Entry tags:
Mission #14 - The Iron Eye
IC ANNOUNCEMENT
Date: 09/07/13 to 9/11/13
Slots: 24
Destination: The Desert of Region Nine
Requisites:
6 Investigators - Investigators will be tasked with keeping an eye out for the activity of the Iron Eye and ascertaining their activities. This task will not only require good observation skills, but no small amount of stealth, too.
4 Doctors - Due to the natural Shifts that are prevalent in the region, volunteers are even more vulnerable to the dangers of desert travel. Special abilities are considered unreliable under these conditions, thus any volunteers for this position should be well versed in natural medicine and first aid.
4 Quartermasters - Surviving in the desert isn’t easy, even for a limited number of days. Quartermasters will be tasked with distributing supplies, including food and, more importantly, water. Quartermasters will need to make sure that everyone in the group stays hydrated and in good health. They will also need to keep an eye on their stocks to make sure no one is pilfering those much needed resources. On top of this, quartermasters will need to maintain campsites and keep spirits high before the sun dries everyone out.
4 Diplomats/Negotiators - The Iron Eye is a hostile and volatile group, and none too fond of Lucetians or the Malnosso. The mission will require individuals who are skilled at diplomatic relations and persuasive speaking. This skill is not only necessary to successfully investigate the group itself, but also to keep the volunteers safe from an escalating, dangerous encounter with these mercenaries. Negotiators will need to ask the right questions and maintain peaceful relations with the Iron Eye.
6 Guards - Though the mission will hopefully succeed without incident, the Iron Eye is a dangerous group and the desert is a dangerous place. Guards will be on duty to watch out for the welfare of the other volunteers, particularly while making camp for the night. Like the doctors, guards should be able to defend themselves and others without heavily relying on magical abilities.
Description: Recent reports have indicated a growing army in Region Nine in the large, mostly unexplored desert. Due to ongoing tensions with the cultists, the MSF cannot spare the manpower to deal with them. It has been confirmed that they are not among the cultist army, but instead belong to a mercenary force known colloquially as the Iron Eye. Despite Luceti’s history with the group, your enclosure has been chosen to investigate them under the pretense of simple negotiation to employ their services.
Your true purpose on this mission will be to ascertain their threat level and if necessary, take steps to ensure they will not pose a threat to the organization. So long as the interests of the organization are protected, your group will be rewarded for your efforts.
Do not engage the Iron Eye in combat except in self defense.
-From the office of Malnosso Security Intelligence.
Reward: Each volunteer may earn up to 40 participation points for a successful mission.
OOC DETAILS
Some may remember encountering the Iron Eye from Mission #12. They’ve regrouped since then and grown significantly in number. They’re a force to be reckoned with and it will be in the best interest of all to have them working with the Organization (or even better, with Luceti) for the common goal of dealing with the cultists and particularly, with Count Zompano.
The goal of this mission will be to determine what the Iron Eye are up to and when the time comes, either assist them in their efforts or sabotage their work. Figuring out their real plans will take a bit of investigation and putting together clues or in the best case scenario, convincing the head of the Iron Eye to trust them with their plans. Before the mission ends, the players involved will be asked to participate in a vote to determine what will happen. Ultimately whatever will happens will have significant impact on how the war will proceed with the cultists.
For the vote, it will be similar to the Droid Sabotage mission in that each option will have a success rate. The more people who vote in favor of one option, the higher the odds it will have of succeeding. Voting against it will make it less likely to succeed. On the last day of the mission, we’ll have a vote in the lucetiplot chatroom on AIM so the dice feature can be used to determine success vs. failure. We’ll have a more fixed time for that later.
Over the course of the mission, characters will be able to speak to NPCs from the Iron Eye, do a little investigating, and otherwise deal with the struggle of desert survival. The Iron Eye will also have their own injured soldiers for doctors who wish to make more use of their skills to help. While they won’t come under attack by cultists, there’s always the chance for a lone Shift Hunter to wander into camp. Because isn’t that fun?
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IC: Malnosso Information Post | Recurring Missions | Unique Missions | CJ's Announcement ]]
Date: 09/07/13 to 9/11/13
Slots: 24
Destination: The Desert of Region Nine
Requisites:
6 Investigators - Investigators will be tasked with keeping an eye out for the activity of the Iron Eye and ascertaining their activities. This task will not only require good observation skills, but no small amount of stealth, too.
4 Doctors - Due to the natural Shifts that are prevalent in the region, volunteers are even more vulnerable to the dangers of desert travel. Special abilities are considered unreliable under these conditions, thus any volunteers for this position should be well versed in natural medicine and first aid.
