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the stygian cycle Iv:

Turbulence

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imagination embraces the entire world, and all there ever will be to know and under-
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We believe in the power of imagination and how it creates wonder and inspiration.
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Making roleplaying games the way we have hasnt helped us spark imagination the
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First, were adopting the Creative Commons license, so that you can contribute to
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Then, were going to give away electronic copies of the core book for free. Weve
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The Staff of WildFire


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

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2 Interior Illustration
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the works of H. P. Lovecraft are from and remain in the
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3

Table of Contents
(1) Overview 4

(2) Background 8

(3) Turbulence: Act I 8

(4) Turbulence: Act II 11

(5) Turbulence: Act III 19

(6) NPCs 22

(7) Spaceship: Aristocracy Yacht 28


1 Overview

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.

Sometimes players wont have the


necessary resources at hand. In many
cases, theyll know that theyve come
to an important juncture and be aware
of the resources they are missing. They
can simply go away, gather those re-
sources, and return. If they cannot and

5
its important they gain the informa- Verification
tion, have them make Tests using the Since players can travel between
Chapter 1: Overview

appropriate Skill at whatever Difficulty groups within the Organized Play of


seems sensible. If they succeed, they The Stygian Cycle, any kind of Charac-
get the information. If not, theyll miss ter advancement needs to be tracked
it or just have them spend 2 Tension and verified by the GM. This is to make
Points to Get a Clue. sure that everyone stays honest from
Rules for group to group.

Organized Play The simplest method of verification


The great advantage of Organized is to note on the back of their Char-
Play is that players (and GMs) have acter Sheet the number of Advances
the flexibility to use their Characters awarded, any special gear the Charac-
in different groups. Perhaps theyre ter acquired, as well as the name of the
playing an event at a local hobby store adventure and date or dates played.
or at a convention, theyre playing in Please include your name and write in
two groups, or their group dissolves or your own handwriting dont let the
moves on to another game and they players do this themselves. If youre
want to keep playing. comfortable with it, you may also in-
clude your e-mail address.
Using the guidelines here, players
can keep their treasured Characters Since mobile devices are common-
going through The Stygian Cycle with- place, an even more formal way to ver-
out restriction. ify advancement is to post the above
details to the players Facebook Wall.
Level 1 Characters This creates a digital record that is less
This adventure is designed for Level easily disputed, if it ever comes to that.
1 Characters, which means they have
earned up to 10 Advances. Character Death
If a Character dies, the player
If players have been playing The Void shouldnt be handicapped in terms of
outside of The Stygian Cycle, they may playing in The Stygian Cycle. As per the
have enough Advances to be consid- rules found on p. 225 of The Void Core,
ered a higher Level. If this is the case, have the player create a new Character
youll need to bump up the difficulty with the same number of Advances as
and foes in this adventure in order to the Character who has passed on.
make it appropriately challenging.
However, have that player keep the
Adventure Rewards deceased Character with the new one,
Characters completing this adven- so that all Advances have been tracked
ture should receive 3 Advances. You and verified for purposed of Orga-
can give these out over sessions, or nized Play.
you can give them all out at the end.
Suspected Cheating of your game. Finally, you can simply
Cheating is poor sportsmanship, not allow them into your game.
most especially in roleplaying games.
Most people simply dont, since role- Unverified advancement can be
playing games are about the story. suspect, but groups can often be too
excited at the end of a session to prop-
If you encounter a player who you erly record things.
suspect has cheated, ask them to be
more detailed about how they re- In any event, make the judgment
ceived their Advancements or gear. If call that works best for your group.
they can recount the events of their
adventure and they make sense, you Playing Outside the OP
may choose to let them participate. Enthusiastic players may wish to play
adventures that are not part of The Sty-
However, if a Character has extreme- gian Cycle in between Organized Play
ly unusual advancements most espe- adventures. Thats awesome and no
cially in terms of gear or cannot satis- one should be penalized for that.
factorily recount where they received
them, then you have several choices. However, if anyone wants to bring in
You can let them play as is, and adapt such a Character, they should have all
the challenges for that Character to outside advancement verified by their
make them more difficult. You can also GM, just as if they were playing within
ask them if they will play without the The Stygian Cycle.
suspect advancement for the duration

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.

