Computer hackers killed the city's lottery system back in the forties but,
as tax revenues continue to fall below the city's need to survive, there
appears to be hope for a game of odds long thought dead. As, for the hackers,
this time the lottery commission is ready.
Ready for what is the real question. Sure they've upgraded their lottery's
matrix security but more than one person in the city council doesn't think
this will be enough. They want to make sure the hackers know that their
dealing with a system of computers, and people, that aren't going to take
anybody's shit.
Thus created was "Project Hackslam", a several part system of insuring
that the last thing on a hacker's mind will be to penetrate the system.
To give you a rundown, Project Hackslam involves the maxing out of matrix
security at each of the lottery system's remote nodes but, in an attempt
to create a trap for hackers, leaving the main node relatively undefended.
They've also made it apparent that the easiest, perhaps even the only way
to get into the main system is to make a run on the lottery headquarters
building itself.
So the basic job of the runners is this:
1. Go undercover in the lottery's headquarters and, when the hackers
and their assumed runner support makes a run on the building, beat the
hell out of them but leave at least half of them alive.
The runner's Johnson will make it apparent that the undercover portion
of this is important. The runners are to dress as normal lotto security
and will be provided with uniforms for SecTec, the company the lotto currently
employs. The lotto commission wants it to look like the attacking group
was defeated by the LOTTERY, not a bunch of runners. The Johnson will NOT
give them detailed information about Project Hackslam (he doesn't really
have any info to give) and the runners will be hired for the purpose of
"repelling an expected computer oriented attack on the lottery's isolated
system.". The need for special uniforms will be explained as "PR reasons".
And, as a side note, full medical coverage should be offered for this run.
If anything, this generosity should get the runners wondering as to just
how powerful a force they should be expecting. They will also be granted
a bonus budget of 20 grand in order to purchase any equipment they'll need
for the defense of the headquarters.
The lotto headquarters is situated in an office/industrial park in a
nondowntownish environment. The building itself is a defensive nightmare.
It is surrounded by trees, is packed in with other buildings, has no window
security, too many doors, and only a few cameras. The is about one quarter
the size of a city block and has four floors and elevators and stair cases
scattered everywhere. There are also four other SecTec guards on duty,
although their skills are somewhat lacking.
Ok, so this is all nice and simple. Just keep the bad guys out, right?
Yeah, right. What the runners don't know, but the attackers do, is that
hidden in a crappily built vault inside the lotto building is about five
million nuyen worth of certified cred sticks for the purpose of paying
off future jackpot winners. The headquarters will be attacked EN-MASSE
by a combined force of FIVE gangs. I normally don't like bloodbaths but,
at this particular moment, I'm in a bad mood.
This attack will be all but subtle. Using about twenty or thirty motorcycles
and vehicles the gang will crash through windows, the front doors, blow
open walls, and create a mess as they launch an open assault against the
building. There will be gang members of all types and all races and all
abilities, even a few magic users. To put it bluntly, the runners won't
have a chance in hell at defeating these people. During the foray, even
if the GM as to send in a damn tank, the gangs will get hold of the cred
stash. The runners shouldn't even be away that the cred was stolen, or
even that there was cred to steal in the first place.
Now if the runners are a bit smart they'll see that they couldn't possibly
defeat a force of about sixty people and will hopefully hide or run away
before they get wasted. If you have to, knock them out. Just try not to
kill them.
OK, so that was fun. The runners are now sitting around what used to
be the lotto headquarters wondering what the hell went wrong when a small
army of police and a man named Albert Snell, who is with the lotto commission,
shows up. He pulls the runners aside and states that he is willing to pay
the runners a decent amount of money to get back the "data" the gang just
stole. He won't want to discuss the details at that very moment, telling
the runners to meet him at his office in the city in five days, and tells
them to get some rest and get healed.
Three days later the runners will receive a visit/call from their Johnson
who informs them that a lotto commission member, Marcy Trak, wishes to
speak with the runners (or a runner spokesperson) at her office in the
city the next day (one day before they're supposed to meet with Snell).
The office is located in the same building and on the same floor as Snell's
office. The floor is rented by the lotto commission as sort of a "sub office"
but, at the moment, it is packed with makeshift cubicles and computer terminals
of those who were relocated after the main headquarters was destroyed.
Again, it's probably best if the runners send the most corporate looking
amongst them to meet with Martha, this is a corporate office.
