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Role Playing Game campaign notes se in an Eclipse Phase setting. Actual play can be listened to at rpgxcast.wordpress.com These notes are a conglomeration of ideas and plot hooks that are both original and stolen from many of the different story tropes. Some of the sections are incredibly detailed, whilst some only are a short outline. So you are either required to be creative in telling the story, filling in the gaps where missing. Or you can choose to ignore specific details especially if the players go full Henderson or bring an 11 foot pole. So basically, feel free to use the information in these notes as much or as little as desired. Other resources you’ll need are the Eclipse Phase Core Rulebook and the Gatecrashing Sourcebook could also be used for additional setting information.
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5/22/2018 Eclipse Phase Campaign - Ark
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ArkStory by Thomas Sentenial latterThe RPG X-Cast | rpgxcast.wordpress.com
Running the Campaign
These notes are a conglomeration of ideas and plot hooks that are both original and stolen frommany of the different story tropes. Some of the sections are incredibly detailed, whilst some only
are a short outline. So you are either required to be creative in telling the story, filling in the gaps
where missing. Or you can choose to ignore specific details especially if the players go full
Hendersonor bring an 11 foot pole. So basically, feel free to use the information in these notes
as much or as little as desired. Other resources youll need are the Eclipse Phase Core
Rulebook and the Gatecrashing Sourcebook could also be used for additional setting
information.
AmendmentsI have kept the entire original campaign in this document, however due to player feedback, thereare a couple of amendments and they are noted as such. These should improve the campaign
as a whole and while they are 'tacked on' per say, they should be used to improve the game.
The SetupTerraGenesis has put the word out for a special mission of planetary exploration that is paying
10 times the regular amounts in finders fees. The planet in question is Alpha Centauri B-d, an
Earth sized planet existing in the goldilocks zone of Alpha Centauri B. Firewall flagged the
unusual activity of this mission through automated sweeps and secured the mission spots foryour team. Both entities supply you with few details of the mission. TerraGenesis offers the
directive of standard exploration protocols with full mission briefing to be given before gate entry.
Firewall suspects X-risks in this mission and advises caution as well as threat neutralization.
You travel to the Vulcanoid Gate on V-2011/Caldwell.
V-2011/CaldwellThe gate itself and its facilities are located in the polar region of this asteroid. TerraGenesiss
ownership is questionable but hard to dispute after many years of operation. They specialize inextrasolar terraforming operations and geoscience research missions though exploration is still
high on their priority list. A notable chunk of gate time is leased to TerraGens numerous
partners.
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Player Insertion
Roll initiative to determine arrival order (8 hour arrival time). 1 week to mission start. Playerssurrender all equipment as part of new security measures, TerraGenesis will provide suitable
equipment for all mission ops.
Direct players to briefing room.
BriefDark room with archaic projection screen at one end. Once all players are assembled a,
projected AI walks into the room. Flowing lines of code in the shape of a humanoid.
AGI Somnal 6 provides the briefing to the players.
Greetings I am Somnal 6, and no I dont need to know your names, I just need to know that you
can do your Jobs
TerraGenesis has recruited you because you seem to be the best at the job, now as for the job
in question
A previously dead Library entry has suddenly become an available active gate. It appears to lead
to our nearby neighbour Alpha Centauri B-d. Probe exploration has revealed Earth like gravity
and an highly toxic atmosphere of 81% Carbon Dioxide. There is evidence of local Flora so Im
sure I dont have to tell you that Vac-Suits are Mandatory. There dont appear to be any valuableresources on the planet but we have picked up on something that requires further investigation.
There will be three sites which you are required to explore.
Site one shows a high amount of non-local organic matter. Yes, there has been alien visitors to
the planet. You are to determine further details of the source and purpose.
The second site of interest appears to be a collection of artificial buildings. Our probe detected
no movement or energy sources. But we did not have time for a thorough look. You are to
investigate the area, enter the buildings and determine their purpose.
The final site is the furthest away from the gate but of most potential use to us. There is a
massive ship wreck approximately 3.4km long. There are sporadic energy readings from inside
the ship. You are to explore this ship and determine its state and condition. Our analysts have
determined that this appears to be a human ship and is likely a Pre-Fall colonial ship. There is
likely much valuable data and pre-fall relics. Bonus finders fees will be provided for any
interesting artifacts. This ship is the high priority of this mission and the majority of your time
should be spent here.
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Due to the large amount of work required, you will be given 48 hours to return to the gate for
Rendezvous connection. Our next timeslot for Alpha Centauri connection will be next month soyou better be back in time.
As you have already been told, you will be provided with all the needed equipment, to be returned
at mission close. Here is a complete equipment list for you to choose from. Highly suggested
articles are standard Vac Suits and grav cycles for travel. Aside from that, the only limit on what
you can bring is what you can comfortably carry, on person and storage on your cycle.
The contract terms are simple and verbal confirmation is required.
The Contract All equipment will be provided for exploration purposes
Full healthcare and backups will be provided in the event of injury or morph destruction
You salary will be scaled depending on your mission report and information gathered.
Bonuses will be provided as per finders fee basis.
