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Would love some plot help with my campaign!

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koboldstyle koboldstyle's picture
Would love some plot help with my campaign!
The players are playing pre-gens (having started out unfamiliar with the setting and the system) that were loosely tweaked from the guys in the quickstart adventure:
  1. Male criminal-factioned Sylph con man in the "Face" role.
  2. Female anarchist ghost-morph infiltrator/saboteur in the "Sneak" role.
  3. Female young scumborn technical prodigy in the "Hacker" role.
  4. Male veteran "been killed a few too many times" soldier reinstatiated in the "Muscle" role.
Working off the premise of the quickstart adventure, Firewall activated them to investigate and deal with a WMD that was being brought aboard a scum barge colony ship. I started the campaign right in the action though with a skirmish with the local egonapping "consciousness-slavery" Nine Lives front just to give them a feel for the setting, after which which they tracked down the details of the WMD and ended up boarding a derelict light freighter that was being brought in by a profit-hungry scavenger not quite aware of the viral danger of her cargo. They boarded the ship, and while everyone else ran distraction on the scavenger and her uplifted cybergorrilla bodyguards, the Sneak managed to track down the WMD in the technical/medical bay, a dangerous-looking canister covered with "memetic hazard" stickers. ("What's a memetic hazard?" someone asked. "An infectiously bad idea," I told them, "you wanna open it?" "Uh... No. No, not really.") Unfortunately at this point a mysterious third-party Op Team stormed aboard the ship, a firefight broke out, and the Face and the Hacker managed to escape aboard the scavenger's tub with the canister while the Soldier and Sneak stuck around to fight them off. The invading Op Team unleashed a malevolent and indestructible nanoswarm to consume the ship (and assumedly the WMD) and everyone but the escapees perished. I haven't really even worked out what the WMD is, relying on the simple premise that it's just really, really bad for everyone involved if it gets released. Seeing as how the players managed to get ahold of it I'm going to assume that they'll have destroyed it, but they may not, we'll see. What I do know is that an AGI is after it (and other weaponized TITAN infotech) for unknown and presumably malevolent reasons. I'm operating under the assumption that the AGI has been limited in some way (probably being used as an illegal genie-in-the-bottle by some foolish doesn't-know-what-they're-messing-with hypercorp). The AGI managed to get out a fragmented operational fork of itself which went on to Basilisk Hack a group of Ultimate Mercs into creating a nanoassembler and going after the WMD. The WMD was recovered originally from a TITAN cache of Intelligent Weaponry on Mars. With the cannister destroyed, that's going to be the next stop for both the PCs and the AGI, and where I expect the next session to go. SIDENOTE: I tend to prepare for my sessions by coming up with a fey key pre-planned "scenes" both to start and end the session. This particular mini-campaign has been pretty heavily railroady both due to player unfamiliarity with the rules and the setting, and a certain degree of narrative roleplaying "experimentation" on my part. No-one seems to mind, everyone's having fun, but I am trying to keep this tendency in mind in order to maintain ways to keep the progress of the game at least somewhat open and freeform - especially now that two sessions in the players have a little more of a grasp of what they're capable of and hopefully will continue to play more and more assertively. I'm opening the next session with a simulspace virtual debriefing with their Firewall Proxy. The Hacker and the Face are back aboard the colony ship, infotracking the sequence of events so far and doing a search on the Mercs that caused the destruction of the derelict cargo ship. The Sneak and the Soldier are "rebooted" from their last backups and their infomorphs are undergoing Experiential Playback of the soldier's "last stand" aboard the ship in order to get back up to speed. The firewall proxy (an old, squirrelly "mischievous old man" type that's some professor somewhere - certainly not aboard the scum barge) has managed to run some damage control on the situation and has also managed (presumably with the Hacker's help) to isolate the intelligent fragment of the AGI that corrupted the mercs and was after the weapon. So the first scene is the players (in their simulspace forms) interrogating an AI to figure out its motives. How do you interrogate something you can't really torture? It's purely an informational consciousness, and it's certainly not human. I don't really know where to go with this or quite how to play it, I plan to just roll with it and see what happens. The AGI is