(Q1 SJ2) Big Trouble in Littie Fu Qu's (Kat, Caelia)

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Koshnek
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(Q1 SJ2) Big Trouble in Littie Fu Qu's (Kat, Caelia)

Post by Koshnek »

Kat wakes up to a TAP message from Mister Qu, "Gang trouble. Meet at Fu Qu's. Bring a friend or send two."

Fu Qu's is a popular authentic Chinese restaurant in Koreatown, and its largely considered neutral territory. No one wants to anger Madam Qu, and the food is exceptional, so the gangs leave their beef at the door, keep their head down and eat their food. Then they leave in peace and can do whatever they want with their beef on the streets.

A few good, or at least trustworthy, folks know that there is a bit more to Fu Qu's than meets the eye. Mister Qu has his fingers in several small pies, but he doesn't advertise. The pie you're involved in is the local gang troubles. Tensions exploded seemingly out of nowhere, and Koreatown is a mess of gang activity. Nowhere is safe, and even Fu Qu's has seen its fair share of troubles.

Upon arrival, Madam Qu greets you simply, "Good. One at door. No weapons. One inside. No fighting. Anyone who break rule, you break them."
GM Instructons
This side job requires one success per player participating. The greeter/doorman searches and disarms any customers before allowing them to be seated. The muscle/bouncer stops any trouble that arises.

@Kat Novak may take a Benny. This is for the first time a Player's Contribution is used during play.

Greeter
Mister Qu has set up a simple operation. The greeter is seated behind a counter which mostly blocks access to the rest of Fu Qu's, and a narrow walkway passes to the left of the counter. The greeter checks any customers for weapons when they enter then places any weapons into one of many lock-boxes keyed to that customer. It will not unlock until the customer has paid for their meal.
GM Instructions
1) Roll Common Knowledge (-2 unless the character is skilled or otherwise knowledgeable with slight of hand), Hacking (TAP Hacking), Notice, Social Skill (-2 if Taunt), Stealth (-2 unless the character is skilled or otherwise knowledgeable with slight of hand), Street Cred, or Thievery.
  • Raise: You catch every weapon that these ingrates try to bring into Fu Qu's without fail. The Muscle team may roll at +1 as they are confident that no one is going to be stabbing or shooting them while the Greeter is on the job.
  • Success: You've locked away all obvious weapons, but you haven't found any holdout type weapons. You can't help but feel like someone may have slipped one through. The Muscle team may roll at no penalty, but they are on edge because they know even a small knife or pistol can do serious damage in the right hands.
  • Failure: This isn't your best performance. You catch some weapons, but may have let others slide by. Additionally, an irate ganger attacks you for trying to take his weapons away. You take a level of fatigue as bumps and bruises which will affect the next scene in the main thread as your exhaustion catches up with you. The Muscle team rolls at -1 because they clearly see the bulge of a concealed weapon hidden under one of the customers clothing.
  • Critical Failure: Are you even a professional? This result is the same as a Failure except you gain an immediate wound instead of bumps and bruises. This can be soaked as usual, but it will count against your total Bennies next quarter as per the usual Side Job rules. The wound isn't life threatening, so Madam Qu isn't willing to let you off the hook over a scratch. The Golden Hour passes before you can seek treatment.
2) After you roll, use the result to narrate what happens during the job and how your character handles it.

Muscle Team
Those familiar with Fu Qu's know that the food is great and the atmosphere is peaceful. Today, the food is still great but the environment is supercharged. Gangers who usually keep their heads down and talk quietly are shooting dirty looks around the room and practically asking for trouble. Violence always seems a moment away, and each customer that leaves is a relief. However, the tension ratchets up each time a new customer passes through the greeting station.
GM Instructions
Roll Athletics, Fighting, Social Skill (-2 except for Intimidation), Psionics, Shooting, or Street Cred.
  • Raise: You defuse the situation immediately. The customer is forced to pay for their meal immediately, kicked out and their weapons are not returned.
  • Succes: You keep anyone from getting seriously hurt but a fight does break out. If rolling a Social skill or Street Cred then the ganger isn't impressed by you and you take a hit. You receive a level of fatigue as bumps and bruises which will affect the next scene in the main thread as your exhaustion catches up with you.
  • Failure: Fighting erupts, people get hurt and there is property damage. You receive a level of fatigue as bumps and bruises which will affect the next scene in the main thread as your exhaustion catches up with you.
  • Critical Failure: Are you even a professional? This result is the same as a Failure except you gain an immediate wound instead of bumps and bruises. This can be soaked as usual, but it will count against your total Bennies next quarter as per the usual Side Job rules. The wound isn't life threatening, so Madam Qu isn't willing to let you off the hook over a scratch. The Golden Hour passes before you can seek treatment.
2) After you roll, use the result to narrate what happens during the job and how your character handles it.
IZ3 GM Bennies 5/5
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Berkley Dig
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Re: (Q1 SJ2) Big Trouble in Littie Fu Qu's (Kat, Caelia)

