The Lost Children

4. The Beat and the Pulse

The PCs receive their first assignment: to observe suspected rogue psion Prof. Faisal Zimmer, at the Orgotek San Francisco training campus. He is suspected of passing weapons technology to terrorist groups or possibly factions of the FSA’s shadowy government, and the PCs are to attempt extraction if the FSA moves on him. Since the PCs are young and relatively unknown, they are sent in posing as students. Some collegiate hijinks ensue.

Xena is particularly skilled at Engineering and Science so she befriends the absent-minded professor Zimmer. He reveals that he worked on biotech computing for the recently-unveiled jumpship project, and that he has an interest in understanding the infamous Kuwasha Virus phenomenon better. Xena hacks into the campus mainframe and finds evidence that Prof. Zimmer did travel to Luna during the jumpship project timeframe.

The PCs are invited by the campus dean Marcus Srinivasan to a fundraising dinner. (The campus is small, and having a group of French refugees makes a good show for the donors). The PCs find various formalwear. They also do some research into Prof. Zimmer and find that he was recently married to a woman named Giada. The PCs encounter Prof. and Mrs. Zimmer at the fundraising dinner, where they become even more suspicious of Giada, steal her minicomp, and put a tracking program on it.

The next day, the professor is not at his classes. Further research from the PCs reveals that Giada is an FSA agent. They go to Prof. Zimmer’s house and find it ransacked and deserted. All of the computers have been stolen except for the house-managing computer and a prototype biocomp, which frankly doesn’t look like a computer. Interfacing with the biocomp, Xena learns that it was built to study the Kuwasha Virus and manage a containment unit for the infamously tricky quantum program. The containment unit is not present.

The PCs track down Giada by using her own minicomp, and find her and several agents interrogating Prof. Zimmer. A fight ensues, and it is revealed that one of the agents has rare cybernetic enhancements. The PCs wound Giada and the cyber-agent, and escape with the professor.

As the PCs rush to the extraction point, they interrogate Zimmer about the location of the Kuwasha Virus. He is reluctant, since he fully believes that Aeon will terminate him for meddling with Aberrant technology. But forced at gunpoint he reveals the location of his Kuwasha Virus sample. The PCs decide to hold onto this knowledge, and return to the Chicago arcology along with the Professor.

3. Rebirth

The PCs are recruited by the various Psi Orders befitting their latent aptitudes. Each receive training, initiation, and finally, psionic triggering in the Prometheus Chambers. It is only later that they discover that they each were triggered at the same time.

Nine months after their departure they are called in by the Aeon Trinity organization in Chicago. Proteus director William Renton and Neptune operative Hector Ramirez meet the PCs in the Trinity building, and offer them a position on a special task force devoted to bringing in rogue psions. The PCs wonder why them, and are told that it is rare to have a cohesive team of psions who already know each other and who were triggered at the same time. Trinity sees them as a kind of experiment, but at the same time will provide full backing.

(Also joining the task force is a depressed middle-aged Aesculapian named Dr. Thaddeus Wu).

The PCs agree to form this task force, and are given an apartment suite in the Chicago arcology.

2. Mountain on Fire

The party recuperates at the ski lodge for several days. They recover little of value, and there is no salt to be found. When they leave, the sun is shining and the slopes are slick; they narrowly avoid an avalanche that crushes the lodge. Surprised but undaunted, they proceed onward to the trade hub “Bruyere.”

On their way down from the mountains, they contend with frostbite and a bioengineered “BEngibeast” mountain lion. They arrive in the rubble community called Bruyere, and near the outskirts help a medic bury a dead patient. The medic calls himself Francois, and advises the party to not reveal where they are from; raiders and opportunists may find their mountain community easy prey. Francois also points them in the direction of a relatively honest merchant.

The characters haggle and get 49 kilos of salt. Also while in town, they save a Witness of Tamarika K. from some violent youths, and watch a hoverjousting tournament held by the warlord who calls himself King Merovic. They stay with Francois the medic, who reveals that he is an Aesculapian psion. Specifically, he is defying an order to stay away from ruined France, due to kidnappings of vitakinetics by warlords who want their own private physician.

