I Melt With You
| I Melt With You | |||||||||
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| Factions Involved | |||||||||
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ShadowHaven Astral Space Preservation Society | Toxic Cultists | ||||||||
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Lanky Triage Roadkill Obsidian |
Character1 Character2 | ||||||||
Summary
Runners rescue a ASPS mage from Glow City after an astral cleanup job goes wrong.
Background
After hearing about a new toxic cult popping up in Glow City, the Astral Space Preservation Society sends a team to put it down before they can further corrupt the local mana. Unfortunately, it was more than they could handle, and most of the team is killed. One mage, Juliana, survives, along with her Corrupted ally spirit/lover, Lliann. The ASPS wants her rescued, but Lliann wants her to join her down the twisted path.
The Meet
Not wanting to waste time with a physical meet, Mr. J calls the runners over the Matrix as soon as he finds a suitable team. He explains the above information, shares that he has recent biomonitor feed data indicating that Juliana is likely still alive, and requests that the team do everything they can to rescue her. The team asks if he also wants them to take out the cult, but he makes it clear that their primary objective is to save the mage and however they do that is entirely up to them. After some back and forth, the team settles on a price point and agrees to do the job, then sets off for Glow City.
The Plan
The team heads out. The last known location of the ASPS mages is an abandoned high rise apartment building in Glow City. Even getting there is a bit of a challenge, as the Rusted Stilettos aren't too keen on outsiders entering their turf. The team is caught by a few of the gangers patrolling in a truck, but a few well-placed shots disable the vehicle quickly.
Once they're closer, the team starts their recon. They spot a dead ASPS agent in the parking lot with a hole blown through his head, hinting at the presence of a sniper, so they keep their heads down and stay quiet while drones and detection spells are used to scope things out. They find a number of ex-Rusted Stiletto gangers turned nuke cultists, strange totems built of junk and toxic waste, squatters forced to pray at those totems, and a sniper perched on the roof. The basement is warded against Obsidian's detection spells, but the drone can see that their target is being held in a boiler room, hands cuffed together, hanging by her wrists from a hook in the ceiling. She's heavily radiation damaged, and her corrupted ally spirit is cradling her face and begging Juliana to join her down the Twisted Path. The high priest of this cult, a toxic mage, is just out of view, but a number of armed guards and toxic spirits are visible.
The Run
Deciding to assault the place before things get any worse for the target, Lanky takes out the sniper from the sky in a Dustoff. The team rushes the lobby of the building, most of the guards are reduced to gibbering morons by illusion magic, and everyone but Lanky hits the basement. Lliann freaks the hell out when she realizes someone is trying to take Juliana away from her and attacks, splitting in half and trying to Engulf the runners. Roadkill throws down a Blight grenade, significantly weakening all the spirits present. The toxic mage blasts the team with radiation, but is quickly taken out along with Lliann. The two radiation spirits go free once their summoner dies, and decide to go somewhere without heavily armed shadowrunners.
Once the remaining guards in the basement are taken out, the team grabs Juliana and hurries back to their car before reinforcements can arrive from the higher stories of the buildling. Triage and Roadkill provide what treatment they can to her as soon as it's safe to do so, but it's clear she needs more than what they can provide in the field. They inform their J that the target has been secured, and are given the address of a street doctor in Redmond who can take her off their hands.
Aftermath
Juliana is left suffering from extreme radiation sickness, but she survives for the time being. She is left heavily traumatized, and still feels the pull of her corrupted ally spirit, where ever in the metaplanes she is now. Obsidian spends some time with Juliana while she recovers, helping her feel less alone. Several members of the team leave Glow City lightly irradiated after the run's events, but the ASPS's street doc has a lead lined room for the runners to sweat it out in for a few days.
Rewards
20,000¥ (10 RVP) + 5,000¥ from negotiations
9 Karma (9 RVP)
Gear Rewards for Magical Goods up to Avail 18 (1 RVP per 4,000¥ worth, up to 10 RVP)
Mundane Ascension for the Mundies
Initiation ordeal discount for the Awakened, for purging a toxic cult with barely any of your magical toolboxes
+3 Astral Space Preservation Society Faction Rep
+7 Wild Index
Roadkill: Can take Rad-Tolerant for 3 RVP
Game Quotes
Player After Action Reports (AARs)
Obsidian - ACAP huh? Got their hearts in the right place, but perhaps a bit too overzealous. They again...what a tactical blunder with that sage, should've never gotten a spell off. I really need to get better at Counterspelling.