The PCs, in turning the power back on for them to seek out the above information in accordance with their mission, reactivate the ship fully, including it's sizable force of exsurgents and a great number of dumbed down TITAN forks in charge of individual systems that did not leave when their originator did Immediately, the exsurgents take stock of the situation, and as they realize that the ship is both combat ready and within transhuman territory they take action to fulfill their original objective of systematically eliminating every transhuman habitat. Communication between the PCs and Firewall is immediately severed, and automated defense systems make flying off the ship and fleeing impossible The PCs are now the first and only line of defense between transhumanity and a ship that will be utterly impossible to stop if it is allowed to come fully online and reach a habitat that it can destroy and strip of resources to complete construction. The PCs have to accomplish the following objectives over the course of 2 months of in game time. 1) Realization – discovering the nature of the threat they’ve unleashed a. 1.5, discovering what needs to be done before it’s too late Initially, the PCs will not be fully aware of what they've done. This information will be made clear very quickly when they encounter the first xenomorph, which attacks them inside the main power facility. The xenomorphs are extremely deadly. They are intelligent, durable, and pack a lot of power, additionally, higher ranking xenomorphs are capable of using powerful psi, but since they are perfect fusions of biomorph and synthmorph they are highly resistant to the PC's own psi abilities. Additionally, while the xenomorphs begin the campaign with a pretty standard loadout, with each encounter with the PCs they rapidly evolve, their bodies, equipment, and tactics quickly adapt to counter the PCs and their own bodies/equipment/tactics. After encountering their first xenomorph, the PCs will have to do some digging around to discover the nature of the ship, its general layout, what facilities it has, etc... They then must develop a plan to accomplish the objectives listed below 2) Operation 1: Titan fragments This objective isn't strictly necessary, but ignoring it will make the final objective significantly harder One of the first things the exsurgents get to work on, apart from taking control of the ship's various systems and beginning to produce TITAN war machines to bolster their ranks, is to begin gathering the various forks of the original TITAN of the ship and cobbling them together into a sort of pseudo-TITAN. The majority of the ship's systems were meant to be controlled by the TITAN, and so creating a replacement is their number one priority By default, the exsurgents recover enough fragments to form this pseudo-TITAN, however due to their limited numbers in the beginning, there are a series of fragments scattered about the ship that are still inactive and have not been retrieved. Seeking out and destroying these fragments before they can be recovered will make the pseudo-TITAN weaker during the final encounter with it, denying it certain skills or equipment that would have made it more deadly. Each fragment not destroyed before it's recovery results in the TITAN's physical body being outfitted with an additional function, usually an offensive one. One example could be a fragment that enables the TITAN to have a nanoswarm generator on its body to create attack swarms to fight the PCs during the battle. 3) Operation 2: Foundry There are several foundries on the ship, all of which are busy cranking out war machines. Fortunately, these foundries also have the equipment and blueprints required to form a lot of very powerful bombs, including an antimatter bomb. In order to successfully sabotage the other objectives, the PCs will need to capture one of these facilities and produce the explosives. A task easier said than done, as the exsurgents are perfectly aware that the PCs will need to capture a foundry sooner or later. The facility is highly guarded, and is actively producing more adversaries, making its capture a rather daunting task Additionally, in the control room where the PCs must take control of the facility, the first miniboss fight occurs with an elite xenomorph. It is significantly stronger than the already deadly xenomorphs, and capable of very powerful psi. It is not alone either, and has several minions supporting it, making for an extremely dangerous and difficult fight. 4) Operation 3: Communications array Once the foundry is secured and bombs are produced, preventative measure need to be taken. Before disabling the ship, the PCs need to be sure the pseudo-TITAN can't farcast itself away to some other habitat to wreak havoc in. To do this, they will need to place bombs on several major com towers discretely, as well as hack into the system to disable all of the minor com towers to prevent them from being used in tandem to supplement the loss of the main towers In the control room for this, another miniboss is present, same as the first, but due to the evolution factor of the xenomorphs this one is even more prepared for the PCs. Additionally the more objectives the PCs accomplish, the less areas the xenomorph forces need to defend, allowing for a greater concentration of troops. As a result this miniboss has even more powerful minions, or simply more of them. 5) Operation 4: Engines The final and most critical objective is to sabotage the engines of the ship, at its current pace the ship will reach transhuman habitats too soon for a proper defense to be mounted even if the PCs were to escape and warn Firewall of