Difference between revisions of "Ghost Train Part 2"
Line 82: | Line 82: | ||
The team heads into the camp store where they socialize with the cops for awhile. They're able to learn that both sides of the wargame are spending their off time heckling each other at the last spike memorial. Furthermore, the conflict is limited to the hours between 9 to 5. During the off-hours, the different sides generally remain separated, but do head into the nearby towns in order to find activities to keep themselves busy during the downtime. In addition, the resident of cabin 2 enters the camp store. They're flying the SIN for a "Geraldine Kim." Funk does some basic research on the different leaders of the model train club and discovers that Geraldine Kim is a 72 year old wheel chair bound woman. Trades and Funk begin poking the mystery woman's commlink to dig into their message history. It turns out that the woman has been in contact with the 3 people from cabin 1. They've planned something at the memorial tomorrow night.<br> | The team heads into the camp store where they socialize with the cops for awhile. They're able to learn that both sides of the wargame are spending their off time heckling each other at the last spike memorial. Furthermore, the conflict is limited to the hours between 9 to 5. During the off-hours, the different sides generally remain separated, but do head into the nearby towns in order to find activities to keep themselves busy during the downtime. In addition, the resident of cabin 2 enters the camp store. They're flying the SIN for a "Geraldine Kim." Funk does some basic research on the different leaders of the model train club and discovers that Geraldine Kim is a 72 year old wheel chair bound woman. Trades and Funk begin poking the mystery woman's commlink to dig into their message history. It turns out that the woman has been in contact with the 3 people from cabin 1. They've planned something at the memorial tomorrow night.<br> | ||
The team calls [[Sholeetsa Two Birds]] who invites the team to come to a bar where they | The team calls [[Sholeetsa Two Birds]] who invites the team to come to a bar where Ryuuji and Trades enter to talk with the model train club. They're initially ribbed for their choice of high fashion armor at a working-class establishment. The team plays into the ribbing as they begin to circulate amongst the club. Trades chats with Deborah, the club treasurer while Ryuuji circulates and digs for information regarding The Meet CPR No. 5500 project, a plan to create a vehicle spirit in a train engine. Eventually, Ryuuji brings up the team's mission to awaken the CPGT before the group becomes ecstatic. They drunkenly suggest going immediately to the memorial in order to try awakening the train. Fortunately, Trades is able to drop into hot-sim and drive the club in 3 cars she remotely controls in order to safely deliver them to the memorial. | ||
==The Run== | ==The Run== |
Revision as of 22:11, 8 June 2024
Ghost Train Part 2 | |||||||||
---|---|---|---|---|---|---|---|---|---|
Part of All Aboard! | |||||||||
| |||||||||
Factions Involved | |||||||||
ShadowHaven Carleton Moreau Canadian Pacific Ghost Train | |||||||||
Funk Ryuuji Trades |
Summary
Background
The Meet
The team arrives to bargain with Carleton Moreau at the Zephyr-South Multi-Use building in order to work out a deal with the team. Once the team arrives, he starts explaining the situation. He needs the team to travel to Craggelaiche in order to drive the silver spike into the ground at the last spike memorial. However, he informs the team that he'll need them to scope out their competition at the nearby model train convention. Furthermore, there's been an additional complication. There's an ongoing wargame in the area which means that the airspace is restricted. Carleton offers to provide fake visas to the team in order to facilitate travel into the area. Some additional negotiations are finished with him offering the knowledge that a wild spirit that has been awoken can be asked for a R3 spirit marker in compensation for the act as well as offering to provide goods from Neural Net BioLogix as a potential replacement for hard nuyen.
The Plan
The team decides to split up with Ryuuji and Funk taking the team's contraband into the SSC via a blimp. Meanwhile, Trades will travel via land in her Armadillo in order to ensure that the team will have ground transportation while they're on-site. The zeppelin team manages to make their way past the security and makes it to the destination in about a day. Trades manages to pass through the SSC border without being harassed. During their trip over Funk and Trades begin performing a few matrix searches in order to gather some initial data. On her way to Last Spike Lodging, Trades is stopped by a tribal police car who just checks in to make sure that she knows where she's going. One of the officers was hoping to introduce themselves to her, so she exchanges her program carrier commlink's number with him in case they might have information about the wargame's scheduling. A little bit before Trades arrives, the team detects some Haida speakers from cabin 1 discussing taking pictures of the environment of the surrounding area. When Trades arrives at the Last Spike Lodging where the team is waiting, the police go into the main building while her team is at the third cabin.
The team heads into the camp store where they socialize with the cops for awhile. They're able to learn that both sides of the wargame are spending their off time heckling each other at the last spike memorial. Furthermore, the conflict is limited to the hours between 9 to 5. During the off-hours, the different sides generally remain separated, but do head into the nearby towns in order to find activities to keep themselves busy during the downtime. In addition, the resident of cabin 2 enters the camp store. They're flying the SIN for a "Geraldine Kim." Funk does some basic research on the different leaders of the model train club and discovers that Geraldine Kim is a 72 year old wheel chair bound woman. Trades and Funk begin poking the mystery woman's commlink to dig into their message history. It turns out that the woman has been in contact with the 3 people from cabin 1. They've planned something at the memorial tomorrow night.
The team calls Sholeetsa Two Birds who invites the team to come to a bar where Ryuuji and Trades enter to talk with the model train club. They're initially ribbed for their choice of high fashion armor at a working-class establishment. The team plays into the ribbing as they begin to circulate amongst the club. Trades chats with Deborah, the club treasurer while Ryuuji circulates and digs for information regarding The Meet CPR No. 5500 project, a plan to create a vehicle spirit in a train engine. Eventually, Ryuuji brings up the team's mission to awaken the CPGT before the group becomes ecstatic. They drunkenly suggest going immediately to the memorial in order to try awakening the train. Fortunately, Trades is able to drop into hot-sim and drive the club in 3 cars she remotely controls in order to safely deliver them to the memorial.
The Run
The team arrives at the memorial with the drunken model railway club in tow. Two groups of soldiers from the ongoing war game heckle each other across the railway tracks. Meanwhile, the team and the soused club members find a nice place for Ryuuji to surgically punch the spike into the ground. With a burst of magic, the Canadian Pacific Ghost Train materializes and thanks the gathered people for awakening it. It grants all of the people in the surrounding area a spirit marker for participating in its awakening before the team brokers a deal with it wherein they take on a status in exchange for spirit markers at appropriate intervals. With a payment of karma to begin the transaction, the team departs to get magical tattoos inked onto their skin.
Aftermath
- The team, the Revelstoke Model Railway Club, a group of the 1st Brigade SDF, and a group of the 3rd Salish Rangers all receive a rating 3 spirit marker from the Canadian Pacific Ghost Train.
- Carleton Moreau gains access to a covert method of transport along the trans-canadian railway so his anti-fascist associates can sneak around to accomplish their goals.
- The team all pay a karma each to broker deals to take magical tattoos made with iron reagents in the ink in exchange for a rating 3 spirit marker every month (every 4 runs, when rent is paid).
Rewards
Session 1: 5 hours
Session 2: ~2.5-2.75 hours