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		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150889</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
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		<updated>2025-11-19T02:59:53Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant (and the magical compulsions have Argent cold clock Wagan Biryanu with his cyberarm) but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. They delve ever deeper, encountering a number of other horrific creatures imprisoned here. Eventually, Ngiyari stops before a cell that contains an emaciated old aboriginal man with a ragged, floor length beard. He unravels the ward and carries the man over his shoulder. The team is somewhat hesitant to allow him to free a prisoner of this place, given that all the other prisoners are terrible eldritch abominations, and they may well have to kidnap Ngiyari at some point in the near future ... but ultimately they decide to kick the can down the road and get their hands on the relic first.&lt;br /&gt;
&lt;br /&gt;
More tunnels finally give way to a sort of central chamber, a large circular room. A number of &#039;cells&#039; are built into the walls and an enormous dais or pillar pushes out of the center of the room. Eldritch runes from this pillar spill outwards, connecting the various cells and descending into the rock itself. Occasionally, the pillar shakes slightly, as if something is inside. Another Mimi sits, cross-legged, on top of the pillar, apparently focusing on the magical energies. Other spirits patrol back and forth, keeping careful watch upon the prisoners. Ngiyari sets down the old man at the entrance of the room and then the group starts to creep across.&lt;br /&gt;
&lt;br /&gt;
Initially, all seems to be going well ... until Ngiyari breaks off from the group and creeps over to the central dais. He slices his hand open and begins to let his blood flow into the ruins, corrupting them. Veles, seeing what she believes to be a blood mage, promptly shoots the man in the head. All hell breaks loose.&lt;br /&gt;
&lt;br /&gt;
Ngiyari&#039;s head explodes. Despite this injury, he apparently is still alive as the runes begin to come apart and the central dais shakes. The team readies their weapons as they push across the room and Chance spots a few matrix icons, apparently drones from a previous corporate expedition that have been imprisoned. He grabs some marks on a juggernaut anthrodrone that seems to be moving with alarming sentience. One by one, the mana barriers on the prison cells break down. The spirits animate to pursue both the team and the escaping creatures. Under the combined fire of the team, Ngiyari&#039;s corpse is put down for the good. The team hopes the recorded evidence is good enough for the aboriginal elders to uphold the promise they made. They have more pressing concerns to worry about. The anthrodrone joins the party and scoops up Chance and Argent and the team makes a fighting retreat out of the central chamber. Just as they crest the final hill, the central pillar cracks like an eggshell and an enormous claw pushes it away. Ty recognizes it as some sort of artificial lifeform from the world before that has had its pattern written over by something terrible. The mimi and the spirits rush to contain it and the team slips away into the tunnels beyond, guided by Ty&#039;s intution that moving towards the next largest magical presence will bring them to the staff.&lt;br /&gt;
&lt;br /&gt;
==The Final Stretch==&lt;br /&gt;
&lt;br /&gt;
All of the creatures imprisoned with the opal caverns have seemingly been let loose. They find a hideous centipede man, bloodied after a fight with a spirit. Despite his horrific appearance, he seems willing to help the team get out of the tunnels. Enemy of my enemy and all that. The team pushes on, past a weeping crystal creatures and runs into a pair of earth spirits. Their fight is brief but bloody, as one of them crushes Ty with an engulf. It would have been lethal if he had not shifted form in the nick of time. He survives with only a missing arm and a crushed ribcage (and a burned point of edge). There is not  time for rest, however. The chamber with the staff awaits.&lt;br /&gt;
&lt;br /&gt;
The shard of the sevenfold staff lies within a chamber where a rift to Id has yawned wide open. Countless shadow spirits climb up from the wretched cityscape below and pour through. Two mimis and a number of spirits do battle with the rift and its inhibitants while the staff levitates upon an altar on the far side. It is a pitched battle with high force spells being thrown back and forth and more spirits swarming out of the rift every second.&lt;br /&gt;
&lt;br /&gt;
Samael creeps around the edge of the room, being battered by the guardian spirits and their mental attacks. Argent hides with the drones while giving tactical advice and Chance pilots the flamethrower anthrodrone to lay down the heat on the hoard. He even spots a matrix signal across the rift, some sort of metaplanar traveler&#039;s distress call in Japanese. Ty, worried about the staggering bgc and the risk of physical drain, relies mostly on pinpoint laser fire to support the team.&lt;br /&gt;
&lt;br /&gt;
And Veles breaks apart. She starts muttering in Ukrainian and charges forward into the hellish abyss. She kicks the centipede man into the abyss, despite his attempts to help and drops spirit after spirit in her cold fury. Samael creeps around, drifting closer and closer to the relic. He leaps across the gap, it&#039;s almost within reach. Chance extends the anthrodrones hand to the metaplanar traveler and pulls him out of the abyss but the wall climbing centipede scrambles out after him, eager for revenge against Veles. The mimi spells warp the battefield with the raw mana. &lt;br /&gt;
&lt;br /&gt;
And then Samael fires off his grappling hook and grabs the relic. After so long, it&#039;s finally in hand. The only thing left to do was get out alive. Easier said than done ... but done nevertheless. The team is battered and bruised, some of them barely alive ... but they are able to escape with the relic. They avoid a few more terrors, such as a blood shade and a stabber and eventually ... they find themselves miles and miles away. Through the magic of the opal caverns alchera, they have stepped out into the caves overlooking the Great Australian Bight. The ocean waves lap against the cliffside and the sun rises over the land of red sand. It is over. The mission is complete.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
The draco foundation graciously provide air evacuation. Wagan Biryanu returns to his tribe with the tapestry and the MCT metaplanar traveler dissapears into the sands. The team makes sure not to part with relic until a larger number is quoted by the draco foundation affiliate. Luckily enough, the operating budget was graciously extended. Despite the conflict happening beneath their feet, the auction goes off without a hitch.&lt;br /&gt;
&lt;br /&gt;
Even after their great journey, even after all the hardships faced ... the day still passes like any other. Whether bikie or mimi, shadowrunner or tribesmen, vrygoth or blood mage, the sun rises and falls all the same. We all share the same earth with the same hours in the day. History wraps and flows around all of us. &lt;br /&gt;
&lt;br /&gt;
My dear children ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gumurr-Djararrk Yawirriny&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150888</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150888"/>
		<updated>2025-11-19T02:04:33Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Aftermath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant (and the magical compulsions have Argent cold clock Wagan Biryanu with his cyberarm) but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. They delve ever deeper, encountering a number of other horrific creatures imprisoned here. Eventually, Ngiyari stops before a cell that contains an emaciated old aboriginal man with a ragged, floor length beard. He unravels the ward and carries the man over his shoulder. The team is somewhat hesitant to allow him to free a prisoner of this place, given that all the other prisoners are terrible eldritch abominations, and they may well have to kidnap Ngiyari at some point in the near future ... but ultimately they decide to kick the can down the road and get their hands on the relic first.&lt;br /&gt;
&lt;br /&gt;
More tunnels finally give way to a sort of central chamber, a large circular room. A number of &#039;cells&#039; are built into the walls and an enormous dais or pillar pushes out of the center of the room. Eldritch runes from this pillar spill outwards, connecting the various cells and descending into the rock itself. Occasionally, the pillar shakes slightly, as if something is inside. Another Mimi sits, cross-legged, on top of the pillar, apparently focusing on the magical energies. Other spirits patrol back and forth, keeping careful watch upon the prisoners. Ngiyari sets down the old man at the entrance of the room and then the group starts to creep across.&lt;br /&gt;
&lt;br /&gt;
Initially, all seems to be going well ... until Ngiyari breaks off from the group and creeps over to the central dais. He slices his hand open and begins to let his blood flow into the ruins, corrupting them. Veles, seeing what she believes to be a blood mage, promptly shoots the man in the head. All hell breaks loose.&lt;br /&gt;
&lt;br /&gt;
Ngiyari&#039;s head explodes. Despite this injury, he apparently is still alive as the runes begin to come apart and the central dais shakes. The team readies their weapons as they push across the room and Chance spots a few matrix icons, apparently drones from a previous corporate expedition that have been imprisoned. He grabs some marks on a juggernaut anthrodrone that seems to be moving with alarming sentience. One by one, the mana barriers on the prison cells break down. The spirits animate to pursue both the team and the escaping creatures. Under the combined fire of the team, Ngiyari&#039;s corpse is put down for the good. The team hopes the recorded evidence is good enough for the aboriginal elders to uphold the promise they made. They have more pressing concerns to worry about. The anthrodrone joins the party and scoops up Chance and Argent and the team makes a fighting retreat out of the central chamber. Just as they crest the final hill, the central pillar cracks like an eggshell and an enormous claw pushes it away. Ty recognizes it as some sort of artificial lifeform from the world before that has had its pattern written over by something terrible. The mimi and the spirits rush to contain it and the team slips away into the tunnels beyond, guided by Ty&#039;s intution that moving towards the next largest magical presence will bring them to the staff.&lt;br /&gt;
&lt;br /&gt;
==The Final Stretch==&lt;br /&gt;
&lt;br /&gt;
All of the creatures imprisoned with the opal caverns have seemingly been let loose. They find a hideous centipede man, bloodied after a fight with a spirit. Despite his horrific appearance, he seems willing to help the team get out of the tunnels. Enemy of my enemy and all that. The team pushes on, past a weeping crystal creatures and runs into a pair of earth spirits. Their fight is brief but bloody, as one of them crushes Ty with an engulf. It would have been lethal if he had not shifted form in the nick of time. He survives with only a missing arm and a crushed ribcage (and a burned point of edge). There is not  time for rest, however. The chamber with the staff awaits.&lt;br /&gt;
&lt;br /&gt;
The shard of the sevenfold staff lies within a chamber where a rift to Id has yawned wide open. Countless shadow spirits climb up from the wretched cityscape below and pour through. Two mimis and a number of spirits do battle with the rift and its inhibitants while the staff levitates upon an altar on the far side. It is a pitched battle with high force spells being thrown back and forth and more spirits swarming out of the rift every second.&lt;br /&gt;
&lt;br /&gt;
Samael creeps around the edge of the room, being battered by the guardian spirits and their mental attacks. Argent hides with the drones while giving tactical advice and Chance pilots the flamethrower anthrodrone to lay down the heat on the hoard. He even spots a matrix signal across the rift, some sort of metaplanar traveler&#039;s distress call in Japanese. Ty, worried about the staggering bgc and the risk of physical drain, relies mostly on pinpoint laser fire to support the team.&lt;br /&gt;
&lt;br /&gt;
And Veles breaks apart. She starts muttering in Ukrainian and charges forward into the hellish abyss. She kicks the centipede man into the abyss, despite his attempts to help and drops spirit after spirit in her cold fury. Samael creeps around, drifting closer and closer to the relic. He leaps across the gap, it&#039;s almost within reach. Chance extends the anthrodrones hand to the metaplanar traveler and pulls him out of the abyss but the wall climbing centipede scrambles out after him, eager for revenge against Veles. The mimi spells warp the battefield with the raw mana. &lt;br /&gt;
&lt;br /&gt;
And then Samael fires off his grappling hook and grabs the relic. After so long, it&#039;s finally in hand. The only thing left to do was get out alive. Easier said than done ... but done nevertheless. The team is battered and bruised, some of them barely alive ... but they are able to escape with the relic. They avoid a few more terrors, such as a blood shade and a stabber and eventually ... they find themselves miles and miles away. Through the magic of the opal caverns alchera, they have stepped out into the caves overlooking the Great Australian Bight. The ocean waves lap against the cliffside and the sun rises over the land of red sand. It is over. The mission is complete.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
The draco foundation graciously provide air evacuation. Wagan Biryanu returns to his tribe with the tapestry and the MCT metaplanar traveler dissapears into the sands. The team makes sure not to part with relic until a larger number is quoted by the draco foundation affiliate. Luckily enough, the operating budget was graciously extended. Despite the conflict happening beneath their feet, the auction goes off without a hitch.&lt;br /&gt;
&lt;br /&gt;
Even after their great journey, even after all the hardships faced ... the day still passes like any other. Whether bikie or mimi, shadowrunner or tribesmen, vrygoth or blood mage, the sun rises and falls all the same. We all share the same earth with the same hours in the day. History wraps and flows around all of us. &lt;br /&gt;
&lt;br /&gt;
My dear children ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gumurr-Djararrk Yawirriny&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150887</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150887"/>