the approaching threat. By damaging the engines, the PCs buy the time required to find a way to escape and rally a defense. This task is complicated by the fact that the engines are virtually indestructible to all conventional explosives. The original engines were the pinnacle of human engineering, and they've been melded with alien technology beyond the comprehension of the PCs. (the implication is that the tech is ETI derived, but it is likely the PCs will not know this) In order to properly damage the engines, an antimatter bomb must be set in a specific location where the blast will set off a chain reaction of fuel explosions. As with the prior objectives, a miniboss stands between the PCs and their final destination. This one is significantly harder than the prior two however, as the engines are the most important structure on the ship and the xenomorphs damn well know it. This miniboss will likely be as difficult as a normal final boss fight from most adventures, and is designed to kill the PCs then and there. Only through innovative tactics and extensive preparation will victory be achieved. The combination of explosions will cripple the engines, as well as do enough damage to the power supply of the ship that the external cannons preventing the PCs from leaving will need to be manually managed by a powerful AI rather than relying on automated systems. Good thing there isn't one of those running around... oh wait... 6) Final Operation: Titan Prior to this point, the pseudo-TITAN likely hasn't been a direct problem for the PCs. It doesn't assume full control of the ship until either the engines are destroyed or until the final week of the 2-month period, so the PCs will likely not have to engage it until after the engines are crippled. Its presence has been a shadowy danger lying beyond the horizon, an overwhelming foe against which the PCs seem small and insignificant. Most of the operations prior to now should have been presented in such a way that the players and their characters are assuming that they'll be crippling the engines and fleeing, not engaging the TITAN directly until Firewall sends in an army to take the ship down. To their unpleasant surprise however, the defense systems outside the ship don't deactivate when the engines go down. It doesn't take a genius to connect the dots, and the final challenge be discovered. So long as the TITAN is active, it will not allow them to escape and warn Firewall. By this point in the campaign the 2 month time limit should be nearing its end as well. With the multiple foundries cranking out war machines and the xenomorphs breeding and increasing their numbers and evolving to fight the PCs, after 2 months the ship's garrison becomes too large to overcome or hide from and the PCs are killed. This leaves them in a tough situation where they must use what little remaining time they have left to prepare for and engage the TITAN in single combat. Luckily (or unluckily, depending on your outlook) for them, the PCs actions have angered the pseudo-TITAN. At this point it wishes to crush them personally, and will allow a direct and unobstructed path to the facility it will fight them in. The PCs will be able to go into this fight fresh, or as fresh as they can become in the time they have left. Depending on the time remaining the PCs may not have enough time to fully heal in healing vats before the fight, but will face no opposition in transit to the TITAN In the central command center, the TITAN sleeves itself into a very large and very powerful robotic body loaded with a truly terrifying amount of firepower. There will be no minions or traps interfering with the fight, but that will not improve the PCs odds by much. This fight is the deciding factor for if the PCs succeed or fail this mission. If the PCs successfully accomplish all objectives and defeat the pseudo-TITAN's body, they are able to escape the ship and report to Firewall. Meanwhile with the TITAN gone and many of the highest ranked exsurgents gone with it, the exsurgents will be incapable of repairing the engines to a point where the ship can continue its advance, and will instead focus on fortifying the ship to be impervious to external assaults. If the PCs are defeated, Firewall is not warned of the impending danger, and the ship is repaired successfully, follow up investigation teams are sent out after 4 months of no contact from the PCs, but are destroyed without gathering much information. Upon report of the teams destruction, Firewall resleeves the PCs and rushes to prepare for what is coming. At this point the ship has made enough progress towards transhuman habitats that it's intent becomes clear, and Firewall rushes to rally a defense. In this scenario, we move to an additional epilogue operation 7) The Defense and Razing of Eris This part of the adventure is the equivalent of a "bad ending" cutscene in a video game. At this point the PCs do not actually have any power to significantly change what happens here, but they do play a role. 5 months after the PCs defeat, the ship arrives at the outermost major settlement of transhumanity, Eris. Eris is one of the best defended places in the solar system, but the habitats on it are hopelessly outmatched. Firewall has assembled a very large fleet for the amount of time they had to work with, but having only had 1 month to prepare, they are in no position to actually stop what's coming. Fortunately, due to the constant conflict on Eris between Ultimates and Exhumans has led to the development of a large superweapon of some sort. Firewall is unaware of this coming into the battle, but the TITAN and its ship detect it almost immediately. Firewall