Spy Games
Spy Games | |||||||||
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Factions Involved | |||||||||
ShadowHaven | Ares Macrotechnology | ||||||||
Voltage Vichnozeleny Absolute Zero Cricket |
Ares Security Mission Targets | ||||||||
Casualties and losses | |||||||||
James Riley |
Summary
The runners are hired to murder a man in his bed while planting encoded evidence in different locations. They succeed, though many mysteries remain.
Background
The runners are contacted about an elven man recruiting a team. Networking around different underworld circles, the man left few details in his wake but seemed legitimate enough for the team's fixers to refer their runners.
The Meet
The team are led to a nondescript building in the north-eastern part of Downtown. In the transition zone to Snohomish, the area lacked the energy and wealth of Downtown proper. The building was bare, with little to see other than a locked door, maglock activated. Waiting outside, the team chatted some, a bit of tension being added when Voltage and Cricket realized Vic was part of a group targeting gangs. Tiring of nothing happening, Vic eventually decided to bypass the maglock, breaking their way into the building.
Stepping into a generic hallway, an elf with soykaf walked past at the end, only to double take and head over to the team. Confused at how they got in, and somewhat curious why they didn't knock, the man lead the team over to a conference room. Inside, a few elves were scattered across the room, a small table to the side loaded with cheap donuts and soykaf and pop music being played through the air. At the centerpiece, an elven woman looked at the team as they entered, sipping soykaf and bobbing her head slightly to the music.
The Plan
The Run
Aftermath
Rewards
24,000 Nuyen (48000 of Bioware of Betaware or lower)
3 Karma
4 CDP
1 arm for Voltage