~~Cycle 0, Sub Cycle 4~~
The
Taboo has fed you information about the entire local district, and you can adequately describe the networks and (lack thereof) subtleties of dealing with these groups on the cyber-level.
There are three local gangs that take note, and they all have ties to the larger players in some fashion;
The Cravers,
Psy-Wiz, and the
Iron BrotherhoodYou deal with Psy-Wiz and the Iron Brotherhood, due to the fact that the only other group of any note generally shoots first and asks questions later. Not to mention their abhorrently degenerate digital presence. Psy-Wiz commonly deals in the moving of hallucinogens and actual real food. They specialize in magical assets as well, but you had managed to contact them through their digital website (that deals in distribution.)
Iron Brotherhood, by contrast, mostly deals in petty theft, protection rackets and sometimes supplying the local mercenary groups with locally crafted armor and sometimes weapons. Their bread and butter are hot-rods and armored vehicles fit for driving through buildings. each of their pieces is a work of industrial art, and most of them are remotely operatable.
The Cravers are brutes, through and through with hands in the meat trade and gun running. They commonly host gang wars against any faction they can, and have even recently gone high profile, leveling an entire Diable Avionics office building after a heated war that lasted a little over three days. An attempt on contacting this group has resulted in a burned false identity and a smashed Node. They are by far the largest and most dominant group.
4
The laboratory expansion in the Corporate Blacksite has been mostly slowed down by various halts and confusion on par from an inefficient and mismanaged construction team, making for a perfect, if a frustrating ground for planting the various nodes and other equipment destined to become subverted. It is estimated that the lab will be operational by the end of the cycle. Already, you have acquired complete copies of the research data from the various terminals about the entire project.
Cybernetics eat away at a person's body, in such a way that their "spirit" loses coherence. The only way for one to stay completely sane from hardware installations is to either take a little, or take a lot, or the conflict between "Man and Machine" in its interface becomes overwhelming. This is very exclusive knowledge, and only high-end Black-Corporate clinics even know of this little tidbit of information.
This lab seeks to push the limits on the "majority" portion of cybernetics, in the form of seeing how much of the person they can replace. the hardware logs and cybernetics that they have already stocked appears to be geared towards the creation of infiltration units, preemptively referred to as "ONI's".
Overall, there isn't much you can do besides watch.
~~Cycle 0, Sub Cycle 7.3~~
Another mercenary team is becoming active in the sector, this time pointed towards a Psy-Wiz Distribution farm, although you're not too in-the-know to know their exact mission, you have eyes and ears in both the location and their path towards the distribution network.
A. Contact the mercenary group for questioning.
B. Inform the Psy-Wiz security forces about the incoming forces.
C. Pre-emptively eliminate them by renting automated assets and then subverting an automated ground-craft to create an accident.
D. Observe the events until something interesting occurs.