Hello all! Welcome to the submission thread for the mission creation contest! We decided we wanted to revamp our missions board with a mission creation contest! The requirement for the missions are simple: 1. Must be in the format listed below. 2. Must be open to ALL people (though it can be limited to a specific faction type), so it can be posted on general mission board. 3. Missions are designed to be modded by the team that is doing it. So missions must be able to be modded by anyone.
REWARDS -Recognition! Whoever makes the most missions, whoever makes the best mission (Crew Pick), and special mentions will be given out at the end of September! -The Crew Pick will get a special mission for one of their characters, and 3 other RPCs of their choice.
*Lastly, please recognize that Crew & Ambassadors may edit it a little before posting it in the mission board.
Mission Name: Creator: Recommended Post Count: Faction: (Who is allowed to do this mission)
Location: Meet at X location. Describe it. Must include link if a specific topic. Or you can suggest several locations. Story:
Stage 1
First Challenge/Obstacle/Enemies. At the end of each section there should be a statement of what is required to complete the mission that is underlined or bolded.
Stage 2
Second Challenge/Obstacle/Enemies. At the end of each section there should be a statement of what is required to complete the mission that is underlined or bolded.
Stage 3
Third Challenge/Obstacle/Enemies. At the end of each section there should be a statement of what is required to complete the mission that is underlined or bolded.
[b]Mission Name:[/b] [b]Creator:[/b] [b]Recommended Post Count:[/b] [b]Faction:[/b] (Who is allowed to do this mission)
[b]Location[/b]: Meet at X location. Describe it. Must include link if a specific topic. Or you can suggest several locations. [b]Story[/b]:
[b]Stage 1[/b] [spoiler]First Challenge/Obstacle/Enemies. At the end of each section there should be a statement of what is required to complete the mission that is underlined or bolded.[/spoiler]
[b]Stage 2[/b] [spoiler]Second Challenge/Obstacle/Enemies. At the end of each section there should be a statement of what is required to complete the mission that is underlined or bolded.[/spoiler]
[b]Stage 3[/b] [spoiler]Third Challenge/Obstacle/Enemies. At the end of each section there should be a statement of what is required to complete the mission that is underlined or bolded.[/spoiler]
Posted: Sat Aug 28, 2021 9:22 pm
[Just as a note in general; the balance of missions is made if there are no villains rpcs (in protecting the corgi mission) or no student rpcs (in stealing the corgi). If a villain rpc is participating in protect the corgi, or students in steal the corgi, it is up to the respective antagonist to present a challenge/discuss how to alter the mission].
Mission Name: Protect the Corgi Creator: Ghost254 Recommended Post Count: Team level of 1-2 Faction: [Student]
Location: Meet in Vale city streets to start to pick up the corgi, then transition to outskirts. Story: You have been tasked with delivering a corgi to a scientific bunker in the far off outskirts. While you weren't given any specifics, you were told it was vital this corgi make it their in one piece and unharmed. For reasons best left disclosed, this corgi is of value to some black market people and there have already been a few attempts at theft of the corgi. The corgi itself is also a bit problematic; a Houdini in his own regards and very intelligent. You have been given a simple scroll whose only function is a map, and the collar on the corgi will act as a key to be let into the bunker once you arrive. Secure the corgi, and safely escort him.
Stage 1
Pick up the corgi and get him out of vale. The city, while usually apathetic to the random passerby, suddenly seems more interested in your group. From the random people complimenting the corgi for its cuteness and asking for pictures to the people on the street asking where you got it, you aren't too sure who could be a dog-napper in disguise.
If you have villain RPCs participating, it is up to them to have any obstacles (aside from stage 2) for you.
If no villain RPCs are participating/plan to do anything, you all would be stopped by a car veering in front of you and three goons popping out of an alley. One would make a grab for a corgi and bolt to the car as the door opened, the other two would rush forward with brass knuckles and a bat to attack the first person to post in the thread, and the one who opened the car door would fire off pistol rounds at the second person to post in the thread. You have 3 rounds to stop them from getting away with the corgi.
Defeat the goons and save the corgi.
