Ray's Runners

The Great Artifact Rush part 2
Plan and (hopefully) execute

Covon and Ange are joined once again by Ruthless, Lycus the adept, and Jian-Min the technomancer on Thursday, 23rd July 2076. The team does some more legwork on Dr. Amanda Stroh and the lab where she works. They find nothing new on the target besides she has a corp sin and no criminal sin, but did find the lab performs unspecified research. The team also tries to investigate why Amanda keeps working for the corps when she is extracted back and forth – none of their contacts come up with anything specific, only that she was born to corp parents and has always been in the corp-drone life. The team then decides to do a stakeout of the lab.

Covon decides to contact a smuggler, Viktor Running Mountain of the Cascade Ork tribe, for some help in smuggling Dr. Stroh out of seattle. Viktor is able to pass along contact info of a fixer in Salish-Shide – Damon Price. Background on Damon shows he is a generalist when it comes to being a fixer, always trying to get as much money as possible with as little danger; he is not the most courageous man. Damon does try to stick with moving people via coyotes as it gives him maximum profit with little personal risk and exposure.

Ange calls Damon for some info. He is able to find a position, but will take two days (Saturday, 25th July) and cost 3,000. After some failed negotiations Damon is willing to find a position matching what the team needs for 4,000.

On Friday Damon calls Ange back with info about a corp within the Salish-Shide that has an opening for a parazoology researcher, someone with arcane knowledge and research ability. Phoenix Biotech is looking for a person that has a valid, unrestricted sin, and a CV capable of passing the HR department review (they must be able to actually perform the job). The company is based in Denver, with a satellite office in Seattle, but the position is in the field in Salish-Shide.

Jian does research on Phoenix Biotech finding that they do research to find ways to create new implants for the biotech and cybertech markets, finding inspiration in parazoology and parabotany.

The following day (Saturday) the team decides to do some physical surveillance of the lab.
The lab is two stories, with the main floor lobby being glass front and along the sides of the building partially. Across the other two sides of the building are other two story corp locations, one of which has a soy café, and a park behind the lab consisting mostly of some trees, a fountain, and benches where the employees have lunch frequently. The lab has an airbridge to cross the street out from for the employees to reach the worksite from a residence hall. The lobby of the lab is guarded by three guards, one behind a desk checking ID and bags, with two more posted in conspicuous locations. None of the guards carry heavy weapons, these are mostly to show a physical presence. The building has cameras in the lobby and also along the roof top. Lycus uses some crazy parkour to scale building and investigate the roof. The roof has one door to the building, secured with a maglock, and no visible air vents for a possible entry point.

Jian does matrix surveillance and find the host is a rating 8 host with patrol IC running constantly and two spiders. It doesn’t seem to have any obvious technomancer backdoors.

Ange and Ruthless begin assensing the site finding that there are two watcher spirits (both summoned from separate mages) and a force 6 air spirit guarding the site.

Ange, Covon, and Lycus all call their fixers to see about getting a fake sin at rating 6 for the doctor. Lycus can get one for 20,000 and it will take a week; Ange is able to also get one in 1 week for 20,000. Covon gets extremely lucky when he calls Jazz from the Ork Underground. Jazz just happens to have one sitting around that matches the doctors CV very closely. It will take only three days (to be delivered on Tuesday 28th July) and will cost only 9,000 to setup.

The team stay at the site until evening watching as the late, dedicated, researchers leave around 20:00. Guards also change out a little after this – a van pulls up to the entrance, two guards exit taking up recon positions as three guards walk from the van to the lobby and replace the three on duty. Then the van pulls away with the two recon guards and three replaced guards.

The team follows the van to a site a few blocks away, another residence style hall that seems to contain only security personnel and a garage full of security vans. The team notices a bowl noodle vendor along the street. They stop to grab some (well, for covon a lot) of food and see if the guy has some info. Nothing really actionable, unfortunately, so the team heads home for some needed rest.

