Published using Google Docs
Pressure: A Scenario for Eclipse Cthulhu
Updated automatically every 5 minutes

Pressure

An adventure for the Eclipse Phase Cthulhu setting hack

Abstract

Europa is home to a Deep One City, established by hybrids who journeyed into space before their fishy traits expressed, secretly colonizing the moon in anticipation of the Stars Turning Right.  The Deep Ones were joined by a number of cultists who either egocast in or secretly landed on the moon themselves, both to mate and to hopefully be transformed themselves.  The Deep Ones and co are engaged in the construction of a Gate, based on instructions from their masters, which they intend to connect with a portal on Earth.  The Player Characters are agents in the employ of some organization with an inkling of what the denizens of Europa intend, and have been hired to investigate.  If they make it to the Deep One base, they will locate and hopefully destroy the unfinished Gate.

Party Composition

All party members should have at least some combat skills.  Fray, freerunning and perception will also be of importance.  Infosec, swimming, medical and hardware skills may also help.

The Hook

The Player Characters have somehow been commissioned or conscripted to investigate goings on beneath Europa’s surface.

The second option is ideal if you don’t want to worry about how the PCs are able to evade the Jovian cordon and reach the moon’s surface.  Regardless, the briefing the players receive begins with an explanation of

The Status Quo

Before the Stars Were Right, exploration of Europa had been limited by perpetual international and corporate bickering over territorial claims to the planet.  After the formation of the Republic a number of survey teams were deployed to the moon, eager to both exploit the abundant reserves of water ice, and to crack the surface in search of the liquid ocean beneath.  Clinging to the underside of the ice at Conamara Chaos they found a large underwater settlement, peopled by a secretive cabal of degenerated transhumans.  Initial attempts at contact were violently repulsed by the denizens, wielding a mixture of outdated Earth weaponry and advanced technology of unknown provenance.  The Republic has cordoned off Europa, enforcing a strict quarantine.  The only visitors since have been a smattering of unmanned intelligence and military probes, the findings of which indicate that the moon’s inhabitants are engaged in the construction of multiple large structures kilometers beneath the icy surface.

The Briefing

The most recent unmanned reconnaissance expedition beneath the surface captured evidence of large undersea engineering projects, accompanied by radiation signatures indicating exotic physics phenomena of a dangerous nature.  The probe came under attack by unknown assailants before it could investigate further, at which time the teleoperators elected to scuttle it with the onboard antimatter charges.  Further teleoperation of probes has since become impossible due to unusually strong interference from Jupiter’s radiation belt, disrupting the sensitive communications equipment necessary to control them remotely.  AI controlled drones have also been deemed unsuitable.

The player characters’ mission varies depending on who hires them.  All the factions want information about what’s going on beneath the ice, but beyond this their goals differ.  

Firewall and the Jovian Republic will want whatever the Party finds destroyed.  To this end, they may issue a pure fusion “suitcase nuke” with an antimatter trigger, especially if Party members are persuasive and have decent i or e-rep.  A pure fusion weapon uses the annihilation of a miniscule amount of antimatter to induce hydrogen fusion without the need for fissile material.  In practical terms, a suitcase nuke of this type issued to the party will yield 5 kilotons, enough to destroy the Gate project if properly placed.  The bomb can be set with a timed fuse, or equipped with a QE trigger and detonated remotely.

If the players are investigating on behalf of Ozma or the Planetary Consortium, their superiors may instruct against outright destruction of the project.  For example if the party captures fabbers, body banks, and farcasting equipment intact, their superiors may egocast in a platoon of Direct Action Shock Troops to secure the base.

If the players are there independently, or as part of The Church of Starry Wisdom, their goals may be anything from destroying the Gate, to gathering samples of Deep One DNA and Shoggoth protoplasm.  They probably won’t know what they’re looking for until they see it.

Recommended Gear

The Keeper shouldn’t let the players depart before they all have morphs or gear allowing them to survive in the Europan Ocean.  Diving exoskeletons come ready made, while battlesuits and powersuits can be equipped with modifications allowing them to maneuver underwater.  Biomorphs will need gills, temperature tolerance, and hydrostatic pressure adaptation at a bare minimum.  Synthmorphs require hydrostatic pressure adaptation.  Deep Sea Submarines or Diving Sleds will make movement underwater faster.  Neutrino or quantum communication equipment is also necessary if the group wishes to communicate with anyone offworld.

