rpmanager: (Default)
Cave Johnson ([personal profile] rpmanager) wrote2020-12-18 04:22 pm
Entry tags:

Recurring Missions

INFORMATION



These missions are trips that characters can take outside of the Luceti enclosure to do tasks for the Malnosso. They are compensated for their efforts, though not by a whole lot. These recurring missions are largely meant to be generic, as their main purpose is for you to be able to use them as a reason to hiatus. You're not required to thread out these missions, though you are certainly welcome to. More information can be found at the links below.

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


Missions are broken up into four distinct categories. Over time, missions may be added to reflect the ongoing plot and new areas being revealed to Luceti. Other missions may be terminated when they are no longer practical. Whenever new recurring missions are made available, they will be announced on the mod journal.


SKILLED MISSIONS


Skilled missions are ones that require unique skill sets. Some might involve hospital work, cooking, repair work, or just having a strong back. Volunteers will be assigned work appropriate to their level of skill. Some missions may involve a small element of risk, since they may involve performing the job at an MSF camp or on an MSF vessel.


1. MAINTENANCE WORK

Requisites: Engineering skills
Destination: One of the three MSF Spaceships (detailed here)
Purpose of the mission: Volunteers will be sent to an MSF spaceship to join its crew in performing routine maintenance and repair work to the aging spaceships. These space freighters stay in low orbit around the planet and typically don’t see a whole lot of action. These vessels are very old and although volunteers aren’t given a date, they seem to have been in use for at least over a century by now.

Volunteers can expect to be doing work that involves repairing hardware and coolant pipes, performing systems checks, engine maintenance, and so on. The hangar bay full of Tyr-Fighters also fall under this mission type. There are still dozens of Tyr-Fighters that are still in disrepair after the battle to defend the Moon Base.

2. SAILOR

Requisites: Seamanship skills, a strong back
Destination: Island Depot 2 to Kano Harbor
Purpose of the mission: Volunteers will be attached to the ship crew in the capacity as seamen. These ships are typically commanded by a combination of MSF soldiers and lower management. These three-day voyages require a bit of work on the part of the sailors. Keeping the ship clean, transporting cargo on and off the ship, climbing the riggings, and similar duties. Typically volunteers will be stationed on cargo ships, which will have an escort by MSF ships that will intercept any cultists threats. In most missions, sailors won’t need to worry about engaging in combat.

Due to natural Shifts and the consistent presence of cultist pirates, the Malnosso are only able to make use of sail ships on the ocean.

3. SHIP COOK

Requisites: Cooking skills, organizational skills
Destination: MSF Vessel (Sailing Ship or Space Ship)
Purpose of the mission: The job of a cook ship is, naturally, to feed the bellies of those on the ship. In general one does not need to be a gourmet cook as they will often be using ingredients that don’t lend themselves to elaborate meals. The name of the game is quantity over quality. A Ship Cook will be under a lot of demand to deliver meals to their crew of hard working men and women.

On the spaceships, ship cooks are more likely to be dealing with preprocessed food taken from the freezers. In this capacity, their job is more like working in a cafeteria than it is a ship’s galley.

4. ARMY DOCTOR

Requisites: Medical skills or magical healing abilities
Destination: The Jungle Fort
Purpose of the mission: The outskirts of the jungle remains a contested area between the Malnosso and the Third Party. These outskirts are where a great deal of forest clearcutting has already taken place so the Malnosso have a better front to defend from. Being a location that sees a great deal of combat, its only natural that the fort’s clinic is overrun with injured soldiers. Army doctors will need to be experienced in dealing with trauma cases, as well as prioritizing patients for treatment.

The fort’s clinic represents a significant step forward for the MSF, who previously treated their injured in tents that were often on the move. Doctors will have access to medicine, bandages, and modern medical equipment. However due to the number of patients, healers and doctors will often have to make do treating patients without them.



COMBAT MISSIONS


Combat missions are those that, naturally, involve combat. They take place in different parts of the world where volunteers are sent to protect an area. Usually they are expected to fight cultists, but some locations may require dealing with other threats.


1. HUNTING THE HUNTERS

Requisites: 3+ Fighting Scale, Filial Magic, Tracking/Hunting Skills
Destination: Kano Forest (near Kano Harbor)
Purpose of the mission: The wild Shift Hunter population in the forests around the Seaport have become increasingly problematic. These deadly beasts are canine-like in appearance, but stink as if they were rotting creatures. They possess a unique ability to detect Shifts and are drawn to them, which causes considerable problems for on-site staff. They have requested assistance in culling the numbers of the Shift Hunter population.