The team shows up the following morning (Saturday, 25th July 2076) to find the lab was attacked just minutes prior! A barricade separates the trid news media from EMTs and other emergency personnel who are helping injured researchers. Firefighters are working to stop some small blazes that are under control. The team asks around and searches the matrix finding clear video showing a vehicle pull up to the front, a team of people hop out and open fire on the lab. They rush in, pulling out someone and taking off with surgical precision.

Covon is able to tell they have some military training or at least some background while Ruthless notices that the obvious leader of the team is none other than Commander Titus even though he is not in uniform! Some quick small unit tactics combined with local area knowledge from Covon and Lycus point that the team would want to lay low for a two or three days in a very defensible yet remote site. This will let any heat die down before they deliver the doctor to wherever they are destined. The team find the perfect location, an abandoned airport just outside seattle proper.

The team heads to the team HQ, grabbing gear suitable for a heavy conflict and drive to about 1km of the airport. Jian sends his flys-spy drone in to look around, giving the team a rough map of the area when it is suddenly destroyed. The team is able to deduce that the shot was suppressed and came from the control tower. Knowing they are dealing with a sniper the team is frozen, just perceiving the site from afar. They notice that a few hanger type buildings have some Orks from an obvious gang (the hooks, a relatively unknown and new ork gang known for their penchant for violence and excessive greed) patrolling and swapping positions from three that guard the fuel depot.

After a very furious and dangerous combat the team is able to kill the sniper in the control tower and one razor guy, with the rest of the runner team escaping on a VTOL craft. Not before (former) Commander Titus telling the team that this will not be the last they see of him.

The team find Dr. Stroh bound in the corner of the maintenance shed. Now that she is “safe” team only needs to get her to her new life. Easy as a milk run.

The great artifact rush – prelude part 1
The end of something and the beginning of another

After subduing the spec-ops team sent to the team’s rented safe house in Australia, a decision is made to head back to Seattle and quickly. The team finds a coyote (Magnus) whom is able to take them the following morning, which turns into a rather uneventful ride. Upon arrival in Seattle the members split off, heading into their own bolt-holes to rest and re-equip. Covon takes the sextant and meets up with a new runner for support – Ange (pronounced ahnj) an elven witch that he has heard of, but never ran with before.

Covon sets up a meet with the Johnson in a local city park, a very antiquated spy-trid-esque hand off, on Tuesday, June 9th, 2076. Covon heads out to buy a new jeep before he and Ange scout the local park to setup defensible positions. Ange will take a sniper position on top of a nearby building while Covon does the exchange. After a good meal and a full nights rest both runners head to the local park at 14:00, a full two hours early.

Mr. Johnson arrives, sitting next to Covon, and nonchalantly picks up the duffel bag holding the sextant. A couple pleasantries later, Covon and Mr. Johnson part ways. This was the easiest meet the team has ever had, a pure milk run!

As the two runners leave they notice a go-gang driving around making a ton of noise. Ugh, Seattle life is not what it used to be. Sounds of gunfire reverberate when the team receives a call from an unidentified number. The caller at the end introduces himself as Moreau, the Mr. Johnson is working for Moreau to handle this run. Moreau is in need of the runners help directly – Mr. Johnson is being attacked at the park, risking the loss of the sextant. The team needs to only cause enough of a disturbance that will delay the gang so the Mr. Johnson can escape. Moreau will pay the runners a cool 7,000¥ for a (hopefully) short and easy afternoon.

The team is able to delay the Ork gang through judicial use of smoke grenades and spirit concealment ability for Mr. Johnson to escape. Moreau calls the team to send the payment and thank the runners, informing them to call him when they are ready for a new job.
The team takes five weeks of downtime to heal, rest, and improve themselves. During this time the team can’t help noticing the newest tag line in the news trids – The Great Artifact Rush. It seems that some new artifacts have been appearing all around the world and corps have been in a rush to snatch them for research and to further their own (P&L driven) agenda. These endeavors has become so heated and to become a blitz, spilling over out of the shadows and into the mainstream consciousness. Any and every situation is being attributed to The Great Artifact Rush; every murder is seen as a possible connection to an illicit meeting to exchange info on an artifact; every fire an arson used to cover a theft attempt; every explosion is envisioned to be criminal elements blowing their way into a building to steal information on artifacts. Not all of this is true, of course.