Post by Berkley Dig »

Inside Little Fu Qu's Caelia looks around the room. She stands against the back wall keeping her eyes open for problems. 1d10!!: [16!!] = 16

She notices a group of rival gangers and the tension is thick enough to cut with a knife. One ganger girl gets up to pay for her meal. And then, it's almost like time slows as Caelia's cybereyes catch the smallest tale from the rival gang at the next table. A tattooed ganger with a fu manchu nods to one of his homies in a hoody. He gets up from his chair as the girl walks past. As she approaches the facial recognition pay station to pay with her TAP, she suddenly reels and grabs her head, "Hey, what's goin' on? I think I'm being hacked!" Fu Manchu smiles at sunglasses next to him -- evidently currently hacking the rival girl's TAP, "Neutralize and take their cyber and weapons -- if they've gotten any past Fu Qu's greeter here." Immediately Hoody makes a move to sweep the legs of the girl. At that same instant, with augmented cyber reflexes in full gear, Caelia springs across the room and catches the girl as she falls, giving her a small push with her right hand -- righting her. In the same motion, she spins and deals a swift left-handed karate chop to Hoody's collar bone -- "CRACK". Hoody falls to his knees only to meet Caelia's right knee in his front lip. "Didn't your okhasan (mother) teach you not to hit a girl?" The impact is hard and Hoody blacks out -- face to the floor -- bleeding from his mouth.

Sunglasses' hands are waving manipulating code in hyper augmented reality as he attempts to hack the TAPS of the rival gangs in the room-- the rival gang sitting at the next table over all stand up looking at Fu Manchu and Sunglasses. Leaping to go into a cartwheel, Caelia places a swift palm to Sunglasses' face, using his face as a springboard to leap towards Fu Manchu in the corner. As she flies over the table she grabs the steak knife with the other hand at the side of Sunglasses' plate, she makes two impossibly swift strokes with the steak knife -- shaving Fu Manchu's namesake. "I think you look better that way. Now drop the fork in your left hand, pay the Fu Qu's and leave. Now! Or I use this steak knife to further re-arrange your facial appearance. Oh, and Sunglasses leaves his hacking gear. Now pay and get out!"

Caelia addresses the other table, "Sit down. Eat your food. Shut your mouths. Fu Qu, anything you want to say to your guests on their way out?"

And with that Caelia puts her hands back in her pants pockets.
Last edited by Berkley Dig on Mon May 18, 2020 2:21 pm, edited 1 time in total.
Berkley Dig
Berkeley Dig Cleric Parry: 6, Toughness:w/ leather jacket: 07(2);
4 Bennies, 0 Conviction, 0 Wounds, and 0 Fatigue
Beginning 3
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0 Conviction
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Wounds: 0/3 (-0 to all rolls) Fatigue: 0/3 (-0 to all rolls)
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Kat Novak
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Re: (Q1 SJ2) Big Trouble in Littie Fu Qu's (Kat, Caelia)

Post by Kat Novak »

1d10!!+2: [1]+2 = 3
1d6!!+2: [8!!]+2 = 10


"And the knife. The one in your boot. Your right boot." Kat said in a frustrated tone to the ganger pantomiming ignorance in front of her. Finally he produced the knife just as Kat caught someone doing something a few places back in the line. He placed it in the locker with the pistol he'd already produced, keyed an unlock code in and then stepped back to the restaurant door. "You mudaks never learn. It's simple. Put your weapons in the lockers. All your weapons. Then I won't have to shoot anybody." She said as she waved him inside before turning back to the queue.

"With gel, obviously."

Gel or not, the implied threat seemed to do the trick, the next ganger in line stepped up to a locker, placed his weapons inside, coded it and waited meekly for Kat to wave him in. As she did so, she turned her attention back to the ganger that had caught her eye a moment before, studying him briefly.

Gotcha.

A handful more gangers deposited weapons and were waved in before Kat reached down behind the podium and grabbed her shock baton, holding it out in front of her to stop the next guy in line who seemed intent on walking straight in. He stopped, looking at Kat with a smug grin. "I ain't got no weapons. Don' need 'em."