Once all players confirm
Very good, Your programmed mission time starts at 0800 hours, 4 days from now, in the
meantime you can prepare. Here is an equipment list of available resources, make sure you are
ready for any scenario.
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Equipment List
All the equipment available in the ruleset is available from TerraGenesis. (Players basically clonetheir gear). Here is a list of suggested additionals, provided the players dont already have them.
Vacsuit
Go Cycle
Robomule
Crasher Suit
Recently developed by Omnicor, this is a high-end version of a standard vac suit
customized for a gatecrashers needs. It has all of the features of a standard
smart fabric vacsuit (p. 333, EP) except that it provides 10/10 armor and is
equipped with wrist-mounted tools (p. 309, EP) and a Life-Support Pack (p. 159).
The suits gauntlets and boots are all hardened and provide an extra +1d10 DV onmelee attacks.
Portable Solarchive (provides meshnet information outside of the mesh)
Defense Beacons
Shelter Dome
Mission Recorder
Healing Pod (Heal at the same rate as a Healing Vat)
Survival Belt
Basic Tool Kit (p. 326, EP)
Breadcrumb Positioning System (p. 332, EP)
Electronic Rope (10 meters) (p. 332, EP)
Emergency Rations (p. 158)
Filter Straws (3) (p. 159)
Flashlight (p. 333, EP)
Flex Cutter (p. 334, EP)
2 Nanobandages (p. 333, EP)
Solar Recharger (p. 155)
Radio Booster (p. 314, EP)
Recon Hopper (p. 161) or Recon Flyer (p. 161)
Repair Spray (p. 333, EP)
Utilitool (p. 326, EP)
Viewers (p. 326, EP)
Spindle + Climber
Patch Kit (Repair Vac Suits)
Plasma Cutter
Scout Missile (Mapping)
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The Gate
The players and their gear assemble in the ready room for the gate at 0750. Gate operationbegins at 0755.
In the gate room.
Before you is a ramp leading up to a rough sphere of interlocking angled arms, like a round
patterned cage. The material itself appears alien. As the mission clock ticks past 0755 the arms
start to move and change shape, reforming. Over the gate room speakers you hear a
technician.
TechnicianSable wormhole connection established to Alpha Centauri B-d, standby for full assessment
A black hole suddenly appears in the circle. To all those poets whining about the deepest black,
they have seen nothing like this. This hole is the definition of black. It absorbs all frequencies of
the EM spectrum. WIL x 3 or suffer 1D10/2 -1 SV.
Technician
Assessment complete, connection status nominal, Gate passthrough allowed...see you in 48
hours
As you pass through, there is a slight tug pulling you in. But the transition itself is seamless,
stepping from a brightly lit room on one side to a alien planet on the next.
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Alpha Centauri B-d
First look
Alpha Centauri is a binary star system and planet d is currently in the cycle with both suns being
in the sky. B provides the majority of the light while A is somewhat like a the same luminosity ofthe Moon. There is enough light provided from B to read a book with no artificial light. The planet
itself is tidally locked therefore always remaining day on this side. Temperature stays at a
constant 282 Kelvin due to a lack of weather and low atmosphere.
The planet itself is rocky and quite barren though there is some evidence of flora. There is also
evidence of Terraforming, though there is no visible water in the area, Humidity is higher than
previous probe readings, also indicating a drop in CO2.
Further (appropriate) investigation will reveal several ice comets in a slow decaying orbit of the
planet. Slowly introducing water to the planet.
+1 rep for acquiring this information.
Full atmosphere composition can be determined with gear. 81% Carbon Dioxide, 11% Oxygen,
7% Nitrogen, 1% Argon.
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Flora
On further investigation of the flora, it appears that it is a mix of both local species and genetically
modified earth strains.
Players can investigate the local area further, start mapping (with the scout rockets they
hopefully brought), or make their way to the first site.
On cycles, the first site is approximately six hours away. (keep track of time to see if players will
make the rendezvous in time).
Site 1
Investigation of the area will reveal both alien and human organic material. scattered all over thearea. Bones mostly. Some tech is still around but doesnt work. Humans have pre-fall tech that
may be valuable. Aliens have their own brand of tech that also might be of interesting. Both are
incomprehensible to the players.
Aliens
Analysis of the bone structure reveals a very small body and suggest a racoon like appearance.
Their equipment also suggests that they are Exoplanet explorers.
Humans
Appear to be non-morph humans. Aside from a few implants and slight genetic modification,
these are non-morphs. Very unusual, and something the PCs have probably never encountered
before.
Depending on investigation rolls, can reveal that there was a fight between these two groups and
judging by the amount and pattern of the remains, the Humans won. No further information can
be acquired.
Half an hour to investigate site 1.
+1 rep for technology recovered, +1 rep for discerning the nature of the fight.
Amendment
My players seemed to have an unusual obsession with these racoon creatures so I will build
upon their story after the encounter with the bots during the rest period.
