rpmanager: (Default)
Would you like your character to meet with the Malnosso therapist, Alice? Great! You’re in the right place.

Here’s how it works:

  • Fill out the form below and post it below to OOCly volunteer your characters for therapy. If you have more than one character you would like to sign up, please use separate comments for each.
  • Each month, five or so characters from the signups will be pulled randomly and summoned ICly for therapy by Alice. Whether they ICly signed up voluntarily or not, all participants will be drawn at random out of fairness.
  • If you sign up more than one character and one is selected, it will be at least a month in between sessions before your other character(s) is/are eligible for selection again.
  • When a character is summoned, they will find a nice, handwritten note in the front cover of their journal inviting them to Alice’s office. Down in the tunnels, characters can enter her office through the transporter. Sessions will last an hour to two hours, and characters will be free to go when they are finished. There will be a post monthly in the [personal profile] malnosso journal where these interactions can be threaded out.
  • While characters may ICly ignore a summon, they will have “certain privileges”, as Alice put it, revoked. This essentially boils down to mission participation, but your character doesn’t know that, do they?
  • There is no IC version of this sign up; Luceti residents are selected at random.
  • Characters will NOT be forced to attend through Shifts or droids, nor do you need to sign them up for therapy selection if your character goes on missions. Your character may go on as many missions as they please without being signed up OOCly here for therapy; however, if you sign them up and they are summoned, and then they do not show, they will not be able to participate in missions.
  • If you have any further questions, please contact Bayley on AIM at wavybluebayley or on Plurk at [plurk.com profile] cinematic.


  • rpmanager: (Default)
    Date: September 20th-22nd
    Slots: 20
    Destination: Malnosso Facility
    Requisites:

    1 Field Leader - The field leader will need to have been on previous missions or drafts to qualify. A field leader is expected to have past military experience in a position of authority. For this mission, the field leader is also expected to have a passing familiarity with stealth and infiltration. Other volunteers will be expected to follow orders from their field leader. Fighting scale is irrelevant, due to protective Shifts installed in the facility.

    5 -Security - Although not expected to run into any combat situations, security personnel will be given special access to the facility to help facilitate the scientists. Security guards will be expected to have familiarity with non-lethal MSF weaponry. Fighting scale is irrelevant, due to protective Shifts installed in the facility.

    5 Technicians - These scientists will have the responsibility of introducing physical defects into the droids. This may mean modifying the production line, other schematics, or components used to manufacture the droids. Individuals should have experience in advanced robotics.

    5 Programmers - Someone has to program and design the defects that the technicians will then implement. These programmers are expected to be able to develop subroutines and exploits in the droid programming to add additional vulnerabilities. Individuals should have experience in advanced AI programming.

    4 Stealth Experts - These individuals are here to provide their comrades with training and backup to facilitate the false identities they will be using. These skills do not rely on cloak and dagger, but the ability to convincingly come up with cover stories and lies on the spot. One of their primary duties will be making sure everyone’s stories are consistent. To the Malnosso, they will fulfill the role of assistants only.


    Description: A mutual friend of MARS and Luceti has made special arrangements for a stealth operation into a facility run by a splinter group of the organization. For the benefit of your enclosure, you will be recruited to become involved in the production line of the droids that are used for various purposes, but in this instance, primarily kidnappings. This is your chance to help not only your own enclosures, but many others like your own.

    You will be granted temporary identities as technologists and contractors employed to run quality control checks on the droids in question. During this time, you should be able to gain access to production line schematics to introduce modifications that will create defects and weaknesses into these droids. Restraint must be exercised in modifications. If they are discovered to be a deficient batch, the production may be halted before they are introduced to use in the enclosures.

    Note: Scientists on this mission should prepare to create devices that can be used to short circuit or shut down these droids. Schematics will be given to participants to review for twenty-four hours before arriving in the facility. The two following days will be used to implement their research.

    Reward: Each volunteer may earn up to 40 participation points for a successful mission. Scientists will be allowed to keep whatever devices they create for damaging the droids.

    Read more... )
    rpmanager: (Default)
    Date: September 3-4th
    Slots: 26
    Destination: Desset City Hospital
    Requisites:

    1 Commander - The commander will need to have been on previous missions or drafts to qualify. A field leader is expected to have past military experience in a position of authority. For the mission, the commander will also need experience in combat in enclosed spaces. Other volunteers will be expected to follow orders from their field leader. A Fighting Scale between 2 and 4 is required.