Due to the hardy nature of the creatures, subjects are limited to those skilled enough to kill one. Tracking and hunting skills are highly valued. The ability to call upon Filial magic (a form of Shifting) to lure Shift Hunters is also a necessary requisite. Shift Hunters are immune to energy-based attacks (whether technological, natural, or magical in nature) and will regenerate from wounds unless beheaded.

2. JUNGLE PATROL SQUAD

Requisites: 2+ Fighting Scale
Destination: The Jungle Fort
Purpose of the mission: The outskirts of the jungle remains a contested area between the Malnosso and the Third Party. These outskirts are where a great deal of forest clearcutting has already taken place so the Malnosso have a better front to defend from. Volunteers who sign up will join MSF patrols in the capacity of mercenary fighters. They will be expected to take orders from the MSF and not to stray into the jungle.

Volunteers can expect to encounter cultists in the varieties of soldiers, shifters, and elites. Cultists often will use Shift Hunters to hunt down and ambush patrol squads.

3. DEPOT DEPUTIES

Requisites: Any Fighting Scale, familiarity with ranged weapons
Destination: Depot 8
Purpose of the mission: Depot 8 is a remote supply depot located on the edge of the uncharted desert. In this town, the local Natural Shifts disable all powers and most technology. Consequently the people in this Old West-style town rely on reliable pistols and rifles to settle their differences. Volunteers will work as deputies for Sheriff Lyca Williams. This job varies from dealing with rowdy drunks to defending the town from marauders or even cultists.

The town practices harsh and strict justice, as fitting a town where the sheriff’s office contains only one jail cell. Volunteers will have to be prepared to deal with dispensing this justice themselves or allowing the Sheriff to do so. Even a small crime like stealing water can have a person ending up with a bullet in their head.



TRAINING/RESEARCH MISSIONS


Training missions are ones in which the volunteers are enriched by picking up new skills and abilities that make them more viable for other missions. Research missions are in the pursuit of knowledge - sometimes useless information, that the Malnosso are interested in having indexed into their own repository of all knowledge.


1. MSF BOOT CAMP

Requisites: None
Destination: Southern Farmlands - Fort Foster
Purpose of the mission: At the MSF Boot Camp, volunteers will be put through the same training that MSF Novices are put through when they enlist. This involves survival training, self defense, weapon training, and lots of physical exercise. As with any boot camp, this will mean having to deal with a strict drill sergeant to get the volunteer to follow orders and get better at their training. Points are only rewarded if they succeed.

Ideally this mission is done one week a time, but it can be broken up into smaller individual missions. In the latter case, their drill sergeant will be expecting the volunteer to keep up on their physical training in between missions. This mission is ‘completed’ when the character has logged in three full weeks. Volunteers may no longer sign up again once they have completed training.

2. RESEARCH ASSOCIATE

Requisites: Literacy, diligence, intelligence
Destination: Desset City - The Central Malnosso Library
Purpose of the mission: Unable to spend the time necessary to process all the information available to them, the Malnosso have requested Enclosure inhabitants to process the multitude of information. Researchers will be required to read a multitude of subjects (some which may seem mundane) and appropriately catalog their findings on a computer database. Potential focuses may include comprehensive histories, cultural studies, economic evaluations from individual worlds, as well as side-by-side comparisons of discrete elements from multiple locations. For example, a character may be asked to research contrasting swordmaking methods from a number of different worlds.

Notably, this mission is not a simple task of reading and regurgitating. They will be expected to annotate and summarize their results. Those best suited to this particular mission are individuals who don’t mind a little bit of cross-referencing.

3. SHIFT TESTING

Requisites: None
Destination: Malnosso Research Center
Purpose of the mission: The very foundation of the Malnosso is studying Shifts and its effect on individuals. For enclosures, this process is mandatory in the form of enclosure-wide experiments. However, invaluable information can be gleaned from individual case studies. Whereas many rogue elements conduct these studies using less ethical means, the MARS program performs this same research using willing volunteers.

Subjects who volunteer will be subjected to Shifts that may temporarily alter their minds, memories, or body. These come in varied effects. Typically subjects that submit themselves to Shift Testing will be returned to their enclosure where these effects will linger for up to a week. Notably, each day they are under the effects of the Shift is counted as part of their mission participation. This makes Shift Testing unique in that subjects can earn points while in Luceti.

