A mage, a decker, and a samurai walk into a bar

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A mage, a decker, and a samurai walk into a bar
Date2084-07-17
GMCountsfromzero
LocationSeattle Metroplex, Tacoma, Just outside the Federated Boeing Metalworks, A medium sized bar named "Bolt & Brew"
Status Threat Level: Low
Factions Involved
ShadowHaven Street Hoodlums
Tomb_Breaker
JuJu
Ashford
Draven
Character1
Character2


Summary

  • Non-standard freeform run* The players met at a bar, most got drunk, they played some pool against the local barfly bullies, and got kicked out at a very early closing time. Hearing screams shortly after leaving, they stumble-ran to the scene of a spirit of man standing over an unconscious boy, with two other young street toughs cowering from it. They battled the spirit until they realized it was attempting to protect the boy they were trying to save from it. Wild conjecture occurred, and the other boys were questioned harshly. Assuming the group was terrible rent-a-cops, the boys attempted to flee, but were stopped. The initially downed boy was healed, and finally the story came out - The downed boy, Ala-Din, was tricked by his mentor spirit, Raven, into summoning an f4 spirit, and he passed out (glitched his drain resist). The other two boys thought the spirit had killed him. Drunkenly amused at the ridiculousness of the entire situation, the players let the kids go, exchanged numbers, and went home.

Background

The four of you, each for your own reasons, find yourself at the wageslave bar, "Bolt and Brew" at around 9pm. Maybe you've met or worked with each other before, or maybe you just sense the not-corpo in each other, but you find yourselves drawn together to a booth or an old-timey billiards table, drinking and talking. There are no Johnson's here, no fixers, no immediate stress, and none of you are (currently) under fire. The bar closes in an hour, the wageslaves being expected to get a full night's sleep.

The Meet

The players trickled into the bar, exchanging stories with each other, ordering drinks from (https://shreloaded.net/wiki/Amelia_%22Millie%22_Carter)Millie, and generally having a good time

The Plan

They decided to play pool, got sidetracked by more conversation, and were challenged for the table by the local bar bullies. Ashford and Draven face off against them in pairs 8 ball, with TB cheerleading and JuJu acquiring snacks. Ashford and Draven win, sending the bullies packing. Shortly after, the bar closes and the group is gently ushered out by Millie and the other employees.

The Run

Upon leaving the bar and trying to decide what to do, the group hears screams from multiple voices. The make their way there as best they can, to be confronted with a very strange scene - A spirit of man is standing above a teenage boy who isn't moving, while two other boys scream in terror. With quick reflexes, Draven opens fire on the spirit with a mana bolt, and just as quickly, JuJu attempts to levitate the downed boy towards the group, and Ashford summons a spirit of Fire! Thinking surpisingly quickly for his very advanced case of inebriation, TD turns and runs to his car for a r6 medkit. The altercation continues for a while, until through some deft assensing and perception, the situation appears to begin de-escalating. Once this occurs, one of the cowering boys finds his courage and runs to the downed boy, attempting to wake him. Draven questions the boy as to what happened and the kid is so intimidated he believes the group are some kind of law enforcement. He attempts to flee the scene, but is stopped by a Trid Phantasm of HTR coming around the corner, paralyzing him with fear. About this time, TD returns, and the downed boy is hooked to the medpack. Slowly the story continues to come out from the two separate sources, the kids were going to rob the liquor store, and the downed boy Ala-Din summoned a spirit that was stronger than he should have been able to, and then promptly passed out from drain. The spirit, just wanting to get it's services out of the way, was simply trying to ensure the boy was in a condition to use them.

Aftermath

The group is dumbstruck by these revelations, and let the kids go with a strict warning to find the right path, before exchanging commcodes and attempting to find their way home for the evening

Rewards

After length and Pbp multipliers, final rewards as follows: 5 karma 1 street cred 4cdp - recommended but not required use bars+clubs knowledge skill 4cdp - recommended but not required use 2/1 contact, (https://shreloaded.net/wiki/Amelia_%22Millie%22_Carter) the bartender will remember you if you decide to go back, both how drunk the majority of the group was, and for drubbing the regulars/bullies at pool.

Game Quotes

Keeper M/TD: "I've got a medkitty!" Tyneman/Ashford: "Coohlus motha'fuckas' youse ever met." he'd respond, two limp finger guns raised

Player After Action Reports (AARs)

"Was I EVER that stupid? You dont just go summoning spirits to commit crimes, at least not without a good Fake SIN to pin it on! And children today seriously need to learn some manners" (Completely ironic coming from a barely 19 year, brand new runner on the scene, but at least his parents taught him basic common sense and manners....

A nice night on the town that almost went south. I'm sure glad I ran into Ashford, Draven, and TB. If I'd run into that wizkid group by myself it could've been dicey. The Bolt & Brew looks like my kind of bar, I'm gonna make that a regular stop. I might run into those runners again and even if I don't I can chat up Millie about goings on.

Well, I sure hope there were no electronic witnesses around. I remember the Bolt and Brew, spending time looking for the sponsor alone. Then, it just got weirder. Three cool people, though I was well into the bottle by then. Pool, chitchat. The bar closed and I had the dumbest drunk dreams about kids and spirits and magic and the fragging HTR. As a man of science, it logically can't have happened. Just wondering about the three new commcodes and the guacamole cracker bits in the jeep - I don't even eat those...