The Party will need weapons, and plenty of them.  Ordinary beam weapons do not function underwater, though specially adapted versions (which are useless in ordinary atmosphere without conversion) exist, with half the listed range of their atmospheric or vacuum adapted counterparts.  Seekers must likewise be adapted to work underwater.  Rail guns are useless, other kinetic weapons may work underwater with modification, though their range is a quarter of the listed values, unless they are loaded with supercavitating ammunition.  This ammunition functions as normal both underwater and above water, has the same stats as ordinary ammunition, costing one category higher.  Spray weapons are useless, save for shredders and shard guns, which function at a quarter of their listed ranges.

Morphs and other gear can be handwaved as provided by employers if the party lacks the resources to acquire the necessary hardware.

Arrival

Breaking through the Jovian cordon around the moon should be fairly easy, as the meager killsat network around the planet is mostly on standby due to abnormally strong radiation.  Evading the cordon is a Pilot: Spacecraft check, which decreases in difficulty if the pilot decides to come in at an abnormally high speed, fooling the few functioning killsats into thinking the ship is a piece of debris.  However doing so makes the Pilot: Spacecraft check to land the ship more difficult.  In either case, a failed check will not destroy the ship, but will damage it to a sufficient degree that it cannot take off without repairs.  If the PCs were hired by the Jovian Republic, or are in good enough standing to call in a (large) favor, the killsats will not fire on their ship.

Attempting to land near the base at Conamara Chaos will reduce the distance the PCs have to travel, but will increase the difficulty of the check to land the ship safely, due to the irregular nature of the terrain.  The base is equipped with defense turrets capable of plinking at low flying craft.

The Europan Surface

From Rimward

“The radiation from Jupiter’s magnetosphere poses a major threat to biomorphs and even synthmorphs, vehicles and spacecraft that travel within its boundaries. Unshielded transhumans can become dangerously irradiated in a matter of days or even hours, depending upon location. This remains a long-term danger with lightly shielded craft and habitats. For information on the magnetosphere’s effects, see Magnetic Fields, p. 200, EP, and Radiation, p. 201, EP.”

Upon landing on the Europan Surface, the players must navigate to the base at Conamara Chaos.  Boring though Europa’s icy crust is too time consuming for the timeframe in which the mission takes place, and previous subsurface probes indicate the base operates an elevator beneath the ice.

When the PCs approach, either by vehicle or on foot, they are likely to run afoul of the defense turrets.  These weapons will spot any unstealthed vehicles or transhumans who approach, though it is possible that the party will spot them before engaging them, as they are not equipped with any stealth technology beyond clever camouflage.  They are placed fairly well with decent fields of fire, but it is entirely possible to avoid them entirely.  The party must sneak past, hack, or destroy them, though engaging them in combat for more than a turn alerts the inhabitants of the base to the party’s presence.  If the players are hired by or on good terms with the Republic, they can request that the functioning killsats bombard any turret they have spotted.  A killsat fire-mission knocks off D100 of the target’s durability.

Defense Turret

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

10

10

10

10

1

1

1

Armor

Durability

Initiative

Speed

13/13

50

4

1

Relevant Skills: Beam Weapons 40, Fray 40, Kinetic Weapons 40, Perception 40

Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Cryonic Protection, Hyperspectral Imager (p. 153, Panopticon), Radar, Super-Wide Cameras (p. 153, Panopticon), 2 Weapon Mounts with 1 Exoatmospheric Particle Beam Bolter, 1 Railgun Machine Gun

The Surface Base

The surface elements of the base are limited to camouflaged transmissions equipment and the entrances to a small vehicle park.  Several hidden airlocks provide entry to the underground components.  The base sinks deep into the ice, with tunnels leading all the way down to the ocean beneath.  The interior is maintained at one atmosphere of pressure with breathable oxygen.  The entry points are watched by cameras and heat sensors, as is much of the bases’ interior.  Depending on whether the base is alerted, the interior passage from the airlocks may be defended by groups of cultists.

