Available Missions
MISSION 002 - UPTOWN WITZEND
- Recon Night Mission 002
Location: "Party" District of Uptown Witzend, England
Debriefing: The clubs have been an excellent source of energy for the negaverse operations, but lately the wrist bands that have been used for stealth draining have become compromised. Given the fact that the Witzend Operation has been compromised, the assumption is that the White Moon force that's invaded is the cause. Your job is to attempt to suss them out or at least gather information.
Requirements: 2-3 Agents, must be in civilian guises for stealth, clubbing attire encouraged but not required.
There are no rank restrictions for this mission.
♠️STEP ONE:
You arrive downtown and find the streets lit up in lights. Throngs of people fill the streets, most with a drink in hand. The end of the road is blocked off by barriers and cop cars, it's clear that this street is made for pedestrians. Even outside you can hear the blaring of music that almost shakes the infrastructure. The people are dressed for clubbing, casual or otherwise, but some people have dressed in...costumes? Cosplay? It's hard to say but it definitely makes things difficult when you consider that you're attempting to track a senshi down.
You may decide to stay together or split up, but it's advised that you split up to cover more ground.
Quote:
All players roll 1d6.
1 - You enter one of the first bars on the street. They ID you and fix a wristband (R1D4, Evens: You have received an energy draining wristband! From now on R2D6 and take the number that provides the negative option! If there are no 'negative' options, take the lower number! Odds: You've received a normal wristband. No effects.)
2 - You came prepared! Thinking ahead, you've already procured a wristband and you flash it to the bouncer before you enter your first club. It's crowded and you have to shove your way through but you manage to find yourself at the bar. Nearby you hear somehow hear hushed whispers over the sound of the bass blaring in the background. (Quote Nuxaz for a snippet!)
3 - A drunk civilian gets in your way right before you can step into whatever bar you've picked. They're unruly, clearly had too much and are causing a scene. You don't make it inside, which is a huge bummer if someone is waiting for you on the other wise but when they stumble back into you, you manage to swipe their wristband. (R1D4, Evens: You have received an energy draining wristband! From now on R2D6 and take the number that provides the negative option! If there are no 'negative' options, take the lower number! Odds: You've received a normal wristband. No effects.)
4 - As you walk down the street a fight breaks out in front of you. Despite your best attempts to get sucked into it! (R1D4, If you roll 1 you have escaped the tussle, otherwise Quote Nuxaz for interaction!)
5 - Some unruly patron of one of the bars gets tossed out by bouncer right as you're about to enter. You get sucker punched in the face. You get knocked onto your a** and see stars. Someone helps you sit up against the wall but it doesn't seem to matter. You're down and out for the count. (Skip all steps until the regrouping.)
6 - Maybe it's luck or maybe you have a keen eye but whatever wrist band you end up with turns out to be completely ordinary! You also make it inside whatever place you decide to check out without any fuss. You also manage to swipe some cash poking out of the pocket in front of you. You're feeling lucky! (You've received a normal wristband. No effects. -/+ 1 to your next roll to take the "positive" outcome. )
♠️STEP TWO:
Depending on where you've ended up, things are lively. People chatter at each other, competing against the music blaring through speakers and if you're lucky, you manage to make it through to the bar. For one reason or another, they slide you a drink on the house.
**If you roll two negative actions in a row, you find yourself incapacitated! Quote Nuxaz**
Each player rolls 1d6 to determine the type of drink.
Quote:
1 - Whatever the bartender gave you feels slimy going down but you drink it all anyway. Despite the music blaring around you, you find that you can hear people exceptionally well. Your vision seems a little sharper, like you can make out details better. Strange. (Perception increase! Quote Nuxaz for a snippet of conversation. -/+ up to 2 points to your dice roll for the duration of the mission. +2 for any combat rolls for the duration of the mission!)
2 - Downing the shot leaves you lightheaded. It tastes like what you think flowers smell like and it sits heavy on your tongue. A few minutes tick by before the alcohol really settles. You feel light-headed and no matter how well you hold your liquor you find yourself feeling tispy. The drink was stronger than you thought.(Perception decrease! -/+ 1 to take the negative option for the duration of the mission! You must also -2 from any combat rolls for the duration of the mission!)
3 - The shot goes down smoothly, it tastes earthly almost rubbery like a mushroom. While you feel fine at first only a few seconds pass before you find yourself sick to your stomach. In a panic, you shove your way to the bathroom. (You have been incapacitated! Unable to leave the bathroom floor as you throw up the contents of your stomach, you cannot proceed further in this mission. You have failed.)
4 - You're slid something fruity and you beg the bartender for a second once you gulp the first down too quickly. You feel great at first, but your mood quickly sours like a bad orange. (You're increasingly agitated and prone to picking a fight for the duration of this mission.)
5 - Water is slid your way and you try to hide your disappointment. Guess it's better to stay hydrated now that you've noticed how hot it was, but you were still hoping for a drink. (No effect.)
6 - Something about a free drink feels wrong while you're on a mission and something in your gut tells you not to drink it so you politely decline. The bartender looks disgruntled, but your instincts prove to be correct. Something's not right. (+1 for any combat rolls during this mission. +/- 1 to your dice roll to take the 'positive' option going forward.)
2 - Downing the shot leaves you lightheaded. It tastes like what you think flowers smell like and it sits heavy on your tongue. A few minutes tick by before the alcohol really settles. You feel light-headed and no matter how well you hold your liquor you find yourself feeling tispy. The drink was stronger than you thought.(Perception decrease! -/+ 1 to take the negative option for the duration of the mission! You must also -2 from any combat rolls for the duration of the mission!)