Anchors Aweigh - part 2
Good thing everyone can swim

Friday evening is spent relatively uneventfully; Covon is preparing gear and snacking on milcorp spec protein-energy-microbe-enhanced bars; Ruthless is working at the little portable stove to get some cookies made; Kayless, as usual, tinkers away on his drones. All while Da’ Stroker is doing some legwork on the infil and exfil plan setup. The plans unnerve him so much that he decides to bow out, rather than infiltrate a warship using only his deck and his grenade launcher (not the best for such close, tight quarters). Luckily he knows a few chummers hard on their luck and needing a score, both relatively new to the scene – Lycus an infiltrator with that edge which only comes from being magically adept and Elvis a decker of some skill both in the matrix and in meatspace. They are accompanied by the rarely present Horra, who decides to join in the reindeer games.

Saturday morning everyone meets at the safehouse, to reevaluate the plan with the new team capabilities, handle a little more legwork, and ensure there is the level of professional mistrust among new associates. Once business is concluded, they set out for diving and climbing instruction at the beach.

The instruction takes place at a beachside bungalow styled shack, a complete dive shop with recreation vehicles, sporting equipment, and a portable climbing simulation wall. This is clearly a place more suited for vacation activities than high quality instruction, but the proprietor, a jovial dwarf of no small demeanor, makes it known that the team is getting first rate lessons. Climbing in the morning, lunch break, then diving in the evening (to better enjoy the bio-luminescent critters!) the team is in for a full day. As they are climbing out of the water during diving instruction the team is greeted by a large group of sailors, headed up by a stern looking man in charge.

Some tense conversation, and failed negotiation, the team is taken into custody. Boarding the CSS kittyhawk as and thrown in the brig, the team has to plot how to get out, find their gear, acquire the target, and find a new egress plan.

The team is interrogated by the XO, Commander Titus West. Cmdr. West appreciates Covon’s direct and honest approach, realizing that the team is really a covert unit appearing as if they are shadowrunners trying to infiltrate the carrier group. How else would the team have such confidential information? The commander arranges for the team to collect their standard issue gear from the quartermaster.

After getting dressed and geared the team makes a new plan to acquire the sextant. Horra will attempt to seduce the Captain to get into his quarters, from there she will subdue him and steal the sextant. The rest of the team will prepare the ex-filtration – blowing a hole in the side of the ship’s hull, creating a separate diversion, and escaping to swim to shore.
Horra is able to seduce her way into the captains quarters, past the stationed marine outside. She informs the captain of the mutiny in his midst headed up by the XO. The captain orders the XO to be detained, starting a huge commotion aboard the ship, and then successfully subdued the captain with a slap patch. The team meets at the aft launch ramp, finding a couple of Zodiac Scorpio. Launching the craft the team uses a spirit from Ruthless for concealment and the team’s stealth abilities to navigate to shore. Hopping in the van at the training location, the team head back to the safehouse.

Upon arrival at the safehouse not all is as it seems. There is no foot traffic, no random people wandering about their day; searching the matrix the team finds a group setup in ambush. Covon directs some small unit tactics and the team assaults the ambush! After a very lengthy fight, the CAS special force team is subdued, restrained, and healed (as much as can be, those that were not killed). Now the team only need to return the sextant, collect their payday, and head home for some much needed R&R.