Europan Cultist

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

10

15

15

15

10

15

20

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

6

30

45

2

6

1

Morph: Flat

Relevant Skills: Blades 45, Clubs 50, Deception 35, Fray 40, Freerunning 50, Intimidation 30, Mythos: Cthulhu 15, Mythos: Dagon and Hydra 25, Networking: Cults 35 Perception 30, Scrounging 35, Spray Weapons 45, Swim 50, Unarmed 20

Implants: 50% chance Cortical Stack and Basic Mesh Inserts

Armor: Armor Clothing 3/4 or Light Vacsuit 5/5

Gear: Ecto, Repair Spray, Utilitool

Notes: Mental Disorder*2, Neural Damage (Various)

Weapons: Shard Pistol, Wasp Knife or Shock Baton

Europan Cultists are Flats, each with a 50 percent chance of having a Cortical Stack.  Some of the cultists wear jewelry and ornaments made of strange bones.  Captured Cultists will attempt suicide, rambling about the cruel beauty of the dark and terrible deep.  Intensive psychosurgery or simulspace interrogation and disassembly of Cultist egos will yield images of grotesque and frightful couplings with inhuman things.

The Garage contains a pair of buggies, outfitted with enough radiation shielding for use on the Europan surface.  It also holds various mechanical and automotive tools, along with a few shielded vacsuits.

The Medical Suite contains an autosurgeon and a rudimentary fabber capable of producing drugs and medical supplies.

The Communications Center has links to the communications array on the surface.  Any successful Communications or Computing related roll will inform the user that the Communications Center is linked to facilities beneath the base, including a bodybank.

The Security Control Room is connected to cameras, sensors, alarms and turrets in the above water portion of the base.

The Armory has an assortment of Kinetic and Seeker weapons, along with a fabber allowing the construction of basic ammunition.

The Dormitories are filled with junk, including a maker designed to produce basic meals.  A search will reveal more of the strange jewelry, along with scraps of hardcopy scrawled an unknown language.  Analyzing and understanding the writing requires either a roll in Linguistics and Cryptography, Mythos: Dagon, Deep Ones or Cthulhu, or consultation on the Starry Wisdom Darknet.  The majority is unintelligible gibberish, but mentions of exotic copulation and the endless blue wine of the ocean.

The Cargo Elevator leads down to the underwater component of the base.  It is linked to the vehicle bay and garage by a tunnel large enough to drive a truck down.  If the Cultists were able to sound the alarm at any point, it will be depowered and sabotaged beyond repair, meaning the PCs will have to swim.

The Sub Pen adjoin the cargo elevator, allowing access to the frigid Europan ocean.  There is a small submersible parked in the bay, along with several atmospheric diving suits.  If the Party takes too long after the Cultists are alerted, the suits and sub will be sabotaged by the time they reach the Sub Pen.

Subsurface Oceans

From Rimward

“The undersea oceans of Ceres, Enceladus, and Europa are noteworthy for their incredible pressures, and temperature ranges, and complete lack of natural light. The waters of these subsurface depths are crushed under the weight of the ice above them (ameliorated by the lesser gravity). Pressure starts as high as 200 atmospheres at the top of these oceans, reaching as high as 2,500 atmospheres at the ocean floor of Europa. The deeper seas of other moons see even greater pressures. Biomorphs with hydrostatic pressure adaption (p. 188) can operate in these conditions indefinitely, at least at the upper ocean levels, down to a pressure depth of 500 atmospheres. Synthmorphs with the adaptation can sustain regular operation down to 2,500 atmospheres.

The real danger, however, is sudden changes in pressure. A biomorph dropped from a normal transhuman environment (1 atmosphere of pressure) into the subsurface depths would be crushed, and even a synthmorph might be damaged. To properly transition, the biomorph must be slowly acclimated to increasing pressure levels. This process is lengthy, however, taking about 1 day. For this reason, most undersea habitats cater to a specific environment; only synthmorphs such as the cetus (p. 185) have an easy time transitioning between the two. In habitats with mixed environments, resleeving facilities are often set up so that an ego can be transferred into a morph already situated in the other pressure environment.

Unlike Earth’s oceans, these subcrustal oceans are colder at the top, just above freezing (around –20 C, given the salinity), and warmer at the bottom, as they are heated at the ocean floor by geothermal vents (around 10 C). “Warmer” in this context, however, still equals quite cold by human terms. Water also draws heat away from the body much more than air, making even standard temperature tolerance mods ineffective. Any biomorphs operating in these frigid deep water environments require temperature tolerance (improved cold), detailed on p. 166, Sunward. Synthmorphs handle the temperature without issue.”

