Difference between revisions of "Eye of the Firestorm"

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==The Plan==
==The Plan==
When the team gathered, they decided that their plan was straightforward: gather help, gather information on where to find Marv, then go get him. While Insight began poring over matrix records, passing over information on the mage's former organization, a gang called Ork Explosive Ordinance.
When the team gathered, they decided that their plan was straightforward: gather help, gather information on where to find Marv, then go get him. Insight began poring over matrix records, eventually passing over information on the mage's former organization: a gang called Ork Explosive Ordinance. The team went to meet with the Ork EO's, and quickly they identified a small problem: their only sociable folks were elves, and neither Marrisa nor Blue Jay seemed an excellent choice. Walking into a compound full of gangers famed for use of explosives alone seemed a recipe for disaster.
 
"They're just a gang," decided Marrisa, before walking in alone. Blue Jay snuck a fly spy onto her shoulder to at least get the rest of the team a view - but it wasn't needed. By sheer dint of her gutsiness, Marrisa charmed the gang not only into giving up the information that their mage, Marv Tomplin, was going off to a bunker in the woods - they even gave over something to help find him with. His writings, and a talisman with his astral signature. They were also kind enough to warn the team that Marv was going Toxic.
 
The plan was now simple: get to the bunker, and kill Marv.


==The Run==
==The Run==

Revision as of 17:15, 23 September 2023

Eye of the Firestorm
Date2084-09-16
GMLHOG
LocationSSC Forests
Status Threat Level: Deadly
Factions Involved
ShadowHaven
Marrisa
Insight
Blue Jay
Cleaner Cleaner
Marv Tomplin
Character2


Summary

A rogue mage has lost his mind, and seeks to cleanse the world in nuclear fire as he tumbles into toxic magic head over heels.

Background

Not long after a public service announcement that a forest fire is burning, a few runners get calls from worried fixers, all with the same news: They have a job, it's related to the fires, and their Johnson is an Ancient. Not an auspicious start, and what background information they have indicates pretty clearly that they're going to be going into it.

What's worse? Well, it's a manastorm.

The Meet

At a prearranged spot in Northern Seattle, the rumble of one motorcycle turns into the roar of forty bikes circling the block and escorting in someone who must be at least a bit important in the organization - not that she talks like it. In her informal vernacular, Johnson runs through the details: after feuding with a newbie ork gang called Ork Explosive Ordinance, a mage that killed several of the go-gang's members in one fireball has disappeared into the woods. Job's simple in concept and complex in practice - figure out where in the woods the guy went, then kill him and whatever loser cronies he took with him. Easier said than done.

The Plan

When the team gathered, they decided that their plan was straightforward: gather help, gather information on where to find Marv, then go get him. Insight began poring over matrix records, eventually passing over information on the mage's former organization: a gang called Ork Explosive Ordinance. The team went to meet with the Ork EO's, and quickly they identified a small problem: their only sociable folks were elves, and neither Marrisa nor Blue Jay seemed an excellent choice. Walking into a compound full of gangers famed for use of explosives alone seemed a recipe for disaster.

"They're just a gang," decided Marrisa, before walking in alone. Blue Jay snuck a fly spy onto her shoulder to at least get the rest of the team a view - but it wasn't needed. By sheer dint of her gutsiness, Marrisa charmed the gang not only into giving up the information that their mage, Marv Tomplin, was going off to a bunker in the woods - they even gave over something to help find him with. His writings, and a talisman with his astral signature. They were also kind enough to warn the team that Marv was going Toxic.

The plan was now simple: get to the bunker, and kill Marv.

The Run

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Aftermath

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Rewards

Run Rewards for "Eye of the Firestorm" (Deadly - 20 RVP * 1.5 multiplier for 9 hour run = 30 RVP): Base 2 CDP 6 CDP (3 RVP) 16,000 Nuyen (8 RVP) 4,000 Nuyen Negotiation Bonus. Weapon/Ammunition/Explosive gear rewards up to 12,000 Nuyen (3 RVP) - transfers to 6k nuyen if not taking any gear rewards 16 Karma (16 RVP) Qualities: SURGE III for Blue Jay (Approved by Thematics per approved run plan. Justification: Traveling through high force mana storm, interrupting toxic mage ritual)

Game Quotes

Player After Action Reports (AARs)

Marrisa Ah, that was fun. Not a big one, as far as toxics go, but every bit is important. They always think they are safe with their powers, until someone other than some civilian comes along. It was a pleasure to work with Blue Jay again, and Cleaner Cleaner was quite lovely. I didn't get to see the decker, and the spirits they summoned were... unsettling. Almost like drones instead of actual spirits. They were alright still, I suppose. I wonder if the orc EOs would like a picture of Marv? They could say one of their men did it, and use it as an example of what happens for traitors. Maybe I'll ask them later. But for now its off to the laundromat. More paint stains to clean.