With their salt, the party heads back to Chanon. They sense that they are being followed, and use their knowledge of the terrain to elude their pursuers. Coming near to their home mountain, they see ominous clouds of smoke. It takes them most of another day to finally approach the ruined bridge near the base of the mountain. Margot’s grandpapa meets them and explains that raiders of the Wargang have taken over Chanon; they have an Aberrant with them, who can shoot nuclear flames from his hand.

Grandpapa leads them through old tunnels dating back to WWII and the Aberrant War. He shows them to the police station where the gang is holed up, and to the ruins of the agricultural school. There, at the school, Xena fashions a fertilizer bomb. After nightfall, the party infiltrates the police station, and there they find members of the Wargang taking care of a grievously wounded and brain-damaged Aberrant. Sneaking past, they freed several townspeople including Prof. Senghor, who had suffered torture. They engage in a brief gunfight and retreat to the church, where Mother Marie has sheltered the children and the wounded. Prof. Senghor reveals that he has created several more fertilizer bombs, but pleads with the party to flee the village and save their young lives.

The party declines, and decides to set a trap for the Wargang. They lure the Wargang and their servile Aberrant to the stone arch in the front of the town, where they had hidden the explosives. In a massive conflagration they kill most of the Wargang and their Aberrant.

Shortly after, Legionnaires fly in on a drop ship. They take custody of the Aberrant body, and a clairsentient among them notices that all members of the party are actually latents. The Legionnaires compliment them on killing an Aberrant and offer to take them all to the 6th Legion command in Milan. The older villagers protest that the party represents the best youth of their community, without whom their future is in doubt. The party manages to convince the Legionnaires to provide supply support to the village, and even set up a forward base there.

After saying their goodbyes to Chanon, the party is taken to Milan, where they are provided barracks and given latency testing. Commander Mossalo herself meets with them, and helps to review their options. It turns out that each member of the party has a slight tendency to a separate Aptitude. Commander Mossalo graciously offers each of them transport to whatever Psi Order they would wish to join, or anywhere in near space for that matter.

1. The Sky Falls

August 17, 2114. In the tiny mountain resort town of Chanon, near the Lyon Arcology in France, the day begins normally. The town grifter is hauled down the mountain by a deputy, to appear before the court of justice. Teen girls snipe at each other. Soccer practice. The rich kid practices marksmanship at his lonely villa, his father away for business in France. The local kid engineering prodigy helps fix autonomous tractors at the agricultural school.

As the sun sets, the north lights up in flames. Resounding explosions rock the mountain like thunder shakes a tree. Smoking rubble falls from the sky. Alarms sound, the townspeople head for shelter. Could it be an Aberrant attack?

Days pass, then weeks. Legionnaires arrive, surprised to find a town so free of radiation. They say the orbital station Esperanza fell directly on Paris; the work of Aberrants. They overloaded the French fusion grid, too, and most cities were destroyed. Half of France lies detonated or irradiated. And the teleporter psions, who could have helped the most, the Upeo wa Macho, they have all disappeared.

Four and a half years pass. In the winter, early 2119, five youths who saw the day the sky fell venture forth from Chanon in search of salt. In the mountains, salt is rare; in these irradiated times, iodized salt is even more precious. The town elders give trade goods to the five youths, and send them to Bruyere, a meeting and trading point down the mountain, among the rubble. The agriculture school chief, Prof. Senghor, also tells of a mountain resort nearby called Happy Fun Snowflake Lodge, that has lain abandoned these several years. Maybe salt can be found in their stores.

The five youths opt to take the more dangerous route to the Lodge, thinking they may be able to get salt for free. They climb the partly collapsed mountain slopes, and suffer the traps and assaults of a madman who lives in the Lodge. The madman tried desperately to kill the five intruders, but Margot, the smallest of the party, knocked the madman down a flight of stairs and killed him.

Searching the Lodge’s stores they find them mostly destroyed by flooding in the basement. Thinking to look for rock salt in the utility shed, they find that it had slid away sometime in the past four years, destroyed by the mountain.