Stage 2
With threat dealt with and corgi secure, you do not have any other interruptions as you exit vale and reach the outskirts. For now, you seem to be safe of any villain meddling and have a relative peaceful time at first. That is, until you hear the sounds of rustling in the bushes and a branch breaking. If any of you were to check, you would be potentially started by a squirrel jumping out the bushes and running up a tree. The relief would be short-lived though; a beowolf (50 posts) would pounce at the second person to post in the area and pin them to the ground. Before the rest of you could help, you would be beset by 3 more beowolves (30 posts each) going for the rest of the team. For now, they seem to mostly be ignoring the corgi; the corgi would subsequently run off and hide during the fighting.
Defeat the Grimm.
Stage 3
With Grimm defeated, you survey the area but the corgi doesn't seem to be anywhere in sight. After a bit of a search, you find tracks other than the corgi leading away. Human tracks. If followed, they would find a group of 5 people that seemed to be loading up a truck; and the corgi in a large metal cage on the back of the truck. Depending how you go about it, you have the element of surprise. The 5 people have a variety of weaponry; from blades to guns and anything in between; each of them has a post count of 40 and two of them have aura. You have 4 rounds to defeat them; if you don't, at least one of them will get away with the corgi.
Defeat the guards, free the corgi, and continue the mission.
With the villains defeated, and a new vehicle at your disposal, the rest of the trip to the facility is in relative peace. You find no interruptions and arrive safely; the corgi, once set down, would walk to a small scanner and the bunker doors would open. With a small bark and a wag of its tail, it would enter inside and the doors close after it. You would get a robotic thank you from a loud speaker on the wall and that your job was done.
Mission Name: Steal the Corgi Creator: Ghost254 Recommended Post Count: Level 1-2. Faction: [Villain/Loner]
Location: Enter in either Vale city streets (as prep/to tail) or outskirts for this mission (once the corgi is there). Story: Word on the street is some eggheads have made a genetically modified corgi whose intelligence is way above that of an average dog, and whose collar has given it a few upgrades. The collar apparently has the ability to store aura and have it be used by said corgi, and the corgi is highly sought after in the black market pet trade for his intelligence. So suffice it to say this will be a well paying job if you can manage to bring both in. A group of Beacon students will be tasked with taking the corgi to a bunker out in the outskirts; once it gets inside there will be no chance to get it again. Your mission is to steal the corgi and the collar; though if you can only get one you will still be rewarded. Ensure no harm is done to the corgi, and bring it in for a payday at Phoxuria.
Stage 1
You would find your targets easily enough; having been given the location where they were to pick up the corgi, and being able to visually verify it as they left. As they travelled through town, headed towards the edge of it and to the outskirts, you have your choice of when to spring the ambush. For whoever attempts to steal the corgi, you would find a barrier (radius 30 feet) appearing all around you as one of the students activates it to keep you in. The rest of her team would then go on the attack to stop the kidnapping. The girl who is keeping the barrier can do little else but focus on keeping it up. Her teammates consist of a male fire bender with a whip, a girl with dual pistols, and finally another male with a spiked baseball bat. They all have aura, but only the barrier girl and fire bender have a semblance. Each of them has 25-50 post count. You have 5 rounds to defeat the students before the disturbance draws local law enforcement and the potential to be arrested.
Defeat the students, secure the corgi, and move on.
Stage 2
With the students defeated, and a hasty getaway made with corgi in hand, you find yourself in the outskirts. You had long lost any law enforcement or city threats for the time being out here, and had made a lot of progress to Phoxuria (by foot or vehicle). However, other dangers lurk in these secluded places away from civilization. As you travel, you find it interrupted by an ambush; a large Ursa Grimm had come slamming into you/your vehicle. If you were on foot, you would be sent flying into a tree. If in a vehicle, it would end up slamming hard into a tree. Both instances you and the corgi would survive, though with 15% damage to your aura. The corgi was fine as you saw his own aura activate. Recovering from the attack, you find you had one major Ursa to deal with (level 1-2). Though, it seemed you would have help this time as the corgi seemed ticked off at the Ursa and would try to act as a distraction.
Defeat the Ursa, keep the corgi safe, and continue.
