Void – female night elf physical adept B&E specialist, a shadow that blends in easily
Sin – male human rigger, knows exactly the wrong thing to say and says it
Prometheus – male human street samurai, handy with any firearm
Baelthor – male human mage with a loud mouth
Killroy – male human street samurai, specializes in hand-to-hand combat (and apparently machineguns)
Bookie – male elf alcoholic hacker, favors whiskey with a whiskey chaser
The Fin – female human con artist and gambler from India, by way of Russia, posh and elegant
June 29, 2076
[NOTE: A correction to the last set of session notes – Killroy was travelling as a bodyguard, not as a grad student. My error.]
The team arrived at the Seattle train station to take the bullet train to Cara’Sir in Tir Tairngire. [Yes, I know the bullet train officially does not have any stops between Seattle and San Francisco. Here it does.] The team was carrying their new false IDs and nothing that couldn’t be excused with a license. Except Prometheus, who had a couple modifications that were patently illegal, notably his Dynamic Handprints. Everything else was packed away in Sin’s GMC Bulldog, which was smuggled across the border the previous night and should be waiting in Cara’Sir already.
The ride to Cara’Sir was barely 15 minutes in length. Paranoia spiked amongst the player characters at Customs. It was observed that the entire set of Customs personnel was replaced just before the PCs got to the front of the line. When Customs wanted to shuttle the Awakened player characters [Baelthor and Void] to a separate room for magical scanning, Killroy insisted, as their bodyguard, he go with them. This caused a snarl until the Customs supervisor OK’d it. The three were led to a side room, given a cursory scan by a Customs mage, and then sent on.
The other spot of trouble was with Prometheus, who declared his “medical augments” and then provided licenses for the most obvious ones. The Customs agent asked why he needed Orthoskin, bone lacing, and muscle replacement. Prometheus simply replied, “I’m a bodyguard. Those are the result of occupational hazards.” The agent was non-plussed at the response, but decided to reluctantly accept the response and let Prometheus pass. [We’re pretty certain that Ms. Johnson was to thank for the relatively easy time we had getting through Customs. This made us even more paranoid about her intentions.]
Once through Customs, the team hired a taxi to take them to Bertucci’s, the only Italian place in Cara’Sir. The Fin had arranged for a local fixer she knew to meet them there. At Bertucci’s, the team was escorted to a reserved table where this gentleman was waiting:
[Image borrowed from the Internet]
He introduced himself as Dai, their local facilitator. Prometheus asked for an update on the competing teams and Dai promised he would get that to Prometheus by the end of the day. The team then ate while Dai provided them with an overview of how things were in Cara’Sir.
After the meal, the group headed to the east side of Cara’Sir, to the Windsong Corporate Apartments. “Dr. Rithrandir” [Bookie] had a suite of rooms reserved as the team’s base of operations for the filming project. The suite was on the 4th floor and conveniently had a view of the New Dawn Technologies campus, about a mile away. Bookie immediately set to scanning the suite for listening devices while Baelthor started assensing for any kind of spirits or magic. Both came up empty.
While waiting for the suite to be cleared, Sin found a comfortable chair and went looking for his Bulldog via his RCC. He located it in a parking lot near the Columbia River. Sin jumped in it and activated the sensor rig. No one was inside it or in the immediate vicinity, so he started it up and drove it out of the parking lot. Still a bit paranoid, he parked it in a different lot a couple miles away from the Windsong Apartments and jacked out. He then had Dai drive him over to Bulldog and scanned it for bugs. He found three he had not planted himself.
Sin then hooked into his own bugs and checked the recorded video. He found recordings of the smugglers looking around inside the Bulldog and finding one of the smuggling compartments inside it. Rather than take anything, they decided to plant bugs and see who they might be able to blackmail. Sin contacted Bookie and explained the situation. Bookie jacked into the Matrix and scoped out the bugs there. The bugs were low-grade, so he hacked them [disabling a data bomb in one of them] and programmed them to send a fixed image of the interior with lighting changes for the time of day and the weather. Bookie then followed the bugs’ transmit signal to a location on Hayden Island where the smugglers were based. Bookie sleazed into their security system and set up a back door for later use.
While Bookie was doing that, Sin cleared the bugs from the Bulldog and drove it over to the Windsong Apartments. He and Killroy then moved the team’s extra-legal gear out of the Bulldog and into the apartment suite.
End of Session
[This session took more time to cover less material than the New GM expected, mostly due to player paranoia. That said, we achieved getting to the job site and set up, feeling mostly secure.]
Sessions 2 and 3
Sessions 5 and 6
Session 8 (not yet written)
Session 9 (not yet written)
Session 10 (not yet written)
Session 11 (not yet written)
Session 12 (not yet written)
Session 13 (not yet written)
Session 14 (not yet written)