		<updated>2025-11-19T01:58:50Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Final Stretch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant (and the magical compulsions have Argent cold clock Wagan Biryanu with his cyberarm) but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. They delve ever deeper, encountering a number of other horrific creatures imprisoned here. Eventually, Ngiyari stops before a cell that contains an emaciated old aboriginal man with a ragged, floor length beard. He unravels the ward and carries the man over his shoulder. The team is somewhat hesitant to allow him to free a prisoner of this place, given that all the other prisoners are terrible eldritch abominations, and they may well have to kidnap Ngiyari at some point in the near future ... but ultimately they decide to kick the can down the road and get their hands on the relic first.&lt;br /&gt;
&lt;br /&gt;
More tunnels finally give way to a sort of central chamber, a large circular room. A number of &#039;cells&#039; are built into the walls and an enormous dais or pillar pushes out of the center of the room. Eldritch runes from this pillar spill outwards, connecting the various cells and descending into the rock itself. Occasionally, the pillar shakes slightly, as if something is inside. Another Mimi sits, cross-legged, on top of the pillar, apparently focusing on the magical energies. Other spirits patrol back and forth, keeping careful watch upon the prisoners. Ngiyari sets down the old man at the entrance of the room and then the group starts to creep across.&lt;br /&gt;
&lt;br /&gt;
Initially, all seems to be going well ... until Ngiyari breaks off from the group and creeps over to the central dais. He slices his hand open and begins to let his blood flow into the ruins, corrupting them. Veles, seeing what she believes to be a blood mage, promptly shoots the man in the head. All hell breaks loose.&lt;br /&gt;
&lt;br /&gt;
Ngiyari&#039;s head explodes. Despite this injury, he apparently is still alive as the runes begin to come apart and the central dais shakes. The team readies their weapons as they push across the room and Chance spots a few matrix icons, apparently drones from a previous corporate expedition that have been imprisoned. He grabs some marks on a juggernaut anthrodrone that seems to be moving with alarming sentience. One by one, the mana barriers on the prison cells break down. The spirits animate to pursue both the team and the escaping creatures. Under the combined fire of the team, Ngiyari&#039;s corpse is put down for the good. The team hopes the recorded evidence is good enough for the aboriginal elders to uphold the promise they made. They have more pressing concerns to worry about. The anthrodrone joins the party and scoops up Chance and Argent and the team makes a fighting retreat out of the central chamber. Just as they crest the final hill, the central pillar cracks like an eggshell and an enormous claw pushes it away. Ty recognizes it as some sort of artificial lifeform from the world before that has had its pattern written over by something terrible. The mimi and the spirits rush to contain it and the team slips away into the tunnels beyond, guided by Ty&#039;s intution that moving towards the next largest magical presence will bring them to the staff.&lt;br /&gt;
&lt;br /&gt;
==The Final Stretch==&lt;br /&gt;
&lt;br /&gt;
All of the creatures imprisoned with the opal caverns have seemingly been let loose. They find a hideous centipede man, bloodied after a fight with a spirit. Despite his horrific appearance, he seems willing to help the team get out of the tunnels. Enemy of my enemy and all that. The team pushes on, past a weeping crystal creatures and runs into a pair of earth spirits. Their fight is brief but bloody, as one of them crushes Ty with an engulf. It would have been lethal if he had not shifted form in the nick of time. He survives with only a missing arm and a crushed ribcage (and a burned point of edge). There is not  time for rest, however. The chamber with the staff awaits.&lt;br /&gt;
&lt;br /&gt;
The shard of the sevenfold staff lies within a chamber where a rift to Id has yawned wide open. Countless shadow spirits climb up from the wretched cityscape below and pour through. Two mimis and a number of spirits do battle with the rift and its inhibitants while the staff levitates upon an altar on the far side. It is a pitched battle with high force spells being thrown back and forth and more spirits swarming out of the rift every second.&lt;br /&gt;
&lt;br /&gt;
Samael creeps around the edge of the room, being battered by the guardian spirits and their mental attacks. Argent hides with the drones while giving tactical advice and Chance pilots the flamethrower anthrodrone to lay down the heat on the hoard. He even spots a matrix signal across the rift, some sort of metaplanar traveler&#039;s distress call in Japanese. Ty, worried about the staggering bgc and the risk of physical drain, relies mostly on pinpoint laser fire to support the team.&lt;br /&gt;
&lt;br /&gt;
And Veles breaks apart. She starts muttering in Ukrainian and charges forward into the hellish abyss. She kicks the centipede man into the abyss, despite his attempts to help and drops spirit after spirit in her cold fury. Samael creeps around, drifting closer and closer to the relic. He leaps across the gap, it&#039;s almost within reach. Chance extends the anthrodrones hand to the metaplanar traveler and pulls him out of the abyss but the wall climbing centipede scrambles out after him, eager for revenge against Veles. The mimi spells warp the battefield with the raw mana. &lt;br /&gt;
&lt;br /&gt;
And then Samael fires off his grappling hook and grabs the relic. After so long, it&#039;s finally in hand. The only thing left to do was get out alive. Easier said than done ... but done nevertheless. The team is battered and bruised, some of them barely alive ... but they are able to escape with the relic. They avoid a few more terrors, such as a blood shade and a stabber and eventually ... they find themselves miles and miles away. Through the magic of the opal caverns alchera, they have stepped out into the caves overlooking the Great Australian Bight. The ocean waves lap against the cliffside and the sun rises over the land of red sand. It is over. The mission is complete.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150886</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150886"/>
		<updated>2025-11-19T01:42:01Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Journey Begins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant (and the magical compulsions have Argent cold clock Wagan Biryanu with his cyberarm) but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. They delve ever deeper, encountering a number of other horrific creatures imprisoned here. Eventually, Ngiyari stops before a cell that contains an emaciated old aboriginal man with a ragged, floor length beard. He unravels the ward and carries the man over his shoulder. The team is somewhat hesitant to allow him to free a prisoner of this place, given that all the other prisoners are terrible eldritch abominations, and they may well have to kidnap Ngiyari at some point in the near future ... but ultimately they decide to kick the can down the road and get their hands on the relic first.&lt;br /&gt;
&lt;br /&gt;
More tunnels finally give way to a sort of central chamber, a large circular room. A number of &#039;cells&#039; are built into the walls and an enormous dais or pillar pushes out of the center of the room. Eldritch runes from this pillar spill outwards, connecting the various cells and descending into the rock itself. Occasionally, the pillar shakes slightly, as if something is inside. Another Mimi sits, cross-legged, on top of the pillar, apparently focusing on the magical energies. Other spirits patrol back and forth, keeping careful watch upon the prisoners. Ngiyari sets down the old man at the entrance of the room and then the group starts to creep across.&lt;br /&gt;
&lt;br /&gt;
Initially, all seems to be going well ... until Ngiyari breaks off from the group and creeps over to the central dais. He slices his hand open and begins to let his blood flow into the ruins, corrupting them. Veles, seeing what she believes to be a blood mage, promptly shoots the man in the head. All hell breaks loose.&lt;br /&gt;
&lt;br /&gt;
Ngiyari&#039;s head explodes. Despite this injury, he apparently is still alive as the runes begin to come apart and the central dais shakes. The team readies their weapons as they push across the room and Chance spots a few matrix icons, apparently drones from a previous corporate expedition that have been imprisoned. He grabs some marks on a juggernaut anthrodrone that seems to be moving with alarming sentience. One by one, the mana barriers on the prison cells break down. The spirits animate to pursue both the team and the escaping creatures. Under the combined fire of the team, Ngiyari&#039;s corpse is put down for the good. The team hopes the recorded evidence is good enough for the aboriginal elders to uphold the promise they made. They have more pressing concerns to worry about. The anthrodrone joins the party and scoops up Chance and Argent and the team makes a fighting retreat out of the central chamber. Just as they crest the final hill, the central pillar cracks like an eggshell and an enormous claw pushes it away. Ty recognizes it as some sort of artificial lifeform from the world before that has had its pattern written over by something terrible. The mimi and the spirits rush to contain it and the team slips away into the tunnels beyond, guided by Ty&#039;s intution that moving towards the next largest magical presence will bring them to the staff.&lt;br /&gt;
&lt;br /&gt;
==The Final Stretch==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150885</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150885"/>
		<updated>2025-11-19T01:39:58Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Caverns Beneath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. They delve ever deeper, encountering a number of other horrific creatures imprisoned here. Eventually, Ngiyari stops before a cell that contains an emaciated old aboriginal man with a ragged, floor length beard. He unravels the ward and carries the man over his shoulder. The team is somewhat hesitant to allow him to free a prisoner of this place, given that all the other prisoners are terrible eldritch abominations, and they may well have to kidnap Ngiyari at some point in the near future ... but ultimately they decide to kick the can down the road and get their hands on the relic first.&lt;br /&gt;
&lt;br /&gt;
More tunnels finally give way to a sort of central chamber, a large circular room. A number of &#039;cells&#039; are built into the walls and an enormous dais or pillar pushes out of the center of the room. Eldritch runes from this pillar spill outwards, connecting the various cells and descending into the rock itself. Occasionally, the pillar shakes slightly, as if something is inside. Another Mimi sits, cross-legged, on top of the pillar, apparently focusing on the magical energies. Other spirits patrol back and forth, keeping careful watch upon the prisoners. Ngiyari sets down the old man at the entrance of the room and then the group starts to creep across.&lt;br /&gt;
&lt;br /&gt;
Initially, all seems to be going well ... until Ngiyari breaks off from the group and creeps over to the central dais. He slices his hand open and begins to let his blood flow into the ruins, corrupting them. Veles, seeing what she believes to be a blood mage, promptly shoots the man in the head. All hell breaks loose.&lt;br /&gt;
&lt;br /&gt;
Ngiyari&#039;s head explodes. Despite this injury, he apparently is still alive as the runes begin to come apart and the central dais shakes. The team readies their weapons as they push across the room and Chance spots a few matrix icons, apparently drones from a previous corporate expedition that have been imprisoned. He grabs some marks on a juggernaut anthrodrone that seems to be moving with alarming sentience. One by one, the mana barriers on the prison cells break down. The spirits animate to pursue both the team and the escaping creatures. Under the combined fire of the team, Ngiyari&#039;s corpse is put down for the good. The team hopes the recorded evidence is good enough for the aboriginal elders to uphold the promise they made. They have more pressing concerns to worry about. The anthrodrone joins the party and scoops up Chance and Argent and the team makes a fighting retreat out of the central chamber. Just as they crest the final hill, the central pillar cracks like an eggshell and an enormous claw pushes it away. Ty recognizes it as some sort of artificial lifeform from the world before that has had its pattern written over by something terrible. The mimi and the spirits rush to contain it and the team slips away into the tunnels beyond, guided by Ty&#039;s intution that moving towards the next largest magical presence will bring them to the staff.&lt;br /&gt;
&lt;br /&gt;
==The Final Stretch==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150884</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150884"/>
		<updated>2025-11-19T01:39:37Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Caverns Beneath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
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&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
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&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. They delve ever deeper, encountering a number of other horrific creatures imprisoned here. Eventually, Ngiyari stops before a cell that contains an emaciated old aboriginal man with a ragged, floor length beard. He unravels the ward and carries the man over his shoulder. The team is somewhat hesitant to allow him to free a prisoner of this place, given that all the other prisoners are terrible eldritch abominations, and they may well have to kidnap Ngiyari at some point in the near future ... but ultimately they decide to kick the can down the road and get their hands on the relic first.&lt;br /&gt;
&lt;br /&gt;
More tunnels finally give way to a sort of central chamber, a large circular room. A number of &#039;cells&#039; are built into the walls and an enormous dais or pillar pushes out of the center of the room. Eldritch runes from this pillar spill outwards, connecting the various cells and descending into the rock itself. Occasionally, the pillar shakes slightly, as if something is inside. Another Mimi sits, cross-legged, on top of the pillar, apparently focusing on the magical energies. Other spirits patrol back and forth, keeping careful watch upon the prisoners. Ngiyari sets down the old man at the entrance of the room and then the group starts to creep across.&lt;br /&gt;
