Showing posts with label Mr. Johnson. Show all posts
Showing posts with label Mr. Johnson. Show all posts

Tuesday, August 25, 2015

10 in Ten, Seattle Olympic Bribapalooza Edition

So we have looked at the basics of the Brackhaven Machine (in Seattle Olympics 2076-The Bribapalooza Tour), and how construction and contracting firms get hired (hint: bribes, lots of bribes). So let us look at a few of these jobs you can have your players' Crew do:
  1.  Mr. Johnson needs some muscle. He represents a firm up for a construction bid. Sadly, the competition has deeper pockets and a bigger bribery budget. So Mr. Johnson wants the Crew to disrupt, extort, and blackmail his opponents. And quickly, as the winning bid will be announced is just a couple of days. The Crew is going to have to hit hard and hit fast to pull this off.
    Just another day getting ready for the Olympics
  2. Mr. Johnson needs some muscle. He represents a firm up for a construction bid. Fortunately, the firm he represents has deep pockets and greased all the right wheels. They are expecting to win this bid easily. However, some of the competing firms seem disgruntled. Looking to protect his firm and their bid, Mr. Johnson wants the Crew to disrupt, extort, and blackmail his opponents. And quickly, as the winning bid will be announced is just a couple of days. The Crew is going to have to hit hard and hit fast to pull this off.
    A typical business negotiation during the 2076 Olympics
  3. Mr. Johnson needs some muscle. He represents a firm up for a construction bid. Fortunately, the firm he represents has deep pockets and greased all the right wheels. They are expecting to win this bid easily. However, some of the competing firms seem disgruntled. Looking to protect his firm and their bid, Mr. Johnson wants the Crew to protect his firm from disruption, extortion, and blackmail. And they will have to hit the ground running, as the winning bid will be announced is just a couple of days. The Crew is going to have to maintain excellent surveillance and anticipate trouble, as other shadow teams will be hitting hard and hitting fast to destroy the firms chances.
    Can you really resist adding a crazed Christopher Walken to your game?
  4. And better yet, an astute Crew can play all sides against the other, ala Yojimbo/A Fist Full of Dollars/Last Man Standing (take your pick of movie sources, Mr. Black likes them all.) (Or go read the original, Dashiell Hammett's Red Harvest.) 
  5. With all the rampant bribery these Brackhaven Olympics have mustered, there is another side to it. As construction gets closer to kick-off, necessary infrastructure will be taking a hit. All that heavy machinery driving around, and all those citizens having to take detours. And a fix will be needed. And the Brackhaven administration surely won't want to pay for new roads when they can just have their kickback-paying construction firms do it, for free. After all, Brackhaven is not likely to get a third term, and him and his cronies need to feather their pockets now. And those firms may need some reminding about who is really in charge. So Mr. Johnson is paying Runners to put some fear into these builders. Whether it is classic strong arm extortion (you know, pictures of family members with cross hairs on them), or causing problems on work sites (to show how much more it will cost not to build roads/water lines/rail lines), it is all to the good, if you can call it that.
  6. The above goes the other way sometimes. Once confronted with $300 million-nuyen bill for road upgrades that weren't included in the initial contract, some companies will push back. They don't need to strong arm Brackhaven himself, they can strike against members of Seattle's Olympic Planning Committee, and or members of the Seattle Direct Bank (SDB, a Brackhaven Investments hidden subsidiary that is handing out the official loans for Olympic construction) board. All that is needed is enough of a knife twist to get the OPC to put up funds, or better yet a SDB loan to cover the new expenses (which of course, can be renegotiated latter, or even forgiven).
  7. "...(the builder) completed the job only to learn that the last tranche of money owed to him had gone to a number of other firms that he suspects were linked to certain officials overseeing the project. After complaining to his contacts at the (OPC), he was told to sit tight and not go to the police—the state would find lucrative work for him..." - Another version of the above is have Mr. Johnson hire the Runners to get some of that money back-either by hitting up the officials, or by hitting up their firms, hitting up the SOC, or better yet just straight hitting all three. This is a little tougher than number 6, as no one wants to give back their graft. But letting people within the Brackhaven SOC (Seattle Olympic Committee) steal the money the Brackhaven SOC promised you after you bribed the Brackhaven SOC to get the job that paid all the money in the first place (confused yet?) is bound to make someone angry enough to want retribution-or just their money.
    And sometimes you have to let everybody on the Bribapalooza carousel know they can't just push you around. Someone is going to pay this time. The GM can make this a straight Run, or the first act in a war.
    No one would go through all this for just $13 million!"
    Or this can go Payback*-style:"I can't pay you $300 million!" "We just want our $13 million." "No one would go through all this trouble for just for $13 million!"
  8. There are of course many smaller companies that need help. Mr. Johnson represents one of these firms that has been shut out of the process. They don't have enough to bribe their way into a big contract. But maybe the Crew can harass a mid-tier contractor into hiring the small firm; sort of the opposite of 1-3. "Hire us or we will disrupt your operations to the point you can't get stuff done." This can easily turn into a mini-campaign as the Crew now has to protect them against retaliation, use their "influence" to expand operations and gain new contracts. Really, this would be like starting a new crime outfit. The crew starts by using threats and backs them up with violence and blackmail. They then work their (and the firm's) way up until they have gone legitimate. Of course, the end of the mini-campaign can be an old, deadly enemy coming back for revenge-a disgruntled opponent, an enemy runner team back with new members and upgrades, or the Ciarniello family showing to put everyone in their place.
  9. Mr. Johnson has a job for a Crew that has the "proper touch". He represents a smaller firm that is being harassed out of bids. The opposition has strong ties to Humanis, and the firm hires lots of metahumans, and is tired of scut work and deadly jobs. They want a bigger place at the table, and need some muscle to get them there. Can the Crew put some racist in there place?
  10. Mr. Johnson has a job for a top runner team. Jamie Rodriguez, reporter for KSAF, needs protection. She is investigating the Brackhaven SOC and all the bribery going on. Can the Crew keep her alive long enough to expose the truth? And does the Crew want to keep her alive long enough to expose their involvement in all this? Can they do the job and steer her away from their activities (which may be ongoing)? Or are they prepared to show Jamie the dirty nasty heart of the Seattle Olympics, by way of their own experiences? Somebody is going to be number one with a bullet-will it be the hottest news expose of the year, or a bullet in the head? Only the Crew's conscious and abilities will tell...
 *Mr. Black hasn't checked out the Straight Up cut yet.
Notes:

