TEXT:  
  GGGGEIST IN THE 
  EIST IN THE 
  EIST IN THE 
  EIST IN THE SSSSHELL
  HELL
  HELL
  HELL    
  AAAA    TTTTHE 
  HE 
  HE 
  HE EEEESOTERRO
  SOTERRO
  SOTERRO
  SOTERRORRRRISTS
  ISTS
  ISTS
  ISTS    CCCCAMPAIGN 
  AMPAIGN 
  AMPAIGN 
  AMPAIGN KKKKICKER
  ICKER
  ICKER
  ICKER    
  BY 
  BY 
  BY 
  BY MMMMARCUS 
  ARCUS 
  ARCUS 
  ARCUS D.
  D.D.
  D.    BBBBONE
  ONE
  ONE
  ONE    
  
   
  GGGGEIST IN THE 
  EIST IN THE 
  EIST IN THE 
  EIST IN THE SSSSHELL
  HELL
  HELL
  HELL IS A 
   IS A 
   IS A 
   IS A THE
  THE
  THE
  THE    ESOTERRORISTS
  ESOTERRORISTS
  ESOTERRORISTS
  ESOTERRORISTS    SSSSCENARIO 
  CENARIO 
  CENARIO 
  CENARIO WWWWRITTEN BY 
  RITTEN BY 
  RITTEN BY 
  RITTEN BY 
  MMMMARCUS 
  ARCUS 
  ARCUS 
  ARCUS D.
  D.D.
  D.    BBBBONE
  ONE
  ONE
  ONE    
  VVVVERSION 
  ERSION 
  ERSION 
  ERSION 1.0
  1.0
  1.0
  1.0    (O
  (O(O
  (OCTOBER 
  CTOBER 
  CTOBER 
  CTOBER 2012)
  2012)
  2012)
  2012)    
  TTTTHE 
  HE 
  HE 
  HE EEEESOTERRORISTS 
  SOTERRORISTS 
  SOTERRORISTS 
  SOTERRORISTS RRRROLEPLAYING GAME 
  OLEPLAYING GAME 
  OLEPLAYING GAME 
  OLEPLAYING GAME ((((CCCC)2006
  )2006
  )2006
  )2006    PPPPELGRANE 
  ELGRANE 
  ELGRANE 
  ELGRANE PPPPRESS 
  RESS 
  RESS 
  RESS LLLLTD
  TD
  TD
  TD....    TTTTHE 
  HE 
  HE 
  HE 
  EEEESOTERRORI
  SOTERRORI
  SOTERRORI
  SOTERRORIST AND 
  ST AND 
  ST AND 
  ST AND OOOORDO 
  RDO 
  RDO 
  RDO VVVVERITATIS ARE TRADEMA
  ERITATIS ARE TRADEMA
  ERITATIS ARE TRADEMA
  ERITATIS ARE TRADEMARKS OF 
  RKS OF 
  RKS OF 
  RKS OF PPPPELGRANE 
  ELGRANE 
  ELGRANE 
  ELGRANE PPPPRESS 
  RESS 
  RESS 
  RESS LLLLTD
  TD
  TD
  TD....    
  PPPPUBLISHER 
  UBLISHER 
  UBLISHER 
  UBLISHER ::::    SSSSIMON 
  IMON 
  IMON 
  IMON RRRROGERS
  OGERS
  OGERS
  OGERS    
  WWWWRITTEN 
  RITTEN 
  RITTEN 
  RITTEN BBBBY 
  Y 
  Y 
  Y ::::    RRRROBIN 
  OBIN 
  OBIN 
  OBIN DDDD    LLLLAWS
  AWS
  AWS
  AWS    
      
  Author’s Note
  Author’s Note
  Author’s Note
  Author’s Note    
  This scenario, with a few minor changes, was the kickstarter for my very first The Esoterrorists 
  campaign. At the time I was keen on exposing my group to the GUMSHOE system and demonstrating how 
  it brought a different – more focused? – style of investigative game to the table, but I was unsure 
  of what type of plot they wanted to encounter. Hence the open and question forming style of Geist 
  Geist 
  Geist 
  Geist 
  in 
  in 
  in 
  in the 
  the 
  the 
  the Shell
  Shell
  Shell
  Shell. 
  I’m happy to say that the campaign I ran, which lasted a good 7 or 8 months, embraced this flexible 
  approach, and it allowed me to integrate the published adventures ‘Six Packed’ and ‘Profane 
  Miracles’ into its overall structure as well as generate my own content. I hope you have as much 
  fun running this set-up adventure as my friends and I did, and more importantly I hope it leads to 
  your own exciting The Esoterrorists campaign! 
      
  UNBOUND PUBLISHING
  UNBOUND PUBLISHING
  UNBOUND PUBLISHING
  UNBOUND PUBLISHING 
  ©2012 Unbound Publishing 
  Visit us @ www.unboundbook.org 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 3 -  
  IIIINTRODUCTION
  NTRODUCTION
  NTRODUCTION
  NTRODUCTION    
  Geist in the Shell
  Geist in the Shell
  Geist in the Shell
  Geist in the Shell    has been written as an introduction to a larger The Esoterrorists 
  campaign; acting as a framework (or kicker) upon which Game Masters can build their 
  scenarios. While it does offer some suggestions as to how such an ongoing campaign 
  might be structured, nothing in this adventure should be seen as being set in stone.  
  As the first chapter in a potential ongoing story, Geist in the Shell
  Geist in the Shell
  Geist in the Shell
  Geist in the Shell focuses on 
  bringing together a group of Ordo Veritatis operatives together to investigate a 
  mysterious death. While operatives with any backgrounds are appropriate for this 
  adventure, it is important – for this initial scenario and to maintain their cover – that 
  at least one of the agents is skilled in the Demolitions Investigative Ability.  
  Structure
  Structure
  Structure
  Structure & Design
   & Design
   & Design
   & Design    
  Geist in the Shell
  Geist in the Shell
  Geist in the Shell
  Geist in the Shell    is a linear story that has been designed to open up numerous leads 
  that can be followed in later investigations. As such, it quickly throws the operatives 
  from one scene to the next and should reveal that they are embarking upon the first 
  steps of a much larger conspiracy. 
  Although a good-sized town or city is required to ensure that all of the sites 
  mentioned are available, this story has no set location. It might, however, be of interest 
  that during the playtest of this and subsequent investigations, the greater San 
  Francisco area was used (despite the author having little actual knowledge of this 
  region). 