&lt;br /&gt;
Initially, all seems to be going well ... until Ngiyari breaks off from the group and creeps over to the central dais. He slices his hand open and begins to let his blood flow into the ruins, corrupting them. Veles, seeing what she believes to be a blood mage, promptly shoots the man in the head. All hell breaks loose.&lt;br /&gt;
&lt;br /&gt;
Ngiyari&#039;s head explodes. Despite this injury, he apparently is still alive as the runes begin to come apart and the central dais shakes. The team readies their weapons as they push across the room and Chance spots a few matrix icons, apparently drones from a previous corporate expedition that have been imprisoned. He grabs some marks on a juggernaut anthrodrone that seems to be moving with alarming sentience. One by one, the mana barriers on the prison cells break down. The spirits animate to pursue both the team and the escaping creatures. Under the combined fire of the team, Ngiyari&#039;s corpse is put down for the good. The team hopes the recorded evidence is good enough for the aboriginal elders to uphold the promise they made. They have more pressing concerns to worry about. The anthrodrone joins the party and scoops up Chance and Argent and the team makes a fighting retreat out of the central chamber. Just as they crest the final hill, the central pillar cracks like an eggshell and an enormous claw pushes it away. Ty recognizes it as some sort of artificial lifeform from the world before that has had its pattern written over by something terrible. The mimi and the spirits rush to contain it and the team slips away into the tunnels beyond, guided by Ty&#039;s intution that moving towards the next largest magical presence will bring them to the staff.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150883</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150883"/>
		<updated>2025-11-19T01:32:33Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Caverns Beneath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
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&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. They delve ever deeper, encountering a number of other horrific creatures imprisoned here. Eventually, Ngiyari stops before a cell that contains an emaciated old aboriginal man with a ragged, floor length beard. He unravels the ward and carries the man over his shoulder. The team is somewhat hesitant to allow him to free a prisoner of this place, given that all the other prisoners are terrible eldritch abominations, and they may well have to kidnap Ngiyari at some point in the near future ... but ultimately they decide to kick the can down the road and get their hands on the relic first.&lt;br /&gt;
&lt;br /&gt;
More tunnels finally give way to a sort of central chamber, a large circular room. A number of &#039;cells&#039; are built into the walls and an enormous dais or pillar pushes out of the center of the room. Eldritch runes from this pillar spill outwards, connecting the various cells and descending into the rock itself. Occasionally, the pillar shakes slightly, as if something is inside. Another Mimi sits, cross-legged, on top of the pillar, apparently focusing on the magical energies. Other spirits patrol back and forth, keeping careful watch upon the prisoners. Ngiyari sets down the old man at the entrance of the room and then the group starts to creep across.&lt;br /&gt;
&lt;br /&gt;
Initially, all seems to be going well ... until Ngiyari breaks off from the group and creeps over to the central dais. He slices his hand open and begins to let his blood flow into the ruins, corrupting them. Veles, seeing what she believes to be a blood mage, promptly shoots the man in the head. All hell breaks loose.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150882</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150882"/>
		<updated>2025-11-19T00:13:53Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Caverns Beneath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
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&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. They delve ever deeper, encountering a number of other horrific creatures imprisoned here. Eventually, Ngiyari stops before a cell that contains an emaciated old aboriginal man with a ragged, floor length beard. He unravels the ward and carries the man over his shoulder. The team is somewhat hesitant to allow him to free a prisoner of this place, given that all the other prisoners are terrible eldritch abominations, and they may well have to kidnap Ngiyari at some point in the near future ... but ultimately they decide to kick the can down the road and get their hands on the relic first.&lt;br /&gt;
&lt;br /&gt;
More tunnels finally give way to a sort of central chamber, a large circular room. A number of &#039;cells&#039; are built into the walls and an enormous dais or pillar pushes out of the center of the room. Eldritch runes from this pillar spill outwards, connecting the various cells and descending into the rock itself. Occasionally, the pillar shakes slightly, as if something is inside. Another Mimi sits, cross-legged, on top of the pillar, apparently focusing on the magical energies. Other spirits patrol back and forth, keeping careful watch upon the prisoners. Ngiyari sets down the old man at the entrance of the room and then the group starts to creep across.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150881</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150881"/>
		<updated>2025-11-19T00:08:22Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Caverns Beneath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
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&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. They delve ever deeper, encountering a number of other horrific creatures imprisoned here. Eventually, Ngiyari stops before a cell that contains an emaciated old aboriginal man with a ragged, floor length beard. He unravels the ward and carries the man over his shoulder. The team is somewhat hesitant to allow him to free a prisoner of this place, given that all the other prisoners are terrible eldritch abominations, and they may well have to kidnap Ngiyari at some point in the near future ... but ultimately they decide to kick the can down the road and get their hands on the relic first.&lt;br /&gt;
&lt;br /&gt;
More tunnels finally give way to a sort of central chamber, a large circular room. A number of &#039;cells&#039; are built into the walls and an enormous dais or pillar pushes out of the center of the room. Eldritch runes from this pillar spill outwards, connecting the various cells and descending into the rock itself. Occasionally, the pillar shakes slightly, as if something is inside. Another Mimi sits, cross-legged, on top of the pillar, apparently focusing on the magical energies. Other spirits patrol back and forth, keeping careful watch upon the prisoners.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150880</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150880"/>
		<updated>2025-11-19T00:00:46Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Caverns Beneath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
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&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. They delve ever deeper, encountering a number of other horrific creatures imprisoned here. Eventually, Ngiyari stops before a cell that contains an emaciated old aboriginal man with a ragged, floor length beard. He unravels the ward and carries the man over his shoulder. The team is somewhat hesitant to allow him to free a prisoner of this place, given that all the other prisoners are terrible eldritch abominations, and they may well have to kidnap Ngiyari at some point in the near future ... but ultimately they decide to kick the can down the road and get their hands on the relic first.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150879</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150879"/>
		<updated>2025-11-18T23:56:36Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Kata Tjuta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party into the tunnels. Eventually they come to a collection of cells and find the corpse of a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. They did through his commlink and find his maddened ramblings. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time. Still grappling with this revelation, the team hears a distant whistling. They gather for a fight and find &lt;br /&gt;
a powerful snake-like earth spirit and something else. A stick-like figure steps out of the wall itself, it appears like a metahuman but strange and elongated and it wears a painted mask. A Mimi, one of the guardians of this place ... and a terrifying threat. There is a brief scuffle in which Veles&#039; shell is utterly destroyed and Ty burns a point of edge and takes a pile of physical drain in order to take out the Mimi. He takes the mask as a trophy but the team is far too battered to continue.&lt;br /&gt;
&lt;br /&gt;
They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150878</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150878"/>
		<updated>2025-11-18T23:53:15Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Caverns Beneath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
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&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party but run into a snake-like earth spirit that destroy Veles&#039;s shell. They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150877</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150877"/>
		<updated>2025-11-18T23:51:22Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Caverns Beneath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
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&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
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[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party but run into a snake-like earth spirit that destroy Veles&#039;s shell. They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered. Eventually, they come to a collection of cells and find a scientist from an SK research team in the tunnels on the Australian Bight, so many miles away. It seems as if they were captured by the guardians of the place and imprisoned in the cells, where they died from thirst over an abnormally long period of time.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150876</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150876"/>
		<updated>2025-11-18T23:48:58Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Caverns Beneath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
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&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party but run into a snake-like earth spirit that destroy Veles&#039;s shell. They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
The team (now consisting of Argent, Samael, Veles, Chance, Ty, Wagan Biryanu and Ngiyari) pushes past the initial guard outpost with the help of Ngiyari&#039;s distraction. They delve deeper and deeper into the earth, the background count rising as they go. Veins of opal crystals spiral across the walls and strange mana barrier contraptions imprison astral horrors. There&#039;s a brief combat encounter with a few shedim and a maddened blood adept but the team is unbothered.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150875</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150875"/>
		<updated>2025-11-18T23:41:58Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Kata Tjuta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
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&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss things and that perhaps a meeting with Rosanna would be in his best interest. The team, not interested in giving up their cover, declines.  Putting together the information they&#039;ve gathered so far, they decide that it&#039;s worth investigating the tunnels below the auction sight.&lt;br /&gt;
&lt;br /&gt;
They send an initial scouting party but run into a snake-like earth spirit that destroy Veles&#039;s shell. They&#039;re able to recover the CCU and return to the team, although the encounter the aboriginal man again on the way back. He introduces himself as Ngiyari and offers to help them navigate the tunnels below, which he describes as a prison, in exchange for freeing one of the prisoners. The team agrees to this and reconvenes with Chance and Argent in order to properly gear up and fix the CCU. Once everyone is ready to go, it&#039;s time to go dungeon delving.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150874</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150874"/>
		<updated>2025-11-18T23:37:08Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Kata Tjuta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did. Ty tries to shadow the aboriginal man who was with Rosanna but is spotted. Instead of a violent response, the mage asks the fox to meet with him later to discuss the matter at hand.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150873</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150873"/>
		<updated>2025-11-18T23:36:04Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Kata Tjuta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. Ty talks to a local spirit, a wawaleg sister, and exchanges karma with it. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150872</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150872"/>
		<updated>2025-11-18T23:33:54Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Kata Tjuta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters within the actual rock structure. It seems as if the inside of the great rock is privy to some sort of strange architecture. Ty notes down its age and potential ties to the 4th world but says nothing.&lt;br /&gt;
&lt;br /&gt;
It seems as if the auction is using a wired host connected to a central vault. With a combination of social stealth, delicate palming, direct hacking and drone piloting, the team gain access to the inside of the vault. They find a number of beautiful artistic works and a box similar to the one they were given to contain the staff. An empty box. The staff is not here. The auction came here to find the relic just the same as they did.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150871</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150871"/>
		<updated>2025-11-18T23:28:57Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Kata Tjuta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