Anchors Aweigh - part 1
Everything in Australia is poisonous

Covon, Kayless, and Ruthless all received a group call in the late afternoon from a strange number. A clearly inexperienced “Mr. Johnson” got their contact info from a friend of a friend who knows a guys… He contacts the team as he is in need of someone experienced in property retrieval, something that needs to be returned to him and his client. Kayless agrees to a meet where they can negotiate terms and learn more of this job, agreeing to meet at a local dive bar Tuesday afternoon at 22:00.
Once the team hangs up the call they realize that they only know to meet a “Mr. Johnson” at a local dive bar at 22:00 tomorrow, but nothing more about who this is – no other description, no photo, no identification to find the person in the bar. Kayless asks around about the dive bar, to see what types of rumors exist, only to find that it is a rather inconspicuous location, a bar where locals go to drink away their paychecks and sorrows.
Arriving at the dive bar an hour early the team realizes this is not the typical meet locale, rather this dive bar has an open mic spoken word night, filled to the brim with beatnik artistic types. Covon scans the crowd and finds the Johnson, sitting in a corner booth waving profusely at the team. No one in the bar even acknowledges the runners, everyone is transfixed on the person on stage at the mic. The Johnson activates a small white noise generator while Kayless commands a flyspy drone to circle above the group with its directional jammer active to give the team more privacy.
Mr. Johnson tells the team that he is willing to pay 50k per person on the team and 10k upfront (for a total of 60k) if the team is able to retrieve an object for him. He needs this object returned in the next few weeks. Kayless attempts to fast talk the Johnson, hoping to compliment him enough that the job will pay more. Some crude negotiation later and the Johnson is willing to pay 75k per team member with a 15k being an advance. The team accepts and gets down to the specifics of the run.
The team needs to retrieve an item known as the Sextant of the Worlds, which has shown up in a recent CAS navy photo. This artifact is in possession of Captain Samuel J. Barret, CASN, and Captain of the newly commissioned CSS Kitty Hawk aircraft carrier. The item was given to Capt. Barret by an unknown person whom asked for him to act as a courier, delivering the item during the stop-over in Thailand to a buyer.
The carrier is on deployment as part of the Carrier Strike Group 1 (CSG1) and is sailing along with Carrier Strike Group 2. The ship has just left port in Lima, Peru and will stay over this next weekend in Melbourne, Australia before continuing through the Asia Pacific islands to port again in Thailand. The team must retrieve this item from the captain’s display case in his quarters aboard the CSS Kitty Hawk and return it to Mr. Johnson before the ship arrives in Thailand, where the item will be transferred.
Mr. Johnson passes the team a portfolio of information – schematics and deck plans of the ship; bills of lading; crew manifest; bios of the CO, XO, CMC, and Master at arms; ships schedule. Mr. Johnson is also able to arrange for transportation and rental vehicles for the players if the need arises.
Assaulting a carrier is no joke and not to be taken lightly, whether at sea, via air, or even in port, the team decides to arrange some prep as they travel to Australia. Upon arrival the team needs a scuba instructor, a climbing instructor, two grapple guns with stealth wire and catalyst rods, two Lampreys, four sets of diving gear (one troll sized), and four wet bags. Kayless paid the 7,000 deposit for safe return of both Lampreys and 9,500 for gear/instructors. The team then uses another 5,000 per person from the advance to pay for a coyote to get to Australia with a subsection of gear.
Before leaving town the team decides they need some matrix support on-site; Kayless calls Sweetwater to convince her to join the team. She is bothered by the idea of sneaking onto a military vessel at sea, hacking state of the art, cutting edge matrix equipment onboard the ship, then sneaking away. Last time she got caught and was in a black site for months on end. She is willing to provide matrix support and overwatch, but Kayless is unable to convince her to go with them in person. Covon calls Rorschach whom is able to track down a kiwi combat decker who goes by the name of Da’ Stroker. This new ally is not only up for the mission, he is craving the thrill of such a dangerous op. Da’ Stroker passes the team a VR marker for a bar in Sidney where he will await the team (bar tabs on them!) and also sets up local transportation for the team to go to a safe house.
The team lands in Sydney uneventfully Thursday morning early, hops in the transportation van, and heads to a local safe house. This is a tenement style apartment building full of local gangers of all different colors and flavors. The team unpacks gear in their little 2 bedroom (if you can call it that) flat. Covon then approaches some of the nearest gang leader and asks for some paid security of their flat. After some “rough” Covon style negotiation (read: knocking all five of the gangers unconscious, restraining them, healing them, and then continuing to want to pay the gang for security) a price of 1,500 for a month is agreed on both sides. The Rusty Nails will keep watch over the safe house and alert the team to anything untoward.
The team gets some local flavor info from the Rusty Nails, including a local bar known as Jim’s as a place of potential info. This bar just happens to correspond to the same dive bar Da’ Stroker sent. Heading over to Jim’s, the team meets up with Da’ Stroker, has some drinks, then heads back to the apartment to describe the run in detail.
The team formulates a plan of assault, while still needing to hash out the details such as a path through the carrier, and some more legwork. Sailors from the carrier had a disturbance while on shore leave in Peru (after a fight a bar caught on fire, which then spread to consume the whole block…) forcing the command to limit shore leave to a small section of sailors at a time and for limited time blocks. After this the team decides to break for the evening before starting their diving and climbing lessons in the morning Friday, leading up to a daring infiltration and ex-filtration of a new CAS aircraft carrier on Saturday.

