View Full Version : Journal Foray Into the Unknown

2015-10-29, 02:48 AM
Foray Into the Unknown

After a shortlived dungeon-crawl PF campaign, my group's started a new campaign with me back in the DM seat. We're playing Fate Core in a sci-fi/cyberpunk setting. The only skill we've added is Computers, to keep things pretty simple while we learn the system.

The Premise:

Earth has been attacked by a swarm of creatures reminiscent of the Zerg or Tyranids - a giant hivemind full of diverse species, all intent on eating anything they can get their hands/claws/tentacles/feelers/etc on. While Earth is putting up a valiant defense of its system, it was decided that a contingency plan should be enacted. A fleet of 30 massive ships was built or conscripted as quickly as possible; those conscripted were retrofitted as well as possible. These ships each carry a few million people, and were aimed at the nearest planetary system known to be habitable. The ships are propelled at FTL speeds through space with equal parts Alcubierre drive (https://en.wikipedia.org/wiki/Alcubierre_drive), handwavium, and a small black hole.

Recently, the ship the PCs are on has found itself the victim of a coup - a small force of rebels has overthrown the military government and placed itself in command. This isn't good news for the players, as they all work more or less directly for the government.

The Cast:

Atticus: A cyborg computer specialist. He freezes up around strangers, and has a hard time saying no. He's also got a neural implant that lets him interact directly with any wireless system in the area.
Kirk: A genetically modified human - she looks like a harpy, wings and all. Estranged from her parents because of her predilection for bodily modification, she now works as one of the best mechanics for a company regularly contracted for government work.
Ray: A member of a group called the Ship Scouts - a specialized group of the ship's military that's responsible for patrolling the further reaches of the ship and responding to emergencies. He owns the apartments he, Atticus, and Kirk live in.
Philippe: A part of the coup in its early stages, he left in fairly short order. Now, he's got enemies on both sides of the line, and the only thing that's saved him on numerous occasions is his gun - which he's obscenely good with. He's worked with Ray before, and knows him well enough to always have his back. This character also doesn't join us for a few sessions.

I'll be posting the first few sessions in the next two days; I need to consult my notes and players to get everything in order first.

2015-10-30, 03:46 PM
Session 1

Kirk and Atticus have just returned from a journey out to a portion of the ship that had gone offline; Ray had guided them there to ensure that a) they got there, and b) they could make the fix safely. The trip went fairly smoothly, so, of course, when they returned they discovered that everything had gone pear-shaped.

A coup had taken place, with all of the former leaders on the ship deposed. No one quite knew what was happening, or why - those leading the coup kept quiet. The PCs immediately freaked out - they worked either directly for the government or as contractors for it. None of them were sure whether their jobs still existed, or even if they were wanted persons or not.

Ray went into overdrive - no one was to leave through the front door, and communications were to be kept to a minimum. He left via the window to check out whether or not the Ship Scouts (which he's taken to referring to as the SS >.>) were still operational.

As soon as he was gone, Kirk and Atticus picked up the phone and dialed their respective companies to find out if they still had jobs. Everything was normal, they were told, so they went to work as usual.

Atticus was given a job restoring some security cameras that were out on a few decks; while he was in there, he figured he might as well install a back door that would let him shut them down at will.

Meanwhile, Kirk was working in her shop on some unspecified project while making small-talk with her coworkers. She discovered that the manager of the company had a guest staying in his office that he seemed none to happy to have there. She puttered around for a while, and, at leaving time, stayed around until her manager was leaving the building. Behind him was a short, dark haired woman with what can only be called a serious case of resting b**ch face.

Ray (or rather, his player) was having the time of his life. The Ship Scout's HQ was surrounded by a mob of people. Not an angry mob, but a confused one. By asking his way around, he found out that the leader of the Ship Scouts, a woman by the name of Fiona, was missing. He entered the building, trying his best to look stealthy in what amounted to a basic office setting. He ran into the new head of the Ship Scouts, Thomas - an overly bureaucratic man with little-to-nothing in the way to recommend him for such a position. Thomas makes not-quite-threatening remarks to Ray about his loyalty to Fiona as opposed to his loyalty to the Scouts.

Kirk, in the meantime, has followed her boss and his handler out to the tram system that runs along the spine of the ship. She follows them for a bit before they get start getting suspicious, and then hops off before they do to ostensibly visit a friend.

Their various missions about the ship done, the group returns to the apartment and begins plotting...