modaccount: (Default)
Annexed Mod Team ([personal profile] modaccount) wrote in [community profile] annexedooc2022-09-10 05:55 pm
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Mini Missions



How It Works

ā‡ The mini missions are smaller tasks that can be done between the major missions set up by the Witches. These missions are built to be completed by multiple people or groups.
ā‡ To 'claim' a mission, just fill in the plotting comment textbox at the bottom of this entry with the missions that you're intending to complete and tag around to plot with others.
ā‡ To complete a mission, simply thread it out on the logs community, post on the network to find people to go with, or otherwise play out the mission. There is a mini mission submissions thread below where you can submit what you did on your mission. Be creative! The missions are prompts, and you can feel free to embellish as much as you'd like - if you have questions about something you'd like to do, just post them to the questions thread!

To The Troop

Difficulty: moderate
Suitability: chipped or stripped
Objective: Travel to The Troop and collect samples for research material.
Possible Outcome: New medicines and/or biological weapons to use in the fight against the Sylphid.
Dangers: Ambient spores causing hallucinations and disorientation (see The Troop on the Setting & Locations Page); retaliation from The Troop.

One of the top research firms in the Witches Camp has put out a request for samples of mushroom flesh and spores from The Troop, in an attempt to make several new items - specifically, medicines to treat a childhood illness that can cause crippling disabilities into adulthood and a possible biological weapon that could be used against the Sylphid.

Characters taking this mission on will be provided with leather face masks to protect from the spores, though no amount of protection will completely block them out, and there is still risk of hallucinations and disorientation despite the masks. While collecting samples of mushroom flesh, root, spores, and gills, characters may find that The Troop retaliates in other ways - mushrooms will topple with intent to crush characters, the mushrooms may move and sway away from attempted cuts, and mushroom growths may appear underneath the characters, growing at an exponential rate in an attempt to knock them over.

The samples that are expected are from the mushroom caps (both in the red parts and the white dot parts), gills, and stalks, as well as spores captured in a bottle, and characters will be provided with vials and bottles for this purpose.

Operation: Relief

Difficulty: moderate
Suitability: chipped or stripped
Objective: Deliver supplies to an endangered camp.
Possible Outcome: The people at the camp will be fully stocked and able to continue the fight. This mini mission ties into a future main mission.
Dangers: Sylphid troops and recon groups; jungle wildlife.

There is a small outpost of the Witches Camp to the northeast of the main city itself, nestled in the jungle just at the edge of The Troop that has sent back a request for supplies. The camp has been the subject of constant Sylphid attack and espionage since it was founded, but is very necessary for keeping track of Sylphid movements in the area, which is a highly disputed piece of territory. There have been several battles in the area previously, and it is only barely held by the Witches at this time.

Characters taking on this mission will be tasked with driving hover-ATVs loaded up with supplies through the jungle on a rough track that is half overgrown, and bring them to this outpost. The supplies are primarily food and medical supplies, as well as weapons and ammunition. The route is twisting and overgrown on purpose, to hide the back exit to the outpost, and will have to be navigated with care. Characters may also run into Sylphid scouting parties and troops in the area, aside from the regular wildlife - large sabretooth cats, giant snakes and spiders, wild boars, oversized deer that can take out a hover-ATV with their giant antlers, among others (be creative! make up your own monsters!). The trek back will be a little less dangerous as the ATVs won't be burdened down with supplies, but there are still plenty of opportunities to run into danger!

When the characters arrive at the outpost, they will be given a warm welcome and invited to join in on a simple meal of mushroom and potato stew that the cook has made, given a couple of drinks, and offered a place to stay overnight. Just be careful, there might be a Sylphid raid while you sleep!

The New Arrivals

Difficulty: high
Suitability: chipped or stripped
Objective: Rescue new arrivals from a research facility at the edge of Sylphid territory.
Possible Outcome: Bring new arrivals back to the Witches Camp; characters may regain one item from their application inventory.
Dangers: Warfare with the Sylphid.