  TTTTHE 
  HE 
  HE 
  HE BBBBACKSTORY
  ACKSTORY
  ACKSTORY
  ACKSTORY    
  The characters are about to take their first steps into a world of conspiracy and 
  horror, where the facts are hidden behind a wall of lies and no-one is what they seem. 
  They are about to encounter the world of The Esoterrorists! 
  INVESTIGATION TRIGGER 
  Karl Giest 
  Karl Giest 
  Karl Giest 
  Karl Giest is dead. Although you wouldn’t have guessed it to look at him, Karl, a tall, 
  lanky youth, barely out of his teens, knew more about the world of the Esoterrorist 
  threat than even the most observant Ordos Vertatis operative could ever have imagined. 
  And it was this knowledge that has seen him murdered.  
  It is up to the OV operatives to find out just why Geist was killed and his brain 
  removed. Of course, this mystery will lead the characters to discover so much more... 
  A WATCHER IN THE DARK 
  Giest was a child protégé with electronics and computers. Even at an early age he had 
  his future mapped out for him - a scholarship to MIT, a hand-picked role at any of the 
  world’s most prestigious multinational corporations, and then simply sitting back to 
  watch the dollars roll in. However, that was before he developed his somewhat strange, 
  and then downright disturbing theories on the state of the world. After a few years at 
  MIT he felt that he no longer to fit in within ‘normal’ society, and so elected to just 
  ‘drop out’ of existence.  
  Becoming a recluse Geist began to use his exceptional programming and web skills (both 
  legitimately and illegally) to keep himself in the lifestyle he quickly became accustom 
  too. Further, his fortune not only allowed him to maintain the most cutting edge levels 
  technology, but also gave him access to advances in computer engineering that have yet 
  to (and might never) see the light of day.  
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 4 -  
  Meanwhile, as his reputation as a hacker and counter security expert grew, Geist began 
  to use his seemingly unlimited access to the world most secure data to learn more about 
  ‘the truth’; the conspiracies and horrors that face humanity. Unsurprisingly, access to 
  such information quickly made him extremely paranoid and even more cut-off from the 
  rest of society, while also making him a living encyclopaedia of the supernatural and 
  esoterror. 
  Yet, until late last night, Karl Giest, had done little more than watch his computer 
  screens and track the invisible war been OV and the Esoterrorists. He had no interest 
  in which side won out, but rather a morbid fascination with the conflict itself. And the 
  fact is that neither the Ordos Vertatis, nor any of the various Esoterrorist cells had 
  the slightest idea that Geist was following there every move. Sure, OV had made note of 
  Karl’s snooping, but with many more pressing matters and no direct evidence that he was 
  part of the Esoterrorist threat, they had little interest in him… until today. 
  Beta Wave 
  Beta Wave 
  Beta Wave 
  Beta Wave Controller
  Controller
  Controller
  Controller    
  Beyond his knowledge of computers and their programming languages, Geist’s only other 
  real interest was electronics. With the help of a local inventor, Ron Speerage (a man 
  who’d once worked for the military), Geist was able to build a devise he called The 
  Controller. 
  This marvel of technology was developed to read the mind’s Beta Waves, and was created 
  to allow Geist to control his various computers and electronic devices by thought 
  alone. Although very much a prototype, Karl successfully mapping his Beta Wave 
  patterns to the device, and with some electronic wizardry had already networked many 
  of his computers to respond directly to his thoughts.  
  Giest’s
  Giest’s
  Giest’s
  Giest’s Death
   Death
   Death
   Death    
  For all his interest and understanding in the occult, little did Geist know that his 
  snooping would see him become a target of a much larger and dangerous organisation. A 
  week or so ago, Karl was infected with an Outer Dark Entity, feed to him through images 
  and data that he had discovered in his ‘investigations’ into the occult. This Entity, a 
  Stalker, only became reality as he began to think more and more about it. From simple 
  thoughts, to imagined shadows, the Stalker became real in the night just past and 
  quickly claimed its prize – Geist’s brain. 
  RRRRUNNING 
  UNNING 
  UNNING 
  UNNING THE 
  THE 
  THE 
  THE SSSSCENARIO
  CENARIO
  CENARIO
  CENARIO    
  As noted above, this scenario is a brief, linear introduction to the Esoterrorist. Despite 
  this, the story does follow the conventions laid out in previous supplements, which 
  should give potential Game Masters the tools to make chances to the core plot, and any 
  future investigations as they see fit. 
  A TRAIL OF CLUES 
  Geist in the Shell
  Geist in the Shell
  Geist in the Shell
  Geist in the Shell    consists of only a hand full of core scenes that will see the 
  operatives gain access to Geist’s apartment, discover the hacker’s body and follow the 
  leads to learn more about his death. There are a few short optional scenes included, but 
  as an introduction to a larger story, these are presented in a way that will hopefully 
  generate more questions than answers. 
  ANTAGONIST REACTIONS 
  Just as the events in Geist’s penthouse have alerted OV to his interest in the Outer 
  Dark, so could it have triggered a response from any number of Esoterrorist cells. 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 5 -  
  During this scenario there are a few scenes where antagonists could attempt to 
  intercept the operatives, to either stop them from learning more, or simply to discover 
  for themselves what is going on. As has been previously mentioned, who and to what 
  level of involvement such groups might have is left to the Game Master to decide.  
  As an additional issue, it is also possible to involve the city’s police department in 
  the investigation, especially when it becomes obvious that the Officers sent into to 
  defuse the bomb on Geist’s home where not the usual Bomb Disposal team. A curious or 
  over enthusiastic detective adds both another hurdle to the characters’ investigations, 
  or even a potential a future OV recruit. 
  GGGGEIST IN THE 
  EIST IN THE 
  EIST IN THE 
  EIST IN THE SSSSHELL
  HELL
  HELL
  HELL    
  THE BRIEFING (SCENE TYPE – INTRO) 
  Each of the operatives is contacted via mobile phone late one afternoon of what is 
  otherwise a fairly typical day. When answered,  A male non-descript voice provides the 
  accepted OV identification and key words, and requests that the operative immediately 
  reports to the top-level parking lot of the largest hotel in the city. There, they are 
  told, they will be met by an OV handler who will brief them as to a situation and equip 
  them with the appropriate cover.  
  Upon their arrival, the operatives will see a Bomb Disposal van (with attached 
  Detonation Bin) as the only vehicle parked on this level of the parking lot. Within, 
  waiting for them, is a young man (in his mid-20s) dressed in the hotel’s valet uniform. 
  His gold badge reads ‘CHAD’. 
