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[Shadowrun 4]Rise of the Cutter's 
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Post [Shadowrun 4]Rise of the Cutter's
First the background stuff.

Quote:
The Hells Angels Motorcycle Club (HAMC) is a worldwide one-percenter motorcycle gang and organized crime syndicate whose members typically ride Harley-Davidson motorcycles. In the United States and Canada, the Hells Angels are incorporated as the Hells Angels Motorcycle Corporation. Their primary motto is "When we do right, no one remembers. When we do wrong, no one forgets"

Both the Federal Bureau of Investigation and the Criminal Intelligence Service Canada classify the Angels as one of the "big four" motorcycle gangs, contending that members carry out widespread violence, drug dealing, trafficking in stolen goods, and extortion. Members of the organization have continuously asserted that they are only a group of motorcycle enthusiasts who have joined to ride motorcycles together, to organize social events such as group road trips, fundraisers, parties, and motorcycle rallies.


The fall of the Hell's Angels is a story that starts just after the turn of the century. Facing increasing scrutiny from Federal and local authorities the ranks of the Hell's Angels were decimated as members increasingly found themselves incarcerated for longer, and longer periods of time. By 2011,as the tide of magic came back to the world the leadership of the Angels found themselves watching events unfold from behind prison walls.

While the rest of the world obtained the benefits, and faced the disadvantages of magic and technology many of the Angel's simply watched. As prison populations were faced with increasing shortages of resources, increasing usage of privatized prisons (Owned by the same Corporations scrambling for resources) many Angel's faced a variety of dangers they knew all too well (Diseases like VITAS, and rival gangs), but also some that were completely alien-magic, and goblinization.

Unlike their rivals the Mongols, who were quick to accept Ork's and Trolls, the Angel's were slower to accept metahumans, and magic. Comprised of a higher than average number of veterans the Angel's attracted a large number of both Native and American vet's, who found civilian life lacked the excitement of and adrenaline of armed conflict. Always quick to accept technology the Angel's soon found themselves with a large number of newly freed members from former American prisons, who had been subjected to a variety of cybernetic experiments , as well as returning vets-many of whom possessed combat orientated cyberware and skills.

As the old nations unraveled, and new ones were formed many of the Angel's previous business endeavors had been encroached, and even taken over by rivals, and newly formed syndicates. In 2036, after President McAlister withdraws all federal support from California the Angels make use of the chaos to settle a number of scores. As violence reigns the Angel's are completely unprepared for the Japanese arrival in San Francisco. During the summer of 2036 the Hell's Angels summoned by the San Francisco charter MC, and members from across the continent flock to Walnut Creek, and the Brones Regional Park for the promise of weeks of lawlessness, fueled by drugs and alcohol, and a lack of law enforcement officials.

While California's State and Local governments floundered from the removal of not only all federal aid, but UCAS troops, and government officials the Hell's Angels descended upon the city of Walnut Creek. Murders, rapes and arson spiraled out of control as not only Hell's Angels by the hundreds descended on the city, but also various other lawless elements joined them. City officials were helpless to stop the crime wave, and immediately called upon the state for assistance-however as Los Angele's burned, and Oakland, and other large cities spiraled further out of control the Japanese Imperial Marines landed in San Francisco.

Imperial Marine's quickly push road patrols out into Oakland, and surrounding communities. Clashes between JIM and the Hell's Angels rapidly escalate. After six Imperial Marines are scalped after a running gun battle with Hell's Angels on Highway 24, General Saito-commander of Imperial Marine forces-decides that drastic action must be taken.

On the night of August 20th, 2036 as various chapters of the Hell's Angels gather at the junction of Brones Creek and Crest Creek, JIM special operations commando's infiltrated the area, and painted the target with laser targeting designators. Witness accounts from here vary, but what is known is that the explosion could be seen for miles. Several locals reported seeing several Mitsubishi J7's in the area. The end result was that Brones Regional Park was firebombed, and destroyed almost completely, and at least one thousand Angels ended up dead or missing.

Initially this move is welcomed by both State officials, and the public. However it rapidly becomes apparent that the JIM are only there to protect their own interest's and not that of the public's.

The surviving membership determines that the old guard has lost their edge, and new leadership is needed. The Cutter's are born.

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Tue Nov 10, 2009 12:56 pm
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Post Game #1
Game #1

Synopsis: Having seen recent heavy losses from a variety of sources the Cutters are losing a lot of ground to both other OMG's, and other OC rivals. The PC's are known for getting results, they are all “Made Men.” They'll meet up outside the chapter house in Boise City, OK just on the edge of the UCAS. From there they'll travel north to Grand Rapids. Each PC will have been contacted by their Mother Chapter's and instructed to make their way to Boise City, OK, UCAS where they'll meet the rest of the group, as well as meet a recently released brother, by the name of Joe Fatal.

