The fact that a wave of bank robberies flared up in the city isn't the
cops biggest worry. The big worry is where the money is going. Rumor has
it the stolen nuyen is going to towards the arming of an underground organization
determined to wipe of the city's police force. And the cops are beginning
to get worried.
When the runners meet with their Johnson he won't directly say that
the cops are their employers but he will lay out the situation, and the
rumors, thus enabling the runners to make the deduction themselves. The
runners will also be given the address of a bar at which one of the robbing
gangs, the Nixes, hangs out. The Johnson will also lay out these basic
objectives:
1. Infiltrate the Nixes.
2. Find out where the underground organization is located.
3. Blow it to Hell and back.
The Nixes hang out at a dirty old bar just outside the barrens called
Fred's Pit. They look like a typical street gang but all members appear
to be in their late twenties and early forties. And, although they act
like a bunch of drugged up crazies, they have yet to kill somebody during
a robber and don't really seem to do any drugs. If the runners act the
same way they do it will, oddly, make them more leery of them. What the
runners are going to have to do is, somehow, get the message across that
they're capable of slyly pulling off a bank robbery without hurting anyone.
They may be able to do this by semi-audibly planning a non-existent robbery,
discussing infiltration, etc. The leader of the Nixes is equipped with
hearing amplification and will overhear any conversation. It may take the
runners a few nights at the bar to fully gain his trust.
Eventually the leader of the Nixes, Frengo, will ask the runners if
they'd like to go to a "party". If the runners agree they will have them
follow them, in their vehicles, into the barrens and to an old theater
building from which loud music and flashing lights will be emanating. Once
the runners enter the main theater area, in which all seats have been removed,
they will realize that there aren't any actual people at this party. One
of the Nixes members, Sheena, who is actually a street shaman, will cast
a spell creating a bubble around the runners and the gang, preventing the
noise from getting in, allowing for audio levels more conductive to conversation.
If the runners look around the theater they may also catch a glimpse of
a few white noise generators. It is important to make the runners realize
that, although this place is pretty slick, it is NOT the main headquarters
for the so far nameless underground organization.
Frengo will then drop his drugged gang member act and begin communicating
like a normal human being. He will explain that one of his members needs
assistance in carrying out a robbery and that the runners will be paid
for their assistance. He also makes them swear that A: they will not kill
anybody during the robbery and B: that they will keep this meet secret.
He reinforces his last point by pointing out the fact that, if the runners
squeal, he has many, many friends that will make them sorry. If the runners
agree he will pay them in advance, tell them where they can meet with the
gang member they will be escorting, and in form the runners that they are
now "part of something big. Real big...."
The gang member the runners are meeting, Dreamline, doesn't look like
a gang member at all when they arrive at his nice hotel room in a B section
of town later that night. The runners will notice that hotel is located
across from a bank. Dreamline will lay out the basic plan. They storm the
place right before it closes at 5:30pm,, somehow handle the 4 guards, and
the runners play crowd control while Dreamline jacks into the bank's computer
system and downloads the cash onto a credstick. The runners, by this point,
should have more and more of idea at how well organized and how well funded
the Nixes really are. All are armed with new, top of the line weapons (most
non lethal) and Dreamline's gear is top of the line. Also, all of the members
seem to be well educated and, well, nice. After the robbery they are to
B-Line it back to the Nixes theater.
How the robbery goes down isn't really important. If they do it quick
they'll be gone before the cops get there. If the runners kill somebody,
however, it'll all over. Lower their rep and call it a night. The Nixes
have no sense of humor when it comes to this.
In any case, if the runners play nice they'll end up back at the Nixes'
theater. They will then have the runners execute a similar robbery, again
with Dreamline as an assistant, the next day. And, essentially, for the
next two to three weeks, the runners will assist on similar robberies.
This will take patience, but the Nixes aren't too keen on leading every
person who walks off the street to the underground's MAIN headquarters.
In fact, the Nixes won't even mention where the money goes until they are
absolutely convinced the runners are trustworthy.
Speaking of, at the end of the third week Frengo will ask the runners
if they wish to transport the stolen cash to the headquarters of Savior,
their parent organization which they will, finally, speak of out loud.