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Traveling to site 2
The journey itself will take 4 hours through some rough terrain. Roll some skill checks todetermine if the leading cycle will take any damage (can add +20 for go-cycles if the PC has only
base skill). It can repaired but will take a task action of one hour and the appropriate skill. If the
cycle is inoperable, player can double up with someone else. Reduce carrying capacity by 1.
If the task takes a long time, players can be reminded that the priority is in the ship exploration,
which is 8 hours away and may be encouraged to skip site 2 if they dont want to risk things.
However there could be valuable information at site 2. Leave up to the players to decide.
Site 2Site 2 is made of a single concrete type road with square buildings on either side. The buildingsthemselves are made out of a type of metal alloy and appear to be atmospherically sealed.
There is one slightly larger square building at the end of the road.
The buildings on either side have no power but can be cut into with plasma cutters or similar..
They are simple residential buildings, Designed for humans. Simple sleeping quarters with
Hygiene facilities. The local computers have no power and if the PCs do manage to provide
power, will find the memory corrupted.
The building at the end of the street is more interesting. The door is bashed open by something
that seems really large. Inside they find one skeleton whose rib cage has been crushed inward.
The room itself is a meeting hall and there is a large screen at one end connected to a
computer. This computer is solar powered and some hacking/interfacing rolls will give access.
Can provide more information about the colony if successful.
Site 2 Colony
Is an advanced outpost sent ahead of the main colonial transport. The boxes would deploy
from orbit to house Engineers and scientists to prepare a suitable site of landing and
colonization.
Amendment
Can deduce that there must be another ship in system aside from the colony ship, it may
still be in orbit or crashed somewhere else on the planet.
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Ark
The ship is named Ark, and is a colonial slow ship that departed earth 30 years before the
fall. The crew was put in cryogenic sleep with a skeleton crew available for maintenance.The journey from earth to this planet would take 40 years and logs seem nominal for the first
30. However during the fall period, the logs fragment. And there appears to be no record
keeping. You find out that they lost communication with Earth around this time, but were
forced to continue their mission due to inability to turn around. Any other log records are too
fragmented to be of any use.
+1 rep for recovering this data
Also in the computer banks is an audio file. The last recorded message on file.
Theyre everywhere, whatever you do, dont wake up the crew. Something infected them, got in
their mind, got into my mind. I accept my fate, take me to oblivion, ahhhhhh.
https://www.mediafire.com/?uq7bk09yy6g75xe
There is nothing else of value at Site 2. PCs should be encouraged to move onto Site 3 to
investigate despite the disturbing information they may have gathered. Incentives could be the
fact that they wont get paid if they dont. Firewall mission to prevent x-threats. Possible loss of
rep and having nothing else to do in whatever time they have remaining.
Exploration of site 2 takes 1 hour. The travel time from site 2 to site 3 is 8 hours.
Note that if 20 hours have passed, PCs have to rest for at least 4 hours or suffer -10 to all
actions.
Rest periodAt this point the PCs may be itching for some combat so this is an entirely optional scenario.
Sentry bots could attack the camp near the end of their rest period. If they have a lookout or
defence beacons they will be prepared for the encounter, if not, the bots will have surprise
advantage. This should be an easy fight to introduce the danger of exoplanets and appease the
players combat teeth. I assure you, harder fights will come.
2-4 (scale depending on amount of players) identical sentry bots
DUR 30, INIT 8, FRAY 60
Laser Pulser x2 (60), 2D10 (can fire both lasers in SA at the same time)
Speed 1
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Hacking
Being alien bots, anyone attempting to hack them suffers a -60 modifier. The best method fordealing with these machines is to shoot it until it falls apart.
Investigation of the bots show them to be alien in nature, likely remnants of the raccoon race that
they encountered earlier. The ease of combat should leave few injuries and allow the PCs to
continue to the next site.
Amendment
Investigation of the bots also reveal them to be hunter killer drones that specifically target
humans, (won't attack uplifts and likewise unless provoked). Appropriate checks can reveal tight
beam signals from a nearby outpost. Up to the players to decide whether they have time to
investigate.
Bot OutpostA relatively small building, roll infiltrate/perception checks to see if the automated bots detect the
PCs. When and if the players make it inside the building they will find approximately 30 bots
charging with about 10 empty slots. PCs can try to interface at -60 to gain more information, or
use Cog checks to determine that the bots patrol the area hunting infected humans (or any
humans), the process is automated and the aliens who designed if long gone. The PCs may try
to hack a bot (at -60 modifier) to recruit on. If successful, they can gain control of 1 bot but in the
process triggered a security protocol shutting down the rest of the bots. The bot the PCs control
has 16 hours of active use before requiring recharging, at which point it will shut down as the
PCs have no way to power the bot.
+1 rep recovery of bot
Note on the racoon race
Locating alien life is obviously a momentous achievement even if first contact has not been
made, so dont underplay that event. Having said that, the raccoon race is of similar technological
achievement as transhumanity and so nothing new can be learned from the tech recovered. All
that will be gained is the knowledge that there is another alien race out there with and already
likely negative predisposition towards transhumanity. (GM These aliens also have not gone
through their singularity event and so have not encountered The ETI yet, unlike The Factors. The
infected exsurgents may be the only view of transhumanity they have seen)
1-2 hours to investigate the Bot Outpost
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Site 3
This is the location of the ship named Ark. It is a truly massive construction over 3 km long.