Visibility in the Europan ocean is heavily reduced by the high salinity of the water.  Light travels a maximum of 50 meters, with most powered light sources illuminating less than this distance, at about 25 meters.  Very large or very powerful sources of illumination may be visible beyond this distance, though not in any detail.  Infrared and Ultraviolet vision are useless.  Echolocation and sonar will give a better picture of an aquanaut’s surroundings, though this of course runs the risk of detection.

The elevator shaft descends down below the ice for 4 kilometers.  It is constructed from materials designed to flex and bend rather than snap if the ice anchoring it moves overhead.  Regardless of whether the party descends inside the elevator or outside, the shaft is lit every 50 meters by high intensity sodium lamps, suffusing the shaft and elevator cab with sickly orange light.

About halfway down, the party may spot something moving at the edge of the illumination provided by the shaft or by their own lights.  Whatever it is quickly moves out of sight every anything focuses on it, a difficult Perception test will suggest that it is some manner of large fish.  Passive sonar will occasionally pick up soft baying croaks.  Active sonar will reveal several large man sized shapes darting about outside the outer limits of the illumination.

At the 3 kilometer mark, or if they are fired on before then, the Deep Ones attack.

Deep One

“I think their predominant color was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked”

Deep Ones are a sentient race of amphibious marine dwelling bipeds.  The species originated on earth, and while certain anthropologists argue they share a common ancestor with humanity, it is certain that the Deep One race far predates anatomically modern man.  Deep Ones make their homes far below the surface of the ocean, dwelling in breathtaking underwater cities.  They worship Cthulhu along with Dagon and Hydra, two enormous Deep Ones said to be the eldest of their race, although all Deep Ones are immortal.  Deep Ones are rarely seen on land, emerging only occasionally to mate with groups of humans whom they have formed special pacts with.  The offspring of these pairings appears human at first, but as it ages its amphibious traits begin to express, eventually transforming the hybrid into a full Deep One.

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

20

25

15

15

10

30

15

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

10

50

75

3

6

1

Movement: Shuffling 3/15, Swimming 6/30

Relevant Skills: Fray 45, Freerunning 15, Polearms 45, Swim 75, Throwing 30, Unarmed 45

Notes: Claws and Teeth (D10+1 -1 AV), Echolocation, Gills, Grip Pads, Hydrostatic Pressure Adaptation, Temperature Tolerance (Improved Cold)

The Deep Ones will attempt to mob free-swimming PCs, avoiding as much illumination as possible, smashing the lights on the elevator shaft, and moving in close to bite, claw and grab whoever they can.  If members of the party are in a submersible or hardsuit the Deep Ones will swarm them, piling onto viewports, obscuring sensors and tearing at any gaps or weak points in the hull.  If the party is inside the elevator, the Deep Ones will press themselves against the exterior, pounding on the windows and attempting to work them loose from their fittings.  They will succeed in D5 action turns, and anyone in the elevator had better be prepared for immersion in the icy Europan sea.  If the Party is equipped with the suitcase nuke described in the Briefing section, the fishmen will attempt to pry it away from whoever carries it, spiriting it away to a location far away from their underwater installations.  If the Deep Ones manage to wipe out the PCs, they will dispose of their stacks and haul their morphs away, scrapping synthmorphs and using pods and biomorphs for more unspeakable purposes.

If the group manages to kill 50% or more of the attacking Deep Ones, the survivors swim away into the depths of the ocean, evading any attempts at pursuit.  Examining the bodies yields some interesting results.  Analysis of Deep One cellular and genetic material, obviously difficult in the harsh underwater environment, will reveal numerous oddities unexplainable with current transhuman genetic knowledge.

If the party survives the encounter with the fishmen and continues downward, they will notice light emanating from below at about 500 meters, along with the exotic radiation signatures the briefing mentioned.  As they get closer, they will find a large underwater complex, resting atop an enormous growth of Europan “coral.”  This complex has three components, two of which branch off from the Underwater Base at the bottom of the elevator shaft.

The Underwater Base

The Underwater Base is accessible through a number of airlocks on the exterior.  Moving around the exterior of the base may draw the attention of patrolling Deep Ones.  Entering will, unless great care is taken to do so stealthily, antagonize the Hybrid Cultists within.