(Effectively this mission works in the same capacity as mallynappings. In general, subjects will return with effects that are annoying and embarrassing, but rarely are actually dangerous or painful.)

4. COMBAT TESTING

Requisites: 2+ fighting scale
Destination: Malnosso Research Center
Purpose of the mission: Volunteers for combat testing provide the Malnosso with invaluable data for the various fighting techniques used in various worlds. By accepting the mission, volunteers will be placed in scenarios using technology similar to that of the Battle Dome. These scenarios will be increasingly difficult as the Malnosso test to see the absolute maximum of what a volunteer is able to endure. The scenarios come with the risk of injury, but volunteers will be offered care from Malnosso doctors.



TEACHING MISSIONS


Teaching missions are a chance for Lucetians to roll up their sleeves and impart their valuable knowledge to their fellow volunteers in other enclosures. Luceti is unique for its population of skilled fighters and highly intelligent individuals. Consequently the Malnosso find it useful to impart these same skills to other volunteers as well.


1. SOLDIERING 101


Requisites: 3+ Fighting Scale, teaching experience
Destination: Southern Farmlands - Fort Foster
Purpose of the mission: Luceti is notable even amongst other advanced enclosures for possessing skilled combatants and so, although the MSF Boot Camp is generally handled by members of the Malnosso Security Forces over a period of three weeks, experts from Luceti will be invited to assist with lessons and drills.

Individual missions will consist of leading a group of trainees (between 10 to 20) through different phases of training. These phases include: physical fitness, teamwork, melee combat, using firearms, stealth, etc. Lessons will be limited to what can be applied to normal humans, as other enclosures possess a limited amount of people capable of superhuman abilities.

Combat instructors not only need to be proficient fighters, but possess the social skills and attitude necessary for teaching large groups.

2. FIRST AID 101


Requisites: Either medical skills or an appropriately teachable healing magic, in addition to teaching experience.
Destination: Southern Farmlands - Fort Foster
Purpose of the mission: As with Soldiering 101, this mission invites Luceti volunteers to take part in lectures and lessons sited at Fort Foster. Volunteer instructors will be expected to share their expertise on various medical or magical methods of healing, particularly those methods most useful in a combat situation. The NPC medics being trained in this portion of the camp will eventually take to the battlefield in order to administer front-line first aid.

Individual missions will consist of leading a group of trainees (between 10 to 20) through different phases of training. Lessons will generally be limited to what can be applied to normal humans, as they make up the largest percentage of other enclosures’ populations.

First Aid instructors not only need to be proficient healers, but also possess the social skills and attitude necessary for teaching large groups.

3. TECHNOLOGY 101


Requisites: Applicable skills in computer science, electrical engineering, and circuitry.
Destination: Desset City -- The Malnosso Central Library
Purpose of the mission: Not everyone comes from a world of dazzling technology; however, as some enclosures advance and find themselves in possession of more and more tech, their residents in turn desire to understand that tech.

Volunteers would instruct and teach classes of 10-20 trainees, ranging from beginner to intermediate skill-levels. While some trainees won’t know so much as how to turn on a computer, others are looking for more specific skills.

Technology instructors not only need to be dedicated tech-heads, but also possess the social skills and attitude necessary for teaching large groups.


REWARD



Mission Points Earning Scale and Claiming Rewards:
Recurring missions are primarily used for hiatuses. For this reason, they give less points than plot-related mission points. These recurring missions have some guidelines:

  • You earn one point per day spent on the mission.
  • You can only earn up to fifteen days worth of points for a total of 15 points. If your character is on a mission for three weeks, they still won’t earn more than 15 points. In effect, your character won’t be able to start earning points again until they’ve spent another month back in Luceti. Points earned on the old scale won’t be taken away or lost.
  • You can double the earnings if you and another player send your characters on a mission and thread it out. So if you go on a three day mission and have a thread for it, you’d earn 6 points instead of 3.
  • In order to claim these points when registering for a mission, we ask that you comment below. Claim your rewards here.

  • inkdrops: (Little thinker.)

    [personal profile] inkdrops 2013-03-09 02:50 am (UTC)(link)
    Name: Miyabi
    Mission: Combat Testing
    Duration/Points Earned: Ten days beginning March 5th - 10 points.

    Name: Norma Beatty
    Mission: Army Doctor
    Duration/Points Earned: Ten days beginning March 5th - 10 points.