Difference between revisions of "Take Back the Night"

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The team (minus Shamrock, who is based in Montreal) are contacted by [[Julio]], a former Seattlite and current diner owner/fixer in Montreal, who tells them that someone called [[Bellerophon]] asked him to set up a job for him and is willing to pay their way for the trip; meanwhile, Shamrock finishes up with her day job and stops by Julio's diner, where [[Ramona]] tells her that she should stick around to see if she can pick up a juicy payday. They all accept, and the Seattle-based runners are directed to an abandoned subway tunnel in the OU where they meet with [[Corf]], who takes them to Montreal via lay-line travel (his karma fee having been paid already).  
The team (minus Shamrock, who is based in Montreal) are contacted by [[Julio]], a former Seattlite and current diner owner/fixer in Montreal, who tells them that someone called [[Bellerophon]] asked him to set up a job for him and is willing to pay their way for the trip; meanwhile, Shamrock finishes up with her day job and stops by Julio's diner, where [[Ramona]] tells her that she should stick around to see if she can pick up a juicy payday. They all accept, and the Seattle-based runners are directed to an abandoned subway tunnel in the OU where they meet with [[Corf]], who takes them to Montreal via lay-line travel (his karma fee having been paid already).  


A few hours later and one pie later, the rest of the team have arrived and are prepared to hear Bellerophon out. He tells them of the [[https://shadowrun.fandom.com/wiki/Harmful_Paranimals_Act Harmful Paranormals Act]], which places bounties on the heads of paracritters and allows him to make a brisk living at his chosen trade, and says that he has a juicy target which he requires assistance taking down. Curious, the team ask a few questions and recieve an offer of 12k each for their assistance; Relay does a bit of matrix searching and determines that the only bounties under the Act high enough to make it worth the trouble for Bellerophon to pay them that much are either spirits or extremely dangerous creatures. After some pressing, he confirms that the target is a free spirit, though the team does not push for more money and agree to accept the job (with the option to stay in contact for more work in the future).
A few hours later and one pie later, the rest of the team have arrived and are prepared to hear Bellerophon out. He tells them of the [https://shadowrun.fandom.com/wiki/Harmful_Paranimals_Act Harmful Paranormals Act], which places bounties on the heads of paracritters and allows him to make a brisk living at his chosen trade, and says that he has a juicy target which he requires assistance taking down. Curious, the team ask a few questions and recieve an offer of 12k each for their assistance; Relay does a bit of matrix searching and determines that the only bounties under the Act high enough to make it worth the trouble for Bellerophon to pay them that much are either spirits or extremely dangerous creatures. After some pressing, he confirms that the target is a free spirit, though the team does not push for more money and agree to accept the job (with the option to stay in contact for more work in the future).


==The Plan==
==The Plan==

Revision as of 04:55, 19 January 2021

Take Back the Night
Date2082-01-18
GMSarcarian
LocationMontreal, Republic of Quebec
Status Threat Level: High
Factions Involved
ShadowHaven The People of the West End
Relay
Shamrock
Sp4rks
Tahki
Heart of the City
Samuel LeCroix


Summary

In which the runners are hired to help assassinate a free spirit, and end up convincing it to take on a new form.

The Meet

The team (minus Shamrock, who is based in Montreal) are contacted by Julio, a former Seattlite and current diner owner/fixer in Montreal, who tells them that someone called Bellerophon asked him to set up a job for him and is willing to pay their way for the trip; meanwhile, Shamrock finishes up with her day job and stops by Julio's diner, where Ramona tells her that she should stick around to see if she can pick up a juicy payday. They all accept, and the Seattle-based runners are directed to an abandoned subway tunnel in the OU where they meet with Corf, who takes them to Montreal via lay-line travel (his karma fee having been paid already).

A few hours later and one pie later, the rest of the team have arrived and are prepared to hear Bellerophon out. He tells them of the Harmful Paranormals Act, which places bounties on the heads of paracritters and allows him to make a brisk living at his chosen trade, and says that he has a juicy target which he requires assistance taking down. Curious, the team ask a few questions and recieve an offer of 12k each for their assistance; Relay does a bit of matrix searching and determines that the only bounties under the Act high enough to make it worth the trouble for Bellerophon to pay them that much are either spirits or extremely dangerous creatures. After some pressing, he confirms that the target is a free spirit, though the team does not push for more money and agree to accept the job (with the option to stay in contact for more work in the future).