So the runner(s) pays a visit to the lotto office, located on the 63rd
floor of a busy office building. This meet is during the DAY, so I'm sure
the visiting runner, used to their stay up all night schedule, will be
feeling his or her best. The receptionist lets the runner pass but, as
they approach Marcy's office, he is accosted by Albert Snell who is filled
with cheerful questions as to why the runner is there a day early. He'll
try to do just about anything to keep the runner from going to meet Martha,
saying stuff like "How bout we just meet now!" and "Let's talk down at
the bar, I'll buy you a drink." Even if the runner decided to follow Snell,
Martha will see him or her and somehow get the runner into her office.
Snell will be visibly displeased.
Martha closes the door and explains to the runner that she has received
information about the possible whereabouts of the stolen cred. Cred? Nobody
mentioned cred to the runners before. She'll then give the runners the
details of the Project Hackslam and she, and the rest of the lotto commissioners,
never thought that the attackers would go after the cred. In fact, she
wonders how they ever received information about the cred. She'll also
apologize for the secrecy involving the run and Project Hackslam, explaining
that she wasn't allowed to give the runner's Johnson any more info. (Well,
now the runners know who hired them: Marcy.) If the runner mentions anything
about the suspicious Mr. Snell, she will simply shrug it off as paranoia.
She'll say that she's known Snell for years and, although he can be overbearing
at times, he's basically a nice guy. She'll offer the runners some money,
most of it to be given upon completion, if the runners can gain evidence
that the warehouse headquarters of the gang, The Rats, are in possession
of the stolen cred. They are NOT permitted to take any action other than
the gathering of info. If ANYBODY is killed the runners won't get paid
and the lotto commission will never again have anything to do with the
runners. She will give the runner the address of The Rat's warehouse and
will tell him that she wants the video footage evidence to be delivered
to her office at 9:00am the next day. (This is before the runners are scheduled
to meet with Snell, which is some time in the afternoon.)
The gathering of information should be pretty simple. The warehouse
is located near the waterfront and is one of many other warehouses, all
of which have small alley's running along side them. There's also tons
of stuff to hide behind such as fork lifts, boxes, dumpsters, etc. The
warehouse has a few external windows, hastily boarded up. The only important
part of this whole deal will be when the runners, as they gather footage,
see Albert Snell walk out of the inside warehouse office dressed in the
Rat's gang colors. There is also tons of evidence that this gang, and Albert,
stole the cred, such as numerous cred sticks laying all over the place
with "Property Of The Lotto" stamped on it. The gang security sucks and
the runners probably won't be detected. And remember, event through they
say Snell, they ARE NOT to take any action against him.
Ok, so the runners have so good footage to give to Marcy the next day.
(If, for some reason, the runners decided to blab about Snell to the 10
o'clock news or something they might as well forget about their reputation.)
But, as the spokesrunner enters the lotto office they notice that all is
not well. People seem to be bummed out, some are even crying. There isn't
any receptionist, just a sign that says "Welcome". As the runner enters
Marcy's office they see that the walls have been stripped of family pictures,
there are numerous cardboard boxes filled with Marcy's belongings, and
a man who appears to be packing her stuff with his back to the runner.
"Tragic", Albert Snell says as he turns around, "We're really going to
miss her.". Marcy Trak was killed earlier that morning in a hit and run
accident.
Snell, who is unaware that in his or her pocket the runner possesses
enough evidence to put him away for the next fifty years, asks the runner
to sit down. "We might as well have out little meeting now." He says. He
explains to the runners that the "data" stolen from the lotto headquarters
is disguised as cred sticks with the lotto stamp on them. (The fact that
he's lying through his teeth is somewhat immaterial.) Visibly fidgety,
he states that he knows where the data is hidden and wants the runners
to grab it, bring it to a boat, and deliver it to a "lotto owned freighter"
out at sea. After finishing his story he seems to wait in anticipation
to see if the runner bought it. He also offers a damn good sum of money
for doing the job, most of it to be received upon completion.
Ok, by this time the runner is confused as hell. But, if they sit down
and think about it, the runners aren't really doing anything "wrong" by
the standards of shadowrunning. Sure they're working for a thief and possible
murdered but, then again, when DON'T they? Also about now the runners should
have the overwhelming feeling that, at any moment, they're going to get
royally screwed. But, then again, when DON'T they feel that way?