    13 Soldiers - As soldiers, the Malnosso will expect these individuals to be able to follow orders and the chain of command. Members of the MARS organization will screen volunteers for behavioral patterns. Those deemed too violent or remorseless will not be permitted to undertake the mission. A Fighting Scale between 2 and 4 is required.

    2 Negotiators - It has been determined that not all of the MSF soldiers are beyond reason. Skilled negotiators will be needed to convince the soldiers to surrender peacefully. Each negotiator will be under the protection of fellow volunteers, but be otherwise unarmed. They must not possess special abilities ranked 5 on the Fighting Scale.

    10 Guards - The wardens will be responsible for collecting knocked out soldiers and detaining them in a secure area of their choosing until the situation has been diffused. They will also be responsible for the safety of the patients and hospital staff. Guards need only to be strong in body and fighting ability is not required, though they may need to defend themselves. They must not rank 5 on the Fighting Scale.

    Description: As of earlier today, at 600 hours, a small squad of MSF soldiers, recently returned from a long survey mission in the wastelands, returned to the city for leave. The individuals, seemingly in good health and mental fitness on initial examination, displayed sudden violent tendencies when reintroduced to the population. The group has seized control of a hospital and successfully prevented conventional attempts to retake the location. Attempts at negotiating a surrender or withdrawal has failed. Their leader, a soldier of the name and rank Specialist Kovan Foster has announced his intention to transport the injured and dying to the cultists before their deaths with the intention of sacrificing them. In his words, he considers it to be an act of mercy.

    These men are in severe need of psychological rehabilitation and counseling. They must not be killed, lest they be revived and fall into cultist hands. The Commandant has requested the services of volunteers from the Luceti enclosure to enter the hospital, detain the soldiers, and rescue the patients and hospital staff trapped inside. It is imperative that not a single one of the soldiers be killed, otherwise valuable intel could fall into enemy hands. This means volunteers must be prepared to sacrifice their own lives to preserve those of the soldiers.

    Note: Volunteers will not be permitted to bring lethal weapons on the mission. They will be outfitted with tranquilizer guns, stun guns, tasers, and electrified batons. Due to city statute limitations, individuals ranked as a four or higher on the fighting scale are not permitted on hospital property.

    Reward: Each volunteer may earn up to 40 participation points for a successful mission. No mission points will be rewarded if any member of the squad of soldiers are killed. Shift-related penalties will be given to anyone who kills a soldier, patient, or any member of the hospital staff. Other penalties may occur if patients or hospital staff are threatened or harmed.

    Read more... )
    rpmanager: (Default)
    SECRET MISSION #1 - A NECESSARY SACRIFICE

    [FILTERED TO INDIVIDUALS FITTING THE FOLLOWING PERSONALITY PROFILE]

    [ooc note: This mission briefing appears after the previous one and ONLY in the journals of those deemed fit for the mission. Characters that see this message will be ones that fit the profile of ruthless killers without any scruples regarding assassinations and deceit. They will receive an extra incentive for cooperating within the full parameters of the mission and not revealing information to other volunteers on the mission. The Malnosso maintain personality profiles on all subjects within Luceti in order to make this filter function.

    Note, only one assassin will receive the final reward and one assassin will be caught and killed. You may volunteer to have your character explicitly be the one to die, but the winner of the extra reward will be randomly chosen beforehand.]

    Date: August 17th to 18th
    Slots: 2-3
    Destination: Rataneran Keep
    Requisites:

    3 Assassins - We have chosen a select few to volunteer for this mission. You will be among the other entertainers in roles appropriately suited to your talents, whether it be performers or mere laborers. Your goal is simple. Locate Count Zompano and remove him from the festival without notice. You will then be transported securely to a cultist camp to deliver him into their custody for permanent sacrifice. This man cannot be allowed to return to life.

    Description: Zompano must be eliminated. If you are seeing this message, you have been singled out for your skills and for your discretion. No one must know that your ultimate goal on this mission is, in fact, to assassinate the master of Rataneren Keep. Any attempts to share this information with the rest of the troupe will be met with a swift punishment chosen by the RP Manager.

    Sleep easy with the knowledge that, should you fail in your mission, there are two other volunteers equally eager to claim your reward. Do not try to contact them or coordinate with them, as it will also result in punishment. Do try to capture the target before they do, as only his delivery to the cultists will earn an extra reward. Assassins are permitted to kill guards and other servants only if it means maintaining their cover. Meaningless death may result in points being deducted from the final reward.