Wednesday, April 15, 2015

10 in Ten, The Rigger Triumphant Edition

One of the members over at the ShadowGrid forums, captduck, asked for help with giving his player's Rigger character more to do. After offering some suggestions, Mr. Black gave it some long thought. The problem was not so much about what else the character could do, but that most GM's and players tend to pigeonhole the Rigger into not much more than a glorified chauffeur. (Mr.Black knows, he has done it too!) This is very wrong, but may require a paradigm shift for most players and GM's. Really, we GM's should try Runs where different members of the Crew get to shine, especially the Rigger. The trick is to make the Rigger the reason the Run is going on-he needs to drive something away for Mr. Johnson. As a starting point Mr. Black offers the following 10-in-Ten, the Rigger Triumphant Edition, to help push that gear-shift. Enjoy, and use at your Rigger's grace and your Crew's peril.

  1. Let's start simple. The Crew needs to get into a very tall building. From the top. Perhaps the elevators don't go all the way to the roof, or maybe the top 30 floors are not accessible by Wi-Fi. And the other 100 floors are a bitch of a security nightmare. Whatever. Time for the Crew to get out of the Van, and into a helicopter, which our poor benighted Rigger gets to drive. And maybe fire machinegun shots into those top 30 floors. And then make a high speed aerial chase across the skies of Seattle. Bring extra shenanigans by having the Crew make an high-speed emergency evac off that roof. You know the one, where that last member of the crew has to make a jump off the 130th floor onto a skid or a dangling rope. Don't make it to hard for the jumpee; you want him dangling when the chase starts. You know, for that extra-cinematic feel. And the grin on your face as the Crew's spends all their Edge to keep him from falling off...
  2. Mr. Johnson wants the Crew to recover a large shipment. It is loaded on 3 freight cars, and Mr. Johnson wants the Crew to steal the whole train. Which is where the Rigger comes in. While the Hacker goes in and changes the routing, the Rigger is going to play engineer! Again, someone else will have to drive the Van. The rest of the Crew can provide security, and really, who doesn't want to have a fight on top of a train?
  3. One of the Big Ten has a new prototype. Only this time it is not some little piece of electronics. It is a frakkin' tank (or a Riot Control Vehicle, or an APC. Something big, armored and armed.) And Mr. Johnson wants it driven to the Swap point. Try Ash City/Glow City, or maybe the stolen train above. Anyways, the Crew needs to get into the testing grounds, get the Rigger into it (only Riggers can drive this advanced prototype), and then jander off into the night. And somebody else will have to drive the Van this time; hope somebody has Pilot: Ground Vehicles above Rating 1. Oh, and throw in an awesome chase, perhaps with attack helicopters firing AP missiles, and lots of car crunching fun.
  4. Try the above Run differently. Mr. Johnson is perhaps a collector of expensive, high-speed automobiles. And one of the major corporations is testing their new prototype $500,000+ sports car. Once again, the Crew needs to get into the testing facility and have the Rigger drive it away. Which should lead to a high-speed, high octane (should that be high ozone in 2075?) chase across the city. Channel all your Fast 'n' Furious 1-7 into this; stealth should not be an option. Heck, go super-stupid and have the Crew helo insert into the top of the above Very Tall Building and then go full Furious 7 on them! If you are wizzer lucky, then maybe the rest of the Crew will also be able to drive and have some fast vehicles. 'Cause that stodgy Van just won't be able to keep up this time. For extra shenanigans, ensure Mr. Johnson puts a "no damage" clause in the contract.
  5. You could change up #4 by making Mr. Johnson a very vindictive person, who has a beef with Jackson Pedley. Seems Ol' Jackson should have paid his gambling debts/kept his hands off someones wife/etc. And Jackson is driving the Number 37 Omega Fizz car in the Seattle 300 this weekend. And Mr. Johnson wants that number 37 car retrieved during the race on national TV. Once again, make sure there is a big chase, lots of fireworks, and lots of embarrassment for Ol' Jackson.