Hybrid Cultist

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

15

20

15

20

10

25

15

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

6

30

45

3

7

1

Morph: Hybrid

Relevant Skills: Arcanotech: Gates 45, Blades 50, Clubs 55, Deception 35, Fray 40, Freerunning 50, Intimidation 30, Mythos: Cthulhu 20, Mythos: Dagon and Hydra 35, Networking: Cults 45, Perception 50, Scrounging 35, Spray Weapons 50, Swim 60, Unarmed 30

Armor: Armor Clothing 3/4 or Light Vacsuit 5/5

Gear: Ecto, Repair Spray, Utilitool

Notes: Mental Disorder, Various Incomplete Deep One Traits

Weapons: Shard Pistol, Wasp Knife or Shock Baton.

The Hybrid Cultists look like mutated humans, and many are already undergoing the changes that will end with their transformation into full Deep Ones.  While the Hybrids seem less unbalanced than the Cultists in the surface base, at the same time their egos are much farther from a human mindset, their transformation into inhuman denizens of the briny deep warping their brains.  Simulspace interrogation or Psychosurgery will prove difficult as many have lost many of their faculties of communication with ordinary human beings, speaking an unknown language similar to the croaking of a full Deep One.  Examination of their cells or DNA will reveal recombination of Deep One and Human genetic material of a nature inexplicable to transhuman science.  Hybrid ectos are built into deep one jewelry.

The Underwater Base is a warren of tunnels and bathyscapes running through a large formation of Europan coral.  It is pressurized and oxygenated in the same manner as the surface base, and includes many rooms of interest.  If one chamber is punctured or breached, the doors automatically seal, preventing the remainder of the base from flooding.

The Body Bank is unlike any the PCs are likely to have encountered.  The room contains several bodies, both male and female, floating in pools of water and hooked up to various life support systems.  At least one of the female bodies is obviously pregnant.  Examination of any of the computer systems, or the bodies themselves, will reveal that they are biomorphs which have been decerebrated and implanted with cyberbrains.  The cyberbrains are loaded with basic AI designed to puppet the bodies during sex.  It will be clear to characters familiar with the appropriate Mythos fields, or with a Cog*3 roll, that these bodies are used by the Deep Ones as sires and dams for future generations of Hybrids.  Examination of pregnant females will provide further evidence of this, as they are gestating the foul results of these inhuman matings.

The Medbay adjoins the Body Bank, and includes an autosurgeon, a fabber capable of producing medical supplies and chemicals, an ego bridge, and farcasting equipment.  The computer systems have several egos saved.  These are the original owners of the bodies in the body bank, but will be of little help as they have been in dead storage since before The Day The Stars Were Right.  They are citizens of the various corporations and European nations that originally colonized the Jovian Moons, and there is a chance that people in the Jovian Republic will appreciate the safe return of their egos.

If for some reason the PCs elect to sleeve themselves or someone else into the bodies in the Body Bank, treat them as Flats or Splicers with Cyberbrains, and Low-Gravity Adaptation due to their extensive time spent floating in water.

The Workshop is equipped with fabbers and several banks of what was once top of the line computing hardware.  The fabbers are suitable for producing weapons and ammunition, though their supplies of heavier elements are limited.  Stored here are several diving hardsuits and Synthmorphs in various states of disassembly and modification.  Hacking into the computer (the hardware is old and the security relatively weak) will reveal simulspace and psychosurgery software, along with several saved iterations (many subject to extensive pruning) of a single ego.

Idony Kolar

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

30

15

15

15

10

10

15

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

6

30

60

-

-

-

-

6

1

Morph: None (Dead Storage/Infomorph)

Relevant Skills: Academics: Astrophysics 65, Academics: Particle Physics 70, Academics: Theoretical Physics (Dark Energy) 75, Hardware: Reactor Maintenance 50, Interfacing 55, Language: Slovak 80, Perception 30, Profession: University Professor 60, Research 50

Notes: Errant Fork, Math Whiz

A theoretical physicist from one of Jupiter’s orbital universities, this iteration of Idony Kolar was forknapped by agents of the cultists in the chaos following the Stars Coming Right.  Rather than attempting to coerce Kolar into cooperating with their schemes, the cultists instead elected to prune forks of her into compliant automata that would better serve their schemes.

Idony knows absolutely nothing about her surroundings, she has been in dead storage since she was forknapped, only her forks were ever instantiated in simulspace or sleeved into bodies.  If instantiated as an infomorph she will be confused and quickly grow irritated if not given an explanation.  She has no idea why anyone would want to steal a fork of her, but will mention that her work is in theoretical physics.