    Reward - 40 Participation Points to all three volunteers. To the person who makes the delivery, they may expect an instant prize of any value, whether it be an Applied Shift or a High Level Reward. MARS has also been authorized to provide the assassin with the option to return to their own world for one day.

    Read more... )
    rpmanager: (Default)
    Date: August 17th to 18th
    Slots: 26
    Destination: Rataneran Keep
    Requisites: Up to 26 perfomers.

    1 Ringleader/Presenter - to the audience, the ringleader is the one running the entire show. He or she provides the introduction and segues between acts, as well as organizes other aspects of the performance. Officially they are not in charge of the others.

    4 Acrobats - Flexible, daring, and free-spirited. The crowd expects excellence from any acrobat and so these must be on the top of their game. Tightrope walking, silks routines, and tumbling acts are just some of the elements the acrobats will be expected to perform.

    4 Actors - Actors will play the roles of the three founders: two men and one woman. A fourth actor will play the role of The General as the antagonist in a play about the origins of the organization. Although it is preferred to have three men and one woman in the roles, it is not required.

    4 Singers/Musicians - Every good show requires a soundtrack and this one should be no exception. Whether it’s an original composition or a breakaway pop hit from your world, be prepared to sing and play your little hearts out for the entertainment of others. Singers and musicians are expected to be both accomplished and literally able to play well with others.

    4 Clowns - A sense of humour is a must. Got jokes? Tell’em. Have a funny slapstick routine? Ready your pies. The troupe’s clowns should be fun-loving and gregarious with a near-constant smile on their face. Let’s hope you can walk the fine line between satirizing and insulting your audience! (Note: Mimes need not apply.)

    2 Animal Tamers - For a while now, your pets have steadily been arriving in Luceti. Animal tamers should be able to present their own pets as well as showcase a number of their unique skills and tricks. The more spectacular, the better -- regardless of size.

    1 Magician - Slight of hand. Illusions. Daring acts of audience participation. Wow the crowd with your card tricks and your spontaneous doves. Volunteers must have at least a passing familiarity with stage magic (not the real stuff)! You must supply your own wand.

    1 Make-up Artist - Someone has to make these people look good under the lights. Theatrical, artistic make-up is expected and encourage. Even a painter might be suitable for this role.

    1 Costume Designer - Wardrobe malfunctions are a well-known fact of the entertainment industry. Someone must be on hand to patch up one-piece leotards and the Player-General’s loincloth. You may also opt to use the time before the mission to prepare a handful of costumes in advance.

    4 Laborers - Strong, handy individuals are required to assemble and dismantle the performance stages. Also, a travelling troupe requires a great number of baggage trunks. While your fellow volunteers are busy rehearsing, it will be your responsibility to make sure that their supplies reach the keep on time and in decent shape.

    Description: A very important holiday is fast approaching amongst the Malnosso and the upper echelons of their society are preparing lavish feasts and celebrations to honor Founders’ Day. The individuals selected for this mission will go on to form a troupe of travelling performers, sent to Rataneran Keep under the pretense of performing as a small Lucetian delegation for Count Zompano and his guests. In reality, you will be expected to gather intelligence concerning his defenses, forces, and resources. It is imperative that the troupe’s cover not be blown; protect it at all costs! Should the Count suspect any shady dealings, you and your comrades will pay for it. In blood. And, perhaps, finger-bones.

    The troupe will be expected to put on a full circus-esque show for the crowd at Rataneran Keep. This includes but is not limited to: tumbling and acrobatic acts; sleight of hand illusions; musical numbers; animal tricks; and, finally, a short dramatic piece. You can expect adequate room and board with Zompano’s servants; however, it will not be the usual comfortable existence you’ve grown accustomed to in Luceti.

    Please note that we are aware of a localized defensive Shift which prohibits the use of powers on the keep’s grounds, similar to the Shift within Luceti’s tunnel system. As a result. any prolonged and repeated attempt to cast magic or to tap into unwarranted powers will raise suspicion and will therefore not be tolerated.

    Reward: Each volunteer may earn up to 40 participation points for a successful mission. Points will be deducted or denied entirely should a volunteer attempt to do anything that would blow the troupe’s cover.

    Credit: This mission was suggested by Saralinda. Thanks!

    Read more... )
    rpmanager: (Default)
    Date: July 23rd - July 25th (ooc: this will appear on the journals on the 22nd)
    Slots: 18
    Destination: The northernmost area of Sirry Craggs.
    Requisites:

    10 Combatants - Due to the constraints of fighting within an enclosed, moving space, all fighters sent must be level four or below to avoid risk of destruction of the transport. Fighters should be skilled close-quarters combatants especially.