  6. Mr. Johnson needs a job done on Lake Washington. The bottom of Lake Washington. Seems he lost a clandestine shipment on a boat that sunk and he wants the Crew to recover it. Whether they use a mini submarine or a Lamprey is up to you and your Rigger. The rest of the crew will probably need to take scuba lessons, a good way to get them to spend Karma on something other than guns, spells, and Matrixy stuff. Need to add shenanigans? Toss in pirates or sea-beasties. Better yet, throw in a rival Crew and recreate the end of Thunderball. Hell, go all out and make them a HTR team that parachutes in. You can amp up the fun by having Mr. Johnson work for one of the OCO's (Organized Crime Organization) and the shipment, well, drugs and let you players take a walk on the Dark Side.
  7. And why fight on top of a train when you can fight on top of a high speed monorail? Think Wolverine or Mission Impossible: I. Mr. Johnson wants a diplomatic extraction (or Elimination!) on the LA to Seattle monorail. Once again our Rigger takes center stage and hijacks the monorail while the crew goes to work. Or reverse MI:1 this, and have the Rigger drop the team on the train. If you thought have a Crew member jump off a 130-story building was crazy, deploying on top of an object going 200+ miles per hour is even more nuts.
  8. Nothing says alternate history like a Zeppelin. Just ask Kenneth Hite. Or these. So it is now time for your Crew to join the future and hijack a Zeppelin. Perhaps there is an item in the hold, or a person that must be extracted, but whatever it is, there is not enough time to get on, grab it/him/her, and get off. Just enough time to get aboard and then start doing Legwork. Oh sure, the crew could just wait for it to land, but that item is too big to just walk with, or the target is too well protected, or more likely, the original destination is someplace the Crew definitely doesn't want to be. So hijacking is the better option. Now the Rigger has to engage in a low speed chase, and maybe fire some ordnance,  all while the rest of the Crew sits around monitoring the hostages and babysitting the MacGuffin. And make sure the Crew channels their inner Archer!
  9. Mr. Johnson desires protection. Oh, and an escorted trip to the western shore of Salish lands. Has a place to be, and people to meet. Nothing more than a day trip, he says. Well, in a regular boat, and it must be a boat to stay off of radar, it is a day or 2 trip. Which is why Mr. Johnson has acquired the services of a high-speed weaponized boat. Maybe it is just super-high performance cigarette boat (Think Black Lagoon), maybe it is a hydrofoil. But it will take a Rigger with nerves of steel to drive Mr. Johnson out to that shore, cutting through all the little islands in Puget Sound, in the dark and/or fog, while staying out of the reach of Salish patrol boats/helicopters, startled smugglers, large sea beasties, and the guards at all those strange, unknown, uncharted research facilities the Big Ten have hiding out there. Good luck and good sailing!
  10. While we have talked about many many large vehicles, maybe it is time for the Rigger to go small. Like flying ultralights into facilities. Or racing motorcycles through Seattle. Or scooting Jackrabbits through the sewers loaded with gold. Or cutting through the woods in ATV's or those armed dune buggy things special forces love so much. Something small enough that the entire Crew can't fit in, so the Rigger-driven vehicle is the Alpha vehicle, and the rest of the Crew is another vehicle praying and spending Edge to keep up with him. Let him be the star for the night, so he doesn't go suicidal the next time he just sits in the Van.
So to repeat, make the Rigger the reason for the run, or give him more to do than wait in the Van again. Give him a chance to shine, and make him the star of the Run every now and then. Even if your Crew decides not to hijack the MacGuffin in say #3, maybe using a cargo helicopter to steal the tank, the Rigger is still doing the heavy lifting. And you may get lucky and have the rest of the Crew riding on the back of a tank dangling from a cargo helicopter 500 meters above the ground, all while a small attack wing of Wasps/large attack wing of drones show up and start spraying everyone down. Now go and enjoy!