4 Quartermasters - Surviving in the desert isn’t easy, even for a limited number of days. Quartermasters will be tasked with distributing supplies, including food and, more importantly, water. Quartermasters will need to make sure that everyone in the group stays hydrated and in good health. They will also need to keep an eye on their stocks to make sure no one is pilfering those much needed resources. On top of this, quartermasters will need to maintain campsites and keep spirits high before the sun dries everyone out.
4 Diplomats/Negotiators - The Iron Eye is a hostile and volatile group, and none too fond of Lucetians or the Malnosso. The mission will require individuals who are skilled at diplomatic relations and persuasive speaking. This skill is not only necessary to successfully investigate the group itself, but also to keep the volunteers safe from an escalating, dangerous encounter with these mercenaries. Negotiators will need to ask the right questions and maintain peaceful relations with the Iron Eye.
6 Guards - Though the mission will hopefully succeed without incident, the Iron Eye is a dangerous group and the desert is a dangerous place. Guards will be on duty to watch out for the welfare of the other volunteers, particularly while making camp for the night. Like the doctors, guards should be able to defend themselves and others without heavily relying on magical abilities.
Description: Recent reports have indicated a growing army in Region Nine in the large, mostly unexplored desert. Due to ongoing tensions with the cultists, the MSF cannot spare the manpower to deal with them. It has been confirmed that they are not among the cultist army, but instead belong to a mercenary force known colloquially as the Iron Eye. Despite Luceti’s history with the group, your enclosure has been chosen to investigate them under the pretense of simple negotiation to employ their services.
Your true purpose on this mission will be to ascertain their threat level and if necessary, take steps to ensure they will not pose a threat to the organization. So long as the interests of the organization are protected, your group will be rewarded for your efforts.
Do not engage the Iron Eye in combat except in self defense.
-From the office of Malnosso Security Intelligence.
Reward: Each volunteer may earn up to 40 participation points for a successful mission.
OOC DETAILS
Some may remember encountering the Iron Eye from Mission #12. They’ve regrouped since then and grown significantly in number. They’re a force to be reckoned with and it will be in the best interest of all to have them working with the Organization (or even better, with Luceti) for the common goal of dealing with the cultists and particularly, with Count Zompano.
The goal of this mission will be to determine what the Iron Eye are up to and when the time comes, either assist them in their efforts or sabotage their work. Figuring out their real plans will take a bit of investigation and putting together clues or in the best case scenario, convincing the head of the Iron Eye to trust them with their plans. Before the mission ends, the players involved will be asked to participate in a vote to determine what will happen. Ultimately whatever will happens will have significant impact on how the war will proceed with the cultists.
For the vote, it will be similar to the Droid Sabotage mission in that each option will have a success rate. The more people who vote in favor of one option, the higher the odds it will have of succeeding. Voting against it will make it less likely to succeed. On the last day of the mission, we’ll have a vote in the lucetiplot chatroom on AIM so the dice feature can be used to determine success vs. failure. We’ll have a more fixed time for that later.
Over the course of the mission, characters will be able to speak to NPCs from the Iron Eye, do a little investigating, and otherwise deal with the struggle of desert survival. The Iron Eye will also have their own injured soldiers for doctors who wish to make more use of their skills to help. While they won’t come under attack by cultists, there’s always the chance for a lone Shift Hunter to wander into camp. Because isn’t that fun?
IC: Malnosso Information Post | Recurring Missions | Unique Missions | CJ's Announcement ]]
no subject
Position: Diplomat/Negotiator, Guard, Quartermaster
Qualifications:
Diplomat/Negotiator: A royal by birth and practiced in wartime diplomacy by experience, Freyjadour knows how to negotiate with people and speak with finesse when necessary. He is able to reach out and speak to people on level regardless of position, and that natural charisma and personability combined with the above skills and a lifetime of growing up surrounded by the political scene of Falena made him a formidable military leader during a revolution and civil war in his home world, in spite of his young age at the time.
Guard: Freyjadour is exceptionally skilled in combat using a Tri-Nunchaku, a unique weapon that is like a combination of both a large, sectioned nunchaku and a full staff, which is able to function as both weapons and shift between uses in combat. His combat position is mid to close range only with it, and the weapon is designed for blunt damage, parrying and counterattacks. Good for offense and defense. Freyjadour has plenty of combat experience, both of the less organized variety and outright military warfare.
Quartermaster: Friendly and polite, Freyjadour is good with people and very good at dealing with large groups made up of a wide assortment of personality types. He is equally as responsible, and capable of keeping track of various issues within a group and resolving them as they come up.