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  Lethal Inheritance
  Writing & Layout by
  Thorin Tabor
  Saga Machine system by
  Thorin Tabor
  Edited by
  Tracy Lachowicz
  Art by
  Jason Moser, Jeshields, NASA, Sade,  
  Sherman’s Stockart, Solar Dynamics Observatory
  Tab Creations is
  Ben Goreham, Jesse Pingenot, Matthew Pennell, Thorin Tabor
  Tab Creations, Saga Machine and Shadows Over Sol are trademarks owned by Thorin Tabor and Tab Creations LLC. All rights reserved. All 
  other content is ©2017 Thorin Tabor & Tab Creations. The mention of or reference to any company or product in these pages is not a challenge 
  to the trademark or copyright concerned. This document is a work of fiction.
  
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  Lethal Inheritance is a complete 
  survival horror scenario for Shadows 
  Over Sol. It was written explicitly to be 
  a good first adventure for introducing 
  new players to the game world, and as 
  a way for GMs to easily kick off a fresh 
  campaign with a team of newbie PCs. As 
  such, the events of the scenario are fairly 
  self-contained, but the adventure also 
  intentionally leaves dangling a number of 
  plot threads, which can be used as hooks 
  for continuing play in future sessions.
  Lethal Inheritance should contain 
  enough nail-biting horror and suspense 
  to cover between one and three sessions 
  of play, depending on the actions of the 
  players. It should also leave the players 
  holding possible hooks for many more 
  sessions to come.
  Synopsis
  Most scrappers dream of striking it 
  rich enough to afford their own ship. 
  Spaceships mean mobility, freedom and 
  a vital escape route. Therefore, it seems 
  almost too good to be true when the 
  team gets the opportunity to acquire 
  their own. The only catch is that the ship 
  in question has been left abandoned and 
  in need of repairs. The scrappers simply 
  need to get there, patch the vessel up 
  and then they’re good to go!
  Of course things are never that 
  simple. The spaceship in question, the 
  Infelicitas, has been left abandoned at 
  Shams Energy Facility. This facility is 
  itself a derelict solar array and charging 
  station, orbiting the sun. It was 
  abandoned almost twenty years ago, 
  after an immense solar flare fried most of 
  its electronics and damaged the station 
  beyond economically feasible repair.
  Needless to say, Shams isn’t a popular 
  travel destination. The first challenge the 
  team will face is getting a ride there. That 
  could mean trading favors, calling on 
  contacts or even catching a ride with a 
  crew that the team doesn’t entirely trust.
  Arriving at Shams, the scrappers 
  will meet the unusual caretakers of the 
  facility. They are a family of the Bunker 
  subculture who have been living there 
  for years, largely in isolation. They are 
  a close-knit clan with a family secret: 
  they are cannibals. This part of the 
  scenario puts a science fiction spin on 
  the “backwoods cannibal family” trope 
  common in the larger horror genre.
  Despite the creepy caretakers, 
  the team will find it easy enough to 
  explore the station, locate their vessel 
  and begin repairs. This process won’t 
  be entirely smooth going, however, as 
  the repairs might be interrupted by 
  the discovery of a smuggler’s hold full 
  of dangerous krill, by the discovery of 
  the remains of the caretaker’s previous 
  victims or even by missing compo-
  nents needed to repair the ship.
  Despite how successful repairs are, 
  the situation is soon complicated by the 
  arrival of another scrapper team on the 
  station. This team, the Dobermen, also 
  have their eyes on the Infelicitas, and hope 
  to seize it from the PCs. Meanwhile, they 
  Introduction
  
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  will play off their interest as “looking to 
  salvage valuable scrap from the facility.”
  The spark that ignites this volatile 
  situation is an incoming solar flare. The 
  team will have just minutes to respond 
  once the alarms start going off. This 
  flare will bathe the facility in dangerous 
  radiation, shut down all unprotected 
  electronics and isolate everyone on the 
  station from sending or receiving any 
  radio comm transmissions.
  The Dobermen will be quick to take 
  advantage of these conditions, seizing 
  the moment to storm the team’s ship and 
  attempt to take control. The scrappers 
  will be forced to resist if they don’t want 
  all of their efforts to be for naught, and a 
  bloody confrontation is likely to ensue.
  It is exactly this confrontation that 
  spurs the cannibal caretakers into action. 
  They will be more than happy to “tend 
  to the wounded” on either side of the 
  conflict. Of course, anyone tended in 
  this way will soon be dinner. This, too, is 
  likely to devolve into some sort of conflict 
  before long, but hopefully not before the 
  caretakers get in some creepy moments to 
  set the tone of the scenario.
  In the end, the team will have 
  recovered and repaired their ship, will 
  have fended off the rival scrappers and 
  survived the hunger of the caretakers, and 
  they will have a solar system of options 
  ahead of them. Of course, not all loose 
  ends will have been wrapped up and some 
  actions may come back to haunt them...
  Modes of 
  Horror
  Lethal Inheritance is written with 
  the survival horror mode of play in 
  mind (see the Shadows Over Sol core 
  rulebook, page 164). Although the 
  adventure will begin with the team 
  wanting to collect their new spaceship 
  windfall, it will quickly become a matter 
  of survival, with the scrappers foremost 
  seeking to survive the unfolding events. 
  Over the course of the scenario they will 
  run up against environmental hazards, 
  rival scrappers, dangerous contraband 
  and crazed cannibals.
  This scenario might be ran as an 
  investigative horror adventure with a few 
  changes. The GM simply needs to keep 
  in mind that players will have at their 
  disposal better gear, and thus will be 
  better equipped to survive the events that 
  unfold. Without careful consideration, 
  this might lead to the tension in the earlier 
  parts of the scenario being lost. Because 
  Ready-Made 
  Heroes
  The player characters presented 
  in Shadows Over Sol: Ready-Made 
  Heroes are ideal for use with Lethal 
  Inheritance. Simply print out the 
  character sheets, give them their 
  listed “Survival Horror” loadouts and 
  they are good to go!
  Of particular interest are: Albert 
  Astro, who has experience dealing with 
  spacegoing hazards, and Ozan Cevahir, 
  who has experience piloting spacecraft.
  
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  of this, GMs are advised to play up the 
  mystery surrounding the spaceship—
  and indeed all of Shams Energy Facility. 
  How did the original crew die? Why was 
  the ship left at the Energy Facility of all 
  places? What else is there to discover here? 
  It also wouldn’t be a bad idea to bump the 
  difficulty of environmental challenges or 
  combat encounters up a notch—at least 
  until the solar flare arrives.
  Running this adventure with the 
  action horror mode of play is more 
  difficult. Players will likely have gear at 
  their disposal that will either solve or 
  circumvent most of the challenges in the 
  scenario. One possible solution for this is 
  to have the solar flare arrive at the station 
  earlier than written. The flare will disable 
  the team’s equipment for much of the 
  adventure, making the unfolding events 
  a challenge again. However, this solution 
  is more of a way to play a survival horror 
  game with an action horror team than 
  it is to play the adventure as an action 
  horror-style scenario. Players expecting 
  a game of shooting the horrific bad guys 
  might justifiably feel cheated.
  The Hook
  This adventure begins with a simple 
  hook: the team gets the opportunity to 
  acquire their own ship for next to no cost. 
  How this opportunity comes to the team, 
  however, is something for which the 
  scenario doesn’t have a canonical answer. 
  This is deliberate. By leaving this 
  open, it allows the GM to tailor 
  the hook to the player characters in 
  question. Ideally, it will draw on the 
  scrappers’ history, personal motivations 
  and goals. Nevertheless, some possibili-
  ties are given below. GMs are encour-
  aged to use these for inspiration when 
  tailoring the hook to their own players. 
  Other GMs might simply want to pick 
  a hook that seems to fit well enough, 
  and use it exactly as written.
  Other Adventures
  Lethal Inheritance can be used alone or in conjunction with other published 
  Shadows Over Sol adventures. Below are some notes on how to combine this 
  scenario with others. 
   
  ■ Ghost Ship: Found in the Shadows Over Sol core rulebook, the Ghost Ship 
  scenario could make for a good next scenario after the events of Lethal Inheri-
  tance. In this case, it will be the team’s first challenge in their new ship. 
   