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&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s accompanied by an older aboriginal man wearing a suit and is in the middle of an argument with Doctor Hernadez. Nevertheless, she quickly pivots into being a gracious host for the new arrivals and shows them to their living quarters.&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150870</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150870"/>
		<updated>2025-11-18T23:27:24Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Kata Tjuta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
The team is a few days ahead of schedule. They spot a wired network connecting a few cameras on the outskirts of the area and have Chance hack it but he&#039;s intimidated by the passive defenses. After deciding that the coast is mostly clear, the team moves in while pretending to be a group of Melbourne millionaires. They meet members of an initial security team who introduce them to Rosanna Sobolevi, the woman running the show. She&#039;s in the middle of an argument with&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150869</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150869"/>
		<updated>2025-11-18T22:49:59Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Kata Tjuta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
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&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
==The Caverns Beneath==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150868</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=150868"/>
		<updated>2025-11-18T22:49:41Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Aftermath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Kata Tjuta==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:Sleevey&amp;diff=150028</id>
		<title>User:Sleevey</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:Sleevey&amp;diff=150028"/>
		<updated>2025-09-26T17:36:25Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:lotl1.jpg| 400px]]&lt;br /&gt;
|label5 = Reddit Username&lt;br /&gt;
|data5 = [https://www.reddit.com/user/IamWalrustastic]&lt;br /&gt;
|label13 = Timezone&lt;br /&gt;
|data13 = GMT-7&lt;br /&gt;
|label14 = Country&lt;br /&gt;
|data14 = US&lt;br /&gt;
|label15 = GM Level&lt;br /&gt;
|data15 = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gamemaster Foundation=&lt;br /&gt;
Howdy! I&#039;m Sleevey. I&#039;ve been GMing in general for a while but shadowhaven was my first experience with shadowrun. I fell in love with the setting quickly (despite its NUMEROUS flaws) and here we are.&lt;br /&gt;
&lt;br /&gt;
== Style ==&lt;br /&gt;
Shadowruns to me are building a puzzle. You set up all the little pieces and the moving parts, all the NPCs and potential characters interactions and all the bad people with guns and magic and you roll em all together and make a nice puzzle. Then you hand the puzzle to the players and let them go nuts.&lt;br /&gt;
&lt;br /&gt;
Generally, I think my runs are more light-hearted across the board. Shadowrun can be very goofy at times. It has some inherent silliness to a lot of the lore and even some of the mechanics. I like that stuff a lot. You can have some fun, light-hearted times in the setting that I naturally end up embracing.&lt;br /&gt;
&lt;br /&gt;
However, the setting also has a whole lot more than that. Intrigue and secrets, horror and mayhem all sifts throughout the setting and deserves respect. As much as I love pink mohawk silliness, I love those realms just as much.&lt;br /&gt;
&lt;br /&gt;
Essentially, stuff can be multiple things. Shadowrun juggles a lot of different themes and tones and I try to be open to all of them as a GM. Otherwise, I wouldn&#039;t be doing my job, would I?&lt;br /&gt;
&lt;br /&gt;
== Picks ==&lt;br /&gt;
While I do like to make sure most of the bases of a criminal team is covered, I like TTRPG&#039;s because of the characters. Strong choices and themes, interesting potential roleplay moments, I like characters with some &#039;&#039;&#039;character,&#039;&#039;&#039; y&#039;know? That&#039;s the reason I play these games and that&#039;s probably the reason I picked a runner.&lt;br /&gt;
&lt;br /&gt;
I do also like to make sure the team is competent enough to handle the task. Flailing at a suddenly insurmountable astral obstacle because I didn&#039;t pick anyone with astral perception isn&#039;t fun for you and it isn&#039;t fun for me. This doesn&#039;t mean I don&#039;t take weaker characters. With a little skill and maneuvering, you can even make a team with varying power levels work to everyones advantage. Having a beefed out street sam to shoot with the big guns is a good way to show how serious the threat is. &amp;lt;div style=&amp;quot;text-align: center, justify;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Declining Runs==&lt;br /&gt;
It goes without saying but I&#039;d ultimately like people to go on the runs I post. I try to both select characters and format the run post to prevent characters from turning down the job. However, sometimes a character just doesn&#039;t fit. In those situations, I try to let the player swap out for a character that does fit or walk away in a way that makes sense for the context. But like, I really want people to go on the runs I make, y&#039;know.  &lt;br /&gt;
&lt;br /&gt;
==Derailing A Run==&lt;br /&gt;
If the players seek to go about the run in a bizarre way or backstab the Johnson then I&#039;m all for it. If the runners go completely against the fold and twist the entire situation on its head, I&#039;m still all for it. There&#039;s no set way to do a certain thing and I go in knowing something I&#039;d never expect will probably happen. Just be patient, if things get too crazy I may need to call a break to go over rules/thematics or set up an un-exptected combat. And remember, actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==Consequence and Failure==&lt;br /&gt;
One of the more interesting things about shadowrun is that enemies play with similar hands. Going in hot without a plan? You might pull it off but people have seen you there and will be wary next time, if you can pull it off at all. Failure comes hand in hand with success, without the risk being present the victories aren&#039;t won. The 6th world is a dangerous place and going in unaware and without a plan can lead to the odds quickly being stacked against you. That being said, I never go into anything with the idea that the players should fail. I&#039;m here to provide a good time, sometimes a challenging one, not kill you and your dog.&lt;br /&gt;
&lt;br /&gt;
==The Sixth World==&lt;br /&gt;
I really like shadowrun&#039;s setting. From the eldritch horrors to the cyberhands and from the Null Node to the Stuffer Shacks. There&#039;s a lot of moving pieces and a lot of hooks you can use to dig into players. &lt;br /&gt;
&lt;br /&gt;
One of the most interesting things to me about the world, though, is the more mundane aspects. In world with dragons that rule over half the globe and spiritual entities from other realms, it&#039;s hard being an average Joe. Hell, even the matrix, the upscaled internet we built to make out lives easier is now filled with &amp;quot;resonance&amp;quot; and &amp;quot;proto-sapients&amp;quot;. Seeing how the realms of normal life, one thats not too dissimilar from today in a lot of ways, intersects with the fantastical in interesting and sometimes tragic ways is just gold to me. &lt;br /&gt;
&lt;br /&gt;
I am also a sucker for paracritters and awakened beasties as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Runs==&lt;br /&gt;
{{#ask: [[Category:Runs]] [[hasGM::Sleevey]]&lt;br /&gt;
|mainlabel=-&lt;br /&gt;
|format=datatables&lt;br /&gt;
|?=Name&lt;br /&gt;
|?hasMetaplot=Metaplot&lt;br /&gt;
|?hasDate=Date&lt;br /&gt;
|limit=300&lt;br /&gt;
|sort=hasDate&lt;br /&gt;
|order=descending&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149608</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149608"/>
		<updated>2025-09-13T13:44:36Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty: Toughness, Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam: Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles: Can upgrade her Rank quality. Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance: May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4. Juryrigger. Big Juggs as additional gear rewards, taken out of the other stuff. Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent: Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149607</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149607"/>
		<updated>2025-09-13T13:43:36Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149606</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149606"/>
		<updated>2025-09-13T13:43:21Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149605</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149605"/>
		<updated>2025-09-13T13:43:02Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149604</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149604"/>
		<updated>2025-09-13T13:41:59Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Outback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
After pushing over the mountains, the team enters the outback proper. A land of red sand and heat, where the very rocks are alive within the Dreamtime. The air is thick with magic and the sand is thick beneath their tires. Onwards and forwards, they press on.&lt;br /&gt;
&lt;br /&gt;
They did, however, need  a safe place to rest and recuperate for a day or so. Their guide recommends an oasis he has heard stories of and the team decides to brave it. Water was a commodity, after all. The detour isn&#039;t noticeable in terms of ETA time, either. So it is that they arrive at crocodile oasis where they&#039;re jumpscared by a crochetey old water spirit. The powerful spirit demands tribute from all that have dared to drink from his oasis. Tribute ... in the form of a story. So, each of the runners tells one. Of assassins and hunts and beer from space. They feel their luck return to them as they spend the night, drinking and telling stories beneath the stars.&lt;br /&gt;
&lt;br /&gt;
They continue their journey. They have a brief skirmish with the Ned Kelly gang, a group of gentleman outlaws who try to avail themselves to the teams valuables but find themselves woefully outgunned. Instead of slaughtering them, however, the team opts for asking them to provide covering fire for their escape ... should it come to that.&lt;br /&gt;
&lt;br /&gt;
A day later, the team has gotten much closer to the auction site itself. They can feel the mana grow stronger, see the swirling mists on the horizon. A great and terrible mana storm has been taking form around Kata Tjuta. They also spot another convoy, which Veles detaches from the main group to investigate. She&#039;s ready for a fight but the woman she sees on that caravan gives even the cyborg pause. The leader of the Illuminates of the New Dawn and UCAS presidential candidate, Doctor Rosilyn Hernadez herself. Veles both doesn&#039;t see the woman as being worthy of death or worthy of the trouble and disengages but stays long enough to notice them use a leyline to travel through the manastorm.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the team hurtles into the clutches of the manastorm. The Big One awaits.&lt;br /&gt;
&lt;br /&gt;
It is not an easy thing to describe, being in the midst of that storm. Magical acid buffeted the car, ripping and melting it, although their keen driving allowed them to avoid plowing into the worst of it. Their scanners went haywire, alarms blaring and lights flashing as the storm seems to rage against space itself. Worst of all, the storm took from them. Sapped away at their strength ... but also at something more important. More primal. Their very memories dissipated away in the mist. Despite the valiant counterspelling of Ty and the magical shielding of the tapestry, each of them lost precious moments. Memories of triumph. Of companionship. Of wariness. Of regret. Of human-meat foot-soup. &lt;br /&gt;
&lt;br /&gt;
But they made it through.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149603</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149603"/>
		<updated>2025-09-13T13:24:13Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
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&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Outback==&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149602</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149602"/>
		<updated>2025-09-13T13:23:50Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Journey Begins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
After resting, gathering supplies and properly planning their route to Kata Tjuta, the team sets off. Spotting a distant caravan, the team confirms its a group of SK operatives and members of the Melbourne Millionaires Society. Ty sends an enormous spirit to use the accident power upon them to catastrophic effect.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the travel is slow-going. The area is mostly wetlands and a number of the roads are submerged. Maps aren&#039;t up to date, either, leading to moments of frustration where a seemingly functional route turns out to be impassable. It&#039;s turning one such moment that the team looks around and realizes Wagan Biryanu, who moments ago stood at the edge of a nearby pond, is not with them. Something bubbles up from the bottom of the lake. Chance spots the kid through the sensors, thrashing at the lakebed, but not the thing grappling with him. Seeing no other option, Sam dives in and fires a blight round into the invisible creatures mouth. The annoyed animal swims off and they are able to rescue their mage from the bunyip.&lt;br /&gt;
&lt;br /&gt;
Their travel through the rainforest isn&#039;t much smoother. Improvised explosive traps are disarmed by Veles and bikie gangers wage guerilla warfarew through the trees. Eventually, however, they make it through to the mountain crossing, where they are greeted to a set of corporate issue FBA impaled on a spike. A warning from the aboriginals.&lt;br /&gt;
&lt;br /&gt;
Ty and the shaman break off to look for a crossing point while the rest of the team guards the vehicle. They notice they&#039;re being watched by a group of aboriginal warriors, who Ardent is able to pacify with honeyed words. They also notice a looming manastorm on the horizon, coming from the rainforest. The bikie gangers, fleeing the manastorm, decide to make a push for the team and their supplies. The resulting gunfight is short and sweet, with Australial ganger grit failing to measure up against the teams firepower. Despite the vehicle being damaged by an explosive, it&#039;s not too bad. Ty and co return, having found the crossing point, and everyone hunkers down while the manastorm washes over them. It isn&#039;t pleasant but with the magical protection of the tapestry, they make it out okay.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149601</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149601"/>