    4 Healers - May be medics of any stripe, i.e. magic-users, traditional doctors, and so on.

    2 Engineers - As the train absolutely must reach the rendezvous point or risk forfeiting the lives of all infiltrators aboard as well as the hostage, two engineers will be required to ensure that the train keeps running while the infiltration who takes place. Engineers will be required to be proficient with or capable of quickly deciphering the controls of a standard commuter train.

    2 Technology Specialists - Though the train is of a standard, regional commuter type and not equipped with any sort of high tech security measures, more complex technology has been used to secure the hostage. These specialists will be required to disable that technology on the fly and free the hostage safely.

    Description:

    Certain factions of the organization are in possession of an important hostage, and have deemed it necessary that she be moved to a more secure location. If her captors succeed in relocating her to this new prison, she will become permanently irretrievable, and her life will effectively be forfeit. Thus, the best and only window to retrieve her comes during the most vulnerable part of the operation: movement of the hostage through the far northern regions of Sirry Craggs.

    Volunteers for this mission have two main objectives. One: find the hostage, free her from her restraints, and successfully guard her until the rendezvous point is reached. Two: successfully keep the train running on its course until the rendezvous point is reached. Volunteers will need to be able to work in cold temperatures and/or within/despite bulky winter clothing.

    Reward: Each volunteer may earn up to 40 participation points for a successful mission. Insubordinate volunteers may have their totals reduced, especially if their actions endanger the mission.

    Read more... )
    rpmanager: (Default)
    Date: June 7th - 9th ((this post will not appear to characters until late on the sixth)
    Slots: Up to 28
    Destination: Sirry Crags (remote tourist spot)
    Requisites:

    Up to 6 Survivalists - A group of people attuned to nature and survival under extreme conditions, especially with limited resources. These people need to be skilled in areas such as hunting, fire starting, and finding shelter. These abilities need to be natural, due to malfunctioning Shifting machinery dampening abilities. They will be responsible for tracking down civilians who may have become lost escaping the flood.

    Up to 6 Doctors/Healers - Due to the potential of a large number of injured or sick civilians, at least four doctors and healers have been requested to aid the population.

    Up to 10 Caretakers - Until rescue forces can move the survivors to safer accommodations, a base camp high in the valley will need to be maintained to care for their needs. Caretakers will need to be able to handle supplies, set up tents, cook food, provide clothing, and care for the civilians until they can be safely moved.

    Up to 6 Guards - Although cultist activity is reported to have ceased in the area, the base camp will need to be adequately guarded in case of a cultist attack. Wild animals seeking shelter or food may also pose a danger as well. Due to the malfunctioning Shifting equipment, guards may find themselves needed to rely on normal human abilities for approximately 90% of the time. Due to the Shift fluctuations, Shift Hunters may be attracted to the area and pose a significant threat.

    Description:

    Continued efforts to reduce cultist activity in the Sirry Crags valley has renewed tourist interest, despite warnings by the Security Forces to avoid the area. For the past four months, a small hotel operated by the Malnosso Relaxation Agency has been operated without incident, operating low level Shifting machinery to render the area invisible to cultists. However, an onslaught of rain has recently hit the area. Although initially deemed a minor inconvenience, a skirmish at a dam some twenty miles from the hotel was irreparably damaged. Security Forces in the area have been delayed by a surprise cultist ambush, leaving the Luceti enclosure as the closest source of assistance.

    Records indicate that the hotel was currently hosting seventy guests, with a staff of fifteen. Volunteers will need to find and rescue these civilians and bring them to a base camp high in the mountains. This will prove difficult, as the malfunctioning Shifting machinery is inaccessible and creating a twenty mile wide Shift that will disable technology and special abilities approximately 90% of the time. Therefore volunteers will need to be able to work in wet conditions with limited abilities to rescue as many of the civilians as possible while keeping them safe from any potential attacks.

    Note: The Malnosso Civilian Protection Division requests that volunteers be courteous to any survivors and keep interrogation to a minimum. Though both they and we at MARS understand the desire for more information about the situation outside your enclosure, their information is limited and biased by media misrepresentation. Any reports of serious interrogation attempts will result in a punishment via Shift.

    ((ooc: there may be incidents where some of the civilians will report volunteers they find rude or unlikable anyway, so some may return with Shift punishments anyway.))

