TEXT: ™
  Mom’s Coming to Dinner 1
  Hot Merchandise
  
  Mom’s Coming to Dinner 1
  Hot Merchandise
  ™
  
  Credits
  Cthulhutech and Framewerk created by
  Matthew Grau
  Written by
  stephen Mcquillan
  Art direction & Logo design
  Mike Vaillancourt
  Production
  Matthew Grau
  Cover Art
  treVor claXton & Mike Vaillancourt
  interior Art
  silVer saareMael
  the WildFire Crew:
  Dr. BoB arens, christopher Dorn, roBert Glass, 
  steVe pitcher, traVis wickline
  thanks to
  all our awesome fans and everyone on the CthulhuTech forums, 
  yog-sothoth.com, rpg.net
  www.cthulhutech.com
  Forums, information, & Downloads
  wildFire llc
  23321 se 291st st.
  Black Diamond, wa 98010
  www.wildfirellc.com
  Black sky
  www.blackskystudios.com
  First printing. ©2014, wildFire llc, used under exclusive license from Matthew Grau. all rights 
  reserved. CthulhuTech and Framewerk are trademarks and/or registered trademarks of Matthew 
  Grau, in the united states and/or other countries. all characters, names, places, and text herein 
  are copyrighted by Matthew Grau, used by wildFire llc under license. no part of this work may 
  be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without 
  the prior permission in writing of the copyright owner, nor be otherwise circulated in any form 
  other than that in which it is published. references to the works of h. p. lovecraft are from and 
  remain in the public domain.
  Disclaimer
  CthulhuTech is a game. it is a work of fiction intended as entertainment. everything contained 
  within is a product of imagination. None of it is real.
  This book uses the supernatural for settings, characters, and themes. all mystical and super-
  natural elements are fictional and intended for entertainment purposes only.
  For maTure auDieNces oNly
  This book is intended for mature readers. it contains dark and disturbing content and images. 
  reader discretion is advised.
  
  3
  HOT MERCHANDISE...one
  3
  Table
  of Contents
  04 introduction
  06 Act One
  13 Act two
  13 Act three
  20 important supporting Cast
  
  Organized Play
  INTRODUCTION
  Welcome to Hot Merchandise I, the first adventure 
  in the epic story of Mom’s Coming to Dinner. This 
  is a ready-to-run adventure that can be part of 
  Organized Play.
  This is an introductory story for those interested 
  in starting an Eldritch Society game. It assumes 
  that most, if not all, of the Dramatic Characters 
  are Tagers, and any other mix will require you to 
  tone down parts. The story follows a group of 
  Tagers tailing a group of Chrysalis Corporation 
  operatives into Seattle. Ultimately, they become 
  embroiled in much larger plots going on in the 
  shadows of the arcology.
  This adventure is for Level 1 Characters, which 
  are those that have a total of 20-25 Skill Points. 
  If your Characters are more advanced than that, 
  you will need to adjust things to be appropri-
  ately challenging.
  Naturally, these adventures are intended for Sto-
  ryguides. However, as a player, you may find the 
  way the setting of CthulhuTech is brought to life 
  in these adventures useful for your visualization 
  of your Character and game. You probably don’t 
  want to memorize the adventures if you plan to 
  play them – it’ll only ruin your enjoyment.
  Organized Play Adventures
  The CthulhuTech Organized Play adventures will 
  take you through the most significant events in 
  the Strange Aeon, as designed.
  This doesn’t mean that you won’t come up with 
  awesome and significant adventures on your 
  own, but these are the ones we designed to hit 
  the high points based on what we’ve created.
  Soundtrack
  We’ve created a soundtrack for CthulhuTech on 
  the popular Spotify platform. It is composed of 
  dark ambient and experimental music, designed 
  to provide an interesting background for your 
  game. If you’re interested, you can find it at 
  http://open.spotify.com/user/wildfire_studios/playlist
  /0cRWZa4rbdJbDzBFZ1hWuK, or find the URL on 
  our Facebook page at facebook.com/cthulhutech. 
  We will be updating over time, to expand the 
  repertoire of music and moods.
  ruleS for organized Play
  The great advantage of Organized Play is that 
  players (and Storyguides) have the flexibility to 
  use their Characters in different groups. Perhaps 
  they’re playing an event at a local hobby store or 
  at a convention, they’re playing in two groups, 
  or their group dissolves or moves on to another 
  game and they want to keep playing.
  Using the guidelines here, players can keep their 
  treasured Characters going through Mom’s Com-
  ing to Dinner without restriction.
  LeveL 1 CharaCters
  This adventure is designed for Level 1 Charac-
  ters, which means they have earned up to 10 
  Advances. 
  If players have been playing CthulhuTech outside 
  of Mom’s Coming to Dinner, they may have enough 
  Skill Points to be considered a higher Level. If 
  this is the case, you’ll need to bump up the diffi-
  culty and foes in this adventure in order to make 
  it appropriately challenging.
  adventure rewards
  Characters completing this adventure should re-
  ceive 15 Experience. You can give these out over 
  sessions, or you can give them all out at the end.
  verifiCation
  Since players can travel between groups within 
  Organized Play, any kind of Character advance-
  ment needs to be tracked and verified by the 
  Storyguide. This is to make sure that everyone 
  stays honest from group to group.
  
  5
  HOT MERCHANDISE...one
  the simplest method of verification is to note on 
  the back of their character sheet the number of 
  experience awarded, any special gear the char-
  acter acquired, as well as the name of the ad-
  venture and date or dates played. please include 
  your name and write in your own handwriting – 
  don’t let the players do this themselves. if you’re 
  comfortable with it, you may also include your 
  e-mail address.
  since mobile devices are commonplace, an even 
  more formal way to verify advancement is to 
  post the above details to the player’s Facebook 
  wall. this creates a digital record that is less 
  easily disputed, if it ever comes to that.
  CharaCTer deaTh
  if a character dies, the player shouldn’t be 
  handicapped in terms of playing in Mom’s Com-
  ing to Dinner. have the player create a new char-
  acter with the same number of experience as the 
  character who has passed on. 
  however, have that player keep the deceased 
  character with the new one, so that all experi-
  ence has been tracked and verified for purposed 
  of organized play.
  suspeCTed CheaTing
  cheating is poor sportsmanship, most especially 
  in roleplaying games. Most people simply don’t, 
  since roleplaying games are about the story.
  if you encounter a player who you suspect has 
  cheated, ask them to be more detailed about 
  how they received their experience or gear. if 
  they can recount the events of their adventure 
  and they make sense, you may choose to let 
  them participate.
  however, if a character has extremely unusual 
  advancements – most especially in terms of gear 
  – or cannot satisfactorily recount where they re-
  ceived them, then you have several choices. You 
  can let them play as is, and adapt the challenges 
  for that character to make them more difficult. 
  You can also ask them if they will play without 
  the suspect advancement for the duration of 
  your game. Finally, you can simply not allow 
  them into your game.
  unverified advancement can be suspect, but 
  groups can often be too excited at the end of a 
  session to properly record things.
  in any event, make the judgment call that works 
  best for your group.
  pLaying ouTside The op
  enthusiastic players may wish to play adventures 
  that are not part of Mom’s Coming to Dinner in 
  between organized play adventures. that’s awe-
  some and no one should be penalized for that.
  however, if anyone wants to bring in such a 
  character, they should have all outside advance-
  ment verified by their storyguide, just as if they 
  were playing within Mom’s Coming to Dinner.
  
