Difference between revisions of "Deadman"

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This page is for the current Deadman character played in Shadowbutts (using the Starfinder Playing system). For Deadman in Shadowbuns (using Shadowrun as the playing system), [[Deadman_(Shadowrun)|see here]].
==Background==
==Background==
Deadman is English, and he lives in Detroit. He may have made some powerful enemies back in the UK ~9 years ago. It may be an Arch Duke. And it may finally be coming back to bite him in the ass.
Deadman is English, and he lives in Detroit. He may have made some powerful enemies back in the UK ~9 years ago. It may be an Arch Duke. And it may finally be coming back to bite him in the ass.
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Deadman rarely travels without some sort of projectile weapon on his person. If it's not a gun, it's a stun-gun. If it's not a stun-gun, it's a knife. If it's not a knife... you've got the wrong guy. Deadman is willing to blast his way out of most situations if it comes down to it. If he hasn't already convinced his enemy to run with his mouth, he'll make sure they do with his gun.
Deadman rarely travels without some sort of projectile weapon on his person. If it's not a gun, it's a stun-gun. If it's not a stun-gun, it's a knife. If it's not a knife... you've got the wrong guy. Deadman is willing to blast his way out of most situations if it comes down to it. If he hasn't already convinced his enemy to run with his mouth, he'll make sure they do with his gun.


== Using Novacoke ==


* Vector: Inhalation, Injection
* Speed: '''1 Combat Turn'''
* Duration: (10—Body) hours, minimum of 1 hour
* Addiction Type: Both
* Effect: '''+1 Reaction, +1 Charisma, +1 Perception, +1 Social Limit, High Pain Tolerance 1 (p. 74)'''
* A stimulant derived from coca plants, novacoke is a highly addictive social drug.
* '''After the drug wears off, Charisma and Willpower are both reduced to 1, and all limits are at –1 for a duration equal to the duration of the initial effect.'''


==Contacts==
==Contacts==
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=== Archduke Kingsly Archibald ===
=== Archduke Kingsly Archibald ===


Deadman's nemesis. From before Detroit. This man wants to kill Deadman for something that happened a long time ago.
Deadman's nemesis. From before Detroit. This man wants to kill Deadman for something that happened a long time ago.  
 
'''As of 8/2/2018, this character is deceased'''


=== C-Bone ===
=== C-Bone ===
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=== Dynamite ===
=== Dynamite ===


== Qualities ==
Easily the strongest Orc Deadman has ever met. Also the most laid-back, soft-spoken Orc Deadman has ever met.
 
== Using Novacoke ==
 
* Vector: Inhalation, Injection
* Speed: '''1 Combat Turn'''
* Duration: (10-Body) hours, minimum of 1 hour
* Addiction Type: Both
* Effect: '''+1 Reaction, +1 Charisma, +1 Perception, +1 Social Limit, High Pain Tolerance 1 (p. 74)'''
* A stimulant derived from coca plants, novacoke is a highly addictive social drug.
* '''After the drug wears off, Charisma and Willpower are both reduced to 1, and all limits are at –1 for a duration equal to the duration of the initial effect.'''
 
== Theme Qualities: Outlaw ==
 
=== THEME KNOWLEDGE (1ST) ===
You are well connected to shadowy secrets and back-alley
deals, and you both know about key players and have handy
skills of your own. Reduce the DC of Culture checks to recall
knowledge about the criminal underworld by 5. Sleight of
Hand is a class skill for you, though if it is a class skill from
the class you take at 1st level, you instead gain a +1 bonus
to Sleight of Hand checks. In addition, you gain an ability
adjustment of +1 to Dexterity at character creation.
 
== Class Qualities: Envoy ==
 
=== ENVOY IMPROVISATION 1st Level ===
As you gain experience, you learn envoy improvisations—
tricks that bolster allies, confound enemies, or change the
and flow of battle using guile, inspiration, or luck. You learn
first envoy improvisation at 1st level, and you learn an addi
improvisation at 2nd level and every 2 levels thereafter. The
envoy improvisations appears on page 62.
If an improvisation allows you to grant an effect to an ally
cannot grant yourself that effect unless the improvisation s
otherwise. If an envoy improvisation allows a saving throw to
its effects or requires an enemy to attempt a skill check, the
equal to 10 + half your envoy level + your Charisma modifier.
Some envoy improvisations are language-dependent,
affecting, sense-dependent, or some combination of any or
these. These terms are defined on page 270.
 
==== Not in the Face (Ex) (Sense-Dependent) ====
As a move action, you can choose one enemy within 60 feet.
That enemy must succeed at a Will save or take a –4 penalty to
all attacks it makes against you until the end of your next turn.
At 6th level, you can spend 1 Resolve Point to make the
enemy take the penalty with no saving throw allowed.
 
==== Don’t Quit (Ex) (Sense-Dependent, Mind-affecting) ====
As a standard action, you can signal a single ally within 60 feet.
That ally ignores one condition (see page 273) of your choice
until the start of your next turn, chosen from the following list:
confused, fascinated, fatigued, shaken, sickened, and staggered.
While your ally doesn’t suffer the effects of the condition
during that period, the condition is merely suppressed, not
removed, and its effects resume at the start of your next turn.
The condition can still be removed with spells, technology, and
other effects as normal.
At 6th level, add the following conditions to the list:
cowering, dazed, exhausted, frightened, nauseated, panicked,
paralyzed, and stunned.
 
=== EXPERTISE (EX) 1st Level ===
You are an expert at dealing with challenges that test your
be the challenges social or otherwise. At 1st level, when attem
a Sense Motive check, you can roll 1d6 (your expertise die
add the result of the roll to your check as an insight bonus
can use this and other expertise abilities as long as you ha
least 1 Resolve Point remaining. At 5th level, anytime you roll
expertise die, you gain a +1 bonus to the result. At 9th, 17th
20th levels, this bonus increases by 1. At 13th level, you roll 1
your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise
skills to which you can add your expertise die that you have
selected with the Skill Focus feat. For each such skill, once pe
when rolling your expertise die to add to that skill, you may ro
expertise die twice and take the better of the two results
 
=== SKILL EXPERTISE (EX) 1st Level ===
At 1st level and every 4 levels thereafter, you can use expertise
with one additional class skill. You must have at least 1 rank in
a skill to select it, and it must come from the following list: Bluff
(Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise
(Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).
 
=== EXPERTISE TALENT 3rd Level ===
At 3rd level and every 4 levels thereafter, you choose an
expertise talent, which gives you an extra option when using a
skill with which you have expertise. The list of expertise talents
appears on pages 269–270.
 
==== Watch Out (Ex) (V,S,M) ====
As a reaction, when an enemy makes a ranged attack against
an ally within 60 feet of you, you can warn that ally of the
danger. You must spend your reaction when the enemy
declares the attack but before it makes the attack roll. Your
ally can spend a reaction to gain a +4 to AC against the
triggering attack. Once the triggering attack is resolved, the
ally falls prone.
At 8th level, you can spend 1 Resolve Point to prevent your
ally from falling prone after the attack.


=== Positive ===
=== WEAPON SPECIALIZATION (EX) ===
You gain the Weapon Specialization feat as a bonus feat for
each weapon type with which this class grants you proficiency.


* ''' Bilingual'''
== Feats ==
**COST: 5 KARMA
** A character with this quality reads, writes, and speaks a second language fluently. They can list a second language as a native tongue (see Language Skills, p. 150).
** This quality can only be acquired at character creation; selecting it gives the character a second free language skill during Step Five: Purchase Active, Knowledge, and Language Skills, (p. 88)
* '''Blandness'''
** COST: 8 KARMA
** This character blends into a crowd; he’s seldom noticed and easily forgotten. He is unremarkable in every aspect of physical appearance. Anyone attempting to describe the character cannot come up with anything more precise than “average height, average build, average hair, etc.”
** '''Increase the threshold for anyone to recall specific details about the character by 1. This means a Memory Test with a diffculty of Average (threshold of 2) becomes a Hard test (threshold of 3).'''
** '''Individuals attempting to shadow or physically locate a character with the Blandness quality in a populated setting receive a –2 dice pool modifer on all tests related to their search.'''
*** The same penalty applies if they’re asking around about the person based on the individual’s physical appearance. The modifer does not, however, apply to magical or Matrix searches. If the character acquires any visible tattoos, scars, obvious cyberware, or other distinguishing features, the bonuses from the Blandness quality go away until the distinctive features are removed from the character’s appearance.
** In certain circumstances and specific situations, the gamemaster may determine that Blandness does not apply. For example, a troll with the Blandness quality still towers head and shoulders over a crowd of humans and so still stands out, no matter how average their horns may be. The character only regains his bonus by leaving the situation where he stands out.
* '''Lucky'''
**COST: 12 KARMA
** The dice roll and the coin flips this character’s way more often than not, giving her the chance to drop jaws in amazement at her good fortune. '''Lucky allows a character to possess an Edge attribute one point higher than his metatype maximum (for example, a human character could raise her Edge to 8).''' Note that taking this quality does not actually increase the character’s current Edge rating, it just allows her the opportunity to do so; the Karma cost for gaining the extra point must still be paid. This quality may only be taken once and must be approved by the gamemaster. The Lucky quality cannot be combined with Exceptional Attribute


=== Negative ===
====Fast Talk (1st level)====
You can baffle a foe with chatter to disguise the start of battle.


* '''Bad Rep'''
'''Prerequisites''': Bluff 5 ranks.
** BONUS: 7 KARMA
 
** A character with a Bad Rep quality has a dark and lasting stain on her reputation. She may be a former Knight Errant cop known to have been particularly brutal in dealing with shadowrunners. Or word on the street might be that she once killed a member of her own runner team. If she’s Awakened and comes from a polluted region, it may be generally accepted that she’s a toxic shaman. Whether she is actually guilty of any wrongdoing is not relevant.  
'''Benefit''': You can distract a creature with a confusing barrage
** What people believe she has done has permanently tainted the way they see her and how they deal with her. '''Whatever the reason, the character starts play with 3 points of Notoriety (p. 372) that can only be removed or decreased by confronting and resolving the source of the bad reputation.''' Only then may the Bad Rep quality be bought off with Karma
of words, causing it to be surprised at the beginning of
* '''Insomnia (Basic)'''
combat. You can use this ability only on a creature you are
** BONUS: 10 KARMA
able to converse with (it must be able to see or hear you and
** A character with the Insomnia quality has trouble falling asleep and seldom feels well rested. Usually, this is only an annoyance. For runners, however, this can become a major problem when they are dependent on being able to rest at every opportunity to remain sharp.
understand your words) prior to the beginning of combat,
** Insomnia can lengthen the amount of time it takes for a character to recover Stun damage.
and you must continue to converse with it until combat
** '''At the 10 Karma level, before a character rolls his Body + Willpower to recover Stun damage, the character rolls an Intuition + Willpower (4) Test.''' If the character succeeds on this test, the character is not impeded by Insomnia and the character regains Stun damage as normal. He also regains his Edge after 8 hours of restful sleep. If the character fails, double the amount of time it normally would take for a character to recover their Stun damage. So instead of healing a number of boxes of Stun damage in an hour, it now takes two hours per roll. If the character is affected by Insomnia, the character does not have his Edge refreshed and may not have it refreshed for up to another 24 hours.
begins. You can’t use this ability if you are the one to instigate
combat or if you are unaware at the start of combat.
When the GM declares that combat has begun, but before
initiative is rolled, you can spend 1 Resolve Point to attempt
a Bluff check against a single creature that this ability can
affect. The DC is equal to 15 + the target’s total Perception
skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is
higher. If your check is successful, the target creature is
considered unaware at the start of combat, allowing other
creatures (including yourself) to act in a surprise round. Once
you have attempted to use this ability on a creature, whether
or not you succeed, it is immune to this ability for 24 hours.
 
