Difference between revisions of "A Knack for Safecracking"

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==Game Quotes==
==Game Quotes==
==Player After Action Reports (AARs)==

Revision as of 06:37, 24 January 2024

A Knack for Safecracking
Date2085-01-22
GMLHOG
LocationRedmond, Seattle
Status Threat Level: Medium
Factions Involved
ShadowHaven
Knack Character1
Character2


Summary

A call from a new friend finds Knack in a lucky position to get some quick, painless cash. Surely there's not a catch!

Background

The ongoing troubles at the Green Light tavern, where the Locals hang out, are escalating. A series of disappearances has friends of the locals reaching for help.

Knack, amidst discussions with her sister, continues to work in the shadows rather than follow the "honest job" path her sister has chosen.

The Meet

After being contacted by Sarah Snow, Knack catches a ride north to meet with a woman named Ritz - who has a lead on some material which might get thugs that have been hanging around the neighborhood to buzz off. The trick is that she needs someone to break into the place.

Apparently, Yakuza have been hanging around the neighborhood - identified as Kanagas by Ritz. A not-very-anonymous tipoff by a member of that family who's apparently trying to discredit a rival has pointed her towards a piece of blackmail which might be able to take some heat off them. A brief discussion of the expected problems gets Knack to conclude that she can handle the job without getting shot - so she accepts for a small payday, with the promise that there will be credsticks on site to steal.

The Plan

Armed with a fair deal of foreknowledge, Knack elects to call a friend - Angi Harris gets called to drive by the site and check what she can spot. Reporting in that there's at least 8 guards hanging around, with cameras lurking as well, Knack assesses the situation - and determines she will move forward with the job.

A second drive by, this time with Knack peeking out the window, reveals a pair of watchers keeping an eye on things, with a fire spirit potentially hanging about inside the mansion. The holes? The neighboring lots. Knack picks the house on the left, then gets going.

The Run

Over the fence, and the mage goes in silently on foot - sneaking to the corner of the home. A quick spell to stick to the wall, and she clambers up. Into one room she goes - then invisibly she sneaks past one guard and a camera. Her luck's excellent - she finds the safe room immediately.

A close call with a tamper system inspires her to use a silencing spell to keep the guards from hearing her. Three safes later, she's secured data, nuyen, and a picture of Yamada's personal business.

Careful spellwork and footwork later, and she slips away.

Aftermath

Data is passed to Ritz - for what end is unclear.

Days later, the Yakuza will discover the missing items - but by then, Knack's away clean.

Rewards

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Game Quotes

Player After Action Reports (AARs)