Stage 3
With Ursa defeated and corgi safe, you two are on foot for the rest of the journey. Thankfully, aside from the Ursa and the sound of beowolves howling in the distance, you get no more interruptions and make it to Phoxuria. You make it past the bridge, gate, and into the town proper with corgi following you; seems you may've made a friend in battling together. However, before you can get to your dealers, you suddenly find yourself surrounded; it was subtle at first, one or two people stepping out to block your way, though it quickly changed as people came from all angles. There were 10 people in total, and they made their intentions clear as they asked for the corgi if you wanted to keep your life. Each was armed with a melee weapon and pistol, and would rush you simultaneously if you made trouble. They have 10-20 post count each. For now, they would be intent on overwhelming you with numbers. Once half of them fell though, they would try to cut losses by grabbing the corgi and bailing. The corgi though is also not going quietly; biting and barking at whoever has him to let you know somethings up.
Defeat the goons, protect the dog, and continue.
With goons defeated, you can now continue. It is up to you on how to proceed; you can turn in corgi and collar for full profit, turn in one and keep one, or perhaps keep both for yourself. The final choice leads to a failed mission; though in this one or if you chose to keep the corgi you would get a 15-50 post corgi ally as a reward (crew determination). The collar would be a "special item" to store and be able to use a person's worth of aura defensively for a pet. The collar and corgi are both 1 time rewards for the mission itself; once someone gets the collar, the corgi, or both, no one else can on subsequent repeats of the mission.
(This first one is meant to be an idea for a future Atlas mission)
Mission Name: Fort Cromwell's recapture Creator: Eijiberry Recommended Post Count:Levels 1-3 (2-3 more recommended) Faction: Vale students/teachers
Location: Mancaster outskirts Story: Fort Cromwell has been one of the upstanding forts to have upheld the history of Solitas, with its extra fortified walls, perimeter surveillance, and being one of many pier transporting locations that helped bring in Resources for Solitas's military personnel. Like many parts of Atlas, For Cromwell had been overrun by grimm. Due to the recent work on restoring parts of Solitas to the side of humanity once more, there has been enough opening to send 1-2 teams over to take this fort back over. The mission is simple: Reclaim back Fort Cromwell for humanity, and as a part of taking back Solitas. Two technicians will be sent along with those who take part of the mission, and either one or both, MUST BE BROUGHT BACK ALIVE. If both technicians die, mission has failed. It is recommended to keep both alive, to ensure stage three goes by more smoothingly.
Stage 1
The first course of action is getting team/teams to Fort Cromwell. Teams will be provided all-terrain vehicles at Mancaster, which they must use to drive from Mancaster to Fort Cromwell. In the process of this, the team/teams must also escort 2 npcs, which are highly intelligent technicians, who have volunteered to aid the students by sending back broadcasting back to Mancaster, once the Fort has been fully reclaimed. Along the way on the roads, grimm are still strongly running about, despite the efforts it's been taking to kill them all off out of existence. Should the vehicles take too much damage, the team/teams must go by foot towards the fort, all while escorting the npc technicians.
Escort the Technician's safely to Fort Cromwell, all while keeping the vehicles in one piece.
Stage 2
After making it to Fort Cromwell, the players may notice the security system's have been shut down, having been the cause of the grimm taking over the fort so easily. Upon entering the outer battlements of the fort itself, the place seems quiet... Too quiet. Just when it was looking to be nothing to fear, the silence was destroyed by two Teryx Grimm (Both 250 posts), who have landed upon the towers of the battlements, staring below with clear notion that they intend to feast on them as prey. Team/teams must guard the technicians, all while destroying these grimm. Once these Teryx are taken out, the call of ones last screech can be heard before they fade to dust, calling forth another troublesome creature. The Sphinx.(600 post count) Called forward by the screech, the Sphinx hadn't arrived alone. Believing to have been the only grimm this time, The Sphinx had called forth a Cenitaur (400 post count), and 2 Manticore (Both 400) Only when these monsters are defeated, will the real dangers of outside commence.