AU, Give the Devil His Due, Finale

27 Apr 2076
- 1030: The team launchers their assault against the nicely dressed ork bug spirits and after a long battle including grenades, drones, sniper rifles, spells, they overcome the entire group. They recover the heart and make their way out. Luckily Kayless has his Fly Spy drones out and sees a group heading the way they came, so they are able to avoid them. They make their way to a luxury hotel and decide to rest and recuperate.
- 1100: OJ calls Jane Foster and offers to give her the heart for Ehran. She calls back several hours later and agrees to send a representative to retrieve the heart and she offers them the same amount they would have received from Corcoran (50,000¥). OJ also asks for an Ares MP Lancer.
- OJ calls Lotta Blossom and invites her to come to Milan to party for a week.
- Kayless calls Brunhilde to arrange transport back to Seattle. He also invites her to come to Milan to party for a week.
- After they party for the week, they depart for Seattle and arrive in Seattle on 4 May 2076.

- Covon spends the next two weeks learning a new martial arts technique (12 May 2076)
- Ruthless increases her Perception from 3 to 4 (4 days-8 May 2076)
- Kayless increases his Charisma from 3-4 (4 weeks), learned Chinese (1 day), and improved his Pilot Watercraft from 1-2 (2 days) (4 Jun 2076). Kayless purchases Control Rig (beta, Rating 2) and Tailored Pheromones (Rating 3), which take a month to get.

AU, Give the Devil His Due, Part 3

23 April 2076 (Thursday)
- 1600 Jian-Min does Matrix search to find out if they find Joanna’s team then searches for cameras. Kayless uses his Smuggling Routes to determine possible route.. Jian searches bug spirit activity. Kayless calls Raja and asks him to track Joanna and arrange transport to target location (Frankfurt).
- 1702: Arrive at airfield to catch flight out and arrive (0002/24 Apr). Kayless calls Rohrschach and leaves message that he’ll pay 1000¥ for 30 minutes of her time. Kayless runs to Bazaar to get Jian an MCT Fly Spy with ECM, chameleon suit and shock gloves.
- 2302: Rohrschach calls Kayless.

24 April 2076 (Friday)
- 0002 Arrive at a small airfield outside Frankfurt.
- OJ summons spirit to find Joann
- Kayless calls Piotr and they are take to Nightclub Paradies at 0145. They book rooms at Villa Kennedy.
- 0200: OJ summons spirit to bind until 0800.
- 0402: Get to rooms and get info.
- 1600: Everyone wakes up.
- 1700: Luigi shows up and takes them to Milan.
- 2330: Arrive in Milan.

- 25 Apr 2076 (Saturday)
- 0000 Get settled into B&B. Kalyess talks with local smuggler sand learns of deaths in Sarajevo.
- 0030: Jian searches for info on group (Joann’s).
- 0100: Jian finds smuggler form Milan to Sarajevo (Dragan).
- 0200: Dragan responds he is able to meet at port in 3 hours for 5000¥.
- 0500: Dragan meets party at port.
- 0530: Jian finds more info about ambush in Sarajevo.
- 0600: Turn around and arrive back in Milan.
- 1400: Synthia Schorders shows up and makes offer which the team refuses. Tells them she is with a different group of the Apep Consortium and that Corcoran is a master shedim who shouldn’t receive the heart.
- 1500: Jian searches for the orgs who ambushed Joann’s group and OJ summons a spirit of air.
OJ summons a spirit and seeks out a chem lab to see if he can get some KE-IV.