  ■ Heir to Darkness: The events of Lethal Inheritance might make for a decent 
  interlude between the events of Small Mercy and later Heir to Darkness adventure. 
  While it takes place far away from the other two scenarios, this ordering allows 
  for a feeling of progression as the team becomes progressively better equipped.
   
  ■ Small Mercy: Another survival horror scenario, Small Mercy runs equally well 
  either before or after Lethal Inheritance. Nevertheless, possession of their own 
  ship allows the team a greater degree of freedom when eventually approaching 
  Fururi Station and the neighboring unnamed research facility.
  
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  Inheritance
  Perhaps the most straightforward 
  hook is that one member of the team—
  or maybe the team as a whole, if that 
  somehow makes sense—inherits the 
  ship from a deceased relative, friend or 
  ally. This provides a compelling expla-
  nation for why the scrappers have been 
  afforded the opportunity to acquire the 
  ship, and furthermore, provides potential 
  plot hooks involving the history and past 
  actions of the benefactor, her relationship 
  to the characters and her other associates 
  who might have interest in the ship.
  Given the history of the Infelicitas, 
  however, with this hook, the GM needs 
  to take care to explain how the fallen 
  benefactor was involved. Maybe the 
  benefactor had secrets of her own and 
  was secretly part of the ship’s past crew. 
  Maybe she was merely the ship’s owner, 
  and had either rented or loaned it to 
  the crew. Or maybe, the last crew of the 
  ship killed the benefactor and ran off 
  with its cargo, thus bringing about her 
  death and the team’s inheritance in the 
  first place. Or maybe the benefactor is 
  still alive, having faked her death, and is 
  waiting for the team to retrieve the ship 
  from its current predicament.
  Gambling Winnings
  Another potential, fairly straightforward 
  hook is that one member of the team won 
  ownership of the Infelicitas in a card game, 
  simspace tournament, drone racing bet or 
  similar gambling situation. This means of 
  acquisition fits a certain devil-may-care 
  character archetype which, depending on 
  the player characters, may fit suitably.
  
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  This hook hinges both on having a 
  suitable character and on coming up with 
  a compelling story behind the gambling 
  stakes. If possible, the GM should work 
  with the players to come up with this 
  story. After all, they have a good idea of 
  what their characters would do in this 
  situation, and are best equipped to come 
  up with a story that they find both fitting 
  and suitably interesting.
  With this hook, the GM still needs 
  to come up with an explanation for how 
  the person who lost the ship in the bet 
  was involved with it in the first place. This 
  might be as simple as having won it herself 
  in a similar high-stakes game, or it might 
  be something as complex as having, at one 
  time, been part of the previous crew and 
  then retiring early, but maintaining her 
  ownership (and a share of the revenue).
  Purchased  
  at Auction
  Another possibility is that the team as a 
  whole pooled their money and purchased 
  the ship at auction for extremely cheap. 
  Likely the former owners defaulted 
  on a debt for which the deed was held 
  in compensation, the ship has been 
  foreclosed on or it has been officially 
  impounded by one of the corps claiming 
  ownership of Shams Energy Facility. 
  This hook does a lot to explain why 
  the ship is being sold in its current 
  condition, and why the team must 
  travel to retrieve it. It also leaves plenty 
  of mystery surrounding the Infelicitas’ 
  past and the fate of its previous crew. 
  Finally, it might explain why player 
  characters from a wealthy background 
  are starting a campaign with depleted 
  funds (the standard Wealth 4 for a 
  survival horror game).
  Reward for  
  Job Well Done
  The final possibility presented here is 
  that the team acquired the ship as part 
  of their reward for a past job. This works 
  best if this adventure is being ran as part 
  of a campaign that has already started. In 
  this case, the GM simply needs to work 
  in ahead of time that their very own 
  ship is part of the job’s compensation. It 
  probably will even be the entirety of that 
  job’s compensation, since spaceships are 
  rather expensive pieces of equipment.
  When choosing this hook, the GM 
  is advised to take some time to think 
  about how the employer acquired the 
  ship in the first place and whether an 
  entire spaceship is convincing compensa-
  tion for the job the team is tasked with. 
  If the Infelicitas seems like it would be 
  too suspiciously large as payment, the 
  GM can mitigate this by adding in clauses 
  such as “the ship will be provided ‘as is’” or 
  “you will be awarded a 60% share of the 
  ship in question, the remaining 40% will 
  continue to belong to the corp, and we 
  will expect occasional royalties on future 
  profits gleaned through the ship’s use.”
  
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  The adventure begins when the team 
  is granted ownership of their very own 
  spacecraft—the Infelicitas. All they have 
  to do is make it to Shams Energy Facility, 
  where it was left abandoned, fix it up and 
  fly it off. On the surface that should seem 
  simple enough. Ownership of the Infe-
  licitas can be transferred to the team in a 
  number of different ways (see pages 5-7).
  By default, this scenario assumes 
  that the team is on Tranzit Station, 
  orbiting Venus, when they receive 
  their windfall. This places them at a 
  fairly central nexus in the Sol system, 
  one which allows all sorts of ships and 
  travelers to pass through daily.
  Taking  
  the Hook
  At this point, depending on which 
  hook the GM picked, she may need to 
  improvise a scene or two as the player 
  characters finish acquiring the deed 
  to the Infelicitas, ask questions and 
  celebrate their newfound good fortune. 
  Many of the specifics of these scenes 
  will differ with the different hooks, and 
  the GM should do her due diligence to 
  ensure that it both fits the player char-
  acters and makes sense.
  Tranzit Station
  Travel through Tranzit Station is 
  seasonal. Since the bulk of interplan-
  etary transit in the system is between 
  Earth and Mars, and since Tranzit is 
  located close to the center of the solar 
  system, travel season is at its height when 
  Earth and Mars are on the opposite 
  sides of their orbits, and at its lowest 
  when Earth and Mars are in alignment. 
  Currently, the height of travel season has 
  just passed and is waning, which means 
  that the longer the team delays their 
  departure, the fewer options they will 
  have for catching a ride off the station.
  Things to Do
  Tranzit Station is one of the most 
  active in the Sol system. During the busy 
  season, it is never at a loss for things to 
  do, and as the busy season is winding 
  down, there are a variety of opportunities 
  available to the team. All sorts of enter-
  tainments are available, ranging from 
  traditional plays, to vids, to AR games, 
  to companionship. There is even a small 
  bloodsport scene, if a scrapper looks hard 
  enough. A variety of dining—fine or 
  cheap, but never both—is available on 
  the station. There are also a surprising 
  Navis Gratis
  Further Reading
  More information on Tranzit 
  Station can be found in the Shadows 
  Over Sol core rulebook on page 78.
  
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  number of recreational drug facilities. 
  Most of what is available on Tranzit 
  Station, however, is outside the scope of 
  this adventure. The GM should be ready 
  to make something up and roll with 
  whatever interests the players.
  Supplies
  Once the team does eventually make 
  it to Shams Energy Facility and locate 
  their new ship, they’re going to need 
  supplies to repair it, not to mention 
  basic life support of their own, such 
  as food and water. On a functional 
  station, such as Tranzit, this is part of 
  the character’s Lifestyle. But Shams 
  doesn’t have functioning shops. 
  Kind GMs will remind the players 
  that they might need supplies once 
  they get there. More sinister GMs will 
  allow the scrappers to go on their merry 
  way, and only remind the players once 
  they’ve already made it to Shams. This 
  will make them all the more dependent 
  on the caretaker family there, and force 
  them to scavenge parts of the facility 
  to use as supplies when repairing the 
  ship. This could amp up the feeling of 
  isolation and horror.
   
  ■ Supplies to repair the ship can be obtained 
  with success on an Int/engineer-10 flip 
  to know what to bring, and a Cost 6 
  payment.
   