From all the noise and movement, the ground begins to shake. Should the technicians be alive by this time still, they will yell for everyone to run inside. An action that should be heeded, as underneath Fort Cromwell, a HUGE Centinel nest makes it's reveal (100 posts each). Among the way of pursuit to inside, the technicians will explain they need to turn on the security systems back up in order to rid of all the Centinel, and reclaim back Fort Cromwell. Everyone must proceed inside to begin Stage 3.
Defeat the monsters outside in the outer battlements and protect the technicians from death. They are most vital for the success of this mission. Everyone present on mission must be inside to make stage 3 happen.
Stage 3
With the outer battlements of the fort secured, the team/teams must finish escorting the technician's to the mainframe of fort Cromwell from inside the fort, and reactivate the security systems. They must make it inside safe with the door shut behind them, and all must run full pursuit to the mainframe room, all while ensuring the Centinel haven't broken down the doors. Once all have made it into the main frame room, the room must be guarded by the teams, and the technicians will get to work on resetting the security system. While they are at work, the team/teams must defend the technicians and take down as many Centinel as they are able. This is until the technicians are able to restore the security. Once they are able, the rest of the remaining Centinel will be destroyed by the rebooted security system. Once the system is fully reset and usable once more, the technicians will contact back to base about Fort Cromwell taken back over. For the last bit after this, the team/teams must drive/walk back the technicians to safety in Mancaster once more. If they must walk, they are able to contact for a vehicle to be sent to them, but they must all meet it halfway in order to get to safety and complete the mission.
Guard the Technicians and destroy as much grimm as able, Escort the Technician's back to Mancaster.
Posted: Mon Sep 06, 2021 4:49 pm
(as a one-off mission that could help set the stage for Mistral) Mission Name: Lost in Transporation Creator: Lasting Legend Recommended Post Count: Level 1 or 2 Faction: Student
Location: Students must meet with an informant in the Outskirts of Vale. From there, they will journey to the coast. Story: Word has reached Beacon academy that a reclusive tracker and beast-hunter has returned to the Vale with word of something strange. A large cargo ship bearing the markings of Shade Academy has washed up on the shore near a coastal village. A team of students is dispatched to investigate
Stage 1
Find the lost vessel Travel to the wreckage of the ship. Young Grimm and bandits hide along the woodland roads, and the team will need to fight their way through with the tracker if they want to find the ship. Be prepared for bandits and Grimm to ambush you!
Fight to the Coast with the Tracker's assistance
Stage 2
Investigate the ruins of the ship As you explore you find that this ship had been at sea for a very long time, Its crew are nowhere to be found, and a cargo hold full of resources are sealed away on the lowest decks. But the students aren't the only ones who have found this treasure haul. Beware the wrath of the extremists. Crimson Fang agents strike out from the shadows!
Fend off an ambush by a group of Crimson Fang goons
Stage 3
Terror from the sea The negativity produced by the battle with the Crimson Fang grunts has drawn a Grimm up from the deaths. A Sea Feilong now looms over the ship! The team has to defeat it if they are to acquire the salvage haul and learn the fate of the crew. Face the wrath of the depths and perservere!
Defeat the Sea Feilong, and then determine the fate of the crew!
Mission Name: The Rise of Rudo's emporium Creator: eijiberry Recommended Post Count: 0-1 Faction: students/ loners, 2-4 people.
Location: Rudo's weapon and item shop. This location is a smalltime shop in the south part of Vale's streets. It is a store meant for supplies for either hunters out of the academy, or items for students to but for their arsenal for mission. The store itself looks on par with the other stores, guided by a gaudy sign of yellow and orange. You can't miss the place, given the statue of a monkey on a pole just outside the door. Vale mission.