The Plan

Bellerophon takes the team to his airship, the Pegasus, and after a bit of levitation magic to get Relay on board he shows them around before taking them to his tracking station, where he shows them the details he has on their target. The free spirit is a Heart of the City (specifically the West End) calling itself "Champlain" which has claimed a section of the West End as its domain and united several formally-feuding gangs under its banner. Shamrock nearly walks from the job when she learns that she (a dryad) would have to disrupt a manifestation of her new home, but relents when she learns that Champlain has been rallying the gangers under the message of "all the Francophones should get together to kick the Anglos out of town and Make Quebec Great Again", and everyone becomes a lot more comfortable committing murder against a bigoted target.

Hitting the trix, the team learns that Champlain primarily works through intermediaries, especially a ganger named Samuel LaCroix; they aren't able to find a whole lot on him (he's an Awakened criminal SINner, but his listed address appears to be a vacant lot), but they do learn from social media that he's supposed to speak at an impromptu rally that very night in a West End park. Bellerophon tells them that LaCroix is the one most likely to have a spirit marker for Champlain, with which they could draw out the spirit and disrupt it. Doing a bit of preparation, Sp4rks familiarizes himself with Champlain and LeCroix's politics and philosophies in order to attempt to speak at the rally as he wishes to return to his roots as an activist (a bold if dangerous plan), and the rest of the team plot out how to track LaCroix away from the rally to hit him elsewhere (i.e. when he's not surrounded by gangers and SINless rabble).

The Run

The midnight rally takes place in a public park in the Montreal equivalent of the barrens, with no police presence for miles. Sp4rks and Shamrock (who speak French and are reasonably social) attend physically, along with a spirit of air Tahki summons and convinces to perform a remote service for her in exchange for homemade cookies and a pair of fly-spies from Relay. Both of them manage to integrate into the crowd rather well (though Shamrock draws more than a bit of attention thanks to her glamor and accent), though they are naturally nervous around so many armed criminals (the rally has over a hundred attendees) who might turn against them at any moment.

LaCroix arrives, flanked by 4 bodyguards, and makes his way towards the makeshift stage to give a speech. Shamrock charms her way towards him and manages to angle a handshake, through which she employs her adept accident power while Relay attempts to pilot a flyspy into his pocket. Unfortunately the drones are slightly larger than actual flies, and despite his rigger bonuses one of the keen-eyed bodyguards manages to spot the attempt, swiftly snatching the drone and crushing it (dumpshocking Relay in the process and earning his enmity);Shamrock manages to pass this off and make the bodyguard think the drone came from someone else, though they remain suspicious of her.

Sp4rks makes his way to the front of the crowd as LaCroix begins his speech, managing to convince one of the bodyguards not to immediately beat him up as he approaches and making good enough points that LaCroix takes notice and invites him up for an impromptu debate, hoping to trounce him in a verbal sparring match to help sell his arguments. What follows is an impassioned debate on the nature of the Quebec state, its history and culture, and the roll of corporations and outside ethnic groups in its society - Sp4rks manages to get the crowd on his side thanks to his passionate, AR assisted oratory, impressing LaCroix and convincing him that he's no mere corporate patsy or police plant, before really bringing it home with a pre-edged test that scores a dozen hits to turn the crowd's anger and hostility away from anglophones and towards the real source of their problems - corporate control and repression of the masses.

The team can sense the mood of the crowd turning, and even LaCroix notices the shift as dozens of commlinks record the speech; it occurs to them that this might represent an opportunity to create real lasting change for the community, that if the people's anger can be turned away from ethnic divisions and towards their common enemy then the nature of Champlain itself might be changed by the new zeitgeist, and that the spirit might serve as a force of unity instead of division. Bellerophon is having none of it however, explaining that he doesn't care one way or the other for the politics of the situation, and that he wishes to claim the bounty both for the monetary reward as well as the boost to his reputation in the spirit hunting community. Relay concurs, seeing Champlain as an inherently bigoted and prejudicial being which should be gotten rid of so that the community can heal.