A new outpost of Broken World Research has been discovered just outside city limits, buried deep in the jungle with just a dirt track leading to it. Broken World Research is the firm that is responsible for the complex device that brought the extradimensional visitors to the planet, and their facilities often house newly arrived extradimensional visitors and their belongings. This particular facility has been deemed as vulnerable due to its remote location and a distinct lack of security - though the scouts have also stated that it may be a trap, due to that same lack of security.

Characters are provided with weapons and stealth gear, and tasked with infiltrating the facility in whatever way suits them best, to rescue the new arrivals and loot for any items that may belong to current extradimensional visitors. There are several points of entry, as with most buildings - through the sewers, vent systems, windows, and through the front door if you're not feeling subtle.

But be prepared, while this wasn't necessarily a trap, the security in the building is better than anticipated and there are Sylphid troops on guard. No matter how stealthy you are, there's likely to be a fire fight...

NOTE: Anyone who completes this mission may find one item from the inventory stated on their application at the facility.

Sabotaging Sensors

Difficulty: high
Suitability: chipped or stripped
Objective: Sabotaging sensor stations that are being set up outside Sylphid territory.
Possible Outcome: Sylphid territory will not increase. This mini mission ties into next month's main mission.
Dangers: Being captured by the Sylphid.

The Sylphid have been very recently making forays into the jungle around the neighborhoods around the outskirts of Zephyr, but scouts were not able to work out what they were doing until very recently. They have reported that the Sylphid are setting up sensor outposts.

Why is this bad? Well, the Sylphid track their subjects through the implantation of a chip that is read by ambient sensors placed up all over the city - this is how they keep track of people, read their biofeedback, and make sure no one escapes. The Witches Camp has a magical spell that disrupts this system by sending back false information on any chipped members of the rebellion, but that system only works within the confines of the Witches Camp. Outside of the camp, and outside of this sensor net that the Sylphid have set up, there is no way to track people, which means that chipped or stripped characters can do missions and use stealth, or even just live a normal life free of the Sylphid.

So increasing the range of these sensors is increasing Sylphid territory, making it impossible for stripped characters to do missions in the areas they are set up. They are trying to extend their control of the populace beyond just the city limits. This could be very, very bad.

Characters are tasked with attacking the scouted Sylphid outposts and destroying the sensors, and killing as many of the Sylphid setting them up as possible. Right now, the outposts are very small, essentially they are cell towers being set up in the jungle around the neighborhoods at the outskirts of the city. Hunt down as many towers as possible and destroy them, kill the technicians who know how to set them up.

Characters will be given plastic explosives to destroy the towers, and will be heavily armed. The Sylphid will be attempting to kill the rebels, but will also attempt to capture some of them alive in order to interrogate them - this poses a major risk of being captured, re-chipped (if stripped), and needing to be rescued.

NOTE: Please contact the mod by PM or on the questions thread if you're interested in a character being captured for this mission.

Plotting Code


newmemorywhodis: (Default)

[personal profile] newmemorywhodis 2022-09-15 02:16 am (UTC)(link)
Awesome! Just tagged in now :)

Also, I’m totally happy to roll with the capture scenario. Was there anything in particular you had in mind? Getting captured with someone else, or alone? (If needed, Link is totally capable of running in and attempting a ridiculous rescue mission)
tech_nically: (i only learned about them recently but)

[personal profile] tech_nically 2022-09-15 04:00 am (UTC)(link)
I'm kinda improvising, but I got some interesting things to work with now, so I'll drop it here and you tell me what you think.

Don't know how many/who all else was thinking of getting captured, but I figure they can't have good luck all the time. And they can't be too good, what fun would that be?

So Tech's going to be able to partially download some stuff from the tower before he gets interrupted. His tablet won't be able to jam comms and do the slicing/downloading at the same time, so maybe other Sylphid in the area on patrol pick up on that something's going on when their guys don't answer.

