10
« on: August 07, 2014, 03:33:28 PM »
Ok, second session. Magnetic is retired and replaced by Hacker extraordinaire DeadBit, who is contacted by fixer Malcolm and asked to help in the exfiltration mission. We decided to use the 0.2 matrix rules for this time.
DeadBit inmediately set himself to research online everything he could about Malcolm, the intercept tunnel (where the characters had planned to stop the police truck) and Rome, the target. He found out both men form part of the same insurgent group, the Hussars, bent on overthrowing the Citadel (the elite’s city-within-a-city). Additionally, Rome is a fervient jewish rabbi of african descent.
Everyone decided to sleep for a while (it was 4am in-game). Upon awakening, Dead Eyes the Killer found out his contact was in dire need of him (got a weak hit on Obligations roll): some gangers stole some combat drugs and the contact needed them back for a private transaction. D.E decided to avoid the issue, not wanting to risk himself or his resources, but that -1 on Hit the Street started to itch him, still on the need for some resources, so they decided to tackle the issue. It was here that Dead Eyes’ player said he didn’t want to spend our precious little session time in a side-mission, but then I offered him a godsend: the Conduct an Operation move.
Even with DeadBit’s help (he provided a live stream of the ganger’s joint, an abandoned skate park), Dead Eyes and Jin Woo got surprised ugly (missed the Operation roll) by the still-not-hostile gangers. D.E then improvised and froze one of them (Real Badass) and scattered the rest with a threat of a drone attack (Fast Talk). The gangers returned the drugs and left, shivering and weeping. Side-mission accomplished.
Jin Woo’s player asked if he could spend +gear before it became necessary (for example, AP rounds or a blowtorch). I said that sure, no prob as long as you can explain how you got it, but I advised against it as +gear is esentially like a Joker card, which may save you from any difficulty, and you can get things pre-mission using Hit the Street. So they spent just one of their three +gear in a blowtorch. Jin Woo also welded this blowtorch with the drone in order to remotely command it to force-open the truck doors.
Next came the attack itself. The plan was: DeadBit hacks the tunnel from a service terminal above it; he sets the cameras on a loop (via Control Systems) and turns the traffic signals to warn drivers to avoid the tunnel. Dead Eyes and Jin Woo kill two guards inside it (hiding the bodies in the van and spending +gear to produce a product that makes blood turn into gel, for fast removal), then wait for the prisoner truck (traffic is enabled again, then disabled for the attack) with the van driving in front of it.
The plan went more or less smoothly. DeadBit had problems passing all those Control Systems rolls, particularly since a weak hit forced him to choose "no alarm is triggered" and try again. Console Cowboy came in very handy. The rest went well and the truck crew (which, players found out, had an escort armed drone) was surprised. They couldn't reach out for help since Jin Woo had jammed all traffic (mission clock was frozen at 21). Dead Eyes made tremendous damage and killed the driver (used a piece of +intel to 'remember' what someone told him about weak spots in the armoured windshield, and used the +1). He and Jin Woo suffered damage (DE marked XP from his Masochistic directive) from the armed drone (the van was unarmoured) and Jin Woo accidentaly hit the brakes (got a weak hit on Harm move, lost footing) and made the truck crash against the van at low speed (around 50kph). Dead Eyes killed the shotgun-seated guard and then the drone.
Then the truck started moving of it's own, and JW observed that something was amiss: there was a rigger remote-operating the vehicle, for emergency escapes. They shot all four tires and the truck crashed against a tunnel column.
Meanwhile DeadBit had been busy. He decided to fall for his fame directive and inserted his skull-and-bones signature in the traffic signals, making the drivers exit their cars and collectively enter the tunnel, thinking it was all a publicity stunt. When they saw what was happening they panicked and fled in terror, thus alerting the Metropolice HQ. DeadBit heard VTOL turbines in the distance and alerted the team.
JW activated his blowtorch drone and melted the hinges on the truck's back doors. Inside was Rome, big and calm, and a small panic room where the rigger was hidden. Rome exited with dignity, quoting the book of Job, and DeadBit picked him with his bike (almost too small for the passenger), and exited the tunnel. DE and JW realized that with the random commuters gone in panic, their cars were blocking both tunnel accesses, and the van was too big. They used their final +gear to pop a dirt bike inside the van (which had the first two dead cops, and I forgot it had the cramped weakness); they both escaped on it. Then the metrocop VTOL arrived, and decided to go after the second couple. JW Maneuvered and hid himself long enough to abandon the bike and separate from DE, deciding to meet for the pay with the fixer Malcolm.
DeadBit took Rome to a clandestine clinic, where a medical team prepared to check him for tracer implants (possibly) or cortex bombs (unlikely, it's the police after all).
The team met with their employer inside Sinaxis (the club) and got payed fully (everyone waged 2 cred, so they got 6 each, for a surplus of 4 each). They also chose not to be ambushed, and to mark XP. But they couldn't help someone (maybe an undercover) noticing the whole scene... so I started a Metrocop corporate clock.
All in all, it was a blast. I really enjoyed creating situations and handling failed rolls. We faced all different kinds of situations so we got around most of the rules (hacking, social moves, combat, even some stealth).
Some things to consider: DE's player noted that with high armour and the benefits of passing Mix it Up, he can gain a lot of XP with the Masochist Directive.
DE's player wants the new Matrix Rules.
JW noted how important contacts are:
JW: "Ok, I Hit the Street for explosives."
Me: "Sure, tell me how your single contact, the restaurant-owner, has bombs for you."
JW: "Errhh..."
All players agreed the game is fast and dangerous, and liked it.
I made slightly harder moves and situations (like at the end, being trapped in the tunnel) and rejoiced at the resourcefulness of my players extricating from danger. I'm starting to get the hang of this game, thus enjoying it more.