  Hot Merchandise, Pt I
  ORgaNIzeD Play  1 : 
  there’s a lot going on in this story, so this de-
  scription is going to move pretty fast. You will, 
  of course, want to slow things down in the ap-
  propriate places and take your time with it. You 
  may have to create additional details as you go, 
  but that personal touch will make this story your 
  own.
  aCT i: weLCome To seaTTLe
  act Goals: to introduce the story and hook 
  the characters. there’s a car chase, an ambush 
  with ensuing rescue, and discussion with local 
  eldritch society wigs that should keep the char-
  acters in seattle.
  scene 1 – The chase
  Goals: chasing an escaping team of Dhoha-
  noids from the cascades into downtown seat-
  tle, hopefully dodging the other seattle drivers 
  in the process.
  setting: i-90 into seattle
  cast of characters
  Chrysalis Corporation Operatives – a group of eight 
  (or more) experienced Dhohanoids on a mis-
  sion that ends in the seattle arcology. they carry 
  a metal briefcase that may hold something very 
  important.
  starting out
  this story begins in media res, with the charac-
  ters chasing a team of Dhohanoids through se-
  attle traffic.
  Before beginning the adventure, determine how 
  many vehicles the characters are in, and which 
  of the characters is driving. a minivan is avail-
  able if a large-ish group wants to go in a single 
  vehicle. Determining who is driving is best done 
  through character interaction, and if any of 
  them have the pilot skill for cars.
  once that’s worked out, read the following to 
  your players:
  This morning started with a raid against a Dhoha-
  noid breeding pit in the Cascade mountains and, 
  for the last hour, has turned into a high-speed pur-
  suit through Stevens Pass, down towards the Seattle 
  arcology. Just as the Chrysalis Corporation clean-up 
  team arrived earlier, two cars burst out of a side 
  building and took off. Your team jumped into near-
  by cars and began the chase.
  The Dhohanoids in the lead cars are maniacally 
  driving at over 100 miles per hour in the outlying 
  regions, and then drop to only about five miles over 
  the speed limit in sections. They seem to know ex-
  actly when a cop is going to be around the next cor-
  ner.
  there are eight Dhohanoid operatives in the 
  cars ahead of the pack. (any tager characters 
  will be able to sense them, and have verified this 
  information.) there are four Dua-sanari, two 
  Vrykols, an elib, and a Gelgore. if there are more 
  than six players at the table, have another car 
  full of Dhohanoids – two Dua-sanari, a Vyrkol, 
  and an elib – fall into formation with the two 
  lead cars during the chase. the Dhohanoids 
  have a metal case in the lead car, with an impor-
  tant artifact inside it. para-psychics with sensory 
  powers may be able to pick up hints of the case, 
  or any character succeeding at a hard observa-
  tion test will catch sight of it while they are driv-
  ing. the team should hit seattle just after rush 
  hour.
  During the chase, the Dhohanoids are all driving 
  identical cars and begin a shell game of passing 
  each other and dropping behind one another. 
  they are trying to confuse the characters. the 
  characters must succeed at a challenging ob-
  servation test to keep track of the cars, or find 
  
  7
  HOT MERCHANDISE...one
  a way to mark them. (Bullet holes, paint, dents 
  from being hit, etc.) additional cars will fall into 
  formation and cars will peel off to try and lure 
  the characters off the main caravan. these are 
  driven by human and nazzadi security profes-
  sionals for the chrysalis corporation, and are 
  not Dhohanoids (unless the storyguide really 
  wants to scare the players early on).
  while all of this is happening, have the drivers 
  from each car make average pilot tests. Failure 
  means that there is a minor accident – paint 
  scratched from either the guard rail or another 
  car. critical Failure means a serious accident—
  for every 30 miles per hour they were driving at 
  the time, roll a die of damage. this damage is 
  integrity scale and done to the car. passengers 
  suffer the same amount of Vitality damage, but 
  armor protects as normal. any car that suffers a 
  serious accident is almost guaranteed to be out 
  of the chase. the characters can hijack a car 
  from a passerby (a bad idea, as this will get the 
  authorities involved) or head into seattle and 
  hope the rest of the team either catches up, or 
  the eldritch society gets a lead.
  there are two main outcomes for this scene – 
  either the characters follow the caravan into 
  seattle or they play demolition derby on the se-
  attle freeways.
  Following the caravan
  the Dhohanoids continue trying to get them lost 
  or into an accident in Downtown traffic. call for 
  a pilot contest, beween the Dhohanoid driver 
  and the characters. success means that they 
  keep up, failure means that they begin to fall 
  behind. two consecutive failures mean that the 
  characters have lost the caravan. call for three 
  contests, as they break across the eastside, 
  weave across the i-90 bridge through Mercer is-
  land, and then into the downtown corridor.
  successfully following the caravan, each car will 
  peel away off different exits, until it is just the 
  initial cars from the  breeding pit. the cars drive 
  through an abandoned construction zone and 
  make a hairpin turn under the freeway ramp into 
  a service bay. the service bay is attached to a 
  chrysalis warehouse, with warehouse employ-
  ees working hard to unload several large ship-
  ping containers. other employees are driving 
  forklifts, and pulling cases from shelves to stack 
  on pallets. it’s very busy, and the Dhohanoids 
  jump out of their car and flash iD badges to the 
  security guard at the door as they run into the 
  facility.
  the characters can get to the front of the build-
  ing in time to see the Dhohanoids exiting into 
  the heavy foot traffic of the mid-morning.
  Demolition Derby Time
  intentionally crashing into someone, without 
  destroying your car in the process, takes skill. 
  call for an opposed pilot contest and resolve 
  as normal combat, but with the pilot test taking 
  the place of the combat skill and Dodge. the 
  cars do a base of +0 damage. For every die of 
  damage a driver is willing to do to their own ve-
  hicle, increase the damage dealt by +1 die. the 
  damage dealt to the attacking car is rolled af-
  ter the impact is completed, and could result in 
  wrecking the attacking car as well. (storyguides 
  can think of this like Burning.)
  the chase is happening far enough outside the 
  arcology that attacking in tager form is risky, 
  but reasonable. there are few other cars on 
  the road, and if the characters act quickly, the 
  authorities won’t have time to respond even if 
  someone makes a call.
  causing a multiple car accident, however, is go-
  ing to attract the attention of local law enforce-
  