Monday, March 23, 2015

An Alphabet of Mr. Johnson’s Meeting Places, Part 2



As promised, Mr. Black has once again decided to help you out and present Part 2 of an Alphabet of places to meet Mr. Johnson, again inspired by such luminaries as Edward Gorey and Kenneth Hite. As a reminder, Mr. Johnson is usually looking for locations that provide discretion, safety, security, and anonymity. And Mr. Black is back to cheerfully explain why these locations provide the aforementioned qualities. He divided it into 2 parts, to avoid the dreaded Wall of Text. You’re welcome! You can find Part 1 below. Use these locations at your Crew’s peril…

N – Needle, Space, The. Ahh, the Seattle Space Needle. 185 meters of Meet and Swap. Decent security, combined with 152 meters of chokepoint in and out. Not much to do here but have meetings, eat dinner, and see Seattle. The Space Needle could be perfect for a Meet and Dine, or one of the worse double-cross locations of all time. I can see Mr. Johnson grabbing the MacGuffin, jumping off the observation balcony and then popping the chute he hid under his suit. Then letting the Crew know that his boys are waiting outside the elevator at the bottom. (Or if Mr. Johnson is right proper bastard, are aiming at the elevator with a RPG!) How many Crewmembers can the Mage levitate down? Can the Rigger use rotodrones to fly the Crew out? Or perhaps, as the Crew uses the elevator to leave, Mr. Johnson casually lets them know via commlink that there are enough explosives aboard wired to go off at 30 meters. Can the Crew defuse the bomb quick enough? And Goddess forbid your players have read this, they will never want to go to the Space Needle now, even with an aboveboard Mr. Johnson. Ahh, sweet, sweet paranoia…

O – Office Building. While the lobby could pass for a meeting place, we are really talking about floors going through renovation. Big open spaces with lots of plastic sheeting on the floor (is that for body disposal?), plastic sheeting on the furniture (is that for body disposal?), and sometimes plastic sheeting on the windows (is that for body disposal?). Unless of course Mr. Johnson needs a sniper or 2 as back up, in which case the windows will be free of plastic (that is for body disposal!). Expect to meet here during business hours if Mr. Johnson needs anonymity, and after hours if he has laid out fresh plastic sheeting and the GM needs darkness to emphasize the laser sight dots appearing on the Crew’s foreheads.

P – Parking Structure. A parking structure is an almost perfect place for a Meet or a Swap. Whether it is attached to a shopping center, commercial building, or is a free standing structure in downtown, a parking structure gives Mr. Johnson everything he needs. Seclusion, crowds for anonymity, a maze of vehicles to hide/take cover behind, and heaps of concrete stopping surveillance devices, Parking Structures offer a lot. Of course, the Parking Structure’s surveillance devices are still working, unless someone hacks them. They often have height restrictions, with all the floors above the first too low for Bulldog Step-Vans or Ares Roadmasters. Parking structures are really great for Swaps. Mr. Johnson meet with the Crew a few floors down from the roof, and then land a helicopter on the roof and fly off with his MacGuffin, keeping all that concrete between him and the Crew (and vice-versa!)

Q – Quilcene. A small town across the sound in Skokomish lands, Quilcene is an example of a location Mr. Johnson might pick to stay out of the prying eyes of UCAS agencies. Close to Seattle and accessible by road or boat via Puget Sound, Quilcene can provide the GM a chance to get their Crew out of Seattle and into a foreign country while still being close to home. Home to oyster farmers, Quilcene Bay itself may be a meeting place. Getting there is another thing. Can the Crew’s SINs hold up to crossing the border? And getting back? Will they need to smuggle themselves in, maybe amongst the oyster farmers? Or will they smuggle themselves in so they can carry all those wonderful toys they so love. And will they save room for pie when they pass through Duckabush?

