Mary in the Hedgemaze
Mary in the Hedgemaze | |||||||||
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Factions Involved | |||||||||
ShadowHaven | Major Corp | ||||||||
Trades Trauma Manashoe |
Character1 Character2 |
Summary
The gang goes on a mystery hunt across Seattle to return the missing mentee of a masterful magi. Finding that the Halloweeners are in on it, they plan to careful extract, and do extract, the target from a bed of chaos that lays within the Halloweener's Hallo-hideout.
Background
The mysterious Mistress Mirie Rowe, the magical icon and archon just outside Seattle. Always keeping to themselves, until one day that is, they find someone worth mentoring. Opening up their doors to this person, her harsh judgement and callous instincts help them improve their magical capabilities. Yet, it seems their relationship may be somewhat dysfunctional. Even so, when her prodigy disappears, she sends for runners to retrieve her precious pupil.
The Meet
The team meet a one Walter Dorie at the Daze. After being berated by Walter for minutes on end for being 'hooligans' the team agrees to take the job and heads out for planning.
The Plan
- Divination
- Matrix legwork
- leads to the card being spotted
- they find out its the halloweeners, and that felix was driving all over seattle on errands
- the team reaches out to Roxy
The Run
Finding the location of Feliz, the team immediately homes in on her location. Trades begins with a matrix perception and finds a PAN associated with a deck that keeps getting away. Unsure of how to handle the situation, the team deliberates to get a clearer picture on what should they do. Smash a car? Pay a Ransom? Geek them all?
Spirit searches do turn up the targets location, and a drone search brings up the actual location they're in; a room in the abandoned hotel, locked by a regular window lock seemingly. They anguish over the security of the place, being stacked with guards, matrix, guns, potentially drones, and even mana barriers. Yet, in a flash of brilliance, they decide for a cunning plan that would leave them vulnerable if caught.
Trade's drone, Trauma's spirit, and Manashoe's casting allow them a sneaky path into and out of the building. The smash and grab almost works, but Trades gets spotted by the on sight decker. Facing a potential serious data spike, Trades full defends and is able to loto them in return, forcing the decker to boot off and take dump shock.
Aftermath
Returning Feliz to Walter, the team is paid. Perhaps a pang of guilt or unsureness hits the team, as things don't seem entirely well between them both...
Rewards
- For Trades and Manashoe
- 24 K nueyn **OR** Up to 48K of nuyen in Magical Gear such as foci, formulae, reagents including radical reagents, up to base avail 18F, Rent, or properties up to High Lifestyle 12 RVP
- 3 Karma 3 RVP
- 2 + 2 CDP 1 RVP
- Counts as initiation or submersion
- For Trauma
- 12K nuyen **OR** Up to 24K of nuyen in Magical Gear such as foci, formulae, reagents including radical reagents, up to base avail 18F, Rent, or properties up to High Lifestyle 6 RVP
- 9 Karma 9 RVP
- 2 CDP
- Counts as initiation
Optional rewards:
Subtle Pilot 4 RVP per choice
- Chose to return Feliz to Mirie Rowe