Previous Entry: 04 - Rushdown - Former Glory

Begin a Session

Rushdown discovered that the people responsible for kidnapping and impersonating his superior officer were the Satonaka Clan - his former employer and rival of Takamaki. He tracked the squad's ship and destroyed it.


Rushdown enters Gray's office. She looks up from her terminal. "Ah, Rushdown," she says, "I never properly thanked you for the rescue. I do appreciate it, you know."

"You'd do the same for me, right?" replies Rushdown.

"No, I'd wait for backup. But seriously, thanks."

Connection Gray +1 (1/10)

"While you're here, take this," Gray continues, handing Rushdown a datashard. "It's a firmware update for your power armor, you should see about a 17% increase in shield efficiency."

Rushdown takes the shard and slots it into his armor. It restarts and he notices the shield is more powerful. "Thanks," he says.

"Well, that's the pleasantries out of the way, let's get down to business," says Gray. "We have Minami's attention. The Enforcers found the guard we left chained to a radiator and they detained him because of the gun. He wouldn't talk but they have some kind of brainreader so they know he was Satonaka and working against the Red Suns."

"How do you know all this?"

"Wynne Barrow, a Minami representative, filled me in. Anyway, they're suddenly very interested in what we're doing in Ashitaba. To be honest, they probably know about Takamaki at this point; the guard must have had some idea of what was going on."

"So do we need to leave Minami City?"

"No, they seem to be sizing us up. They have a job for us. A low-level Minami executive wandered into Southside without an escort and got taken hostage by a street gang there. They're trying to ransom him back to Minami."

"And they want us to do the handover?"

"They want us to wipe out the gang. If they start paying ransoms, the whole of Southside is going to be looking for Minami employees to kidnap. They want Southside to know that Minami are protected, even without a bodyguard."

Rushdown takes out his black iron dagger. "I vow to wipe out the gang that took the Minami exec, and rescue the hostage if he's still alive," he says.

Swear an Iron Vow(Heart)8 vs 8|6

Using Bannersworn to reroll the 8 1d1010

Momentum:8 → 9 bonds +1 (0/10) Connection Gray +1 (2/10) 05 - Hostage Rescue

"Who said anything about rescuing the hostage? He's just a low level nobody, focus on wiping out the gang."

"I'm sure it'll make us look good to Minami if we get him out alive."

"It's your call. But it's not a mission requirement."


Rushdown returns to the ship and assembles the crew. They make their way to Tranquilo.

Set a Course(Supply)10 vs 10|6 Momentum:10 → 8

Their progress is hampered by a plasma storm and they make it to Tranquilo late but unharmed.

Rushdown considers calling Florian Angel but decides against it; he's not sure if Florian is holding the last job against him and one of the Angel Brothers is unlikely to concern themselves with a Southside street gang. Instead he heads into Southside and tries asking around various taverns trying to find an informant.

Make a Connection(Heart)7 vs 10|1

He asks around unsuccessfully, and eventually a pair of gang members approach him.

"Yo, you the one walking around here asking questions? Bigmouth wants to talk to you."

"Who's Bigmouth?" asks Rushdown.

"Someone who likes to talk."

Rushdown follows the two gangers through a maze of sidestreets and finally inside a dimly lit, smoky bar. They usher him to a booth in the back of the bar. A man is sitting there, his head shaved bald and a serious look on his face. He sizes up Rushdown. "Black power armor - you didn't happen to beat up three guys in yellow a while back, by any chance?" asks the man.

"I only beat up two of them, the third ran away," replies Rushdown.

"Interesting. Call me Bigmouth."

"Rushdown."

"You caused me a lot of problems, Rushdown. The guys in yellow, well word got out that they got beaten up by a tourist on their own turf, which obviously is a sign of weakness. The other gangs started nibbling at their turf, and the guys in green managed to take more than their fair share. My guys, the guys in sky blue, share a border with the guys in green. Now, because of you, instead of the stalemate we had before, the guys in green have a slight advantage and they're gradually pushing my guys back."

"Well, if that little scuffle caused that much strife, you're gonna hate what comes next."

"What's that?"

"Someone screwed up and kidnapped a Minami exec. I'm going to wipe out the gang that did it."

Is it the guys in green? Unlikely(42)No

"Oh, that would be the guys in purple. This could work out for us, actually. You didn't tell anyone else about this, did you?"

"Nope."

"Okay, so we'll be able to move before anyone else. Here's what we're going to do. A few of my guys are going to go with you when you raid their base. You're going to take out the gang, and my guys are going to go in after and loot the base for weapons, credits, and anything else we can use against the greens."

"What's in it for me?"

"I'll tell you where their base is."

"Deal."

Connection Bigmouth 05 - Hostage Rescue +1 (2/10)


Barely an hour later, Rushdown is walking towards the enemy base. He has half a dozen Red Suns with him, as they are expecting heavy resistance. Half a block further back are another half dozen gangers wearing sky blue colors. The enemy base is a nightclub - the throbbing electro music leaks out from the deafening interior onto the street.

"The leader of the gang has an office past the VIP area. We'll have to take him out to take out the gang. We don't want to kill any civilians, so throw tear gas grenades as soon as we're through the door to clear the room." says Rushdown to his men.

The bouncer on the door, a large man with a purple tie, frantically starts speaking into his earpiece as the Suns approach. As Rushdown gets closer he holds his hands up and says "Listen, you can't-"

He is cut off mid-sentence by Rushdown throwing a punch at his face.