  ment. the Mercer island tunnels on the i-90 will 
  be the best place to swap cars, if the characters 
  need to drop the immediate attention of the 
  law enforcement. this may cause complications 
  later, if they drive the stolen car back to the safe 
  house. throughout the demolition derby, the 
  other chrysalis cars will protect the leader carry-
  ing the case. if they get all the way to downtown, 
  still following the lead car, the Dhohanoids will 
  go to the warehouse as described above.
  should the characters find a way to successfully 
  retrieve the case, there will be a small piece of 
  paper with an address on it inside the case. this 
  leads into the ambush scene at the Beacon hill 
  warehouse, with the characters encountering 
  the Dhohanoid team on the train as described 
  in the next scene.
  cleaning up the mess
  if a tager ends up transforming in the streets of 
  downtown, they soon find a squad of Mk-V cru-
  sader pilots jumping in to the fray. Dhohanoids 
  will shift to keep the tagers occupied so that the 
  lead car can escape, and then try to escape the 
  crusaders by jumping into the lake, or breaking 
  line of sight and shifting back to a human form.
  scene 2 – The ambush
  Goals: after the characters follow the Dhoha-
  noids into seattle, they are led to a warehouse 
  in Beacon hill and attacked by chrysalis agents. 
  other tagers are in the area, and have been dis-
  patched by the eldritch society to help if needed.
  setting: the seattle arcology – Beacon hill 
  warehouse, Beacon hill mag-lev station
  cast of characters
  Chrysalis Corporation Operatives – a group of eight 
  (or more) experienced Dhohanoids on a mission 
  that ends in the seattle arcology. they carry a 
  briefcase that holds something very important.
  Kory – experienced, nazzadi female, early-thir-
  ties, phantom tager (callsign Flatline), she is a 
  pack leader and an expert in nazzadi martial 
  arts (hun-Zuti). she is aware of the character’s 
  arrival in seattle and was dispatched by the el-
  dritch society to help if needed.
  Dave – experienced, human male, late-twenties, 
  shadow tager (callsign null), member of kory’s 
  pack. he is nonchalant, patient, and difficult to 
  excite. he’s kory’s best friend and right hand.
  Seattle Eldritch Society – select tagers who come 
  to rescue the characters from an ambush, led 
  by kory.
  if the characters recovered the case
  the first thing the characters are likely to do 
  once they get their hands on the case is try to 
  open it. this is fairly simple, an easy criminal 
  test or average strength Feat test will do the 
  trick. there is, however, a small transmitter in 
  the briefcase (challenging security or surveil-
  lance test to detect) which sends a signal to a 
  team of Dhohanoids that someone without the 
  key has opened the case (hard security test to 
  disable). a character with X-ray Vision can de-
  tect the device with an easy observation test; 
  of course, with X-ray Vision, that character can 
  also just read the piece of paper.
  the address leads to a warehouse in Mid-Bea-
  con hill, which is most easily accessed by mag-
  lev train. upon boarding the train, read the fol-
  lowing:
  The mag-lev car isn’t terribly full, there are perhaps 
  a dozen or so other riders in the train. One group 
  catches your interest: four well-dressed people, 
  clearly a group, chit-chatting about the game in a 
  perfunctory manner. After a minutes’ observation, 
  you notice the odd ticks and gestures that let you 
  
  9
  HOT MERCHANDISE...one
  9
  know, without a doubt, that at least one is a Dho-
  hanoid. Worse, as you approach your stop at Bea-
  con Hill, it’s clear that they’re getting out here too.
  if They Followed the car
  if they followed the car, read the following:
  Your team picks up the Chrysalis agents walking 
  down the street towards a mag-lev station, ostensi-
  bly talking about the recent game. The leader has a 
  metal attache case, chromed and shiny – impossible 
  to miss. All of the others are wearing long jackets to 
  keep off the rain, but perfect for hiding a gun or 
  small object underneath. If you hadn’t chased them 
  from a secret facility, you’d almost believe that they 
  are nothing more than a group of businessmen.
  Descending the stairs, they board the mag-lev train 
  and choose a car that, while not full, has enough 
  riders that confrontation isn’t an option.
  Back to the main story
  if, for some reason, the characters lose the 
  chrysalis agents, or something else prevents 
  them from reaching the warehouse, have several 
  hours go by and then they will receive a call from 
  kory to setup a meeting and advance to the next 
  scene.
  the streets are crowded outside the mag-lev sta-
  tion, with residents out walking, couriers racing 
  in and out of buildings, and street vendors selling 
  small snacks. after walking for about ten blocks, 
  the crowd begins to thin out. the chrysalis cor-
  poration operatives are slowly make their way to 
  a warehouse in Mid-Beacon hill. they use the 
  civilians and cops in the area to their advantage, 
  forcing the Dramatic characters to keep a low 
  profile and just follow them. they see the agents 
  cut across the street mid-block, to a large ware-
  house. one swipes a keycard at the door, and 
  they all head inside.
  ambush
  as soon as they enter the warehouse, the four 
  Dhohanoids (one elib and three Vrykol) join 
  their pals for an ambush. they have business to 
  conduct as well; a small metal case containing a 
  circlet is hidden amongst the warehouse detritus 
  (hard observation test to notice it, with a -2 
  test penalty if the characters are in combat). in-
  side the warehouse, the original team of  Dhoh-
  anoids is reinforced by a Zabuth, a Gelgore, and 
  twice as many Dua-sanari as there are tagers in 
  the group. if the characters managed to get the 
  address without tripping the briefcase transmit-
  ter, reduce the Dua-sanari by half. 
  the fight should be fast and brutal. in the sec-
  ond round of combat, have characters not en-
  gaged in melee combat make a hard observa-
  tion test. success will show several nazzadi and 
  humans in black jumpsuits up in the shadows 
  near the rafters. this is kory and her pack. if the 
  Dramatic characters start to lose the fight, they 
  will shift to tager form and proceed to even the 
  playing field. as soon as kory has a chance, she 
  will order the characters to back off, and her 
  pack will finish mopping up the remaining Dho-
  hanoids. she leads them out of the area, shifting 
  back to mortal form as soon as it is safe.
  if the characters can handle the fight by them-
  selves, kory will drop down afterwards and in-
  troduce herself and her pack. it’s not her place 
  to steal their thunder if they can handle the may-
  hem.
  kory will explain they were given a head’s up 
  that the characters were coming and have been 
  watching for them, but they didn’t want to move 
  in on their action unless they had to. then they 
  discovered the trap. this rescue team consists of 
  a bunch of tagers: a shadow, a nightmare, and 
  four phantoms. the phantoms most likely will 
  