I'm not sure when/how rescuing is going to take place- part of the next mission or something people put together themselves, I'll ask, but anywho..! Wanna have Link find Tech's tablet? maybe it gets dropped when they're trying to fight/get away from Sylphid reinforcements.
newmemorywhodis: (Default)

[personal profile] newmemorywhodis 2022-09-15 04:18 am (UTC)(link)

Very true! It's no fun if we win everything :P

I am totally good with Link finding Tech's tablet! Though I should note - Link is very unlikely to head back to Witches Camp after things go south. He wouldn't think to go and get backup, he'd just charge right after them himself.

Which I realise might mean that Link gets himself captured right alongside Tech if they're a bit too much for him to take on alone, whoops. Otherwise, only way Link will turn back is if he literally has no way to follow anymore.

tech_nically: (tactfully button pushing)

[personal profile] tech_nically 2022-09-15 04:30 am (UTC)(link)
LooooL Link

Lemmee see what I get from the mod Re: Rescue, but I'm open to hashing out how things go. Did you want Link to get caught too? My other thought was to have Link manage to find them before they get to their vehicle. Although that could also make things difficult for him to follow if he doesn't.
newmemorywhodis: (Default)

[personal profile] newmemorywhodis 2022-09-15 04:36 am (UTC)(link)

I'm open to either option! If it's possible for Link to pull off an epic one-man rescue, that could be fun. If not, then WELP, might be capture time for him too XD.

Though on the topic of whether they can follow a vehicle - that does raise the question. How did Link and Tech get there? Did they take an ATV? (...Did Link take his horse?)

tech_nically: (riiiight)

[personal profile] tech_nically 2022-09-15 04:43 am (UTC)(link)
I work these things out backwards Yeah I was wondering that too, lol. I was debating on whether or not to really worry about it because I don't wanna overcomplicate things with details too much too. Maybe they had a drop-off/pick-up point and have to go by foot most of the way because they're still in the jungle.
newmemorywhodis: (Default)

[personal profile] newmemorywhodis 2022-09-15 04:48 am (UTC)(link)

Haha well, I ask mainly because Link very much prefers horses to ATVs, and so it does bring up the question of 'will Link attempt to chase after Tech on horseback' XD

Buuuuut that's probably only relevant if a chase is needed, so might be easier to wait until we hear more from the mod

tech_nically: (as i expected)

[personal profile] tech_nically 2022-09-15 04:50 am (UTC)(link)
That image is terribly amusing. But yes, I will get back to you on that as soon as I get an answer.
tech_nically: (not part of my calculations)

[personal profile] tech_nically 2022-09-15 05:55 am (UTC)(link)
Okay! Got a response- it's been left in the players' hands regarding rescue missions so far.

I'm also thinking in regards to the ride in, if Link does take his horse he might have to leave it behind when they slog through the jungle to find the tower setup points.
newmemorywhodis: (Default)

[personal profile] newmemorywhodis 2022-09-15 06:11 am (UTC)(link)

Awesome, so we can essentially figure out Tech's rescue happens then?

Shall we go with Link catching up right as / before the Slyphid make off with Tech in their own ATVs? Since presumably if the terrain is too tricky for a horse to move through, it's also going to be impossible for an ATV.

tech_nically: (tactfully button pushing)

[personal profile] tech_nically 2022-09-15 06:14 am (UTC)(link)
Yes, I think that'll work just fine!

Okay, we can do that! You can also decide on when things get blown up. :)
newmemorywhodis: (Default)

[personal profile] newmemorywhodis 2022-09-15 06:27 am (UTC)(link)

Haha well, Link does have access to infinite bombs. The answer to when things can get blown up is 'often' XD

tech_nically: (as i expected)

[personal profile] tech_nically 2022-09-15 06:35 am (UTC)(link)
Well then. xD