Story: Rudo's had been a shop specializing in weapon repair, and selling items for hunters/huntresses (smoke bombs, bait, trap making material, etc.) For years, Rudo's has slowly been escalating, and as of recent events, the owner Rudo, had bought over the land part of the recently taken care of Vale Huntington Dust Industries of Tomorrow. (link on the location name.) Rudo plans on making use of this land, after the land had it's former structure torn down, with the spot he built currently under construction. Things have been going good, but there has been a problem occurring with the construction, and the paving of the road to lead up towards the land. In the midst of construction, a basement floor was found. The discovery of the basement had shown recent signs of someone having been there. Since it was deserted, construction had commenced. With the building close to being done after a month of work, and a 2 story building built on the outside, a problem has occurred. It had turned out that a Small criminal organization had been using the old previous building, having been chased out by the geist. They have come back, trying to reclaim the lot once again. Rudo's life has been put in danger by these events. Rudo has reached out, asking for bodyguards, as they have made a specified date on arrival to assassinate him. He has promised to pay handsomely from this mission, as well as offer 3 free items each from his emporium stock to those who take this mission.
Stage 1
Upon the beginning of the mission, those who take part must head to the meeting point specified on the mission board, and must gain information from Rudo regarding the reasoning behind this mission. Those people must stay with them as bodyguards, and when the time arises, they must guard and protect the store owner. These thugs arrive with two vehicles.
5 crime thugs (GM can set levels for them and fighting type)
Clear the assassins and protect Rudo (GM has free reign to make up whatever reasons have transgressed their life in danger, the time they arrive to begin attacking after his life, and appearance of Rudo.)
Stage 2
After taking care of the crime thugs, Rudo receives a call from the crime boss, stating they have taken over the whole lot, as well as the main roadway leading up the hill to the construction. This opens up to the next part of the mission, which will be to help Rudo gain control back over his place, and he calls up the authorities while those taking part go deal with the syndicate. On route to the building and construction zone, those who have taken part are intercepted on the pathway by members of the syndicate. Clear out the pathway in order to proceed.
Clear the thugs off the road way trying to block your paths 6 crime thugs (gms can set levels and fighting type.)
Stage 3
After clearing off the pathway, teams of group are able to get up the top of the roadway, which opens up to the lot, and the building. The building however, is guarded by three vehicles, with the last of the syndicate. The boss of the syndicate itself is among these crime members, willing to fight back, and deal with the interfering pests. Take out the rest of the riffraff, and defeat them. Once they're defeated, the authority will have arrived. Report back to Rudo, once the syndicate was taken care of, to get your reward.
Take out the last of the syndicate, wait for authorities to arrive, and report back to Rudo. 6 stronger crime members Crime Boss (Gms can set levels for the members, with the crime boss at least over 200+ posts.)
Posted: Thu Sep 09, 2021 11:44 am
Mission Name: Message Delivery Creator: Ghost254 Recommended Post Count: Any (recommend 2-4 participants) Faction: Beacon Students/staff
Location: Meet at the school mailing section to gather your requisite letters/parcels. From there, follow direction to the designated delivery locations. Story: Garret, the school courier, is away attending to some business. As such, the school needs some students to fill in for his absence and deliver some packages/letters from the school to Vale itself. You'll note the bag of letters and packages are pretty heavy.
Stage 1: Major Tom
Your first stop is to the walls of Vale itself, so somewhere you have to pass to reach the town itself. You were given a rather large, and heavy, parcel for a Major Tom who is currently stationed there. As you travel to the wall, whether by sea, land, or air, you find little trouble or disturbance. It's actually a pretty peaceful albeit boring journey. Once you arrive, and ascend up to the wall, you are greeted by the major himself. However, just as you are about to leave to continue your delivery run, an alarm goes off! 4 beowolves had snuck up to and scaled up the walls, with more seeming to be headed to the walls as well. Major Tom tells you to buy time for him as he begins to open up the package. You have to hold out and defend the walls for 3 rounds; each round, 2-3 more beowolves will come up. All the beowolves are 0.15-0.25 posts each. After three rounds, Major Tom will have set up a hard-light barrier with his newly delivered device and stop anymore from coming up; the military being able to clear and deter the rest of them. Hold off the Grimm
Stage 2: Old Macdonald
With the wall protected, you still have a few more packages to deliver despite your heroics. As you go from wall to agricultural district, you deliver a few letters here and there to the farming families. The final one for this district is addressed to a man named Macdonald, and as you go to deliver his package he asked you a favor. He recently hurt his back, can't walk too well, and no one will help him with his last task of the morning; catching Billy the goat and feed him some tranquilizer so the veterinarian can see him since he hurt one of his hoofs. He warns Billy can be a little crazy at times, but assures you he hasn't killed anyone. As your group goes to the enclosure specified and are let in, you see the pen only has Billy in it; he was a bit goat at 4 feet tall(6 feet long) with large, curved horns, and seemed to weigh close to an adult man at similar height. The goat...didn't seem like a normal one, almost demonic in appearance with jet-black hair and red/orange eyes. Old Macdonald says he separated him from the others to make it easier to get him. Closing the gate behind you, he says his thanks and heads back to the house to rest; speaking over his shoulder that you needed to grab him by the horns to control him before one of you gave him the tranquilizer. As you all look from his back to the goat, you notice something. He seemed to be pawing at the ground maybe? At least it seems so for any of you not familiar with animals. Anyone who is familiar with farm animals would see what was about to happen: Billy charged the first person to post entering the enclosure.