Despite the fact that the ship has clearly crashed it largely has remained in one piece. Scanning
the ship would reveal sporadic energy readings and faint bio signs. A possible explanation being
the cryogenically frozen humans. The players can choose to approach the ship from the side or
at the front.
The ship itself has its own atmosphere (if slightly stale). All entrances will require players to go
through an airlock.
Front of the ship
The obvious point of entry here would be the broken glass of Navigation. Provided they can reach
it, being over 100m above the ground. A spindle and climber, or smart rope might be able to
snake the way up but may require some lucky rolls (MOX x 10). Inside Navigation they will find
exits locked to keep the atmosphere of the ship in. A hack/interfacing success will open the exits
for a short period of time, less than 10 seconds.
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Side of the ship
While traveling up to the side of the ship, the players can see several access hatches. Asuccessful hack or simply cutting through the hatch with plasma cutters would find the players
way into the ship. GMs discretion as to where the players will then end up.
Half an hour to make it into the ship.
Inside the shipThe atmosphere inside the ship is a standard earth mix and the PCs have the opportunity to
breath it with no detrimental effects. For some reason a lot of Sci-Fis have the characters breath
alien air as soon as possible. Never understood this but the PCs may be just as disillusioned as
everyone else.
Here is a list of locations inside the ship and what the players will encounter. GMs are free to
choose which areas the players encounter and in whatever order they want. The main story will
be listed after the possible encounter areas. The areas are also numbered, if you want to roll to
see where the players end up.
20 minutes to explore each area. If just passing through, negligible.
Amendment
Feedback from players say that the random dice rolling is arbitrary so in the interest of including
more player decision, I have designed a rudimentary map of the ship. I highly recommend you
use this. You still use the room descriptions but trigger the greater story at your discretion or
while the players are making their way to the engine room.
There is obviously a greater amount of complexity in a ship of this size, but the mapped sections
lead to points of interest in the ship, assume other paths lead to subsystem or areas of no
interest to explore. The main pathways are illustrated and provide a fast travel rail system. A
mapping system will show the basic layout of the ship (the players can see the areas) but they
wont know the purpose of each section until they travel inside them.
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1. Navigation
Also known as forward bridge, this area also used to feature a sensing suite at the front of the
ship for advanced navigation and sensing. Most of the systems have been completely destroyedduring the crash. Though there may be one working console to give the players some trajectory
logs of the ship and crash statistics. If the players access navigation from inside the ship, they
will see atmosphere compromised warnings on the entrance.
Navigations exits/entrances can be hacked/interfaced to be open for short periods of time, >10
Seconds. The relatively similar atmospheric pressures inside and out will lead to very little
convection.
+1 rep for recovering this data.
2. Cryo Chamber
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The storage room for crew in cryogenic sleep. Along the side of the walls are a series of upright
pods. But only half of the pods are occupied. The unoccupied pods are in different states of
disrepair from broken glass to completely smashed.
Investigation of the pods show that they have been hooked up to a rudimentary network, similar
to a wired mesh network. Whether this is for simul space or just monitoring health is unknown.
Inside the occupied pods are infected and will attack players if they attempt to revive the NPC.
The infected are unmutated but have the same stats as basic infected (see below for stats).
3. Mess Hall
The mess hall is a large room of tables and chairs, obviously meant to be a dining area for the
skeleton crew that maintains the ship. Unlike other areas there is little of interest in this room, but
feel free to waste the players time as much as possible.
4. Med Care
Med care is actually a series of rooms that make up a small hospital. On the beds are long dead
patients, though decomposition is slow due to the sterile environment. Can show first sign of a
restrained infected here for the players to encounter. The players will find that they cant
communicate with the infected and if they wait too long, it will break free of the restraints and
attack the nearest player.
A thorough search of the area will find some medicine supplies (heals 1D10 of damage, can only
be used once on each player) and a large store of stimulants, Stim-X. Apparently used by the
crew in dangerous situations to improve reflexes and danger response time. Treat as same
stats as MRDR (+1 Speed, +10 SOM, +10 DUR), addiction rules apply to Stim-X.
5. Forward Engineering
This room controls power routing to large sections of the ship. There is a large console here,
think the size of about 50 computer screens and it is active. Interfacing/Hack check will reveal
that a large amount of power is being wasted on already damaged sections. The players can
pass another skill check to reroute this power to life support and lighting gaining a +10 modifier
on perception/surprise checks. Alternatively, the players can route more power to the fast rail
system allowing them to travel between areas more quickly (up to discretion of GM as to howmuch time is saved).
Safety protocols prevent overloading of the power grid.
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6. Crew
Housing for the skeleton crew. A series of rooms with most of the door being jammed
mechanically shut, but some have open doors. The players can cut through at the cost of a taskaction (10 minutes). But there wont be anything in there seen from the other rooms with open
doors.
There is obvious sign of habitation, from clothes on the floor to one room with an old earth sports
game stuck on loop.