==== Mobility (Combat) (1st Level) ====
You can easily move past dangerous foes.
 
'''Prerequisites''': Dex 13.
 
'''Benefit''': You gain a +4 bonus to your Armor Class against
attacks of opportunity that you provoke by leaving a
threatened square
 
==== Deadly Aim (3rd level) ====
 
Your can strike your enemies’ weak points and deal more damage.
 
'''Prerequisites''': Base attack bonus +1.
 
'''Benefit''': When you take the attack or full attack action with
weapons (including a solarian’s solar manifestation, but not
spells or other special abilities of any kind), you can take a
–2 penalty to your attack rolls. If you do, those attacks deal
additional damage equal to half your base attack bonus
(minimum 1).
 
=== Unfriendly Fire (5th level) ===
As a reaction when an attacker makes a ranged
attack against you and misses, you can attempt a Bluff
check to redirect the attack toward a different target.
The new target must be adjacent to you and within line
of sight and line of effect of the original attacker. The DC
for this check is equal to either 10 + the attacker’s total
Sense Motive skill bonus, or 15 + 1-1/2 × the attacker’s CR,
whichever is greater. You can’t take 10 on this check. If you
succeed, the original attacker rerolls the attack roll (see
page 243) with the same bonuses against the appropriate
Armor Class of the new target.
Once a creature has observed you use this feat, even if
that creature is neither the attacker nor the new target, you
can’t use this feat to attempt to redirect attacks from that
creature for 24 hours.


== Session Notes ==
== Session Notes ==
=== 1/30/2020 ===
* We finish the fight. Deadman gets hit with some bad poison. It's not good.
* We kill the baddies, save one. We question him.
* He was hired with another guy to protect the facility.
** They're doing weird stuff. There's something underground.
* They let the last guy go. Then investigate the dead dragon monster and the other dead guy.
** The other dead guy looks kind of like Marcel Macroux, but it's not him. This dude is clearly French Canadian. Fur-covered Denim Jacket.
*** He has a credstick with 200 NuYen, his membership card to the big game hunter's association of Colorado Springs, Ring of keys (old keys)
**** Deadman takes the keys
* Deadman is feeling some wriggling in his arm. It's real itchy
** After a Fort save, things seem... okay....
* Deadman has this urge to touch an altar we find.  He hears the Archduke's voice in his head to touch it. The lights dim, then resume.
* I guess we solved the problem????
* We leave, then go to find Benson... at an arcade.
** "Benson, if you lose this, you're never going to space camp."
* Benson is winning a game, Deadman hands him the 200 NuYen. HE WINS.
* The session wraps, as Benson yells "SPACE CAMP" running out of the arcade after his big win, fist pumped to the sky. BREAKFAST CLUB STYLE.
=== 11/14/2019 ===
* Benson gives us a dossier of organized info
* We review it in the middle of the table at a hindenberger
* We get some info on the MAUS
** Who we may run into
** The history...
** A disease (the ghoul virus) has been spreading around underground
* The Maus is quarantined to keep the ghouls in
* We're off to take care of these dragon worshippers who APPARENTLY killed a local priest.
* We get a picture of a slightly older guy
* We get a photo of a stately looking ork
** Acelion Tarnov, Deadman knows him as a connection in the city
*** He's helped Deadman with some semi-corp connections in the city
* Deadman shoots him a message about the Maus, he gets a location for them to meet - a fancy cafe in the mid-districts in the Cube
* The cube is clean, pristine. Glass, floor to ceiling. There's simulated sunlight on all floors. It feels like we're outside.
** Crisp, mountain air flows throughout. It's somehow cleaner air inside than outside.
* The dragon worshippers have taken over a former corporate complex.
** Aztechnology
* If you recall: Many corps were run underground due to, you know, the dragon.
* This complex was all about experimenting on people... biologically.
* There might be ghouls... probably some other bad shit.
* So we ask for where the best entrance would be for us... he gives us a few.
** Direct route, follow through the Maus. It's gonna be rough.
** Air ducts? Probably harder to approach.
** We could go through a sewer. Gonna say no to that.
** We could... dig through?
* But about these dragon cultists...
* We find our way into the facility via airduct.
* Killy and MRV do a little hacking and a little surveilence
* We jam a door, then go in another, we find a dark room... move to the door, another dark room.
* We round a corner and run into a dwarf.
* We melt him. whoops.
* Continuing on, we find a round room with a square table. More of the same equipment as we found in CLUE... shit.
* We find a room with a dragon statue. MRV knows a bunch about Dragons. (Culture Check!)
** This area is big on dragon and drake hunting.
* IN this room though... deadman sees a young elven face on a shadowy figure... Killy and MRV don't see this figure.
** It's the face... of the Archduke.
* The figure fades away, deadman shakes out his nerves and does a line of novacoke. He's riled up.
* The gang goes to leave through another room, but there are voices on the other side of the door.
* MRV casts a ghost sound like a dragon roaring
* One guy comes through the door... and we pounce on him.
* Then a fight breaks out. A big fucking monster shows up. It's nasty.
* We end on Deadman getting hit by this monster, and it absorbs something nasty from Deadman.
** WE'LL RESOLVE THE BAD SHIT NEXT TIME.
=== 9/26/2019 ===
* Killy hacks into her Iguana's instagram (Fella is its name)
** She renames him to be "Felix the Fella"
** it's a BRAND reveal, his *actual* name is "Felix"
* We're going to an URBAN BRAWL game. The tickets we got are VIP, front-row.
** Local game, two denver teams - Sentennial City Sentinals vs Lakewood Lightening
* Urban Brawl holds the old USA together, even after the split of the country.
* The game takes place at BAJA BLAST STADIUM brought to you by MTN DEW
* SO we go to the game.
* Deadman sneaks in a knife
* Deadman gets a hologram with MAX WREKKER to show on the back of his suit. He has a ticker hologram that reads out info of the game.
* MRV feels awkward. Killy dresses like a goth girl with magazine cutouts patched onto her clothes. She has a pocket full of crickets for Felix.
** Felix has a patch around his back and a straw hat on his head.
* Benson wants a scarf.
* Deadman does a line of novacoke before they get in line.
* We talk to a bookie. He says the Sentinels have a 3:1 odds for winner
** Deadman puts down 50 NuYen, MRV puts down 1000
*** Deadman changes his mind, puts down 1000 NuYen, too
* Deadman suggests we talk to the bookie's boss to make sure everything is savvy. Deadman has a suspicion that there could be some... fixing in this game done by the bookies. Regardless, if we make the bet: We wanna make sure he gets his cut.
* We take a walk with this bookie up some stairs.
** His name is Slice. His boss is named Cycle. He's "THE BOOKIE" for the Baja Blast Stadium brought to you by MTN DEW.
* Deadman susses out why the odds are in the Sentinals' favor. He thinks the people of Denver might push some money mid-game into the match to give the Sentinels a bit of help.
* Deadman gives the bookie the money, making sure Slice gets his cut.
* We get escorted to our seats.
* The seats are LAVISH.
** We make plans to influence our odds. Definitely.
** We get food (A filet mignon, asparagus, and a NeoDietCoke)
* The game starts
* We eat. We fuck with the high rollers.
* A rich dude talks to us, wants to know us, wants to maybe bet some... stuff on the game.
* The Sentinals win, the rich man congratulates us. Hopes he cna see us again.
* We run into Slice and head to see Cycle, drinking champagne.
* We get 3600 NuYen (already minus the service charge)
* Cycle says we should come back, deadman sends over his contact info and says to let them know if there's a "good game" coming up.
* Deadman COMPLETELY forgot to buy Benson a scarf (as we knew he would)
** BUT HE'S GOING TO SPACE CAMP BAYBEEEEE
* He pays the 150 nuyen for the steak.
* NEXT TIME. WE GO INTO THE MAWS.
=== 9/19/2019 ===
* We take the pod to an Andretti burn house, not that secure, but not Deadman's apartment.
* We get into an old freezer in the back of a restauant.
* MRV checks out the pod to see if there are any trackers or disabling devices
* The pod has plants and a lizard inside it.
* They debate on what to do with this pod, Killy texts the robot man at EVIDENCE
** She really wants to save this lizard, but also figure out what these plants are.
* The robot fella shows up, we don't know his name.
* We don't know what to do with these plants. We ask the robot guy to help get this stuff out. Killy is a little awkward.
* We find out that this robot's name is Gene. He was on Jerry's list.
* He doesn't know who Walter Ma is.
* We ask about what to do with the pod, but we could probably return it for... some money?
* Gene wishes that we would continue with the investigation.
* But who knows more about this stuff?
* Gene knows someone, he sends us a data squirt with this woman's info.
** It's the "Social Profiler" page for Holly Hell. She's a rockstar botonist, a human, she wears a cool band t-shirt under a ratty labcoat. Piercings, sunglasses on backwards, a bandanna around her neck. Undercut hairstyle with patterns of silver and gold cybertech.
*** Her shirt has a tunnel on it that looks like you're looking into a void.
* We close up the pod and bid farewell to Gene.
* Deadman sends a message to Holly Hell, she responds quickly with a location, a restaurant in a public place.
** Delilah's Classic Double Double Danish Diner.
* We take a sample from the pod.
* Cut to the diner, deadman gets a donut burger because Killy ordered for everyone.
* Holly shows up, she's rude.
* MRV gives her a test tube with a plant in it. She knows Jerry.
* She also knows the lizard.
** This is Jerry's lizard, his name is... Fella?
* Killy, "Wait, is there some kind of gardener's mafia?
* Holly, "We don't call ourselves that any more."
* Before today, MRV and Deadman have never seen a Lizard or a plant bearing fruit before.
* Deadman asks Holly what we can do to get her out of our lives and get rid of these plants?
** "Listen, if you're gonna be in this city, you're GONNA see more gardeners."
* She says she can help us out if we can help her out in the future.
* MRV says, "Sure. 5k for the plants, then we're square."
** Holly is not happy about that. She leaves.
* Killy runs out to catch her. Gets 800 NuYen for the pod and three tickets to URBAN BRAWL.
** Holly fuckin LIFTS the goddamn pod over her shoulder.
* Killy comes back, and slides 1000 NuYen to the boys and the tickets.
* And we argue about going to the game. But, Deadman says, it IS her day...
* SO THEY GO TO THE GAAAAAME
** Sentennial City Sentinals vs Lakewood Lightening
=== 8/29/2019 ===
* We get to the button where CLUE resides.
** Unlike the other gardens, this one seems very active
* This is hipsterville
* We get into the foyer and Killy tries to chit-chat with some gardners
* We get in an elevator, heading to the top floor... nope. The basement.
* We get into a private room, MRV hacks the computer
* Deadman argues with Killy about why they're even doing this. She isn't sure if she should feel bad about taking info off a dead person.
** Deadman rants about them not being cops. About how their life allows for a lot, even if it's rough. If she wants to be a lawman, she can just go join Lonestar.
* The computer dings and MRV has found a bunch of notes from Jerry Strawberry. THE MYSTERY UNFOLDS.
** "Where does the water in Denver come from?"
** "Someone has been tampering with the soil / water to change the ecosystem in EVIDENCE and LEAD."
** Jerry has been coming to CLUE to do... hidden things.
** There is also a Penthouse garden.
** Jerry has a list of names of people he thinks have been tampering with the garden.
* Killy and MRV narrow down the names:
** Jean the Gardner
** Harrison Hewitt
** Walter Ma
* MRV finds a sticky note with username/password on them
* After checking the storage closet, we head into the HUGE main room.
** 60-70ft ceiling, huge trees cut off at various heights. Lots of mushrooms around.
* We find a body pile... MRV and Deadman lay them out, check them out.
** No cybernetics, nothing really worth taking. Just dead humanoids.
* Deadman goes to wash his hands and a giant disgusting monster made of body parts explodes out of the water. WE FIGHT.
* This thing fucks Deadman up, goo is exploding off the monster as we hit it.
* We beat the beast and it is NASTY business
* Killy and MRV investigate the boxes in this garden.
* MRV finds a computer, gets past the Corporate ICE
* He reads through the message, someone is setting up something... with these machines?
** Tracking success in modifing the plants it is connected to...
* In the last box, Killy finds a large bio-pod. Glass exterior, inside she sees dozens of plant samples.
** There's also a lizard in there...
* We steal the pod, and a dolly...
* Deadman causes a distraction as Killy and MRV steal the pod into Benson's car.
* MRV loads the dolly into Benson's car. We are just stealing things.
* Killy, "Should we have killed that old lady?"
* Deadman: "Are you FUCKING joking with me."
* End Session
=== 7/18/2019 ===
* New tech on the streets, a rise of ghouls, a spotting of the big bad dragon (The Ghost Walker)...
* We open in Deadman's neighborhood, The Promenade
* We go to the Grackle
* Chat with the bartender - Darrel Faren
** The Gruff Brothers
*** Donnie and Delly
** A dude in a suit - Works for Aztecnology
*** A major player in tech before the dragon showed up, he burned up their shit. BAD.
*** Their presence is pretty small now, mostly charity... or so it seems.
** Tiny Tim, a troll... prob not talkative
** A few elves who work for a local gang
* Deadman plays Minecraft The Trading Card Game with one of the Gruff Brothers. He loses, but gracefully.
* They talk about jobs... Delly offers them a job to do some violence.
** Are there any lines you won't cross?
*** Deadman: "Lines? There are lines, blurred lines, no lines... no, I can't say we have any."
* The job: Someone kind was killed. They want to find who did it.
* The Job is in THE MAWS, beneath the city.
** THE MAWS: Tunnels that can get you anywhere in the cube, underground. There be ghouls there.
** They want us to go to a meeting place and take out these folks. They meet on the second half of the week. It's Monday.
* They show us a picture of the dude who runs the group.
** He's in posession of an amulet, something we could take as proof.
** His group is a bunch of cultists, a cult of the Dragon Ghost Walker.
** They kill corps, but they're fanatics.
* Kill the cultists, kill the leader, don't die.
* The gang might have some cash.
* Hazard pay: 1k nuyen each, extra after:
* The dude who was killed - Local Pastor - The fucking dude we killed. GREAT. FUCKING. GOOD.
* Meanwhile, Killy wants us to look into this Jerry Strawberry fella. And his garden.
* We go to the EVIDENCE garden. We meet a robot/cyborg fella name
* After talking about Jerry Strawberry, we get jumped by a weird ninja dude who EXPLODES when his skin is exposed to light.
* We decide to get Hindenburger, then go scope out the CLUE garden.
=== 7/5/2019 ===
* We finish the fight!
* Drones die!
* Items we find on the mage:
** A tactical knife
** An azimuth lazer pistol
** Fancy belt? Banded leather with steel in the middle with runes in it. Indentations + Gems mounted?
*** 3 Gems on the belt remain
*** Gems in his pocket, they're "dead and lifeless"
** 400 Nuyen
* MRV finds on the cybernetic guy he dropped off the catwalk
** Azumuth lazer pistol
* We find the super guns
* Another 500 nuyen - We give that to Benson (400 nuyen after burgers)
* Deadman finds a bag of M&M&M's - M&Ms after they merged with Marlboro cigarettes. They're M&Ms fused with nicotine. This is very much Deadman's shit.
* We load up the guns in the car, we load up a bunch of mundane weapons in crates into the Cadillac Fargo that Benson is driving
* MRV and Deadman have never seen guns like this before
* We have the guns. Now we need to sell them.
* We get Hindenburger. It's delicious.
* Before we drop off the guns we outfit the car with small arms to allow us to always be able to reach for a gun in the backseat.
* We each get 5000 nuyen from Post (the Fence)
** We should be getting another 5k each from the fence... HOPEFULLY
* Saint begins to part ways with us, but sends us info on The Grackle, a place where shadowrunners find jobs in Denver.
* Deadman fights with people online about investigating The Grackle. He's a real shithead about getting info and gets mod-flagged n Shadow-Craigslist.
** Finally, someone DMs him and says they'll go check it out for 150 nuyen. This whole ordeal takes 3 days because Deadman was such a shit online about it before.
* Killy investigates JErry Strawberry's rooftop garden
* Deadman gets some info about The Grackle from this surfer anonymous dude. hundreds of pictures and snap-chat-esque photos and little videos.
** Photos of events upcoming, menus, the bar, the general layout.
* Check in with Post, and we get another 5k nuyen each!
** 10k total this session (minus 150 nuyen for deadman who spent some on getting info on the Grackle)
=== 5/23/2019 ===
* The gang meets up with Saint in the morning
* Then giovanni calls. He's not happy. They're gonna miss the window to rob this warehouse.
* Saint tries to talk Giovanni down... it doesn't work to well
* Oh, and Saint needs to kill a priest for his old buddies
* So the gang starts to drive around the city to come up with a plan
* So we kill the priest. It's efficient. We are monsters. But efficient monsters.
* Saint has some awkward text exchanges with his new boyfriend(?) Nathan to try to get him to pull heat off the warehouse
* Saint explains the dealio to the gang
* Saint goes to drop off the body, meets Nathan and a few of his boys - his friends don't show up
* MRV, Killy, and Deadman approach the warehouse...
* MRV and Killy take the cameras and the drones
* MRV picks the lock, and we're in.
* NEXT TIME WE ROB THE PLACE
=== 04/25/2019 ===
* We're trying to steal guns from this group, and they're being protected by The Iron Jackals (a gang)
** Hammer has the guns
==== MARCEL ====
* Matty - Kait
* Jesse Reed - Brian
* The NPC baddies jump Saint after his date (where Saint gets some info from Nathan)
** Specifically info about the security of the building
* We threaten and fight saint.
* The fight fizzles and we threaten saint. He says he'll give the gang the money he stole (~1 year ago)
* Matty offers him a job - Kill a priest (he's not a good dude)
* Saint agrees and Marcel and co back off... then leave for the night
=== 4/11/2019 ===
Marcel Marcoux
* Former cohort of Saint
* French, from Quebec
* HUNTS. Has a crossbow & a club/baton
* He is back to HUNT Saint down with the other two folks.
* He has a metal jaw, and really the left half of his body is cyberware because of a TERRIBLE accident.
** He hides this, because cyberware is shamed in the REPUBLIK au QUEBEC
Game Notes:


=== 01/28/2017 ===
* We wait until the next day, no word from Saint
* Killy searches the Matrix for recently killed Runners
* We go look in a nearby hospital for deadbodies
* MRV causes a distraction as Killy sneaks into a side room to steal a disguise to sneak into the morgue
* Deadman starts filling out paperwork... and gets lost in it.


* Fat Lee (Harrison Lee) - Troll
=== 2/21/2019 ===
** Lots of disappearances, mostly having to do with the New Gang - The Slicers - Fat Lee thinks its them at least
* Saint  is a very average looking dude, he's bald, scrawny looking white dude
** He wants our "real" names
** Saint is TRYING to be unassuming, whereas Deadman IS unassuming
** Gives us magic tea to find out information about the missing people on Golden Street by infiltrating Terminus to see what the Slicers are about
** Jason Alexander, but skinny
** Fat Lee indirectly gives us an address that ISN'T terminus to check out
* thw gang splits into two groups: Killy & Saint, Deadman and MRV
*** A cafe called "CafeTM"
* MRV and Deadman see some guys down their alley, MRV climbs on to the neighboring building and scopes out the building we are trying to get into
*** And, just like terminus, this place looks like a Host in the matrix (all black and square)
* The goal here: '''Steal some guns and sell them'''
**** Deadman thinks it's pretty lame
* Killy and Saint meet Deadman in the back, their alleyway was bare minus a door with an eye slit
* MRV discovers a chatlog of two members of The Slicers, they found a guy and a thing on him
* MRV comes back and explains that the building has HUGE boxes inside, maybe 15 people inside
** One of the folks might be Dylan Foster? Post most recent Matrix crash. e-sports guy.
* Saint uses his charming "ability" to get us into the warehouse. BOOM
* Everyone decides to use Deadman as bait to try to get picked up by The Slicers
* We know The Hammer's gang has NEWTACK aka weapons being used overseas in the European war - top of the line tech, that's what we're here to find
* But the gang ends up knocking out the kidnappers and find a cyborg
* We go inside, we get in good with Nathan the shopkeep
* The dude has no memory, save one IMPORTANT file
* He shows us one of the Plasma weapon... it's real shiny and nice
* He has info on Project Omega - aka Project Titan
* Some folks buy some simple weapon stuff, then we decide... we're gonna rob the place tomorrow
* He replays a memory... the Archduke is the person being lead around a factory
* And the Slicers took this cyborg's main hard drive... back to Terminus
* Find a bunker under Terminus, knock out all the dudes
* The HD isn't here. It's been transported to a trade deal with the cutters
* Robert Green (e-sports dude) is the person we're looking for. Sent a message to C-Bone to see if he can find any info on the guy.
* Find a drone watching over the eventual deal
* Decide to rob the place and get a pile of loot, then watch over the deal, then rob the Cutters after they take it.


