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Cave Johnson ([personal profile] rpmanager) wrote2012-11-08 11:13 pm
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Mission #12 - How The Eighth Was Won

IC ANNOUNCEMENT

Date: November 18th-20th
Slots: 22
Destination: Region 8 Supply Depot
Requisites:

[ OOC NOTE: For this mission, combatants will find themselves unable to use a particular set of special abilities -- namely those that mimic or otherwise trump a good old gunfight, as fitting the theme of this particular mission. While volunteers may retain their strength and speed, the ability to alter the terrain around them with words magic, telekinetic abilities, or some other force will be disabled. Eye-lasers or other supernatural projectiles/long-distance attacks will not function. Likewise, any weapon more advanced than your basic handgun will simply jam and not fire, regardless of what maintenance is done to them. It will be in their best interests to make use of the good old fashioned six-shooters available at the depot, since they will have ample ammo to make use of. ]

2 Experts - Although not strictly in charge of the operation, the Malnosso require at least one expert familiar with this kind of situation. Desert conditions, low tech firearms, and urban shootouts. If this sounds like a situation you’ve been in before, then this is the role for you.

12 Combatants - The Malnosso are looking for fighters who can pick up a gun and shoot the other guy without accidentally shooting themselves. While there is no limitation on combatants, the Malnosso expect them to be able to pick up a gun and use it, even if they need a demonstration from an expert first. Combatants will be facing foes primarily trained in the use of firearms, but situations may arise where hand-to-hand combat will be needed.

4 Healers - A healer ought to know how to stitch a man back together after plucking a bullet out of their shoulder. Fancy healing tricks work here, but only inside buildings where artificial Shifts are put in place to keep the natural Shifts from blocking them. Field doctoring will require traditional knowledge of treating injuries. They will be assisted by the Depot 8 doctor, who has his own supplies, but is undermanned to handle this kind of situation. Healers will be helping not just Lucetians, but anyone caught in the crossfire.

4 Quartermasters - Being out in a desert is a dangerous situation. People are harsher and more likely to get dehydrated. Quartermasters will not just be expected to keep morale up and distribute munitions, but they’ll be checking in on their comrades to ensure they’re wearing hats to keep from getting too hot, drinking plenty of water, and not getting too grouchy. Quartermasters will also be tasked with setting up a decent frontier-style camp for the volunteers, as the depot town seems to have run out of spare beds.

Description: After an incident of unauthorized collaboration in the last few months, the Free the Test Subjects Association (FTSA) has enjoyed a rise in both publicity and action. This buzz has proven to be catastrophic not just for the Malnosso, but also for the enclosures under their protection and care. These zealots are little more than terrorists who seek to dismantle the organization, despite the risk it poses to themselves. They are not to be trusted, in spite of the widely-distributed propaganda claiming that they exist solely to promote equality for all enclosure subjects. Keep this message in mind as a disclaimer for the following mission.

Supply Depot 8 is located within a desert region. Two enclosures operate within this area: O’Connell and Pagoda. Depot 8 carries enough food and water to supply both enclosures for upwards of a year in the case of an emergency. Despite its remote location, Depot 8 is not guarded by the Malnosso Security Forces. The terrain is of little interest to the cultists; in fact, they were driven off this land in a battle campaign seventy years ago. However, surrounding the depot is a small town that thrives primarily off jobs provided to civilians by the depot itself. These same civilians are responsible for protecting the depot and town, under the auspices of the depot’s Sheriff.

Volunteers will be expected to report to the Sheriff and defend the village from anticipated FTSA action. Do NOT attempt to negotiate with the FTSA. The group is dangerous and reasoning with them is impossible. It is imperative that you do not jeopardize this mission by making yourself into viable hostages or martyrs for the FTSA movement. If this depot is lost, it will be months before the Malnosso can re-establish supply lines for O’Connell and Pagoda. If denied their basic necessities for a long period in such an unyielding land, the inhabitants of these enclosures may not survive.

Please note that this region is on the edge of a desert to which some of your volunteers may have been previously dispatched. It remains subject to harsh Shift conditions. High end electronics and other technology are disrupted in this region, as are abilities of a magical or telekinetic nature. For your safety, the Sheriff has been authorized to provide all volunteers with firearms for their own defense. Consequently, combatants should be familiar with using weapons of this nature. Those who excel at long range combat are especially valued.

Reward: Each volunteer may earn up to 40 participation points for a successful mission.

OOC DETAILS

Despite the announcement above, this mission will not be one with a clear objective. Although the desired scenario will have the Lucetians aiding the defense of Depot 8, they will have the opportunity to speak to the FTSA. Notably, this is not an all-or-nothing decision. Depending on each individual character’s perspective and sympathies, they will have the opportunity to side with either the Malnosso or the FTSA when the conflict finally comes to a head. Some characters may find that aiding the Malnosso and preserving the supply line is more important. Others may decide that the FTSA’s stance is one that will best provide eventual freedom for all enclosure inhabitants and wish to aid them in spite of the costs. Consequently, there is a chance that Lucetians -- split by ideology -- may end up fighting one another.

If this happens, who will win? Well, that will come down to a dice roll, weighted towards whichever side has the most Lucetians. For instance, if we have 20 volunteers and 14 side with the Malnosso, then we will roll a 20-sided die. Anything 1-14 would be a Malnosso win, anything higher would be an FTSA win. The number of casualties and the wounded will mostly depend on your own plotting; however, the grander landscape of the world outside of Luceti will be altered (however tentatively) by either outcome. As with previous rolls, this will take place in lucetiplot at midnight, before the log goes up. This will give you ample time to plot and choose sides. Note that neutrality is also an option should you feel it most IC for your character; however, we will be paying attention to the log to make sure that neutral characters don’t go around giving too much support to one side or the other! Neutral characters should ideally be rare, given that characters have to willingly sign up for the mission in the first place. Otherwise, the dice-count will be reduced by one for each neutral character. If for some reason everyone decides to be neutral, then a coin toss will decide the winner.

Please note that the Malnosso will not reward points to people who side with the FTSA or remain neutral. However, they will not punish them either.

Characters will have opportunities to speak with two mission-specific NPCs, one for Depot 8 and one for the FTSA. The first will be the Sheriff representing Depot 8. The other is the FTSA leader. More information, including names and background, will be available after we have selected the volunteers. Note that once the volunteers are chosen, a plotting post will go up five days before the mission actually starts.

In fact, here’s a little timeline for you:
8th - This goes up! The deadline to sign up will be 11:59PM (EST) of the 12th.
13th - Volunteers will be announced alongside all the intel required to plot your faction-hopping fun. Plotting will begin.
18th - The mission log will go up. At 11:59PM, we will make the die roll in lucetiplot on AIM.

If it has not been made infinitely clear yet, then yes. This is an “Old West” themed mission.



[[ OOC: Mission Suggestions | Mission FAQ | Nitpicker's Guide: In-Depth Information | Mission Tracking
IC: Malnosso Information Post | Recurring Missions | Unique Missions | CJ's Announcement ]]



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