  Once introductions are completed, Chad will hand the operatives a folder with a report 
  on Karl Geist. He will then brief the team on the following: 
  • 
  About an hour ago, reports were received from residents of Harbour View – an 
  upmarket apartment building - about gun-shots being fired in the penthouse.  
  • 
  This is the last-known residence of Karl Geist, a suspected insider on 
  Esoterrorist activities.  
  • 
  Upon the arrival of regular police units, they reported a suspected bomb or 
  explosive device having been mounted on the main door of Geist’s penthouse 
  apartment, and requested Bomb Disposal back-up. 
  • 
  As the nature of Karl Geist’s involvement with Esoterror is unknown, the team 
  is to pose as the Bomb Disposal Unit and gain access to Geist’s apartment. Once 
  in, they are to determine whether the reported gunshots are Esoterror related. 
  If so, they are to detain Geist and lock-down the site. 
  • 
  Once the situation is in hand, OV friendly units will be available to remove 
  Geist to a secure location, and complete the Veil Out. 
  To assist the characters with their insertion, the Bomb Disposal van is theirs to use 
  and is fully equipped to handle most explosive and chemical situations i.e. includes 
  bomb suits, analysis and testing equipment, a Remote Operating Vehicle (ROV), electronic 
  counter measure units, etc. 
  Chad will provide the group with his contact number, and attempt to answer any other 
  questions he can (which seeing he has little additional information, is very few). If the 
  group delay’s too long, or tries to gain more equipment or resources, he states that time 
  is of the essence in this situation, and the van should have everything the need. 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 6 -  
  SCENE 1 – THE POLICE CORDON (SCENE TYPE – CORE) 
  Unsurprisingly, the block around Harbour View apartments has been cordoned off by the 
  police. As they have awaited the arrival of the Bomb Disposal team, they have completed 
  a sweep of the building and ensured that all civilians have been evacuated. 
  The operatives van is let into the cordon without delay and the team are met by Senior 
  Sergeant Tom 
  Tom 
  Tom 
  Tom While
  While
  While
  While. While gives them a run down of the situation as it currently stands. 
  • 
  The first units arrived in response to an emergency call regarding gunshots 
  in the penthouse.  
  • 
  Upon arrival they were given access to the penthouse level by the Day 
  Manager, who escorted the two officers up the elevator. 
  • 
  Approaching the main doors, both officers reported hearing an electronic 
  voice stating that the doors have been booby-trapped, and any attempt to open 
  them will result in their detonation. Hence the request for the disposal unit. 
  • 
  Currently a cordon has been erected at a block’s distance from building and 
  all civilians have been removed.  
  • 
  Three teams of officers are currently inside the cordon – one each at the main 
  and service entrances of the Harbour View and one stationed in the Penthouse 
  lobby. These will be removed on request. 
  • 
  Both regular and SWAT units are in position to assist, if so requested by the 
  disposal team.  
  • 
  No contact – either by phone or by visual observation (from both the 
  neighbouring buildings and a Police helicopter flyby) - has been made with 
  anyone in the penthouse. 
  While will make it clear that the team is in charge of the situation (at least until the 
  validity of the threat has been ascertained), and he will assist in any way he can. 
  Operatives taking the time to do so, have the opportunity to find at a little more about 
  Karl Geist and his habits. 
  • 
  Cop Talk    - Geist didn’t have any Police record. Although his educational 
  transcript is available – it basically say that Karl was a protégée who 
  consistently got top marks, gained a scholarship to MIT and then halfway 
  through his undergrad degree just stopped coming to class.    
  • 
  Cop Talk/Bureaucracy –    The Manager of Harbour View, Travis Polk
  Travis Polk
  Travis Polk
  Travis Polk, is furious, 
  not only at the mess that this incident is making, but more over whether he’ll 
  have a job by the end-of-the-day. It doesn’t get much to get him to talk, saying 
  that this isn’t the first time Geist has caused trouble. Previously his 
  contraptions have knocked the power out in the building and the Fire 
  department was once called when a strange smell was detected coming from the 
  penthouse. As for Geist himself, Polk says he’s a recluse who hardly ever 
  leaves the building. He has no friends he knows of, and has never let him in 
  the apartment. Apart from that Geist is a good tenant who pays well and on 
  time.    
  Once the operatives are ready to proceed, While and two other officers leads the team 
  into the building and up the elevator. Once in the lobby their escort and the two 
  Officers stationed here will act in accordance to the team’s wishes - which are most 
  likely being asked to leave. 
  SCENE 2 – GEIST’S PENTHOUSE (SCENE TYPE – CORE) 
  The penthouse lobby is a small functional room, with no windows to the outside world. 
  There are three exits from the lobby - the elevator, the door to the emergency stairwell 
  and a pair of ornate double-doors leading to the penthouse itself. The only other 
  objects in the room are a small side table and large, broken gold-framed mirror.  
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 7 -  
  The 
  The 
  The 
  The Front 
  Front 
  Front 
  Front Door
  Door
  Door
  Door    
  As soon as the operatives get with a few feet of the penthouse doors, an electronic 
  voice, emanating from the two-way speaker on the wall can be heard saying: 
  This door is wired to explode. Any attempt to gain access to this Penthouse will 
  result in a detonation.  
  • 
  Explosive Devices - A quick examination of the door with    reveals that it is 
  indeed booby-trapped with a small explosive device.  
  o 
  A 1-point spend will confirm that no other devices or secondary 
  explosives are present.  
  o 
  The bomb, a simple contact explosive, designed to detonate when the door 
  is opened, and is attached directly to the door around handle height.  
  o 
  Any character with Explosive Devices can disarm the bomb. This is done 
  by carefully drilling through the door, and removing the contact points 
  on the far side. 
  Once the explosives on the door have been disarmed, or after about 20 minutes Sergeant 
  While will contact the operatives to see how they are progressing. He wants his officers 
  present when they enter the Penthouse, and it takes a 1-point spend of Cop Talk or 
  Bureaucracy to keep him from sending them up as soon as possible. 
  TTTThe Penthouse
  he Penthouse
  he Penthouse
  he Penthouse    
  While the Harbour View’s penthouse is not quite as large as other penthouse suites it 
  nevertheless dwarfs any other of complex’s apartments in size. From the lobby, the main 
  doors open into a large rectangular open-plan room – with kitchen, dining area and 
  large lounge within. The room is dark, with the large roof to floor curtains drawn and 
  no lights on.  
  The first thing that strikes the operatives is the smell – decay, sweat and human 
  detritus. A quick scan from the doorway reveals that there are four exits from this 
  main room – two each to either end of the rectangle – and that the entire room is a 
  complete mess – empty boxes, electronics, magazines and multitudes of cords can be seen 
  lying haphazardly about.  
