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He Who Desires Beauty

Act 1:  The Call

[Someone gets a call from their fixer...]
"Hoi, you up for a run?  I've got one here...but it's from someone who I've never seen before, so I don't know how far to trust him.  He calls himself Winston, and he says he can offer you something special.   He was quite a weird fragger, though."
[When the characters agree, read on....]
"He says that you can meet his representative the day after tomorrow.  The location is an unused warehouse on the docks, near 432 Pike road."

Act 2:  The Meet

At the meet location, which takes place in an extremely slummy, nearly unused part of the waterfront, the runners are approached by a man in a long, dark leather duster.  His skin is pale, and he has featureless blue chrome cybereyes.  He moves with a rapid, perfectly even and rythmic stride.

He will say, with a slight southern accent, "Howdy, I'm Walker.  Winston's been expecting you."

[Walker's stats: B6(7), Wil4, Q5, S5(6), Cha1.  Pistols 8, Unarmed 6, Car 5.
  Threat rat.: 4, Prof. rat.:4.  He has a cyberarm which increases his strength by 1, cybereyes with thermographic vision, an internal smartlink, and Wired Reflexes II.  He has a Ruger Thunderbolt with an internal smartlink (BF, 12 S).]

Walker will take the PC's through a twisting maze of alleys and abandoned warehouses all around the docks.  This maze will lead to a steaming manhole.
  Walker will take the PC's through the manhole, through another catacomb-like maze of steam tunnels, which after about half a mile will lead to small, rickety huts inhabited by a bunch of hungry-looking orks dressed in rags and brandishing switchblades.  They'll all back off as they see Walker.
Eventually, Walker will take the PCs to a rusted subway car.

Act 3:  The subway car

[Read the following:]
The subway car stands silently, a relic of a world and a way of life long passed away.  In the flickering light of Walker's flashlight, swarms of small, shifting shadows leap and play across the tarnished metal box.  The windows are cracked, and have holes in them.  One end of the subway car has sunk deeply into the pungent mud underfoot, causing the opposite end to point ever so slightly away from the ground.

Walker heads for the set of doors in the middle of the car.  One of the sliding doors is jammed closed, but the other seems to have fallen open many years ago.  Walker squeezes through, and you follow.

Inside, the car is faintly illuminated by a small pile of glowing embers which have been stacked upon some old aluminum foil.  Walker has switched off his flashlight, causing the shadows about you to grow deeper and larger. 
  A voice hisses and wheezes like the squeal of a diseased rodent.  
  "Please, my friends, have a seat.  Have a seat.  Enjoy your visit to my precious home, my castle."
  Throwing glances up and down the car, you find the source of this voice. It is a middle aged man with long, greasy blond hari.  He is wrapped in old, rotten blankets, which are decorated with pictures of 20th century comic book superheros.  An odor of sweat and stagnation which floats in the air about you seems to grow in strength as he shuffles towards you.  The man gesticulates towards the seats, as his raspy voices once again entreats you to sit down.
  "My name is Winston, friends.  The car calls me Winston, and the devil rats, and Walker here, too.  To the world, I am Winston.  To myself, I am Winston as well."
He pauses, and rubs his face with his red, chapped hands.
  "But, I am not Winston right now.  I am not king here right now.  I am
missing someone.  Without her, my castle under the sea will not be complete,
and my kingdom will not prosper.  I need Lisa Kelly."

Lisa Kelly is a hot, up-and-coming simsense star, no more than eighteen
years old.  She's becoming a celebrity very quickly, and her chips have sold
very well.  Her songs are currently the rave among those who consider
themselves the trendiest in the area of popular culture.
  "I can give you many things, my knights.  Many many things have I seen, and many many things do I have.  I can give you gold (Winston grabs some shiny aluminum foil from under his blankets, and throws it on the floor), I can give you nuyen, (Winston grabs an old 10,000 nuyen credstick from his blankets and brandishes it), and I can give you my most precious possession."
  At this point, Winston slides the credstick back within his blankets, and
whispers harshly, "here it is; my lady's heart."  He snatches a small
alabaster statuette from within his blankets and holds it up.  It is a
statue of a nude woman and a man locked in an embrace.  Although it is made
of cold, hard stone, you feel as though the statue must surely have warmth
coming from it, that the pale, cool surface of the stone must be soft and
supple.  Winston himself seems distracted for a minute, as he gazes at the
statue.
  [The statue is actually a rating 5 Stimulation focus.  The magical nature of
this item can be seen by any astrally perceiving character.  They will know
that it can be sold for a decent price on the street.  Winston is a rat
shaman; did I mention that?]
  "Will you go, my noble knights, and bring me my lady?  When she is here, I
shall no longer need this substitute for her heart.  Bring her to me the
night of her concert, and I will give you my lady's heart.  Meet Walker
where you met him tonight, and he will give you my heart for me."
 
