So, second session of the ratpack ran tonight.
First of we did some organisational stuff like flesh out the crews hunting grounds and establish their standing with various other factions. I didn’t do that in the first session because I wanted to get things rolling quickly. Turns out the ratpack is basically besties with the grinders, a dockside gang of rather brutal bruisers.
And this gives us a great opportunity to profit from the situation in crows foot – the grinders want us to destabilize the area as best as we can, so they can move in and claim the place. The crew was all for it. But first we had to deal with the affair of mr. pemberton, the watchmaker we kidnapped and maimed last time – apparently he scrounged up enough silver to put a mercenary on our tails but, due to a bad fortune roll, he asked around the wrong neighbourhood and got beat up badly and nailed to a chair by some grinders. They informed the crew and we went to see him. It was a really huge guy, over 2 metres tall and with a heavy frame. Getting him to spill who he was working for was easy enough, but turns out he had a ghostly partner. With just the cutter and the spider in the room the ghost went on to throw a knife at the physically mediocre spider, wounding him quite badly, and try and possess the cutter. A huge scramble followed, where the cutter resisted and tried to bully the ghost into leaving by threatening the mercenary, but the ghost instead possessed the merc. And a huge guy that can take a bullet to the head and just go on is very scary. Also the proprietor of the bar didn’t want any deathseekers around so she also made a ruckus. In the end a lot of people got a lot of stress, but our whisper sent the ghost packing and nobody had to die. We even made an unlikely ally of the merc – he wasn’t happy that the ghost would have sacrificed his life.
We sorely needed some downtime after that, so it got handled like a score but without pay (and very very little heat).
Then we went to work. The lampblacks and the red sashes had been going at each other for a bit now, and the lampblacks currently had a slight edge. We decided to break into a lampblack weapon storage, take what we can, destroy the rest and try to blame the red sashes, so as to take their edge away and stoke the fires of the gang war.
It was successful by and large, but we had to content with a huge steam-mecha with a gatling gun, a very well armed patrol and a botched escape plan. Now we got, among other things, a military field gun on a two-wheel carriage and a glass brain of a hull with a spirit locked within.
Also, Lord Scurlock, a strange friend of our whisper, contacted her and made a deal over tea: He said he could put us into contact with rorics ghost, so as the enact his revenge and destabilize the crows even further. In exchange Scurlock wanted some kind of unspecified favour in the future.
So I guess next week we will seriously fuck up the crows and then see how things go. Having a spirit on our side should be refreshing for a change.
All in all I think we are getting used to the mechanics. We had a lot of fun today.
Hooray! Glad the system is starting to gel for you.
“…military field gun on a two-wheel carriage and a glass brain of a hull with a spirit locked within.”
These two need to be put together.