  • 
  Unless a light is turned on or the curtain’s opened (exposing the entire wall 
  opposite the door as windows), an Athletics test (3) is required to make one’s 
  way safely around the lounge. Failure results in no Health loss, but a lot of 
  noise as the operative gets tangled in wires, knocks down boxes or treads on 
  some sort of electronics equipment. 
  • 
  The Kitchen and the Dining area are completely disgusting, with food 
  scattered around, and only a bottle of sour milk in the fridge. In fact they 
  only eatable items in the house seem to be the scattered contents of two brown 
  paper bags on the dining room table – crisps, noodles and the such. 
  • 
  The lounge part of the room is dominated by huge TV screens (one broken by 
  what seems to have been a dinner plate), and a connected set of three recliner-
  style theater chairs. There is also every type of gaming console available 
  and too many games to count. 
  • 
  One section of the lounge has been set up as some sort of work area. Here a 
  large wooden bench (very much out of place with the rest of the room) has been 
  set up, upon which are all the tools and components used in building home 
  electronics.  
  o 
  Explosive Devices – The character will note that everything – barring 
  any actual explosives – needed to build the device from the door is 
  present on the table.  
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 8 -  
  The other exits from the room lead to a bedroom and study at the north end of the room, 
  and Geists’ Server room and bathroom at the southern end. 
  The Master Bedroom
  The Master Bedroom
  The Master Bedroom
  The Master Bedroom    
  This room if anything is more disgusting than the main room, the large and otherwise 
  luxurious bedroom, is covered with weeks’ worth of dirty clothes and unclean bedding. 
  Despite this mess, Geist’s obsession with technology is in evidence; massive LED 
  televisions fill the majority of the otherwise empty wall space (no room for art or 
  photos it seems).  
  Beyond the stench and dirt, it is obvious that the occupant had simple tastes, with the 
  clothes and (most stained) linen found in the room being of a good quality while not 
  being overly extravagant. Anyone willing to undertake a more through examination of 
  the bedroom, can find a couple of interesting facts about their target. 
  • 
  Neatly filed in the bed-side table are a number of credit card invoices dating 
  back over the last few years. 
  o 
  Forensic Accounting1 –Examining these, two purchases stand out, one for a 
  regular weekly amount of $200 from a Huang’s Grocery, and second a series 
  of irregular charges from a company called Spearage. The spending with 
  the second company ranges from a few hundred to tens of thousands of 
  dollars, but provide no details on what was purchased.  
  • 
  Geist has a number of occult type books packed in an old banana box deep in 
  his walk-in wardrobe. 
  o 
  Occult Studies – The operative will be able to tell that these books are 
  nothing special and could have easily be purchased from any specialist 
  book stores (i.e. while they wouldn’t be found at the local book shop, they 
  aren’t esoterror related). Nevertheless, they do seem out of place amongst 
  the electronics and technology that dominate the penthouse. 
  Bathroom
  Bathroom
  Bathroom
  Bathroom    
  With a large walk-in shower, and a spa-bath taking up a good quarter of the room, the 
  bathroom is typical of any high-end apartment. Like the rest of the penthouse the room 
  is a mess, looking as if it hasn’t been cleaned in weeks. Thankfully, nothing of interest 
  can be found in this room. 
  The 
  The 
  The 
  The Server Room
  Server Room
  Server Room
  Server Room    
  If the power is on as the operatives approaching the room, they can clearly hear the 
  sound of whirring computers and an overworked air conditioning unit from behind the 
  door. The door itself is locked with a simple push-combination lock, which can easily be 
  cracked with Infiltration (3) check, or just as conveniently knocked off its hinges. 
  Once opened, the room is revealed to be a server farm, made up half a dozen professional 
  looking server racks. The various flashing lights, chirping computers and the 
  incessant droning of the air con, makes the whole room seem somewhat surreal and out 
  of place compared to the rest of the apartment.  
  In one of the corners of the room are number of large, empty boxes and assorted 
  packaging. While of different sizes and shapes, all are labelled with the supplier – 
  Spearage Electronic Supplies (SES).  
  Those with the appropriate Abilities will be able to gather the following leads: 
                                        
  1 While anyone will be able to determine this information with a bit of time, those with this 
  ability will be able to identify these interesting details almost immediately. 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 9 -  
  • 
  Data Retrieval – The Servers can be accessed through a dedicated computerin 
  the room. While the majority of the servers hold nothing too suspicious (Geist 
  ran a private Cloud service for various online gamers, etc.), one of the devices 
  is isolated from the rest. On closer examination it seems as if some advanced 
  algorithms have used to encrypt the data on this lone server. 
  • 
  Cryptography – The data on the isolated server is too difficult to unencrypted 
  without specialist tools and applications. Handing this server over to data 
  security analysts seems likely to be the only way anyone could get anything 
  from it.  
  • 
  Evidence Collection/Electronic Surveillance/Data Retrieval – The room itself 
  is very clean and tidy and obvious sees little use beyond it function as a 
  server farm. However, to the trained eye something is amiss with the set up of 
  a number of the devices in the rack; each seems to have attached a strange 
  looking dongle/USB stick. On closer examination this is definitely a home made 
  USB device. 
  SCENE 3 – KARL GEIST’S STUDY 
  Karl Geist currently sits dead in the study; a fitting place one might suppose for a 
  man so focused on technology. Here also is where the operatives will find much of the 
  evidence that will drive the rest of the investigation onward.  
  The first and most obvious thing the operatives will see is Karl’s body. Slumped over 
  the large computer desk (which faces the door), it takes little to notice that the top of 
  his head has been removed. Witnessing this sight requires a Stability (4) roll. Once over 
  this the operatives are able to see that the study is, like most of the penthouse, full 
  of computers, and other items of technology.  
  The Body
  The Body
  The Body
  The Body    
  Operatives examining Geist’s body are able to discover the following. 
  • 
  Dress in stained pyjamas and an unwashed dressing gown, Geist is slumped 
  forward over the keyboard of the room’s only computer. A 9mm pistol lies beside 
  him on the desk. 
  • 
  Forensic Anthropology – Geist is most definitely dead. The top of his skull has 
  been removed with a very sharp, but imprecise weapon or blade. It is also 
  immediately obvious that his brain has been removed (there is no sign of it 
  here or elsewhere in the penthouse).  
  o 
  Further examination reveals large bruises around the neck and face, as 
  if Geist had been held upright as his head was opened.  
  o 
  Karl’s right hand is broken, with many of the bones shattered, as if 
  crushed by an immense weight.  
  o 
  With a 1-point spend, some sort of grey filth can be found under his 
  broken fingernails. This can not be identified against any OV or other 
  database. 