3 - The shot goes down smoothly, it tastes earthly almost rubbery like a mushroom. While you feel fine at first only a few seconds pass before you find yourself sick to your stomach. In a panic, you shove your way to the bathroom. (You have been incapacitated! Unable to leave the bathroom floor as you throw up the contents of your stomach, you cannot proceed further in this mission. You have failed.)
4 - You're slid something fruity and you beg the bartender for a second once you gulp the first down too quickly. You feel great at first, but your mood quickly sours like a bad orange. (You're increasingly agitated and prone to picking a fight for the duration of this mission.)
5 - Water is slid your way and you try to hide your disappointment. Guess it's better to stay hydrated now that you've noticed how hot it was, but you were still hoping for a drink. (No effect.)
6 - Something about a free drink feels wrong while you're on a mission and something in your gut tells you not to drink it so you politely decline. The bartender looks disgruntled, but your instincts prove to be correct. Something's not right. (+1 for any combat rolls during this mission. +/- 1 to your dice roll to take the 'positive' option going forward.)
♠️STEP THREE:
As much fun as it is to indulge in free drinks at the bar (assuming you get something good...) you're on a mission and you're trying to find out where the wristbands are stored when not being handed out. Still...staying at the bar seems really tempting. What's the point of going somewhere new if you if you can't have a little fun too? But the mission and duty. Right...right..
One player rolls 1d4. (If someone rolled a 1 in the previous step, they must be the one to roll. If multiple people did, please quote Nuxaz first. Otherwise, anyone may be the individual who rolls.)
Quote:
- 1 - Things appear pretty normal at first and while you're looking for the stash of wristbands, you find that no matter how hard you look or where you are. You can't find them. They've gone missing! Reaching out to anyone who took this mission with you yields same results. Unable to complete the mission as given, you decide to either retire or say ******** it and party on. (You have FAILED! Either retire back to the hotel for the evening or make some questionable choices and stay out later if you're willing to risk a consequence or two...Someone has to fill out the report but you resolve to try again another night.)
2 - Something about the bartender seems...well, shady. You decide to watch them while casually sipping (or if you previously rolled a 6 not sipping) a beverage. At one point they disappear into the back and come back out. You take advantage of this to slip in the back after, thinking the coast is clear. (Proceed to Step Four)
3 - The bartenders seem to have one goal in mind, getting you and yours so trashed you can't think. For one reason or another you keep accepting drinks OR someone in your group gets too sloshed to be useful and as the sober person, you resolve to call it a night. There's no point in pushing forward if half (or all) of you are smashed. (You have FAILED! It's suggested you don't submit that the mission failed because you got wasted but a report needs to be filled out regardless. You'll have to try again another night.)
4 - Being inside appears to be a dud when it comes to sussing out the culprits, undeterred one of you calls for the others to meet them outside. One of the bouncers is on the phone instead of watching the door. Curious you tail him. (Proceed to Step Four)
♠️STEP FOUR:
IF YOU ROLLED A (BLANK) IN STEP THREE:
If you rolled 2:
Slipping into the backroom, you make use of the metro shelves to hide. You've alerted everyone to your whereabouts and they should be getting into place. To your delight you get to witness a senshi collecting a plethora of wristbands and what looks to be energy orbs. Ah-ha! Powering up, you and the team confront them just outside. Luckily, you think you've ambushed them!
One player R1D4:
Quote:
- 1: In a panic, the senshi summons magic that fills the area with a swarm of butterflies, they're swallowed by the display and when the butterflies disappear the senshi is gone even if the wrist bands and energy are still there. (The senshi gets away!)
2: Despite being surrounded, the senshi decides to scale the building and try to escape. Give chase! (You have 3 chances to catch the senshi! R1D20, you must get a 20 to capture them!)
3: It looks like you've cornered a combative one, get ready for a fight! (Quote Nuxaz)
4: All of a sudden, now that you're powered you feel a number of order auras around you. Uh-oh....Maybe this was a trap...You have been ambushed! (Quote Nuxaz)
If you rolled 4:
Once the team has reconvened you tail the bouncer and find him heading towards a truck full of...wristbands and energy orbs. None of you recognize anyone loading up the truck and decide to intervene! You're not going to let someone run off with the Negaverse's hard work! You get into a spat with the bouncer and his crew. You may be civilians but you (should) know how to fight.
Each player R1D20; Rolling a 10 triggers a special action. (Quote Nuxaz) Each player may roll twice and the group's combined total must exceed 60 for this to mission to succeed.
If you succeed, the men are neutralized and wristbands/energy reclaimed. It seems weird, that it was a group of civilians behind this, but you can't find any evidence of senshi activity. The mission is a success but...it sure doesn't feel like it. (If you repeat the mission +/- 2 to a social interaction to get a positive outcome ONCE)
If you fail, someone slams the back of the truck shut and drives off. You and your team are forced to watch as they zip away. (If you repeat the mission +/- 1 to a social interaction to get a positive outcome ONCE)
OOC
At the conclusion of the mission, please have 1 character fill out a mission report. You may simply fill out the form in the mission hub or write a solo/reg for it.
Successfully completing this mission gives you a GLOW STICK BRACELET it looks pretty unassuming but hey, it could be useful later? Maybe? (You may collect this up to 5x)
If your HP hits 0 Quote Nuxaz!