The Laboratory is equipped with several dry and wet fabbers, along with other standard equipment such as fume hoods, autoclaves, etc.  The fabber records will show that they have been producing a non-water soluble mucous-like compound.  Party members with appropriate skills who examined Deep One corpses may recognize the substance as being one of many covering the fish creatures’ skin.

The Sub Pen is similar to the one in the surface base, save for its more elaborate system of airlocks and a larger collection of diving equipment.

The Chapel is a large, spherical, partially submerged room with walls covered completely in carvings, bioluminescent sea life, and bas reliefs of Dagon, Hydra and Cthulhu.  At the center is a circular pulpit rising out of the water.  On the pulpit is a sheaf of waterproof hardcopy, comprising a hundred pages or so of Deep One script.  This is the Book of Dagon, detailing Father Dagon, Mother Hydra, and the relationship between the Deep One race and Great Cthulhu.  Strange white gold glimmers beneath the water, scattered around entrances to the Deep One city below.  There is a chance that a powerful Hybrid matriarch will be leading a service in the Chapel when the Party enters.

Rahab Marsh

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

20

20

15

20

10

25

25

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

6

30

45

3

7

1

Morph: Hybrid

Relevant Skills: Arcanotech: Gates 50, Blades 50, Clubs 55, Control 45, Deception 35, Fray 40, Freerunning 50, Intimidation 45, Medicine: Midwife 45, Mythos: Cthulhu 35, Mythos: Dagon and Hydra 50, Networking: Cults 50, Perception 50, Persuasion 50, Scrounging 35, Spray Weapons 50, Swim 60, Unarmed 30

Armor: Armor Clothing 3/4 or Light Vacsuit 5/5

Gear: Ecto, Repair Spray, Strange White Gold Amulet, Utilitool

Notes: Mental Disorder (Megalomania), Various Incomplete Deep One Traits

Weapons: Coral Knife (D10+1 Damage, -1 AV), Shard Pistol

Rahab Marsh is the (alleged) descendant of an ancient hybrid clan stretching back hundreds of years.  A Priestess of Dagon, Rahab has taken the third Oath of Dagon and personally given birth to three Hybrids of her own.  Overseeing the Gate project, she eagerly awaits the day when she herself will complete her transformation and swim forever in the icy depths of Europa, and soon Earth.  She is perpetually enraptured by the thought that the master of her race, Great Cthulhu, has risen from his house at R’lyeh.  If not leading a prayer in the Chapel, Rahab will be outside, overseeing work on the Gate.

If her coral knife penetrates a victim’s armor, there is a 10 percent chance that polyps are left in the victim’s body, upgraded to 100 percent if the blow inflicted a Wound.  The polyps produce a fast growing coral, tearing the victim’s body from the inside for D10 damage per turn, not mitigated by armor or other sources of damage reduction.  Medichines will defeat the polyps, as will serious attempts to sanitize the affected area.

Her curious white gold amulet is a channel for Deep One sorcery, giving her powers analogous to Psi Epsilon: Telekinesis.  The amulet does not seem to work for ordinary transhumans, perhaps further research will determine whether or not it possesses anomalous properties.

Deep One City

The Deep One City is an ever growing underwater metropolis beneath the base, honeycombing the coral and stretching as far down as the “seafloor” below.  It is teeming with Deep Ones and, while it contains plenty of wondrous and strange architecture, holds little of value to the Party.

The Gate Complex

Half a kilometer to the Northeast of the Undersea Base is the Gate Complex.  The Complex is open to the surrounding Ocean, consisting of heavy duty power cables running out of the reef to a large platform where the Gate proper is under construction.  Deep Ones and hardsuited Hybrids work tirelessly carving glyphs into the platform, while a team of specialists carefully oversees the agonizingly precise process of emplacing and aligning the emitters, stabilizers and other components produced in the alchemical workshops and labs of the Deep One City below.

Progress on the Gate is slow and frequently stalled by a dearth of crucial raw materials.  The Deep Ones have established mining operations on the Europan “seafloor,” using Servitors to haul materials up to the construction site.  The Servitors can be heard long before their greenish glow is seen, their occasional cry of “Tekeli-li” reverberating through the hollow structure of the reef.  

Shoggoth

“...a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light...”