=== 11/26/2016 ===


* Knocked over a Humanis truck - super secure
=== 8/30/2018 ===
* Deadman welcomes the group into his apartment.
* He gets charmed by Scout
*... so naturally he kinds of flirty with Scout
* He tells the gang about a job, to rob The Iron Jackals and their leader Avery “The Hammer” Gell
* Lots of guns, imported
* Deadman says, "We can rob them, or we can bargain with them."
* The Iron Jackals has stored the guns out in some old warehouses out by the Rockies
* He explains that they can get 15K nuyen each for this job
* They agree to go to a burger place to talk the job specifics over
** Best Friends Burger Buffet (formerly a Hot n Now)
* Deadman kind of fights some children about getting a milkshake
* The gang decides to scope out the warehouses
* Deadman has a man who drives him around, his name is benson
* Benson drives a 2050s cadillac, it has suicide doors for the back seat
** Benson actually works for Giovanni
* We talk about finding a fence and Saint mentions he knows a fence
* We go to a mall and find a place... called... FENCE!
* Deadman cannot believe it
* Deadman argues with the guy a bit, then Saint steps in to argue the deal
* Saint charms the owner (Post) and gets him to agree to a 30% cut for us... no... 35% heh
* We gather some surveilence equipment - 100 nuyen (Saint paid the other 100)
** Benson - Shia LeBeuf
** Giovanni Spaghetti - Giovanni Ribici
** Deadman - Iwan Rheon
** MRV - DJ Qualls
* We head to THe warehouse... and then we end


* End up meeting with "Johnson" aka "Mr. Two Million Dollars" at ''The Pitch'' on Tuesday
=== 8/2/2018 ===
* He gives us a job: Get some information from the Mitsuhana Double Helix Building for Mr. Two Million Dollars' "Project Omega"
* So, now we're trying to figure out where to hang out until the act.
** The information is being held by a man from the same corp as Mr 2 Million - we have a picture of this guy
* We need to be able to see the Archduke's car without being seen
** He went missing, and now we gotta find him
* Deadman hangs out outside of Dezo's
** The Goal: Get the info, get the guy if possible (not necessary) by Friday
* He mumbles to The Guest, "I need protection and I need to make sure this RPG hits that car"
* The archduke pulls up, and a body guard gets out... he opens the door and Deadman rushes him.
* He fails to tackle him and gets held by the throat
* Cut to: Flashback to deadman's first run in London
* His old boss... he's proud. He's more than proud.
* Deadman only wants to do well for the Picadilly Boys.
* The boss says, "You will... you will..."
* Back to the Present
* Kingsly says from in the car, "You've done well anthony."
* And the RPG hits.
* Smoke surrounds Deadman and he flys backwards to the wall
* He takes a little damage as the RPG EXPLODES everywhere. Killing the handful of people outside
* The car splits in twain.
* Doc rushes the car, he sees the Archduke crawling away out of sorts
* Doc grabs the archduke
* MRV pops out of the van in the alley around the corner. He says, "If you can get him to the alleyway mouth, I have a shot."
* Doc fireman-carries the archduke towards the alleway
* Deadman follows
* MRV takes the shot. It cracks at the archduke. A magical barrier eats the sniper damage.
* Doc drops the Archduke to the ground
* He pretends to be giving the archduke CPR
* MRV takes another shot as Deadman says "We should go, and we should take him with us."
* THe bullet EXPLODES out of the archduke's head, blood goes everywhere on the street
* Deadman says to the body, "You never would have gotten me." and spits on the body
* THe gang piles inot the van and drives away
* Killy is driving and she scrapes the van as they drive away
* Deadman is feeling hollow. Out of sorts.
* They get to the checkpoint and manage to swindle their way through
* THey go back to their dwellings


* Mitsuhana is a tech company focused mostly on computers and biotech for metahumans
==== END SCENE ====
** The Double Helix building  is focused on biotech for metahumans
** Many people go to work for this company and disappear (transfer or... worse)
** Employees are under strict NDA, some getting implants to prevent them from spilling information (Tech NDA)
** Double Helix building is 30 floors


* Dynamite has info, so the gang goes to meet him on Wednesday
* Deadman goes home and says, "Is this what you wanted? If that's what you can give me, whta can I give you?"
* Smoke appears, thick in the room.
* A Man appears, fancy dress, almost Native American looking.
* He responds, "Everything."


* The group ends up at Dynamite's dojo: The Turtle Dojo (so aptly named after the TMNT, the great fighters of old)
=== 7/19/2018 ===
** Here they met Felix Alvarez, a HUGE Troll who works at the dojo and is friends with Dynamite
* We decide we should hit Dezo's.
** Dynamite's real name is Francis
* Killy looks up blueprints for the place, can't find any
* This place has been owned by the same guy for a long long time
* Killy looks into the owner: Steven Dezo
** Promo stuff for the restaurant
** Dezo is an older man
** This place was founded in "the 2050s"
** This is a very private, quiet restaurant
** 20-25 people on the staff (maybe 30 in total)
*** On a given night 15-20 in the restaurant
* We plan and plan and plan.
* Killy puts a cookie on the Archduke's planner.
* She figured out he's going to be at Dezo's on Thursday (Today is Wednesday)
* We sleep. We wake.
* We head out to the Dome at 1pm.
* Text Tripp, tell him to be in the Dome at 4pm.
* We need to find a place to drop off the RPG.
* MRV and Killy need to be on the DOME network to figure out where to do the drop off.
** It's gonna be hard.
* We get to the checkpoint, he checks our sins and asks to open the back
* The guard and another guy check the back with cool glasses (some nightvision)
* Deadman doesn't bribe the guard because he cut him off while speaking.
** We now have a "FUCKLOAD" of soycaf
* We find a netcaf that is small in the wall, but less people are logged on.
* We drive around a corner and drive slow to let MRV, not in uniform, drop out really cool
** It looks super cool
* MRV chills in the cafe, gets a nice spot
* Searches on the matrix and Finds a jack somewhere down an alley that has a better port for him to jack into
* He goes to the jack and hunches down next to a dumpster next to a trash person
* After some searching, he finds a bunch of places that are not fully covered or covered at all by security cams.
** Ares network doesn't cover alleyways and such.
* We make the handoff. BARELY. BARELY.


* The gang heads to Terminus (owned by the Slicers) to try to find some info, but it's closed
=== 7/5/2018 ===


* They head to meet The Dragons at their fancy restaurant, The Lucky 7, with Dynamite
* We go back to the bunker below C-Bone's new place, post-race
** After looking over the busy restaurant (it's lunchtime), they head to a backroom and run into... Fat Lee, a lieutenant of the Golden Lotus (a gang they're trying to avoid)
* We're reminded that we have this door we don't know how to open.
==== Other ====
* Killy and MRV look into stuff on the internet?
* We get jumpsuits, everyone else gets "nice" clothes to wear. Deadman doesn't have to get those, he already has nice clothes.
* Deadman finally texts Orphan. It's... awkward. They decide to meet. MRV joins Deadman.
* They meet at the Bizaare.
* Go to a cafe, into a private room.
* Inside is Orphan and a friend.
* Orphan's friend is Gene. He's kind of a raggady man.
** He's a forger, he's real good.
* Get a license for a car, and 4 fake sins
** The fake sins are not flattering on our looks
** They should be good for about a month
* -30K Nuyen
* Gene nods, leave.
* Deadman promises to Orphan he's turning over a new leaf. He wants to make amends for being a dick.
** "I've got a new spirit within me so to speak."
* They leave. MRV gets a call from Slapdash, he thinks he has a guy for us to shoot the RPG.
* Well, it's a duo. Slapdash says we should meet them in person... so we do. The guy's name is Trip.
* Deadman decides to meet them, Killy and MRV will wait somewhere else in... a Hindenburger restaurant. Doc waits in the car.
* Deadman waits... and two somewhat conspicuous guys. They sit.
** Human dude, pale skin, blonde hair. Cut short. Fohawk style. Wearing a denim jacket, over black jeans. Combat boots.
** Large Ork, one very showy, chromed cybernetic arm. It's a big ol arm.
* William Nelson Moore III
* And Hazard (the orc)
* Deadman explains the job, they agree. Trip says they can get into the dome, but they want us to sneak in the RPG.
* Deliver 6K nuyen with the RPG to them in the dome.
* 4K after. Another 5K if shit goes bad.
* We part ways after a hamburger and a shake (with extra cherries).
* The gang starts looking into the locations we got from Hammah's guy
* So we think our best bet is to catch him at the Ares homestead and follow him.
* DOc suggests we go in once or twice to get the route set.
* We movie montage to clean up the van. 500 nuyen
* We're called Serial Cleaners
* We disassemble the RPG... it takes some time.
* Doc goes to scope out the entrance to the dome. Service vehicles get searched every time.
* Doc puts together than if we're new service vehicle, we're more likely to get fully searched.
** Deadman suggests we should definitely go in a few times beforehand to get that routine out of the way
** The day of, Deadman thinks he can pull a trick to get them past the door...
* We decide to check out the dome... just to try out our SINs...
* 8:30am, we're on our way. We're in line...
* An Ork checks our SINs
* Deadman fast talks as Killy finds an address to where we're going (Iris Towers)
* Doc gives the guard a soycaf - the guard is REAL pleased.
* We drive in and head a BIT towards Iris Towers, but we're actually heading towards the Ares Homestead first.
* It's a real ritzy place. Higher ups of Ares might live here.
* Valet service, folks in suits getting into limos and black cars...
* Def see security cameras, automated turrets.
* Killy checks out their network. MONOLITH hosts...
* Next, we drive by the restaurant. Dezo's. kind of a late night spot. other towering buildings have built up and around this place.
* Finally, we drive by the Ares tower "Almas Tower" written in GIANT gold letters. monstrous building. TONS of guards.
** This is the tallest place in the area
* We drive past the Iris towers to cover bases. This is kind of a gated building in the downtown area. 30 floors. Two towers. White and Gold. Little patios and bay windows.
** These is very rich people.
* We go to leave. An old man with a PAUNCH checks us out.
** They run a mirror under the vehicle.
* We drive off. ROLL CREDITS.