  ■ Life support supplies are covered by 
  Lifestyle 4 and up, but only if the 
  players make a point to obtain them 
  before leaving Tranzit Station. Char-
  acters who make a point of this, but 
  who don’t have the requisite Lifestyle 
  can substitute a Cost 4 payment.
  Finding a Lift
  Before the team can gain possession 
  of their new spaceship, they first have 
  to make it to Shams Energy Facility, 
  which means finding transport there. 
  Unfortunately, 
  derelict 
  solar 
  arrays 
  aren’t a standard travel destination. This 
  means that the scrappers will have to 
  shop around for potential transport and 
  negotiate a change in route. To most 
  merchant captains this is an expensive 
  proposition. Thankfully, Tranzit Station 
  is a major hub for the Sol system, and the 
  players will have options to choose from. 
  In fact, if all goes well, this will be the 
  last time the team needs to negotiate for 
  transport this way.
  Money Talks
  This problem might be easily solved 
  if the team is willing to throw enough 
  money at the problem. Simply putting 
  out a classified ad on the local net 
  offering a Cost 10 payment or higher 
  ought to do the trick. A team of four 
  or more starting survival horror charac-
  ters might be able to pool their money 
  together and just barely scrape up 
  enough cash, but this is unlikely to leave 
  them enough money to pay for repairs 
  and supplies (see left column).
   
  ■ Success on a Chr/socialize-10 flip and 
  some time shopping around with local 
  captains will turn up a few willing to 
  do it for cheaper. Two such options 
  are described below. Failure on this 
  flip turns up only “Friendly” Brogan 
  (see the next page).
   
  ■ Convincing a captain to not only 
  give the team a ride, but to always 
  
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  stay in orbit near Shams is a more 
  expensive proposition. Add 1 or 2 to 
  any listed costs.
  Anthea Kokinos, 
  Captain of the Satis
  Captain Kokinos is the captain of 
  the Satis, an aging freighter, dating back 
  to World War IV. It’s obviously seen 
  better days, as its hull shows multiple 
  scars and patches from past repairs. 
  Anthea is talkative and blunt, with a 
  crude sense of humor. She doubles as 
  the ship’s pilot, and oversees a small 
  crew of three other people. 
   
  ■ Anthea is willing to give the team a 
  ride to Shams for a Cost 9 payment.
   
  ■ Captain Kokinos and the Satis were also 
  featured in Small Mercy, see page 12.
  “Friendly” Brogan,  
  Captain of the Periculum
  Donald “Friendly” Brogan is a 
  freelance 
  cargo 
  hauler, 
  part-time 
  smuggler and full-time opportunist. 
  He’s always smiling, in a sinister sort 
  of way, and running his mouth, even if 
  he doesn’t have much to say. He’s about 
  as trustworthy as a viper, and his crew 
  only slightly more so. His ship, the 
  Periculum, is a standard freighter with a 
  single ugly scar along one side.
   
  ■ He’s willing to give the crew a ride 
  to Shams for a Cost 8 payment. He’s 
  even willing to agree to stay and wait 
  for the team to finish their repairs.
   
  ■ In actuality, Friendly plans to drop 
  the team off, stealing as many of their 
  possessions as possible in the process, 
  then fly off as fast as his ship will go.
  Contacts and 
  Favors
  This might be a good time for teams 
  with established friends or contacts to 
  call in some favors. It’s up to the GM to 
  determine how far these favors will go, 
  but their effects could range from putting 
  the players in contact with a reliable 
  crew passing through, to working out 
  transportation at a discount (Cost 7 or 
  8 rather than Cost 10), to expense-free 
  one-way transport to Shams.
  Investigation
  Cautious players may take the time 
  to do some background investigation 
  before they go shipping off to Shams 
  Energy Facility. Below are some subjects 
  which they might investigate, as well as 
  the information that they are likely to 
  turn up. Other lines of investigation are 
  possible, and the GM should be prepared 
  to respond to these inquiries.
  Shams  
  Energy Facility
  Shams Energy Facility is a vast solar 
  array orbiting the sun. Constructed some 
  forty years ago, it was then damaged in 
  a massive solar flare a couple decades 
  back and since then has been largely left 
  derelict, as its legal status is in limbo.
   
  ■ Anyone can turn up the above informa-
  tion on the net easily enough, however, 
  success on an Int/computers-12 or 
  
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  an Int/investigate-10 flip will also 
  reveal that one of the corps claiming 
  ownership of Shams has stationed a 
  family of caretakers there to watch 
  over the facility.
   
  ■ More on Shams Energy Facility can 
  be found on page 74 of the Shadows 
  Over Sol core rulebook.
  Other Interested  
  Parties
  The players may be curious if there are 
  other interested parties who might have a 
  claim on the ship or who they might run 
  into on Shams.
   
  ■ Success on a Chr/conspiracy-10 or 
  Int/investigate-10 flip will reveal that 
  at least one other party has filed a flight 
  plan to Shams Energy Facility recently. 
  This would be a group of scrappers 
  operating from Domus Station and 
  calling themselves the Dobermen (see 
  pages 22 and 26-27). This group has 
  already left and will almost certainly 
  be in stasis at this point, so the players 
  can’t do more to contact them than 
  leave a message. However, since the 
  team is currently closer to Shams, if 
  they leave soon, they ought to beat 
  the rival scrappers there.
  Transport
  The players may also want to do 
  some investigation into the crews 
  and other possible means of transport 
  available to them in their journey to 
  Shams Energy Facility.
   
  ■ Investigating the appropriate captain 
  and succeeding on an Int/investigate-10 
  flip will turn up any of the following 
  information.
   
  ■ Looking into Captain Kokinos yields 
  five years of records, placing her 
  crew as specializing in shipping and 
  transport to out of the way destina-
  tions and secondary ports. Most of 
  her crew have minor criminal records 
  of the “pretty theft” or “drunk and 
  disorderly conduct” variety.
   
  ■ Researching “Friendly” Brogan turns 
  up a long string of minor violations 
  and several unsubstantiated claims 
  of piracy. It will also reveal that 
  Brogan has only been captain of the 
  Periculum for a little under a year. The 
  ship’s last captain was declared dead 
  after his body was found in an air vent 
  on Hoobkas Station.
  The Infelicitas
  The spaceship that the team comes 
  into ownership of in this scenario is regis-
  tered as the Infelicitas. On its electronic 
  deed it is listed as a yacht. 
   
  ■ Success on an Int/bureaucrat-10 flip 
  will turn up the vehicle’s records.
  According to the paperwork, its 
  construction was started on Domus 
  Station just prior to WWIV. It never 
  saw service as a yacht, however, as its 
  construction was suspended and its hull 
  
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  was repurposed to haul supplies for the 
  Corporate Powers during the war.
  Following its war service, there is 
  about a forty year gap in the ship’s 
  records. This in itself is not entirely 
  unusual—many records were lost in 
  the conflict—but the size of the gap is 
  somewhat suspect. Nevertheless, the 
  ship reappears in the records some thirty 
  years ago, with a crew of Ghostmen 
  claiming salvage rights over the vessel.
  These Ghostmen operated the ship 
  for about a decade before selling it to a 
  rich investor living on Luna. She held 
  onto the ship for about a decade and 
  a half before selling it to its last crew. 
  This crew operated on paper as a small 
  missionary corp, but it appears that they 
  were something more akin to scrappers 
  themselves.
   