In any event, this is supposed to be The cultists plan to murder each


personal time for the Characters. After remaining passenger in such a grue-
all, what could possibly go wrong with some way that the deaths instill terror
a simple pleasure cruise? in the survivors. Their sacrifices power
a ritual that will eventually begin to
Scene 1: snuff out those next in line. This will be
especially tough if one of the Charac-
Broken Alarm Clock ters number comes up.
What no one knows is that a vicious
cult has targeted the ship. The Chil- Read the following to your players:
dren of the Void plan to sacrifice the
passengers to their dark space god Suddenly, you cant breathe! Wait.
for more on Sshlosuuma and its cult, Goo? Right. Waking from A/D Sta-
see Secrets of the Void. If one of the sis is rarely easy. As the grav couch
Characters has the Darkness Magnet drains, you feel like something isnt
Disadvantage, blame it on them. The right. When the door opens, you
cultists make their first move while the find all the other passengers in the
Characters are blissfully in stasis. same boat as you. Its the smell that
tips you off. Acrid, like electronics on
Prior to embarking, one of the cult- fire.
ists slipped on board the ship and

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

Characters who know something Scene 3: Bearings


about chemistry might notice some- Getting their bearings is something
thing distinct about the smell. most players will immediately do.
Read the following to your players:
4 Plot Points The smell is familiar
to you. It is similar to a new form Only the emergency lights are on,
of acid that is being developed. leading you to believe something
has damaged the ship. Strangely, Leaving the couch bays, you step
no alarms sound. into the hallway that runs through
the first bank of crew quarters to the
There are nine other passengers, bridge. The ship seems too quiet.
not including the crew. You got a The engines arent thrumming like
sense of them as you were board- they would at transit speed, and
ing. you dont feel like youre moving.

Saltzman is a union dock worker. On the opposite walls are the


The Nguyens, Amelia and Warren, crews quarters, undisturbed and
are recently married and on their locked. Towards the end of the hall
honeymoon. Dr. Mander is from is a small cargo area, which sports
Saturn space. three new sloppy spot welds. Its
been intentionally sealed.
The latin one in the backs name
is Fabricio, if you heard correctly. Next to your grav couches are the
Sancho Reyes was the one that kept small lockers in which you stored
blathering about server loads and your clothes and personal items
video games until he was put under. before acceleration. As you get
dressed, you notice that only your
Finally are Natalie and Roxy. Roxy clothes remain, though the lock
is an entertainer and, for the right doesnt look like its been damaged.
price, you suspect shell entertain
you in a special way. Natalie, on the The Children of the Void have sto-
other hand, is woman who has seen len any and all personal effects. If the
the the great message from beyond Characters stowed weapons or IDs,
and has taken it upon herself to be- the cultists will be wise to federal
come the prophet of the new dawn. agents being on board, and are now
better armed.
Chapter 3: Turbulence Act I
You may want to pause here to give
the Characters a chance to check in If the Characters check, they dis-
with the other passengers. They dont cover that the crew quarters have also
know anything, and are probably been welded shut, though not as ob-
more freaked out than the Characters. viously. They dont have any tools that
will allow them to force the doors right
In reference to the map of the ship, now. Otherwise, the hall looks identi-
they awaken in the grav couch berths cal to when they embarked.
which are located in the room just
above the stage (Area 5), and also built
into the wall of the starboard crew Act 2:
hallway (Area 3).
Unwelcome Passengers
When theyre done, or when some-
one is hot to get back to their sidearm, Goals: To have the Characters discover
read the following to your players: the remains of the crew, to heighten

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.