Enter the Fray(Iron)6 vs 9|5 05 - Fight through to the gang leader's office 05 - Take out the Gang Leader

The bouncer goes down and Rushdown steps over him and through the doors into the nightclub. The music is still blasting and there is a throng of dancers on the dancefloor moving and gyrating to the rhythm. Rushdown's men take out tear gas grenades and throw them into the crowd. In seconds, the revelers start streaming towards the doors, retching and screaming as they stampede to escape. Rushdown moves quickly towards the VIP area, his men following behind. Club security are also affected by the gas, their vision blurred and suffering from intense nausea. Nevertheless, some of them still reach for their weapons. Rushdown and his men, carrying submachine guns, gun them down as they move through the room.

Strike(Edge)8 vs 9|7 05 - Fight through to the gang leader's office +2 (4/10)

They take out the incapacitated gangers and keep moving.

As they reach the door to the VIP area it bursts open, and a squad wearing purple outfits and gas masks rush out holding assault rifles, firing wildly in the direction of Rushdown and his men. The Red Suns scatter as they try to get into cover.

React Under Fire(Edge)5 vs 1|7 Momentum:9 → 8

The Suns manage to get into cover, the gas disguising their movements and making it hard for the gangers to aim. Rushdown is behind a column separating the seating area from the dancefloor.

Combat Action(11)Charge recklessly

The gangers are clearly not well trained or disciplined and they advance on the Suns continuing to fire wildly even though they don't have clear line of sight. They're hip firing, not even using their rifle sights. Rushdown counts five of them advancing on the seven Suns. A moment later, one of the gangers yells "Shit, I'm out," and Rushdown swings out and starts blasting at the line of enemies.

Doing a Clash move, setting my Action Dice to 5 using armored + 3 for Edge = 8
1d106 1d102
8 vs 6 & 2, Strong Hit

05 - Fight through to the gang leader's office +2 (8/10)

Rushdown expertly moves his aim from target to target firing a short burst at each one. His men join in and in seconds the five attackers are down. They continue through the doors into the VIP area.

Take Decisive Action(track)5 vs 8|9 Momentum:8 → 6 05 - Fight through to the gang leader's officecompleted 05 - Hostage Rescue +1 (4/10)

The VIP area is full of terrified civilians. "Everybody get out of here, now!" yells Rushdown. The team loses precious seconds as the VIP room clears. Finally, they're at the door to the office. It's quiet inside - either the leader has escaped or they're preparing an ambush. Rushdown signals to his squad to get into cover and plants a small explosive charge on the door. He gets into cover himself behind a table and blows the charge - the door goes flying inwards off its hinges. A stream of bullets come pouring out of the doorway - from the sound of it, the gang leader has some kind of heavy weapon inside, perhaps a minigun. After a few seconds the shooting stops. "Next fucker I see gets blasted," comes a voice from inside.

"Stay back" Rushdown yells, then risks coming out of cover briefly to throw a flashbang through the door.

Clash move using Armored and Edge
1d105 1d101
8 vs 5 & 1, Strong Hit

05 - Take out the Gang Leader +2 (6/10)

There is a loud bang from inside the room, and then "Ah, you mother fucker."

Rushdown moves quickly into the doorway, gun raised. He sees an incredibly fat man next to a minigun which is propped up on the large desk at the back of the room. The man is clutching his eyes and reeling. Rushdown takes aim and fires at the man.

Strike(Edge)6 vs 4|6

05 - Take out the Gang Leader +2 (10/10)

The man goes down.

There's a click from behind Rushdown - someone was hiding behind the door. "Freeze, drop your gun," comes a voice. Rushdown drops the gun and raises his hands. "You're coming with me. We're going to walk out the front door and if any of your men try anything you're taking a bullet to the brain."

Rushdown, hoping that his armor can take a shot from whatever the man is carrying, suddenly pulls out his black iron dagger and spins around in one smooth motion.

Clash move using Armored and Iron so Action Dice is 9!
1d105 1d103
9 vs 5 & 3, Strong Hit

The blade strikes the attacker in the throat before they can get a shot off.

Take Decisive Action(track)5 vs 10|5 05 - Take out the Gang Leadercompleted 05 - Hostage Rescue +1 (6/10)

The blade hits an artery and tears at the gang leader's throat, and they drop to the floor and swiftly bleed out.

"Ok, search this place for the hostage," Rushdown tells his squad. The team disperses to clear the building. Rushdown sends a message to Bigmouth to let him know his men can come and loot the place.

Connection Bigmouth +1 (1/10)

Rushdown joins in the search for the hostage.

Gather Information(Wits)6 vs 1|7 Momentum:6 → 7

Is the hostage in the base? 50/50(58)No

Rushdown calls Bigmouth. "The hostage isn't here."

"Then he's probably in one of their safehouses," replies Bigmouth.

"You had me take out an entire gang base and he wasn't even here?"

"I said I knew where there base was, I never said I knew where the hostage was. Listen, you'd better get out of there, you made enough noise that Angel Enforcers are actually on their way to Southside for once."

"Where's this safehouse?"

"Not far. I'll send you the details."


Rushdown sends his men back to the ship and makes his way to the safehouse. He bangs loudly on the door three times. "Your boss is dead. I just need the hostage. Let him go and I'll let you live." He stands to the side of the door in case someone decides to shoot through it.

Compel(Iron)10 vs 8|9

Rushdown hears several locks being unlocked and then the door swings open. A man in purple pushes a man in a suit out into the street. "We don't want no trouble," comes a voice from inside the room. The door closes behind the man and Rushdown hears the door hastily being locked again.

"You with Minami?"

"Yeah," says the man.

05 - Hostage Rescue +1 (8/10)

Fulfill Your Vow(track)5 vs 8|7 quests +2 (1/10) 05 - Hostage Rescuecompleted Connection Gray +1 (3/10)

"Come on then. Let's get you home," says Rushdown.


End a Session Momentum:7 → 8

Next Entry: 06 - Rushdown - Captain Finn