  ■ A further success on a Per/vehicles-10 
  flip will allow a character to notice 
  that the ship’s repair and mainte-
  nance records don’t really match 
  those of a typical yacht, meaning 
  that the ship is probably either 
  heavily modified or has deliberately 
  misleading paperwork filed for it.
  The Infelicitas, Modified Yacht
   
  ■ Handling +1, Defense 8/16, DR 0, Shock 11, Structure 6, Cruise 5
   
  ■ Components: Auxiliary Thrusters 1, Attach Point (no shuttle currently 
  attached), Cargo Hold 5, Comms Array, Control Room, Habitat (10 people), 
  Sensor Array, Smuggler’s Hold, Stasis Pods (10 pods), Thorium Reactor 
  (Small, Power), Yacht (Hull)
   
  ■ Properties: Vehicle
   
  ■ Laser Comm: +5 (♠15L/♥10L/♦5L/♣2L), Range 10M (Improvised)
  The Infelicitas uses a yacht hull pattern, but both the interior and the engines 
  have been heavily modified. This means that facilities observing the ship from a 
  great distance—usually by analyzing its drive signature—may mistake the nature 
  of the vessel for being more benign than its history might suggest. 
  Gone are most of the luxurious accommodations that are usually featured in 
  yachts. Instead, these have been replaced with utilitarian furnishings, exposed 
  wiring and a maze of crawlspaces and hidden compartments. This, combined with 
  the fact that the Infelicitas is faster and more maneuverable than most comparable 
  freighters, makes the ship something of a smuggler’s wet dream. The flip side to 
  this is that the Infelicitas is smaller and less well armored than many comparable 
  vehicles. Previous owners took the view that getting hit is not a cost effective 
  endeavor, no matter how well armored, as repairs can cost a great deal of money.
  Note: The stats here use the vehicles system presented in Shiny New Toys. GMs that 
  don’t have access to this supplement can handle the ship with simple descriptions 
  in the narrative and occasional skilled flips, if the players do anything complicated.
  
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  In this part of the scenario the 
  scrappers make it to Shams Energy 
  Facility, meet the station’s caretakers, 
  check out the state of their new ship, 
  explore the new environment and begin 
  their repairs. This constitutes the bulk of 
  the adventure leading up to the climax in 
  the next section. Over the course of their 
  time at Shams, the team will find unex-
  plained remains on the station, find clues 
  on their ship and confront some unwel-
  comed new arrivals on the facility.
  This part of the adventure is intended 
  to be ran as a sandbox, with an introduc-
  tory event when the scrappers first arrive 
  and two further events intended to crank 
  up the mystery and tension—the appear-
  ance of the rival scrapper team and solar 
  flare. The GM should keep in mind the 
  pacing of the session and run these events 
  when the action begins to stall. The solar 
  flare event begins about the end of this 
  section and prompts the events of the next 
  section, leading to the scenario’s climax.
  Arriving  
  at Shams
  Eventually the team will find transport 
  and head to Shams Energy Facility, 
  where their new spaceship awaits. With 
  the current alignment of Venus and the 
  station, the trip should take about a 
  month—give or take a bit, depending on 
  the speed of the vessel they’ve hired. This 
  is right on the cusp of transit times where 
  stasis is standard, and transit times where 
  the risks of stasis outweigh the benefits. 
  Depending on what the PCs have nego-
  tiated, either is possible, but most crews 
  will want to put passengers into stasis if 
  the choice comes up and they have the 
  spare pods. After all, this means that there 
  will be fewer people to get under foot.
  Shams Energy Facility doesn’t have a 
  hard dock big enough for more than one 
  full-sized ship to be attached at a time, 
  and currently this spot is being taken up 
  by the Infelicitas. This means that for the 
  team to reach the station, they will need 
  to board a shuttle and dock with that. As 
  it is unlikely their ride here will wait for 
  them, this is goodbye. The shuttle will 
  take them over, drop them off and then 
  the scrappers are on their own.
  Meet the  
  Caretakers
  Once the team is dumped unceremo-
  niously at the station’s docks, they may be 
  surprised to discover that a greeting party 
  is already assembled and awaiting them. 
  Shams Energy 
  Facility
  Shams Energy Facility
  For more on Shams Energy Facility, 
  see page 74 of the Shadows Over Sol 
  core rulebook.
  
  16
  These would be the station’s caretakers. 
  They detected the team’s approach yesterday 
  (visually, none of the station’s sensors work) 
  and since then have been preparing.
  They are a clan calling themselves the 
  Sham family (they took the name of the 
  station when they moved here, no relation 
  to the corp magnate the station is named 
  after). They are a ragged and motley 
  group, unused to interacting with anyone 
  outside of the family. They should imme-
  diately come across as creepy and a little 
  bit off. They consist of Jethro and Molly, 
  the heads of the household, as well as their 
  four children—Bobby, Lucy, Nancy and 
  Stu—who range in age from 15 to 10.
  In truth, the caretakers are acting 
  only somewhat in an official capacity. 
  Ownership of the station is disputed 
  between several corps. Two years ago, one 
  of these corps decided to send caretakers 
  to the station to press their claim, and the 
  family was one of the few crazy enough 
  to want to live on a broken station with 
  few working electronics, no net and no 
  communication with the outside world. 
  The corp dropped the group off with 
  a little bit of pay, three years’ worth of 
  canned goods and a wealth of promises. 
  There has been no communication since.
  Already a little bit crazy before being 
  dropped off here, two years of isolation, 
  barely functioning life support and a 
  diet of canned goods has only caused the 
  Shams to become even more demented. 
  A little over a year ago, the station had 
  its first visitors since the Shams took resi-
  dence—a pair of scrappers looking to pry 
  salvage from the solar arrays. These two 
  the Shams welcomed in, made comfort-
  able and then killed. Their meat made 
  a fine supplement to a diet otherwise 
  consisting solely of canned vat products. 
  Seven months ago the second group 
  of visitors landed: the last crew of the 
  Infelicitas. They too were welcomed in 
  and met the same fate. Their bones were 
  dumped in a remote corner of the facility.
  Now the Shams are looking to 
  welcome in the PCs, make them at 
  home and then begin to carefully work 
  their cannibalistic designs.
  Recovering from Stasis Sickness
  If the scrappers were put under during the voyage, they will be suffering the 
  effects of stasis sickness when they first arrive near Shams (see page 147 of the 
  Shadows Over Sol core rulebook). Most inhabited stations have a recovery 
  station near the docks, where disembarking passengers can relax and wait out the 
  worst of the effects for a few hours once they arrive. Shams, however, lacks these 
  facilities, as it’s long been abandoned and even when it was in operation, it was 
  primarily an industrial facility.
  The Bunker Subculture
  Bunkers are a minor subculture 
  described on pages 50-51 of Beyond 
  Human. And the Sham family is a fringe 
  group of this subculture to boot. If the 
  GM doesn’t have access to this supple-
  ment, treat the Shams as Servs, except 
  with less emphasis on religion and more 
  emphasis on tradition and home.
  
  17
  Jethro Sham
  Geneline Budget Upgrade, Subculture Bunker
  Str 8, Dex 5, Spd 5, End 6, Int 6, Per 5, Chr 3, Det 7
  Defense 7/15, DR 0, Shock 13, Wound 7, Wealth 3, Lifestyle 2
  Skills: Athletics 3, Awareness 2, Comp-Ops 1, Empathy 2, Guns 3, Melee 3, 
  Persuade 3, Socialize 2, Stealth 2, Thievery 2
  Baton: +5 (♠30L/♥20L/♦10L/♣5L)
  Gear: Baton, Medkit, Rope
  Jethro is a huge, burly mountain of a man. His arms are great slabs of muscle, 
  and he obviously never skips his daily zero-G exercises. He does most of the 
  talking for the family.
  Molly Sham
  Geneline Budget Upgrade, Subculture Bunker
  Str 6, Dex 6, Spd 7, End 7, Int 4, Per 6, Chr 4, Det 3
  Defense 9/19, DR 0, Shock 15, Wound 6, Wealth 1, Lifestyle 2
  Skills: Athletics 3, Awareness 3, Comp-Ops 2, Conspiracy 2, Guns 3, Mechanic 
  3, Medic 1, Melee 3, Persuade 2, Stealth 3
  Gun Arm: +5 (♠12M/♥8M/♦4M/♣2M), Conceal 4, Range 10, Reload 2, Shots 3
  Knife: +5 (♠18M/♥12M/♦7M/♣3M), Thrown
  Gear: Chameleon Suit (Bulky 1, Worn), Gun Arm Implant, Injector Unit, Knife 
  (Thrown), Stimulox
  Molly is always smiling, but her smile looks something like a snake smiling. She has 
  a network of scars and tattoos across half her body, marking past defensive implants.
  The Children: Bobby, Lucy, Nancy & Stu
  Geneline Wild Type, Subculture Bunker
  Str 3, Dex 6, Spd 5, End 5, Int 4, Per 4, Chr 4, Det 7
  Defense 7/15, DR 0, Shock 12, Wound 4, Wealth 0, Lifestyle 2
  Skills: Athletics 3, Awareness 2, Comp-Ops 2, Guns 2, Mechanic 3, Melee 3, 
  Stealth 2
  Knife: +6 (♠9M/♥6M/♦3M/♣1M), Thrown
  Gear: Knife, Rope
  The four Sham children are the most bloodthirsty and craziest of the bunch. They 
  are dirty, dressed half in rags, travel as a pack and speak only to each other.
  
