruesome, and
turning on each other. It could be
fatal.
from fear, or from a need to vindi-
cate themselves from being respon-
The victim will begin to sweat, com-
sible for all this. Social groups have
plaining of the heat. That sweat will
started to form, with unsubtled
quickly soak through his clothes and
glances of suspicion exchanged be-
he will become short of breath. Soon
tween them.
after, his body temperature will rise so
high that steam appears to be coming
Suddenly, you hear a crash. Nata-
off his body. Blood will begin to boil
lie rushes to try to help Roxy. Shes
from their eyes, ears, and mouth. The
on the ground, convulsing, blood
blood hisses with heat, burning any-
trickling from her mouth. She may
thing it touches touching the victim
have bitten her tongue in her sei-
will result in third degree burns at this
point (2d6 damage, armor cannot re-
zure. Chapter 3: Turbulence Act II
duce).
Again, the social groups in question
are:
Finally, his head will explode like a
watermelon hit with a sledgehammer,
the Characters
spraying hot blood and brain matter
Warren and Emelia
in a 3 yd/m radius. Anyone hit by the
Fabricio, Blessing, and Sancho
remains must succeed at a Hard Horror
Natalie, Roxy, Adam, and Kashi
Test in order to remain composed. Ad-
ditionally, those hit will suffer second
The Characters have time to rush
degree burns 2d6 to 4d6 damage,
to Roxys aid. They can also enlist Dr.
varies according to quantity, armor
Mander to help, if they know shes a
does not reduce.
doctor. The first person to touch Ra-
chael will notice that her temperature
is extremely high.
17
Let the tension build for a second keep the lid on the interpersonal ten-
Chapter 3: Turbulence Act III
before reading this to your players: sion. The Characters may even think
theyre facing down a mutiny.
Roxy is very hot to the touch, and
you swear you see steam rising from Then, read the following to your
her profusely sweating body. Sud- players:
den, her convulsions stop. Rachael
sits up, blood streaming out of her No one wants to go anywhere
red eyes and boiling away on near the dining hall now, so youve
her cheeks. She tries to scream, but moved to the theater. The sound
nothing but more blood sprays out. dampening in the room provides a
She reaches out desperately for her much needed moment of peace.
sister
Just as you have a chance to col-
and then her head explodes lect your thoughts, you hear a soft
like an overripe melon. Hot blood ping in the distance. Its coming
and chunks of skull and brains from the bridge.
spray across the room, missing no
one. Its likely the Characters will head out
to find whats going on. When they do,
A Hard Horror Test will now be re- read the following to your players:
quired. Natalie is already out of com-
mission, but the others run the risk of The alert is indeed coming from
losing it. the bridge. Proximity detectors,
which miraculously survived, have
People will also now most likely be detected an incoming ship.
hurt see They Pop When You Cook
Em above. Bandages and medical at- If the Characters have already re-
tention will be required. paired communications and sent a
signal, they may believe that help is
Scene 8: coming. However, if they havent, they
may suspect something is amiss.
The Cultists Ship
When the Characters get everyone If the Characters choose to share
to settle down again, theyll need to this with the rest of the passengers,
move away from the horrifying dining most will be relieved as they believe
hall. The theater/med bay (Area 9) is rescue will soon be here.
a logical choice. Feel free to modify if
your players move elsewhere. Regardless, the rest of this scene is
likely to involve the Characters tak-
Now is a great time to bring out ing security measures. They may be
more of those NPC personality con- facing a hostile boarding action, and
flicts. Some of them may be in conflict the Characters will need to enlist the
with the Characters. Everyone is frayed passengers to carry out any kind of
and scared, so itll be impossible to real plan. Passengers will be more or
less enthusiastic based on the rela- Then Fabricio asks, Wheres Ame-
tionships theyve developed with the lia? You look around to discover
Characters so far. shes gone, and shes not alone.
Kashi and Sancho are also missing.
19
Kashi. Shes trying to stab her with this fate, have them spend a Fate Point
Chapter 3: Turbulence Act III
another ritual dagger, but Amelia is to survive. He just gets lucky, though
fighting her off for the moment. he does heat up and take 2d6 damage
(armor wont reduce).