Kat raised an eyebrow. "Funny thing about Whispers" she said, seemingly at random as she waved the baton casually in front of her "is while they might be non-ferrous they aren't non-conductive. Of course, I can't have just seen you stuff one down your pants cos looking at you, if you did, you must have a real tiny nehic." Judging from the sniggers from the two girls next in line, they'd understood her, even if the ganger was giving her blank looks. "Dick. she explained, tapping the end of the baton against his groin, the tapping of polymer against polymer confirming she most definitely hadn't been mistaken. "Now, if I was a professional, I'd frisk you, then I'd have to put my hands down your pants, which judging by the shit-eating grin on your face you'd no doubt enjoy, and then you'd tell all your friends about it. You wouldn't have gotten the gun in, but you'd have a story to tell, which is almost as good, right?" She paused, looking the ganger in the eye as she reached behind her to the holster at the small of her back, pulling her 328, and raising it level to the gangers face "Thing is, I'm not a professional, not at this anyway, so I'm just going to turn this baton on and see how long it takes for ballistic polymer to melt." She shrugged, giving the ganger a pleasant smile. "I assume you'll pass out first but we shall see."

By this point, the sniggering had stopped and the cocky grin had long gone from the ganger's face, replaced with a mixture of fear and anger. He stepped back carefully, out of range of the baton before reaching down the front of his pants to pull out the Whisper. Kat heard him mutter "Bitch be crazy" to the two girls behind him before he stepped up to a locker and put the gun inside, slamming the door shut before coding it and stepping up to the restaurant door.

"Enjoy your evening" Kat said as she waved him inside. "Don't forget to rate us on Jelp."

Reholstering her gun, she stepped back to the podium, putting the baton back as the two girls next in line stepped up.

"Crazy good." one said. "Six stars."
Kat Novak
  • Pace: 6(d6); Parry: 4; Toughness: Toughness(Armor) 14(4)/15(5)
    • BKI Combat Fatigues: 14(4) Torso, Arms, Legs
      BKI Combat Fatigues plus Armoured Combat Vest: 15(5) Torso, Arms; 14(4) Legs

    Combat-Relevant Edges & Abilities: Danger Sense
    Wounds: 0/3; Fatigue: 0/3; PP: 00/00
    Bennies: 6/3; Conviction: 0/1

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Koshnek
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Re: (Q1 SJ2) Big Trouble in Littie Fu Qu's (Kat, Caelia)

Post by Koshnek »

Caelia knows Kat has her back as the women strive to keep the peace at Fu Qu's. There's plenty of commotion up front as customers come in and give Kat a hard time, but Caelia doesn't let her distract her from her job. Her diligence soon pays off.

After Fu Manchu and Sunglasses try to stir up trouble, everything quiets down once Caelia puts them in their place. There are a few minor disturbances when opposing gang members are seated in close quarters, but nothing Caelia can't handle. There's a fist fight which she shuts down hard, but the rest are just gangers blowing off steam. They are quickly deescalated by the watchful cybermonk before they can come to blows.

Once the day's shift is over, Madam Qu goes through the
You find up to $500 worth of small arms, melee weapons, ammo, or chemtech inside the lock box.
from the day before, "For you. Extra pay for good job. Now go. Remember, eat Fu Qu's. Best Chinese in town."

Madam Qu sends the master code to unclaimed lock box and it pops open as the elderly woman walks away. Kat knows to seek out Mister Qu for their payment, and he gives her a warm smile when she finds him in the back room, "Ah, thank you, Kat. I knew we could count on you. Here's a thousand cryptos as promised for you and your friend. It's getting late, now, so be careful going home. I wouldn't want you to have to hurt anyone!"
IZ3 GM Bennies 5/5
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Kat Novak
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Re: (Q1 SJ2) Big Trouble in Littie Fu Qu's (Kat, Caelia)

Post by Kat Novak »

After checking in with Mister Fu for their payment and handing @Caelia Seacoal her half, Kat checks the lockbox.

Pulling out a 328 Vengeance, she ejects the mag then works the slide twice to check the chamber's clear before offering it butt first to Caelia.

"Need one of these? Rest of it's mostly chems. Cheap ones too, by the looks of it."
Kat Novak
  • Pace: 6(d6); Parry: 4; Toughness: Toughness(Armor) 14(4)/15(5)
    • BKI Combat Fatigues: 14(4) Torso, Arms, Legs
      BKI Combat Fatigues plus Armoured Combat Vest: 15(5) Torso, Arms; 14(4) Legs

    Combat-Relevant Edges & Abilities: Danger Sense
    Wounds: 0/3; Fatigue: 0/3; PP: 00/00
    Bennies: 6/3; Conviction: 0/1

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