  18
  The Infelicitas
  The Infelicitas is docked in the facil-
  ity’s one full-sized hard dock. This can 
  be accessed by crossing to the far end 
  of the station from which the team 
  entered, then crawling down an access 
  shaft and cycling the airlock. It might 
  be interesting to insist that the players 
  first make a couple flips for exploring 
  the station before they find their way 
  here (see page 20). 
   
  ■ The Infelicitas’ vehicle stats can be 
  found on page 13.
  Finding the 
  Hard Dock
  This is a remote and dark part of the 
  structure. None of the lighting works 
  here, meaning that the team will need 
  to bring their own light source. If they 
  don’t have a light source, they will need to 
  either use their hand terminal screens as 
  faint illumination or convince one of the 
  Shams to go with them (the Shams own 
  a couple lights, but won’t lend them out).
  Entering the Airlock
  The airlock between the facility and 
  the Infelicitas both no longer functions 
  under its own power and has been booby 
  trapped by the Shams.
   
  ■ Activating the airlock requires a power 
  source and a successful Int/mechanic-10 
  flip.
   
  ■ Powering the airlock and attempting 
  to open it will set off the trap. It’s 
  been wired to immediately snap shut 
  when first entered, dealing a moderate 
  wound and trapping the person in the 
  doorway until it can be pried open, a 
  Str-10 flip.
  Exploring the Ship
  The inside of the ship is a complete 
  wreck. Not only were the last crew rather 
  messy, but after they died, the Sham 
  children forced their way into the ship, 
  riffled through everything and pocked 
  anything that caught their fancy. This 
  means that by the time they enter, the 
  team will find every drawer and cabinet 
  in the ship ripped open and their contents 
  spilled out, forming a chaotic storm of 
  debris that bounces slowly around the 
  ship due to the microgravity. All of this 
  junk will have to be collected, put in 
  containers or strapped back into place. 
  It also hinders exploration, because visi-
  bility is obstructed by the sheer volume 
  of floating debris.
   
  ■ A successful Per/naturalist-12 flip identi-
  fies krill dung among the floating debris.
  Smuggler’s Hold
  Locked in the ship’s smuggler’s hold 
  is living cargo which was being smuggled 
  by the last crew before their deaths. 
  This consists of a pack of Krill. If the 
  scrappers find and open the smugglers 
  hold these starving krill escape and 
  attack in a feeding frenzy.
   
  ■ There are a number of Krill equal to 
  the PCs. Use the stats on page 218 of 
  the Shadows Over Sol core rulebook.
  
  19
  Repairing the Ship
  The team is on Shams Energy Facility 
  because they want to repair the Infelicitas 
  and fly it off into the proverbial sunset. 
  From the perspective of the team’s goals, 
  this is the most important action in the 
  adventure. From the perspective of the 
  scenario’s narrative, however, this action 
  is also important, but in a different way. 
  That is, it’s crucial that the team can 
  eventually repair the Infelicitas, but this 
  can’t be allowed to happen too soon in 
  the adventure, otherwise the team can 
  simply fly away and every other event in 
  the scenario has become moot.
   
  ■ Repairing the Infelicitas is a special 
  extended action consisting of five 
  intervals. 
  Each 
  interval 
  in 
  the 
  extended action represents two days 
  of work and uses a different stat and 
  skill combo. For the repairs to be 
  successful, the team needs to achieve 
  at least a basic success each interval, 
  otherwise two days have been wasted 
  and the failed flip doesn’t count. The 
  same action will have to be attempted 
  again next interval. Between intervals 
  different events should happen in the 
  scenario, forcing the players to deal 
  with other issues before returning to 
  repairing the ship again.
  The 
  different 
  intervals 
  in 
  the 
  extended action for repairing the 
  ship are described below. If the team 
  attempts to use the ship before each of 
  these intervals has been succeeded on, 
  the ship will simply fail to work.
   
  ■ Survey: Per/mechanic-10. The first 
  step is to survey the damage and 
  get an idea what the team is dealing 
  with. This means prying open the 
  walls and checking every system on 
  the ship. If the team doesn’t discover 
  the smuggler’s hold on their own, 
  the Krill get loose and cause havoc 
  now (see page 18).
   
  ■ Technical Audit: Per/engineer-10. 
  Once it’s safe to turn things on, each 
  system needs to be turned on in order 
  and its safety and performance metrics 
  measured. If they haven’t been discov-
  ered already, after this interval one of 
  the team should discover the bones on 
  the station (see page 21).
   
  ■ Mainline Repairs: Dex/mechanic-10. 
  At this point any system that failed the 
  technical audit needs repaired. This 
  starts with the mainline systems, such 
  as power, the engines and life support. 
  At the end of this interval, the other 
  scrapper team should arrive on the 
  station (see page 22).
   
  ■ System Repairs: Int/mechanic-10. 
  Following this, secondary but still 
  critical systems need fixed, such 
  as maneuvering thrusters, cockpit 
  controls and comms. At the end of this 
  interval the solar flare should begin to 
  arrive (see page 23). This means that 
  the final interval must be competed 
  after the solar flare has passed.
   
  ■ System Check: Int/vehicles-10. By 
  this point every system has been tested 
  individually, but now it all needs to be 
  tested together and a few adjustments 
  made. After this interval is passed, the 
  team is free to use their new ship!
  
  20
  Exploring 
  the Station
  Once the team arrives at Shams 
  Energy Facility, they will likely want to 
  explore their new environment. Even 
  if they’re not the sort who are beset by 
  curiosity, they’ll still need to do enough 
  exploring to at least find their way to the 
  dock where their new ship is attached. 
  Exploring the facility is also something 
  that can happen in their downtime, as 
  they pass the days doing repairs—heck, 
  the scrappers may even need to explore 
  the station looking for parts that can be 
  salvaged and reused in the ship repairs!
  Shams Energy Facility consists mostly 
  of vast solar arrays. The interior station 
  part of the facility isn’t all that big—it 
  never needed to be, it was designed to 
  house some workers, the station’s indus-
  trial facilities and not a lot else. The 
  non-solar array parts of the facility are 
  only 50m across.
  Living Quarters
  Perhaps the most obvious place to 
  start exploring is with the inhabited part 
  of the facility. Jethro and Molly Sham 
  have set up camp in what was once the 
  facility superintendent’s hab. Their four 
  children have each claimed nearby habs 
  designed for the facility’s workers. This 
  is an enormous amount of room for 
  a spacer, but there’s no one else on the 
  station to compete with. 
  The caretakers are extremely protec-
  tive of their home and privacy, but 
  won’t mind at all if the scrappers go 
  poking around the unclaimed habs. 
  At its height the facility housed about 
  twenty workers, so over a dozen of the 
  habs have been left open.
   
  ■ Success on a Per/investigate-12 flip 
  allows a character to notice that one 
  of the unclaimed habs has posters 
  on one of the walls featuring a meta-
  celebrity that didn’t exist until a few 
  years ago—well after the station 
  was abandoned. It was left there 
  by one of the first visitors the care-
  takers had. These visitors stayed in 
  the unused habs until the Shams 
  killed and ate them. Most of their 
  belongings have since been divvied 
  up among the family.
  Storage Space
  Near the habs are a few storage rooms 
  that were also intended to double as 
  shared living area. During the station’s 
  height, these rooms stored food, water, 
  toiletries, spare linens, a handful of 
  musical instruments, exercise equipment 
  and even a communal terminal for 
  playing simspace games.
  Today the storage rooms mostly 
  contain a mountain of canned goods—a 
  three year supply, of which two years’ 
  worth has already been eaten. A constel-
  lation of discarded cans and other 
  packaging drifts around the rooms 
  aimlessly or accumulates in the corners. 
  The children like to play here, and they’ve 
  left saliva, dirt and bits of other unidenti-
  fiable substances plastered to parts of the 
  walls. The air here constantly stinks.
   
