Difference between revisions of "Deadman"
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additional damage equal to half your base attack bonus | additional damage equal to half your base attack bonus | ||
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=== 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 == |
Revision as of 00:03, 20 September 2019
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
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
- The Gruff Brothers
- 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."
- Are there any lines you won't cross?
- 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 is a boxer who has been winning boxing games using a magical medallion (aka 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
- Email: "So, a mutal friend (cBone) asked me to look into a friend of yours. Here's his location."
- Katie Noshoes
- 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