* '''C-Bone''' is an old gang acquaintance of Deadman's.
=== 7/1/2018/ ===
** This guy is loyal to Deadman because in the past, Deadman split from a run with him to help C-Bone's wife get to the hospital
** They keep up nowadays via email and pictures with updates on their life
** C-Bone and his wife now have two 3-year old children


* Staking out this guy Cereal's place (post shwarma)
** Cereal is a boxer who has been winning boxing games using a magical medallion (aka CHEATING)
*** Doc scanned this dude in the astral plane and KNOWS it is magic
** We've been tasked with getting this medallion: Steal it quietly, or beat him and steal it
** We want to do this quietly / carefully so we want to do this at night
** Contact who gave us this job: Loudmouth - a contact of Doc
** We deduce that Cereal MUST know this is magic, so... he knows he's cheating.
* Cereal lives in a nice apartment above a shop (a tailer)
* Deaman walks around the building to investigate
* Sees the door to enter, there are a few firescapes, but no alleys around Cereal's building, it's in the middle of the block
* There is a "patio" or "rooftop" door.
* Deadman assumes that if we can get to the roof of the block of buildings, we could get to this building's roof door
* KIlly and MRV look for MagLocks on the door
* Cereal doesn't have much high tech gear, so not a lot to hacks
* We sneak to the roof, MRV unlocks the door into Cereal's apartment
* Deadman goes first into the apartment to ensure that if he's caught, he can play the "coked up idiot"
* He investigates the apartment which is dark
* The gang looks for valuables, Deadman gets a suggestion from MRV to take car keys.. so he looks for them
* Deadman finds 3 sets of keys, one key looks fancier, but he takes them all
* Doc opens the doubledoors into what we think is Cereal's room
* She opens the door... and IT IS LOUD.
* Someone wakes up
* Doc KNOCKS them the fuck out with shock
* We keep searcing. Killy finds a computer with video games. She uninstalls the last played games. RUDE.
* Deadman searches a side table and finds a baggy of "powder"
* Doc finds Cereal, straps some tranq patches on him and takes the medallion off of him..
* MRV hacks the security cam, and we leave out of the front door.
* Deadman gets in Cereal's NICE muscle car in his garage.
* Killy gets in the other car, MRV takes the bike
* Doc drives off and investigates the medallion
* Deadman, Killy, and MRV meet up with Hammah to sell the cars to
* They negotiate for 30K nuyen
* Deadman bets on a race (1000 nuyen on HotRod, 500 nuyen on Banikin DieBlocker)
* HotRod, Blaze, and Banikin are the "lead" drivers
* MRV, Killy, and Deadman watch the race via AR (TWITCH STREAM)
* The three top racers are neck and neck
* But blaze is WAY ahead after the track splits in a weird way
* BLAZE FUKIN WINS GODDAMN IT.
* Deadman is pissed as Doc drives up in Deadman's car and MRV drags deadman to the car.
* Doc gets 15K nuyen from Loudmouth
* We decide to get a panel van to pose as a service vehicle
** SERIAL CLEANERS
** "It's not the most whiz thing you can drive."
* After the panel van we get 20K nuyen from Hammah
* Group cash: 35K nuyen.
* Deadman has 3 messages
** Katie Noshoes
*** "Hey got those acid bullets you want"
*** "how much?"
*** "100 for 2 clips"
*** "cool"
** Amina
*** "You asked about a more explosive item, I didn't have it before, I do now"
*** "can we meet?"
*** "yes"
** Orphan
*** Video: "Hey, so I got in contact with the forger, she should be able to get you the stuff you need to get into the dome... let me know"
*** "k"
** Declan Cross
*** Email: "So, a mutal friend (cBone) asked me to look into a friend of yours. Here's his location."
**** Interactive map inside the dome with 3 different points
* Deadman sends the gang interactive map to everyone.
* Everyone gets beige jumpsuits with a space to put a patch on it
* Deadman grabs his bullets from Katie
* We pull up to Amina's
** She has something close to what we're looking for... in a hard case.
** Inside is what looks like an Aztec technology Striker
** "This is all I could get" she says
** JUST THE ONE RPG ROUND
** We're gonna probably want to hire someone who can shoot this... well.
** We could take it apart, but this is a goddamn missle
** Price? 2000 nuyen
* "Well... I guess we should go talk to Orphan"
* +20 karma for using tranqs on the boss battle
[[Category:Shadowbuns]]
[[Category:Shadowbuns]]

Latest revision as of 02:58, 31 January 2020

This page is for the current Deadman character played in Shadowbutts (using the Starfinder Playing system). For Deadman in Shadowbuns (using Shadowrun as the playing system), see here.

Background

Deadman is English, and he lives in Detroit. He may have made some powerful enemies back in the UK ~9 years ago. It may be an Arch Duke. And it may finally be coming back to bite him in the ass.

Deadman has a penchant for using novacoke whenever things get stressful or exciting... or scary or... pretty much most of the time. He can usually be found with a large Ares pistol in his suit jacket and a cocky attitude.

Appearance

Deadman is a human male who is, more or less, bland looking. He wears his hair short, typically dresses in some sort of suit, and does pretty well not standing out in a crowd. He stands at 5'8" with pale-ish skin, and is about average all around. Many who meet him remember almost nothing about him other than his accent and his constant grin.

Skills

Social

Deadman, despite being forgettable, finds himself to be the life of the party in many situations (and he usually forces his way there). He's persuasive and conniving but it usually comes off as charming. His ability to talk his way out of nearly anything using his accent to it's utmost advantage is his strongest attribute. It's that or he strikes the fear of hell into something with a gravelly voice.

Cybernetics

After an accident when he was a younger man, Deadman's eyes were replaced with fine cybernetics--something he uses to his advantage as often as possible. And to match, he's had his ears upgraded because, "What's seeing if you can't hear a damn thing?"

Guns

Deadman rarely travels without some sort of projectile weapon on his person. If it's not a gun, it's a stun-gun. If it's not a stun-gun, it's a knife. If it's not a knife... you've got the wrong guy. Deadman is willing to blast his way out of most situations if it comes down to it. If he hasn't already convinced his enemy to run with his mouth, he'll make sure they do with his gun.


Contacts

Giovanni Spaghetti

When he arrived in Detroit, Deadman didn't have anything or anyone left. He didn't really have a name either. But he did meet one person who would help him along the way. Giovanni was a fast friend to Deadman's, if only because they happened to be at the wrong restaurant at the wrong time during a bad robbery. Since then, they've been friends. Not always running jobs together, but helping where they can and making sure to have a nice dinner every once and a while. As Giovanni rose in the ranks of the Italian mob, he remembered his friend and made sure he was good.

Orphan

Orphan was one of the first Shadowrunners Deadman met when he arrived in the states. After being set up via Giovanni for an easy infiltration job with Orphan, the two began to work together passing jobs back and forth when they could. A few years passed and after one incredibly successful job that the two found themselves at a karaoke bar with two deckers and a wizard who claimed he could see auras. As the deckers paired off and hacked into a hotel room, they passed off another key to Deadman for the penthouse suite and Orphan joined him. Following that night, they started dating, and after a year and a half it fizzled out. Orphan had business in Seattle for a while, and they decided it was a sign that things should end. Two years ago Orphan came back to Detroit and it's been weird ever since.

Dani O'Reilly

Dani has been a contact of Deadman's for about two years. Always online. Always pinging him bits of information. Deadman has never met her in person and as far as he's concerned, she's his personal Google search for underground business--something she hates hearing him say. Deadman is determined to get her to leave her apartment and go out for a drink with him (as a friend).

Katie No Shoes

Katie is Deadman's #1 fence. She's a stubborn young woman who inherited a scrap-reprocessing plant from her dad at the tender age of 18. She refuses to wear shoes and she refuses to take shit from just about anyone. Deadman loves her like a little sister. She's a perfect person to hawk Corp Tech over to and the worst person to sell cheap imitations to. Deadman insists on having all of his gear inspected by her and doubly insists on having all of the gear he sells appraised for qualuty before selling it to her lest he face her wrath.

Archduke Kingsly Archibald

Deadman's nemesis. From before Detroit. This man wants to kill Deadman for something that happened a long time ago.

As of 8/2/2018, this character is deceased

C-Bone

C-Bone is Deadman's go-to for novacoke and quick gang-banger jobs. Usually easy money. Usually infiltrating a drug house and robbing them blind without them knowing.

HAMMA

Hamma is a new friend gained after working with MRV for so long. He's a business man who wants to keep his feet in the legit and un-legit business. Deadman respects that.

Dynamite

Easily the strongest Orc Deadman has ever met. Also the most laid-back, soft-spoken Orc Deadman has ever met.

Using Novacoke

  • Vector: Inhalation, Injection
  • Speed: 1 Combat Turn
  • Duration: (10-Body) hours, minimum of 1 hour
  • Addiction Type: Both
  • Effect: +1 Reaction, +1 Charisma, +1 Perception, +1 Social Limit, High Pain Tolerance 1 (p. 74)
  • A stimulant derived from coca plants, novacoke is a highly addictive social drug.
  • After the drug wears off, Charisma and Willpower are both reduced to 1, and all limits are at –1 for a duration equal to the duration of the initial effect.

Theme Qualities: Outlaw

THEME KNOWLEDGE (1ST)

You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Class Qualities: Envoy

ENVOY IMPROVISATION 1st Level

As you gain experience, you learn envoy improvisations— tricks that bolster allies, confound enemies, or change the and flow of battle using guile, inspiration, or luck. You learn first envoy improvisation at 1st level, and you learn an addi improvisation at 2nd level and every 2 levels thereafter. The envoy improvisations appears on page 62. If an improvisation allows you to grant an effect to an ally cannot grant yourself that effect unless the improvisation s otherwise. If an envoy improvisation allows a saving throw to its effects or requires an enemy to attempt a skill check, the equal to 10 + half your envoy level + your Charisma modifier. Some envoy improvisations are language-dependent, affecting, sense-dependent, or some combination of any or these. These terms are defined on page 270.

Not in the Face (Ex) (Sense-Dependent)

As a move action, you can choose one enemy within 60 feet. That enemy must succeed at a Will save or take a –4 penalty to all attacks it makes against you until the end of your next turn. At 6th level, you can spend 1 Resolve Point to make the enemy take the penalty with no saving throw allowed.

Don’t Quit (Ex) (Sense-Dependent, Mind-affecting)

As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition (see page 273) of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered. While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal. At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.

EXPERTISE (EX) 1st Level

You are an expert at dealing with challenges that test your be the challenges social or otherwise. At 1st level, when attem a Sense Motive check, you can roll 1d6 (your expertise die add the result of the roll to your check as an insight bonus can use this and other expertise abilities as long as you ha least 1 Resolve Point remaining. At 5th level, anytime you roll expertise die, you gain a +1 bonus to the result. At 9th, 17th 20th levels, this bonus increases by 1. At 13th level, you roll 1 your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise skills to which you can add your expertise die that you have selected with the Skill Focus feat. For each such skill, once pe when rolling your expertise die to add to that skill, you may ro expertise die twice and take the better of the two results

SKILL EXPERTISE (EX) 1st Level

At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

EXPERTISE TALENT 3rd Level

At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269–270.

Watch Out (Ex) (V,S,M)

As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggering attack. Once the triggering attack is resolved, the ally falls prone. At 8th level, you can spend 1 Resolve Point to prevent your ally from falling prone after the attack.

WEAPON SPECIALIZATION (EX)

You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Feats

Fast Talk (1st level)

You can baffle a foe with chatter to disguise the start of battle.

