So, I'm sure you all remember that some time ago, Bil started poking around about investigating those kidnappings? Well, now's the time! This is a sign up post for the upcoming plot. So, here's the details!
On the 7th, Bil will make a post on the
malnosso journal officially looking for volunteers and explaining what's going on. He will be mentioning three different things:
Kidnappees
The first list will be for people who are due to be kidnapped soon. They will be abducted, as normal, by the robots at random times on the 9th. At maximum, there will be ten people kidnapped. If we receive over ten characters, they will be drawn out of a hat. THIS LIST IS DONE OOCLY. Volunteer here, in this post, and Bil will be releasing the list on IC post, so you only have a few days to do it!
What to expect for those kidnapped:
- Same old, same old; the bots will come and take them away, bringing them to a Malnosso facility outside the barrier. They will be imprisoned in an area one might expect from, say, a mental ward; small secluded rooms with locked doors, beds, and facilities. Characters can talk to each other, though the further one room is from another, it might get tough.
- Actual experimentation will be minimal! Since the rescue is happening the very next day, after all. Kidnapped characters should be as cooperative as possible to lessen suspicion, though if the Malnosso try anything...
- BEFORE they are kidnapped (eg. after Bil makes the announcement) the kidnappees can go visit John in the tunnels and get a little upgrade on their barcode. Namely? An add-on to their barcode that will temporarily cancel out any power limitations the facility normally placed on those kidnapped. Drugs will still work on them, but when the escape happens, the barcodes will trigger and they'll be at full power, free to bust out and kick some serious ass. |Db
Infiltrators
One day after the kidnapping, the infiltrator group will head towards the teleporter on the west end of the tunnels, the same used during the draft. There they can meet with John as well; a Shift will be applied to them that will outwardly alter their appearance to look members of the Rogue Organization (basically just a uniform change, nothing serious), as well as receiving the same modification that will allow them to have full power outside the barrier. During this time, they will have 24 hours to lock down the organization, disable all Shifting machinery, and rescue their kidnapped comrades. THIS LIST IS DONE OOCLY AND ICLY. Volunteer on this post, and the same rules as above apply.
What to expect for those infiltrating:
- ...Pretty much as described above. After being teleported, they will have free reign of the facility, which is quite large (think 15-story office building), with fair-sized, reinforced laboratories, computer rooms, various different departments, and a whole lot of seemingly normal folk. Their uniforms will vary in colour depending on the department their disguise is based on. Most of them have different levels of access and limitations; for example, scientists are the most respected and pretty much top dogs besides executives, but if they enter areas that aren't their own they'll look suspicious. These roles will be decided by John based on personality and skills. Each uniform will have ID tags and access to each of their relevant areas; it'll take the group working together to finish the mission.
A summary of what the Malnosso facility workers are like and what they will expect from the infiltration group:
Biology Department (White lab coats and uniforms) - the Malnosso scientists are typically arrogant, not very social, and rather sadistic, considering the work they're there to do. They don't like to speak with those beneath them, so they're more forthcoming with information with fellow scientists.
Computer Facilities (Green shirts) - repair service, tech support, computer geeks. These workers are pretty easygoing and chatty, and they dislike the science department. They have access to most areas, though the science department will keep them closely supervised if they screw around in the labs.
Shifting technology (Red shirts) - Obviously most of the Shift-related experiments go on here, as well as the machinery maintenance and research. They pretty much stay in their own department, though sometimes they observe the subjects once they've been moved to their cells.
Administration (Blue shirts) - Accountants, secretaries, organizers, upper and lower management. The bosses and the underlings. These are the most likely to have computer access, but they stay in their own department more than most.
Clean up and Disposal (Yellow jackets) - Responsible for cleaning up the messes in the facility (especially the science department) and keeping it neat and tidy. No one is likely to talk to or even share information with these guys, and they are monitored too closely to do much investigating on, say, computers or in labs. However, they have full access to every area in the facility, since they need to clean every room regularly.
Security (Black uniforms) - These are the only workers in the facility who should be visibly armed, and they can use a variety of weapons. Guards aren't able to move about as freely, but they spend the most time at the entrances and exits, as well as with the prisoners. This role is ideal for those who don't fit in other areas or have a focus on stealth combat.
- Infiltrators will arrive inside the facility in the morning and have one day to get the lay of the land. That evening, the power limitations will be removed, and they'll be free to trigger the attack at a whatever time is most convenient for them. This is something that will have to be ICly organized between the groups.
Front Line Attack - Once the infiltrators have freed those kidnapped, they'll need some back-up to help them capture, kill, or otherwise disable the scientists, guards, upper management, etc. There's a fair number of Malnosso within the building, too many for just a small invasion group to handle. That's where the front-liners come in. When the attack is ready to get going, a group of fighters, strategists, etc. should be available nearby, hanging out in the forest and mountain area that surrounds the facility. There's plenty of places to take cover (aside from directly around the building, which has been opened up to make it easier to see new arrivals and such) so this group should be able to keep itself fairly hidden. This is a more free position since, once the attack starts, it's pretty much a free-for-all, and those involved get to do whatever they like in order to accomplish the mission.
Rules:
- Please volunteer only ONE character per activity. Due to there being so many players and limited spaces, you can only be involved in one part of the whole process. Pick one character for each role. YOU CAN VOLUNTEER THEM FOR MORE THAN ONE IF YOU WANT! However, they have to qualify for the role, and they can only be picked for one. So give it some thought before you make your choices.
To lay it out in an example:
Player A plays character 1.
Player B plays characters 2, 3, 4, and 5.
Player A volunteers character 1 for infiltration and kidnapping. They don't want to volunteer anyone for front-line, so they don't. Obviously character 1 can only get picked for one; if they are picked for both, they will be selected for one depending on, say, numbers and fairness or other muns.
Player B volunteers 2 for kidnapping and 4 for infiltration. If they both get picked, one will be selected. So either 2 would be kidnapped or 4 would infiltrate; they both can't do it.
- Numbers are limited. 10 for kidnapping, 10 for infiltration, 20 for front-line.
- List the volunteers in the order you'd prefer! If you're offering for more than one activity, this will help make sure that as many people get their first choice as possible. Can't guarantee it for everyone, but we'll do our best!
- The journals will not work outside the Luceti enclosure. This is to prevent the escape from going public; interactions should be limited to characters within each group.
- There will be no escaping or sabotaging tolerated on the mission! The whole thing will be very closely monitored, and if anyone is seen scampering off to find freedom in the wide world, the barcode will trigger and knock them flat. Really, little mice, what were you thinking~?
- Use this format for volunteering:
Mun: [YOUR NAME]
Character Volunteer for Kidnapping:
Character Volunteer for Infiltration:
Character Volunteer for Front Line:
As stated above, only volunteer one character for each, and you can volunteer for all three, or one, or none, whatever.
We haven't planned on what gets logged/played out, or what gets handwaved, so it would be great if you guys let us know what you're interested in doing or leaving up to assumptions :|b
As sort of a final word: don't worry, this isn't the end of kidnapping entirely, nor does it mean that characters already kidnapped have to return. If, on the other hand, you have a kidnapped character you want to have rescued during this plot, feel free to toss their name down and Bil can mention them as well. It won't affect the numbers, but it might give your fellows something else to do during the infiltration. |D
SPEAKING OF CHANGES- Bil fully expects all of this to go swimmingly. Whether or not it does is completely up to you guys, so we highly recommend plotting, planning, scheming, all that jazz. The most important part of all of this is to have fun, so make that your top priority.
I'm sure there will be a bunch of questions, so have at 'em, and again, volunteer your peeps using the format given.