Joe Fatal will then instruct the PC's on what they'll need to do next:

  • A prison transfer bus is leaving the El Reno Federal Correctional Facility bound towards the Sioux Nation, and Dawson County Correctional Facility-aboard the bus is several Mongol's, but more importantly an accountant named Wade Biswell.
  • The players need to intercept the bus, and extract Biswell, relocating him to a safe-house in Sturgis, OK, UCAS.
  • Any Mongol deaths are considered a bonus. Guard causalities are to be avoided if possible.
  • Once Biswell is safe the PC's will interrogate him, and Fatal will send them on their next job.

Fatal will also need a cut of monies recovered over the next several games to get his share of a club in Kansas City up and running. Once released he'll have the PC's take him to the nearest bar, where he'll brief them on what they'll need to do.

The Prison Bus Blues

Aboard this specially designed armored bus are: a driver, a gunner, and a guard. The gunner resides in the rear of the bus, which doubles as an arsenal. (6 Auto Assault 16's, with 2 drums each-1 lethal, 1 nonlethal; 6 Ares Predator IV's, 3 magazines regular ammo, and 18 flash bang grenades.

The staff aboard the bus will try to use nonlethal force if possible, but aren't suicidal. First and foremost they'll call for help, and stall for back up. They have several radios aboard which allow them to immediately call the local, county, state and federal as well as international aid. Following the prioson bus will be a trace van, carrying the prisoners personal property. Inside it are two more guards, each equipped with Ares Predator IV's and 45 rounds of ammunition.

Aboard the prison bus are 7 Mongols (6 orks, and 1 massive troll), Biswell and six other convicts. All are being extradited to the Sioux nation to serve time. All are bound in belly chains and leg irons. The troll is being held in a high security cage, and is wearing a spitters mask. One of the ork Mongols is secretly carrying a cuff key, and a shank.

The bus has a GPS tracking device, and fire suppression systems. It has run flat tires, and a forward mounted Ares Vigilant Auto-cannon on a turret with an Ares Fogger Glop Gun; it also has a rear mounted Glop Gun. If attacked the driver will attempt to build speed and head for the nearest Police or Fire Station, while calling for help.

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Post Game #1 After Action Report
Pretty much this game made me realize just how badly unarmored opponents can be chewed up by armed opponents; and mounted weaponry.

The PC's picked up Joe Fatal, and discover from their Tech Guy contact, Cole Blaquesmith, that the Transportation Offcicers are staying at anearby hotel, and will transport the prisoners the next morning. They used their Face to gather information from the guards, and attempts-pretty successfully to distract them by helping them get pretty drunk. This allows her to snag access to their Comm Links, and gather some information the PC's didn't already have.

The PC's quickly settle on an ambush plan, which includes blowing a section of road to stop the bus, and then simple fire and maneuver to gain access to the bus, and retrieve Biswell. Since they know the Buses route, and have the time they set up early.

The pretty easily manage to stop the bus, and take down it's trace vehicle. As the group closes on the transportation bus, the convicts inside it manage to take control of the armory. Now they also happen to be members of the PC's chief rival, The Mongols. Unfortunately because they're unarmored this combat ends up being much more one sided than I thought it would be. In two turns it's all over. Final score-seven dead NPC's, five dead transportation officers, and Biswell retrieved. the trade off? One wounded player.

That's where we end, and now it's time for game number 2!

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Tue Nov 10, 2009 12:57 pm
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Post Game #2
Game #2

Synopsis: Having sprung Biswell the PC's are now holed up in Strugis-where they'll spend three days, a small northern Okalahoma town. From there they'll need to make their way North and East along Highway 56 to Elkhart, Kansas, UCAS. There, at Biswell's request, they'll discover a small town that's been completely stripped by Tamanous, all of it's residents rendered into useful parts and discover a small army of Ghoul's breaking the town down for resources. They will not attempt to engage the PC's unless they have the advantage.

Orientation Notes:Start dates: Thursday June 16th, 2072 (New Moon) Temperatures will range from 85° F to 90°, with a thunderstorm expected on Saturday starting at 1600 CST, lasting until Monday the 20th. The storm will peak Sunday morning and afternoon-with severe winds and rain (-2 situational modifiers, -6 to any unaided sight)

Terrain: Hilly flatland's with traditional Kansas prairie grass. No significant terrain features of note. The town of Elkhart was small before the awakening, and the war between the Native American's and the old USA-and it's shrunk even further, to about half it's original size. (So about a 1000 people.) Most of the cities economy revolves around agriculture, and trade with the Sioux Nation. A small automated military OP/LP sits just west of the town, gathering intel it relays to Boise City, and the Fort Marvin Hill.

Media Events: On Saturday the 18th Ares Macrotech will announce that a UCAS military raid on a Grand Rapids warehouse was an error, and that a sleeper cell that was believed to be holed up there was in fact a scientific research team. Also Saeder Krupp Prime will announce that Istanbul has signed a contract opening the Turkish underground up for reconstruction.