If the Characters want to make this
physical, which they likely will, have There are two ways to survive the
everyone make an Initiative Test. If cascading series of deaths that will
Kashi beats both Amelia and the Char- claim both the Characters and passen-
acters, she will stab Amelia and do an gers. The first is to destroy the sigils on
appropriate amount of damage this the remaining grav couches. This will
may not kill her. take both time and effort, and people
will get sick and pass out in the pro-
Otherwise, Kashi is likely outnum- cess. Both are a problem. The second
bered, but will fight to the death. is to leave the ship. The vessel is the rit-
ual space for the spell, and the magic
If the Characters have somehow wont work outside its confines.
acquired firearms, theyll be shooting
into close quarters and have a chance Scene 10: Finish
of hitting Amelia in the process. See Once the attempted murder of
Guns in Close Quarters, The Void Core, Amelia is taken care of, read the fol-
p. 125. lowing to your players:
Though time is tight, the Characters You feel another thunk ripple
may want to ask Amelia what hap- through the ship. The unknown ves-
pened. Kashi suggested that she help sel has nearly formed hard-lock.
the doctor gather some medical sup-
plies, in case the passengers were hurt. The unknown ship is about to dock
She was acting oddly, so Amelia was and who knows whats going to walk
able to duck Kashis first attempt to through that airlock. The Characters
stab her. Shortly thereafter, the Char- ship is in pretty bad shape, so they
acters arrived. dont have a lot of options.
Activated Sigils Weve presented three possible op-
If the Characters dont prevent Ame- tions here, but your players may come
lias death, the murder will be enough up with others. Use your best judg-
to activate the remaining sigils. Deter- ment on how these surprises might
mine the order of death between the play out.
passengers and the Characters at ran-
dom. If there are still cultists unidentified,
then play up the paranoia. The pas-
Every half hour after Amelias death, sengers are going to have a hard time
one of the sigils will activate and kill trusting each other and this will pres-
the next person in line. See the section ent a serious problem. They may even
They Pop When You Cook Em on p. 17. attempt to harm each other.
If one of the Characters is set to suffer
Repel Boarders However, the damage is extensive
If the Characters did not repair out- and any engineer will basically be
going communications, there is no jury-rigging the whole system. This re-
way for the cultists to warn their ar- quires success at a Hard Engineer: Ba-
riving pals. It is entirely possible for sic Drive Test. The ship will then limp
the Characters to ambush the arriving along at half speed, and the engine
cultists. will fail every 45-60 minutes.
If the players choose to interrogate Along the way, however, the Charac-
Sancho, they may be able to learn ters can meet with multiple challeng-
whether or not a transmission was es. The engine failures mean that the
sent, as well as what they expect from cultist ship can catch up and attempt
the arriving ship. to board. Prisoners, if any, can escape.
There are a number of cultists equal It isnt a pretty ending, but it gets the
to one per player, plus one for every job done.
two surviving passenger. Unfortunate-
ly, they have guns and its likely the Help Arrives
Characters dont. If the Characters have restored out-
going communications somewhere
If the Characters can successfully along the way, a distress call can be
ambush the cultists, they automati- sent out. At this point, the players can
cally gain Initiative and attack from choose to spend two Tension Points to Chapter 3: Turbulence Act III
surprise for the first turn of combat. get Help From An Ally. A Warden ves-
The combat will play out normally af- sel will arrive just in the nick of time.
ter that.
Upon detecting the Knights Errant,
If the Characters survive, theyll be the cultists will abort the docking
able to commandeer the cultist trans- procedure and attempt to flee. After
port and can head back to the Umbrel- a period of quiet, the Knights Errant
la under their own steam. will open up on the cultists ship with
its railguns and disable it. Since theres
Fix the Engines no sound in space, the players will only
If the Characters started cutting know this if theyre looking out a port-
through to engineering early in this hole.
adventure, theyll break through be-
fore the cultist ship is detected. They The Wardens aboard will then dock
can attempt to repair the engines. and rescue the crew, tending to peo-
21
ples wounds as needed. The Charac-
ters and the passengers will be taken
Npcs
Chapter 3: Turbulence NPCs
Adam Saltzman
Dockyard Engineer & Cultist
Adam looks like your average joe.
Hes in his late-30s, and gray is starting
to creep into his closely cropped dark
hair. He dresses in casual clothes, with
a flair for band T-shirts.