Scene 4: The Bridge In short, the players are going to


Since the bridge is on the way to any have to be creative, however frustrat-
other part of the ship, it is likely the ing that may be. If your players are
players will want to check it out. Also, getting heated over this fact, you may
it is the first major door theyve found allow them to execute a clever plan
that isnt welded shut. to reacquire this gear, but later when
things get really bad.
Read the following to your players:
Investigation: Inspecting the Crew
Opening the bulkhead door to Plot Points Earned By:
the bridge, your fears are realized. Cleverness + Medical: Physical
The crew is here, unmoving. Blood
runs from their eyes, dried like dark Inspecting the crew, there is no ob-
tears, as they sit or slump over their vious cause of death other than the
work stations. bleeding eyes.

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

or make them spend Tension Points. again.

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.

Chapter 3: Turbulence Act II


one together without physically wran-
gling them. People will wander off, as Read the following to your players:
they always do. After all, there doesnt
appear to be any other immediate Someone just screamed. On your
threat than the damage to the ship. feet in an instant, you run down the
passages collecting the others. The
This is a great opportunity for the scream came from the back of the
Characters to interact with the other ship (or the suites). Right away, you
passengers and get know who is who. see a bloody trail leading into the
It is also an ideal time to start figur- room. Splayed out in an unnatural
ing out who is suspicious, as well as to pose, blood everywhere, Warren
bring to light the personality conflicts Nguyen lies dead. His throat has
that may already exist. clearly been slit.

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.

Act 3: Let the players decide what they


want to do here. If they sit tight, Ame-
Out of the frying pan lia will be killed and the remaining si-
gils activated. If they choose to search
Goals: To have the cultists complete for Amelia, read the following to your
a final sacrifice, potentially to activate players:
the remaining sigils, to deal with the
approaching cultist transport, and to You head out into the ship, no
find a way back to safety. idea where the missing passengers
might be. You head back towards
Setting: The Princess of Titan, a luxury the galley, and see Sancho standing
cruise liner, possibly the cultist trans- in the doorway. Youre about to ask
port him whats going on when he turns,
ritual dagger in hand.
Cast: See NPCs, on p. 22.
If the players try to speak to Sancho,
Scene 9: More Death or wait to see what he does next, San-
If the players have somehow de- cho will say nothing. He shakily holds
termined the identities of all the cult- the dagger, as a womans scream
ists, you can skip this scene unless erupts from the room behind him.
somehow one of those cultists is still
at large. If the players can succeed at a Hard
Awareness + Notice Test, theyll see

Chapter 3: Turbulence Act III


Because one of the previous deaths, Fabricio at the last minute. They can
either Warren or Roxy, was not physi- try to stop him, or they can let Fabricio
cally performed, there is greater pres- barrel into Sancho as intended ap-
sure to make the next killing more ter- parently the man is a hero after all.
rifying for the victim. The cultists need
to carve someone up personally. If the players choose to act in a more
physical way, roll Initiative for every-
Plan in place, you wait nervously one, including Fabricio. Players can
as the ship prepares to begin dock- make the same Test to notice Fabricio
ing procedures. Its flying without as above. On his turn, hell barrel into
lights, so only a blacked out area in Sancho as intended, unless stopped.
the stars gives you any indication
its there. Once Sancho is dealt with, read the
following to your players:
The first thump of the docking
clamp sounds and everyone jumps. Rushing through the door, you
see Amelia held down on a table by

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.

However, if they did repair outgo- Unfortunately, the Characters dont


ing communications to send a distress know where theyre going, but at least
call, the cultists (unless all dead) can they arent sitting ducks. A couple days
warn their pals about the ambush. later, an engineer can repair astroga-
The cultists will step out of the airlock tion and they can limp back towards a
ready for trouble. shipping lane and wait for help.