As the speech concludes to thunderous applause, LaCroix shakes Sp4rks' hand and presents him with Champlain's spirit marker - a literal and metaphorical token of the goodwill of the people. The rally concludes and the gangers disperse, with LaCroix and his bodyguards leaving together; Tahki's spirit has assensed him but there is no real need to track him astrally, so she dismisses the spirit and heads to the park in person while Relay stays with Bellerophon on the Pegesus and sends the only rotodrone he was able to bring to Montreal (equipped with a high-caliber sniper rifle, naturally). The team converges in the now-empty park and examine the spirit token; just as they're working out how to use it to summon Champlain, they realize that they're not alone after all, and that a man has been sitting on a bench the whole time observing them.

A quick assensing check confirms that it is a spirit - force 6 on the Dumas scale, but invested with great power nontheless, and generating a palpable background count in its domain. Champlain greats them amicably and says that he enjoyed the speech, complementing some of Sp4rks' points and engaging in a bit of back-and-forth on its motivations. Shamrock and Tahki work together to summon Doug, Shamrock's powerful plant spirit friend, through an ancient tree in order to invest it with a bit of the essence of the Green Man of the park. The wise and venerable spirit comes forth, and after hearing Sp4rks and the rest of the team's words it attempts to convey them in spirit terms to Champlain, telling him that the mood of the people has turned and that it is time for growth and renewal, that he should accept disruption and be reincorporated into a new form, and that with Shamrock's help they can work together to bring him back on the Spring Equinox.

Champlain and Doug tie on their social rolls, so Tahki hears Chaos in her head prompting her to be the catalyst of change in the situation - she speaks up, telling Champlain that stagnation should be avoided and that he should embrace the opportunity for change. Her words ring true, and Champlain nods in acceptance of this fate, looking up to Relay's drone and presenting himself as an open target. Relay, still not trusting the spirit, gladly takes the shot, putting him down for the count and allowing Doug to take the discorporated essence into himself and the tree to begin the process of metamorphosis into a new being.

Aftermath

With video footage of the kill, plus quicksilver photographs of the aftermath for confirmation, Bellerophon is satisfied with the team's performance and pays them their promised fee. Relay meanwhile follows the ganger who crushed his flyspy back to his home and sees that he has a family and is generally a nice person, deciding not to murder the man for the petty inconvenience of a lost drone and grumpily returning to the rest of the group, still not convinced that anything they've done will change things for the better in the long run (though he does concede that it was a pretty good speech nonetheless).

The team re-converge at Julio and Ramona's diner to discuss the experience and their hopes for a brighter future for Champlain - the odds are good that since they managed to get it to peacefully accept the course of action rather than violently forcing their will upon it that the spirit will return soon, renewed and changed for the better by the experience. They hope that LaCroix (who Shamrock intends to keep in contact with in order to guide things into an actual grassroots political movement) will be able to keep things alive until then, and that the seed which Sp4rks planted will grow into something one day.

Rewards

  • 12,000 nuyen
  • 10 karma
  • 2 CDP
  • Optional Contact: Bellerophon, C4/L2 "Slayer of Monsters" for 5 RVP or 10 CDP
  • Optional Contact: Julio, C2/L1 Fixer for 2 RVP or 4 CDP
  • Optional Contact: Ramona, C2/L1 Chef for 2 RVP or 4 CDP
  • Optional Contact: Corf, C1/L1 "Helpful Lil' Minecart" for 1 RVP or 2 CDP
  • For Sp4rks: +1 PA and the oppertunity to purchase Master Debater at chargen price (for making one helluva speech)


Game Quotes

Player After Action Reports (AARs)

Tahki

"Not really sure what happened here, but the end result seems to have brought change to the area. Change is good. The entropy which existed from stagnated ideals is gone, and the people have a new future to look forward to. All in all, I count this as a win. And for the first time in awhile, I felt like I was needed for something, even if it was only a levitate and a heal spell, *winks at Relay*."