23
Attributes:
Chapter 3: Turbulence Act III
Awareness 3 Grace 5 Amelia Nguyen
Cleverness 5 Perseverance 4 Newlywed Teacher
Demeanor 3 Physique 3 Amelia tries to be the perfect young
Statistics: Health 12, Speed 16 mph/26 kph woman. She teaches at a middle-
Skills: Deception 3, Defense 2, Guns: school on Mars. She appears to be
Handguns 3, Hand Weapons: Blades annoyingly in love with her new hus-
3, Insight 3, Medicine: Physical 4, Re- band, and caters to his every wish.
action 3 Overall, she is a very pleasant person.
Equipment: Ritual Dagger (1d6 + 2d6 Like her husband, she is of Vietnamese
from Physique) descent.
Armor: None
Amelia met Warren in a bar on Troy.
He struck up a conversation while she
Warren Nguyen was sitting to watch Jupiter rise from
Newlywed Security Consultant the skylights of the casino dome. She
Warren carries himself with the bear- knows very little about Warrens life
ing and dress of someone who is ex- before three months ago theyve had
military. He served in the Martian army an accelerated courtship, and Amelia
as a soldier. In his mid-20s, Warren is will get agitated if pressed for details.
polite, direct, and efficient. He handles However, this can cast some suspicion
corporate security for a company on on Warren while hes alive.
Mars. This is the first phase of Warrens
honeymoon with Amelia. Warren has become more domi-
neering over the last month, which
Of Vietnamese descent, Warren is Amelia doesnt particularly like. How-
very traditional in his marriage. He ever, shes afraid of him, so she obeys.
can be very domineering with his new When Warren is killed, shell recover
wife. While Warren would never strike more quickly than would be expected.
Anna, he can be emotionally abusive.
This only happens in private. Amelia is fragile. Shell not handle
the dead bodies well. Shell freak out
Warren will seem like hell be a good over pretty much everything that hap-
ally in the situation at hand, only to be pens. While Warren is alive, he will
the first to die. intimidate her into being calm. Once
hes dead, its up to the Characters.
Attributes:
Awareness 4 Grace 3 Attributes:
Cleverness 4 Perseverance 3 Awareness 2 Grace 2
Demeanor 4 Physique 3 Cleverness 3 Perseverance 3
Statistics: Health 9, Speed 12 mph/19 kph Demeanor 4 Physique 2
Skills: Defense 2, Guns: Handguns 3, Statistics: Health 7, Speed 8 mph/13 kph
Guns: Assault Rifles 3, Reaction 3, Skills: Communications 1, Liberal Arts
Tactics: Military 1 4, Occult 1, Persuade 2, Reaction 1
on Ganymede, it shouldnt be surpris-
Natalya (Natalie) Starr ing to discover that she is both and es-
Spiritual Advisor & Con Artist cort and a madame, running her own
Natalya looks and dresses like a pret- brothel in Troy.
ty new-ager. Her bleach blonde hair is
cut into a bob, and she wears earthy This cruise is a nice vacation for her
make-up. Theres a passion in her eyes and her sister, Natalie Starr. Roxy is
and shell preach to anyone who will completely aware of her sisters scam
listen. and is actually a little envious. Also,
she figured she might make some
Natalya runs her own church and is money servicing some of the crew or
a religious cult-figure. The religion is passengers.
a new-age cosmic melange, and she
claims she wants to preach the word, Roxy will use her sex appeal in order
to help save the spirits of as many as to get the protection she wants during
she can. this crisis. It wouldnt be weird for her
to latch onto one of the male Charac-
Natalya is enjoying a retreat with her ters, and use her feminine wiles to stay
sister, Roxy Eve, before traveling into close and under his protection.
Uranian space to expand her flock.
If pushed or backed into a corner,
If the Characters talk to her for any Roxy will share that she has a regular
length of time, theyll get a cultist vibe client who is a highly-placed Warden.
off of her. However, Natalya is not a She will not mention names, but will
cultist. Shes just a con artist who is us- be happy to use this as leverage.