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

Presented here are the key NPCs for


to the Umbrella. The passengers will
this adventure. There are secrets and
be debriefed and then taken home,
interpersonal conflicts built into each
while the Characters will need to file
of the NPCs, so that they can more eas-
their reports and be cleared for duty.
ily play their part in this murder mys-
tery. Any could be suspect at different
This is probably the least satisfying
times, for different reasons.
ending, as it requires few desperate
actions on the part of the players, but
Remember to point the finger at the
it will help the Characters survive if
Characters from time to time. The heat
things have gone poorly for them.
shouldnt always be on the NPCs, even
if the Characters trust each other.

The information in each NPC bio can


be obtained in multiple ways, and the
Characters will have to be clever in or-
der to get the more sensitive stuff. The
events in the adventure narrative will
keep the plot advancing, but conver-
sations with the NPCs are going to the
thing that fills in the gaps.

For reference, the Children of the


Void are Adam Saltzman, Kashi Man-
der, and Sancho Reyes.

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.

In general, Adam is quiet, but friend-


ly. He can be quite a conversationalist
when the right time comes. Theres
something about Adam that people
naturally trust.

Adam was recently hired to work on


Veronica Station, and is taking a vaca-
tion before he starts his new job. He
specializes in Basic and Transit Drive Kashi Mander
maintenance. If you ask him, hell tell Physician & Cultist
you hes just a glorified mechanic. In her mid-30s, Kashi is an accom-
plished professional. She is a celebrat-
However, thats all his cover. Adam ed surgeon in Cassini on Titan. Kashi
is really the leader of this cell of the is surprisingly warm and outgoing for
Children of the Void. As a cultist, Adam her line of work, and is usually a bright
is charismatic and strong-willed. He soul to have around. She can be a little
rules through strong-arm tactics and too nosy, which is the only thing that
manipulation. His faith is unshakable puts people off.
and he will do whatever it takes to see
this through to the end. Adam is a gift- Of Indian descent, Kashi has been
ed liar and will hold true to his cover Adams girlfriend for the last several
under even the best interrogation. years. Theyre going to give it a go
long-distance, with her on Titan and
Though a true believer, Adam isnt him on Uranus. Shes optimistic.
ready to die for his faith. He is perfectly
fine with letting others give their lives This is all her cover. Shes a dyed in
for the cause. the wool cultist, though she is really
Adams girlfriend. The part Kashi likes
Adam is Kashis boyfriend, and San- best about being a cultist is her oppor-
chos savior. In public, they stick to tunity to practice her craft on unwill-
their cover stories. Just to not be too ing subjects. She is a fiendish torturer,
innocuous, Adam has decided that he inflicting terrible surgical horrors on
doesnt like Fabricio, calling him New her victims. Normally, this is done un-
Money. der a paralytic, because the screaming
and thrashing would just get in the
Attributes: way. The look of suffering in her vic-
Awareness 3 Grace 2 tims eyes is enough. Chapter 3: Turbulence NPCs
Cleverness 4 Perseverance 3
Demeanor 4 Physique 3 If the Characters get lucky, they
Statistics: Health 8, Speed 10 mph/16 kph might be able to get Kashi to slip up.
Skills: Deception 5, Defense 2, Engi- At one point, shell say that shes never
neer: Basic Drive 3, Engineer: Transit been to Mars. At another, Kashi will say
Drive 3, Hand Weapons: Blades 4, that she did her residency on Mars.
Insight 3, Medicine: Physical 3, Reac-
tion 2 Kashi will try to get close to Amelia,
Equipment: Ritual Dagger (1d6 + 2d6 even moreso after Warren dies. While
from Physique) it is under the guise of helping with
Armor: None suspected emotional abuse, Kashi is
reallly trying to gain Amelias trust so
it will be easier to kill her if the time
comes.

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.

Underneath this cover, Sancho is


new to the Children of the Void. This
is only his second mission with his fel-
low cultists. Sancho lost his wife and
daughter in a car accident three years
ago, and he fell into deep depression.
Seeking something, Sancho was found
by Adam and indoctrinated into the
cult. He has become blindly devoted
to the man he believes saved him.