		<updated>2025-09-13T13:12:24Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months or when confronted with evidence of their lost memories.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149600</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149600"/>
		<updated>2025-09-13T13:10:34Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Initial Legwork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
Before the plane ride over, Chance hands out the team homemade t-shirts, emblazoned with the word &amp;quot;cunt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team fills out their initial legwork (primarily through knowledge skills, contacts, and matrix searchs) over the first day. They learn the general gist of things:&lt;br /&gt;
&lt;br /&gt;
Australia is a hostile place, battered by manastorms. These manastorms generally leave the coastal cities alone, although Sydney is locked in a perpetual manastorm. Canberra, the city the team arrives in, is the seat of Government for the nation. The outback is dangerous, with few braving it save for the bikies and the aboriginal tribesmen. Several years ago, a spirit that named itself &amp;quot;Jukurra-Jukurra&amp;quot; appeared and declared that anyone bearing a &amp;quot;relic of true Australia&amp;quot; would be able to find their way back to its heart. One of these relics was in Seattle but went missing recently. Two are on the continent, the Tjukurpa Tapestry (which seems to be in Aboriginal possession) and Ned Kelly&#039;s sash, which is in a museum. SK presence in the nation is notable. A man named Anthony Ngiyari is notable for being a somewhat controversial figure, claiming to share the secrets of the Aboriginal Peoples. Other general factoids regarding travel, gang activity, animal life, etc.&lt;br /&gt;
&lt;br /&gt;
The team manages to find a guide, one Ly Minh Di, who agrees to take them to an aboriginal trading post in New South Wales. During their initial meeting with him, Ty catches a glimpse of an astral form that appears to be a spirit of man. It looks like an old man, dressed in a fine suit, with long, braided locks. The form winks at him before vanishing. Ty informs the team that it&#039;s probably nothing.&lt;br /&gt;
&lt;br /&gt;
After arriving at the camp, Ardent arranges for a meeting with the tribal elder. He, alongside a young shaman at his side, is initially dismissive of the group. However, Ardent and Samael make a convincing case. They use the truth and plead for the usage of the tapestry so that they might accomplish their goal and potentially clean the sacred site of the interlopers. The tribal elder agrees ... but with a few conditions. The first is that collateral be exchanged in the form of one of Ty&#039;s foci. The second is that the young shaman (Wagan Biryanu) will take the tapestry instead of one of them. The third is that the party locate the shaman that sold out the sacred site and bring him to justice. This last task is a cause of concern, as Ardent refuses to kill (unless the authority of the state is involved) but the team assures the elder that they will capture the target alive and bring him back. &lt;br /&gt;
&lt;br /&gt;
Wagan, now draped in the tapestry, joins the group and apologizes for the stern behavior of his mentor. With the tapestry in hand and their newest guide acquired, the party returns to Canberra.&lt;br /&gt;
&lt;br /&gt;
==The Journey Begins==&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149598</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149598"/>
		<updated>2025-09-13T11:49:12Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==Initial Legwork==&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149501</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149501"/>
		<updated>2025-09-07T06:11:59Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Meet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are called to the eye of the needle restuarant where the encounter [[Sybaris]] standing above an impromptu war table, covered in maps of Australia and complete with a dagger sticking out of the center. She informs the team of the situation: initial scrying and legwork revealed the existence of the staff section on the continent and its vague location. Additional research showed the auctions presence. The foundations magical expert, [[Adowa &amp;quot;Moria&amp;quot; Webster]] confirms this. They&#039;ll have a week to land in Canberra, get to the auction site and get the staff. Despite the pay offered being rather low in the face of the associated risk, the team agrees. They get an image of the staff, a box for it, and a plane to catch. After that, they are on their own.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149500</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149500"/>
		<updated>2025-09-07T06:05:24Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Game Quotes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;ve followed Delphi on less.&amp;quot;  -Benny&lt;br /&gt;
&amp;quot;You need to stop that.&amp;quot; -Sleevey}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Brain piss&amp;quot; -Asmo @ cyborg nutrients}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Chance is ace, he doesn&#039;t usually go for backshots&amp;quot; - JR @ shooting retreating bikies}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;if the Meta-Roos get out sniper rifles you might have a problem...}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149499</id>
		<title>Gumurr-Djararrk Yawirriny&#039;</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumurr-Djararrk_Yawirriny%27&amp;diff=149499"/>
		<updated>2025-09-07T05:57:40Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-05-18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Sleevey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Australia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Aboriginal Tribesman, namely Wagan Biryanu&lt;br /&gt;
|Ally2= Draco Foundation&lt;br /&gt;
|Ally3= &lt;br /&gt;
|Ally4= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ardent|Samael|Veles|Ty Vallynn|Chance}}&lt;br /&gt;
|RunnerCasualties= 10 points of Edge were burned in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Semi-Prime&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction= The Vermillion Auction and the Assorted Auctiongoers&lt;br /&gt;
|OppositionUnits= Rosanna and Atticus Sobolevi + The Auction Security Team, Doctor Rosilyn Hernadez and the Illuminates of the New Dawn, Envoys of Boiuna, Tanamyre Corporate Represenatives, SK Liaison, Undercover AISE Agents, Young Elven Technologists, Melbourne Millionaires, Aboriginal Overseers&lt;br /&gt;
|OppositionCasualties= A number of the Melbourne Millionaires and their security team were injured and killed due to an accident power&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2= The Threats of the Outback&lt;br /&gt;
|OppositionUnits2= Bikie Gangs, Aboriginal Tribesmen, Wild Spirits, Mana Storms and Storm Wraiths, Hostiile Wildlife, The Ned Kelly Gang&lt;br /&gt;
|OppositionCasualties2= Many Bikies were killed in combat and the Ned Kelly gang was defeated, although Ned himself was not disrupted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3= Argulu&lt;br /&gt;
|OppositionUnits3= Anthony Ngiyari, A Blood Shade taking the form of Wagan Biryanu&#039;s father, Argulu himself&lt;br /&gt;
|OppositionCasualties3= Ngiyari and the Blood Shade were both disrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4= The Mimi, those Guardians of the Opal Caverns, and the creatures trapped within&lt;br /&gt;
|OppositionUnits4= Mimi and The Assorted Free Spirits Aiding Them, Shadow Spirits of Id, Veles, Dark Metaplanar Entities including but not limited to: Toxic Spirits, A Toxic Adept, Vrygoth, [[Big Juggs]], Designation 時 Bezaisen/Ikari Pair, A Number of Shedim including a Master Shedim, Other Assorted Shadow Spirits&lt;br /&gt;
|OppositionCasualties4= One Mimi was killed and many of the above spirits were disrupted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A team of runners are sent into the outback to recover an incredibly powerful magical relic. They are given little information and no field support, leaving them alone to face the horrors of The Land Down Under. Along the way, Veles crashes out, Ardent punches a teenager in the head, Sam gets addicted to every drug under the sun, Veles crashes out, Chance discovers his love of Big Juggs and Ty becomes a tasty snack for a big rock snake.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Within the shadows, a number of plots are hatched. The Vermillion Auction moves towards Australia for one of their most extravagent auctions yet, within one of the most dangerous locations on one of the most dangerous continents. They put out the call and a number of high profile guests ready themselves to attend. However, Rosanna Sobolevi, one of the auctions leaders, is searching for something else. A mysterious relic from a time long ago. She is guided by Anthony Ngiyari ... or at least something bearing that name.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Draco Foundation&#039;s seers are looking for the same relic. With some seer scrying and background legwork, they uncover that the relic is on the Australian Continent. Believing that the relic is in the possession of the Auction themselves, they put out a call for shadowrunners.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, deep below the ground, within the opal caverns, a presence stirs. Escape is close at hand.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
160,000 Nuyen or Gear rewards in augmentations, electronics equipment and software, vehicles, foci, magical goodies or lifestyle. Avail limit of 24. (80 RVP)&lt;br /&gt;
101 karma (101 RVP)&lt;br /&gt;
60 CDP (29 RVP)&lt;br /&gt;
&lt;br /&gt;
Optional Contacts:&lt;br /&gt;
Sybaris at 9/1&lt;br /&gt;
Adowa &amp;quot;Moria&amp;quot; Webster at 4/4&lt;br /&gt;
&lt;br /&gt;
All may take a mundane ascension or an ordeal.&lt;br /&gt;
&lt;br /&gt;
Awakened/Emerged characters may take deltaware at the usual RVP cost.&lt;br /&gt;
&lt;br /&gt;
Karma for the below can come from anywhere im not picky&lt;br /&gt;
&lt;br /&gt;
May take the funny 4th world knowledge skills and the mutator quality if they WANT to. If they already have it, they can buy an extra rank in the funny skills.&lt;br /&gt;
&lt;br /&gt;
For Ty:&lt;br /&gt;
Toughness&lt;br /&gt;
Ty loses an arm and must take the Asthma, Insomnia and Spirit Bane: Earth as a result of burning edge.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Sam:&lt;br /&gt;
Adrenaline Surge and/or Guts for Sam.&lt;br /&gt;
&lt;br /&gt;
For Veles:&lt;br /&gt;
Can upgrade her Rank quality.&lt;br /&gt;
Master Brawler&lt;br /&gt;
&lt;br /&gt;
For Chance:&lt;br /&gt;
May take the custom contact &amp;quot;Big Juggs&amp;quot; at 2/4&lt;br /&gt;
Juryrigger&lt;br /&gt;
Big Juggs as additional gear rewards, taken out of the other stuff.&lt;br /&gt;
Drained for one point of Karma by Big Juggs.&lt;br /&gt;
&lt;br /&gt;
For Ardent:&lt;br /&gt;
Daredevil or Focused Concentration (up to 4) &lt;br /&gt;
&lt;br /&gt;
Narrative Consequences:&lt;br /&gt;
Wagan Biryanu has proven himself to his tribe. He now bears the Tjkurpa tapestry as a sign of his travels. In time, he will be a great leader of his people.&lt;br /&gt;
The Blood Mage, Argulu, has been released from his prison within the opal caverns. Despite the disruption of his ally spirit (and the blood shade he made for shits and giggles), that is a minor setback in comparison to his freedom.&lt;br /&gt;
The Mimi, over the next several days, rebind the Corrupted Guardian to its prison and restore the prisons as they were, continuing to drain the stories of the occupants in order to keep the rifts and secrets buried. Nevertheless, a great amount of critters escape into the wilds of Australia, including a high force Stabber.&lt;br /&gt;
The Ned Kelly gang continue to cause problems for the inhabitants of the outback.&lt;br /&gt;
The Vermillion Auction goes on as normal. A selection of AISE agents originally there to bust them is too diminshed to perform their sting. However, Rosanna Sobolevi is unable to acquire the secrets of the Opal Caverns or the shard. Her brother, Atticus, convinces her to cut her losses and leave the continent.&lt;br /&gt;
The Melbourne Millionaires take a substantial hit to their revenue stream.&lt;br /&gt;
The Shard of the Sevenfold Staff, the neck-piece, is now safetly in Draco Foundation custody, watched over by the Dragon Sybaris. &lt;br /&gt;
A number of the runners important memories were wiped in the manastorm known as The Big One. They are able to roll resistance rolls again in 8 months.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;quot;I&#039;ve seen things you would never believe.  Shuttle crashes, nanite powered star scanners, 8 trolls playing snockems for 40 minutes without bloodshed.  I have never seen anything like the drek I just saw in the land down under.  This doesn&#039;t even make sense.  I gotta... I gotta rethink some things.&amp;quot; -[[Chance]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I cannot point to any one place where something went wrong - ultimately, the job was a success, my frustrations with Veles&#039;s strangeness notwithstanding. But I fear... I fear this is only the tip of the iceberg. The artefact we recovered does not look to be an entire item, and so I am forced to wonder what, precisely, the Draco Foundation is doing. In my desire for professionalism, what have we handed them? And why do I feel so strangely sad, so distantly off-put, as our wings turn towards home? What am I missing?&amp;quot; - [[Samael]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=149071</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=149071"/>
		<updated>2025-08-16T04:43:08Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* The Killer&amp;#039;s Code */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= [https://youtu.be/KUWGa0VM_1Q?si=EjiM3Xu3QRgAfaH3 Sirrug&#039;s Broken Toy Soldier]&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
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|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
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|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sightless Idiot&#039;&#039;&#039; (Reduced Sense: Sight) Her broodmate carved out one of her eyes. She was passive them, enduring her torture silently. Time will tell if she is silent the second time around.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
===The Injury===&lt;br /&gt;
&lt;br /&gt;