Prerequisites: Bluff 5 ranks.

Benefit: You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat. When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.

Mobility (Combat) (1st Level)

You can easily move past dangerous foes.

Prerequisites: Dex 13.

Benefit: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square

Deadly Aim (3rd level)

Your can strike your enemies’ weak points and deal more damage.

Prerequisites: Base attack bonus +1.

Benefit: When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).

Unfriendly Fire (5th level)

As a reaction when an attacker makes a ranged attack against you and misses, you can attempt a Bluff check to redirect the attack toward a different target. The new target must be adjacent to you and within line of sight and line of effect of the original attacker. The DC for this check is equal to either 10 + the attacker’s total Sense Motive skill bonus, or 15 + 1-1/2 × the attacker’s CR, whichever is greater. You can’t take 10 on this check. If you succeed, the original attacker rerolls the attack roll (see page 243) with the same bonuses against the appropriate Armor Class of the new target. Once a creature has observed you use this feat, even if that creature is neither the attacker nor the new target, you can’t use this feat to attempt to redirect attacks from that creature for 24 hours.

Session Notes

1/30/2020

  • We finish the fight. Deadman gets hit with some bad poison. It's not good.
  • We kill the baddies, save one. We question him.
  • He was hired with another guy to protect the facility.
    • They're doing weird stuff. There's something underground.
  • They let the last guy go. Then investigate the dead dragon monster and the other dead guy.
    • The other dead guy looks kind of like Marcel Macroux, but it's not him. This dude is clearly French Canadian. Fur-covered Denim Jacket.
      • He has a credstick with 200 NuYen, his membership card to the big game hunter's association of Colorado Springs, Ring of keys (old keys)
        • Deadman takes the keys
  • Deadman is feeling some wriggling in his arm. It's real itchy
    • After a Fort save, things seem... okay....
  • Deadman has this urge to touch an altar we find. He hears the Archduke's voice in his head to touch it. The lights dim, then resume.
  • I guess we solved the problem????
  • We leave, then go to find Benson... at an arcade.
    • "Benson, if you lose this, you're never going to space camp."
  • Benson is winning a game, Deadman hands him the 200 NuYen. HE WINS.
  • The session wraps, as Benson yells "SPACE CAMP" running out of the arcade after his big win, fist pumped to the sky. BREAKFAST CLUB STYLE.

11/14/2019

  • Benson gives us a dossier of organized info
  • We review it in the middle of the table at a hindenberger
  • We get some info on the MAUS
    • Who we may run into
    • The history...
    • A disease (the ghoul virus) has been spreading around underground
  • The Maus is quarantined to keep the ghouls in
  • We're off to take care of these dragon worshippers who APPARENTLY killed a local priest.
  • We get a picture of a slightly older guy
  • We get a photo of a stately looking ork
    • Acelion Tarnov, Deadman knows him as a connection in the city
      • He's helped Deadman with some semi-corp connections in the city
  • Deadman shoots him a message about the Maus, he gets a location for them to meet - a fancy cafe in the mid-districts in the Cube
  • The cube is clean, pristine. Glass, floor to ceiling. There's simulated sunlight on all floors. It feels like we're outside.
    • Crisp, mountain air flows throughout. It's somehow cleaner air inside than outside.
  • The dragon worshippers have taken over a former corporate complex.
    • Aztechnology
  • If you recall: Many corps were run underground due to, you know, the dragon.
  • This complex was all about experimenting on people... biologically.
  • There might be ghouls... probably some other bad shit.
  • So we ask for where the best entrance would be for us... he gives us a few.
    • Direct route, follow through the Maus. It's gonna be rough.
    • Air ducts? Probably harder to approach.
    • We could go through a sewer. Gonna say no to that.
    • We could... dig through?
  • But about these dragon cultists...
  • We find our way into the facility via airduct.
  • Killy and MRV do a little hacking and a little surveilence
  • We jam a door, then go in another, we find a dark room... move to the door, another dark room.
  • We round a corner and run into a dwarf.
  • We melt him. whoops.
  • Continuing on, we find a round room with a square table. More of the same equipment as we found in CLUE... shit.
  • We find a room with a dragon statue. MRV knows a bunch about Dragons. (Culture Check!)
    • This area is big on dragon and drake hunting.
  • IN this room though... deadman sees a young elven face on a shadowy figure... Killy and MRV don't see this figure.
    • It's the face... of the Archduke.
  • The figure fades away, deadman shakes out his nerves and does a line of novacoke. He's riled up.
  • The gang goes to leave through another room, but there are voices on the other side of the door.
  • MRV casts a ghost sound like a dragon roaring
  • One guy comes through the door... and we pounce on him.
  • Then a fight breaks out. A big fucking monster shows up. It's nasty.
  • We end on Deadman getting hit by this monster, and it absorbs something nasty from Deadman.
    • WE'LL RESOLVE THE BAD SHIT NEXT TIME.

9/26/2019

  • Killy hacks into her Iguana's instagram (Fella is its name)
    • She renames him to be "Felix the Fella"
    • it's a BRAND reveal, his *actual* name is "Felix"
  • We're going to an URBAN BRAWL game. The tickets we got are VIP, front-row.
    • Local game, two denver teams - Sentennial City Sentinals vs Lakewood Lightening
  • Urban Brawl holds the old USA together, even after the split of the country.
  • The game takes place at BAJA BLAST STADIUM brought to you by MTN DEW
  • SO we go to the game.
  • Deadman sneaks in a knife
  • Deadman gets a hologram with MAX WREKKER to show on the back of his suit. He has a ticker hologram that reads out info of the game.
  • MRV feels awkward. Killy dresses like a goth girl with magazine cutouts patched onto her clothes. She has a pocket full of crickets for Felix.
    • Felix has a patch around his back and a straw hat on his head.
  • Benson wants a scarf.
  • Deadman does a line of novacoke before they get in line.
  • We talk to a bookie. He says the Sentinels have a 3:1 odds for winner
    • Deadman puts down 50 NuYen, MRV puts down 1000
      • Deadman changes his mind, puts down 1000 NuYen, too
  • Deadman suggests we talk to the bookie's boss to make sure everything is savvy. Deadman has a suspicion that there could be some... fixing in this game done by the bookies. Regardless, if we make the bet: We wanna make sure he gets his cut.
  • We take a walk with this bookie up some stairs.
    • His name is Slice. His boss is named Cycle. He's "THE BOOKIE" for the Baja Blast Stadium brought to you by MTN DEW.
  • Deadman susses out why the odds are in the Sentinals' favor. He thinks the people of Denver might push some money mid-game into the match to give the Sentinels a bit of help.
  • Deadman gives the bookie the money, making sure Slice gets his cut.
  • We get escorted to our seats.
  • The seats are LAVISH.
    • We make plans to influence our odds. Definitely.
    • We get food (A filet mignon, asparagus, and a NeoDietCoke)
  • The game starts
  • We eat. We fuck with the high rollers.
  • A rich dude talks to us, wants to know us, wants to maybe bet some... stuff on the game.
  • The Sentinals win, the rich man congratulates us. Hopes he cna see us again.
  • We run into Slice and head to see Cycle, drinking champagne.
  • We get 3600 NuYen (already minus the service charge)
  • Cycle says we should come back, deadman sends over his contact info and says to let them know if there's a "good game" coming up.
  • Deadman COMPLETELY forgot to buy Benson a scarf (as we knew he would)
    • BUT HE'S GOING TO SPACE CAMP BAYBEEEEE
  • He pays the 150 nuyen for the steak.
  • NEXT TIME. WE GO INTO THE MAWS.

9/19/2019

  • We take the pod to an Andretti burn house, not that secure, but not Deadman's apartment.
  • We get into an old freezer in the back of a restauant.
  • MRV checks out the pod to see if there are any trackers or disabling devices
  • The pod has plants and a lizard inside it.
  • They debate on what to do with this pod, Killy texts the robot man at EVIDENCE
    • She really wants to save this lizard, but also figure out what these plants are.
  • The robot fella shows up, we don't know his name.
  • We don't know what to do with these plants. We ask the robot guy to help get this stuff out. Killy is a little awkward.
  • We find out that this robot's name is Gene. He was on Jerry's list.
  • He doesn't know who Walter Ma is.
  • We ask about what to do with the pod, but we could probably return it for... some money?
  • Gene wishes that we would continue with the investigation.
  • But who knows more about this stuff?
  • Gene knows someone, he sends us a data squirt with this woman's info.
    • It's the "Social Profiler" page for Holly Hell. She's a rockstar botonist, a human, she wears a cool band t-shirt under a ratty labcoat. Piercings, sunglasses on backwards, a bandanna around her neck. Undercut hairstyle with patterns of silver and gold cybertech.
      • Her shirt has a tunnel on it that looks like you're looking into a void.
  • We close up the pod and bid farewell to Gene.
  • Deadman sends a message to Holly Hell, she responds quickly with a location, a restaurant in a public place.
    • Delilah's Classic Double Double Danish Diner.
  • We take a sample from the pod.
  • Cut to the diner, deadman gets a donut burger because Killy ordered for everyone.
  • Holly shows up, she's rude.
  • MRV gives her a test tube with a plant in it. She knows Jerry.
  • She also knows the lizard.
    • This is Jerry's lizard, his name is... Fella?
  • Killy, "Wait, is there some kind of gardener's mafia?
  • Holly, "We don't call ourselves that any more."
  • Before today, MRV and Deadman have never seen a Lizard or a plant bearing fruit before.
  • Deadman asks Holly what we can do to get her out of our lives and get rid of these plants?
    • "Listen, if you're gonna be in this city, you're GONNA see more gardeners."
  • She says she can help us out if we can help her out in the future.
  • MRV says, "Sure. 5k for the plants, then we're square."
    • Holly is not happy about that. She leaves.
  • Killy runs out to catch her. Gets 800 NuYen for the pod and three tickets to URBAN BRAWL.
    • Holly fuckin LIFTS the goddamn pod over her shoulder.
  • Killy comes back, and slides 1000 NuYen to the boys and the tickets.
  • And we argue about going to the game. But, Deadman says, it IS her day...
  • SO THEY GO TO THE GAAAAAME
    • Sentennial City Sentinals vs Lakewood Lightening