  [No,that's not a typo.  He dosen't say 'lady's heart' in the last sentence] 
  At this point, Winston produces a crumpled publicity poster advertising Lisa Kelly and her upcoming weekend concert at the Kingdome, one of the very biggest and most famous sports and music arenas in the city.
  [If the players choose to negotiate, they can get some cred thrown into the deal.  They can get increments of 1,500 nuyen per success in negotiations. It will be paid to them immediately in a motley collection of bills and single-use credsticks, some of which have bloodstains on them.  The focus, however, will only be given in exchange for the star.]
  "Good luck, my knights!  Bring me my lady, that she may illuminate my
kingdom under the sea!"

  [Winston's stats: B4, Q3, S2, C5, I4, W6, R3.  Conjuring 5, Sorcery 5,Pistols 5, Stealth 3.  Initiavive 3 + 1d6.  Combat Pool 6, Magic Pool 5. His spells are Stimulation 5, Manadart 5, Mask 5.  He wears Armor Clothing and is packing a Ruger Super Warhawk.]

Act 4:  The Kidnaping

Kidnaping Kelly has potential to be come problematic.  She has many passionate fans, and well-paid bodyguards.  In addition, Lone Star will be patrolling the Kingdome.  The Kingdome is your basic oval-shaped sports stadium.  All the exits on the north side of the stadium will be blocked off by Lone Star for security reasons.  There are only 5 exits open, evenly spaced around the east, south, and west sides of the Kingdome.  A stage will be set up in the northern quarter of the field for Kelly, and additional makeshift seating will take up the rest of the field.  The north quarter of the entire stadium, including the locker rooms and hallways and whatnot, is entirely blocked off by Kelly's bodyguards to anyone except for Kelly herself and the people who are directly involved with the performance (ie technicians, etc.).  This is where Kelly's changing room ( a converted, cleaned up locker room) may be found. 
The concert starts at 8:00 PM, which is indicated on the poster.  Kelly will arrive 3 hours beforehand in order not to be stuck in a huge crowd of fans. She will arrive by a Mitsubishi Nightski. (H4, 45/120, B5, A3, S4, P4.)  The Nightski is fitted with an autocannon which pops out of the rear trunk.  It is driven by a valet named Billy who has a Nightski skill of 8, and an initiative of 6 + 1d6.  Billy will never get out of the limo.  The auto cannon will be fired by a security guard in the car, who has a skill of 4 with the weapon.

The performance itself will actually begin at 8:10 PM, and will end at 10:30 PM.  Kelly will leave at 11:30, once the crowd has thinned out.  Kelly has decided to do something slightly unusual, and so there is no opening band, or anything like that.  The evening is planned to be 100% pure Kelly. 

The Lone Star stats should be in your 3rd edition sourcebook somewhere.

Kelly's bodyguards:
B6(9) Q6 S5 C3 I5 W5 E.2 R5(9) Initiative 9 + 3d6.
Skills:
Car 6
Pistols 6
Negotiation 4
Stealth 2
Unarmed Combat 6

Cyberware:
Air Filtration 5, Dermal 3, Skillsofts (Edged Weapons 3, Bike 3, electronics
3, Rotor 3, Winged 3, Ettiquete 3), Smartlink, Wired Reflexes II.
Each guard has a Predator II with 3 clips of exploding ammo, a lined coat,
armor clothing, a concealable holster, a pocket secretary, a boosted ear
phone, a knife, a gold docwagon contract, and expensive macho suits.