26 Apr 2076 (Sunday)
- 0600: OJ meets Jimmy Bob of Doctors Within Borders and give him the samples and they discover at 0900 that it is KE-IV.

27 Apr 2076 (Monday)
- 0930: The team discovers that the insect hive is in the old subways, buys a bunch of gear and make their way into the subway where they discover a strange tunnel with sentries and a couple of guys talking about something.

AU, Give the Devil His Due, Part 2
We have a heart

23 Apr 2076 (Thursday)
- 0100: Syndell starts doing legwork on sales of items and discovers there is a sale taking place at Place X, which is a neutral meeting place in the Grand Bazaar. She also looks into 10000 Daggers and finds they are a mercenary unit based out of Istanbul and are also responsible for the security at the bazaar. She checks into the Loose Cannons and finds they are the sellers of the heart. She discovers they have a dead drop in order to contact them. She leaves a message for them to contact her.
- 0900: Neferiez of the Loose Cannons contacts her and they get into an altercation and Syndell ends up hanging up on him.
- 1200 OJ calls Raja and asks him to reserve space in Place X for a soire for 40-50 guests during the same time as the sale.. Kayless also begins looking for two safe houses: one close by and the other a little further out. He also purchases some explosives and detonators as well as some slap patches with Neurostun.

The Plan:
- OJ invites many luminaries to the party and has the strike team from Joanna Krstic acting as security
- Syndell plants fake evidence on the spare commlinks pointing to the Loose Cannons as terrorists who attached the party.
- Kayless gets two bombs ready, one for the “shitty” safe house and one for planting in Place X.
- OJ casts physical mask on Kayless and Covon making them look like member of the loose cannons and they are to enter Place X after the party starts and during the meet.
- 1230: OJ arrives at Place X and ensures it meets his standards. Sundell is in a bag in the back of the Toyota Gopher parked outside the Bazaar so she can monitor matrix traffic.
- 1400: Kayless and Covon show up outside Place X and they discover Yuri and Hiver outside Place X. They decide to attack them and Place X goes into lockdown. Inside, the strike team starts attacking the other Loose Cannons and takes them down along with their customers. OJ is able to retrieve the heart and they make their way to the hotel. The team splits up so they can plant the evidence and such.
Joanna and her team show up at OJs hotel and politely ask for the heart. They get paid for the mission and Joanna departs.
- 1500: OJ gets a call from Raja because a guy by the name of Hamid wants to meet with the team concerning the heart. OJ sets a meet up at the Sultan’s Lappe for 1600.
-1600: The team met with Hamid of the Kurdish resistance and discovered the heart can be used to open a gateway to allow bug spirits to come across. He offered the team 100,000¥ each in order to retrieve it and bring it back to the Kurds.

AU, Give the Devil His Due, Part 1
Off to Istanbul

- 20 April 2076
- The team has spent several weeks to make improvements and receive a call from Jane. She informs them they have a Job offer from an Evan Corcoran in the Federal District of Columbia. All expenses will be paid just to listen to the job. Their flight takes off at 1800 to the FDC.
- 21 April 2076/0400: They land in FDC where a limo picks them up and takes them to one of the nicer hotels in the area. Kayless checks into safe houses in the FDC and thinks the best place to find them would be the Anacostia Barrens.
- 0500: They meet with Corcoran and negotiate for 50,000¥ each, up to a party of 5. Corcoran informs them an artifact lent to the George Washington University for study was stolen. Ehran lent them the artifact (the weird heart they found in Karavan). Corcoran’s agents believe the heart is enroute or already in Istanbul and will be sold there. The team reviews security footage of the heist and believe the group who committed it are The Loose Cannons, the same group they encountered back in Europort.
- 1900: The team boards a private charter aircraft and depart for Istanbul.

