Eidolon Core
By now, you know what this virus can do. It doesn’t kill, and it doesn’t turn people into mindless husks like other strains of the Sonohoka virus. Instead, it mutates—warping the body, altering the mind, granting powers both strange and unpredictable. Some mutations might strengthen you, while others could change you in ways you hadn’t imagined—or wanted. Worse, there’s no immunity. Even if you survive the mutation, another strain could still infect you later.
The decision weighs heavy. Do you take the risk and inject yourselves, embracing the unknown in the hope of gaining an edge against the horrors you face? Or do you leave the vials untouched, unwilling to gamble with forces that might irrevocably alter your existence? The extra vial’s presence lingers like a question, as though fate has left you one final, enigmatic choice. What do you do with the spare?
This is no ordinary discovery—it’s a gamble with your humanity, your future, and perhaps your very survival.
Mechanics & Inner Workings
If a player chooses to take a dose of the virus, roll on the mutations table in the side bar. They gain that mutation as per the rules in the Ultra Modern 5 Redux source book. The mutations are on page 21, listed under the Altered race.
Note: The players can choose to take more then one dose and each dose works as described above.
Significance
The Eidolon Core represents both hope and peril—a potential key to conquering the Sonohoka virus, yet also a harbinger of unpredictable mutations that could reshape humanity. In the right hands, it could lead to a cure or salvation; in the wrong hands, it could unleash chaos on an unimaginable scale.
Value
Any faction would want this and the party could easily trade it. That being said, this is a low level quest and they shouldn't be given a large sum of credits for a priceless item. Instead, if they choose to trade the virus away, they would receive a piece of property. The property would be within the camp that the faction is based out of and it would be a reflection of their sphere of power.
Examples: Rust Keepers would provide them with a workshop. The Clockwork Syndicate would provide them with a business and the required paperwork to legally conduct business in The Dark Syde. The Covenant Council would provide them with a large manor house. The Nightbreakers would provide them with a warehouse. The Veil Walkers would provide them with a home that contained a hidden basement. Worshipers of the Choir would provide a church if the player was religiously inclined or a library if they are not.
Reputation
Additionally, giving this type of item to a faction would reward each party member with 10 reputation for that faction.
TL5
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