Roll a d100; if you get 51 or above you aren't hit. 50 or below and he hits you hard; knocking you onto the ground (unless you have a balance talent). Billy will charge you all in the order you arrived inside; from first to last (treat him as having primary talent strength and bonus talent speed) over and over again. For those of you not being charged by him, you need to roll a d100; 51 or above and you grab the horns, 50 or below and you fail. Grab the goat by the horns, and give him his medicine
Stage 3: Old man Henderson
After the whole fiasco with the goat, eventually catching him and giving him the tranquilizer so the veterinarian could see him, the rest of the day went by much more peacefully. You entered the housing district and began to deliver messages and packages one by one into mailboxes or by their doors; not even needing to make contact with anyone for the most part. You only had one building left; an apartment complex. As you arrive and enter, you are stopped by a gated door inside before you can reach any of the rooms with a long hallway stretching before you. One of you notices all your packages are on the first floor, this very hall. As you find what seemed to be a bell, you get contacted and asked over loudspeaker what your business is. Explaining your purpose here, you are then asked for a password; something none of you were told about. After being found to not have a password, you hear a metal gate slam down behind you and the door before you open; along with one all the way down the hall. You hear "No password means you are trespassers. And trespassers will be dealt with accordingly by Old man Henderson himself!" over the loudspeakers and then see...an old man in a wife beater shirt and jeans sitting on a turret from the room all the way down the hall. There is a sound of a click, something being loaded, and then eggs get shot at you all! By the smell when they impact the walls and floors, these eggs are definitely rotten. With no way out behind you, you only have one option; go forward! Roll a 1d100 each round; 1-40 you get hit by an egg, 41-100 you avoid them. It will take 2 rounds if you bee-line it from old man Henderson, 3 if you deliver your packages on the way to him. Deliver your packages, bring some sense into old man Henderson, and avoid those eggs! After giving some common sense to Old man Henderson and proving you were only here to deliver packages, one Crazy old Man monthly magazine for him, he apologizes for shooting rotten eggs at you and opens the way out. Report back to Beacon that all your packages have been delivered.
