Hi Everyone,
New to the forums, but I've been itching to start an EP game for ages and I'll finally be getting the chance in a few weeks. I'm looking to run a five-part arc with a few of my co-workers, revolving around joining Firewall and accidentally uncovering a Singularity-Chaser cult. I'm planning on using this thread as my scratchpad and note space, but I'm also open to feedback and suggestions.
I've been GMing almost as long as I've been playing, about 15 years now, and mostly enjoy sci-fi and superheroes. So while I'm new to EP itself, the genre concepts are familiar. I'm excited to play around with the ideas or conceits of the setting, and using those to give the stories a twist.
Overview
This as-yet unnamed campaign is meant to be run in five parts, probably over five to ten game sessions. Starting out, the PCs are not members of Firewall and may or may not know one another, but are all on board the Scum barge Without Limitations having just left Luna and now sailing towards Venus.
- Part 1: One Breath to Many - When a courier is murdered onboard a scum barge, and her cortical stack carved from her skull, the PCs are the most obvious suspects. But when the murder victim seems to return from the grave, possessing random passengers and hunting the PCs, they need to take their survival into their own hands.
- Part 2: Glamer in Pairs - Having been recruited by Firewall for their ordeal on Without Limitations, the PCs are asked to investigated a sudden, disturbing string of deaths where the victims spontaneously develop tumors and melt down into chemical soup. The trail eventually leads back to a black-listed bio-engineer and through him to an insane crime lord who needs to be stopped before she endangers an entire habitat.
- Part 3: Three by Way of Midnight - Coming away from Venus with a wealth of genetic data, the PCs are accosted by asyncs who release an exsurgent virus into their courier ship. While the PCs, strangely immune to the virus, battle the resulting mutations, the asyncs farcast to Mars. Eventually following, the PCs must make do with the morphs available in the small colony and find themselves suddenly in the midst of riots between the local Consortium forces and Rusters. They must escape the riots and track down their stolen data before the asyncs can locate new farcasting facilities and move on once again. They learn of the existence of something called "The Trinity."
- Part 4: Grand Betweens- Having found information linking the async attackers tangentially to a Titanian microcorp called Nu Clans, the PCs arrange a virtual meeting with a representative just as a massive cyberattack is launch against its network. Hearing the words Trois Grands Maux, they eventually track the phrase back to a now-derelict ship in Earth's interdiction zone, which they must board and search to learn the details behind these bizarre attacks.
- Part 5: Fell Passages - Finally learning about the Trois Grands Maux cult and their plan to use the Titanian computer program and Bluebird's genetics data to hyper-mutate the Exsurgent virus, the PCs head to Extropia to follow their only lead on the singularity seekers. But no sooner do they arrive than the Trois begin hunting them, hoping to gain a DNA sample of the last component they need: the exsurgent vaccine their operative in part 1 was transporting, which the PCs were exposed to during the murder! Eventually they arrive at the Chapel, loaded with mad cultists, hideous exHumans, and the Trois' powerful leaders.