The name Savior should, at the least, strike the runners as an odd name
for an anti-police organization but, if they're bright, they'll keep their
mouths shut about it. He will send Sheena along as an escort and they will
be driven there by Gridlock, a rigger. Frengo will INSIST that Gridlock
drive. And, Gridlock, will insist that the runners ride in the back of
his van which, surprise surprise, has no windows. But, since you're the
GM, I can inform you that the van will enter the deepest, darkest part
of the barrens, enter an old concrete parking garage, descend to sublevel
3, and park. When the runners exit the van they will see many, many more
vans of all types parked throughout the garage.
The entourage will enter an elevator which appears to be at the lowest
possible floor but, as Gridlock presses a thumb print scanner button, a
door slides up revealing another button. The elevator descends for about
a minute and then, after sliding to a halt, the doors open.
What they reveal is a CAVERNOUS, football stadium sized room filled
with about 200 people of all ages and tons upon tons of: FOOD.
Guess what, folks, the cops screwed up. Savior isn't an anti- police
organization, it's more of a Robin Hood type set up. The various gangs
have been using the stolen nuyen to purchase food and distribute it to
squatters around the city. At this point the runners have a few options:
1. They can blow it up anyway if they want to be pricks.
2. They can, somehow, try to convince the cops that this isn't a terrorist
organization by gathering some kind of evidence, such as trid footage,
that these people are only buying food and not weapons. If the runners
take this route the cops will go "oops" and drop the whole thing. Yeah,
right. The cops won't care. The runners will eventually meet personally
with Sgt. Orval Brazer who will simply state that the weapons are inside
the food and will want them to blow everything up anyway. If the runners
say no they might gain some bonus points for morality but, in the end,
it will still damage their reputation.
3. The runners can meet with Samantha Brooks, who will introduce herself
as the director of Savior when the runners arrive. If the runners simply
break down and explain the situation to her. She'll at first be pissed
off that somebody was able to infiltrate the group but, since she can't
kill the runners or keep them in captivity forever, will have to find some
way of helping them out of their situation. She'll inform the runners that
there is an older, smaller, underground facility Savior used to use on
the opposite end of town which is now abandoned. She is willing to allow
the runners to blow this up, thus making it at least look like they completed
their job, in return for absolute secrecy regarding Savior's operations.
If the runners agree she will give them a chip containing all information
needed to locate and access the facility. Gridlock will drive the runners
to where ever they'd like to go, spit on them, and then drive off.
If the runners blow up the old facility the cops will be pleased. The
run is over.
Speedbumps
When exposing the runner to the fact that the Nixes are actually a fairly
nice bunch of people be very subtle. Make it look odd, but not too obvious.
The various bank robberies will be spaced out around the city and, depending
on what city you're using, they may even rob some banks on other towns.
Each has been chosen on the basis of having lax security although ALL will
have cameras. Most of the time Dreamline will be able to rig them via the
matrix to go down when the robbery begins. Other wise they can be defeated
by simply shooting them off the wall or by having everybody wear masks.
Once the robbery begins the runners will only have about a minute before
the cops arrive. On at least one occasion the cops will already be there
and they will have to abort the mission. On one or two other occasions
one of the bank patrons will be an off duty cop, although they will back
down if faced with superior firepower. And, on one other occasion, somebody
in the crowd will try to play the hero and will open fire on one of the
runners with a small pistol. Remember all the while that the runners have
been strictly forbidden from killing anyone.
Hellraisers
About a week or two into the runner's robberies Sgt. Orval Brazer will
dispatch a rather incompetent underling to keep tabs on the runners. The
runner's Johnson will suddenly inform them that their employer (he will
not directly mention Orval's name) wants the runners to meet with a cop
(the Johnson WILL say "cop") named Stuart Pugs to discuss the group's progress.
When they meet him at a fairly decent bar (AWAY from the Nixes' territory)
he will be incredibly drunk and, although dressed in normal clothes, will
give the impression of being a cop. He will demand that the runners give
him all of the information regarding their progress so far. The runners
should be able to deduce that this man is a complete idiot and may, possible,
mess up their progress. If the runners lie to him, giving false places
and info, Stuart won't be a problem, he'll just end up wandering around
trying to figure out where these fake places are. If the runners tell him
the truth he'll end up staking out the Nixes' theater in an obvious manner.