  The security at the Kingdome is mostly concerned with stopping annoying autograph takers and keeping people out who want to try and sneak in.  They aren't expecting anything like an abduction attempt commissoned by a madman who lives underground.
  At each of the doors to the concert hall, there are two Lone Star cops standing on either side of the door watching the crowd and giving directions to tourists.  At the restricted doors, they will keep everyone out (the doors will be locked anyway, with a level 6 maglock).
  Tickets will have been sold out since before the characters were given the mission, since Kelly is supernova hot.  The PCs therefore cannot get tickets unless they mug someone or forge them.
  Once inside, the PCs will be able to go almost anywhere without too much difficulty, except for the northern restricted area of the stadium.  There is an occassional Lone Star officer in the stadium, but not many.  There are four bodyguards blocking the eastern approach to the northern restricted area, and four blocking the western approach.  They are standing behind old-fashioned wooden police barricades.  There will be a fair number of nutty fans at any one time trying to squeeze past the barrier,and the bodyguards will therefore always have their hands full. 
  In Kelly's dressing room in the restricted area, there are no guards.  There are, however, two bodyguards who always stand outside the door.  One bodygard follows Kelly at all times, but he waits at the door with the other two bodygards when she is changing.  (Kelly will change costume numerous times during the concert.) 
  It will be hard to remain undetected in the north part of the stadium, because there are a dozen technicians and assistants milling about.  The wide hallways are very clean, and all the equipment is neatly stacked against the walls.
  However, there is a large air vent which runs through all the tunnels in the stadium, and which also leads into all the locker rooms. Crawling in it is slow, tiring, and will make the character attempting it get covered with soot and grease.  Attempting to crawl quickly will actually make quite a lot of noise as the duct vibrates.  In addition, it's very dark; the only light available is what trickles in through the occaisonal grille.  One of the grilles will have to be unscrewed before entry into this vent is even possible.  For this reason, it could become tricky to get out of the air vent at another point, since the screws can only be unscrewed by someone outside with the appropriate tools.

Finally, here are Lisa Kelly's stats:

B3, Q3, I2, C6, W2, S2, R2, Initiative 2 + 1d6.  She wears no armor, has an
unarmed combat skill of 2, a pistols skill of 2, and carries a Beretta 101 T
(6L) with 1 clip of standard ammo hidden on her person. She has threat and
professional ratings of 1.  Hidden in her left earring is a rating 7 radio
transmitter which let Lone Star and her bodyguards know exactly where she is
at all times.  
  The characters can expect hot pursuit first from Kelly's limo and a second limo full of any bodyguards who are still alive, as well as from a horde of Lone Star squad cars, if they don't get rid of that earring first.  Basically, if they don't notice the earring and get rid of it, or if they don't happen to have something which will dampen the signal, they'll be in for the fight/car chase of their lives.  It will also get hard for them to get to the drop off point to meet Walker, since the Star will coordinate their cars and try to cut the PCs off.

Act 5:  The conclusion

  If the PCs manage to get Kelly to Walker in the warehouse, he will give them the Stimulation focus, as well as any agreed-upon nuyen which had not yet been paid.  He will then disappear into the shadows of the docks.  If the PCs have been chased by cops, they'd better get out of there fast and hide somewhere; Walker and Winston will probably be okay since they will be taking Kelly and her transmitter so deep underground.  If the PCs have disabled the transmitter and have time to spare, they can wonder what the fate of this beautiful young woman will be...
  The GM can do whatever he wants with the fate of Kelly after the run is over, and relay it to the characters in the form of news flashes. Personally, I think it would be cool if she "disappeared without a trace." Then, many years later, word goes around in the shadows about a psychotic. 
  Rat shaman who has a strikingly beautiful, yet insane and constantly screaming with terror, young woman who looks vaguely like Kelly did when she was wealthy and happy.  But that's just because I have a dark, perverse imagination. ;)

  In terms of Karma, the PCs should get 1 for surviving (as usual), 1 for abducting Kelly, and 1 for successfully delivering her to Walker.  1 bonus point of the PCs got rid of the transmitter before calling down the cavalry on themselves.  In addition to these Karma awards, don't forget to give the individual awards.  (You know, for good role playing and stuff like that.)

_________________

- The Blood Soaked Ronin <http://www.stuco.uni-oldenburg.de/~james/runs/he_who/[email protected]> (21:15:24/02-08-2000)