  Clues in the Room
  Clues in the Room
  Clues in the Room
  Clues in the Room    
  There is also evidence to be found in the room, pointing not only to the events 
  surrounding Geist’s death, but also what he might have been up to. 
  • 
  Evidence Collection – An examination of the room reveals a number of 
  interesting items.  
  o 
  In a hidden draw of the main desk is an open steel lock-box. With a 
  moulded plush insert, this is obviously where Geist kept the 9mm pistol. 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 10 -  
  An opened box of 9mm ammunition is also in the lock-box, with 10 of the 50 
  rounds missing. 
  o 
  On the floor near the desk lies a sweatband with a number of electronic 
  patches attached. On closer examination any operative with the Trivia 
  (or other appropriate ability) will be able to identify one of the 
  attachments is a Bluetooth device. 
  o 
  Two 9mm rounds can be found embedded in the door frame of the Study 
  (obviously targeting something in the door way or perhaps in the main 
  room). A third round is found mid-room, and has crumpled as if it had 
  impacted on something very tough.  
  o 
  The desktop computer at which Geist sits has the same homemade USB stick 
  attached, as was found in the server room. 
  • 
  Forensic Anthropology – The headband seems to be some sort of home made 
  Electroencephalography (EEG) device, although what it is used for is difficult 
  to decipher without further research. 
  • 
  Ballistics – The weapon on the desk beside Geist is a subcompact Glock 26 9mm 
  semi-automatic pistol. Examining it in detail reveals that it almost brand new. 
  Three bullets are missing from the full magazine of 10 rounds. 
  o 
  Looking at the trajectory of the fired rounds, it is obvious to the 
  trained eye that Geist fired quickly without thought, and was not a 
  trained marksman. 
  o 
  The crushed bullet obviously hit something stronger than steel, as the 
  damage done to it, given its energy at that range, should have resulted 
  in the bullet splintering on contact rather than simply compressing. 
  Ghosts in the Machine
  Ghosts in the Machine
  Ghosts in the Machine
  Ghosts in the Machine    
  Getting access to Geist’s personal computer allows the operatives to discover yet more 
  about Geist. An operative with the Cryptography ability is able to crack Geist’s 
  password in about an hour, while a 1-point spend knocks this back to about 10 minutes.  
  • 
  Data Retrieval – A quick look around Geist’s system reveals that the system is 
  currently running an auto-reformatting protocol that seems to be doing a very 
  good job at destroying whatever evidence the computer might hold. Fortunately, 
  a skilled user is able to quickly stop this routine and examine what remains. 
  o 
  The computer is connected to a local server labelled Eso. This is the 
  isolated server mentioned earlier.  
  o 
  Only one contact remains on Geist’s Skype client. This is from a Tim 
  Tim 
  Tim 
  Tim 
  ‘Rascal’ Pulling
  ‘Rascal’ Pulling
  ‘Rascal’ Pulling
  ‘Rascal’ Pulling. Details on Pulling can be found in Scene 4 below. 
  o 
  An unknown program label ‘Controller’ is running as a virtual server on 
  the computer. This is the Beta Wave controller Geist was working on to 
  remotely control his network, and is connected to the homemade headband 
  device found on the floor. More details on how the controller works can 
  be found Scene 7 below. 
  • 
  Electronic Surveillance – Geist routed a number of the apartment’s internal 
  and external cameras through this desktop server, and although much of the 
  data has been wiped spending points in Electronic Surveillance can recover 
  come of the recordings. 
  o 
  Zero-point spend – From early the previous evening, a five minute 
  recording of the front door camera (located up high and covering the 
  entire entrance hall from the elevators to the door to penthouse). Thirty 
  seconds into the recording, the elevator opens and an Asian man enters 
  the entry hall carrying two brown paper bags. He leaves these on the 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 11 -  
  side table, and rings the door bell once before returning to the elevator 
  doors. Although non-descript the man wears a distinct Grocer’s apron and 
  cap with the logo of ‘Huang’s Grocery’ embroidered upon them. Immediately 
  after he leaves from view, the front door of the penthouse opens and a 
  dishevelled and unwashed looking Geist appears. He reaches to grab the 
  bags, but seems to jump in shock as if seeing something in the mirror 
  beside the table. Quickly turning around, he has a wild look in his eyes. 
  Grabbing the bags, he retreats back into the penthouse. A few moments 
  later, the mirror cracks as if hit but something, although no object is 
  seen to hit it. 
  o 
  1 point spend – Various scraps of video from within the penthouse, within 
  which is seen Geist acting strangely. For example, in one he seems to be 
  in the middle of some sort of ritual (which viewers with the Occult 
  ability will recognize as an old Gypsy ritual to ward off evil). In 
  another he is seen hiding under the dining room table, trying to cover 
  himself in detritus.  
  o 
  2 point spend – This recovers two additional scenes. The first is a brief 
  flash of the entranceway camera, where a man in a dark suit can be seen 
  standing near the penthouse door. With his back to the camera no details 
  can be seen, and the image cuts out just as he begins to turn. The second 
  is a recording of Geist sitting naked on the couch blankly watching the 
  TVs. Although the TV screens can not be seen, it is obvious from the stark 
  blue light that they display only the commonly used ‘no signal’ image. 
  Nevertheless Geist seems entranced. This scene continues for almost 2 
  minutes and nothing changes, including Geist’s expression. Just before 
  the image cuts out, however, the viewers swear that a shadow of someone 
  or something rises up from behind the couch; although even when the 
  recording is paused no one can be certain as to if anything is actually 
  there in the darkness. 
  • 
  Cryptography – There is little else the operatives can extract from the now 
  partially reformatted harddrives on the computer, although determined 
  operatives can discover the following. 
  o 
  Despite the connection direct to the secure Eso server, it still seems 
  impossible to access.  
  o 
  Amongst the left over code from the formatting protocols and the now 
  corrupt files, some Esoterror trigger words can be found, with a number 
  of references to secured Eso server.  
  o 
  1 point spend – A number of fragments of data from the ‘application’ that 
  summoned the Stalker into Geist’s reality still exists. What 
  reconstructing this will do to a character is left to the GM to decide, 
  although it is suggested that it isn’t pleasant. 