    Reward: Each volunteer may earn up to 40 participation points for a successful mission. Insubordinate volunteers may have their totals reduced, especially if their actions endanger the mission. Any found harming a civilian will be subject to a one week Shift punishment upon return to their enclosure.

    Read more... )
    rpmanager: (Default)
    Date: May 15th to May 17th
    Slots: 10
    Combatants - 10 (All Level 4/5)
    Destination: Region 10, Enclosure: Segretar
    Requisites:

    Combatant - Due to the nature of the mission, the Security Forces are looking to draw from Luceti's most powerful fighters, thus limiting their recruiting to those of a ranking of 4 or higher.

    Description:

    The war with the Third Party continues to escalate as the cultists select another research enclosure for invasion. The occupants of the enclosure has few fighters among its population and having been in operation for only six months, is filled with subjects filled with suspicion and hatred for the organization. In order to defend the area, elite Security Forces teams were sent to take up position in the village. However, the village rallied against the soldiers and prevented them from completing their task.

    With a cultist attack impending, the Security Forces are leaving it to the strongest of Luceti's fighters to fight off the invasion. They will be expected to ward off the invaders and protect the subjects. Subjects will be sent in on the 14th and may use whatever time is left before the invasion to make preparations for the battle.

    ((ooc note: this mission is an early sign up for players, but to the characters it will not appear until May 13th, so that it will appear in game as looking like an urgent mission, given the nature of the plot.))


    Reward: Each volunteer may earn up to 40 participation points for a successful mission. Insubordinate volunteers may have their totals reduced, especially if their actions endanger the mission. Any found attacking a member of the Malnosso organization will be subject to a one week Shift punishment upon return to their enclosure.
    rpmanager: (Default)
    Date: April 17th to 21st
    Slots: 20
    Second Officer - 1
    Sailors - 10 (Class 1-3 Fighters)
    Marines - 5 (1 Class 5 Fighter, 4 Class 3-4 Fighters)
    Ship Cook - 2 (1 Cook/Quartermaster, 1 Cook/Morale Officer)
    Healers - 2 (1 traditional doctor, 1 healer)
    Destination: The Sea Port
    Requisites:

    Second Officer - As the ship will be tasked with MSF soldiers and a member of Malnosso management, the second officer will be third in the chain-of-command and specifically be expected to act as a liaison between receiving orders and delivering them to their fellow volunteers (which will include crewmates from other enclosures). This person will be expected to have experience on the sea, experience in flexible command styles, and experience on previous drafts and/or missions.

    [ooc: playing a leader position for a missions means you should be ICly and OoCly involved in helping facilitate the mission in terms of coordination and discussion. If you are not willing or unable to do so, you should probably volunteer for another position.]

    Sailors - The war with the cultists has left the Malnosso with a smaller workforce. Thus additional sailors are required to man the ship. Extensive experience is not required, only an ability to work and take orders. Sailors are not required to be skilled fighters, but should be aware that there may be attacks from cultists.

    Marines - A small additional set of 'special forces' from Luceti has been authorized, with allowance for one Class 5 combatant. The offensive force of the ship will be primarily provided by the Security Forces, with ship security handled by a contingent of droids (original style). Only fighting experience is required, but volunteers will be screened for fighters least likely to try mutiny.

    Ship Cook - A ship cook to prepare the meals for the crew, as well as oversee food supplies. Must be an acceptable cook, able to prepare meals in bulk, and possess good supply management skills. (They may be aided by other volunteers from other enclosures)

    Ship's Mate - A secondary cook to assist in meal preparation. This doubles as a Morale Officer position. Not only is this person expected to keep their fellow volunteers in good spirits, but they will be expected to ease tensions on the ship and discourage mutiny.

    Ship's Surgeon/Healer - Two positions. One is expected to be skilled in traditional medicine without the use of magic/powers and will be responsible for the health of the crew. The second one should be a skilled and potent healer, to handle any surface injuries that may occur. (They may be assisted by other volunteers from other enclosures)

    Description:

    The war with the cultists has escalated and they increasingly gain power over the seas. A new Malnosso ship, Tyr's Revenge is ready for its first voyage. However, a recent cultist raid at the sea port has left the facility severely undermanned. The voyage, unfortunately, cannot be delayed much longer. Among its cargo includes food supplies for one of the enclosures, weapons for the war effort, and other classified cargo. Time is running out. Thus the Transport Division has made a request to receive volunteers from the enclosures to assist in the voyage.

