Fate Accelerated — Session One

The Quantum Ashes Job

The Quantum Ashes Job

Scene 1 — The bar (roleplay / social)

Setup

A grimy station bar on a mining colony orbital. The crew is between jobs, low on funds, and looking for work. Ventriss finds them — or they find him through a job board posting that's trying too hard to sound casual.

Ventriss's pitch

"Call me Fructus — my parents had ambitions for me to bear fruit from my studies. Well, here it is. Forty years of war and I'm the first to recover workable Resonant material. These particles were recovered from a null zone boundary. First physical evidence that Resonants leave anything behind when they die."

He needs them to smuggle "quantum ashes" to his colleague Dr. Sarah Chen on Kepler Station. The journey at 0.9c will take several months ship-time (years in real-time). He's offering well above market rate for a simple courier job.

What he knows (GM only)

What he doesn't know (GM only)

Red flags (holes in his cover story)

Kragg's entrance

Partway through negotiations, Kragg Dulton approaches the table. He's polite, well-informed (he knows Ventriss's name, the crew's ship, probably their outstanding debts), and makes a competing offer. He doesn't threaten — he presents a "reasonable business alternative."

How to play Kragg: He's not here to fight. He's here to buy. If the crew hasn't committed yet, he'll try to outbid Ventriss. If they have committed, he'll express polite disappointment and leave — but his Helix operatives are already at the docks (see Scene 2). If the crew asks why Helix wants the cargo, Kragg genuinely doesn't know: "My employer identified this as a priority acquisition. I don't set the priorities, I execute them. Would you like to hear the offer?"

Possible compels:

Scene ends when

The crew commits to Ventriss's job. If they take Kragg's offer instead, the campaign goes in a very different direction — Ventriss will try to steal the cargo back, and the possession still happens, but now the crew is working for the bad guys when it does. That's a viable path, so don't force it.


Scene 2 — The docks (action / contest)

Setup

The crew heads to the docking bay to load Ventriss's cargo onto their ship. The containment unit is a heavy, humming metal cylinder about the size of a coffin, covered in monitoring equipment and trailing power cables. It's warm to the touch and vibrates faintly.

The dock rats

Before or during loading, the dock rats make their move. They've overheard Ventriss talking too loudly and figure anyone paying that much for a courier job has cargo worth stealing. They're not subtle — they block the corridor, crack their knuckles, and make demands.

This is a straight-up fight and should be fast. The dock rats are mooks (1 stress box each, two groups of three). They fold as soon as anyone fights back with real conviction. The point of this scene is to let the PCs feel competent and establish their combat approaches before things get complicated.

Possible twists:

The Helix complication (optional)

If Kragg didn't get what he wanted in Scene 1, his Helix security team is here. They won't fight openly — corporate liability, bad for the brand, incident reports to file. Instead, they run interference:

This is a contest — the crew is trying to load the cargo and launch; the Helix team is trying to delay, distract, or acquire the containment unit. Run it as a three-exchange contest:

If the Helix team wins the contest, they don't get the cargo — but they get detailed scans and a tracking tag, which means Kragg can follow the crew. If the crew wins cleanly, Kragg has to pursue blind.

Scene ends when

The cargo is loaded, the crew is aboard, and they're ready to launch. Ventriss stays behind — he's too well-known to travel without attracting attention. His last words should include a reminder about the containment's power requirements: "You'll want to patch it into ship power once you're under way. The portable cells are good for... a while. But ship power is better. Steadier."


Scene 3 — Departure and the possession (narrative climax / cliffhanger)

Setup

The crew launches and clears the station. Open space. The crystal drive spools up for the journey to Kepler Station. Ventriss mentioned plugging the containment unit into ship power — now's the time.

The calm before

Give the players a few minutes of quiet. Let them settle into the ship, talk about the job, discuss whether they trust Ventriss, count their advance payment. This is the last moment of normal. Use it to establish the crew's dynamic and the feel of their ship.

If anyone examines the containment unit more closely now that they're aboard:

The possession

When the crystal drive reaches full power, read or paraphrase:

The containment unit screams. Not an alarm — the metal itself resonates, a harmonic that climbs in pitch until it's beyond hearing. Every display on the ship flickers. The monitoring equipment flatlines. Then the containment unit goes dark — power draw drops to zero. It's just a metal box now.

But the ship isn't right. The lights are wrong — they pulse, slowly, like breathing. The navigation display shows your position, then shows a position three light-years away, then shows both at once. The engine diagnostic reports crystal resonance at 340% of maximum. The cargo bay camera shows the containment unit sitting open and empty. Nothing came out. Nothing is on the camera. But the ship's internal atmosphere sensor is reading an occupant count one higher than your crew.