  ■ Success on a Per/medic-14 flip is 
  enough to identify one suspicious 
  stain on the wall here as dried blood.
  
  21
  Maintenance 
  Tunnels
  A series of maintenance tunnels 
  run throughout the station, allowing 
  access to the engineering controls, the 
  solar array connectors, the habs, docks 
  and storage rooms. These tunnels aren’t 
  large, but they’re enough for the average 
  person to crawl through, aided by the 
  microgravity environment. They’re also 
  a good place to hide things.
  Hidden in a side shaft of one of the 
  tunnels are the bones and other decayed 
  remains of the two previous groups of 
  visitors whom the caretakers killed and ate. 
  One unfortunate victim’s remains still sport 
  a bloody jumpsuit with the ship’s name, 
  “The Infelicitas,” stitched on the sleeve.
   
  ■ Characters explicitly searching the main-
  tenance tunnels can find these remains 
  with a successful Per/investigate-10 flip.
  Radiation Shelter
  Being this close to the sun, Shams 
  Energy Facility has a top-of-the-line 
  radiation shelter at the center of the station. 
  This shelter isn’t large—about the size of a 
  walk-in closet—but it’s in here that twenty-
  one years ago, the facility’s workers survived 
  the solar flare that ruined the station.
  No one goes to the radiation shelter 
  these days, except the Sham children 
  who sometimes play here. One of them 
  has a knife hidden in an electrical panel 
  in the wall. The caretakers and the other 
  scrappers will make their way here once 
  the solar flare alarms start going off. The 
  team might be advised to do so as well.
   
  ■ The knife can be discovered with a 
  successful Per/investigate-10 flip.
  Solar Array
  The vast majority of Shams Energy 
  Facility consists of a huge solar array, 
  stretching out from the central station, 
  forming a vast plane that always faces the 
  sun. Back when the facility was opera-
  tional, this was the heart of the operation, 
  harvesting the sun’s abundant natural energy 
  to charge industrial batteries, produce 
  minute amounts of antimatter and power 
  the station’s many systems. Unlike most 
  stations, Shams was always close enough to 
  the sun that it didn’t need a separate power 
  source in the form of a thorium reactor.
  Today the solar array still exists, but 
  the circuitry that feeds energy to the 
  rest of the station is completely fried. 
  Fixing it is a matter of replacing almost 
  everything, a prospect so expensive that 
  simply building a new facility would 
  be cheaper—that’s why the Shams was 
  abandoned, after all! There is also no easy 
  way to access the solar array from within 
  the station. Investigating it requires putting 
  on an environment suit making one’s way 
  along the outside hull of the facility.
  
  22
  New Arrivals
  Several days after the team arrives at 
  Shams Energy Facility and begins repairs 
  on the Infelicitas, the situation will be 
  complicated by the arrival of another 
  scrapper team on the station. This team 
  calls itself the Dobermen. They have come 
  to Shams in order to strip the station of 
  any salvageable resources they can easily 
  get their hands on, and if possible, to lay 
  claim to the Infelicitas for themselves. 
  They won’t voice this latter aim, however, 
  until they are ready to strike.
  Word from  
  the Caretakers
  Unless someone on the team is 
  keeping visual watch outside the 
  station, the first the team is likely to 
  hear about the new visitors is from 
  the Sham children. The children will 
  come by while the team is performing 
  their repairs, stand there and just stare 
  creepily until someone addresses them. 
  Once approached, Bobby will say 
  that “the station is expecting new visitors, 
  they will be arriving at the dock soon.” If 
  asked how he knows, he’ll say that “Lucy 
  spotted their ship approaching.” This 
  gives the scrapers roughly one hour to 
  prepare before the Dobermen first step 
  onboard the facility.
  Arrival
  The Dobermen have their own ship, 
  the Junk, which they’ve left in orbit near 
  the station. They’ve sent three of their 
  own to Shams in a shuttle, while the 
  rest will stay behind on their ship and 
  maintain radio communication—at least 
  until the solar flare isolates everyone.
   
  ■ Stats for the Dobermen can be found 
  on page 27.
  Priorities
  Once they’ve arrived on the station, 
  the Dobermen have several priorities. The 
  first is to scope out the interior of Shams 
  Energy Facility, the Infelicitas and size up 
  the threat level of all the people there. 
  Once on the station, the rival 
  scrappers will set up camp in one of 
  the open habs in the facility. From 
  there, they will always leave one of 
  their number in the hab to guard their 
  possessions. The rest will go around 
  the station, exploring the open spaces, 
  talking to the caretakers and attempting 
  to make conversation with the team.
  The Sham family the Dobermen will 
  quickly write off as a crazy, but only a 
  minorly dangerous group. The PCs, on 
  the other hand, have the Dobermen’s 
  full attention. They will attempt to make 
  conversation, ask pointed questions 
  about the team’s past experiences and 
  attempt to get invited into the Infelicitas 
  so that they can scope out the ship.
   
  ■ Success on a Chr/empathy-10 flip let’s 
  a character realize that the Dobermen 
  are trying to size up the group’s capa-
  bilities and level of threat.
  
  23
  Solar Flare!
  Things are about to get a lot more 
  desperate. Little does anyone know, 
  but a large solar flare is about to strike 
  Shams Energy Facility, bathing the 
  facility in radiation, shutting down 
  electronics and effectively isolating 
  the station from the rest of the outside 
  world for the rest of the adventure. 
  This event brings this section of the 
  scenario to a close, and prompts the events 
  of the climax to happen in the next section. 
  Run this event when you’re ready to move on 
  and you want to bring everything to a head.
  Warning Signal
  Not every system on the station is dead. 
  One of the best shielded systems is in fact 
  the solar flare warning alarm. This system 
  operates autonomously, setting off a siren 
  when an incoming flare is detected. This 
  doesn’t grant a lot of reaction time—just 
  a few minutes—but in theory it is enough 
  to shut down critical systems so they aren’t 
  damaged and then run to a shelter to avoid 
  the worst of the radiation.
  As the team is going about their business 
  this alarm will suddenly sound. Confused 
  scrappers could ask one of the caretakers, 
  who will point the team at the facility’s 
  radiation shelter. Others might also figure it 
  out by checking the station’s alarm console.
  Shut Down 
  Everything!
  Powered systems may be damaged 
  when the solar flare hits, thus it’s a good 
  idea for the team to first shut down 
  whatever they are working on. Any 
  electronic devices the team possesses 
  will also cease to function once the 
  solar flare arrives, unless those devices 
  are explicitly hardened against EMP 
  (this is rare and nonstandard).
   
  ■ Shutting everything down in time requires 
  a successful Spd/mechanic-10 flip.
  Lockdown
  Finally, unless the heroes quickly find 
  an appropriate shelter, they are going 
  to begin having to make flips against 
  radiation exposure (see the Shadows 
  Over Sol core rulebook, page 155). 
  An environment suit is not sufficient 
  shielding for a full-fledged solar flare; it 
  only reduces the frequency of rolls, from 
  every hour to every three hours.
  One possible place to take shelter is 
  inside the Infelicitas’ reactor mainte-
  nance hatch. This provides some degree 
  of protection, but is still not ideal. Not 
  only is it very cramped, but the team 
  will be positioned between the radiation 
  of their reactor and the radiation of the 
  flare. As long as the team stays here, they 
  only make flips versus radiation every day 
  instead of every hour.
  The best shielding available will be in 
  the station’s radiation shelter, which was 
  built explicitly for the purpose. The care-
  takers and the other scrapper team will 
  also be taking shelter here.
  