R – Renraku Arcology. First, you should know in Mr. Black’s campaign that Renraku Arcology is still going strong. Mr. Black has Deus rising in Boston instead. Why? Because Mr. Black wanted Renraku to continue to have a strong presence in Seattle (and how can a GM pass up on an adversary called the Red Samurai?!?) And second, because the shopping center inside of the Arcology is such a fun place for a meeting. Fun for the GM anyways. The security is hellishly tight. Renraku has spent a lot of advertising revenue defining the center as a safe family space, and backs it up at the entry doors. Crews will need excellent SINs just to get in, and better leave all those wonderful weapons at home. Using a real SIN to get in? Better not be wanted by Renraku, or Knight Errant either. Renraku’s security officers (charmingly called the “PuSecOs”, they are smiling, friendly, helpful, lightly armed, and just waiting to call the Red Samurai for backup) will often pass info on the KE while it locks them in the scanning booth. It helps to keep the center safe, ensures KE will show up when called, and they generate a lot of bounty dollars for Renraku. But once you get in, you can count on your safety. And Mr. Johnson likes his safety. However one should watch for the many, many surveillance devices and tracking systems.

S – Sushi Restaurant. A Sushi Restaurant offers a GM a lot of fun. Mr. Johnson will choose a very nice one, one that offers real fish. Will the Crew try it? Real fish that is raw? Most of the Crew will have never eaten real food. Will a player who hates the idea of sushi cause a ruckus? In a very nice restaurant what sorts of comedy of manners shenanigans can the Crew get into? And what if Mr. Johnson offers up fugu? Is he trying to test the Crew? Or is he trying to poison the Crew? Trying to reward the Crew? All 3 at once?

T – Theatre. Whether it is showing sim-sense shows, opera or live performances, a Theatre can be a fantastic place for a Meet/Swap. A sim-sense/movie theatre benefits from crowds and darkness. Depending on where it is and the kind of movies it shows, it may be full of teeny-boppers or sleeping bums trying to stay warm. Think about the scene in The Departed where Frank Costello and Sgt. Costigan meet in the porno theatre. If you want to ramp up the Party’s discomfort levels, make it a theatre catering to whatever kink the Crew can’t handle. Between what is on the screen and what is going on in the seats all sorts of responses should kick in. Opera Theatres of course have those wonderful boxes where the rich and mighty sit. See again, The Departed. A GM could get some interesting shenanigans with the Crew getting the wrong box number and bribing ushers, flirting with High/Luxury lifestyle women, and sneaking around between acts. Or the stabby Sammie/Adept could have a fight on the balconies, ala Scaramouche. Ropes to swing from, heights to fall from and so, so much more. And any live stage comes with dressing rooms, prop rooms, costume storage rooms, and set dressing storage, all waiting for Mr. Johnson to set up a discrete meeting with the Crew. Or try the rafters, or under the stage during a performance, as in Sherlock Holmes 2, or between the backdrops for a claustrophobic meeting place. And if you want to amp up the danger, drop sandbags on them, have trap doors open underneath them, or just reenact the scene cut from Gangster Squad, where the heroes come through the screen, shooting Tommy guns. And if Batman Begins has taught us anything, the outside of an opera theatre is as dangerous as the inside…

U – Underpass. An Underpass in a less used part of town can be an excellent quick meeting point. Since they are on or near a street/freeway, it is easy to get in and easy to escape. A busy one can add all those rushing cars to the mix in case there is any action at the Meet. Mr. Johnson may prefer an Underpass as a meeting location to stay out of the prying eyes in the skies. And of course, Mr. Johnson and the Crew may run into something else in that Underpass, like the Fremont Troll…

V – VR Club. Ah the VR Club. Almost a classic. The Crew will need the proper equipment just to get in. And perhaps new Icons/Personas. And yes, those Persona Icons can tell a lot about a person. Are you really turning up to the Meet in your regular “Pink Bubble Tubby” Icon? Or your obscene bondage Persona you use at the Virtual Bunraku site you frequent during Downtime? Way to make an impression, gutterbunny. And this is just for AR. A true VR club may restrict the Meet to just the Hacker. Of course, that may be what Mr. Johnson wants. Heck, the Hacker may have to hack his way into the club; if he can’t make it, he certainly won’t be up to the Run Mr. Johnson has planned. So many options give the GM lot to play with. And maybe, just maybe, the Meet may be in Dante’s Inferno, down deep in the levels. Is the Crew ready for that?