Hearing perception check to see if players notice clanging sounds from distant areas of the ship.
Nothing of value here aside from the fact that they are almost certainly not alone.
7. Hanger
Storage and launch bay for the shuttles to the ship, both for transport and external maintenance.
The hangar doors have been jammed shut and there it not enough power to open them. Trying to
cut through will reveal that the doors are as thick as the ships hull and unable to pierce in anyreasonable amount of time.
The two rooms shown on the ship are actually storage (think aircraft carrier) for the various
shuttles. The second level is where the shuttles actually launch from above the hangar bays. But
the upper bay doors to them cant be opened either due to damage or lack of power.
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If the players attempt to activate any of the shuttles, they will find that their power sources have
long since died and any power sources the players have brought with them are either
incompatible or insufficient to power any shuttle.
Maintenance
Situated in the hanger is maintenance. Here, there are various disassembled vehicles and
shuttles. A thorough search of the area will reveal a working intact pre fall tech repair kit (+20
repair). The players can keep it for themselves, or turn it in for the finders fee.
+1 rep for acquiring this technology
8. Hydroponics
The greenery in here is rampant. Approaching Hydroponics, the players will see evidence of
plant growth that seems to grow right into the metal. Aside from this near impossibility, the plant
life overflows the room. The flickering lights could not possibly provide the amount of energy
necessary to grow these plants. WILL x 4 or suffer 1 SV.
The plants themselves have been infected with the Exsurgent virus and their rapid growth is a
symptom of this infection, for what purpose is beyond trans humanities scope. If the PCs
attempt to take a sample of the plant they will encounter The Botanist.
The Botanists motivations are simply to protect the plants that are growing. He has been
infected but in a different way. He is still insane but can be talked to and still possesses some of
his reasoning skills. He has become so close to them that they form a symbiotic relationship.
The plants part before him and as he strokes them, they vibrate in response. If the players try
and harvest the plant without his permission, he will attack them.
The Botanist stats
DUR 30, INIT 7, FRAY 70, Exotic Ranged Weapon 70
The botanist will hide himself among the plants and use them for cover.any player attempting to
target him will receive the appropriate penalty. The plants themselves give him an armor of 9/9
He attacks using the moving vines which have a range of about 10m. 2D10 + 3. He targets
whichever player was trying to take a sample.
If the players do something as silly as manage to start a fire, then the room becomes filled with
dark smoke and the PCs may be caught in the fire if they dont get out fast enough. Since The
Botanist is somewhat lucid, he can be reasoned with. The PCs may be able to convince him
that they are spreading the plant seed or whatever they can imagine would convince him.
+1 rep if the players retrieve a sample.
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9. Storage
There is not much here aside from a large room full of pre fall tech. Most of it is far too large andheavy to easily plunder. Relevant skills checks will reveal that this is colonization tech including
fabbers, life support, construction, and even terraforming equipment. Doing a full search (task
action) will find some small devices of unknown purpose but still pre-fall tech and may be of
value.
+1 rep for recovering this tech.
10. Life Support
The systems appear to be working at minimal capacity, its a wonder that the ship has
maintained atmospheric integrity. If the players have discovered the rampant growth of the
Hydroponics farm, this would explain the mystery.Else, appropriate skill checks will reveal that
there must be a huge source of Oxygen production outside of life support.
Add half an hour for travel between areas.
The Greater StoryThe players will get time to explore a couple of these areas and up to the GMs discretion can
trigger the next part of the story. Keep in mind that the players will still have time to move through
other areas of the ship after the first encounter.
During travel between areas or even inside one of the areas, the PCs will be attacked by a gang
of Exsurgent infected humans.
Infected Humans
Theses creatures are clearly human but something has changed them, their skin has become
rough and gained a hint of grey. Weird growths are attached to various parts of the body that
serve no obvious purpose. Aside from heavy looking growths growing directly from the infected
hands. Which are clearly used for hitting things. The infected who dont have these growths use
makeshift clubs out of wrenches or metal piping. WILL x 3 or suffer 1D10/2 SV
Some infected can be carrying medium pistols depending on GMs discretion. Melee infected will
charge opponents and proceed to knock the shit out of the closest PC.
The first encounter with infected should be fairly simple but somewhat harrowing, PCs should
take at least some damage. Would advise the infected to arrive in waves to lengthening the
encounter and make it as claustrophobic as possible. Advise between 6-10 of both types of
infected.
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Infected (basic melee) stats
DUR 30, INIT 7, FRAY 70, Melee Weapons 70, SOM 25They hit with makeshift clubs or growths that seem to grow from their hands, 1D10 + 2 + 3
Infected (ranged pistol) stats
DUR 30, SOM 25, INIT 7, FRAY 70, Melee Weapons 50, Ranged Weapons (70)
Standard Medium Pistol with regular ammunition, 2D10+4, SA BF FA
After the encounter, roll perception to determine if the players hear the hordes of Infected
heading towards them. Volume increase and doppler effect analysis reveals that they are 10
minutes away. Muses or cog checks could reveal the Infected group numbers in the hundreds.