Mission Name: Capture the RPC/NPC Creator: Ghost254 Recommended Post Count: 1~ Faction: Any
Location: Meet at the bounty board (Phoxuria for villain version, Beacon for students/teachers, Military base for loners) to pick our your target. You can scan the barcode on it with your scrolls to get all the information on your target, or request a burner scroll with the information. Story: At many times there necessitates the removal of a threat or potential negotiation piece. While done for personal gain at times, there is a greater reward for certain targets; people who have done enough to earn a reputation that a group of people are interested in them being removed temporarily. Whether this is for a hostage exchange later, interrogation, or other intentions, the basic goal is to get the person out of the picture alive. Death of the target will be considered a failed mission. You now have your target, some information on them, and a job to do. Stage 1
Your first task is to make sure the target cannot call for help. Ideally, your employer will have the luxury of time until someone figures out what really happened. Besides isolating your target from anyone who would help, perhaps by studying their patterns, you need to make sure their scroll is out of the picture. Either destroy it, or set up a jamming field, but make sure it is out of commission before you strike. Disable the Scroll
Stage 2
With the chance to call for help disabled, it is time to strike. How you ambush your target is up to you, but be warned; they have aura. Whether you go for a frontal attack or try to catch them unawares, make sure your target survives and has minimal injury as well. They aren't of use to you dead. If you are targeting an npc, they are your level. Incapacitate your target
Stage 3
With your target incapacitated, it's time to make your getaway. Even the best laid plans can go awry; in this case a few random passerby's or perhaps who the person was going to meet showed up to see the person out cold and you by them. They try sounding an alarm to call for help and perhaps to deal with you. Deal with the intruders, escape with your target (if no rpc coming to help, assume it is two npcs as half your level each). Deal with the intruders or escape with your target
Location: Meet outside of Beacon academy in the outskirts. Story: Beacon academy has been too successful in their Grimm killing endeavors. While it is useful to have less Grimm in the world, it has given them more time to focus on other threats; such as ourselves. They've been increasingly dealing with and attacking villain organizations, growing bolder and extending their territory. We have to set them back before they find and try to take on Phoxuria; or worse identify our agents in Vale. Your task is to hit one of their main tools: dust. Without proper dust, we'll have an advantage and it'll be harder for them to deal with the grimm. But we aren't going to simply steal the dust; they could always replenish later. Instead, we are going to sabotage their current dust supply; make it so at least 50% of it won't function, and will fail on them in crucial moments. You have been given a vial that once opened and released into the dust supply should achieve the desired results. Stage 1
Your first task is to infiltrate the school, and the method is up to you. Be it disguise or avoiding being seen, make sure you attract no attention and can't be identified later. Aurtrox is known to have spies and eyes everywhere, so the less chance it can be traced to you the better. You will spend three posts sneaking through the school to the dust supply. An rpc can try to intercept and act as an obstacle if they like, if not roll a dice. 1-25 you begin to get spotted (security device like a camera or a guard), 26-100 you are safe. If you are spotted, eliminate anything that could identify you. Infiltrate the school, raise no alarm
Stage 2
Once in the dust depot, having slipped past security, its time to administer the serum. Whether alone or not, you have to contend with sweeping security cameras in the room and laser "wires" across it. The slightest slip up can cause discovery, and their is one guard patrolling. You can't afford to take out the guard without arousing too much suspicion later. Roll a d100 each post your are in the depot; 1-30 you are at risk to trip an alarm, 31-100 you are safe. You have to fail the roll twice to trigger the alarm. It takes at least one post to administer the serum across the depot, and another to exit. The guard can be an rpc if preferred, if not it is an npc with average perception (100 post count). Remain hidden, administer the serum.
Stage 3
With serum administered and depot exited, your last task is to exit Beacon undetected. However, there is a snag in your plan; your original way is obstructed as something seems to be brewing up with increased security. You are forced to take a detour through the Beacon academy dorms, and into a random team room. Whether it is an npc room or an rpc one it is up to you. You need to sneak through their room as they enter and exit at random, and get out through the window. With success and escape so close, this is the final stretch; it'll take 2 posts to reach the window in this active room. If you are going through an npc room, make a d100 roll; 1-35 you are almost discovered, 36-100 you are safe. You need to fail twice in order to be detected. If its an rpc room with them in it, its roleplay on how successful you are (or use the dice roll above). Slip through the room, escape, and cash in.
If successful, you will be given a surplus of dust for the next rp day and beacon students will have faulty dust that doesn't work half the time on the same rp day.
Posted: Thu Sep 23, 2021 5:18 pm
Mission Name: Clearing out the City Creator: Ghost254 Recommended Post Count: Team level of 2+ Faction: Beacon students
Location: Meet in Beacon courtyard or your local mission board. Choose if you are going after the Crimson Fang or The Tribe. Story: Recently, there has been increased vigilance in regards to villain organizations; mainly the Crimson Fang and The Tribe. Anonymous sources have revealed the location of several of their hideouts. We are asking you to seek out one of these hideouts and clear it out. The military cannot openly move against these bases without risk of the factions evacuating before we got there or entrenching themselves too well. As such, we are asking for a skilled strike force, small in size, to start the assault. Your task is to infiltrate and siege the base; once you begin we will move to cover the exits in case any try to escape. You need to work your way through the base/local cell, keep the doors open for us, and reach their leader; either catch or kill them.