  SCENE 4 – FOLLOWING UP LEADS (SCENE TYPE – CORE) 
  Once the operatives have made their initial discoveries, they will want to secure the 
  penthouse. With a phone call to Chad, the OV friendly policing unit will be assigned to 
  the case (replacing Tom While’s men), and Geist’s body and computers will be moved to a 
  secure location for further examination. 
  Chad will arrange to meet in a quiet underground car park beneath an abandoned 
  shopping mall, where he will take charge of the Bomb Disposal van and ensure it is 
  ‘cleaned’. Although the case seems like a bit of a dead-end, he will assign the group to 
  investigate any leads they might have found in Geist’s apartment. It is pretty obvious 
  that Geist knew something about actions of the Esoterrorists, and unless some way of 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 12 -  
  cracking the encoding on his data files is found, OV might never discover how much he 
  actually knew. 
  The rest of this scene collates the various minor leads the operatives might want to 
  follow up.  
  Huang
  Huang
  Huang
  Huang’s’s’s’s Grocery
   Grocery
   Grocery
   Grocery    
  Huang’s Grocery is a large market-type store located on the outer-edge of the city. It 
  offers a door-to-door delivery service for groceries and small-goods throughout the 
  city, and processes hundreds of orders each day.  
  Run by a well-loved Malaysian family, operatives speaking Malay (Language) will find 
  that they will be able to get the following information out of either the Dispatcher or 
  Delivery Rider at the Grocery. If no-one speaks Malay, a 1-point spend of the 
  Negotiation, Reassurance or even Intimidation can secure the same. 
  • 
  Karl Geist is a regular customer of their delivery service, and has had an 
  account with them for the last 12 months. The most recent delivery was at 5pm 
  the previous night. 
  • 
  He never ordered anything out of the ordinary, with most of his items being 
  convenience or ready-to-cook foods. It seems Geist wasn’t too keen on fresh 
  fruit or vegetables. 
  • 
  The delivery drivers never saw Geist, as he gave explicate instructions that 
  all groceries where to be left on the side table in the penthouse lobby.  
  Harbour 
  Harbour 
  Harbour 
  Harbour VVVView Management
  iew Management
  iew Management
  iew Management    
  If the operatives have not already done so, they can approach either the management of 
  the Harbour View (Travis Polk) or the owner Janice
  Janice
  Janice
  Janice Time
   Time
   Time
   Time. Travis is only able to provide 
  the information provided above.  
  Janice, on the other hand, can be tracked down using either Streetwise or Research. 
  Based at her impressive mansion, she is an octogenarian recluse who will only talk to 
  the operatives if they can get past her various employees. Once these troublesome 
  hurdles are conquered however, Time is happy to discuss what she knows.  
  Consulting her files she has little to add to what Travis was able to give the 
  operatives, however characters with the right abilities might be able to extract more. 
  • 
  Bullshit Detector – While Time is telling the truth about her knowledge of 
  Geist, it is obvious that something else about this situation is making her 
  uncomfortable. 
  • 
  Flattery (or Flirting) – She reveals that the group aren’t the first to come to 
  her to discuss Geist. A week ago she was approached by another man asking 
  very similar questions. She says that she told the gentlemen – Derek Cord
  Derek Cord
  Derek Cord
  Derek Cord - 
  exactly the same things as she now tells the operatives; she had never meet 
  Karl Geist, and leaves Polk to deal with the business of running Harbour View.  
  • 
  Reassurance – Janice says that Cord providing FBI identification, but wasn’t 
  the sort of person you’d imagine working for the Bureau. She was very 
  uncomfortable with his gruff attitude and line of questioning, and once he’d 
  left, she used some of her influence to contact one of the senior staff at the 
  Bureau. Suffice to say, they had no record of any agent named Derek Cord.  
  Tim 
  Tim 
  Tim 
  Tim ‘Rascal’ 
  ‘Rascal’ 
  ‘Rascal’ 
  ‘Rascal’ Pulling
  Pulling
  Pulling
  Pulling    
  While most of the data on Geist’s computers has been either encrypted or wiped, one 
  contact in his Skype contact list still remains – Tim Pulling
  Tim Pulling
  Tim Pulling
  Tim Pulling. 
  Pulling rents server space off of Geist and plays various online games with him. He has 
  never met Karl in person, (he lives on opposite sides of the continent,) although they 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 13 -  
  have spoken many times. In general, Tim has only good things to say about Karl, 
  although will mention that he seemed to be a bit of a conspiracy theorist.  
  • 
  Bullshit Detector – Pulling is covering something up, and seems nervous when 
  the operatives discuss Geist’s interest in the occult. 
  • 
  Intimidation – Anyone taking an aggressive line of questioning will force 
  Pulling to reveal that the last time he spoke to Karl, he was acting very 
  weird. He spoke about strange things in his apartment and having ‘acid’ 
  flashbacks, before cutting the call off. Tim simply thought he was high at the 
  time, but on reflection there seemed something more to it. 
  SCENE 5 - SPEARAGE ELECTRONIC SUPPLIES (SCENE TYPE – CORE) 
  Spearage Electronic Supplies (SES) is easy to find. They are located in the same city as 
  the adventure is set, and have an impressive website which details the showroom’s 
  location and hours.  
  Investigating SES reveals the following information. 
  • 
  Research - SES is owned and run by Ron Spearage, a respected inventor. Of most 
  note, Spearage has been involved in developing Brian-Computer interface 
  devices for a number of public and private health organisations. These 
  machines look to assist patients with physical limitations interact with 
  others through thought control, and have been wildly successful over the past 
  decade in allowing people trapped inside non-responsive bodies to 
  communicate. 
  o 
  One-point spend – Digging a bit deeper into secure data, Ron Speerage’s 
  name comes up in connection to US military research projects 30 years 
  ago. While details are scant, it seems he was involved in mind control 
  experiments for the Army. 
  • 
  Trivia – SES’ is a general supplier of computer parts and electronics. They do, 
  however, market their own property - a massage device that automatically 
  walks up and down a user’s back. It seems to be a popular purchase amongst 
  older consumers, if the operative recalls the adver-commercial correctly.  
  Visiting SES
  Visiting SES
  Visiting SES
  Visiting SES    
  Situated in an otherwise quiet business park, Speerage Electronic Supplies is a hive of 
  activity. As most of the staff in the show and stock rooms knows nothing of Karl Geist 
  or his activities, the operatives are pointed towards Ron Speerage himself.  
  Although now in his early 60s, Ron is the sort of person who’s enthusiasm belies his age. 
  He is happy to talk to the characters and will quickly look to clear up any confusion 
  around his or SES’ involvement with Geist. 