A Shoggoth, or Servitor, is a creation of the Elder Things, a vaguely crinoid alien race that visited Earth in the distant past.  The Elder Things were excellent bioengineers, and Shoggoths are miracles of living picotech, far beyond Transhumanity’s understanding.  Like a biological version of a bush robot, they are capable of extruding tools and appendages of any shape from their pseudopods as necessary.  Shoggoths may be of two kinds.  The first is unintelligent and operating purely on hypnotic commands issued by its Elder Thing masters, or anyone able to simulate these signals.  The second has gained sentience after centuries of servitude.  Intelligent Shoggoths are thought to have been exterminated after they rebelled, but a few may still exist on Earth somewhere.

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

-

25

5

25

5

DUR

-

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

-

150

200

DUR/10

6

1

Movement Rate: Rolling 5/25, Free Floating 4/20

Relevant Skills: Climb 75, Freefall 75, Freerunning 75, Perception 75, Unarmed (Grappling/Enveloping) 75

Notes: 360-Degree Vision, Chemical Sniffer, Electrical Sense, Enhanced Hearing, Enhanced Vision, Fractal Digits, Hydrostatic Pressure Adaptation, Nanoscopic Vision, Not of This Earth, Shape Adjusting, Pseudopods (D10), Temperature Tolerance, Very Large Size*

Shoggoths have a Som value equal to their current Durability.  They do not suffer the debilitating effects of Wounds, and cannot be harmed by Kinetic damage.  Explosives and Energy weapons do half damage.

A Shoggoth’s size changes with its durability, at full size it is as large as a subway car, when reduced to zero durability it is roughly the size of a basketball.  At any size, a Shoggoth can reconfigure its shape to squeeze through any opening.  Shoggoths which successfully grapple a target with a pseudopod, or which succeed in overrunning targets during movement, may envelop the victim.  Enveloped victims take 2D10+DUR/10 Acid Damage.  Worn armor mitigates this damage, but is permanently eaten away at a rate equal to damage soaked.  Shoggoths may consume morphs to replenish their own Durability by a value equal to the Durability of the morph consumed, at a rate of 5 per turn.

The Shoggoths toiling in the construction of the Gate are of the mindless variety, programmed via hypnotic commands.  They have been commanded to mine, refine and transport materials to the Gate from the seafloor, and to devour any morph they encounter which is not coated with a specific chemical compound.  This is one of many compounds secreted by Deep Ones, and matches that found in the laboratory wet fabbers.  The Shoggoths will ignore any party member smeared with or carrying sufficient quantities of the mucus, including anyone sleeved in one of the Hybrid morphs, as well as the bodies from the Body Bank.

Querying Firewall or the Jovian Republic regarding the Gate will yield confirmation that destroying it is a top priority.  If the party still has their suitcase nuke, it will prove more than sufficient for the task, though placing it closely enough to ensure complete destruction of the project will likely necessitate sneaking or fighting past a large number of Deep Ones and hardsuited Hybrids.  Following the enormous power cables away from the platform into the Reef will lead the Party to the Reactor Complex.

Reactor Complex

The Reactor Complex is a sealed bubble accessible via airlocks or through an air filled tunnel from the Underwater Base.  The interior of the Complex is a vacuum, maintained as part of the delicate and esoteric particle physics which occur inside.  The Complex houses a Dark Energy Reactor, ready to supply the Gate with the massive amounts of power it will require upon completion.  Even recognizing the Reactor for what it is requires a relevant knowledge skill, though if the Party rescued Idony she will explain if queried or sleeved into a ghostrider module.  The Reactor is staffed by a number of ruthlessly pruned forks of the physicist.

Reactor Tech (Fork of Idony Kolar)

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

25

10

10

10

5

5

10

Morph Bonus

5

5

Total

30

10

10

10

5

10

10

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

4

20

40

8

40

60

1

4

1

Morph: Synth

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation

Mobility System: Walker (4/20)

Armor: 6/6

Relevant Skills: Academics: Astrophysics 65, Academics: Particle Physics 70, Academics: Theoretical Physics (Dark Energy) 75, Hardware: Reactor Maintenance 50, Interfacing 55, Perception 25, Research 50

Notes: Beta Fork, Edited Memories, Math Whiz, Mental Disorder: Autism, Modified Behavior: Hyperfocus (Level 2), Social Stigma (Clanking Masses) trait, Uncanny Valley trait

Reactor Techs have been subject to behavior modification, making them incapable of any act not conducive to their assigned roles tweaking, testing and maintaining the Dark Energy Reactor.  They have been sleeved into Synthetic bodies for a number of reasons, foremost the reduced need for personal maintenance tasks such as eating and sleeping, but also to more easily operate in the irradiated vacuum of the Reactor Core.  The Techs will not bother the Party unless they attempt to interfere with the Reactor’s operations.