  leap in and use their tentacle sheathe limit at-
  tacks right off the bat, resulting in an immediate 
  reduction in Dhohanoids and a lot of scream-
  ing.
  the characters are escorted onto a mag-lev 
  train on its way to a seattle neighborhood called 
  queen anne. if they succeeded at dealing with 
  the Dhohanoids themselves, they should have 
  the case. if not, it will show up later.
  Dua-sanaras
  Size: Medium (6 to 7 ft. tall)
  Attributes: 
  agility 9, intellect 6, perception 7
  presence 6, strength 9, tenacity 9 
  Secondary Attributes: 
  actions 2, orgone 12, reflex 7
  General Skills: 
  athletics 3, criminal 3, intimidate 2, 
  Misdirect 2, observation 3, stealth 3
  Combat Skills: 
  Dodge 3, Fighting 3, Marksman 2
  Weapons: 
  •
  Beak
  +1
  •
  tentacles
  0 + Entangle
  Damage Bonus: 
  +1
  Vitality:  
  14
  Armor: 
  1/1
  Regeneration:  
  1 point
  Fear Factor:  
  16
  Temperament:  
  unfeeling & Malicious
  Senses: 
  •
  nightvision
  •
  sonar
  Movement & Speed: 
  •
  land
  17 mph (42/10 ypt)
  •
  swim
  34 mph (84/20 ypt)
  elib
  Size: Medium (7 to 8 ft. tall)
  Attributes: 
  agility 10, intellect 5, perception 7, 
  presence 7, strength 11, tenacity 10
  Secondary Attributes: 
  actions 2, orgone 12, reflex 7
  General Skills: 
  athletics 4, intimidate 3, Misdirect 2, obser-
  vation 4, savoir-Faire 2, stealth 3
  Combat Skills: 
  Dodge 3, Fighting 4, Marksman 2
  Weapons: 
  •
  talons
  +1
  •
  Mouth
  +2 (requires 2 Actions) 
  •
  leaping strike  +2 (requires 2 Actions)
  •
  swallow
  •
  tail swipe
  +1
  Damage Bonus: 
  +2
  Vitality:  
  15
  Armor: 
  2/2
  Regeneration:  
  2 points
  Fear Factor:  
  16
  Temperament:  
  Brutal & Murderous
  Senses: 
  •
  acute smell & taste
  •
  nightvision
  Movement & Speed: 
  •
  land
  19 mph (47/11 ypt)
  •
  leaping
  Double
  Gelgore
  Size: Medium (5 to 6 ft. tall)
  Attributes: 
  agility 10, intellect 7, perception 12, 
  presence 6, strength 5, tenacity 8
  Secondary Attributes: 
  actions 3, orgone 12, reflex 9
  General Skills: 
  athletics 4, intimidate 2, Misdirect 2, 
  observation 3, stealth 3
  
  11
  HOT MERCHANDISE...one
  Combat Skills: 
  Dodge 4, Fighting 3, Marksman 4
  Weapons: 
  •
  claws
  0
  •
  Bite
  0 + Poison
  •
  needle pods  +2 + Poison
  range  
  25/60/170  
  shots  
  3 or 4/1-5
  Damage Bonus: 
  0
  Vitality: 
  11
  Armor: 
  0/0
  Regeneration:  
  1 point
  Fear Factor:  
  16
  Temperament:  
  efficient & collected
  Senses: 
  •
  acute smell & taste
  •
  nightvision
  •
  thermal
  Movement & Speed: 
  •
  climbing
  26 mph (64/16 ypt)
  •
  land
  45 mph (111/27 ypt)
  Vrykol
  Size: Medium (5 to 6 ft. tall)
  Attributes: 
  agility 12, intellect 7, perception 12, 
  presence 6, strength 5, tenacity 8
  Secondary Attributes: 
  actions 3, orgone 12, reflex 10
  General Skills: 
  athletics 4, observation 5, stealth 3
  Combat Skills: 
  Dodge 4, Fighting 3, Marksman 2
  Weapons: 
  •
  Forearm Blades
  +1 
  •
  Mandibles
  +1
  Damage Bonus: 
  0
  Vitality:  
  11
  armor:  
  1/1
  Regeneration:  
  1 point
  Fear Factor:  
  16
  Temperament:  
  Frenetic & perceptive
  Senses: 
  •
  acute hearing
  •
  acute smell & taste
  •
  acute touch
  •
  Broadband audio
  •
  nightvision
  •
  thermal
  Movement & Speed: 
  climbing 
  15 mph (37/9 ypt)
  (can cling to sheer surfaces)
  land 
  15 mph (37/9 ypt)
  Flying 
  60 mph (148/36 ypt)
  Zabuth
  Size: large (9 to 12 ft. tall)
  Attributes: 
  agility 9, intellect 5, perception 8, 
  presence 7, strength 14, tenacity 11
  Secondary Attributes: 
  actions 2, orgone 13, reflex 7
  General Skills: 
  athletics: adept (3), intimidate: expert (4), ob-
  servation: adept (3), stealth: adept (3)
  Combat Skills: 
  Dodge: adept (3), Fighting: Master (5), Marks-
  man: expert (4)
  Weapons: 
  •
  Maw
  +3 (requires 2 actions)
  •
  Barbed claws  +2
  •
  spiked tail
  +2 
  •
  ocular Blast 
  +4
  range  
  25/60/170  
  shots 
  1
  Damage Bonus: 
  +4
  Vitality: 
  17
  Armor: 
  2/2
  Regeneration:  
  3 points
  Fear Factor:  
  16
  Temperament:  
  cunning & cruel
  Senses: 
  •
  acute hearing
  •
  nightvision
  