ships are hailed by the panicked personnel defending the weapon the moment they arrive. While the majority of the Firewall fleet engages the TITAN ship to distract it from using an orbital bombardment on the weapon, the PCs are sent to the surface to seize control of the weapon and prep it for use. The situation on the ground is horrific. The habitats are in flames, except for the sections that have been sealed off due to the venting of the atmosphere, those areas are eerily silent graveyards of floating corpses and prowling war machines. Plenty of narrative description of the battle should be provided by the GM at this point to fully convey the scale and horror of the disaster the PCs have failed to prevent. The PCs arrive at the weapon tower, where the local defenders have managed to get the weapon ready to fire, but have too many casualties to hold the building against the next assault. The PCs will have to prepare themselves and fortify the entrance as best they can, then hold out against waves of enemy exsurgents and war machines. Officially, the weapon is supposed to fire after enduring 3 waves. However that is only the official answer to the question if a PC asks. In reality, the weapon fires at a narrative determined point. When the GM has beaten down the PCs to the brink of defeat, the weapon fires, doing enough damage to the ship to destroy the pseudo-TITAN and cripple the engines (again). With the ship disabled, the rest of transhumanity's colonies are safe. At this point the GM should have the enemy forces kill the PCs again, to drive home how they barely managed to stop the ship before it would've obliterated transhumanity entirely. When the PCs resleeve again, they are informed that Eris has been completely destroyed. Replacing it is the dwarf planet of the TITAN ship, which survived the battle crippled but intact. Firewall ships damaged it to the point where it is no longer capable of large scale assaults on other habitats, but the enemy forces drove them off and fortified the ship, essentially making it a habitat again. The module should end at this point after letting the PCs interact and RP how their characters handle the reality that their failure has put the blood of tens of thousands of innocents on their hands. Assign rez points as appropriate for their performance in the final battle, and at GM discretion give them some rez points for their performance on the ship itself, though technically those egos were lost and they should receive none, considering the difficulty of the module, if the PCs performed well but simply fell short at the end, the GM can say that over the course of the battle the PCs cortical stacks were recovered in poor condition after the superweapon fired, granting them access to some of their most vivid memories of their time on the ship. “Neutral” Ending The 2 month time limit is very important for the conflict with the TITAN body. Depending on how things went prior to the 2 month limit, one or more of the previous objectives may have remained incomplete. In this case, during the final week of the 2 month period, the PCs are informed they’re running out of time, and that they need to engage the TITAN directly now before it is too late. For each objective they failed to complete in time, the TITAN fight will be significantly harder. However, it is still technically possible for the PCs to win this fight, allowing them to avoid the “bad” ending to this module and instead achieve a “neutral” ending. In the “neutral” ending, the PCs escape a ship that still has most of its systems intact and warn Firewall. Firewall, having been given plenty of advance notice, assembles a massive operation and assaults the ship. The battle is hard fought as the ship is not severely damaged as it would have been if the PCs had completed all objectives, and several hundred veteran sentinels and thousands of rookie sentinels are killed in the battle, along with the loss of massive amounts of equipment/rep/credits, but the ship’s engines are destroyed, and without the TITAN present, they cannot be repaired. In this case the PCs are praised for their having successfully managed to avert a larger tragedy on Eris and for enabling Firewall to stop a second Fall, though their praise is blemished by the massive losses Firewall suffered in the process “Good” Ending If the PCs DO manage to defeat the TITAN while on the ship, they escape and Firewall is able to act sooner to finish crippling the ship, but the end result is essentially the same, the primary difference being the tragic genocide of Eris does not occur, and the Eris habitats remain unharmed, and Firewall loses FAR fewer operatives in the process. The PCs are hailed as heroes within Firewall, having single-handedly prevented what could very well have been a second Fall with woefully inadequate equipment, no reinforcements, and against overwhelming odds. The rewards for each PC depends on the character motivations and personality, but the rewards should be suitably massive. This new habitat serves as a new location in the campaign setting, as no transhuman faction is capable of piercing its defenses and destroying it. The exsurgents on the ship become a new faction, their 5 highest ranked officers merging their minds with the broken and scattered remains of the pseudo-Titan, gaining a level of independent will in the process and becoming the leaders of the exsurgent forces on the habitat. They are still driven by the directive to destroy transhumanity, and as such their faction can be the source of future campaign modules in this setting. (I will be fleshing out the faction more when I get that far in the campaign design)