After gathering medical supplies and taking some time to heal their various wounds, the five plan their next move…

0. Background Notes
A. Setting Primer

In 1998 the Galatea space station explosion showered the Earth in strange radiation. Subsequently, a few rare persons around the globe developed unusual powers based on the quantum forces of the universe. At first these superhuman “Aberrants” used their powers to advance humanity. Fusion engines were developed, and Luna was colonized.

However, as the Aberrants grew in power their sanity diminished, and in 2049 they made war on humanity. The Aberrant War spanned 12 years, wreaking unprecedented devastation on the world. Among the great losses of the war: network computer technology was destroyed by Kuwasha’s Pulse, and most of America was irradiated by Wycoff’s Blast. The war ended in 2061, when China issued the Earth Strike Ultimatum. Faced with the threat of a global nuclear endgame, the Aberrants instead fled the Solar System.

The Aberrant War altered the world physically and politically. America, Russia, Europe, and the Middle East bore the brunt of the destruction, and have not yet recovered. Now China, Australia, Brazil, and the new African Union dominate world economy and culture. The decades that followed saw a slowly-recovering Earth, and a new impetus to colonize space. Space exploration was further driven by the development of artificial gravity, which made long-term settlement viable.

In 2104 the Aberrants returned to the Solar System, first attacking human colonies, then Earth itself. However, in secret, psionically Gifted humans had begun preparing for the Aberrants’ return. In 2106 these “Psions” revealed themselves to repel an Aberrant attack on the Sydney spaceport. The Psions used “subquantum” powers to counter and defeat the quantum powers of the Aberrants. These “Psi” powers would additionally provide a leap forward in human technology and development.

Through psionic Telepathy and Teleportation, true faster-than-light (FTL) communications and travel are now possible. Humanity has colonized extra-solar planets, and in 2107 made first contact with a sentient alien species, the Qin. Standard biotechnology has been rendered obsolete by psionically active biotechnology, which has advanced medicine and computing to undreamt heights.

Anyone might be a latent Psion. The Psi Orders frequently test human populations for psionic latency, and those who are discovered can take up the offer to become a Psion. (The Orders have diverse staffing needs, and hire plenty of non-psionic or “neutral” humans too). The process of becoming a Psion is mysterious, but involves a dunk in a tank-like biotech device called a Prometheus Chamber.

The year is 2114. In hopes of restoring some of its past economic prominence, Europe has recently launched the Esperanza orbital superstation.

B. On Psions and the Psi Orders

The Psions belong to eight Orders, each overseen by a Proxy, and drawn from cultures across the globe. The Legions are militaristic, telekinetic, and are based in Australia. The Aesculapians are psionic doctors who come out of the Montressor Clinic in Basel, Switzerland. The teleporters call themselves Upeo Wa Macho, and are based in Kenya. The Chinese government’s Ministry of Psionic Affairs specializes in Telepathy. The consortium called NORCA runs out of the Amazon, where they practice shapeshifting and develop new biotechnology. Similarly the psionic American company called Orgotech develops new technologies of all sorts, both biotech and hardtech. The clairsentient ISRA group meditates in the Luna colonies. And the Chitra Bhanu had previously been psionic scientists in Calcutta, India, but they were subverted by the Aberrants and destroyed in 2109.

C. Premise and Chargen Notes

You are all teenagers in a small French town called Chanon. Chanon is in the mountains in east-central France, and is unremarkable except for a small satellite campus of the Lyons Agricultural School. There is some tourism, but the mountains here are not very good for skiing. You can justify a variety of cultural backgrounds on the tourism, or on the Ag school (parents are visiting professors or adult students from far away, maybe). The year is 2114.

For character creation, your Origin is “enfant perdu.” Pick Nature and Attributes normally, put 13 points in Abilities, and take the starting 5 Willpower. Do not bother with Allegiance, Psi, Aptitude, Modes, Backgrounds, or Bonus Points quite yet. Do look over Merits and Flaws, and you can pick ones you want to use now and pay for them later, or you can pick them later when your characters get Bonus Points.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.