While also not mechanically enforced by way of qualities, Claw has lost fine use of her left hand after the torture inflicted upon her by her broodmate. While she can roughly and jerkily move the arm around, the tends have been cut and cut again. As a result, she cannot do anything that requires fine dexterity nor can she close or grip with that hand. Occasionally, it is used as a point of leverage upon a sword hilt but otherwise, she can do little with it.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult= Some activity making note of a mercenary calling herself &amp;quot;Claw&amp;quot;, active around the Az-Am border a few years. Not much, though.&lt;br /&gt;
|HighResult= A short video of a scarred woman cutting down three men with a pair of plastic chopsticks. Her shadow seems to lengthen, black threads seem to wrap around them. She simply lightly taps at the threads and the men are sliced, clean along that line. Tap. Tap. Tap. Three corpses. No emotion on her face, as she does it. Her one eye is dull. Dead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. They&#039;re not the most emotive, quietly intense and there&#039;s a sense of killing intent from her when she performs magic. She isn&#039;t particularly physically impressive, standing about 5&#039;5&amp;quot; and without much bulk. Her once-muscled limbs are scarred over, as if burned and flayed and stabbed. Her left arm, in particular, has a number of deliberately placed cuts where the primary tendons are. Someone took the use of that arm from her.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCT-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|Narakiya&lt;br /&gt;
|Claw doesn&#039;t believe she is a person who will reincarnate, instead viewing herself as a servant of Yama, a being that serves to maintain Naraka. Currently, Something Is Wrong with the world. The great wheel is still. She knows there has to be death for it to move and the death of warriors specifically but currently, she is aimlessly gaining strength. Perhaps she needs more direction.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|Revenger&lt;br /&gt;
|The members of Claw&#039;s brood, Sirrug drakes all, are out there. Claw must kill them. She must.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|Weakness&lt;br /&gt;
|Claw, despite knowing she is a drake her entire life, has not yet draked out. What could possibly cause her to crack? Is she not broken already?&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|The Killing Art&lt;br /&gt;
|She must gain strength. She must find how to cut the soul. The mind cut. The world cut. &lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=149070</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=149070"/>
		<updated>2025-08-16T04:40:39Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Negative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= [https://youtu.be/KUWGa0VM_1Q?si=EjiM3Xu3QRgAfaH3 Sirrug&#039;s Broken Toy Soldier]&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sightless Idiot&#039;&#039;&#039; (Reduced Sense: Sight) Her broodmate carved out one of her eyes. She was passive them, enduring her torture silently. Time will tell if she is silent the second time around.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult= Some activity making note of a mercenary calling herself &amp;quot;Claw&amp;quot;, active around the Az-Am border a few years. Not much, though.&lt;br /&gt;
|HighResult= A short video of a scarred woman cutting down three men with a pair of plastic chopsticks. Her shadow seems to lengthen, black threads seem to wrap around them. She simply lightly taps at the threads and the men are sliced, clean along that line. Tap. Tap. Tap. Three corpses. No emotion on her face, as she does it. Her one eye is dull. Dead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. They&#039;re not the most emotive, quietly intense and there&#039;s a sense of killing intent from her when she performs magic. She isn&#039;t particularly physically impressive, standing about 5&#039;5&amp;quot; and without much bulk. Her once-muscled limbs are scarred over, as if burned and flayed and stabbed. Her left arm, in particular, has a number of deliberately placed cuts where the primary tendons are. Someone took the use of that arm from her.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCT-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|Narakiya&lt;br /&gt;
|Claw doesn&#039;t believe she is a person who will reincarnate, instead viewing herself as a servant of Yama, a being that serves to maintain Naraka. Currently, Something Is Wrong with the world. The great wheel is still. She knows there has to be death for it to move and the death of warriors specifically but currently, she is aimlessly gaining strength. Perhaps she needs more direction.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|Revenger&lt;br /&gt;
|The members of Claw&#039;s brood, Sirrug drakes all, are out there. Claw must kill them. She must.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|Weakness&lt;br /&gt;
|Claw, despite knowing she is a drake her entire life, has not yet draked out. What could possibly cause her to crack? Is she not broken already?&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|The Killing Art&lt;br /&gt;
|She must gain strength. She must find how to cut the soul. The mind cut. The world cut. &lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=149069</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=149069"/>
		<updated>2025-08-16T04:35:20Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= [https://youtu.be/KUWGa0VM_1Q?si=EjiM3Xu3QRgAfaH3 Sirrug&#039;s Broken Toy Soldier]&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult= Some activity making note of a mercenary calling herself &amp;quot;Claw&amp;quot;, active around the Az-Am border a few years. Not much, though.&lt;br /&gt;
|HighResult= A short video of a scarred woman cutting down three men with a pair of plastic chopsticks. Her shadow seems to lengthen, black threads seem to wrap around them. She simply lightly taps at the threads and the men are sliced, clean along that line. Tap. Tap. Tap. Three corpses. No emotion on her face, as she does it. Her one eye is dull. Dead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. They&#039;re not the most emotive, quietly intense and there&#039;s a sense of killing intent from her when she performs magic. She isn&#039;t particularly physically impressive, standing about 5&#039;5&amp;quot; and without much bulk. Her once-muscled limbs are scarred over, as if burned and flayed and stabbed. Her left arm, in particular, has a number of deliberately placed cuts where the primary tendons are. Someone took the use of that arm from her.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCT-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|Narakiya&lt;br /&gt;
|Claw doesn&#039;t believe she is a person who will reincarnate, instead viewing herself as a servant of Yama, a being that serves to maintain Naraka. Currently, Something Is Wrong with the world. The great wheel is still. She knows there has to be death for it to move and the death of warriors specifically but currently, she is aimlessly gaining strength. Perhaps she needs more direction.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|Revenger&lt;br /&gt;
|The members of Claw&#039;s brood, Sirrug drakes all, are out there. Claw must kill them. She must.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|Weakness&lt;br /&gt;
|Claw, despite knowing she is a drake her entire life, has not yet draked out. What could possibly cause her to crack? Is she not broken already?&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|The Killing Art&lt;br /&gt;
|She must gain strength. She must find how to cut the soul. The mind cut. The world cut. &lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=149000</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=149000"/>
		<updated>2025-08-14T05:15:51Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= [https://youtu.be/K9NfELSUOlg?si=nqFTmh6UeZYVciGx Sirrug&#039;s Broken Toy Soldier]&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult= Some activity making note of a mercenary calling herself &amp;quot;Claw&amp;quot;, active around the Az-Am border a few years. Not much, though.&lt;br /&gt;
|HighResult= A short video of a scarred woman cutting down three men with a pair of plastic chopsticks. Her shadow seems to lengthen, black threads seem to wrap around them. She simply lightly taps at the threads and the men are sliced, clean along that line. Tap. Tap. Tap. Three corpses. No emotion on her face, as she does it. Her one eye is dull. Dead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. They&#039;re not the most emotive, quietly intense and there&#039;s a sense of killing intent from her when she performs magic. She isn&#039;t particularly physically impressive, standing about 5&#039;5&amp;quot; and without much bulk. Her once-muscled limbs are scarred over, as if burned and flayed and stabbed. Her left arm, in particular, has a number of deliberately placed cuts where the primary tendons are. Someone took the use of that arm from her.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCT-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|Narakiya&lt;br /&gt;
|Claw doesn&#039;t believe she is a person who will reincarnate, instead viewing herself as a servant of Yama, a being that serves to maintain Naraka. Currently, Something Is Wrong with the world. The great wheel is still. She knows there has to be death for it to move and the death of warriors specifically but currently, she is aimlessly gaining strength. Perhaps she needs more direction.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|Revenger&lt;br /&gt;
|The members of Claw&#039;s brood, Sirrug drakes all, are out there. Claw must kill them. She must.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|Weakness&lt;br /&gt;
|Claw, despite knowing she is a drake her entire life, has not yet draked out. What could possibly cause her to crack? Is she not broken already?&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|The Killing Art&lt;br /&gt;
|She must gain strength. She must find how to cut the soul. The mind cut. The world cut. &lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=148848</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=148848"/>
		<updated>2025-08-10T22:23:37Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Matrix Search Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= Sirrug&#039;s Broken Toy Soldier&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult= Some activity making note of a mercenary calling herself &amp;quot;Claw&amp;quot;, active around the Az-Am border a few years. Not much, though.&lt;br /&gt;
|HighResult= A short video of a scarred woman cutting down three men with a pair of plastic chopsticks. Her shadow seems to lengthen, black threads seem to wrap around them. She simply lightly taps at the threads and the men are sliced, clean along that line. Tap. Tap. Tap. Three corpses. No emotion on her face, as she does it. Her one eye is dull. Dead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. They&#039;re not the most emotive, quietly intense and there&#039;s a sense of killing intent from her when she performs magic. She isn&#039;t particularly physically impressive, standing about 5&#039;5&amp;quot; and without much bulk. Her once-muscled limbs are scarred over, as if burned and flayed and stabbed. Her left arm, in particular, has a number of deliberately placed cuts where the primary tendons are. Someone took the use of that arm from her.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCT-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|Narakiya&lt;br /&gt;
|Claw doesn&#039;t believe she is a person who will reincarnate, instead viewing herself as a servant of Yama, a being that serves to maintain Naraka. Currently, Something Is Wrong with the world. The great wheel is still. She knows there has to be death for it to move and the death of warriors specifically but currently, she is aimlessly gaining strength. Perhaps she needs more direction.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|Revenger&lt;br /&gt;
|The members of Claw&#039;s brood, Sirrug drakes all, are out there. Claw must kill them. She must.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|Weakness&lt;br /&gt;
|Claw, despite knowing she is a drake her entire life, has not yet draked out. What could possibly cause her to crack? Is she not broken already?&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|The Killing Art&lt;br /&gt;
|She must gain strength. She must find how to cut the soul. The mind cut. The world cut. &lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=148847</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=148847"/>
		<updated>2025-08-10T22:23:21Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Matrix Search Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= Sirrug&#039;s Broken Toy Soldier&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult= Some activity making note of a mercenary calling herself &amp;quot;Claw&amp;quot;, active around the Az-Am border a few years. Not much, though.&lt;br /&gt;
|HighResult= A short video of a woman cutting down three men with a pair of plastic chopsticks. Her shadow seems to lengthen, black threads seem to wrap around them. She simply lightly taps at the threads and the men are sliced, clean along that line. Tap. Tap. Tap. Three corpses. No emotion on her face, as she does it. Her one eye is dull. Dead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. They&#039;re not the most emotive, quietly intense and there&#039;s a sense of killing intent from her when she performs magic. She isn&#039;t particularly physically impressive, standing about 5&#039;5&amp;quot; and without much bulk. Her once-muscled limbs are scarred over, as if burned and flayed and stabbed. Her left arm, in particular, has a number of deliberately placed cuts where the primary tendons are. Someone took the use of that arm from her.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCT-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|Narakiya&lt;br /&gt;
|Claw doesn&#039;t believe she is a person who will reincarnate, instead viewing herself as a servant of Yama, a being that serves to maintain Naraka. Currently, Something Is Wrong with the world. The great wheel is still. She knows there has to be death for it to move and the death of warriors specifically but currently, she is aimlessly gaining strength. Perhaps she needs more direction.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|Revenger&lt;br /&gt;
|The members of Claw&#039;s brood, Sirrug drakes all, are out there. Claw must kill them. She must.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|Weakness&lt;br /&gt;
|Claw, despite knowing she is a drake her entire life, has not yet draked out. What could possibly cause her to crack? Is she not broken already?&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|The Killing Art&lt;br /&gt;
|She must gain strength. She must find how to cut the soul. The mind cut. The world cut. &lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=148846</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=148846"/>