W – Work Site. A work site shares many of the same qualities of an Office Space (q.v.). Except on the Work Site the entire building is undergoing renovation. Full of steel, still wet cement, and tall floors with no safety apparatus, a Work Site is a dream for a Mr. Johnson planning a double cross. Think about that scene in Casino Royale, with James Bond chasing the bomb maker, and then imagine your Party fighting on I-beams 6 stories up. Tempting, ain’t it? And what could be better than rewarding the player who chose 15 points of the Negative Quality in acrophobia that a gun fight way up there at night? Meets/Swaps could also take place at ground level in and around the work huts put up to protect the project managers. All those huts, work machines, stack of materials and spoil can be great for blocking line of sight, and all that steel should provide a lot of Noise for inhibiting surveillance devices. And perhaps Mr. Johnson works for the Union, or the OCO running the Union. This would give him lots of back up on site, and several people who could help him hide bodies if needed, like in the freshly poured cement foundation. Go back and look at the scenes in Rising Sun where the Yakuza confront the heroes in a Work Site and use it to scare your Party.

X – Exhibition Hall. An Exhibition Hall is a great meeting location. Whether it is Seattle’s yearly E-3 electronics show, a wine tasting, a job fair, or a temporary art exhibit. As a place to provide anonymity, security, and discretion, an Exhibition Hall may seem counter-intuitive. However, given the huge size stretching security thin, masses of people to blend in with, and potentially lots of different security forces from various different corporations, Exhibition Halls have lots to offer. And all those folks make facial recognition techniques work overtime. Depending on the exhibition that is taking place, it may just provide cover for the meeting, or Mr. Johnson may use it to show the Crew exactly what they need to Retrieve. “Steal that prototype commlink!” “Taste lovely doesn’t it? Steal me 6 cases of this wine and destroy the rest!” “See that executive? Grab her tonight!” “I want all of the DeGaucey photos on the walls. You have until the end of the exhibition to get them!” And just imagine starting a shootout at that job fair, you know the one attended by all of the Big Ten and many of the AA, A, and B corporations. A crew could become wanted by every major corporation in Seattle in one night!

Y – Yard, Rail. A Rail Yard is where all the rolling stock (all the cars-box cars, flat cars, etc.) is stored until needed. All those cars take up lots of room. And thus the Rail Yard provides fun and games by its seclusion, sheer area, and large boxcars to hide in and behind, and to fight around. The Crew will be far from their vehicles. All that track will make for dangerous footing, giving the Crew a negative modifier if a fight breaks out. Throw in the occasional train passing through and you will have one memorable fight on your hands. And even with no shootout, this vast modern forest of wood and iron, far from help, should kick your Party’s sense of paranoia and vulnerability into high gear.
Z – Zoological Gardens. There are many Zoological Gardens around Seattle. Beside the famous garden inside Fort Lewis proper, Seattle also boasts the UW Botanical Gardens, Volunteer Park, the Japanese Gardens, Kubota Garden, and many, many more. A Zoological Garden offers Mr. Johnson many of the things he desires when meeting the Crew. Depending on the garden there may be crowds to hide in, or deserted wooded paths to hide from the crowds. All those trees can mess with surveillance and surveillance devices. The gardens are one of the few spots in Seattle that are ideal for summoning Nature spirits (though to be honest there are literally hundreds of parks in Seattle.) And all that cover can hide Mr. Johnson’s response team, either for his protection or for the double-cross.  And visiting at night, at closing hours, only enhances everything while including running/hiding from park security forces. They may be poor rent-a-cops, or highly protective shamans of the Eagle Mentor or Druidic school.

Wednesday, March 11, 2015

An Alphabet of Mr. Johnson’s Meeting Places, Part 1



So once again you have the Crew meeting Mr. Johnson at their stomping grounds, the Sweaty Rhino. The Crew has been here so many times they can’t even summon the strength to makes jokes about the name, and the back booth has depressions in the cushions that are perfect matches for the Face’s hoop cheeks. So what is a GM to do? Change it up of course! Mr. Black has decided to help you out and present an Alphabet of places to meet Mr. Johnson, inspired by Edward Gorey and Kenneth Hite. Mr. Johnson is usually looking for locations that provide discretion, safety, security, and anonymity. And Mr. Black is here to cheerfully explain why these locations provide the aforementioned qualities. He has also divided it into 2 parts, to avoid the dreaded Wall of Text. Use these locations at your Crew’s peril… 