So the runners have a choice: They can do the job for Snell or they
can "turn him in". If the runners "turn him in" Snell goes to jail and
the runners probably lose some rep. They did, after all, put a potential
employer in jail. If they decide to do the run:
Snell wants the runners to grab the, uh, "data" that night and have
it to a set oceanic point by midnight. He also makes it perfectly clear
that he knows EXACTLY how much "data" should be there and, if anything's
missing, he will be unhappy. (i.e. the runners are being paid to transport
the loot, not steal it for themselves.) The location of the warehouse is,
surprise surprise, the Rat's warehouse on the docks. The runners have to
find their own boat but, from all the money they've been making from this
run, this shouldn't put that much of a dent in their wallets. When the
runners attack the warehouse there won't be much resistance and all of
the "data" will be packed in nice boxes, just waiting for them. During
the attack at least one gang member will attempt to call somebody named
"Tracer". Also there will be one gang member who simply hides for no apparent
reason. After the runners snag the data, get it on the boat, they'll meet
up with an ENORMOUS freighter in the middle of nowhere, possessing a crew
of asian people who speak little english, and will have the words "PROPERTE
UV THE LOTO" hastily spray over the still visible real name of the ship,
the "ASIAN ARGONAUGHT". After the loot is transferred Snell will pay the
runners, and the boat will begin traveling in a direction completely opposite
of the city. Wow. The runners didn't even get screwed over.
And, if you, as the GM, feel like it, you can have television news break
a story on the "possibility" that Snell orchestrated an act of thievery
against the lotto commission and any information which will help lend proof
to this story can be ANONYMOUSLY submitted to a particular news program
in exchange for a decent reward that can also be anonymously transmitted
to wherever the runners are. I'm sure that chip was burning a hole in their
pocket.
Oh, yeah: THE END.
The Whole Story
In case I lost you anywhere along the line, here's the whole "hidden" story:
Marcy Trak did hire the runners to assist in Project Hackslam and had
no knowledge of Snell's actions. She didn't even know about the cred until
after it was stolen.
Snell, however, was the one who arranged for the cred to get there in
the first place. He knew the headquarter's relatively remote location would
be the ideal place for an all out assault. Having always possessed ties
with the Rats from way back when he was a teenager, Snell rejoined them
and conned a few other gangs into attacking the lotto headquarters with
him. Project Hackslam didn't worry him all that much because he had managed
to talk the lotto commission out of hiring three runner teams and only
going with one. After the main attack he had the Rats move the loot to
a new gang headquarters, screwing the other gangs out of their share.
Snell, who didn't participate in the attack, arrived at the "scene of
the crime", expressing horror over what had happened. He then asked the
runners to meet with him so he could arrange for the runners to steal the
cred FROM HIS OWN GANG. His initial plan was a bit more subtle than simply
having the runner haul the stuff out to a large boat bound for the Chinese
warlord he was working with but when Marcy got involved, he freaked.
Marcy, meanwhile, had received an anonymous tip regarding the location
of the stolen cred. The tip was actually given by an undercover cop working
in the Rat's gang. He never made the connection between Snell and the lotto
(Snell went by the name of Tracer in the gang.) but did make the stupid
move of calling the lotto first instead of the cops. After one of the gang
members caught him on the phone they never left him alone again out of
suspicion. (This cop was the gang member who hid during the final attack.)
Anyway, the runners did their bit for Marcy and Snell, out of paranoia,
paid five hundred nuyen to a drug addict to run her over with his Americar.
Snell didn't know exactly why Marcy had hired the runners, he just knew
he didn't want them talking to her. So Snell, now under pressure and going
increaceingly paranoid, threw together his desperate plan to get to loot
and get out of the country. It worked so, hey, who can complain.
But I guess the lotto's not coming back.
Personalities
Albert Snell
Archetype: Human Gang Member/Corp
Information: Snell left his gang many years ago but hooked back up with
them when he hatched his plan to steal the lotto's loot. He was hardened
from his gang experience and still shows in his hardened facial features,
somehow managing to get past the suit and the nice hair. He almost has
a dual personality, cheerful in his suit, ruthless and greedy in his gang
colors. He does have a tendency to get antsy when things start to go bad
at which point he sometimes comes up with brash plans that make very little
sense but, for some reason, still tend to work.
Marcy Trak
Archetype: Human Corp
Information: The nicest person you'll ever meet, the most daring thing
Marcy's ever done is the act of hiring her runners. She's very family oriented,
loves her job, and hates violence. |