		<updated>2025-08-10T22:22:51Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Matrix Search Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= Sirrug&#039;s Broken Toy Soldier&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult= Some activity making note of a mercenary calling herself &amp;quot;Claw&amp;quot;, active around the Az-Am border a few years. Not much, though.&lt;br /&gt;
|HighResult= A short video of a woman cutting down three men with a pair of plastic chopsticks. Her shadow seems to lengthen, black threads seem to wrap around them. She simply lightly taps along the line of the threads and the men are sliced along that line. Tap. Tap. Tap. Three corpses. No emotion on her face, as she does it. Her one eye is dull. Dead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. They&#039;re not the most emotive, quietly intense and there&#039;s a sense of killing intent from her when she performs magic. She isn&#039;t particularly physically impressive, standing about 5&#039;5&amp;quot; and without much bulk. Her once-muscled limbs are scarred over, as if burned and flayed and stabbed. Her left arm, in particular, has a number of deliberately placed cuts where the primary tendons are. Someone took the use of that arm from her.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCT-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|Narakiya&lt;br /&gt;
|Claw doesn&#039;t believe she is a person who will reincarnate, instead viewing herself as a servant of Yama, a being that serves to maintain Naraka. Currently, Something Is Wrong with the world. The great wheel is still. She knows there has to be death for it to move and the death of warriors specifically but currently, she is aimlessly gaining strength. Perhaps she needs more direction.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|Revenger&lt;br /&gt;
|The members of Claw&#039;s brood, Sirrug drakes all, are out there. Claw must kill them. She must.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|Weakness&lt;br /&gt;
|Claw, despite knowing she is a drake her entire life, has not yet draked out. What could possibly cause her to crack? Is she not broken already?&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|The Killing Art&lt;br /&gt;
|She must gain strength. She must find how to cut the soul. The mind cut. The world cut. &lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=148845</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=148845"/>
		<updated>2025-08-10T22:17:55Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Matrix Persona */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= Sirrug&#039;s Broken Toy Soldier&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. They&#039;re not the most emotive, quietly intense and there&#039;s a sense of killing intent from her when she performs magic. She isn&#039;t particularly physically impressive, standing about 5&#039;5&amp;quot; and without much bulk. Her once-muscled limbs are scarred over, as if burned and flayed and stabbed. Her left arm, in particular, has a number of deliberately placed cuts where the primary tendons are. Someone took the use of that arm from her.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCT-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|Narakiya&lt;br /&gt;
|Claw doesn&#039;t believe she is a person who will reincarnate, instead viewing herself as a servant of Yama, a being that serves to maintain Naraka. Currently, Something Is Wrong with the world. The great wheel is still. She knows there has to be death for it to move and the death of warriors specifically but currently, she is aimlessly gaining strength. Perhaps she needs more direction.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|Revenger&lt;br /&gt;
|The members of Claw&#039;s brood, Sirrug drakes all, are out there. Claw must kill them. She must.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|Weakness&lt;br /&gt;
|Claw, despite knowing she is a drake her entire life, has not yet draked out. What could possibly cause her to crack? Is she not broken already?&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|The Killing Art&lt;br /&gt;
|She must gain strength. She must find how to cut the soul. The mind cut. The world cut. &lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=148843</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=148843"/>
		<updated>2025-08-10T22:16:32Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Character Plot Hooks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= Sirrug&#039;s Broken Toy Soldier&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. They&#039;re not the most emotive, quietly intense and there&#039;s a sense of killing intent from her when she performs magic. She isn&#039;t particularly physically impressive, standing about 5&#039;5&amp;quot; and without much bulk. Her once-muscled limbs are scarred over, as if burned and flayed and stabbed. Her left arm, in particular, has a number of deliberately placed cuts where the primary tendons are. Someone took the use of that arm from her.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCt-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|Narakiya&lt;br /&gt;
|Claw doesn&#039;t believe she is a person who will reincarnate, instead viewing herself as a servant of Yama, a being that serves to maintain Naraka. Currently, Something Is Wrong with the world. The great wheel is still. She knows there has to be death for it to move and the death of warriors specifically but currently, she is aimlessly gaining strength. Perhaps she needs more direction.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|Revenger&lt;br /&gt;
|The members of Claw&#039;s brood, Sirrug drakes all, are out there. Claw must kill them. She must.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|Weakness&lt;br /&gt;
|Claw, despite knowing she is a drake her entire life, has not yet draked out. What could possibly cause her to crack? Is she not broken already?&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|The Killing Art&lt;br /&gt;
|She must gain strength. She must find how to cut the soul. The mind cut. The world cut. &lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=148842</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=148842"/>
		<updated>2025-08-10T22:12:10Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= Sirrug&#039;s Broken Toy Soldier&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
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|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
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==Affiliations==&lt;br /&gt;
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===Contacts===&lt;br /&gt;
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{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
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{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
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{{HasContact|&lt;br /&gt;
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}}&lt;br /&gt;
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===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
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===Allies===&lt;br /&gt;
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=In Character Information=&lt;br /&gt;
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==Symbols and Signatures==&lt;br /&gt;
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==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult=&lt;br /&gt;
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==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
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==Assensing Table==&lt;br /&gt;
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==SINs==&lt;br /&gt;
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==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. They&#039;re not the most emotive, quietly intense and there&#039;s a sense of killing intent from her when she performs magic. She isn&#039;t particularly physically impressive, standing about 5&#039;5&amp;quot; and without much bulk. Her once-muscled limbs are scarred over, as if burned and flayed and stabbed. Her left arm, in particular, has a number of deliberately placed cuts where the primary tendons are. Someone took the use of that arm from her.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCt-3500&lt;br /&gt;
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==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
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{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
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==Media Mentions==&lt;br /&gt;
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[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=148841</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=148841"/>
		<updated>2025-08-10T22:06:33Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= Sirrug&#039;s Broken Toy Soldier&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
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|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
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&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
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|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
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|Major=0&lt;br /&gt;
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|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===General===&lt;br /&gt;
Claw is a small, scarred woman with short black hair and one eye. &lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCt-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
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|}&lt;br /&gt;
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==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=148839</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=148839"/>
		<updated>2025-08-10T22:03:39Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Matrix Search Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= Sirrug&#039;s Broken Toy Soldier&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Background information for clawed animals. Most lizards have well-developed claws at the ends of their fingers.&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCt-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=148837</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=148837"/>
		<updated>2025-08-10T21:59:44Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Matrix Persona */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= Sirrug&#039;s Broken Toy Soldier&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus= 1&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Delete from here if not a drake --&amp;gt;&lt;br /&gt;
|Drake={{DrakePowers&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|Major=0&lt;br /&gt;
|Minor=0&lt;br /&gt;
|}}&amp;lt;!-- Delete to here if not a drake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Cleave through the survivors of her brood&lt;br /&gt;
&lt;br /&gt;
Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
&lt;br /&gt;
Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
&lt;br /&gt;
While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
&lt;br /&gt;
Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
&lt;br /&gt;
It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
&lt;br /&gt;
And Claw was adequate.&lt;br /&gt;
&lt;br /&gt;
She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
&lt;br /&gt;
It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
&lt;br /&gt;
Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
&lt;br /&gt;
Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
&lt;br /&gt;
He did not return. &lt;br /&gt;
&lt;br /&gt;
After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
&lt;br /&gt;
Weapons like Claw.&lt;br /&gt;
&lt;br /&gt;
Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
&lt;br /&gt;
For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
&lt;br /&gt;
Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
&lt;br /&gt;
For a time.&lt;br /&gt;
&lt;br /&gt;
And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
&lt;br /&gt;
She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
&lt;br /&gt;
It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
&lt;br /&gt;
Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
&lt;br /&gt;
It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
&lt;br /&gt;
And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
&lt;br /&gt;
Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
&lt;br /&gt;
Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
&lt;br /&gt;
To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
&lt;br /&gt;
===The Killer&#039;s Code===&lt;br /&gt;
&lt;br /&gt;
This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Father Midnight&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
The default matrix persona for the MCt-3500&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Claw&amp;diff=148835</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Claw&amp;diff=148835"/>
		<updated>2025-08-10T21:58:34Z</updated>

		<summary type="html">&lt;p&gt;Sleevey: /* Clothing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Claw.jpg|400px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Killer&lt;br /&gt;
|Shortblurb1= Cleaver of Flesh from Flesh and Man from Life&lt;br /&gt;
|Shortblurb2= Sirrug&#039;s Broken Toy Soldier&lt;br /&gt;
|Shortblurb3= Herald of Kālasūtra&lt;br /&gt;
|OwnersRedditName=Iamwalrustastic&lt;br /&gt;
|OwnersDiscordName= Sleevey&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
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|CDP={{CDP &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
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|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1DzZa0WlQ-Gfu9IuFguCKjcZlZ_ITRi0A?usp=drive_link]&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
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=Character Information=&lt;br /&gt;
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===Summary===&lt;br /&gt;
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A drake of Sirrug the Destroyer. A killer and a weapon from birth. Despite prodigal magical might, she has been nothing but a failure. The speed and prowess of an adept and the ability to bind spirits are meaningless before draconic strength. Ragged and scarred, Claw carries on.&lt;br /&gt;
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===Goals===&lt;br /&gt;
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Cleave through the survivors of her brood&lt;br /&gt;
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Grow strong enough to cast off the shackles of her draconic fate. Perfect the killing art. Climb by cutting.&lt;br /&gt;