  24
  
  25
  This section represents the climax of 
  the scenario. While Shams Energy Facility 
  is behind the solar flare, isolated from the 
  rest of the system, the Dobermen take this 
  opportunity to strike, attempting to seize 
  the Infelicitas from the team. Whether 
  they succeed or fail, the PCs will likely 
  be bloodied and left in a weakened state. 
  This should provide just the opening that 
  the caretakers have been waiting for—
  meat’s back on the menu, they hope! 
  Finally, when everything is said and done, 
  the scrappers should be left with their 
  own ship, a ghost town of a station and 
  their future ahead of them.
  The Worst of It
  The worst of the solar flare’s radiation 
  will pass within a few hours, but the elec-
  tromagnetic effects disrupting electronics 
  and communication will linger for the 
  next day or so. This means that the team 
  will likely want to emerge from shelter 
  once the threat to their health is past, but 
  they will still be completely cut off from 
  the outside world for some time.
  Station Problems
  The solar flare also hasn’t passed the 
  station by without dealing a great deal 
  of damage to the remaining systems. 
  Everywhere the scrappers go they will 
  encounter wires giving off sparks, accu-
  mulating smoke or malfunctioning envi-
  ronmental controls. This suddenly makes 
  Shams a great deal more dangerous. Here 
  are a couple environmental challenges the 
  GM might throw at the team:
   
  ■ End/mechanic-10 to resist the effects 
  of the smoke as the character repairs 
  the offending power station. For 
  smoke see page 156 of the Shadows 
  Over Sol core rulebook.
   
  ■ Spd/athletics-10 to make it past 
  dangerous live wires in a narrow 
  corridor. Failure results in a moderate 
  wound from the electricity.
  More Krill
  Finally, inside the ship, one more 
  threat lurks. When the smuggler’s hold 
  was opened earlier, most of the contained 
  krill swarmed out in a desperate attack. 
  A few lone individuals, however, sluggish 
  with lack of food, remained behind. 
  They’ve remained hidden in the far 
  crevices of the ship, biding their time.
   
  ■ Use the stats on page 218 of the 
  Shadows Over Sol core rulebook. 
  There are 4 krill. 
  Behind the Flare
  
  26
  A Sudden 
  Attack
  As soon as the solar flare begins to 
  lift and people start to emerge from their 
  radiation shelters, the Dobermen know 
  that there will be a small window of time 
  where all electronics and radio comms 
  will still be disrupted. To them this repre-
  sents the perfect time to strike, as divided 
  enemies won’t be able to radio for help, 
  sensors won’t see them coming and ship 
  defenses will be inoperative.
  Their plan isn’t particularly complex: 
  move together as an organized group, force 
  the airlock open and storm the ship. Unfor-
  tunately for them, they haven’t been able to 
  radio to their own ship for help—the lack 
  of comms cuts both ways. Still, they figure 
  that surprise and unrelenting force will be 
  enough to seize possession of the Infelicitas. 
  Tactics
  The Dobermen plan to stealthily 
  approach the Infelicitas’ airlock, force it 
  open with one swift motion and then Lena 
  will toss the stun grenade she carries into 
  the ship. After that, the three of them will 
  take cover, shoot anything that moves inside 
  and then carefully make their way inward, 
  cautiously moving forward and using cover 
  to their advantage. If they’ve been inside the 
  ship before, they’ll know where the cockpit 
  is located, and will make their way there. 
  If they haven’t had the chance to visit the 
  ship before this, they’ll have to do some 
  exploring. If two or more of the Dobermen 
  take moderate or greater wounds, the three 
  of them will beat a hasty retreat—discre-
  tion, after all, is the better part of valor.
  The Dobermen
  The Dobermen are a scrapper team 
  consisting of six core members, plus a 
  sometimes rotating “intern” position 
  that is currently vacant. They are 
  based out of Domus Station, but find 
  their way to wreckage sites all over the 
  Inner Solar System. They’re entirely a 
  Ghostmen subculture-associated outfit, 
  and indeed may find themselves more 
  kindly disposed towards player character 
  Ghostmen. The ship they use in their 
  operations, the Junk, isn’t owned by 
  them, but rather by a wealthy Ghostman 
  patron who takes a share of their profits 
  in return for use of this vessel.
  During this scenario, the Dobermen 
  send three of their number as an “away 
  team” to Shams Energy Facility. These 
  members—Lena, Umoja and Atthert—
  are given stats below. The three remaining 
  members—Asil, Hamed and Bethney—
  remain onboard the Junk and coordinate 
  using their ship’s comms.
   
  ■ If you need stats for the three ship-
  bound members of the Dobermen, use 
  the generic Scrapper stats on page 212 
  of the Shadows Over Sol core rulebook.
  
  27
  Lena Robak
  Geneline Spacer’s Standard, Subculture Ghostman
  Str 6, Dex 6, Spd 6, End 5, Int 5, Per 6, Chr 5, Det 6
  Defense 9/18, DR 0, Shock 11, Wound 5, Wealth 5, Lifestyle 5
  Skills: Athletics 2, Awareness 3, Comp-Ops 2, Conspiracy 3, Deception 2, Empathy 2, 
  Guns 3, Investigate 2, Mechanic 2, Medic 2, Melee 3, Stealth 2, Thievery 2
  Heavy Pistol: +6 (♠15M/♥10M/♦5M/♣2M), Autofire 2, Range 10, Shots 10
  Stun Grenade: +6 (♠24/♥16/♦8/♣4), Area 5, Stun, Thrown
  Gear: Hand Terminal, Ladar Scanner, Medikit
  Lena is the de facto leader of the three Dobermen on Shams Energy Facility. She’s 
  been with the team the longest and is the most skilled at “tactical thinking.” She, 
  however, isn’t much of a conversationalist and likes to let her two companions 
  take point where socializing is concerned.
  Umoja Kuende
  Geneline Spacer’s Standard, Subculture Ghostman
  Str 6, Dex 5, Spd 5, End 6, Int 4, Per 5, Chr 5, Det 4
  Defense 7/15, DR 0, Shock 10, Wound 6, Wealth 5, Lifestyle 5
  Skills: Athletics 3, Awareness 2, Comp-Ops 1, Empathy 2, Guns 3, Mechanic 2, 
  Melee 3, Persuade 3, Socialize 2, Stealth 2, Thievery 2
  Heavy Pistol: +5 (♠15M/♥10M/♦5M/♣2M), Autofire 2, Range 10, Shots 10
  Gear: Hand Terminal, Disposable Cuffs
  Umoja prefers to operate by radio from the ship, and is rather resentful at being sent on 
  this away mission. He is only here because he screwed up on the last mission and fell 
  asleep at the comms. He just wants to get through this and earn back his old position.
  Atthert Perkins
  Geneline Groundside Standard, Subculture Ghostman
  Str 6, Dex 6, Spd 6, End 6, Int 4, Per 5, Chr 4, Det 4
  Defense 8/17, DR 0, Shock 10, Wound 6, Wealth 5, Lifestyle 5
  Skills: Athletics 2, Awareness 3, Bureaucrat 2, Guns 3, Investigate 2, Mechanic 2, 
  Melee 3, Socialize 2
  Heavy Pistol: +6 (♠15M/♥10M/♦5M/♣2M), Autofire 2, Range 10, Shots 10
  Gear: Hand Terminal
  Atthert was born on Earth, but long ago fled that overcrowded gravity well for 
  the cold comfort of space. He is a recent addition to the Dobermen, and is still 
  looking to prove himself. Out of all the Dobermen present, he the most likely to 
  act rashly and compromise their mission.
  
  28
  Snack Time
  In a tin can the size of Shams Energy 
  Facility, the gunshots and sounds of the 
  team’s fight with the Dobermen are loud 
  enough to reach the far corners of the 
  station. And with the survivors of the fight 
  potentially wounded and vulnerable, the 
  impatient Sham children see this as their 
  opportunity to claim a bite to eat.
  The Sham Children
  All four of the Sham children will 
  show up at the scene of the fight just a 
  few minutes after its conclusion. This 
  will certainly be before the team has the 
  opportunity to finish applying first aid 
  to their wounds. 
  The first offer the children make is to 
  take the wounded back to their family to 
  tend to their wounds. If the player char-
  acters turn down the offer, the children 
  will then ask to take the wounded and 
  incapacitated survivors of the Dobermen 
  “back for tending.”
   