There are two options here
Players may decide to make a last stand:
Just as the infected horde comes into view and as you start lining up shots, the doors slam shut
locking the infected on the other side, the players hear a voice over the speaker
Players decide to try and run, for an exit or more:
Have them perform multiple free running checks and encounter the lone Infected to quickly barrel
past or deal with as quickly as possible. With the inevitable failure (or attempted heroism by a
player) the infected horde comes into view behind you and just as they are about to charge the
players a bulkhead door slams shut between them locking the infected on the other side, the
players hear a voice over the speaker
Theres no time to explain, if you want to survive follow my instructions completely. I cant hear
you by the way, but I have somewhere safe for you to be
A side hatch opens in the wall, previously undetectable. Investigation will reveal it to be
maintenance corridors. There is a light system guiding the players. If they decide to go a different
way from the lights have the speaker voice slam some bulkheads down.
I told you, the only way youre getting off this ship is with my help, now follow the damn lights
The players should probably follow the lights.
30 minutes to make it to the safe room.
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The Safe Room
The players will eventually find their way to a brightly lit room with only two exits. Its exact
location is somewhere between 4 and 3, if youre using the map. The one they just came through
and a locked door ahead of them. Above the door is a computer screen that turns on once all the
players are in the safe room. A flash of images rapidly flicker on the screen along with a high
pitched whining sound which abruptly cuts off. (GM: This is a You Gotta Believe Me Hack, which
will come into play during the final fight, can have the players roll COG + INT + SAV now if you
want them to suspect something now or later on at the final fight).
When the screen comes on again there is a rough looking human wearing a dirty tattered lab
coat. Despite these features, he at least looks normal and human. His hair is cut to military style
and has a clean shaven look. He speaks with confidence and direction, though with slight insane
ticks that is up to the GM on whether to reveal. He is pacing around a brightly lit white room with
some consoles visible in the background.
Ah, I see youre all here safely good. I was worried you wouldnt make it here for a second
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My name? oh, my name. Im afraid I lost the original years ago. But I gave myself a new one. I
am the father of this ship, its designer and creator but my children took her from me. I am
named...Chronos.Try and pronounce Chronos arbitrarily almost like Cronus. If the players know anything about
greek culture, they will suspect the titan as opposed to the God of time (will become relevant
when he fights the players later).
I need...I need you...to destroy the ship. We have been infected, Earth failed us. She was meant
to support us, instead she sent this thing here to kill us. Ark is better lost at sea than given over
to pirates.
I have an override code.hmm interesting network you have there
Chonos will directly beam the code into the PCs heads (GM: used PSI feats to transfer the data)
A map also, here, find your way to engineering I will make sure the way is clear, though I think
there might already be something living down there it enjoys the warmth... Anyway, input the
code, it will send the engine into meltdown. Should be about 2 hours before the ship goes down.
As I said, youre not getting out without my help, if you do this for me, Ill tell you where the last
few operable lifeboats are. It is a small task and you are clearly much better equipped than I am,
should be no problem.
There are some useful supplies in these rooms that are on the way to the engine room, you
would be good not to miss them
At GMs discretion provide as many rooms as the players missed available for travel on the way
to the engine room. Add 20 minutes to mission clock for each room visited.
The players may continue to do his bidding in which case move onto the engine room (after final
exploration). If the player decides to try to get into the locked room, trigger the Path 1 ending
scenario. If the players just decides to try to fight their way out without complying with his
demands trigger the Path 2 ending scenario. Keep in mind that it is in the players best interest to
destroy the ship given the x-risk it poses. AI can remind players of this fact.
1 hour for discussion and travel to the engine room.
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The Engine Room
The engine room is a huge space that is also uncomfortably warm. It is a massive room. A
circular column is in the middle which runs from the bottom to the top of the ship. Various
walkway lead from the edges of the room to the center column, the reactor. The engines
themselves automatically run on nuclear fusion that is unlikely to run out for at least another 10
years. It will take the players (at walking and careful place) 20 minutes to reach the main engine
control to input the program. If the players are being careful, they may spot the Infected as itheads towards them. If not they suffer a surprise test.
Infected (Jelly) stats and description
This infected has somehow managed to become the conglomerate of several humans, whether
due to the unusual heat of the environment or a freak mutation of the virus. But the humans that
are part of this have become translucent and jelly like, limbs and bodies dissolving into the mass.
Though stray heads and legs stick out. The Jelly can morph into different shapes at will but
maintains an amorphous blob at rest. It also has a number of limbs or tongues with fleshy
spikes that have great gripping ability. It can apply toxin either through its tongues or with an
AOE (5m diameter) spit attack. The players will either spot the Jelly climbing above them or they
will be surprised when the Jelly drops into the middle of their team.
