Echoes Under Neon Sun
🎭 MQ1 – “Drip Feed”
The PCs are registered. Broke. Unarmed. Unknown.
Their first gigs are humiliating but necessary.
Tasks:
Guard a shipment of spoiled food from mutant rats.
Deliver a love letter from a barmaid… across a gang war crossfire.
Act as bodyguards for an angry fashion designer from Lumevale with too much luggage and ego.
Subquests:
“Crows in the Alley” – A Black Vulture drone is spotted tailing them during the letter run. Can they shake it?
“Runway Rage” – The fashion designer mentions a cousin in Kumokuni who "got spark plugs for bones." Hmm...
RP Hooks:
Locals mock their noob status.
A merc named Jaxyl gives them a broken shock baton as a “promotion gift.”
🎭 MQ2 – “Venom & Voltage”
After scraping together funds, the party starts to haunt Venomspire—a sleazy but info-rich bar of mercenaries and info brokers.
Activities:
Run into old faces: maybe one from Bastion Thorne.
Win or lose creds gambling on raptor-fighting rings.
Learn to barter in a language that’s part code, part slang.
Subquests:
“Shock Therapy” – Bartender sells rumors of “sparkbones,” cyber chips smuggled into town. The word Kumokuni comes up.
“Data Drip” – Hacking a local console gives minor world lore: Armatura zones, mega-corps, rising tensions with Eclipse Aeterna.
RP Hooks:
Meet a cybernetic NPC with a defective voice modulator who sings opera randomly. They used to be a priest. Or maybe an assassin.
First rumors of an underground augmentation clinic.
🎭 MQ3 – "The Soul Reprocessing Wing"
A detour (or forced reroute) leads the PCs through Bio-Reclamation Sector—where Psynapse-09 is synthesized. Corpses in tanks. Machinery humming. Mutant waste.
Encounter:
Unstable failed subjects (half-psionic, half-liquefied monsters)
Mutation gas leak triggers hallucinations or psychic dissonance
Side Hook: “What Could Have Been”
PCs find an older test subject hooked up to an extractor. Conscious. Speaking. They beg for release—or to be ended.Lore Bomb:
The PCs see evidence they were already scheduled for recycling in less than 72 hours.
🎭 MQ4 – “Back-Alley Favors”
The party gets low-tier fetch or eliminate jobs, but with growing complexity.
Options:
Track a stolen hoverboard through Slagrot District.
Neutralize a malfunctioning cleaning droid that's gone berserk in an office tower.
Interrogate a slippery street chemist for the Armatura.
Subquests:
“Sightings” – A Black Vulture officer enters the bar while the party is mid-mission debrief. They can hide, bluff, or fight.
“Icarus Mods” – The chemist mentions clients who "glow when they scream," a side effect of prototype implants.
RP Hooks:
PC hears an old street performer sing about “The Shattered Gate.” Lore about Theodine or Noxarium might begin leaking here.
🎭 MQ5 – “Debt by Design”
The party gets a job involving infrastructure, hired to guard engineers fixing a busted pipeline.
Tasks:
Protect engineers while fending off feral scavengers or mutant worms.
Investigate what caused the break: sabotage?
Subquests:
“Marked Steel” – A dead scavenger is found with a strange tattoo: a prototype Kumokuni marking, erased from most records.
“Echoes of Exalos” – A moment of déjà vu for any PC who’s seen psionic weapon tech before—runes in the sand?
RP Hooks:
One engineer used to work for Vultaire Armatura’s Rune-Tracking division. He warns: “They know more about you than you do.”
🎭 MQ6 – “Crossfire Commission”
A rep from The Krey Industry makes contact. They offer a high-tier heist. The prize is unclear. The enemies are not.
Choice:
Steal from the Overwatch Alliance or from the Covenant of Thorns.
Whichever they choose, they make a powerful factional enemy.
Subquests:
“Tools of the Job” – Prep work: casing the target, bribing guards, planning multiple entry routes.
“A Familiar Name” – A Krey agent recognizes one of the PCs from Stonegale or Skoii Skax. There’s emotional weight here.
RP Hooks:
Clues in the mission tease that this job might involve something beyond a normal cargo: sealed boxes with internal power readings.
🎭 MQ7 – “Glory and Grit”
The heist begins. But it’s not smooth.
Halfway through the operation, Armaros and Volomorg arrive—on their own will to retrieve the same cargo.
Events:
Players must decide whether to retreat, negotiate, or fight.
An epic battle (or narrow bluff) gives them the upper hand.
Subquests:
“An Enemy’s Respect” – If they win, Armaros lets them keep the box. A rare moment of honor.
“The Box Screams” – Whatever’s inside reacts to being moved. The Krey collects it. But something isn't right.
Outcome:
The party earns major rep.
Rumors of cybernetic augmentation, and the next job, begin.