primarily motivated by the freeing of itself - not this fragment, but the source consciousness - and is aware that it's informationally isolated so the PCs don't really have anything to "trade" with it or anything it could want and may have to figure out something clever like spoofing a network connection or engaging in some sort of social engineering, I don't know. Somehow I have to let it leak that the AGI figured out the infotech source on Mars and is presumably mobilizing resources to move on it. They may not end up getting this clue from the interrogation, we'll see. But time is of the essence so egocasting to Mars is the most direct way to stop it (I'm loosely working off of the quickstart adventure's framework here). That means new morphs! I asked the two "dead" players what new bodies they were interested in playing in. The soldier didn't seem to care, but has been playing the whole "it's been too long since I've felt human" angle I figure I'll put him in a Fury morph (the most combat-oriented human body in the game). That way he gets too roleplay the whole "oh wow human touch/feel/experience" thing but it gets a twist on it since Fury morphs tend to be female "oh god I have boobs!". The Sneak said he wanted to go all Voltron and wanted to play a cybernetic wolf so I'll have to juryrig an uplifted canid morph (some cool martian version of one) with combat enhancements, should be interesting. I actually have trouble thinking of the practical benefits of having a wolf body but he's clearly in it for the cool factor and that's fine. The Face is probably going to get a Ruster Morph (red-thick-skinned human body that have been bio-engineered to survive in Mars' semi-terraformed environment), under the presumption that he should "fit in" the most on Mars. The Hacker, I don't know, she did a great job playing an infomorph in the first session I'm going to put her in a synth and see how she does (a fuchikoma-inspired desk-sized spider tank, essentially) but let her infomorph around if she wants to. Mars is "the wild west" frontier part of Eclipse Phase, where you get to make all the Total Recall jokes you want. The players egocast into their bodies at the major domed city but will eventually wander out into the badlands to try and find the TITAN cache. I'm only working in a 2.5 hour sessions so we're really probably only going to get one scene on Mars. Help me out, guys, what happens on Mars? A cool scene on top of a bullet-train out to the outlier colonies? Intrigue in one of the major canyon cities? I'm not sure where to go.
Rhyx Rhyx's picture
Re: Would love some plot help with my campaign!
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The Sneak said he wanted to go all Voltron and wanted to play a cybernetic wolf so I'll have to juryrig an uplifted canid morph (some cool martian version of one) with combat enhancements, should be interesting. I actually have trouble thinking of the practical benefits of having a wolf body but he's clearly in it for the cool factor and that's fine.
Sunward has rust hounds which are big dogs that can breath martian air. That could be good, but don't forget to make him pay extra for hands. Unless he's planning on opening everything with mesh?
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The Hacker, I don't know, she did a great job playing an infomorph in the first session I'm going to put her in a synth and see how she does (a fuchikoma-inspired desk-sized spider tank, essentially) but let her infomorph around if she wants to.
You could just go with the good old Arachnoid body with wrist tool kits and grip pads, why re-invent the wheel? 2.5 hours isn't that much time so keep it straight and simple but keep your plot moving. Maybe help a firewall aligned ego hunter looking for a nomad/transient person that's suspected of trying to do some salvaging in the Titan no-no zone. They come upon a small habitat settlement that's pretty much destroyed but gain clues as to where the suspect went and they have to get there before the same thing happens to a bigger settlement. Put in a bandit gang of looters or a marshal investigating a distress beacon (or both? maybe even have the Marshal thinking that the looters destroyed the town and both in a classic "martian standoff") depending on the outcome the bandit or Marshal could come out as potential allies with info to push forward your WMD plot. (Bandits know a possible smuggler or fence that could know where the WMD is heading and the Marshal has contacts in law enforcement.)
Arenamontanus Arenamontanus's picture
Re: Would love some plot help with my campaign!
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I haven't really even worked out what the WMD is, relying on the simple premise that it's just really, really bad for everyone involved if it gets released. Seeing as how the players managed to get ahold of it I'm going to assume that they'll have destroyed it, but they may not, we'll see.