WILL x 3 or suffer 1D10/2 SV
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COG 30, COO 10, INT 30, REF 15, SAV 15, SOM 20, WIL 30, INIT 9, SPD 2, DUR 70, WT 14,
Movement Rate: 4/16
Skills: Exotic Ranged Attack (Spit) 50, Free Fall 50, Perception 60, Unarmed Combat 60Notes:Armor (12/12), Enhanced Smell, Spit Attack (area effect), Tongue (DV 1d10 + 3, AP 0),
Toxin (Application: D, O Onset Time: 1 Action Turn, Duration: 5 Action Turns, Effect: 1d10 2
(roundup) DV per Action Turn ). Due to their physical form, jellies suffer the minimum amount of
damage from standard kinetic weapon and blade attacks. With each of its speed turns it will
attempt to spit and then attack with a tongue.
Can roll a medicine (or relevant) skill check to remove the toxin, after combat has ended to avoid
any further effects of poisoning. This toxin will compromise vac-suits and if it isnt repaired by the
time the players make it back outside, the player will suffer CO2 poisoning and death within
seconds.
Upon successfully dispatching the infected, the players can continue onto the engine control
console. Interface/hack will allow insertion of the overload code and start the two hour timer.
Immediately upon completing this task the players hear a voice over the speaker
Thank you, fantastic work. I could never have done that without you guys. Now Im sure youre
thinking where are those lifeboats, right? Well, Im afraid that secret will be kept by me, the risk of
infection is too high, youre going to have to go down with the ship. However, It was a pleasure
knowing you, have a nice death.
There are two ending paths the players can choose (I prefer path 1). Cog tests or the common
sense trait will help them come to the decision.
Path 1
They decide to backtrack their way to the safe room and gain entry to meet with Chronos and
force the lifeboat locations out of him
Path 2
The players try and find their own way out of the ship, making their way to the hull or something
of their own imagining. They travel through any remaining unexplored sections and have at least
2 encounters of at least 6-15 infected. Can also introduce the Tank infected if another mini bossis wanted. Dissuade this path, cannot cut through the hull too thick, likely hundreds of infected
between them and any potential lifeboats or hatches, relatively clear passage back to Chronos.
30 minutes to complete engine room.
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Path 1
The players journey back to the safe room is uneventful and presumably they wont want toexplore given the limited time frame they have. In the safe room, they can attempt to hack
through the door or blast it open. During this process, the screen will turn on to an empty room
with Chronos no where in sight. But the speakers turn on
Infidels, you do not know who you are dealing with, you should just accept your fate, if you come
in here you will find an end beyond suffering
Chronos is truly insane now.
When the players make their way inside, they will find an empty room (at least until they give theall clear). Investigation of the consoles will reveal that all the processing power is going into
powering something similar to a simul space, and something that seems like a primitive AGI. It
would entirely be the wrong conclusion of the players to assume that this was all a simulated
personality and control.
They can upload themselves to the simul space to find themselves in a replica of the ship. The
simulated ship is in prime condition but has highlighted damaged sections in red with text
readouts detailing damage. The players can use this to try and find a way out i.e some working
lifeboats. To travel faster in the simul space, players can hack the program to gain GOD mode
powers. However just as they find a way out, the simul space will start collapsing and something
that looks like a computer glitch will try and attack them. WILL x 3 or suffer 1D10/2 SV.
Alternatively, they can hack the console to find the location of the lifeboats.
Just as they make their way to the exit, a previously unseen bulkhead will slam shut and a loud
thumping can be heard through the floor. After a couple of seconds of player dread, the floor will
burst upward and up will climb a battle suit piloted by none other than Chronos. Queue boss
battle music.
Chronos stats and description
The battle suit itself is a large metallic creation much like the suit in alien, but modified for
combat. Chronos sits inside the battle suit and expertly pilots it. He has a manic grin on his face
and he looks a lot more disheveled that what was on the screen. His white lab coat is actually
stained a dark brown and his hair has grown into a long mess.
Chronos himself has been infected with an advanced strain of the Exsurgent virus that gives him
(slightly OP) PSI traits. Chronos will use PSI tricks, Moxy and all the skills at his disposal to
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defeat the players. It is entirely possible that he might kill one or send one insane, but thats just
part of the game. Hes designed to be tanky and hurt, dont be afraid to go all out on the PCs.
At the beginning of the fight every player rolls COG + INT + SAV test. If they fail they suffered
from a basilisk hack in the safe room earlier. This is a You Gotta Believe Me (YGBM) hack
implanting a subliminal command. Every failed PC takes one shot at their nearest ally before
regaining their senses, this occurs before action turns.
Universal stats
Speed - Average all players speed then add 0.8 and round down to the nearest whole number
COG 30, COO 25, INT 30, REF 25, SAV 20, SOM 30, WIL 30, INIT 12, MOX 4
The first stage of battle will simply have Chonos charge the nearest PC and start pounding
down. He will switch aggro to whoever deals the most damage in that action turn.
Battle Suit
Armor 18/18, DUR 60, WT 12, Unarmed Combat 90 (4D10 AP-2), Fray 65
The battle suit will eventually be destroyed shutting down seemingly offering an easy kill shot to
Chronos. The first shot the PCs make at Chronos will blow up the suit in a cloud of debris and
smoke. SOM X 3 or suffer 2DV.