A – Aquarium. Most cities have an Aquarium. Seattle has a wizzer one right on the docks. They are usually quiet, but with enough people to make both parties feel safe. Picture Mr. Johnson standing there, staring into one of the giant tanks, and the Face steps up beside him. 2 dark figures against a beautiful blue backdrop, fish swimming by. One sets down a brief case. A gaggle of kids on a school field trip run by, helping to obscure the discussion from listening devices, and masking the other figure picking up the case. The dark figures part. A perfect place to do business…

B –Bus Station. Several corporations provide wheeled transportation systems, and they all make for great places for Meets and Swaps. An aware Mr. Johnson (or a smart Crew) can play these corporations off one another. Mr. Ares may want to Meet in an Aztechnology subsidiary to add smoke to his cover. Seńor Azzie may want to make the Swap in an Aztechnology concern for extra security, and back-up if things go Apocoloco. While many bus station have excellent security (all that not wanting bombs/terrorists on buses), some do not. Many have lockers, perfect for stashing the MacGuffin. They are large, with bathrooms, back rooms and storage facilities. All those passengers help create anonymity. The fact that some will be grifters allows a savvy individual to throw said grifters under the bus (see what I did there?) if a distraction is needed. Nothing like the Red Samurai showing up and shaking down the drug dealers and thieves to make a Crew scatter quick. Or allow a GM to ramp up the adrenaline and paranoia.

C –City Hall. This one may seem counter intuitive. But most civil building can make for excellent meeting places. Security is very high. Disgruntled taxpayers sometimes bring guns to council meetings. However any city hall has lots of people showing up. Lobbyists, Joe-citizens paying fines, fees and/or taxes, businesses filing permits, contractors checking building plans, and more. There are many meeting rooms, back corridors, and quiet corners where the business of governance is done, and the business of Shadowrunning can be done.

D – Dump. The Dump is a great place for a Meet, and an even better place for the Swap. Dark, smelly and brooding, the Dump should arouse your Crew’s sense of paranoia. After all, you don’t even really have to dispose of any bodies at the Dump. You are already at the disposal site! And piles of trash help to hide HTR teams, snipers, getaway vehicles and more. Dumps are far from the city, so noise, umm, like a firefight, won’t draw attention. Wait! What is that sound? Is it an ambush, Devil Rats or a Toxic Spirit? Oh drek…

E – Elfish District, The. The Elfish District, also known as Tarislar, allows Mr. Johnson a different sort of security. Assuming he has greased the right wheels, the locals are happy to let Mr. Johnson do his business. The Seattle Metroplex does not support the Elfish District; thus there is less (read no) official scrutiny. To the locals non-elves “all look alike”, providing Mr. Johnson anonymity. If all of the Crew shows up to a meeting, they will stand out, giving Mr. Johnson’s locally hired security time to act. If a majority of the Crew are Elves, Mr. Johnson may use the Elfish District to lure the Crew into a false sense of security.

F – Ferry. There are many ferries traveling between Seattle proper and the western Outremer and Salish islands. The ferry station itself provides security. The isolation of being at sea aids that security, and provides some discretion. More can be gained by meeting with the Crew in a car aboard the ferry. Or better yet, meeting inside a motor home on the ferry, ala Winn Duffy in Justified. This would provide everything Mr. Johnson could want in a Meet/Swap location, and constantly moving around would go a long way towards preventing any Crew’s retribution inclinations. (And yes, just after writing this, I created a Mr. Johnson/Fixer based on Jere Burn’s character. Feel free to do the same, I won’t mind.) The packed nature of a ferry makes it hard to take action. Heck, the Crew may not be able to get out of their vehicle! And when you consider that the Crew will possibly be going to a foreign country (q.v., Island) as the ferry’s destination, and that they will have to make a return trip to get home, the ferry grows as a place to amp up the paranoia and dissimulation a good GM favors.