ing religion to fund her tax-free church
and line her pockets. She will only ad- Attributes:
mit this if the situation is dire. Awareness 3 Grace 4
Cleverness 4 Perseverance 3
Attributes: Demeanor 5 Physique 2 Chapter 3: Turbulence Act III
Awareness 3 Grace 2 Statistics: Health 9, Speed 12 mph/19 kph
Cleverness 5 Perseverance 3 Skills: Deception 3, Defense 2, Hand
Demeanor 5 Physique 2 Weapons: Blades 1, Insight 3, Reac-
Statistics: Health 7, Speed 8 mph/13 kph tion 2, Seduction 5
Skills: Art: Oratory 3, Insight 3, Per-
suade 3, Reaction 1, Streetwise 3
Fabricio Veiga
Tech Millionaire
Oksana (Roxy) Eve Fabricio has already made more
Entertainer & Madame money than hell ever spend, all before
Roxy oozes sex. Shes a statuesque the age of 40. Hes very smart, and will
young woman of Russian descent. happily discuss his tech empire with
She has long black hair, blue eyes, and anyone who might understand what
a figure she is unafraid to show off. hes talking about.
While she claims she is an entertainer
25
Fabricio is a charming Brazilian man Unfortunately, Blessing doesnt have
Chapter 3: Turbulence Act III
of leisure these days. He works out, much else going on. Shes always been
visits the spa regularly, and has a per- able to trade on her looks, so shes not
sonal tailor. Hes quite dashing. very smart, not very useful, and not
very friendly. Blessing is Fabricios lat-
He also has the whole latin lover est conquest, and who was she to turn
thing going for him. While Fabricio down a free first-class vacation?
may be traveling with Blessing, she
is merely his latest conquest. Fabri- Blessing is immediately unfriendly
cio has developed a thing for Amelia to any women onboard, including fe-
Nguyen. She just so cute, polite, and male Characters. She views them all as
submissive. Plus, shes a challenge. threats to her supremacy. She will get
furiously jealous if Fabricio hits on an-
Fabricio also seems to get along other woman, or even if women sim-
with Sancho. He doesnt particularly ply spend time in his company.
care for anyone who tries to take
charge hes used to being that guy. While she likes Fabricios stash of
He also doesnt not like Warren and is drugs, Blessing is not an addict.
vocal about it.
Blessing with not handle any hard-
However, Fabricio has a drug habit. ship well, most especially the crisis at
He abuses both presciption high- hand. She will bitch and moan her way
grade painkillers and muscle relaxers. through any situation, and will prob-
Fabricio always has a stash on him or ably lose it when things get really bad.
nearby. If he cant get to them, he will
eventually fall victim to an ugly with- Attributes:
drawal. Awareness 2 Grace 4
Cleverness 2 Perseverance 2
Attributes: Demeanor 4 Physique 3
Awareness 2 Grace 3 Statistics: Health 9, Speed 14 mph/22.5 kph
Cleverness 4 Perseverance 4 Skills: Performance: Modeling 5, Se-
Demeanor 4 Physique 4 duction 5
Statistics: Health 12, Speed 16 mph/26 kph
Skills: Computers 5, Defense 2, Per-
suade 4, Insight 3, Reaction 3, Se- Sancho Reyes
duction 4 IT Manager & Cultist
Sancho is middle-aged, single, and
a computer geek. Hell talk all about
Blessing internet memes and computer games.
Fashion Model For work, hes in charge of purchasing
The woman known only as Blessing, for an IT department at Cassini Univer-
her real first name, is a beautiful wom- sity.
an of African descent. Shes nearly un-
approachable in her grace and poise, Sancho is on this trip by himself.
and she dresses the part. Hes just one of those guys who does
that. Fabricio and Sancho will seem
to get along, because they speak the
same language though Fabricio is far
cooler.
Attributes:
Awareness 3 Grace 4
Cleverness 5 Perseverance 3
Demeanor 3 Physique 2
Statistics: Health 9, Speed 12 mph/19 kph
Skills: Computers 3, Deception 3, De-
fense 2, Hand Weapons: Blades 2,
Insight 3, Occult 3, Reaction 3
Equipment: Ritual Dagger (1d6 + 1d6 Chapter 3: Turbulence Act III
from Physique)
Armor: None
27
Aristocracy-class Yacht
1. Bridge
2. Storage
3. Crew Rooms
4. Galley
5. Stage
6. Crew Mess Hall
7. Dining Hall
8. Crew Lounge
9. Theater
10. Passenger Lounge
11. High Class Rooms
12. Luxury Suites
13. Cargo Hold
14. Shuttle Bay
15. Fuel Processor Station
16. Engineering
Aristocracy-class Yacht
29
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