8/29/2019

  • We get to the button where CLUE resides.
    • Unlike the other gardens, this one seems very active
  • This is hipsterville
  • We get into the foyer and Killy tries to chit-chat with some gardners
  • We get in an elevator, heading to the top floor... nope. The basement.
  • We get into a private room, MRV hacks the computer
  • Deadman argues with Killy about why they're even doing this. She isn't sure if she should feel bad about taking info off a dead person.
    • Deadman rants about them not being cops. About how their life allows for a lot, even if it's rough. If she wants to be a lawman, she can just go join Lonestar.
  • The computer dings and MRV has found a bunch of notes from Jerry Strawberry. THE MYSTERY UNFOLDS.
    • "Where does the water in Denver come from?"
    • "Someone has been tampering with the soil / water to change the ecosystem in EVIDENCE and LEAD."
    • Jerry has been coming to CLUE to do... hidden things.
    • There is also a Penthouse garden.
    • Jerry has a list of names of people he thinks have been tampering with the garden.
  • Killy and MRV narrow down the names:
    • Jean the Gardner
    • Harrison Hewitt
    • Walter Ma
  • MRV finds a sticky note with username/password on them
  • After checking the storage closet, we head into the HUGE main room.
    • 60-70ft ceiling, huge trees cut off at various heights. Lots of mushrooms around.
  • We find a body pile... MRV and Deadman lay them out, check them out.
    • No cybernetics, nothing really worth taking. Just dead humanoids.
  • Deadman goes to wash his hands and a giant disgusting monster made of body parts explodes out of the water. WE FIGHT.
  • This thing fucks Deadman up, goo is exploding off the monster as we hit it.
  • We beat the beast and it is NASTY business
  • Killy and MRV investigate the boxes in this garden.
  • MRV finds a computer, gets past the Corporate ICE
  • He reads through the message, someone is setting up something... with these machines?
    • Tracking success in modifing the plants it is connected to...
  • In the last box, Killy finds a large bio-pod. Glass exterior, inside she sees dozens of plant samples.
    • There's also a lizard in there...
  • We steal the pod, and a dolly...
  • Deadman causes a distraction as Killy and MRV steal the pod into Benson's car.
  • MRV loads the dolly into Benson's car. We are just stealing things.
  • Killy, "Should we have killed that old lady?"
  • Deadman: "Are you FUCKING joking with me."
  • End Session

7/18/2019

  • New tech on the streets, a rise of ghouls, a spotting of the big bad dragon (The Ghost Walker)...
  • We open in Deadman's neighborhood, The Promenade
  • We go to the Grackle
  • Chat with the bartender - Darrel Faren
    • The Gruff Brothers
      • Donnie and Delly
    • A dude in a suit - Works for Aztecnology
      • A major player in tech before the dragon showed up, he burned up their shit. BAD.
      • Their presence is pretty small now, mostly charity... or so it seems.
    • Tiny Tim, a troll... prob not talkative
    • A few elves who work for a local gang
  • Deadman plays Minecraft The Trading Card Game with one of the Gruff Brothers. He loses, but gracefully.
  • They talk about jobs... Delly offers them a job to do some violence.
    • Are there any lines you won't cross?
      • Deadman: "Lines? There are lines, blurred lines, no lines... no, I can't say we have any."
  • The job: Someone kind was killed. They want to find who did it.
  • The Job is in THE MAWS, beneath the city.
    • THE MAWS: Tunnels that can get you anywhere in the cube, underground. There be ghouls there.
    • They want us to go to a meeting place and take out these folks. They meet on the second half of the week. It's Monday.
  • They show us a picture of the dude who runs the group.
    • He's in posession of an amulet, something we could take as proof.
    • His group is a bunch of cultists, a cult of the Dragon Ghost Walker.
    • They kill corps, but they're fanatics.
  • Kill the cultists, kill the leader, don't die.
  • The gang might have some cash.
  • Hazard pay: 1k nuyen each, extra after:
  • The dude who was killed - Local Pastor - The fucking dude we killed. GREAT. FUCKING. GOOD.
  • Meanwhile, Killy wants us to look into this Jerry Strawberry fella. And his garden.
  • We go to the EVIDENCE garden. We meet a robot/cyborg fella name
  • After talking about Jerry Strawberry, we get jumped by a weird ninja dude who EXPLODES when his skin is exposed to light.
  • We decide to get Hindenburger, then go scope out the CLUE garden.

7/5/2019

  • We finish the fight!
  • Drones die!
  • Items we find on the mage:
    • A tactical knife
    • An azimuth lazer pistol
    • Fancy belt? Banded leather with steel in the middle with runes in it. Indentations + Gems mounted?
      • 3 Gems on the belt remain
      • Gems in his pocket, they're "dead and lifeless"
    • 400 Nuyen
  • MRV finds on the cybernetic guy he dropped off the catwalk
    • Azumuth lazer pistol
  • We find the super guns
  • Another 500 nuyen - We give that to Benson (400 nuyen after burgers)
  • Deadman finds a bag of M&M&M's - M&Ms after they merged with Marlboro cigarettes. They're M&Ms fused with nicotine. This is very much Deadman's shit.
  • We load up the guns in the car, we load up a bunch of mundane weapons in crates into the Cadillac Fargo that Benson is driving
  • MRV and Deadman have never seen guns like this before
  • We have the guns. Now we need to sell them.
  • We get Hindenburger. It's delicious.
  • Before we drop off the guns we outfit the car with small arms to allow us to always be able to reach for a gun in the backseat.
  • We each get 5000 nuyen from Post (the Fence)
    • We should be getting another 5k each from the fence... HOPEFULLY
  • Saint begins to part ways with us, but sends us info on The Grackle, a place where shadowrunners find jobs in Denver.
  • Deadman fights with people online about investigating The Grackle. He's a real shithead about getting info and gets mod-flagged n Shadow-Craigslist.
    • Finally, someone DMs him and says they'll go check it out for 150 nuyen. This whole ordeal takes 3 days because Deadman was such a shit online about it before.
  • Killy investigates JErry Strawberry's rooftop garden
  • Deadman gets some info about The Grackle from this surfer anonymous dude. hundreds of pictures and snap-chat-esque photos and little videos.
    • Photos of events upcoming, menus, the bar, the general layout.
  • Check in with Post, and we get another 5k nuyen each!
    • 10k total this session (minus 150 nuyen for deadman who spent some on getting info on the Grackle)

5/23/2019

  • The gang meets up with Saint in the morning
  • Then giovanni calls. He's not happy. They're gonna miss the window to rob this warehouse.
  • Saint tries to talk Giovanni down... it doesn't work to well
  • Oh, and Saint needs to kill a priest for his old buddies
  • So the gang starts to drive around the city to come up with a plan
  • So we kill the priest. It's efficient. We are monsters. But efficient monsters.
  • Saint has some awkward text exchanges with his new boyfriend(?) Nathan to try to get him to pull heat off the warehouse
  • Saint explains the dealio to the gang
  • Saint goes to drop off the body, meets Nathan and a few of his boys - his friends don't show up
  • MRV, Killy, and Deadman approach the warehouse...
  • MRV and Killy take the cameras and the drones
  • MRV picks the lock, and we're in.
  • NEXT TIME WE ROB THE PLACE

04/25/2019

  • We're trying to steal guns from this group, and they're being protected by The Iron Jackals (a gang)
    • Hammer has the guns

MARCEL

  • Matty - Kait
  • Jesse Reed - Brian
  • The NPC baddies jump Saint after his date (where Saint gets some info from Nathan)
    • Specifically info about the security of the building
  • We threaten and fight saint.
  • The fight fizzles and we threaten saint. He says he'll give the gang the money he stole (~1 year ago)
  • Matty offers him a job - Kill a priest (he's not a good dude)
  • Saint agrees and Marcel and co back off... then leave for the night

4/11/2019

Marcel Marcoux

  • Former cohort of Saint
  • French, from Quebec
  • HUNTS. Has a crossbow & a club/baton
  • He is back to HUNT Saint down with the other two folks.
  • He has a metal jaw, and really the left half of his body is cyberware because of a TERRIBLE accident.
    • He hides this, because cyberware is shamed in the REPUBLIK au QUEBEC

Game Notes:

  • We wait until the next day, no word from Saint
  • Killy searches the Matrix for recently killed Runners
  • We go look in a nearby hospital for deadbodies
  • MRV causes a distraction as Killy sneaks into a side room to steal a disguise to sneak into the morgue
  • Deadman starts filling out paperwork... and gets lost in it.

2/21/2019

  • Saint is a very average looking dude, he's bald, scrawny looking white dude
    • Saint is TRYING to be unassuming, whereas Deadman IS unassuming
    • Jason Alexander, but skinny
  • thw gang splits into two groups: Killy & Saint, Deadman and MRV
  • MRV and Deadman see some guys down their alley, MRV climbs on to the neighboring building and scopes out the building we are trying to get into
  • The goal here: Steal some guns and sell them
  • Killy and Saint meet Deadman in the back, their alleyway was bare minus a door with an eye slit
  • MRV comes back and explains that the building has HUGE boxes inside, maybe 15 people inside
  • Saint uses his charming "ability" to get us into the warehouse. BOOM
  • We know The Hammer's gang has NEWTACK aka weapons being used overseas in the European war - top of the line tech, that's what we're here to find
  • We go inside, we get in good with Nathan the shopkeep
  • He shows us one of the Plasma weapon... it's real shiny and nice
  • Some folks buy some simple weapon stuff, then we decide... we're gonna rob the place tomorrow


8/30/2018

  • Deadman welcomes the group into his apartment.
  • He gets charmed by Scout
  • ... so naturally he kinds of flirty with Scout
  • He tells the gang about a job, to rob The Iron Jackals and their leader Avery “The Hammer” Gell
  • Lots of guns, imported
  • Deadman says, "We can rob them, or we can bargain with them."
  • The Iron Jackals has stored the guns out in some old warehouses out by the Rockies
  • He explains that they can get 15K nuyen each for this job
  • They agree to go to a burger place to talk the job specifics over
    • Best Friends Burger Buffet (formerly a Hot n Now)
  • Deadman kind of fights some children about getting a milkshake
  • The gang decides to scope out the warehouses
  • Deadman has a man who drives him around, his name is benson
  • Benson drives a 2050s cadillac, it has suicide doors for the back seat
    • Benson actually works for Giovanni
  • We talk about finding a fence and Saint mentions he knows a fence
  • We go to a mall and find a place... called... FENCE!
  • Deadman cannot believe it
  • Deadman argues with the guy a bit, then Saint steps in to argue the deal
  • Saint charms the owner (Post) and gets him to agree to a 30% cut for us... no... 35% heh
  • We gather some surveilence equipment - 100 nuyen (Saint paid the other 100)
    • Benson - Shia LeBeuf
    • Giovanni Spaghetti - Giovanni Ribici
    • Deadman - Iwan Rheon
    • MRV - DJ Qualls
  • We head to THe warehouse... and then we end

8/2/2018

  • So, now we're trying to figure out where to hang out until the act.
  • We need to be able to see the Archduke's car without being seen
  • Deadman hangs out outside of Dezo's
  • He mumbles to The Guest, "I need protection and I need to make sure this RPG hits that car"
  • The archduke pulls up, and a body guard gets out... he opens the door and Deadman rushes him.
  • He fails to tackle him and gets held by the throat
  • Cut to: Flashback to deadman's first run in London
  • His old boss... he's proud. He's more than proud.
  • Deadman only wants to do well for the Picadilly Boys.
  • The boss says, "You will... you will..."
  • Back to the Present
  • Kingsly says from in the car, "You've done well anthony."
  • And the RPG hits.
  • Smoke surrounds Deadman and he flys backwards to the wall
  • He takes a little damage as the RPG EXPLODES everywhere. Killing the handful of people outside
  • The car splits in twain.
  • Doc rushes the car, he sees the Archduke crawling away out of sorts
  • Doc grabs the archduke
  • MRV pops out of the van in the alley around the corner. He says, "If you can get him to the alleyway mouth, I have a shot."
  • Doc fireman-carries the archduke towards the alleway
  • Deadman follows
  • MRV takes the shot. It cracks at the archduke. A magical barrier eats the sniper damage.
  • Doc drops the Archduke to the ground
  • He pretends to be giving the archduke CPR
  • MRV takes another shot as Deadman says "We should go, and we should take him with us."
  • THe bullet EXPLODES out of the archduke's head, blood goes everywhere on the street
  • Deadman says to the body, "You never would have gotten me." and spits on the body
  • THe gang piles inot the van and drives away
  • Killy is driving and she scrapes the van as they drive away
  • Deadman is feeling hollow. Out of sorts.
  • They get to the checkpoint and manage to swindle their way through
  • THey go back to their dwellings

END SCENE

  • Deadman goes home and says, "Is this what you wanted? If that's what you can give me, whta can I give you?"
  • Smoke appears, thick in the room.
  • A Man appears, fancy dress, almost Native American looking.
  • He responds, "Everything."