There is no roll for this. The crew can't stop it and trying to fight it is pointless. This is a GM-narrated event. The point is horror, confusion, and the gut-drop realisation that the cargo is gone, the ship is wrong, and they're in deep space with nowhere to go.

The cliffhanger

End the session on one final beat. The ship's main display — the one the crew uses for navigation — clears itself of all the glitching and static, and for one moment displays a single line of text in the standard diagnostic font:

HELP

Then it goes back to normal navigation. Except the occupant count still reads one too high.

End session.


GM Notes

Pacing

Three scenes, escalating from social to action to horror. Scene 1 (the bar) should take the longest — it's where the players learn what the job is, interact with two major NPCs, and make their first big decision. Scene 2 (the docks) is a quick action beat. Scene 3 (departure and possession) is short but intense.

If the session is running long, the Helix contest in Scene 2 can be cut — just run the dock rats fight and move on. The dock rats are enough to establish that other people know about the cargo.

If the session is running short, extend Scene 1: let Kragg and Ventriss have a polite argument in front of the crew, let the crew explore the station, let them ask around about Ventriss's reputation (anyone in the science community has heard of him — "brilliant but unhinged" is the consensus).

Aspects in play

Station aspects (available for anyone to invoke or compel):

Ship aspects (once aboard):

What carries into session two

Dr. Sarah Chen (reference)

Chen doesn't appear in this session but is referenced by Ventriss as the delivery destination. Key details for the GM:

Named NPCs
Dr. Fructus Ventriss
Quest Giver / Recurring Ally
NPC

A twitchy, brilliant xenobiologist who smells faintly of ozone and regret. Forty years of obsession have left him gaunt, wild-eyed, and prone to muttering equations mid-conversation. His lab coat has more patches than original fabric. He knows the cargo is energetically active and staggeringly valuable — he's lying to the crew about it being inert because if they knew the truth, they'd refuse the job, steal it, or triple the price. He has no idea it's conscious.

Aspects
HCDisgraced Xenobiologist With One Last Discovery
TRParanoia Is Just Good Pattern Recognition
101Forty Years and Nothing to Show For It
202The University Will Have to Take Me Back Now
303I Know What I Saw in the Null Zone
Approaches
Careful
Fair (+2)
Clever
Good (+3)
Flashy
Mediocre (+0)
Forceful
Average (+1)
Quick
Average (+1)
Sneaky
Fair (+2)
Stunts
Xenobiological Intuition
Because I've spent decades studying alien biology, I get +2 to Cleverly create advantages when analysing non-human phenomena.
Stress
Refresh
3
Consequences
2Mild
4Moderate
6Severe
GM Notes
Ventriss is NOT a villain — he's a desperate scientist who's lying about the wrong things. He knows the cargo is active Resonant energy (the first sample ever recovered) and that every military, corporation, and research institution in the cluster would kill for it. He's downplaying it to the crew because a boring courier job is the only way to get it to Chen safely. He does NOT know it's conscious — that's his genuine blind spot. His Trouble cuts both ways: he's paranoid about external threats AND lying to the people he's trusting with his life's work. If a player compels that aspect, he might crack — reveal too much, or clam up at exactly the wrong moment. He checks his chronometer every few minutes (the containment unit's power draw is his real clock).
Kragg Dulton
Competing Buyer / Recurring Antagonist
NPC

A 'freelance acquisitions specialist' (corporate mercenary) working for Helix Dynamics, a weapons manufacturer that profits from the war. Shaved head, cybernetic left eye that glows faintly amber, wears an expensive tactical suit under a cheap station poncho. Polite in a way that makes your skin crawl. He's been told to acquire Ventriss's cargo. He doesn't know why and doesn't particularly care — that's above his pay grade and several light-years away.