Stage 1
Your first task is to reach the base and get inside. Whether you go in loud and proud, or quiet as a mouse, is up to you. However you approach this, it is imperative you get inside. Otherwise, they may be able to seal the doors on you and keep you locked out; making this whole operation null.
Regardless of your targeted faction or approach, roll 1d10. Your result determines how many external guards there are for the base; each has a post count of 25. None have aura or semblance. Whether you go for quiet kills or loud (you have a posting round of catching them off guard and killing one each), someone notices the missing members/deaths and sounds the alarm. You have 1-2 posting rounds at most to get someone inside as the bunker base doors begin to seal. Whoever gets in would find another guard by the switch, this time a post count of 50 who has aura and is proficient in unarmed/hand to hand combat. Dispatch the guards, secure the entrance, signal the military, and advance into the base.
Stage 2
Once inside the base, Military alerted you have the entrance in your control, it is time to advance further as backup is on the way. As you advance through the base, you find things oddly quiet...until you turn a corner and experience a hail of gunfire. The first person to post on stage 2 gets hit by a heavy salvo of bullets, and unless they have a form of protection, take a heavy hit to their aura before they can get back into cover. As the rest of you stick to cover and take stock, you see that a very crude makeshift barricade is set up at the end of the hall with five of the villains firing from it. You have two ways to approach this; charge forward and hope you aura holds, or find a way to circumvent/destroy the barricade. The second person to post in this stage would notice that there was a slightly open side room. Opening it up, they would find something close to riot gear with a riot shield as well. They could potentially use this gear to advance on the villains holed up at the far end.
However you choose to go about it, once only one of them is left, they surrender and beg for you to arrest them. If you get close, their desperate please change to a laugh as they take out a grenade and pull the pin. Their last words are Glory to the Crimson Fang or Tribe, depending which villain group this is. For everyone near them, roll a d100. 1-50 and you get hit with a blast that takes away a third of your aura. 51-100 you jump away in time (some modifiers possible depending on talents/skills). If you decided not to risk it and try to kill them (from afar or close) despite their please, they try to dodge the killing blow and throw the grenade at you. Roll a d100 for falling rubble from the result of the explosion; 1-25, you take a big hit to your aura. 26-100 you were able to get away in time.
Deal with the barricade, and head deeper.
Stage 3
With the barricade dealt with, you press on. You encounter a few guards and exchange fire, but none of them stick around for a full fight. In the distance, you can hear a lot more gunshots and explosions; it sounds like the military has joined the party. As you pass hall by hall, trying to clear our the place, you make it to a final door at the very center of the complex. Those with perception or any sensitive hearing could tell there was activity inside the room. As you open the door, you are met with a large circular room with lavish trophies and decoration. At the other side, behind a large desk, seems to be the head honcho. The figure doesn't seem to move much, having their hands on the desk, but as soon as you all enter the room the doors seal shut behind you and the figure throws their desk forward at you! Dodging the flying desk, which cracks and splinters at the wall, you see the leader before you holding what seems to be a tommy gun as they speak. "Say hello to my little friend!" and opens fire on you all.
The leader is level 2, has aura, and had a strength/speed augmenting semblance (150% boost). Their tommy gun can transform into a dust grenade launcher and a war-hammer. They have an aura pool of 300, and 200 "health" before they would die/are incapacitated. Your posts count as damage here. In example, if you are level 1, every post you are attacking and hitting them does 100 damage. You have to break through their aura first before their health. If you get them down to 0, they are dead/incapacitated (depending what type of damage you were doing to them, fatal or non fatal). Along with the leader, there are 2 50 post count henchman as well who were hiding among the decorations and come charging with metal baseball bats (no aura or semblance).
With the leader and henchmen indisposed, exit the base (with a potential prisoner in tow). Once you exit, you see many bodies scattered about and a group of villains under arrest and secured by the military. You are given a letter of accomplishment for the school and offered a potential place with the military once you graduate.
Turn in any prisoners, and head back home after a job well done.