- 22 April 2076
- 0520: The team arrives in Istanbul, rent a Toyota Gopher from the local Avis and depart for their hotel, the Sura Hagia Sophia. The Avis employee tells them to contact his cousin Raja if they need anything for their stay.
- 0700: They arrive at their hotel, get settled in and call Raja to see if he can assist in finding one of the Loose Cannons, Yuri, whom they believe would be the one most likely to stand out.
- 0900: They go to the Grand Bazaar and Kayless sets loose his fly spies to see if they can find any of the Loose Cannons via facial recognition. OJ summons a spirit of air and sends it to search for Yuri as well. While they wait for the drones and spirit to do their things, they decide to do a little shopping for information (and stuff). They discover rumors of a sale taking place this coming Saturday at the Grand Bazaar for an item to a group of Kharijites (servants to the great dragon Aden). They also meet Sam (a talismonger) who shows OJ a beautiful, obviously magical, walking cane. OJ assenses it, but cannot determine it’s exact powers, so Sam tells them he will call his cousin (Izzett, son of Kadir) to come look at it for him.
- 1400: Izzett, son of Kadir, arrives at Sam’s shop and they look at the cane. Izzett reveals it has a sordid history and is cursed. Over a century ago, it belonged to a British officer who used it to take out his displeasure on his servants, and all who saw him while he had it, felt he had a presence about him which demanded respect. When he used it during his tirades, he became a vicious person and would not stop unless he exerted a huge amount of self control (or was forced to stop). OJ purchases it and immediately begins the bonding process.
- 1900: OJ also decides to bind his spirit of air and spends the next 6 hour doing so (finished 23 April 2076/0100).

New Dawn, The Finale
Boom...oops, we forgot something

- 6 Mar 2076
The team is able to move up the stair wells and encounter heavy resistance at the top floor landing. Once they overcome the guards, they find the hallways deserted and make their way into Hiroshi Yakashima’s office. He is there waiting for them and, to their surprise, congratulates them on their efforts. He offers them the chain and OJ lets him know the building is going to be destroyed shortly. Non-plussed, Hiroshi grabs a katana and wakazashi and tells them to take what they wish. He then exits, they take the chain and they make their escape from the facility. Fortunately for them, a pack of dogs attack officers awaiting outside which assists with their own distraction and they make their way back to their safe house. As they depart, they trigger the explosives they’ve planted and down comes the building. On the way to the safe house, OJ suddenly remembers they were supposed to some information out of the host for their Yakuza hosts. They decide to send the children on a run against the Yakashima facility in the bay and the kids come back with pay data.
- 1600: They get back to the safe house and contact Ken about getting out of Neo-Tokyo. He tells them they are to go to the Port Tokyo Harbor and catch a ride on the freighter “Calico Ghost Town” which departs at 2000. The trip will take four days to travel from Neo-Tokyo to Cara’Sir (Portland).
- 7 Mar 2076: The first day goes well and they contact their fixers back in Seattle to order some great.
- 8 Mar 2076: A heavily armed group arrived in a helicopter and attacks the ship. The team is able to take out the attackers and destroy their helicopter in the process.
- 10 Mar 2076: They arrive in Cara’Sir, deliver the chain and travel back to Seattle. Once in Seattle, they take some time to work out, learn some new skills, and do all the fun stuff they need to do to get better.

New Dawn, Part 6
Sushi chefs are too cool

1 March 2076 (Sunday)
- 0700: The team boards Sergei Viper’s Banshee and make their way to Neo-Tokyo. On the way, the children look into Yakashima and Neo-Tokyo. They discover the CEO they seek collects various artifacts, but he does not appear to be a mage himself. They do discover they’ve recently been working with the Atlantean Foundation on a variety of projects, most of which have to do with gene modifications on their personnel. They discover Yakashima has two different facilities (though there could be more), but their primary target is the one in Neo-Tokyo (not in the bay). They team discovers there are four primary Yakuza groups running things in Neo-Tokyo and decide to approach the Watada-gumi in order to introduce themselves and their intentions.
- Upon arriving in Neo-Tokyo, they discover the news is filled with reports of a rogue band of terrorists who attacked the Yakashima building a day ago. Apparently a well armed terrorist group launched rockets and grenades at the building, then charged in with machine gun fire. NTPD responded within 30 seconds with heavily armed drones and SWAT units and cut them down. All terrorists were killed and investigations were ongoing to identify them.

