Runners
Carol
Creature
Tabasco
Creep
Chew Gum
Dig
The team begins the day by checking the local feeds, and find them very throttled under ARES control. There doesn’t seem to be an independent media other than some freelance bloggers, and the local shadownet is pretty anemic- mostly missing persons posts and tips on how to avoid getting caught up in the sweeps. However, the team still catches wind that their high profile extraction yesterday has gotten ARES interested in them, so they decide to get an electrochromic coating on the van, and keep Carol out of sight for now, since he was the only one the ARES corpsec saw.
Tabasco calls up Smoach and Myrryr, PPI, and dropping Vermont’s name makes a new connection in town. They provide the name of a repair shop/parts emporium that can fix up the van, and a rigger named Rubberhead who they can make contact with there. Chew Gum heads over to do so, fearing he’s too disturbing and memorable for a subtle recon mission. S&M also agree to analyze the sample CG got from the strange critters the team encountered underground that had the petrification powers. Tabasco, wanting to make new friends, warns them about the Seattle area dragon danger, but they seem snagged by the mystery are onboard.
CG wanders Rigs, Rims and Ratchets (“The Triple”) for a bit before paying off a local tout to show him to Rubberhead, who quickly agrees to work with him. and seems to be a smuggler by trade, affiliated with the Technicolor Wings syndicate, who Kit had worked with a bit on CarBoxing in Seattle. They get the van sorted, and CG buys a new small vehicle with sidecar for himself and his spirits. The rest of the team is doing recon on the Golden Microchip club- based on Nyssa Hallas’ intel the spot some high end security, but it seems like magic is their weak point (an ARES classic). Dig gives Carol a clairvoyance ritual which allows them to scope out the inside of the club, and also does some astral recon while still at the Kiss Me Quick monitoring the extractee and his dogs.
There is a single watcher spirit observing the club, only 2 entrance/exits (one of which is emergency only), good fire suppression systems, and modern, small/efficient vents. So the team decides on an unconventional plan, and aims to execute this evening upon the target’s arrival. They buy some injectable laxatives from a medical supply store on the way back to the safehouse, and meet up with CG. They take the van and Dig, while CG wards the safehouse and keeps an eye on things. Scoping out the ARES Orchard housing complex, it essentially looks like an arcology-sized sprawling campus. Tabasco heads in using his fresh ARES ID and scopes out the public areas with a visitor pass. No easy way to get to the target via that means, but Dig has an idea.
They summon the stealthed VTOL, and Creature rigs up a multi-part explosive: one high ex, one frag, and one chloroform, all daisy-chained. Xe also shows Dig how to start the short timer on it. Carol pilots the VTOL up to the target’s window and crashes it through, with Dig inside. Dig crawls out, naked, and tells the surprised woman he is here to get her out for Vogel while running a jammer to foil surveillance. He hands her a knife and tells her to leave a bio-sample and then sets the timer. She stoically cuts off a finger and then climbs in the VTOL. Dig transforms himself into a shrew and climbs in as well, and Carol pilots them back out as the room explodes behind them. The chloroform seems to have possibly ignited and a noxious cloud is spewing forth, without looking like they did much damage outside the room- right on target. THey hope this “biohazard” plus some DNA left behind will confuse and slow pursuit efforts.
Still jammed, Dig and the target climb into the smuggling compartment, and Carol slowly drives away. They get pulled over by KE, but Carol manages to talk his way out of it by playing the “good corp citizen”, and all their ID’s scan, so they are on their way. They get back to Kiss Me Quick, and this extractee seems to know the drill- she points the jammer at herself, bandages up her missing finger, and climbs into one of the body bags, zipping it up to her face. She says she’ll keep an eye on the dogs while the team heads out on the next leg of the job, and DIg leaves some old flatvids playing to keep her entertained.
They head back to the club, and execute. Creature gets in line, well-disguised, and Carol and CG wait nearby in the van to spot the target. Creep, Tabasco and Dig (in bird form) wait out back. After a few VIP arrivals, they finally spot their target exiting an air cab with his security detail. Creature manages to do a brush pass and inject him with the laxative, while playing it off as if xe were just drunk and stumbling. Xe manages to talk xyr way away from security and loops back around to the van. Meanwhile, out back, Tabasco is scanning back and forth with another clairvoyance from Dig, and quickly spots the target rushing into one of the bathrooms.
Dig begins shaping concrete to open the wall up, while Creep prepares to grab the target. Unfortunately, a woman barges in to the bathroom, seemingly thinking that the target has something planned. He’s totally confused, but the team decides not to investigate further, and Tabasco knocks her out with an arrow as soon as the wall opens enough, surprising both the people inside. Creep grabs the target and tranqs him, stuffing him into the VTOL while he’s still shitting himself. DIg, in bird form still, flies back to the safehouse. Tabasco takes public transit back, and Carol drives the van crew. Seeing that she hit her head in the fall, Creep slaps a trauma patch on the woman in the bathroom, and then sneaks off himself.
Tabasco, Dig and CG stay at the Kiss Me Quick with the 3 extractees, keeping the first and last slabbed and zipped up, and leaving the 2nd one conscious since she is very hepful (and was the only one who knew she was going to be extracted ahead of time and was onboard). The rest of the team heads back to the Black Creek coffin motel, but are woken in the middle of the night by some suspicious sounds, and manage to bail just ahead of a raid on the building. While sneaking off, they spots what looks to be Cutters out of their colors, with a small crew of Desolation Angels seemingly on the lookout for mages and bugs amongst those the Cutters are rounding up and scanning.
Meanwhile, Weathernight has called the KMQ crew and told them to expect a team of 3 runners to manage the pickup, who quickly arrive- an ork named Lunatech is driving, while an elf mage named SINder and a dwarf with draconic cyber-theme named Mr. Smaug handle the physical end. Tabasco, CG and DIg help run jammers and haul the extractees to the waiting van, and are excited to meet some other runners in town. This crew also seems excited about some new talent in town and they exchange contacts. The pickup crew rolls out, and both halves of the team link back up. Tabasco debates whether to contact Don Michaels and try to find out what the Cutters are up to and if the team is a specific target or not, but for now they get paid, and need to make some more local contacts and find a new safehouse.
Weathernight says to take a day or two to get settled and she’ll have more work for them soon.
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