  ■ A Per/empathy-10 flip will allow the 
  characters to notice the sinister and 
  hungry gleam in the children’s eyes 
  when they ask.
  In this second offer, the children are 
  less asking than telling. Unless the players 
  physically stop them, with a murderous 
  gleam in their eyes, they will grab the 
  feet of the nearest incapacitated survivor 
  (preferably one of the Dobermen, but an 
  incapacitated PC will do as well) and drag 
  the body away, giggling manically as the 
  helpless Doberman screams for mercy. 
  If left to the children’s own devices, this 
  NPC will never be seen alive again.
  Following  
  the Children
  The children will return and drag 
  away the incapacitated Dobermen one-
  by-one until they are stopped or until 
  they run out of Dobermen and move on 
  to wounded player characters.
   
  ■ A Dex/stealth-10 flip will allow 
  a character to follow the children 
  without being noticed. They will 
  drag their latest victim off to one of 
  the station’s storage spaces. There, all 
  four of the children will suddenly 
  lunge at their victim with their 
  knives, making short work of them. 
  They’ll then each tear off a little piece 
  as a snack, and head back to drag 
  away the next wounded combatant.
  Picking a Fight
  Most players aren’t going to let 
  themselves get dragged away and 
  murdered one-by-one. Some players 
  will even balk at letting this happen to 
  their enemies. At some point the team 
  is going to attempt to stop the children, 
  and when this happens all four of them 
  will strike out with a degree of feral 
  sociopathic fury that could surprise 
  even the hardest scrappers.
  It is recommended that the GM keep 
  in mind the state of the characters as they 
  begin this fight. Chances are that they 
  will already be injured by the fight with 
  the Dobermen, and that is part of what 
  makes the Sham children a legitimate 
  threat. At the same time, the GM should 
  cut the most injured characters a break, 
  instead having the children swarm the 
  last injured combatants first. 
  
  29
  The children are unlikely to fight to 
  the death. Instead, they will flee individ-
  ually the first time they take more than 
  light wounds. After all, they’re attacking 
  now in hopes of an easy kill. They’re not 
  looking for a stand-up fight. Once they 
  run, they’ll make their way back to Ma 
  and Pa, screaming bloody murder about 
  how the characters attacked them.
  The GM should avoid having the 
  children gang up with their two parents, 
  unless the team came through the 
  Dobermen fight with little-to-no injury. 
  Facing off against six combatants at the 
  same time may be more than even a fully-
  healed survival horror team can handle.
   
  ■ The children’s stats can be found on 
  page 17.
  Ma and Pa
  The Shams may be creepy, demented 
  cannibals, but they still have a strong 
  sense of familial allegiance. So much as 
  laying a finger on the children will mean 
  that the team will have hell to pay when 
  Ma and Pa—Jethro and Molly—find out.
  The two aren’t master planners. 
  They’ll simply pick up their weapons and 
  head right for the team, looking to cause 
  as much damage as possible. These two 
  will fight to the death—they’re protecting 
  their children, after all—and are vindic-
  tive enough to take the time to finish 
  off incapacitated team members before 
  moving on to the still-fighting ones.
   
  ■ The stats for Jethro and Molly can be 
  found on page 17.
  
  30
  To the Future
  With the threat from the facility’s 
  caretakers and the Dobermen dealt 
  with, all that remains is for the team 
  to repair their ship and fly off into 
  the void. It’s likely all comparatively 
  easygoing from here. The players may 
  still need to make a flip or two in the 
  extended action to repair their ship, but 
  unless the GM wants to introduce more 
  complications into the process, this can 
  be achieved easily enough.
  The question then is what the future 
  holds for the team.
  Future Hooks
  This scenario has deliberately left a 
  number of questions unanswered and 
  plot threads dangling, with the intent 
  that the GM can use these as plot hooks 
  for future scenarios. Below we provide 
  some ideas surrounding these plot hooks 
  and what the GM might do with them.
  The Dobermen
  The three scrappers that the team 
  faced off against, and probably killed, 
  in this scenario represent just one half 
  of their group. The other half remain in 
  their own ship, the Junk, which at the 
  moment is in orbit not too far from 
  Shams Energy Facility.
  Once the solar flare stops disrupting 
  comms and they learn of their away team’s 
  fate, the three surviving Dobermen—
  Asil, Hamed and Bethney—may want 
  revenge for their comrades. This could 
  take the form of an extended chase and 
  space combat as the PCs leave Shams 
  in the Infelicitas, but more likely the 
  Dobermen have their own repairs to 
  make after the solar flare, and they will 
  have to track the team down later.
  The Previous Crew
  This scenario made the deliberate 
  choice not to establish too many facts 
  about the previous crew of the Infelic-
  itas. This leaves it open for the GM to 
  fit the facts to how the group acquired 
  ownership in the first place, and also 
  leaves it open for future plot hooks. It 
  has been established the previous crew 
  met their end when they were killed and 
  eaten by the facility caretakers, and that 
  they were smuggling krill. But why?
  The truth is that the previous crew—
  and the Infelicitas by extension—may 
  have something of a reputation. When 
  the team next docks at one of the L6 
  stations, or Mars or elsewhere, they 
  may be greeted by local criminals who 
  expect them to be the previous crew. 
  They may assume that the PCs are simply 
  new recruits, and expect them to follow 
  through with the previous crew’s agree-
  ments. Someone out there, certainly, is 
  expecting a clandestine shipment of krill.
  If the GM wants to make matters even 
  more complicated, perhaps one member 
  of the previous crew is still alive. Maybe 
  she didn’t go on their final ill-fated mission 
  due to illness, mutiny or simply time off. 
  Maybe she has something valuable hidden 
  in a ventilation duct on the ship and 
  desperately wants to retrieve it.
  
  31
  Strings Attached
  It’s possible, perhaps even likely, 
  that the previous crew didn’t own the 
  ship outright. Maybe they simply held 
  a majority share, with several interested 
  minority shareholders. If this is the case, 
  the team may soon find themselves 
  contacted by these minority shareholders. 
  They will likely have their own agendas—
  wanting a share of the profits, wanting the 
  team to take on certain jobs that further 
  their aims or wanting the team to avoid 
  certain jobs, etc. These minority share-
  holders might be wealthy individuals, 
  criminal associates of the former crew, 
  subcultural demagogues, corp represen-
  tatives or even just fairly normal people 
  who’ve chanced into ownership of the 
  shares in a similar way to the team. They 
  may communicate regularly through 
  comms, give the PCs wide leeway or even 
  want to post their own representative 
  embedded with the PCs on the ship.
  Another possibility is instead of 
  having interested minority owners, the 
  previous crew simply held a mortgage on 
  the ship. This mortgage is held by some 
  powerful corp, and they’re happy to grant 
  the team full leeway in how they run 
  the ship—so long as they take over the 
  previous crew’s mortgage and continue to 
  make their payments on time. If they fall 
  behind in their payments or refuse to take 
  over the previous crew’s mortgage, then 
  as far as the corp is concerned, the Infe-
  licitas belongs to them. Soon they will 
  send a repo team to collect.
  Not Krill Again!
  There were a lot of krill in the ship’s 
  smuggler’s hold. Not all of those krill 
  swarmed out and attacked the team. 
  Numerous other krill escaped into the 
  guts of the ship, where they’ve been 
  living, eating from the ship’s waste 
  recycling and breeding. In fact, the ship 
  may now have a low-level infestation, 
  which will occasionally come back to 
  annoy the team in the future.
  Hidden Compartments  
  & Subroutines
  Who knows what schemes the 
  previous crew of the Infelicitas were up 
  to? The ship may still possess hidden 
  compartments just waiting to be 
  found by the team. These could store 
  valuables, encoded messages, tracking 
  devices planted by the previous crew’s 
  enemies, personal effects of sentimental 
  value or even corp secrets.
  The ship’s computer, too, could 
  hold its share of secrets, with hidden 
  data caches or covert subroutines. It 
  could be programmed to respond in 
  certain ways when the previous crew’s 
  enemies are encountered, or maybe one 
  of the previous crew even left a secret 
  backdoor into the system...
  
  2
  
SOURCE: textdata/thevault/_GM Books/Bestiaries/Lethal Inheritance.pdf