Situation: Tamanous has decided to take advantage of the sparsely populated Midwest, and it's healthy residents, lack of security and wireless coverage. They've equipped several large semi-tractor trailers with state of the art medical equipment, which they can use to render the residents into usable components with a quickness that is surprising. They also have a small army of ghouls that wills trip the town of any useful materials-precious metals, bank accounts, jewels and gems, etc...

On the night of the 10thof June, a Friday, Tamanous rolls into the outskirts of town, and immediately starts out by neutralizing local Law Enforcement, and City Officials. Only the cities Mayor, Rich Rodriquez and a handful of townspeople manage to escape this initial onslaught. Tamanous has set up scouts to keep track of any traffic coming and going through the area, attempting to not accost automated traffic, or traffic that isn't stopping in. In the cases of traffic they think they can send off with out risk they will pose as law enforcement, and try to redirect them around the town.

Tamanous has separated the towns people into male, female, adult and minors, as well as by metatypes. They've made quick work of the metahumans they consider the strongest-rendering them into component parts. The rest they've secluded into three separate areas-the children are in the Morton County Library, the women at UCASSD 218 Elkhart School, the men at the American Implement yard. (A heavy far machinery yard.) The surgeons are, as rapidly as possible, rendering the strongest fighters first, then the weakest, and unique phenotypes. After that everyone gets rendered. Tamanous has a small army of Ghouls-both heavily cybered and magically active as security, as well as some other specialized creatures of the night. Many of these creatures while controlled, are just barely so-and while they share common goals, many have their own individual agendas. All of them are heavily armed, and familiar with their equipment, and tactics. They have also integrated magical security into their operation seamlessly.

Mission:

Biswell's Request: While holed up in the safe house in Sturgis Biswell and Joe Fatal will discuss their plans for the future, including Biswell's role in future operations. Biswell will acquiesce, but refuses to travel any further with out his daughter-who lives along the way in Elkhart. His concern for his daughter's safety is palpable, and Joe Fatal decides to split the team. He and any PC's who don't show for Monday's game will bypass Elkhart for Ulyesess, Kansas-where the team will meet once they've gathered up Biswell's daughter. Biswell will not work for the Cutter's with out his daughter.

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Tue Nov 10, 2009 12:57 pm
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Post Re: [Shadowrun 4]Rise of the Cutter's
3278 wrote:
For those - like me - unfamiliar with Kansas in general and Elkhart in specific, here is a completely gratuitous guide that no one needs.

Firstly, let us begin with Kansas. Below is an image of US56 just northeast of Elkhart:

Image

Cover and concealment, indeed; I hope we don't need to hide.

Modern-day Elkhart surely differs from the Elkhart of 2070, but it still bears consideration. As an overview of the land use in the area, I provide this:

Image
Yes, a land of wide-open spaces and roundly-irrigated fields. The undeveloped portion to the northwest is the Cimmaron River, famous for essentially nothing at all. The river often runs dry, with all water flowing beneath the surface; this is likely to be exacerbated by 2070. The entire area, on the Kansas side of the border, is part of the Cimmaron National Grassland, which doesn't at all stop them from mowing it down and planting wheat.

Image
Elkhart itself rests just north of the intersection of US56 and state highway 27; US56 parallels the main regional rail trunk, primarily used for transportation of grain. The area is served by the Elkhart Morton County airport, to the east. A large reservoir to the north provides stable water supply for crop irrigation.

[Again, modern] Elkhart has two health clinics, as well as the Morton County Hospital, which features the area's only geropsychiatric ward, and thus the area's highest density of Alzheimer's patients and other really crazy old people. Morton County stands out for a few reasons, not least is that it remains a "dry" county, with per-drink sales of liquor prohibited by law.

Schools are labeled on the image above, and include the 21st Century Academy, also known as Point Rock Academy, after a significant landmark on the far side of the Cimmaron from Elkhart: it was an important stopoff on the Sante Fe Trail, due to its proximity to several springs, and remains the third-highest point of elevation in Kansas. It looks like this:

Image
Though today Elkhart is a reasonably vigorous community, it does not stand free from the ever-present looming feel of desolation, always one drought from collapse, always one strange sunset from being the setting of a zombie film.

Image

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Tue Nov 10, 2009 12:58 pm
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Post Re: [Shadowrun 4]Rise of the Cutter's
Nice job Paul!
Both the write up and the images immerse you in the setting.
If you were local I would want in on this!

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Tue Nov 10, 2009 4:37 pm
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Post Re: [Shadowrun 4]Rise of the Cutter's
Thanks, I'll keep you guys updated. Feel free to ask questions or make comments.

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Thu Nov 12, 2009 8:04 pm
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Post Re: [Shadowrun 4]Rise of the Cutter's
Thats really interesting Paul, I will stay in touch with your threads.

And thanks for the photo stocks, there are really interesting.

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