    The ship is a three masted frigate using a combination of sails and steam power for propulsion. Other, more advanced methods of propulsion have been eliminated in sea travel due to the power of cultists to effectively disables engines from a distance, in some cases permanently tainting entire areas of the sea to prevent their usage. The ship's complement will be composed of 500 men. Among them will include one hundred and fifty men and women from the Malnosso Security Forces, seventy five droids, five members of the organization's management and research, with the remaining crew being composed of volunteers drawn from twelve experimental enclosures, including 'Luceti'.

    The military force will be led by Specialist Davis, credited with the recent successful containment of the Third Floor in the abandoned Malnosso facility. District Fourteen Manager from the Malnosso Transport Division will be in overall command of the ship, but will leave the overall daily duties of the ship to Specialist Davis and a second officer selected from Luceti.

    Cultists operating on the sea are often more clever than those on land. Through the use of flying ships powered by an unknown type of Shift, they boast an enhanced level of maneuverability and speed that Malnosso ships are unable to match. These smaller ships are crewed by forty to one hundred cultists, depending on size, and will often attack in groups of multiples ships. Consequently the Tyr's Revenge is equipped with deck-mounted cannons, turrets, and trebuchets (in the event of technology-cancelling Shifts).

    Note: Droids remain below decks at all times, unless summoned by MSF Personnel to aid in detaining insubordinate volunteers. Because droids are easily controlled by cultists, they are deactivated during attacks and will not participate in defending the ship. Their priimary function is protecting the cargo and will keep people from snooping where they shouldn't be looking as well as guarding the brig.

    Any volunteer attempting mutiny or attacking a member of the Malnosso Organization will be detained and held in the brig for the entirety of the voyage. A power-canceling collar will be placed on the detainee, preventing the usage of any of their powers until returned to their enclosure.

    Reward: Each volunteer may earn up to 40 participation points for a successful mission. Insubordinate volunteers may have their totals reduced, especially if their actions endanger the mission. Any found attacking a member of the Malnosso organization will be subject to a one week Shift punishment upon return to their enclosure.
    rpmanager: (Default)
    Date: March 22nd and 23rd
    Slots: 8 [1 Field Leader, 1 Doctor/Healer, 1 Programmer/Hacker, 5 Fighters]
    Destination: Former Malnosso Facility
    Requisites:

    Field Leader - The Field Leader will need to have been on previous missions or drafts to qualify. A field leader is expected to have past military experience in a position of authority. For the mission, the field leader will also need experience in combat in enclosed spaces. Other volunteers will be expected to follow orders from their field leader. A Fighting Scale between 3 or 4 or more is required.

    Doctor / Healer - For the mission, a person skilled in healing and medicine will be required to aid other volunteers in case of emergency. Due to the possible of unknown toxins, the medical volunteer should be able to deal with the possibility of volunteers being poisoned.

    Programmer / Hacker - After the lockdown, many security systems went into place, making many areas inaccessible. Due to the contamination from the Third Floor, existing passcodes have been scrambled and will no longer be accepted.

    Fighter - Due to the danger of this mission, the Malnosso will not accept any combatants without a Fighting Scale rating of 3 or 4. Combatants more powerful than 4 will not be accepted, due to issues of containment. Volunteers will need to be ready to deal with any number of unknown dangers that might emerge.

    Description:

    Nearly two years ago, the former CEO of the Malnosso arranged a strike against a known rogue Malnosso organization. Although the mission was a success, the volunteers discovered a strange entity lurking on the third floor of the building. A Shift was created to contain the building and most of the research in the building was lost to scrutiny. The barrier around the building has begun to show signs of degradation and containment failure is inevitable.

    The building is now overtaken by a strange flesh-like creature that has consumed every floor of the building and now pushes against the barrier. Conventional weaponry has had no effect and it has demonstrated an increasing immunity to Shifting. Rogue researchers have confirmed that the only way to stop this creature is to attack it at its heart. Therefor the Malnosso Security Forces has authorized a small strike team to infiltrate the building and attempt to make it to the heart of the creature.

    This mission will be commanded by a Field Leader chosen by the Security Forces, who will be expected to display military discipline and make practical command decisions on the field. Along with the addition of seven other volunteers, they will be provided with six Malnosso droids, all top of the line models, to provide additional backup and firepower.