Eventually the Nixes themselves will become suspicious of him and then
of the runners. Eventually the runners will have to figure out a way to
quietly, and non lethally, get rid of him.
About a week into the robberies the Nixes will send another "new recruit",
Pelter, along with the runners and Dreamline. Although he will appear to
be quite normal before hand, once the next robbery begins he will take
advantage of the Nixes aversion to killing, grab a pedestrian hostage,
put a gun to his/her head, and tell Dreamline to hand over the stolen nuyen.
Dreamline will freeze up (he's a decker, not a negotiator) and the runners
will have to defuse the situation before the cops arrive. Pelter is a fairly
intelligent individual and is extremely resistant to psychological manipulation
so negotiating with his probably won't work. The runners can get out of
this by somehow knocking him out (I hope the gun doesn't go off) or simply
giving him the money. If, somehow, either Pelter or the hostage end up
dead there is going to be hell to pay if Frengo finds out. Dreamline will
quietly suggest that they just keep the incident to themselves.
Unfortunately, Frengo watches TV and will hear of the incident. He will
want a damn good explanation as to why the situation went down like this.
If the runners somehow point out that it was his fault for letting in somebody
like Pelter in to the group in the first place Frengo will back down and
never bring up the incident again.
Aftermath
Anybody the runners meet who are connected with Savior will completely
ignore them after the run. However, sometime in the future Savior may run
into trouble and may be looking for runners they know are good. Stay tuned.
Personalities
Frengo
Archetype: Human Gang Leader
Information: Before Frengo became the leader of the Nixes he was a member
if a theatrical troop. Really. He still uses his acting skills to convince
everybody that he's just another scummy gang leader and not in charge of
a branch of the city's largest Robin Hood like food running organization.
While not a very good fighter, he's a good social actor, negotiator, and
manipulator. He's loved by his gang members, all of whom are willing to
die for him and his cause.
Sheena
Archetype: Elf Gang Member Mage
Information: Sheena is a very powerful magic user, although she only
lets a little bit of her ability shine through. She doesn't like to kill,
but is more than willing to use her abilities to defend her leader and
her cause. She never talks to anybody but Frengo and it appears as if they
have some sort of unsaid, but romantic relationship.
Dreamline
Archetype: Human Gang Member
Information: It is nearly impossible to talk to Dreamline about anything
but computers. It's almost like he thinks in binary. He has no fighting
skills, hates violence, and just wants to get his decking duties done so
he can return home and work on programming new utilities.
Gridlock
Archetype: Human Rigger
Information: Gridlock doesn't like the runners and was much happier
when the Nixes was comprised entirely of Nixes. He is constantly waiting
for the chance to prove that the runners are there to harm the Nixes, not
help them.
Sgt. Orval Brazer
Archetype: Human Cop
Information: Orval should have been kicked off the force years ago but
his ties with higher ups in the city have gotten him off the hook many
a time. But even with these ties it will probably only take one more major
screw up before Orval's career comes to an end which is why he's so determined
to make his current project work.
Stuart Pugs
Archetype: Ork Cop
Information: Stuart is an idiot alcoholic and, if the runners aren't
careful, he'll screw up the entire run. He has virtually no sense of subtlety
and his desire for recognition in the police department causes him to do
brash, sometimes idiot things.
Pelter
Archetype: Human Thief Physad
Information: Pelter is a master of disguise and has spent most of his
life practicing his quick draw. He doesn't like to deal with anybody's
crap and would rather kill somebody than negotiate with them. He's also
a good actor and most of these underlying traits probably won't manifest
until the robbery.
Samantha Brooks
Archetype: Human Humanitarian
Information: Samantha doesn't believe in killing which is why the Nixes,
and all other gangs working for her, are forbidden to harm anybody. Any
group that does is immediately kicked out of the organization and usually
convinced through non-lethal, but frightening, scare tactics to leave town.
She's probably going to eventually suffer a heart attack from all the stress
Savior brings upon her and recently she has turned to numerous prescription
drugs to ease her anxiety, some of which also cloud her judgement from
time to time, which is probably why she will let the runners off so easily.
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