  •
  sonar
  •
  thermal
  Movement & Speed: 
  land 
  23 mph (57/13 ypt)
  aCT ii: The TroubLe wiTh The underground
  act Goals: to find out where the artifact came 
  from, what it is, and why the chrysalis corpo-
  ration wants it, to follow a straggler from the 
  original Dhohanoid party, and to ultimately re-
  gain possession of the artifact when the discover 
  they’ve been passed a fake.
  scene 3 – The safehouse
  scene Goals: after getting some rest at the safe-
  house, the team meets with a lorekeeper from 
  the society. he explains about the children of 
  chaos and the importance of the briefcase.
  setting: queen anne safehouse
  cast of characters
  Kory
  Riley Sommers – experienced, human male, late-
  twenties, eldritch society operator. he is tapped 
  into the safehouse’s security feed and will chat 
  with anyone if it breaks the tedium of staring at 
  monitors. he has a strange sense of humor.
  Anton Graves – Veteran, human male, early-for-
  ties, an eldritch society lorekeeper who’s keen 
  mind and sharp intellect leave him somewhat 
  inaccessible to most. recent events have led him 
  to believe that the children of chaos are up to 
  something significant in the pacific northwest.
  read the following to your players.
  The mag-lev pulls into the Queen Anne station and 
  your crew gets off. The directions Kory gave you lead 
  to the second level of the Queen’s arcology, into a 
  residential neighborhood with long rows of cookie 
  cutter brownstone houses. The address is a non-
  descript house with a small yard. Inside, it is fully 
  furnished with a modern, easily-replaceable décor. 
  You’ve seen several safe houses just like this in the 
  past.
  An operator’s voice with a slight country twang 
  comes over the speaker system installed in the 
  house. ‘Oh man, you boys certainly know how to 
  kick some serious tail if what Flatline tells me is 
  half-true. Get some rest, I’ll keep a digital eye on 
  things and sound obnoxious overtures if you need 
  to get up.’
  Home safe
  the safehouse is provided by the eldritch society 
  and is used by packs moving through the area. 
  there is a basic security system installed with 
  an operator monitoring it. the operator, riley 
  sommers, is on babysitting detail because he 
  got caught hacking some personal files on his 
  free time. now he has spent the last four days 
  staring at security feeds of empty houses for ten 
  hours a day and is starved for conversation, or 
  anything to break the tedium. he has been or-
  dered to let them get some rest, but if anyone 
  wants to sit up and talk, he will do so gladly.
  a few hours later, after the team has had a 
  chance to nap, eat and use the bathroom, kory 
  arrives. she will knock twice hard and let herself 
  in. as soon as the door opens, a discordant jan-
  gle of the 1812 Overture and Flight of the Valkyries 
  will begin blaring through the house, instantly 
  waking anyone who was still trying to sleep. af-
  ter about ten seconds, riley will get the noise 
  turned off.
  kory looks for whoever seemed to be in charge 
  during the earlier fight or a pack leader if there 
  
  13
  HOT MERCHANDISE...one
  is one. she asks to be brought up to speed on 
  what brought them back to seattle so fast after 
  the raid this morning. if they have the case, she 
  will ask what’s inside, otherwise she will produce 
  the case, saying that her people found it in the 
  warehouse after finishing the fight.
  kory informs them that all signs point to some-
  thing big going down here in the pacific north-
  west. there’s been a lot of Dhohanoid move-
  ment and it seems like there’s more now that 
  there have ever been. essentially, she plants the 
  seed that they’ve stumbled into something. she 
  makes a few calls and tells them that there’s a 
  local lorekeeper who wants to speak with them 
  in the morning.
  at this point, it’s time to lay low and rest until 
  tomorrow. this is an excellent spot for charac-
  ter interaction and drama.
  anton Graves
  the next morning anton Graves arrives at 8 am 
  on the dot. when he comes in, riley keeps the 
  music from repeating what happened with kory. 
  the lorekeeper asks them for the case. open-
  ing it, he looks intently at the circlet and asks 
  the characters if they know what it is. charac-
  ters can attempt an incredibly hard occult test 
  to see if they do. success means they know it’s 
  called the circlet of Ghabbaz and that it’s quite 
  obscure. also, they know it was split into three 
  pieces – the headpiece, the circlet, and the clasp 
  – and lost many centuries ago. if they fail the
  test, Graves tells them all this. he then reaches 
  into his coat, pulls out the headpiece, and at-
  taches it to the circlet. as he attaches the head-
  piece, the lorekeeper explains that he found it 
  here in seattle on a sorcerer who he suspects 
  used to be a member of the children of chaos. 
  sadly, she died before he could confirm those 
  details.
  anton goes on to say that there is argument 
  among occultists that an obscure conjunction is 
  on the horizon. this conjunction combined with 
  the serious increase in Dhohanoid activity and 
  the appearance of the circlet are all reasons for 
  the eldritch society to believe that something 
  very significant is about to happen in the pacific 
  northwest.
  anton asks if the team would feel up to running 
  point on this investigation. their recent perfor-
  mance has suggested that they should be up for 
  the task. once they decide to take the job, it’s 
  off to their first lead – a contact in the arcane 
  underground.
  scene 4 – Finding a Buyer
  Goals: the team begins investigating the head-
  piece and how it came to be found in seattle.
  setting: the seattle arcology. a rent-by-the-
  hour office space in soDo.
  cast of characters
  Karen V. – experienced, human female, early-
  thirties, a broker in the arcane underground 
  whose cautious nature keeps her healthy and 
  out of jail. she knows a lot of people and a lot 
  of deals, so it’s often worth jumping through her 
  hoops. karen looks and acts hard, like someone 
  who grew up on the streets.
  Karen’s Muscle – experienced, human and naz-
  zadi males and females, former military body-
  guards.
  to start the scene, read the following to your 
  players.
  Anton calls the team to provide the meeting loca-
  tion with his contact. ‘Very well, gentleman (and 
  
  ladies), Karen will meet you at a temporary office 
  just south of downtown. It’s easier if you don’t have 
  her last name – she’s a bit skittish about meeting 
  new people. Be on your best behavior, and by all 
  means don’t go creepy on her. She doesn’t know 
  and doesn’t need to. Any last minute questions? 
  She’s expecting you in the hour.’
  the headpiece represents the first step in the 
  investigation. it was found here in seattle and 
  something like that had to have made ripples 
  in the arcane underground. there are two key 
  questions that need to be answered – which will 
  be given to the team by anton if they seem slow 
  on the uptake.
  1. Did the headpiece come through seattle’s
  port or did it come another way?
  2. who was involved in the transaction or was
  it handled strictly inside the chrysalis cor-
  poration?
  if there’s news to be had, it’ll be found in the 
  arcane underground. that’s where anton’s con-
  tact comes in. karen V. is a broker in the arcane 
  underground – she matches up buyers and sell-
  ers without actually dealing personally with the 
  merchandise. she’s very knowledgeable and 
  knows where to get all kinds of things. however, 
  karen’s more than a little cautious and has rules. 
  she won’t deal with newcomers unless they have 
  a reference from someone she’s trusts. anton is 
  providing that reference, but karen still never 
  shows up without a handful of armed muscle.
  the address provided is an expensive rent-by-
  the-hour office space in soDo – south of down-
  town, a mostly industrial neighborhood. securi-
  ty in the building is already tight, but she brings 
  her muscle nonetheless. an average observation 
  test will show that two of the bodyguards have 
  military tattoos for the neG Forces, the Fighting 
  33rd. a challenging history or trivia (Military) 
  test, will let the characters know that the Fight-
  ing 33rd was a corp that took heavy casualties in 
  the first Juneau invasion, but refused to retreat 
  until the order was given.
  after taking a look at the piece and taking a 
  few photos, karen tells them that this is out of 
  her normal realm of expertise. she traffics in all 
  kinds of stuff, but ancient artifacts are kind of a 
  niche market with not a lot of buyers. however, 
  karen knows someone who might be able to 
  point them in the right direction, with the right 
  persuasion. she doesn’t like giving up contacts, 
  but she also doesn’t want to get personally in-
  volved. in return for a small bribe of 5,000tn 
  and a small favor, she’ll hook them up.
  this price is negotiable, if the characters would 
  like to. a persuade test of 15 will lower the 
  price by 10%. For every 5 points over that, she’ll 
  go down another 10%, to the lowest bribe of 
  2,500tn. the characters can submit a reim-
  bursement to the eldritch society for this ex-
  pense. after paying, karen tells them to meet 
  with Farouk hassan in Belltown. she will call 
  ahead for them to make an appointment. if 
  the characters are anxious about this, they can 
  listen as she makes the call. it’s very brief, with 
  karen telling Farouk that she’s sending a group 
  up to his shop to discuss a few antiquities.
  scene 5 – meeting Hassan
  Goals: the team meets with another antiquity 
  dealer, who is more than they suspect. their 
  meeting is interrupted when a very distraught 
  lorekeeper calls them, suspecting foul play.
  setting: the seattle arcology. an upscale magic 
  shop in Belltown.
  