G – Glow City. At first, glance, Glow City seems like a terrible location for a Meet or Swap. But Glow City itself keeps out the riff-raff, and prying eyes. Mr. Johnson would have to come to some accommodation with the mutant gangs who call Glow City home. But a case or 2 of firearms would go a long way. And the location itself would become a test of the Crew, both to check their cojones and their skill at getting in. Can they bluff their way in, fight their way in or sneak their way in? The method chosen may answer the question of what kind of Crew Mr. Johnson is looking for. And of course, the radiation checks would just add to any GM’s fun…

H – Hangar. The Hangar combines many of qualities Mr. Johnson looks for in a meeting place. They provide discretion, as they enclosed and aren’t open to the public. Private Hangars are free of public surveillance devices, aiding in secrecy. Situated in airports, they have lots of security personnel around, providing a sense of safety. And obviously a plane taxiing outside waiting to take off, provides a quick getaway if things go wrong. And all those drums of aviation fuel and lubricants should make a nice fireball if things go really wrong, especially as Mr. Johnson is flying away…

I – Island. There are many islands around Seattle, and they can provide for very interesting Meet or Swap locations. Almost all of these are in Puget Sound and thus either owned by Corporations or are part of the Salish tribal lands. These Corporations may not want uninvited visitors. The heightened security concerned may be part of Mr. Johnson’s plans, or a test of the Crew. And crossing into Salish lands have qualities/disadvantages all their own. Even just meeting on Outremer will make for an interesting change of pace.The Crew will of course need transportation, most likely a boat. This can lead to adventures by itself, unless the Crew has a very inventive Rigger. Your Crew may well be off their game after 2 hours of puking their way across Puget Sound, making interaction with Mr. Johnson more interesting. Throw in some merrows, megalodons, krakens, leviathans, lesser rocs, Meistersingers, sea wolves or plain old pirates (on Jet Skis? Can we please put them on Jet Skis?!? Time to break out that copy of Deadly Waves you have been waiting to use…) and the Crew may have a night of adventure just getting to the Meet. Or Goddess help them, getting home from a Swap gone wrong…

J – Jacuzzi. A Jacuzzi is a favorite meeting place of the legendary Michael Westen. It is very hard to hide weapons in a Speedo, and all that hot frothy water is hell on electronic listening devices. Jacuzzis are usually small enough that strangers won’t join the 2 or 3 people already in one, providing privacy even in the crowd in the pool area. Jacuzzis at premium hotels are especially preferred, as the hotel’s security will keep out the riff-raff (and those with bad fake SINs), and the better hotels make the best drinks.

K – King Dome, The. During football season, a luxury suite makes a fantastic place to Meet in Seattle. Reminding players of the progression of time by Date Stamping football season is good for Immersion. Security is very, very tight at the Dome (and thus not so good for Swaps.) It is easy enough to slip in and out anonymously however, by wearing team wear or jerseys. The suite itself provides privacy, and any intrinsic surveillance devices are easily overcome. And the food and drinks are fantastic. Are those real Buffalo Wings? And Mr. Johnson has 2 options after discussing business. He can just dismiss the Crew and enjoy the game. If he is feeling grandiose, or if the Crew’s rep has earned it, Mr. Johnson can leave and let the Crew enjoy the football game. He can later evaluate the team based on they ring up the food/bar bill, and in what condition the leave the suite. If the Crew damages the suite, Mr. Johnson may take it out of their pay at the Swap! Not Seahawks season? The Sounders FC Soccer club uses the Dome, and many concert events attempt to blow the roof off the Dome.

L – Library. There are few physical libraries left in the Sixth World. Those left make great Meet and Swap locations. Quiet, out of the way, and full of tall bookcases, libraries can give Mr. Johnson everything he needs in a location. Then imagine that little old lady librarian, cardigan and glasses on a neck string, the one who has been shushing the Crew all during the Meet. When things go Apocoloco, she pulls a concealed Ingram Smartgunâ and hoses down the Crew with expert skill. The room is suddenly filled with paper fragments as Mr. Johnson runs for cover. There is not a player on earth who is not going to want to hunt her down! And the Mage in the Crew is going to have a hard time getting back into Nigel Findley Memorial Library of Magical Research on the University of Washington campus after dealing with that firefight. Bonus role-playing hook for the GM!

M – Museum. Museums are great places for Meets/Swaps. They are usually quiet, have good security, and crowds of people. No one gives a second thought to a small group standing in front of an exhibit for hours at a time, or walking through them, having a discrete discussion. Many also have a cloakroom, where bags and jackets can be left. Think of the Body Worlds scene in Casino Royal. A bag gets switched, a key gets left. This could be a perfect way to Swap the MacGuffin/certified credstick. And the Museum Lodge on Council Island is my favorite Meet/Swap place in all of Seattle. Controlled by the Salish tribe, but open to the public, it combines all of the above with extraterritoriality and wickedly good security at the border crossing. And when was the last time your Crew had to run from a HTR team and a Sasquatch tribe?