    Note: Droids are equipped with anti-tampering Shifts. Please do not waste valuable time attempting to study them. The entity originating on the Third Floor is not to be underestimated. It is known to violently turn on foreign 'invaders'. Previous MSF personnel have been lost to the creature before and may now be under the control of the entity.

    Reward: Each volunteer may earn up to 40 participation points for a successful mission. Insubordinate volunteers may have their totals reduced, especially if their actions endanger the mission.
    rpmanager: (Default)
    Date: March 3rd-5th
    Slots: 6
    Destination: Underwater Reactor
    Requisites:

    1 Sub Operator - The operator will need to be a skilled and versatile pilot, capable of reading and understanding complex instruments and navigating dangerous terrain. The sub will serve as the 'mission control' for the others.

    1 Mechanic - The mechanic will be on board to make repairs as needed. The mechanic should be familiar with a wide range of technology and be able to identify problems and apply solutions, sometimes creatively. [Roughly 21st century tech.]

    3 Deep Sea Divers - The divers will be tasked with exploring the underwater ruins, leaving the safety of the sub to find and locate salvageable material from the underwater city. Although specialized suits for diving may be provided, the Malnosso are seeking those capable of surviving underwater indefinitely by their own means. Divers using specialized gear will need to be experienced in the usage of scuba gear.

    1 Morale Officer - Due to the cramped quarters in the sub and gloomy conditions, the morale officer's task will be to keep the crew energetic, attentive, and in high spirits. Due to limited space on the sub, the morale officer will also serve as cook and will need to know basic first aid in case of emergencies.

    Description:

    Over one year ago, the residents of Luceti were sent on a mission to an underwater city under siege by the cultists. Although the Lucetians ensured a safe evacuation, the city was ultimately lost and flooded. The Malnosso's salvage operations to date has recovered much, but there still remains valuable research that has been lost. The salvage operation has thus been organized to find a number of key objects important to the success of future Malnosso operations.

    The crew of six will be given a small submarine that will be on auto-pilot to just outside the ruins of the city. From there the operator will be able to navigate the area in search of the key objects. Three divers will then be deployed to collect the objects and bring them on board. The sub itself will generate a mile-wide Shift 'field' that will prevent the pressure of the ocean from crushing the divers.

    On board the submarine will be an additional crew of four assistant droids. These droids do not possess any combat abilities and will follow any orders. They do not possess any unique information and are equipped with anti-tampering Shifts. Please do not damage the droids. They are there to assist in hauling equipment on board, assisting in repairs, or operating the submarine.

    Note: The submarine will only provide the operator control within five miles of the city's ruins. Going beyond the one mile Shift field is considered deadly, as the crushing depths of the ocean will immediately kill divers. Deep sea predators may also pose a risk to both the divers and the submarine.

    Reward: Each volunteer may earn up to 40 participation points for a successful mission. Insubordinate volunteers may have their totals reduced, especially if their actions endanger the mission.
    rpmanager: (Default)
    Date: February 21st-25th
    Slots: 8 [1 Field Guide, 1 Mapmaker, 1 Doctor/Healer, 1 Mapmaker, 1 Quartermaster, 3 Guards/Drivers]
    Destination: Unexplored Desert Region
    Requisites:

    Field Guide - The Field Guide will need to have been on previous missions or drafts to qualify. A field guide is expected to have extensive experience in difficult terrain and a knowledge of navigation and survival skills. Although not a rigid leadership position, the field guide will make decisions about what paths the group takes.

    Doctor / Healer - For the mission, a person skilled in healing and medicine will be required to aid other volunteers in case of emergency.

    Mapmaker - Thanks to available technology, a mapmaker will only need to be able to operate basic electronic equipment and have acceptable artistic skill when recording landmarks on an empty map.

    Quartermaster - The quartermaster will be responsible for rationing out food and supplies. They will be expected to have basic cooking skills for preparing the food for the other volunteers.

    Guards/Drivers - Although unexpected, hostiles may be encountered and the guards will be attached to the group to protect the exploration team. Guards will need to be able to fight without the aid of special powers. They will also be expected to be able to reliably operate a motor vehicle. (Though other volunteers will be able to take shifts driving, it is primarily the responsibility of the guards).

    All volunteers are expected to possess basic survival skills and be self-sufficient in dealing with the inherent dangers of desert travel. Although two jeeps will be provided for the group (seating four people each), desert conditions are harsh and volunteers risk dehydration or heatstroke if they are not careful.