  • 
  Ron explains that he is proud of his inventions, and that the body massager 
  is simply a way of ‘paying the bills’. He’s always happy to share his ideas, and 
  when he met Geist in an online meet-up he discussed the research he’d done 
  with Brain-Computer interfaces. He encouraged Geist to look into the 
  technology when he showed an interest. This relationship also resulted in SES 
  supplying Geist a number of server and computer parts.  
  • 
  Reassurance – If the operatives promise not to go telling everyone, Ron will 
  share some of the details of how the device works. See Scene 7 for details. 
  • 
  Negotiation – The operatives can gain access to the blue-prints Ron provided 
  to Karl. Any character with the Electronic Surveillance ability will readily 
  identify that these match closely the USB devices and EEG headband from 
  Geist’s penthouse, although his prototype show some improvement. Speerage will 
  be impressed at the changes if shown what Geist achieved. 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 14 -  
  SCENE 6 – THE TAIL SCENE (SCENE TYPE – OPTIONAL) 
  This scene can be run if the Game Master wants to include a bit more action into the 
  scenario, or perhaps demonstrate to the players that there are definitely some human 
  forces involved in the mystery. The events that follow can be played out any time the 
  operatives are travelling in the city. 
  • 
  With a successful Surveillance (4) roll, the driver or their passengers notice 
  that a brown Ford has been following their car since it left their last 
  appointment. Little can be made out about the vehicle or its three passengers, 
  as it remains a discrete away. 
  • 
  If the driver attempts to outrun the tail, a Driving (5) roll is required to lose 
  the Ford in the traffic, although this sort of action might draw more 
  attention than is wanted from the local police.  
  • 
  Alternatively the group might attempt to confront their tails. This isn’t easy, 
  as the followers will do their best to avoid apprehension. If the characters 
  do find a way in which to question the men in the Ford, they all produce FBI 
  credentials, and will attempt to leave the scene as soon as possible. 
  SCENE 7 – USING THE BETA WAVE CONTROLLER (SCENE TYPE – CORE) 
  The Beta Wave controller built by Geist is attuned directly to his unique Beta Waves. 
  While others might not be able to use the controller to manage Geist’s computers, with a 
  bit of jury rigging it can be repurposed, if linked into a big enough network, to 
  pinpoint Geist’s missing brain; after talking to Ron Speerage it seems easy enough 
  (especially if the operatives have the original blueprints) to achieve. While it might 
  seem futile to attempt to track Geist in this way (i.e. the ODE have consumed the brain 
  and or may no longer be on this plane of reality), it is actually the best way to 
  discover more about what is going on. 
  • 
  Finding an appropriate Network – Operatives need to find a network wide 
  enough and powerful enough to find Geist’s unique Beta Wave signal. Anything 
  as far reaching as a cell phone network will do the trick. 
  • 
  Removing and Reinstalling the Controller – Using the Data Retrieval ability 
  allows the operatives to successfully extract the Controller from the 
  computer in Geist’s study, while Electronic Surveillance is used to modify it 
  enough to detect Geist’s Beta Waves, and install it in a new location. 
  • 
  Locating the Brain Waves – With a powerful enough network, the repurposed 
  Controller will quickly locate Geist’s Beta Waves, St Mary’s church, situated in 
  the old, industrial area of the city. 
  SCENE 8 – ST MARY’S CHURCH (SCENE TYPE – CORE) 
  St Mary’s has been abandoned for just over twenty years. A small church, it consists of 
  the main chapel, and a couple of adjoining rooms. The main area of interest for the 
  operatives however is the basement, which houses not only Geist’s brain, but many others.  
  Ground Work
  Ground Work
  Ground Work
  Ground Work    
  Operatives taking the time to investigate St Mary’s history and to stake out the 
  neighbourhood, discover the following: 
  • 
  The large overgrown section (there is no graveyard) around the church is 
  surrounded by a high wire fence, while the building’s windows and doors have 
  been boarded up. There are a few signs of vandalism and graffiti on the 
  exterior, but not as much as other nearby buildings.  
  • 
  Any character making a Surveillance (4) roll notices that a number of state of 
  the art security cameras have been put in place high on the church’s walls. 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 15 -  
  Anyone with Electronic Surveillance will note that they have not been well 
  placed, and provide numerous blinds spots in which could be used to get a 
  closer look at the site. 
  • 
  Research/History – Saint Mary’s was once a vibrant and well attended 
  Presbyterian church in a working class district of the city. However as the 
  neighbourhood changed to become more industrial, the patronage dwindled 
  until the church’s Presbytery (local council) closed Saint Mary’s and opened a 
  new church closer to their congregation. The building has since been for sale 
  many times, but a buyer hasn’t been found.  
  • 
  Streetwise – Asking the locals – a few warehouse workers, hobos, and even 
  pushers can be found in the area at all hours – reveals that about month ago 
  considerable work was done to the church, although strangly nothing was done 
  to improve the exterior. Further more, a large refrigerated truck has been seen 
  parked around the back a number of times since, although no one has noticed 
  any workers arriving or leaving. 
  On the
  On the
  On the
  On the Church
   Church
   Church
   Church Grounds
   Grounds
   Grounds
   Grounds    
  Once within the security fencing the operatives need an Infiltration (5) – remember the 
  Piggyback rules – to avoid detection. Even if the characters fail this roll, it takes a 
  while for an appropriate response to be mustered by whoever is responsible for the 
  setup. Hopefully this is more than enough time for the operatives to find out what is 
  going on. 
  Once clear of the security, the team is able to discover the following. 
  • 
  Evidence Collection - There are numerous tire tracks on the grounds, and an 
  obvious point where the fence can be opened to allow vehicle access. 
  • 
  Close to the church, the characters can hear a low rumbling sound emanating 
  from under the church.  
  • 
  At the external entrance to the basement two steel doors are in place where 
  one would normally expect to find simple wooden doors. These are cold to the 
  touch and are secured with a keypad entry lock.  
  Any operative exploring the church proper finds it much as one would expect from a 
  building that has been abandoned for a long time. It is covered in dust, with plenty of 
  debris, animal dropping and the occasional bird corpse to be found. Interestingly, there 
  is no access from the church to the basement below. 
  Underground
  Underground
  Underground
  Underground    
  The steel doors to the basement can either be broken open (with the appropriate tools) 
  or have the keypad lock cracked (with a 1 point spend in Electronic Surveillance). With 
  the entrance breached, the operators are greeted with great gouts of cold air escaping 
  from the open doors and the sounds of the equipment that is obviously needed to keep 
  the chamber below at a low temperature. 