  15
  HOT MERCHANDISE...one
  cast of characters
  Domany – experienced, nazzadi female, mid-
  twenties, almost magazine perfect, Domany is 
  smart enough to know how to use her looks 
  without looking like she is. she’s polite, pro-
  fessional, and knowledgeable. it’s also obvious 
  that she likes nice things.
  Farouk Hassan – Veteran, human male, early 
  sixties, above-board upscale magic shop pro-
  prietor and noted occultist, underground sor-
  cerer, black marketeer and secret supplier to the 
  chrysalis corporation. his above-board perso-
  na is that of a keen and tasteful businessman 
  who opens up to anyone with a true passion for 
  the occult. his other face isn’t nearly so pleas-
  ant.
  to start the scene, read the following to your 
  players.
  The shop is in Belltown, a hip young professional 
  neighborhood just north of downtown. Taking the 
  mag-lev train up seventy blocks, you enter a ritzy 
  shopping district on the uppermost level of the ar-
  cology. Everywhere you look, people are walking 
  around in designer clothing. Real sunlight pours 
  down through ceiling panels.  The sign on the door 
  reads in small tasteful print – “magic shoppe.” 
  Tinted windows make it impossible to see inside.
  Most characters will never have been to the fifth 
  level of an arcology, where the richest and most 
  influential citizens of the neG live. For visitors it 
  can almost feel like visiting a theme park. there 
  is a surreal feeling, like the area is just a little 
  too perfect. even the trash cans are clean and 
  organized. 
  the shop is expensively decorated, with an ac-
  tual fireplace, individually lit glass cabinets, and 
  dark woods. there are several genuine book-
  shelves with actual printed books, a liquor cabi-
  net, humidor, and dessert tray. the area is pro-
  tected by a ward of seclusion, so none of the 
  supernatural senses of the characters will work 
  from outside the shop. 
  Domany comes out of a back room, walking 
  with the grace of a runway model, and intro-
  duces herself. she asks how she may serve them 
  today. it seems a little thick, but Domany pulls 
  it off without any reprehension or sarcasm. 
  Farouk isn’t visible, and it’s up to the characters 
  to figure out how to get to him. 
  telling Domany that karen called ahead to ar-
  range a meeting won’t get them far. she tells the 
  characters that Mr. hassan is quite busy today, 
  and did not tell her of any appointments with 
  a group of individuals such as themselves. a 
  challenging persuade test, showing their tager 
  forms, or pulling out the headpiece, will all work 
  to get Farouk’s attention. if the characters come 
  up with another way, go with it, presuming they 
  do not become violent.
  once they convince Domany that they should in 
  fact be here, and have a meeting with Mr has-
  san, she leads them to a back room. it has a small 
  wooden table, placed directly beneath a lamp. 
  several leather wrapped bundles lay on the table 
  – they look to be sets of small tools. there are
  audio pickups in the room so that Domany and 
  Farouk can hear what the characters are talk-
  ing about. after a few moments, Farouk comes 
  into the room. he introduces himself and, if 
  the characters displayed the headpiece or their 
  tager forms to Domany, he will ask to see them. 
  he is a grandfatherly man, with a strong pas-
  sion for the occult. an average observation test 
  will see several henna tattoos on the old man, 
  along his hands and neck, probably extending 
  
  under his clothing. a hard occult test will iden-
  tify the marks as a ward of corporal protection, 
  a ward against sorcery, and a ward of solitude.
  eventually, he will get around to discussing kar-
  en and their meeting. if it has not come out yet, 
  Farouk asks to see the headpiece and circlet. he 
  begins examining it, and says that he does not 
  immediately recognize it. he tells the characters 
  that he must consult his library and some col-
  leagues about the piece. if they tell Farouk that 
  it is the circlet of Ghabbaz, he will nod and say 
  that such things are possible, but ask what tests 
  the characters have done to confirm that infor-
  mation. 
  in order to properly identify the piece, hassan 
  asks them to leave the circlet and headpiece with 
  him. there are several details which cannot be 
  captured through pictures, such as the aura sur-
  rounding a piece and any mystical residue left 
  upon it. he believes that with proper compensa-
  tion, he can have everything identified within the 
  next two days. he wishes that it could be done 
  faster than that, but certain rituals take time. 
  the price is 10,000tn, which he does not need 
  immediately. payment can certainly be made 
  when they return for the information and their 
  property. (this expense can be paid by the el-
  dritch society.)
  thrilled by this new prospect, hassan invites 
  them to peruse his store before they leave. he 
  will meet them here again at noon tomorrow 
  and asks that they don’t try to communicate 
  electronically. on their way out, the characters 
  are catered to by Domany and a few assistants 
  – they can drink expensive champagne, cognac,
  or scotch, smoke expensive cigars, and eat deli-
  cious tortes, pastries, and other assorted des-
  serts.
  aCT iii: save The girL
  act Goals: it’s time to kick ass, take numbers, 
  and save the girl.
  scene 6 – Betrayal around every corner
  Goals: as act iii Goals
  setting: seattle arcology – a warehouse in soDo.
  cast of characters
  Kory - from act i
  Anton Graves - from act i
  to start the scene, read the following to your 
  players.
  It’s been a few hours since leaving Farouk’s shop, 
  and Domany’s company. Your earbuds all begin to 
  sound off as Riley calls in. ‘Sai, I don’t wanna know 
  where you been, but Graves is looking for you. You 
  need to get back here stat.’
  As soon as you arrive back at the safehouse, Anton 
  is pacing back and forth around the living room. 
  You can see dark stains on his sleeves, and the 
  caked look of blood around his fingertips. ‘We need 
  to talk…’
  anton is in a panic when the characters arrive. 
  he has several images to show them, from the 
  office that they met karen in. the pictures show 
  a grisly scene. karen’s muscle has all been neatly 
  executed – cut throats and stabs through the 
  heart. karen herself lies in a crumpled heap in the 
  corner. her body looks like it has been tortured 
  and mutilated. an average law enforcement 
  test while looking at the photos discovers that 
  the cuts were clearly made by claws (not clean 
  enough for a knife). on the Dhohanoid front, it 
  could have been an elib but not a Zabuth, but 
  