Shutting down the Reactor is easy, damage to any of its delicate systems will automatically engage its extensive safeties and precipitate a full power down.  The Techs will rush to repair this damage and restore normal operations.  A background in physics or a consultation with Idony will inform the Party that causing a meltdown is possible if a specific set of parameters are engaged, producing enough energy to destroy the entire reef and everything in it while irradiating an area of many kilometers radius.  However, Idony will refuse to disclose the necessary procedures, unwilling to annihilate the unwitting culmination of her life’s work.  She can be cajoled or coerced into cooperating, especially if the PCs agree to at least download the Reactor schematics from the control console before sabotaging it.  The Techs will shut the reactor down if any attempts are made to overload or tamper with it.  Idony will enthusiastically advocate their destruction.

Escaping

Once the Party accomplishes what they came for, or decides that they’ve had enough, they’ll need to figure out how to leave the moon.  If the ship the Party landed in sustained no damage, it provides a suitable avenue of egress, provided that they can reach it.  If the ship was damaged it will require at least an hour to repair, meaning if the PCs are pursued on the way up they may have to stand and fight.  Killsat fire support can be requested under the same parameters as during the initial approach to the base, with the caveat that they remove only D50 Durability from Shoggoths.

If the Party’s objective is to destroy the Gate Complex, the issue of timing their escape arrises.  Leaving the suitcase nuke near the Gate with enough time on the clock to ascend to the surface runs the risk of hostiles either disarming the bomb, or removing it to a more remote location where it will not destroy the Complex.  The Dark Energy Reactor can be set to execute commands on a time delay, or wired to receive them remotely, meaning that it is possible to reach the surface and escape the moon before detonation.  However, if this is done indiscreetly there is a risk that Hybrids or Deep Ones will arrive to shut the Reactor down before it goes critical.

If the party brought Farcasting equipment they can egocast to a friendly resleeving elsewhere in the Solar System.  The Quantum Farcaster in the Medbay is Entangled to a cultist hideout in the Martian outback, making a QE secured cast unwise.  The PCs may execute an unsecured neutrino ‘cast using the equipment, but must first arrange for a destination ready to receive them.

If all else fails, the Party may resign themselves to being restored from backups, content in the knowledge that they have saved Jupiter and perhaps all of humanity from the threat Europa’s inhuman inhabitants posed.

If the Party is working for the Jovian Republic or Firewall and escapes without destroying the Gate Complex, they may report this to their superiors, who will respectively deploy the Jovian Navy or an Erasure Squad to eliminate the threat.  Whether these assets are mobilized in time to prevent the completion of the Gate, and whether they will completely eradicate the Deep One threat is unknown.

Rewards

+5 Rez to every party member for accomplishing primary objective (as assigned by parent faction)

+5 Rez to each party member who escapes alive

Returning Idony and the egos from the body bank to the Jovian Republic will gain e-Rep.  Destroying everything anomalous or mythos related in the base will earn i-Rep.  Publishing the Book of Dagon will earn ★-Rep, while posting Shoggoth, Deep One or Dark Energy related discoveries will earn ★-Rep and r-Rep, at the expense of a big pile of i-Rep.

The party may attempt to sell off elements of their discoveries to Hypercorps in the Planetary Consortium.

Deep Ones 10,000 for the Genome/20,000 for a Corpse/50,000 for a live specimen

Shoggoths 15,000 for the Genome (such as it is)/30,000 for a sample of protoplasm/100,000 for a live specimen

Dark Energy Reactor 1,000,000 minimum for Schematics

Additional Fun

During briefing, give one or more PCs “secret objectives” from factions that run contrary to the stated goal of the group.  A party of Firewall Sentinels may be infiltrated by Ozma agents or Cultists who want to secure the secrets of Europa for their own nefarious purposes, a secret Consortium research expedition may include a Jovian saboteur there to make sure the moon’s hidden horrors stay entombed beneath the ice at any cost.  Obviously this approach is easier when the players are creating or choosing pregenerated characters specifically for the mission, but don’t rule out the possibility of arranging double dealing in-character within an established cast.