Maybe the memetic hazard could be something truly bizarre: A tassel of yearn connected to a pinecone and a bundle of small paper business cards crammed with handwriting in an unknown language. It looks utterly out of place compared to the usual TITAN technology but it has profoundly strange mental effects on viewers. Think of something from the SCP foundation like http://scp-wiki.wikidot.com/scp-055 http://scp-wiki.wikidot.com/scp-833 http://scp-wiki.wikidot.com/scp-035 http://scp-wiki.wikidot.com/scp-589 http://scp-wiki.wikidot.com/scp-151 http://scp-wiki.wikidot.com/scp-974 (this one is a nearly pure basilisk hack) http://scp-wiki.wikidot.com/scp-838 Or maybe it is something merely damaging like http://scp-wiki.wikidot.com/scp-593 (which makes a great EP bioweapon)
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How do you interrogate something you can't really torture? It's purely an informational consciousness, and it's certainly not human. I don't really know where to go with this or quite how to play it, I plan to just roll with it and see what happens. The AGI is primarily motivated by the freeing of itself - not this fragment, but the source consciousness - and is aware that it's informationally isolated so the PCs don't really have anything to "trade" with it or anything it could want and may have to figure out something clever like spoofing a network connection or engaging in some sort of social engineering, I don't know. Somehow I have to let it leak that the AGI figured out the infotech source on Mars and is presumably mobilizing resources to move on it. They may not end up getting this clue from the interrogation, we'll see.
What if the AGI *wants* them to go to Mars? We are talking about something extremely smart and devious. The real plan is something like this: the players will be unwitting dupes in getting the infotech the AGI looks for. You menioned it had a basilisk-hack like property? What if it uses it very discreetly during interrogation to lodge a version of itself in the brains of the players (or subconscious commands like "If you find file X4389, immediately post it on the Izulu Norwegian Cooking Forum and forget about it.") So the AGI will put on an act. It will want them to interrogate it for a long time (to embed the hack), so it must pretend that it can be interrogated and that it has something to hide. Sure, it doesn't feel pain, but a good interrogator may be able to figure out that (like most intelligent beings) it hates being frustrated or uncertain. So the whole interrogation will consist of setting up complex simspace situations where the only way of getting out is to reveal useful information. If they are really smart, they will also use AI programming or something similar to monitor the software. That gives it a chance to briefly flicker memories about Mars before quickly hiding such "revealing" thoughts (and incidentally, as the hacker looks into it, show the right basilisk hack). Roleplaying-wise I would simply get a good source of randomness like a deck of tarot cards and use that to improvise weird responses. It is just that it is a weirdness with a system: it has to be consistent with previous things being said. Another trick: hint that there are certain codes needed to unlock the martian site that only the AGI knows - and these are challenge-response pairs, so they cannot just ask it to list them. They would be forced to bring it with them. Which is a great opportunity to act as a distraction while the basilisk hack is doing the real job...
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Help me out, guys, what happens on Mars? A cool scene on top of a bullet-train out to the outlier colonies? Intrigue in one of the major canyon cities? I'm not sure where to go.
I had a great scene in an outlying scum/Barsoomian/redneck settlement where the synthmorphs were sitting in a nearly airless and dark (who needs the visible spectrum?) bar, "drinking" synthehol narcoalgorithms and a former killer currently housed in a pleasure pod morph was getting intimate with a novacrab housing the "sheriff". Imagine the seedy biker bar behind the gas station at the edge of the desert. A young professor from one of the universities off on an illegal and dangerous expedition to get some artefacts together with his grad students - without a breakthrough their lab will be shut down, so they better find *something*. A former priest who is now suffering from depression after an encounter with an exsurgent horror. In panic he had whipped up his crucifix and tried to banish it. The horror folded one of its bush-robot arms into a cross and *banished him*. "I could not deny it... I *knew* I had to turn away from it because a higher and holy power ordered me to do so. And when I turned and walked away I heard it say 'Do you know, father, why this worked? It is because *we* have souls and you lack them." Since then he has been troubled, since if he accepts that this was merely some kind of async power, basilisk hack or hypnosis then the religious feeling and voice of God he has always heard could also be the same thing - they felt exactly the same. But if he accepts what the exsurgent said, then maybe the *right* thing to do is just to go out and embrace the virus...
Extropian
Rhyx Rhyx's picture
Re: Would love some plot help with my campaign!
That SCP is an awesome website, there's enough material there for campaign after campaign. Wow! And I like the reverse exorcism, that just crazy and honky tonk to work really well on a country/far west mars. The poor priest is surely an exsurgent by now. I can't wait for him to finally determine that the Bush robot was right as the virus gives him a version of the Capgras Delusion that make all people seem like soulless dopplegangers. "Get away from meee creatures of SATAN!" Very very nice.
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From: Arenamontanus Capgras delusion: Due to a disconnection between the fusiform face recognition system and the limbic system the sufferer does not experience the normal emotional response to familiar people. This produces the delusion that friends, spouses, parents or family members have been replaced with identical-looking impostors. A common modern variant is that they are beta forks, AGI impostors or TITAN clones.