However, Sancho doesnt really have


the stomach for this kind of thing. If
theres a weak link in the cultist chain,
its him.

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

Aristocracy Class Yacht


Where there is money, there will always large cargo hold is pressurized and modu-
be those that have more wealth than com- lar, and it is often converted into large ball
mon sense. This is the type of person the rooms, shooting ranges, or whatever the
Aristocracy, and similar designs, are mar- owner wishes. With large suites for each
keted towards. While, at their core, these passenger, sculpted hydroponic gardens,
ships are essentially just people movers, recreation centers with the latest technol-
its the style in which they do this that ogy available, and more, these ships are
make them stand apart. With its displace- the envy of nearly every traveler in the sys-
ment, one would expect a ship like this tem. However, one must be connected or
to have berths for over 100 passengers. seriously wealthy to even consider setting
However, it actually is designed to accom- foot on one. It is said that some even serve
modate only 14, plus crew. Every inch of as permanent residences for their owners.
these ships oozes luxury and privilege. The

Characteristics Value Systems


Length 240 m Hydroponic Garden: Sculpted
Crew 5 (3) Launch: Sprint Shuttle (2)
Endurance 70 days Luxury Accommodations
Medical Bay: Standard
Theater: Tri-V
Transit Drive: Micro
Attributes Rating
Structural Integrity 2 Traits
Maneuvering 3 Atmospheric Capable
Electronics 3 Prestigious Boon
Size 2
Reactor 2 Modules
Built-On Cargo Pod
Statistics Rating Cargo Pod Environmental Systems
Hull Points 20 Fuel Scoop
Speed 7 High Security Hold
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

Upcoming Supplements
There are many exciting supplemental books available or coming up for The Void!

Secrets of the Void


Peel back the curtain to step into the true workings of the solar system, and what is
going on behind the scenes.

Characters Unbound I: Players Guide


The Characters Unbound series introduces new options for Characters of all kinds,
with this volume focusing on Lifepath Character Generation (for any kind of Charac-
ter), optional Character rules, and a much expanded list of awesome Talents.

Characters Unbound II: Tactical Combat


The Characters Unbound series introduces new options for Characters of all kinds,
with this volume focusing on more detailed options for combat, along with a system
for combats to be played out on table-top.

Vessels of the Void: Spaceships


This volume greatly expands the roster of spaceships for The Void, including ex-
panded stats, customization, and rules for spaceship combat.

Tools of the Trade I: Technology & Gear


The Tools of the Trade series explores new kinds of technology and provides new
gear, weapons, vehicles, and more to add to your game.
The stars were never meant for us
2159 AD. Something approaches, a thing on an orbit
from far away. Seemingly a mysterious shard of dark
matter, this object is known in obscure prophecy as the
Chthonian Star. It is awakening things long thought
lost or dead, things that have slumbered awaiting its re-
turn. The Unified World Council sends out special teams
of sanctioned Wardens, whose job it is to ascertain the
new threats to human life, to learn everything they can
about them, and fight them wherever they are found.

After the events on Ganymede, its time for a real va-


cation. The Wardens have paid for a pleasure cruise
through Saturnine space. However, the Children of the
Void have other plans

The Void is an original Lovecraftian hard sci-fi horror


setting, and this is an adventure to take you there.

The Stygian Cycle IV Turbulence:


Is a turn-key adventure, ready-to-run, with most
everything you need.
Takes Characters on a pleasure cruise to Satur-
nine space gone wrong.
Is the fourth adventure in the epic Stygian Cycle
campaign.
Is usable in The Void Organized Play framework
take your Character from game to game.
Created by the award-winning team that
brought you CthulhuTech.


http://fearthevoid.com
http://www.reddit.com/r/TheVoidRPG/

WDF 33403

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