The Blood War

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The Blood War
Part of Festering Infestation
Date2082-02-02
GMAsmodeus
LocationRedmond, Glow City
Status Threat Level: High
Factions Involved
ShadowHaven
Nameless
Black Mages
Skimmer
Lil Boomer
Pell
Witchblade
Cerberi, Black Mages, Fire Spirits & Houndmasters
Casualties and losses
None None


Summary

A weird truce is made between Christians and wannabe satanists. Whaddya know.

Background

Nameless managed to migrate his ghoul horde into Glow City, but his troubles have only begun. He's been harassed even there, forcing him to rely on his shadowrunning friends for help.

The Meet

Skimmer agrees to show everyone how to get to Nameless' underground hideout. Lil' Boomer seems enthusiastic! Witchblade also has morons from Mana Academy tagging along, but seems like they realize this isn't quite the time. As Nameless guides them to some floor cushions and sits down to explain the situation, Lil' Boomer is enamored with another intelligent ghoul despite being a Made Tamanous Man, the type Nameless would kill with glee if he knew what the guy was. A cabal of black mages have been attacking his disciples when they've gone topside for scavenging and Nameless can't take them head-on by himself. While he wants to remain peaceful, he's at his rope's end and can't think of other approaches. He gives them little information, but can only offer his services as a reward. The team enthusiastically accepts -- and Witchblade might've found a place to take ganger students on a field trip!

The Plan

Given some planning, an escort inside of the cordon in an unmarked white van and some spirit scouting, the team begins formulating a plan to exfil the civilians without raising an alarm. There's plenty of Starscreamers already in the building, so they plan to advance through the fire escape to the third floor, skip across the balconies and open some of the bedroom windows to rope the civilians down to street level. Canter's spirit scouting does wonders here.

The Run

While there's a couple of close calls because of Frostbite's unnatural astral signature, the occupying Starscreamers don't notice a thing as Toughie and Frostbite make their way to the bedrooms in the northeast corner of the third floor. Canter's spirit possesses one of the civilians and tells them to stay calm; none of the others really believe this peculiar apparition and almost scream to the Halloweeners for help (what a dumb idea that is). The possessed civilian begins opening the bedroom window while Toughie manages to make the jump on top of a ventilation fan, climbing in and tying a rope to the bedpost. One by one Frostbite and Toughie begin helping the two down as the spirit leaves to do its own thing and Canter summons another, her frail and aged body starting to cough up blood from the strain. While she's busy giving cookies to everyone like a kind little grandma, her spirit possesses one of the remaining civilians in an adjacent bedroom and opens the second window without alerting the guards outside the bedroom.

The moment of truth. Toughie barely manages to swing his way across and ties his rope on the bedpost again, letting the last two civvies evacuate. It's then that one of them mentions a stray girl having been tied up in the elevator after trying to help them. Not wanting to leave a single girl to her fate with the gangers, the team untie the ropes and with Toughie's miraculously great climbing skills get to the rooftop. Canter's third spirit for the day possesses a rat and manages to climb along the elevator cables to the captive girl, none other than Irene from To Defeat A Villain. Cuffed, mage masked and tied up several times over as well as heavily bruised, she's set free by the rat's diligent and relentless chewing on the restraints. Toughie lowers himself down the cables and helps the rest of them off, throwing the injured girl onto her back and muscling his way back up on the roof. After a careful descent, he hauls Irene to the white van along with the rest of the civilians and all three runners evacuate, without the gangers being any the wiser.

Aftermath

Constable Jane's relieved to see the civilians relatively unharmed, though Irene asked to be dropped off earlier on. She'll keep doing heroic work in the area and keep innocents safe, and as thanks for doing the job discreetly Jane offers to provide some surplus KE gear to the runners if they so desire. Some of them gladly take the offer, others were simply happy to do the right thing. Jane even offers her services if they end up needing a hand at a later date!

Rewards

  • 6 Karma
  • Riot/Security Gear with various Armor Modifications or Ares weapons up to 18 Availability (max. 28,000 Nuyen)
  • 2 CDP
  • Optional Contact: Constable Jane Dior, 5/1 Knight Errant Surplus Fence

Player After Action Reports (AARs)