With this group we spend more time planning than doing, but because we spend so much time planning there usually isn’t much that needs to be done. Last night’s Shadowrun session was a good example of that. We were going up against a force 12 spirit that cursed us for moving a magical artifact a few runs back, and has caused loss of life (mine) or destruction of materiel (everybody else) for the party, so it had to be destroyed because it was created as a guardian for that magical artifact and can’t be negotiated out of doing what it was created for. So the potions we got from the previous run were not “Curse-be-gone” but actually a way of merging the astral and physical planes for a short period so that we could pull the spirit physically into our reality where we could shoot it.
The way that worked was to find a confined space with walls and sturdy doors that would confine the spirit within the area of effect of the spell released when the vial containing the potion was smashed on the floor. Otherwise the spirit could just wander away and we couldn’t hurt it, but it could still hurt us. So I moved the vehicles out of the garage under the house and we set up our ambush there, the garage having walls of reinforced concrete several feet thick and a bunker-strong outer door and inner door to prevent unsavory people from getting into the house through the garage, which would make it good enough to confine most embodied spirits who were below god-level strong. So after selecting ammunition that would do great damage to the spirit but not have a large enough area of effect (for fragmentation ammo, I had to just use slugs for both the grenade launcher and the Cybershot because other ammunition had too large a blast radius to use in the garage) we activated the potion to trap the curse spirit in the garage. And in less than a full round of initiative the curse spirit was no more. Seriously, I was fourth in initiative and I never got a chance to fire a round because of how well we selected ammo and weapons, that and a little dice karma wiped a force 12 spirit in less than one initiative pass.
Now we have to return the Pink Purse Poodle to the rich bitch we swiped her from a few runs ago. I’m trying to get the party to use the animal rescue in the back to get her to come to us and retrieve her dog. The tentative plan is to have the party member with the highest charisma stat “working” for the animal rescue when Ms. Rich Bitch comes to get her dog from the rescue, because I have the charisma needed to seduce orc and troll women, but that’s about as far as I can push it. Even in the 6th world, healing powers and plastic surgery can only do so much when you lead with your face into deadly situations. The plan so far is after the ransom is confirmed Ms. Rich Bitch gets a call the next morning saying her dog was identified as hers during a routine scan for ID chips, and she could either get it herself or send a pre-identified minion to pick it up. The alternative would be to use the regular employee and just tell them the story we want them to know so there is no need for anyone on our side of the transaction to be untruthful.
So that was my night last night, how was yours?