  17
  HOT MERCHANDISE...one
  there’s no chrysalis corporation clean-up team. 
  it does not appear to be a robbery, since karen’s 
  computer and jewelry are still present. 
  the lorekeeper received a panicked call from 
  karen, and sent kory to go investigate. the pack 
  leader sent back the photos to him, but their call 
  was cut short. he heard a crunching sound, like 
  bones breaking and then the line went dead. ri-
  ley tracked her to a warehouse near the office. if 
  they ask how, the operator sounds a little sheep-
  ish, but he chipped her, like you would do with a 
  dog or cat. the chip sends a signal whenever she 
  is in mortal form.
  the characters can either go themselves, or 
  have riley contact the rest of kory’s pack for 
  backup. if they go alone, there are a Bakhi, four 
  Gaunts, and a dozen dwarf fetches waiting in 
  the warehouse for them. kory is in her mortal 
  form, with several hideous beetle-like creatures 
  crawling on her and biting her flesh. the flesh-
  eating beetles eat at roughly the same rate as she 
  heals, so it is an agonizing torture which could 
  go on for weeks, if no one stops it. the beetles 
  can be killed by simply brushing them off kory 
  and stepping on them. storyguides should in-
  crease the number of creatures in the warehouse 
  to deal with the reinforcements of kory’s pack. 
  once the team has dealt things and saved kory, 
  she will come to and tell them that the creatures 
  spoke about the circlet. they plan on killing 
  Farouk and stealing it. they have to warn him. 
  this is where this part of the story ends. the sec-
  ond chapter of the circlet of Ghabbaz, and sav-
  ing Farouk will come in the next installment of 
  this adventure.
  Bakhi
  Size: Medium (4 to 6 ft. tall)
  Attributes: 
  agility 8, intellect 11, perception 9, 
  presence 7, strength 6, tenacity 9
  Secondary Attributes: 
  actions 2, orgone 11, reflex 9
  General Skills: 
  athletics 3, observation 2, Misdirect 3
  Combat Skills: 
  armed Fighting 3, Dodge 3, Fighting 3, 
  Marksman 2
  Weapons: 
  •
  talons
  0 
  •
  can use mortal weapons
  Damage Bonus:  
  0
  Vitality:  
  11
  Armor: 
  1/1
  Regeneration:  
  1 point
  Fear Factor:  
  12
  Temperament:  
  Devious & Dedicated
  Senses: 
  •
  acute Vision
  •
  nightvision
  •
  scan
  Movement & Speed: 
  •
  land
  13 mph (32/8 ypt)
  •
  Flight
  27 mph (67/15 ypt)
  Gaunt
  Size: Medium (6 to 8 ft. tall)
  Attributes: 
  agility 11, intellect 3, perception 7, 
  presence 5, strength 8, tenacity 10
  Secondary Attributes: 
  actions 2, orgone 11, reflex 7
  General Skills: 
  athletics 4, observation 3, stealth 4, 
  survival 4
  Combat Skills: 
  Dodge 3, Fighting 3
  
  Weapons: 
  •
  horns
  +1
  •
  Barbed tail
  +2
  Damage Bonus: 
  +1
  Vitality:  
  14
  Armor: 
  1/1
  Regeneration:  
  1 point
  Fear Factor:  
  12
  Temperament:  
  Mysterious & unpredictable
  Senses: 
  •
  acute touch
  •
  nightvision
  •
  sonar
  Movement & Speed: 
  •
  land
  15 mph (37/9 ypt)
  •
  Flying
  60 mph (148/36 ypt)
  Fanged Dwarf Fetch
  Attributes: 
  agility 7, intellect 6, perception 5, 
  presence 5, strength 5, tenacity 6
  Secondary Attributes: 
  actions 1, orgone 11, reflex 6
  General Skills: 
  athletics 3, observation 2, survival 2
  Combat Skills: 
  Dodge 2, Fighting 2
  Weapons: 
  •
  claws
  -1
  •
  Bite
  0
  Damage Bonus: 
  0
  Vitality:  
  7
  Fear Factor:  
  12
  Senses: 
  •
  nightvision
  •
  thermal
  Movement & Speed: 
  •
  land
  11 mph (27/6 ypt)
  
  19
  HOT MERCHANDISE...one
  
  imPortant SuPPorting caSt
  the named supporting characters are provided 
  with stats below, including all of the skills that 
  will commonly be used during the events. if a 
  skill is called for that is not included below, feel 
  free to add it in. presume a level of 3 or higher 
  for all critical skills, and level of 2 if it does not 
  come up regularly.
  domany
  Personal assistant
  Domany is hassan’s right-hand at his upscale 
  magic shop. she’s a pretty, spoiled profession-
  al girl. of course, pretty is an understatement 
  – gorgeous would be the more appropriate
  term. Domany is the kind of girl who has always 
  known how to use her super-model looks to get 
  what she wants, without looking like she’s do-
  ing it. one might easily mistakenly assume that 
  she’s just another girl who has bought into the 
  capitalistic dream. one would never realize that 
  her ambitions run so much deeper.
  physically, Domany is the kind of girl that makes 
  men’s jaws drop. she dresses expensively in re-
  vealing nazzadi fashion and rarely downplays 
  her looks. however, she has a secret facial tat-
  too that she only reveals when she is her true 
  self, the face of her evil. it is protected normally 
  by a Glamour lock.
  Virtue/Flaw: loyal/Vain
  Experience: experienced
  Noteworthy Attributes: intellect 7, presence 8
  Noteworthy Skills: occult 4, Misdirect 3, per-
  suade 3, seduction 4, Dodge 3, Fighting 3, 
  Marksman 3
  Noteworthy Qualities: alluring/3, Big ego/1, 
  sexy Voice/2, wealth/3
  anTon graves
  society lorekeeper
  at first glance, anton is the perfect example of a 
  librarian. in his early forties, he has a slight eu-
  ropean accent, despite his african descent, and 
  a keen mind and sharp intellect which leave him 
  somewhat inaccessible to most. anton forgets 
  that not every answer comes from a book and, 
  while he respects the tagers for what they have 
  given up, he feels that they too often leap into 
  conflict without understanding why.
  Virtue/Flaw: intellectual/snob
  Experience: Veteran
  Noteworthy Attributes: agility 5, intellect 7, 
  presence 6, tenacity 7
  Noteworthy Skills: Dodge 2, Fighting 1, Marks-
  man 2, occult 4, persuade 3, pilot 3
  Noteworthy Qualities: internal clock, latent 
  para-psychic
  farouk hassan
  antiquities Dealer
  if one were to meet Farouk hassan on the street, 
  one might be reminded of their grandfather. 
  he’s a kindly-looking, genteel man in his six-
  ties who is helpful and generous. he manages a 
  magic shop in seattle that caters to the wealthy. 
  however, it’s really just a front, though a profit-
  able one.
  on the inside, hassan is what many might call 
  evil incarnate. there are many traits that can be 
  attributed to him, including morally bankrupt, 
  ruthless, heartless, scheming, domineering, and 
  manipulative. hassan might find this list a com-
  pliment. this sorcerer is the worst kind of snake 
  – your friend on the outside, your killer on the in-
  side. his devotion to the goals of the Blind lady 
  are absolute.
  