When the smoke clears Chronos will be floating above the ground surrounded by a pale green
light. This is the ultimate form of PSI mastery, the ability to change the very fabric of the universe
itself. The hard part starts. WILL x 3 or suffer 1D10/2 SV
Chronos
Armor , DUR 55 (Ignores wounds), Unarmed Combat 90 (3D10+3), PSI Assault 90, Fray 80
In addition, Chronos gains a number of PSI traits.
Onslaught
PSI TYPE: Active
ACTION: Complex
RANGE: TouchDURATION: Temp (Action Turns)
STRAIN MOD: Chronos takes no damage
SKILL: Psi Assault
This offensive sleight floods the targets mind with sensory input and thought processes that
are so alien and disturbing that they inflict 1d10 + (WIL 10, roundup) mental stress.
Any time Chronos makes a melee attack automatically roll Onslaught on the target
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Casimir Force Repulsion
This sleight exploits the Casimir effect (an interaction between the electromagnetic fields of
different objects) on a macro-scale, allowing the exsurgent to levitate himself or other
objects by creating repulsing fields. This could also allow the exsurgent to push targets
away, pin them against walls, etc. (GM use limitedly and dont allow power to be
overpowered)
Diffusion
This sleight diffuses light, laser, and particle beams, effectively making them useless as
weapons, Halving their DV
Kinetic Friction
The exsurgent uses this sleight to increase the friction applied to kinetic activities. This has a
negligible effect on most activities, but high-velocity projectiles like firearms and railguns will
be significantly slowed, decreasing their DV by half.
Can add these taunts when appropriate.
You think that gate opened by accident?
I am a god here, time means nothing to those who are above it.
Your mind is but a toy for me to play with
You weapons are useless against my power
After a hopefully long, difficult and rewarding fight, Chronos will be defeated and the players will
be free to escape the ship in what remaining time they have left. To make the escape more
exciting, Infected could be catching up to them just as the lifeboats launch. Remind players of
the mission clock and how long they have to make it to the gate.
1 hour to complete path 1
Path 2
The players try to find their own way off the ship. The areas they travel through will be theremaining unexplored sections or just regular hallways if that is all that are left. Along the way
they will be hounded by a minimum of 2 encounters of 6-15 infected. As many as you think would
wear down the party. During one of these encounters, introduce the Tank infected.
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Infected (Tank) stats and description
The tank infected used to be really large humans. A mutated strain infected him and turned himinto a hulking mass of muscle. His other features are much like other infected, weird growths,
and greyish rough skin.
COG 15, COO 20, INT 15, REF 25, SAV 20, SOM 35, WIL 10, INIT 7, MOX 1
DUR 80, FRAY 60, Unarmed Combat 90
The tank hits with his bare hands and due to its excessive strength get bonus damage. 2D10+4.
All successful attacks cause knockback regardless of DV.
The players will eventually find their way to a hatch that can be cut into or hacked. Or lifeboats,
can have them roll luck check to see if they come across a hatch or working lifeboats. Treat it as
a cinematic event as opposed to combat, occasional infected to hound them as they run
between areas. However during this process Chronos will appear to confront the team. Treat the
fight as the same part as the non battle suit Chronos detailed in part 1, however he only uses
PSI abilities at half health (Trigger during damage if he would suffer DV past the threshold). The
hatch will be conveniently located near the cycles for the journey back to the gate.
You think I would let you leave so easily?
1 hour to complete path 2
Back to the gateThe journey from the crashed ship back to the gate will take 10 hours. If the players used the
lifeboats, they can use them to make it back to the gate in 5 hours, but abandoning the cycles
and any salvaged tech left on them. If the players dont have the lifeboats, tough luck on them.
Switch to monologue mode to see if they survived the month. If they make it back to the gate in
time, have them pass through and switch to epilogue.
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Epilogue
The PCs will be fully successful if they gather all the data and tech available on the planet, findout what happened to the crew of Ark, and destroy the ship with time to make it back to the gate.
Max rewards is +8 C-Rep for finders fees, +4 I-Rep for dealing with X-Threat. Can exchange for
credits if the players want. Scale as appropriate to the PCs accomplishments.
The PCs find out that TerraGenesis plans to continue on with terraforming activities and initial
colonization on planet d given the players sterilization efforts and already in place infrastructure
for terraforming. Plus there is still likely a large amount of valuable tech that survived the
meltdown.
However there is still the likely presence of a research/early arrival ship in system somewhere. Is
this ship also infected, the PCs do not know, but firewall may send another mission to
investigate. (Plot seed)
The raccoon race that they found is obviously an exciting find, however due to the nature of the
gates they will probably never encounter them. Plus it is a worrying idea that the first contact this
alien race had with transhumanity was with infected humans that killed many of them. Chalk it up
to yet one more existential threat to transhumanity as while the the PCs have no idea where the
Raccoon race is from, the Racoons undoubtedly know the source of the colony ship.
The PCs themselves escaped with their lives (maybe) and have managed to make it through
quarantine on the other side. But in the back of their mind will be the idea that they might have
been infected by this super virus, that might be changing them and influencing them at this very
moment. And maybe, if they think hard enough, the speck of an alien entity passes through their
thoughts. Their imagination? Or a real threat to their very existence.
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