Difference between revisions of "The Moving Company"
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==Player After Action Reports (AARs)== | ==Player After Action Reports (AARs)== | ||
[[Ashford]] "I feel for the squatters, but it was a necessary course of action to kick em' out. Very least got to clean up a few Finnigans - gangers, all the same, doesn't matter how rich they are. Though I desperately need to learn some ways of channelling mana in a far more compact manner, so I don't end up one manabolt away from bedtime." |
Revision as of 00:48, 2 January 2024
The Moving Company | |||||||||
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Factions Involved | |||||||||
ShadowHaven | Finnigan Family | ||||||||
Thunder C-Unit 537 - Hunter Ashford Runner4 |
Character1 Character2 | ||||||||
Casualties and losses | |||||||||
4 | |||||||||
Happy new years! |
Summary
Runners are called to find a safehouse for Karen 'Sketch' O'Malley and the other ex-hounds. The runners are able to quickly clear out a new safehouse for them allowing for a sleek lifestyle in... Sophocles. Uh-oh.
Background
Karen and the other hounds were recently removed by force from the Finnigans and O'Malleys. Since being on the run, they need a new place to live, but its been slow going since they're constantly at odds with the gang. Yet, they were able to in secret hire some folks to help them out, and a new house was found.
The Meet
The runners Thunder, Ashford and C-Unit 537 - Hunter Meet Karen at the Daze where she explains the sitation. No money, no gear, three safehouses potentially availlable. Check them out, find one suitable, let them know its clear. And so, the team went ahead and nabbed all three potential targets, starting with the closest to them, in sophocles.
The Plan
The team decided to check out each safehouse in order of closeness, stopping when they find at least one place that works as a safehouse.
The Run
When searching over the files, the team realizes there is one safehouse nearby - the one in Sophocles. Thinking pragmatically, they head on down with Ashford doing some astral investigation beforehand. Finding that the room was full of punks, the team decided a less violent approach would be appropriate. With The team approaching the door, Thunder accidentally rips it off the hinges and ends up surprising the gang inside. However, through impersonation and negotiation, the team were able to calm the gangers, and to everyone's surprise, make some casual acquaintances as the team helped the gangers move out in record time through the use of spirits and magic.
After finding the safehouse empty, the team spent the evening there to rest up and make sure the house would be safe. Ashford cast a barrier spell to make sure the house would be safe from spirits for a time, which alowed them to stay the night without any interruptions. Though, upon returning to Karen to return them to the safehouse, the team was ambushed by Finnigan hunters. The team was able to easily dissuade them from living any further, allowing Karen and her gang to move freely.
Aftermath
Karen and her team was able to move into a new safehouse that hopefully the Finnigans won't find.
Rewards
- 4 K Nuyen - 2 RVP
- 10 Karma - 10 RVP
- 2+8 CDP - 4 RVP
- -5 Finnigan Rep
- +5 Hounds Rep
- Counts as initiation / submersion / mundane ascension
Game Quotes
Player After Action Reports (AARs)
Ashford "I feel for the squatters, but it was a necessary course of action to kick em' out. Very least got to clean up a few Finnigans - gangers, all the same, doesn't matter how rich they are. Though I desperately need to learn some ways of channelling mana in a far more compact manner, so I don't end up one manabolt away from bedtime."