    Description: The vast desert wastelands have long remained unexplored by the Malnosso. Though many excursions have been made into the hundreds of miles wide desert, most of it remains unmapped. A large part of that is the unusual Natural Shifts that frequent the area. Although once thought to be unpredictable, Malnosso researchers have managed to find some semblance of a pattern of the fluctuating Shifts in the area. Consequently, they have chosen a time window where the least amount of Natural Shifts will be occurring.

    A group of eight volunteers will be mapping out an area of the desert, searching for notable landmarks to add to their map. Previous excursions have noted the presence of ruins belonging to an unknown lost civilization, mountainous areas, deep canyons, and even a large oasis. Little is known about the area and Third Party cultists are rarely found in the region. Solitary Shift Hunters often hunt at night, but are notably less hostile than their forest counterparts.

    Basic supplies will be provided to volunteers, including additional tanks of gasoline, spare tires, tents, food, and water. Electronic equipment for location longitude and latitude will also be available.

    Note: The desert is very dangerous terrain and should not be taken lightly. The days are brutally hot and the nights dangerously cold. With no shade or cover, the most dangerous enemy for volunteers will be the sun itself. The jeeps provided are unable to provide air conditioning or the vehicles may overheat. The area is known to have dangerous sandstorms that can easily bury the unprepared.

    Beyond natural dangers, Natural Shifts are prevalent in the desert. The most notably Shift will cause the special abilities of a person to fluctuate in power to outright disabling their abilities for hours at a time. Consequently, any usage or reliance of special abilities should be kept to a minimum. Other temporary Shifts can alter the senses, induce short term memory loss, nausea, and fainting.

    Reward: Each volunteer may earn up to 40 participation points for a successful mission. Insubordinate volunteers may have their totals reduced, especially if their actions endanger the mission. The field guide may also lose points if they are unable to successfully lead the other volunteers.
    rpmanager: (Default)
    Date: February 5th-10th
    Slots: 6 [1 Field Leader, 1 Doctor/Healer, 4 Stealth Specialists]
    Destination: Jungle (Third Party Village)
    Requisites:

    Field Leader - The Field Leader will need to have been on previous missions or drafts to qualify. A field leader is expected to have past military experience in a position of authority. For the mission, the field leader will also need experience in undercover, stealth operations to qualify. Other volunteers will be expected to follow orders from their field leader.

    Doctor / Healer - For the mission, a person skilled in healing and medicine will be required to aid other volunteers in case of emergency. Due to the risk of Shifters, a practical knowledge of natural first aid without magic or technology is requested. Due to the presence of Shift Hunters, healers must not use Filial Magic under any circumstances.

    Stealth Specialists - Four stealth specialists will coordinate with their field leader to spy on the Third Party and discover their current numbers, tactics, and overall situation. Stealth specialists should be capable of defending themselves, but should avoid detection and combat at all costs.

    All volunteers are expected to possess basic survival skills and be self-sufficient in dealing with the dangerous fauna and flora present in the jungle. Basic supplies will be provided to all volunteers with enough food and water to be rationed out over five days.

    Description: The Third Party village in the jungle was previous attacked during a draft consisting of Luceti combatants. The battle proved disastrous and draftees were recalled before numerous casualties could be incurred. The Malnosso Security Forces have thus far been unable to penetrate the defenses of the jungle, resulting in the forces merely maintaining military outposts outside the jungle, resulting in an endless stalemate. Further attacks have been deemed too dangerous, as the jungle itself is as deadly to Malnosso forces as the cultists themselves are.

    A small six man team is being assembled to enter the forest. Following the orders of their field leader, they will take position near the village and begin monitoring cultists while avoiding detection. The stealth specialists will need to listen in on Third Party discussions and use recording equipment to gain valuable intel. The Malnosso will expect a full report containing recorded surveillance, including information of the level of weaponry and overall numbers of the Third Party camp.

    Note: While the natural effects of the world will allow volunteers to understand the basic language of the cultists, their language is colored with metaphors that even the Malnosso have not fully come to understand the meaning of. Do not tamper your reports with assumptions on the meanings of their conversations. You will most likely be wrong.

    Examples of Third Party language:

    "The Greatest smiles, nodding." - a basic greeting, usually among equals
    "Sitting, the Evil lingers." - a warning that enemies are near
    "Forsaken, they spite us." - believed to be a reference to the Malnosso organization.

    Reward: Each volunteer may earn up to 40 participation points for a successful mission. Insubordinate volunteers may have their totals reduced, especially if their actions endanger the mission. The field leader may also lose points if they are unable to successfully command the other volunteers.
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