Difference between revisions of "Ghost Train Part 1"
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==The Plan== | ==The Plan== | ||
The team heads to the airfield to ride Carleton's private jet to Gatineau. They're given the counterfeit spike for the museum, and reconvene. Once the plane is in the air, the team forwards some questions to the police officer in Quebec and receives some answers to their preliminary questions. They determine that the three ringleaders of the fascist organization are John Bobson, Jean Dupois, and Jan Prows, a hermetic mage, "Big Walt". Thunder casts a few support spells on the technomancers. Funk registers a R6 data sprite, while Trades registers a pair of R4 machine sprites. While The team finds out from Carleton that the grand plan is to reawaken a ghost train which will let them smuggle freight all across the trans-Canadian railway. The team arrives at the safehouse in Ottowa, while Thunder converses with Camille, the owner, and finds out that Carleton has been organizing the counter-protesters. | The team heads to the airfield to ride Carleton's private jet to Gatineau. They're given the counterfeit spike for the museum, and reconvene. Once the plane is in the air, the team forwards some questions to the police officer in Quebec and receives some answers to their preliminary questions. They determine that the three ringleaders of the fascist organization are John Bobson, Jean Dupois, and Jan Prows, a hermetic mage, "Big Walt". Thunder casts a few support spells on the technomancers. Funk registers a R6 data sprite, while Trades registers a pair of R4 machine sprites. While The team finds out from Carleton that the grand plan is to reawaken a ghost train which will let them smuggle freight all across the trans-Canadian railway. The team arrives at the safehouse in Ottowa, while Thunder converses with Camille, the owner, and finds out that Carleton has been organizing the counter-protesters. The team meets with the detective who requests that the team's magical folks see the faces of two of the ringleaders to identify the targets astrally. | ||
==The Run== | ==The Run== |
Revision as of 19:42, 28 April 2024
Ghost Train Part 1 | |||||||||
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Factions Involved | |||||||||
ShadowHaven Carleton Moreau Camille Delacroix | Major Corp | ||||||||
Funk Thunder Trades Ty Vallynn |
Character1 Character2 |
Summary
Background
Carleton Moreau created a posting on the Shadowhaven BBS looking for runners to meet at Cherry's Shakes in Redmond.
The Meet
The team slowly arrives at Cherry's Shakes. Carleton offers the team a job where they'll need to acquire a railway spike. He mentions that there is a police officer that might be able to assist the team, but he's a law-abiding citizen who won't work with the team if he discovers that they're shadowrunners. He offers 20k nuyen, and Trades engages in negotiation and manages to secure housing, transport on his private jet, and the usage of a vehicle for the team during their time in Montreal. Ty brings up that Canada has a strong prejudice towards non-metahumans. A facist group has been protesting the Cree treaties, but there's been tension with anti-facist counter-protesters. Carleton recommends that the team cooperate with the officer to arrest some of the fascist ringleaders to reduce the level of security. The police officer would like to see the arrest completed within a week, but the actual theft has a longer time-frame.
The Plan
The team heads to the airfield to ride Carleton's private jet to Gatineau. They're given the counterfeit spike for the museum, and reconvene. Once the plane is in the air, the team forwards some questions to the police officer in Quebec and receives some answers to their preliminary questions. They determine that the three ringleaders of the fascist organization are John Bobson, Jean Dupois, and Jan Prows, a hermetic mage, "Big Walt". Thunder casts a few support spells on the technomancers. Funk registers a R6 data sprite, while Trades registers a pair of R4 machine sprites. While The team finds out from Carleton that the grand plan is to reawaken a ghost train which will let them smuggle freight all across the trans-Canadian railway. The team arrives at the safehouse in Ottowa, while Thunder converses with Camille, the owner, and finds out that Carleton has been organizing the counter-protesters. The team meets with the detective who requests that the team's magical folks see the faces of two of the ringleaders to identify the targets astrally.