  • 
  Although it is pitch black, automatic lighting flickers on as soon as anyone 
  descends the short flight of stairs down into basement. With this illumination 
  reveals a short corridor leading into a large chamber. 
  • 
  The basement has been totally renovated, with state of the art insulation and 
  special grip floors (to stop slipping). Half a dozen cameras can also be seen 
  in the corridor, which seem to cover most angles in the hallway.  
  • 
  The corridor contains a dozen of identical grey ceramic boxes. Two feet in all 
  dimensions, they are empty except for a layer of insulation. There are no 
  identifying marks on any of the boxes. 
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 16 -  
  Stark Confrontation
  Stark Confrontation
  Stark Confrontation
  Stark Confrontation    
  Moving into the main chamber of the basement, the temperature is even colder than the 
  corridor and the sound of the refrigeration equipment borders of the distracting.  
  • 
  The first thing that the operatives see entering this room is that it full of 
  about a hundred boxes of exactly the same size and shape as those found in 
  corridor.  
  • 
  Opening any requires the character to make a Stability (4) test, when they 
  realize that it (and the others) each contains a brain. These brains are cold 
  to the touch and seem to come from both adults and children, and sit snugly 
  against the insulation.  
  The Guardian
  The Guardian
  The Guardian
  The Guardian    
  After a few moments in the room, the ODE summoned to guard the church appears, 
  obviously looking for a sign or code from the team to identify themselves. 
  • 
  The creature coalesces from a dark grate in the floor, in a smoky and shady 
  form. This arrival requires a Stability (6) test, made even more terrifying when 
  they realize that it watches them expectantly. If there are a large number of 
  operatives, the GM should feel free to add additional Guardians. 
  • 
  As the team have no way of placating it, it attacks after about 20 seconds, 
  using its shadow abilities to confuse the group and get them to attack each 
  other. 
  • 
  The Guardian statistics are - Athletics 10, Health 7, Scuffling 10 
  o 
  Hit Threshold: 6 
  o 
  Weapon: +1 - The Guardian’s icy tendrils  
  o 
  Armor: Nil 
  o 
  Fast: Can attack twice in once round. 
  o 
  Shadows: When attacking the Guardian makes the surrounding area dark 
  (vision is as if a thick grey mist had settled). Each turn, any operative 
  wanting to attack much make a Surveillance (5) roll to get a clear view 
  of the Guardian. Anyone failing this will not be sure of the target they 
  see and if they attack anyway have an even chance of hitting all 
  combatants (i.e. with 5 operatives and the Guardian, there is only a 1 in 6 
  chance this attack will hit the ODE). 
  Aftermath
  Aftermath
  Aftermath
  Aftermath    
  When the Guardians defeated, the scenario is at an end. The group are now in possession 
  of a number of human brains in cold storage, but are unsure why they have been 
  gathered here, or which one might be Geist’s…  
  TTTTHE 
  HE 
  HE 
  HE VVVVEIL
  EIL
  EIL
  EIL----OUT
  OUT
  OUT
  OUT    
  As this is the starting adventure on what could be a larger campaign, the Veil-out 
  undertaken by the operatives only has to be detailed as they see fit (or where they 
  have exposed themselves too much during their enquiries). Beyond this OV friendly teams 
  will cover most of the mop-up, allowing the characters to continue the investigation.  
  • 
  As noted earlier, Geist’s penthouse is cordoned off, and cleaned of all occult 
  evidence; the recluse’s body is shipped off to a secure site for further 
  examination.  
  
  Geist in the Shell - A Campaign Kicker for The Esoterrorists RPG 
  - 17 -  
  • 
  The encrypted data of Geist’s investigations into Esoterror is sent to 
  specialist analysts, and has the potential to be the source of many leads and 
  adventures in the future. 
  • 
  Unless the operatives were too forthcoming in their interviews the people 
  they interviewed, most of these individuals will never know they’ve been 
  involved in an Esoterror threat. 
  • 
  With the site comprised, the organisation who set up Saint Mary’s church 
  abandons it. OV will quickly secure the church and transport its contents into 
  storage. Once this is done, the church will be purchased and demolished in the 
  following week. 
  FURTHER MISSIONS 
  Upon completing this assignment the operatives are likely to have many questions as to 
  just what is going on. This is a good thing, as a kicker to larger story line, the events 
  in Geist in the Shell
  Geist in the Shell
  Geist in the Shell
  Geist in the Shell is about setting in motion a larger, and dare I say, grander, 
  conspiracy. For those GMs looking to expand this story themselves, I suggest that you 
  explore the following questions. 
  Who killed Geist?
  Who killed Geist?
  Who killed Geist?
  Who killed Geist?    
  So who actually killed Geist? And why did they do so? It seems most likely to have been 
  an Esoterrorist group who had caught wind of his snooping, but why not just kill him 
  out right rather than stealing his brain? Maybe it was a government organisation, or 
  perhaps an OV sanctioned hit (by then why involve the operatives?). These questions form 
  the basis of any on going threat the team can investigate.  
  Who 
  Who 
  Who 
  Who set up the 
  set up the 
  set up the 
  set up the storage in 
  storage in 
  storage in 
  storage in the church 
  the church 
  the church 
  the church and what was its purpose?
  and what was its purpose?
  and what was its purpose?
  and what was its purpose?    
  This is obviously a large and expensive operation, but one that whoever built it was 
  unable to devote too much security to. Why an old church in the middle of a run down 
  neighbourhood? Where were the guards? And what was the purpose with the brains? Were 
  they destined for some sort of experiment, to be used as a sacrifice, or even returned 
  from where they came?  
  Where are all the missing people?
  Where are all the missing people?
  Where are all the missing people?
  Where are all the missing people?    
  Surely someone must have noticed a hundred plus corpses with missing brains? Even as 
  an isolated case, a strange death like that would have made the media. Maybe they didn’t 
  come from humans? Perhaps they were farmed somewhere that people can’t complain about 
  there plight?  
  What else exists within Geist’s encrypted data?
  What else exists within Geist’s encrypted data?
  What else exists within Geist’s encrypted data?
  What else exists within Geist’s encrypted data?    
  It is obvious that Geist knew a lot about the Esoterrorism and perhaps even the actions 
  of Esoterrorists themselves. What information can be extracted from his secure server 
  (or maybe even his brain, if it can be found)? Will it lead to more direct operations 
  against the various cells in the country or across the world? Or will it reveal facts 
  that will not only embarrass OV, but threaten their very existence? 
  
SOURCE: textdata/thevault/EXTRAS/3rd Party/Geist in the Shell (v1).pdf