7/19/2018

  • We decide we should hit Dezo's.
  • Killy looks up blueprints for the place, can't find any
  • This place has been owned by the same guy for a long long time
  • Killy looks into the owner: Steven Dezo
    • Promo stuff for the restaurant
    • Dezo is an older man
    • This place was founded in "the 2050s"
    • This is a very private, quiet restaurant
    • 20-25 people on the staff (maybe 30 in total)
      • On a given night 15-20 in the restaurant
  • We plan and plan and plan.
  • Killy puts a cookie on the Archduke's planner.
  • She figured out he's going to be at Dezo's on Thursday (Today is Wednesday)
  • We sleep. We wake.
  • We head out to the Dome at 1pm.
  • Text Tripp, tell him to be in the Dome at 4pm.
  • We need to find a place to drop off the RPG.
  • MRV and Killy need to be on the DOME network to figure out where to do the drop off.
    • It's gonna be hard.
  • We get to the checkpoint, he checks our sins and asks to open the back
  • The guard and another guy check the back with cool glasses (some nightvision)
  • Deadman doesn't bribe the guard because he cut him off while speaking.
    • We now have a "FUCKLOAD" of soycaf
  • We find a netcaf that is small in the wall, but less people are logged on.
  • We drive around a corner and drive slow to let MRV, not in uniform, drop out really cool
    • It looks super cool
  • MRV chills in the cafe, gets a nice spot
  • Searches on the matrix and Finds a jack somewhere down an alley that has a better port for him to jack into
  • He goes to the jack and hunches down next to a dumpster next to a trash person
  • After some searching, he finds a bunch of places that are not fully covered or covered at all by security cams.
    • Ares network doesn't cover alleyways and such.
  • We make the handoff. BARELY. BARELY.

7/5/2018

  • We go back to the bunker below C-Bone's new place, post-race
  • We're reminded that we have this door we don't know how to open.
  • Killy and MRV look into stuff on the internet?
  • We get jumpsuits, everyone else gets "nice" clothes to wear. Deadman doesn't have to get those, he already has nice clothes.
  • Deadman finally texts Orphan. It's... awkward. They decide to meet. MRV joins Deadman.
  • They meet at the Bizaare.
  • Go to a cafe, into a private room.
  • Inside is Orphan and a friend.
  • Orphan's friend is Gene. He's kind of a raggady man.
    • He's a forger, he's real good.
  • Get a license for a car, and 4 fake sins
    • The fake sins are not flattering on our looks
    • They should be good for about a month
  • -30K Nuyen
  • Gene nods, leave.
  • Deadman promises to Orphan he's turning over a new leaf. He wants to make amends for being a dick.
    • "I've got a new spirit within me so to speak."
  • They leave. MRV gets a call from Slapdash, he thinks he has a guy for us to shoot the RPG.
  • Well, it's a duo. Slapdash says we should meet them in person... so we do. The guy's name is Trip.
  • Deadman decides to meet them, Killy and MRV will wait somewhere else in... a Hindenburger restaurant. Doc waits in the car.
  • Deadman waits... and two somewhat conspicuous guys. They sit.
    • Human dude, pale skin, blonde hair. Cut short. Fohawk style. Wearing a denim jacket, over black jeans. Combat boots.
    • Large Ork, one very showy, chromed cybernetic arm. It's a big ol arm.
  • William Nelson Moore III
  • And Hazard (the orc)
  • Deadman explains the job, they agree. Trip says they can get into the dome, but they want us to sneak in the RPG.
  • Deliver 6K nuyen with the RPG to them in the dome.
  • 4K after. Another 5K if shit goes bad.
  • We part ways after a hamburger and a shake (with extra cherries).
  • The gang starts looking into the locations we got from Hammah's guy
  • So we think our best bet is to catch him at the Ares homestead and follow him.
  • DOc suggests we go in once or twice to get the route set.
  • We movie montage to clean up the van. 500 nuyen
  • We're called Serial Cleaners
  • We disassemble the RPG... it takes some time.
  • Doc goes to scope out the entrance to the dome. Service vehicles get searched every time.
  • Doc puts together than if we're new service vehicle, we're more likely to get fully searched.
    • Deadman suggests we should definitely go in a few times beforehand to get that routine out of the way
    • The day of, Deadman thinks he can pull a trick to get them past the door...
  • We decide to check out the dome... just to try out our SINs...
  • 8:30am, we're on our way. We're in line...
  • An Ork checks our SINs
  • Deadman fast talks as Killy finds an address to where we're going (Iris Towers)
  • Doc gives the guard a soycaf - the guard is REAL pleased.
  • We drive in and head a BIT towards Iris Towers, but we're actually heading towards the Ares Homestead first.
  • It's a real ritzy place. Higher ups of Ares might live here.
  • Valet service, folks in suits getting into limos and black cars...
  • Def see security cameras, automated turrets.
  • Killy checks out their network. MONOLITH hosts...
  • Next, we drive by the restaurant. Dezo's. kind of a late night spot. other towering buildings have built up and around this place.
  • Finally, we drive by the Ares tower "Almas Tower" written in GIANT gold letters. monstrous building. TONS of guards.
    • This is the tallest place in the area
  • We drive past the Iris towers to cover bases. This is kind of a gated building in the downtown area. 30 floors. Two towers. White and Gold. Little patios and bay windows.
    • These is very rich people.
  • We go to leave. An old man with a PAUNCH checks us out.
    • They run a mirror under the vehicle.
  • We drive off. ROLL CREDITS.

7/1/2018/

  • Staking out this guy Cereal's place (post shwarma)
    • Cereal is a boxer who has been winning boxing games using a magical medallion (aka CHEATING)
      • Doc scanned this dude in the astral plane and KNOWS it is magic
    • We've been tasked with getting this medallion: Steal it quietly, or beat him and steal it
    • We want to do this quietly / carefully so we want to do this at night
    • Contact who gave us this job: Loudmouth - a contact of Doc
    • We deduce that Cereal MUST know this is magic, so... he knows he's cheating.
  • Cereal lives in a nice apartment above a shop (a tailer)
  • Deaman walks around the building to investigate
  • Sees the door to enter, there are a few firescapes, but no alleys around Cereal's building, it's in the middle of the block
  • There is a "patio" or "rooftop" door.
  • Deadman assumes that if we can get to the roof of the block of buildings, we could get to this building's roof door
  • KIlly and MRV look for MagLocks on the door
  • Cereal doesn't have much high tech gear, so not a lot to hacks
  • We sneak to the roof, MRV unlocks the door into Cereal's apartment
  • Deadman goes first into the apartment to ensure that if he's caught, he can play the "coked up idiot"
  • He investigates the apartment which is dark
  • The gang looks for valuables, Deadman gets a suggestion from MRV to take car keys.. so he looks for them
  • Deadman finds 3 sets of keys, one key looks fancier, but he takes them all
  • Doc opens the doubledoors into what we think is Cereal's room
  • She opens the door... and IT IS LOUD.
  • Someone wakes up
  • Doc KNOCKS them the fuck out with shock
  • We keep searcing. Killy finds a computer with video games. She uninstalls the last played games. RUDE.
  • Deadman searches a side table and finds a baggy of "powder"
  • Doc finds Cereal, straps some tranq patches on him and takes the medallion off of him..
  • MRV hacks the security cam, and we leave out of the front door.
  • Deadman gets in Cereal's NICE muscle car in his garage.
  • Killy gets in the other car, MRV takes the bike
  • Doc drives off and investigates the medallion
  • Deadman, Killy, and MRV meet up with Hammah to sell the cars to
  • They negotiate for 30K nuyen
  • Deadman bets on a race (1000 nuyen on HotRod, 500 nuyen on Banikin DieBlocker)
  • HotRod, Blaze, and Banikin are the "lead" drivers
  • MRV, Killy, and Deadman watch the race via AR (TWITCH STREAM)
  • The three top racers are neck and neck
  • But blaze is WAY ahead after the track splits in a weird way
  • BLAZE FUKIN WINS GODDAMN IT.
  • Deadman is pissed as Doc drives up in Deadman's car and MRV drags deadman to the car.
  • Doc gets 15K nuyen from Loudmouth
  • We decide to get a panel van to pose as a service vehicle
    • SERIAL CLEANERS
    • "It's not the most whiz thing you can drive."
  • After the panel van we get 20K nuyen from Hammah
  • Group cash: 35K nuyen.
  • Deadman has 3 messages
    • Katie Noshoes
      • "Hey got those acid bullets you want"
      • "how much?"
      • "100 for 2 clips"
      • "cool"
    • Amina
      • "You asked about a more explosive item, I didn't have it before, I do now"
      • "can we meet?"
      • "yes"
    • Orphan
      • Video: "Hey, so I got in contact with the forger, she should be able to get you the stuff you need to get into the dome... let me know"
      • "k"
    • Declan Cross
      • Email: "So, a mutal friend (cBone) asked me to look into a friend of yours. Here's his location."
        • Interactive map inside the dome with 3 different points
  • Deadman sends the gang interactive map to everyone.
  • Everyone gets beige jumpsuits with a space to put a patch on it
  • Deadman grabs his bullets from Katie
  • We pull up to Amina's
    • She has something close to what we're looking for... in a hard case.
    • Inside is what looks like an Aztec technology Striker
    • "This is all I could get" she says
    • JUST THE ONE RPG ROUND
    • We're gonna probably want to hire someone who can shoot this... well.
    • We could take it apart, but this is a goddamn missle
    • Price? 2000 nuyen
  • "Well... I guess we should go talk to Orphan"
  • +20 karma for using tranqs on the boss battle