Difference between revisions of "Orc EO Eviction"
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==The Plan== | ==The Plan== | ||
The team does only a little physical recon - the samurai sneaking around a little to get eyes on the building physically. | The team does only a little physical recon - the samurai sneaking around a little to get eyes on the building physically. A dozen orks, heavily armed - a couple decently powerful fire spirits. Other runners might take time for strategy. This lot, however, is good at violence. | ||
The plan? It's violence. | The plan? It's violence. | ||
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==The Run== | ==The Run== | ||
A half dozen armed orks with grenades are little match for swift moving samurai and a boat firing at the speed of the pilot's mind. | A half dozen armed orks with grenades are little match for swift moving samurai and a boat firing at the speed of the pilot's mind. | ||
Saint and Lichtenberg charge one side - in tune in this moment, where violent gangers are the target of frustrations and bounty alike. They round up a pair - who go up in balls of flame shortly thereafter, grenades with pins pulled taking the expected effect. NSH fires at orks along the other wide, using the vantage of the airborne boat to provide covering fire. Ashford, meanwhile, grapples with spirits on the astral, sending his own to do battle with the roiling fire spirits present. | |||
Once the outside clears, the runners push inside - where they find a suspiciously empty warehouse. A search follows, the runners seeking out The Boss as the Johnson called him. With no evidence of him in sight, they search in detail. What's uncovered is the entrance to a tunnel - one that is trapped. | |||
After disarming the trap by setting it off and caving in a portion of the warehouse the Orks were calling theirs, the runners find themselves in a series of tunnels beneath Kingsgate. It's abundantly clear that their ork friends are long gone. | |||
That's a win for the team though - orks successfully evicted. | |||
==Aftermath== | ==Aftermath== | ||
The orks have been evicted. | |||
MCT has cleared out a loose end pointing towards their operations in Kingsgate. | |||
The team receives free Aztlanner food. | |||
==Rewards== | ==Rewards== | ||
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==Player After Action Reports (AARs)== | ==Player After Action Reports (AARs)== | ||
[[Ashford]] - "Another triviality for a magician such as I, evicting those orks was a simple task, even if I had to stretch a bit with that last spell. My telekinetic abilities seem to be quite potent, however." |
Latest revision as of 11:15, 5 August 2024
Orc EO Eviction | |||||||||
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Factions Involved | |||||||||
ShadowHaven | Kanaga-gumi | ||||||||
Ashford Saint Lichtenberg No Significant Harassment | Kousuke Yamada |
Summary
A guy who loves tacos wants to evict a local gang. He's paying a lot of money for runners to do so - and boy do they deliver.
Background
MCT's plant in Kingsgate has a lot going on behind the scenes - and Taco Johnson wants to cover that all up. One part of that plan is clearing out a gang that's outlived its usefulness.
The Meet
At La Taqueria Azteca, a Johnson meets a group of runners with a simple request. "Get this gang off this property. I don't care how you do it." The runners called were the right choice for the job - the main question asked was simply "how much is it worth to you?"
The Plan
The team does only a little physical recon - the samurai sneaking around a little to get eyes on the building physically. A dozen orks, heavily armed - a couple decently powerful fire spirits. Other runners might take time for strategy. This lot, however, is good at violence.
The plan? It's violence.
The Run
A half dozen armed orks with grenades are little match for swift moving samurai and a boat firing at the speed of the pilot's mind.
Saint and Lichtenberg charge one side - in tune in this moment, where violent gangers are the target of frustrations and bounty alike. They round up a pair - who go up in balls of flame shortly thereafter, grenades with pins pulled taking the expected effect. NSH fires at orks along the other wide, using the vantage of the airborne boat to provide covering fire. Ashford, meanwhile, grapples with spirits on the astral, sending his own to do battle with the roiling fire spirits present.
Once the outside clears, the runners push inside - where they find a suspiciously empty warehouse. A search follows, the runners seeking out The Boss as the Johnson called him. With no evidence of him in sight, they search in detail. What's uncovered is the entrance to a tunnel - one that is trapped.
After disarming the trap by setting it off and caving in a portion of the warehouse the Orks were calling theirs, the runners find themselves in a series of tunnels beneath Kingsgate. It's abundantly clear that their ork friends are long gone.
That's a win for the team though - orks successfully evicted.
Aftermath
The orks have been evicted.
MCT has cleared out a loose end pointing towards their operations in Kingsgate.
The team receives free Aztlanner food.
Rewards
Run Rewards for Orc EO Eviction (High, 16 RVP)
20,000 Nuyen (10 RVP)
5 Karma (5 RVP)
4 CDP (1 RVP + Base)
1 Carne Asada Burrito with all the fixings (Priceless)
Optionals:
8,000 Nuyen in Drug Rewards up to 18F (2 RVP)
12,000 Nuyen in Explosives up to 18F (3 RVP)
Shoot First, Don't ask Questions at Gen Rates (2 RVP)
For Linguini (Lichtenberg):
1 Chip on Pappy
Game Quotes
Player After Action Reports (AARs)
Ashford - "Another triviality for a magician such as I, evicting those orks was a simple task, even if I had to stretch a bit with that last spell. My telekinetic abilities seem to be quite potent, however."