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Turn the great wheel. Kalachakra. By any means necessary.&lt;br /&gt;
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==Background==&lt;br /&gt;
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The sniveling little thing that would one day become known as &#039;&#039;Claw&#039;&#039; had no past and has no future. Both were taken from her by fate. By her very nature.&lt;br /&gt;
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While some of those drakes that inherit the sleeping power of their ancestors are able to live many long years, undetected and unknown to their masters, the thing that would be known as &#039;&#039;Claw&#039;&#039; was not so lucky. Her ancestor was Sirrug the Destroyer and he intended to go to war.&lt;br /&gt;
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Claw does not recall a proper upbringing, does not recall loving parents or a warm home. She does recall, in the blurry shelves of her memory, the jungle and the cave.&lt;br /&gt;
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It was there that the children of her brood were raised. Wiped clean and made empty so that they might become vessels for death. Filled with the killing arts. No longer people. Weapons to be used. Blades to pierce the Aztlan throat.&lt;br /&gt;
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And Claw was adequate.&lt;br /&gt;
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She was never more than adequate. Despite her skill with a blade and her natural magical potency, her peers greatly outclassed her. Many of them were quick to accept their draconic heritage, mastering their killing tools across two forms. Claw never did.&lt;br /&gt;
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It was customary for such tools to face their creator before accepting their nature. On one occasion and one occasion alone did Claw meet with her creator. The two clashed in the wild (The dragon in human form, of course) and Claw was effortlessly defeated, again and again. Her broodlings had cracked here, rage from their defeat and desire for greater strength pushed them to embrace power. It was here that many of them first grew scales and many of them swore themselves to his cause, embracing amidst their blood and scabs.&lt;br /&gt;
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Claw was not one of them. For whatever reason, the teachings had worked too well. She was truly empty, truly void of substance. There was no great rage within her to reach for, no ambition towards strength or accolade. No scales or wings or fire for her, the only claw she bore was her sword, something the dragon easily took from her, again and again. &lt;br /&gt;
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Sirrug declared her a work in progress and left with the more draconic members of her brood.&lt;br /&gt;
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He did not return. &lt;br /&gt;
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After a few years, even the most dogged of the caretakers felt that their scaled savior had been slain or sequestered or worse. The great dragon&#039;s crusade had been lost and his weapons would be abandoned. &lt;br /&gt;
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Weapons like Claw.&lt;br /&gt;
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Left to rot in the toolshed, Claw did not know what to do with herself. Eventually, she simply walked away.&lt;br /&gt;
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For some time, she worked as a mercenary between the borders of the two nations recovering from conflict. Bandits and profiteers licking the wounds of the war were a plenty and her blade was rarely dry. That was, until she came upon that small village in the Tamaulipas.&lt;br /&gt;
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Despite her entering with blade drawn, the Bhikkhu and other villagers accepted her with open arms. It had been some time since they had encountered a travel, especially one so lost. They were not foes to her. And so it was that Claw forget her nature for a time. She learned of the truths of the world, the great Dharmachakra and the cycle of karmic rebirth. She was told of the folly of violence, that to struggle in one life meant to be set back in the next. The people of the village were pacifists and Claw, in her newfound want to become like them, gave up her sword. Her hands, once used to end life, were instead used to haul water from the well. To set shingles in place. To carry injured goats. She was a killer no longer.&lt;br /&gt;
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For a time.&lt;br /&gt;
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And then the soldiers descended, led by one that Claw recognized.&lt;br /&gt;
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She does not recall what banners they flew, whether they belonged to militia or mercenary company or corporation or nation. Some of the priests fought but they were elderly and outnumbered. They fell quickly. As Claw returned to the scene, she began to look for her blade, as was her nature. The one that she had forgotten. Instead, she found an old monk, dying. He urged her not to draw her blade upon the intruders. They had fallen, the battle was lost. Her soul was not worth being blackened by such violence. He began to recall her with a story of the buddha&#039;s visit to Naraka. She sat, cross-legged next to him and listened earnestly to the story she had heard many a time before.&lt;br /&gt;
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It was there that her broodmate found them. She was the one leading that expedition, although Claw does not know what her motives were that day. She does not particularly care. Her broodmate slit the old man&#039;s throat and turned her blade upon Claw, urging her to fight back. And yet Claw refused, she had been taken by the words of the monk. She may die that day but death merely stood as one leg of the journey, one spoke of the wheel. Her soul would carry on. She did not need to raise a blade.&lt;br /&gt;
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Her broodmate found this absolutely hilarious. She began to cut away at Claw, who still did not intervene, slicing away at muscle and tendon and skin and face. Still, she did not intervene and her broodmate laughed all the more. &lt;br /&gt;
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&amp;quot;Look at thus forgotten spawn, look how the ideas of the nation he worked to destroy have turned her from warrior into rooster, fit only for slaughter.&amp;quot;&lt;br /&gt;
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She did not do the courtesy of killing her. That one had always been more interested in the result of a cut rather than the cut itself. Claw lay there in a pool of her own blood as the village around her burned. It was in those dying moments that she had a revelation. It was there that she saw Hell.&lt;br /&gt;
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It was very easy to see Hell because she had been looking at her entire life. The entirety of the world was Hell. It always had been. Upon the great wheel was man, metahumanity, being broken upon it. It was Yama that came to her and told her of her true nature, that she was &#039;&#039;Narakiya&#039;&#039;, born to silence the screaming that had clogged the great wheel. Things were not right. They were not as they should be. She finally understood, for it had been in her nature to kill. It was in her nature to be wielded.&lt;br /&gt;
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And it was in her nature to wet the wheel in warrior&#039;s blood. It was her nature to cut along the black thread.&lt;br /&gt;
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Claw crawled out of the wreckage, guided by Yama. Her memory is blurry but she vagually recalls climbing into a coffin and the sound of waves.&lt;br /&gt;
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Eventually, she awoke in a crypt, tended to by a gravekeeper. He told her that she was steeped in death, mired in it to her very bones. Perhaps her mentor spirit had some kind of arrangement with the old ghost, perhaps he simply took a liking to her, but he nursed her back to health. Tended her wounds. Watched her closely. She never fully recovered from those injuries but she grew to a point where she could move without injury and that was enough. It was time to hone her blade, to rekindle that nature she had long forgotten.&lt;br /&gt;
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To the streets of Seattle, slick as they were with blood.&lt;br /&gt;
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== Narrative Significant Qualities ==&lt;br /&gt;
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===Positive===&lt;br /&gt;
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&#039;&#039;&#039;Broken Prodigy&#039;&#039;&#039; (Exceptional Attribute: Magic, Focused Concentation): Claw is overflowing with magical strength. Her power is a hurricane with winds fast enough to cut. However, she falls behind initiated mages and the truly exceptional because of this In having talent, she lacked technique. It is only after she was burned and cut and broken, after losing her sword arm, that she became humble enough to learn.&lt;br /&gt;
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&#039;&#039;&#039;Hell Scream&#039;&#039;&#039; (Mentor Spirit, Mentor&#039;s Mask): Claw&#039;s totem is great Yama of Naraka and more specifically, the realm of Kālasūtra, &#039;hell of black thread&#039;. She sees these black lines drawn across all living beings that cross her path, for we are all sinners and Yama misses nothing. When her mentor&#039;s mask takes form, these black lines become visible to others too, originating from within Claw&#039;s shadow. They feel the sensation of being cut along these lines, of a blade passing through skin and muscle and bone ... as well as notice a terrible, killing intent from Claw herself. Blood wets the wheel.&lt;br /&gt;
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&#039;&#039;&#039;Sword Law&#039;&#039;&#039; (Shoot First Don&#039;t Ask): &amp;quot;Existence and the act of combat are absolutely no different, and the essence of both, the purity of both, is a singular action, which is Cutting Down Your Opponent. You must resolve to train this action. You must become this action. Truly, there is very little else that will serve you as well in this entire cursed world.&amp;quot; - Meti&lt;br /&gt;
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&#039;&#039;&#039;Broken Toy&#039;&#039;&#039; (Latent Drake: Western): Claw is a drake of the mighty destroyer, Sirrug. Her training was too effective, in some ways, as she became deadened to violence and cruelty and emotional outburst. Things that would cause an ordinary drake to come into their true power and awaken were ordinary to her. Mundane. Trite. Breaking did not make her stronger ater all.&lt;br /&gt;
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===Negative===&lt;br /&gt;
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&#039;&#039;&#039;An Imperfect Vessel&#039;&#039;&#039; (Impassive, Poor Self Control: Combat Monster) Claw has been forged in death. She has been steeped in it. It sticks between her teeth and underneath her fingernails. She knows little else. She is little else.&lt;br /&gt;
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&#039;&#039;&#039;Beggar Blade&#039;&#039;&#039; (Hobo With A Shotgun) Claw is a mendicant, a beggar monk of the sword ways. She owns little and sleeps roughly. Gives away what little currency is not required for basic necessities, food and sanitation. The pursuit of wealth and stability and comfort are alien to her. Decayed by everpresent entropy. She spurns them.&lt;br /&gt;
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===The Killer&#039;s Code===&lt;br /&gt;
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This is not a true Code of Honor and is not mechanically enforced in any way, it is more a set of principles to guide Claw&#039;s behavior. Nevertheless, she attempts to cleave to them as tightly as she can.&lt;br /&gt;
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&#039;&#039;&#039;The Killer&#039;s Claw:&#039;&#039;&#039; Never unsheathe your blade without the express intention to kill your foe. Exceptions are made for hand to hand combat and using improvised bladed weapons (although she frequently uses those in lethal fashion).&lt;br /&gt;
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&#039;&#039;&#039;The Killer&#039;s Word:&#039;&#039;&#039; Never lie or haggle. Such things are the mark of weakness.&lt;br /&gt;
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&#039;&#039;&#039;The Killer&#039;s Asceticism:&#039;&#039;&#039; Do not hoard wealth. Live plainly and simply.&lt;br /&gt;
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&#039;&#039;&#039;The Killer&#039;s Prudence:&#039;&#039;&#039; Never go without a weapon. Never turn your back on a foe, even a defeated one.&lt;br /&gt;
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==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
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==Affiliations==&lt;br /&gt;
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{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
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===Organizations===&lt;br /&gt;
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==Matrix Search Table==&lt;br /&gt;
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==SINs==&lt;br /&gt;
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==Appearance==&lt;br /&gt;
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=== Clothing ===&lt;br /&gt;
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Claw wears nice clothing, all things considered. Executive Suite slacks, a turtleneck and a half-cloak. All in black. Her left arm is perpetually wrapped in bandages which, under closer inspection, are not bandages at all. They&#039;re made of faded paper and are covered in sanskrit mantras and then rubbed with grave ash. Aside from that, she wears a pair of glasses to aid her depth perception and carries a battered old scabbard for a broken sword.&lt;br /&gt;
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===Matrix Persona===&lt;br /&gt;
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==Character Plot Hooks==&lt;br /&gt;
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Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
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[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sleevey</name></author>
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