3 Mar 2076 (Tuesday)
- 1500: The team goes to the Watada House as they heard that is the place to meet the Watada-gumi and they aren’t wrong. OJ ensures they bring an appropriate gift along and are greeted by Ken Muratomi in a private dining room of the Watada House restaurant. OJ successfully navigates through Yakuza etiquette requirements and strikes a deal. The team will be allowed to stay in one of the Watada safe houses and they may conduct their operation against Yakashima, provided they bring Ken data concerning Yakashima’s arrangement with the Atalantean Foundation. While there, OJ asks Kayless to figure out how much they would need to blow up the Yakashima building and asks Ken if he can supply it (for a price of course).
- The team settles into their safe house and gather more legwork on their target so as to determine the best method of entry. They discover the Sushi En will cater lunch this coming Friday at noon, so they decide they are going to hijack the catering truck at the Sushi En parking lot, load it with themselves, and the explosives and bluff their way into the underground parking lot at Yakashima.
- They also have the children probe Yakashima’s computers and discover a person claiming to be Sweetwater in the host. She claims to not know how she got there, but she will help them penetrate the facility, since she knows Kayless will get her out. She tells them she is in the Matrix lab, but believes the item they seek is on the third (top) floor in Yakashima’s office.

6 Mar 2076 (Friday)
- 1115: The team gets dressed in their ballistic masks and SWAT armor and wait for the Sushi chefs to come out to their vehicle. They observe three chefs (one older and two younger) approach the catering truck and OJ confidently and with great intimidation steps in front of them. Using his Japanese language skills, he threatens them…and all three Sushi chefs look upon him and tell him to back off. OJ, taken aback, begins speaking with the eldest and discovers this Sushi chef has no fear of the team and is as hard as stone…the same goes for his two compatriots. OJ then changes tactics and asks if they might be able to get a ride to the Yakashima building. The elderly Sushi chef agrees and tells the team to go ahead and hop in the back with the other two. As they make their way through Neo-Tokyo, one of the younger Sushi chefs makes sushi nigiri for each of the team members to try while the other sharpens his knives. Cosgrey and Covon observe the skill with which each uses their blades and discover these guys are far better with bladed weapons than they are. The elder Sushi chef calls from the front of the vehicle that the team is to not cause any mayhem until after 1300, as that is when the lunch break ends and they receive their tips. Starting anything prior to that will probably result in them losing their tips for the day.
- 1145: The elder Sushi chef guides the truck into the parking garage, makes small talk with the security guard and parks next to the underground entrance. As the team exits the vehicle, they discover they are in an absolute blind spot, the guard and the cameras cannot see them where they parked. The Sushi chef makes an off-hand comment about having done this before. They wish the runners luck and once again remind them to wait until after 1300 and the three Sushi chefs haul in their carts.
- The team begins penetrating the facility and make their way to the Matrix lab where Sweetwater told them they’d find her. On their way to the lab, they find the security cameras are under her control so the team remains undetected. They get into the lab and are not able to find Sweetwater, though she tells them from the main console that she is here. They decide to head down to the detention block to see if she might be there. When they get to the detention block, they encounter two guards and take them out…though not before one of the guards triggers the alarm. Surprisingly, the alarm only remains on for three seconds before it’s silenced. They find Sweetwater in a cell with a VR rig on her head. They safely disconnect her and head on out.
- Kayless goes about setting up the charges to destroy the building and the runners make their way up to the basement level, only to find four guards checking each room. They engage the guards in combat and the alarms go off again. They are able to disable the guards, but the element of surprise is now gone.


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