  21
  HOT MERCHANDISE...one
  Virtue/Flaw: patient/cruel
  Experience: Veteran
  Noteworthy Attributes: intellect 10, presence 8, 
  tenacity 10
  Noteworthy Skills: education 5, larceny 4, Mis-
  direct 4, observation 5, occult 5, savoir-
  Faire 4, streetwise 4, armed Fighting 4 
  (neG kendo +1), Dodge 5, Fighting 4
  Noteworthy 
  Qualities: 
  Fearless, 
  shrewd, 
  wealth/4
  kory
  Tager Pack leader
  a well-muscled, attractive nazzadi female, kory 
  is also a phantom tager (callsign Flatline). she 
  is a local pack leader in seattle and an expert 
  in nazzadi martial arts (hun-Zuti). kory exudes 
  confidence in everything that she does, but of-
  ten dives into a fray without calling her backup.
  kory is currently single, her last relationship end-
  ing in flames. she felt that her boyfriend was un-
  willing to make decisions fast enough, especially 
  when they were complicated. whether that was 
  truly the case, or just her recklessness is unclear.
  Virtue/Flaw: confident/reckless
  Experience: experienced
  Noteworthy Attributes: agility 8, perception 6, 
  presence 7, tenacity 9
  Noteworthy Skills: athletics 3, Fighting 4 (hun-
  Zuti +1), stealth 3, intimidate 3, pilot 2
  Noteworthy Qualities: Driven, Fearless
  riLey sommers
  society operator
  riley sommers joined the eldritch society a year 
  ago, when he came around a corner and saw a 
  pack of tagers ripping apart a Dhohanoid team. 
  he soiled himself and passed out – later he was 
  approached by one of the lorekeepers to work 
  with the society to protect humanity. now, he is 
  glad to be a part of the team, and loves listening 
  to the stories and watching the packs to which 
  he is assigned. 
  unfortunately, he can get a little carried away at 
  times and sometimes takes a bad prank a step 
  too far. he was recently caught hacking the per-
  sonal files of a lorekeeper. riley wasn’t going af-
  ter critical information, but was changing all of 
  the os preferences. the fact that he was caught 
  is what actually got him in trouble. now, he’s on 
  safehouse detail and bored out of his skull, until 
  the higher ups forgive him.
  Virtue/Flaw: loyal/precocious
  Experience: experienced
  Noteworthy Attributes: intellect 7, presence 6
  Noteworthy Skills: communications 3, com-
  puter 4, security 2
  Noteworthy Qualities: egghead, Manic
  
   2159 AD. It is a good time to be alive. The nations of the 
  world still exist, but they have become more civilized, 
  and we have expanded into the rest of our solar system. 
  But, alas, it is not to be our time. Something approach-
  es, a thing on an orbit from far away. Seemingly a large 
  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 return. 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 every-
  thing they can about them, and fight them wherever 
  they are found.
  The Void is a new roleplaying game from WildFire, which 
  combines elements of hard sci-fi with Lovecraftian hor-
  ror. Become a Warden and seek out the dark things in 
  the solar system, trying to stem the rising tide.
  The Void Core Book features: 
  •	
  An exploration of our fully colonized solar sys-
  tem, only a few hundred years in the future.
  •	
  A complete introductory adventure, ready to
  get you playing within an hour.
  •	
  Presentation and mechanics designed with ac-
  cessibility in mind.
  •	
  New simple yet flavorful game mechanics, utiliz-
  ing six-sided dice pools.
  •	
  Rich full-color art, visualizing a dark world.
  The Void Core is a Free-to-Play PDF!
  Quick-Start Rules also available.
  The stars were never meant for us.
  http://fearthevoid.com
  http://wilfirellc.com
  http://wildfire-community.com/forums
  ™
  ™
  Get it here, on
  DriveThru RPG!
  The Community
  ™
  
  www.cthulhutech.com
  The Last War
  2085. Humanity faces extinction. Alien insects from the edge of 
  our solar system, long hidden behind the façade of reality, de-
  scend to enslave us. Hordes of unspeakable horrors roll out from 
  Central Asia, laying waste to anything in their path. The church 
  of the fish-god scours the world for lost occult secrets to unleash 
  terrible forces. Dead gods awaken and turn their dreadful eyes 
  toward the Earth. And within hides a cancer, eating away at the 
  very heart of the New Earth Government.
  This is the Aeon War. This is the time of CthulhuTech.
  Chrysalis Corporation agents have come across something of 
  interest, which means it can’t be good. It had better be worth 
  the chase, right into the Seattle arcology. This thing may be of 
  greater interest than anyone knows…
  Mom’s Coming to Dinner 1 – Hot Merchandise I:
  •
  Is a turn-key adventure, ready-to-run, with most everything
  you need.
  •
  Takes Characters on a chase after a very powerful artifact,
  acquired by the Chrysalis Corporation.
  •
  Is the first adventure in the epic Mom’s Coming to Dinner
  campaign.
  •
  Is usable in CthulhuTech Organized Play framework – take
  your Character from game to game.
  For MaTure audiences onLy
  This book is intended for mature readers. it contains dark and disturbing content and 
  images. reader discretion is advised.
  WDF 23410
  
SOURCE: textdata/thevault/Call of Cthulhu/CthulhuTech/CthulhuTech - Moms Coming to Dinner 1 - Hot Merchandise 1.pdf