Aspects
HCCorporate Mercenary With Excellent Manners
TRMy Quarterly Review Depends on This
101Helix Dynamics Pays Well and Forgets Nothing
202I've Read Your File — All of Them
303Violence Is Just Negotiation With a Deadline
Approaches
Careful
Fair (+2)
Clever
Fair (+2)
Flashy
Average (+1)
Forceful
Average (+1)
Quick
Mediocre (+0)
Sneaky
Good (+3)
Stunts
Corporate Leverage
Because I have access to Helix Dynamics' intelligence network, I get +2 to Sneakily create advantages when I've had time to research my target.
Polite Ultimatum
Because my threats sound like reasonable business propositions, once per session I can compel a target's aspect without spending a fate point.
Stress
Refresh
2
Consequences
2Mild
4Moderate
6Severe
GM Notes
Kragg is the campaign's recurring 'professional antagonist.' He's not evil — he genuinely sees himself as a reasonable businessman. He'll offer fair deals, honour agreements, and never lie outright. His regional director told him to acquire Ventriss's discovery; the actual research agenda (weapons applications of Resonant energy) is above his pay grade. If the crew asks 'why do you even want this?' he'll honestly say he doesn't know — he's a retrieval specialist, not a scientist. This makes him more sympathetic and more funny: a polite, competent professional who can't explain his own mission. He'll show up at the station bar as another bidder, creating urgency for departure. In future sessions, he keeps pursuing the crew not out of malice but because the acquisition is still on his task list and he's nothing if not thorough.
Dr. Sarah Chen
Destination Contact / Reluctant Ally
NPC

A brilliant theoretical physicist at Kepler Station and Ventriss's former colleague at the Inner Systems University. She's been publishing increasingly radical papers about crystal harmonic theory that suggest Resonants might be conscious — papers that have made her unpopular with the military establishment. Ventriss has been sending her encrypted messages for months about his discovery; she thinks he's lost his mind (again) and has been ignoring them. Tired eyes, perpetual coffee stain on her lab coat, speaks in metaphors that accidentally become prophetic.

Aspects
HCTheoretical Physicist Who Sees Music in Mathematics
TRMy Papers Keep Getting Me in Trouble
101What If Crystals Are Instruments, Not Fuel?
202Kepler Station Is the Only Place That'll Have Me
303Fructus Was Right About One Thing — We're Not Listening
Approaches
Careful
Fair (+2)
Clever
Good (+3)
Flashy
Average (+1)
Forceful
Mediocre (+0)
Quick
Average (+1)
Sneaky
Fair (+2)
Stunts
Harmonic Theorist
Because I understand crystal resonance theory better than anyone alive, I get +2 to Cleverly overcome obstacles when working with crystal technology or interpreting Resonant phenomena.
Stress
Refresh
3
Consequences
2Mild
4Moderate
6Severe
GM Notes
Chen won't appear until later sessions but she's CRITICAL to the endgame. She and Ventriss were colleagues at the Inner Systems University — she's the one who convinced him Resonants might be more than mindless energy, and she's the reason he spent forty years looking. When the university purged its xenobiology department, she pivoted to theoretical physics (more fundable, less controversial) while Ventriss doubled down and got disgraced. She feels guilty about that. Ventriss has been sending her encrypted messages for months about his 'quantum ashes' discovery; she's been ignoring them because his last three breakthroughs were embarrassing dead ends. The crew's challenge at Kepler isn't just delivery — it's convincing a sceptical scientist to look at what a known crank sent her. Her reaction when she realises what it actually is should be equal parts terror and 'I KNEW IT.' She's the bridge between the crew's accidental discovery and the collaborative FTL solution.
Mook Groups
Helix Dynamics Security Team
Mooks — Kragg's Backup
MOOK

Corporate security contractors in matching black tactical gear with the Helix Dynamics double-helix logo on their shoulders. They move in crisp formation, communicate via subvocal comms, and file incident reports IN REAL TIME during combat.

Aspects
Corporate Professionals on the Clock
Filing Paperwork Mid-Raid
Skilled (+2) at
Coordinated tactical operations
Electronic surveillance
Looking intimidating in matching outfits
Bad (-2) at
Improvising when the plan falls apart
Operating without authorisation from management
Stress
Group Size
4 operatives
GM Notes
These are Kragg's muscle at the station. They won't attack openly (bad for the brand) but will attempt to 'acquire' the cargo through intimidation, bribery, or sabotage. If the crew gets past them, Kragg will pursue alone — he finds them more competent at paperwork than fieldwork.
Dock Rats
Mooks — Station Hazard
MOOK

The usual assortment of station lowlifes who hang around the docking bays looking for easy marks. Mismatched gear, terrible dental work, and a surprising talent for being in exactly the wrong place at the wrong time. They've heard Ventriss has valuable cargo and want a cut.

Aspects
We Heard You're Carrying Something Valuable
Skilled (+2) at
Ganging up
Knowing the station's back corridors
Scaring merchants
Bad (-2) at
Fighting anyone who fights back
Keeping quiet about their plans
Stress
Group Size
6 thugs (treat as 2 groups of 3)
GM Notes
Comic relief and a chance for the PCs to look competent before things get complicated. They're not working for anyone — they just overheard Ventriss talking too loudly. Perfect for a quick action scene at the docking bay as the crew tries to load the cargo.