Luceti Mods (
lucetimods) wrote in
lucetilogs2012-04-17 10:49 am
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Entry tags:
- !mission,
- [07 ghost] mikage,
- [avengers emh] bruce banner / hulk,
- [btvs] buffy summers,
- [ff: viii] selphie,
- [halo] spartan-23 (daisy),
- [lupin iii] arsene lupin iii,
- [npc] davis,
- [oc] adele leblanc,
- [one piece] nami,
- [one piece] sanji,
- [one piece] smoker,
- [one piece] trafalgar law,
- [potc] james norrington,
- [star wars] anakin skywalker,
- [tales: graces] asbel,
- [the idolm@ster] azusa miura,
- [x-men evolution] nightcrawler,
- [x-men evolution] rogue
MISSION #5 - Cargo Run
Who: Trafalgar Law (2nd Officer), Sanji (Cook), Azusa Miura (Cook's Mate), Adele Blanc (Doctor), The Hulk, Daisy, Anakin Skywalker, Asbel Lhant, Buffy Summers (Marines), Arsene Lupin III, Selphie Tilmitt, James Norrington, Mikage Celestine, Rogue, Nami, and Kurt Wagner (Sailors)
What: MISSION # 5 - Cargo Run
When: April 17th to April 21st
Where: Open Seas
Summary: A group of Luceti volunteers join a crew upon a massive ship headed out to sea, into cultist-infested waters.
It may have been nine in the morning when the group of Luceti volunteers were transported out through the tunnels, but at the shipyards the time difference meant that it was nearly midday already. A meek member of the Malnosso lower management led them along the docks, avoiding and scolding people as they got in his way, as he tried to go over the same details already present in the mission description. He was a rather pathetic looking little purple man with drooping ears, a hairless head, and webbed fingers. He apologized for his slipping over words. He explained it was difficult thinking straight in sunlight. Whenever he would stop to try and think, he'd look up to see The Hulk, shrink away a bit, and then hobble on quicker to the ship.
He was visibly relieved when he found Specialist Davis didn't look too busy, allowing him to pass off the Luceti volunteers and allowing him to get on his way. He's a new face to this particular group, but not to Luceti in general, having worked with them previously on the incident with the third floor. This odd looking group doesn't seem to have him looking too impressed. Especially when he looks at the ones who don't even seem to be fighters. But he directs his attention to Trafalgar with a few short words: "You. We'll talk once we're on board. You get your people settled for now."
With that, he and a group of other MSF Soldiers went to board the ship. The Tyr's Revenge was far larger than the ship than the one on the draft over half a year ago. It was a sailing ship, but despite its antiquated look, there was a central cooling tower in the center of the ship, which it derived its steam power. Where it used this thrust was not immediately obvious without a look at the back of the ship. (They would find out later that it was enough to propel the boat in a calm and was simple enough to avoid being blocked by Shifting, but was not as effective as a good strong wind.) Despite being crewed at around five hundred men and women, it was at least spacious enough for the crew to put in pairs. As a second officer, Trafalgar was afforded his own cabin, but the rest were sorted away into small rooms with two sets of hammocks on each side. The Luceti volunteers were kept together and it gave them some privacy, though each were pre-assigned rooms and the Malnosso didn't seem too picky about who ended up with who.
They had about an hour to get comfortable. In an hour, they'd be casting off.
----
Okay, time for your notes. First off, you will be able to interact with Specialist Davis for the mission. He won't be very talkative (unless you're his second officer), but he might answer some basic questions. He'll be around during the fighting too. Although he prefers to use firearms (think something like a P90), he'll demonstrate super strength and advanced reflexes (think Spider-Man) in battle. Some of the other MSF Soldiers will display some slight superhuman ability like him, but the vast majority of them are normally powered highly trained soldiers. For the most part, they won't talk to people from the enclosures much and prefer to keep to themselves. In general their only duty is security, so they won't be doing much in running the ship unless absolutely necessary. There will be about one hundred and fifty men and women. Most will be human, but there may be a few deviations among them (like odd skin colors, weird hair colors, eye pigmentations, pointy ears, and so on). Although a good number of them will use guns, some out of them will be using melee weapons like swords and spears. All of them will have some secondary weapon in case of a Shift that jams their guns.
The people from Luceti, along with the volunteers, will be doing the day to day work of the ship. The volunteers will be as they are described in the Nitpicker's Guide. For the most part, they're not nearly as skilled at fighting as the people from Luceti or the Security Forces, so when attacks come, they'll defend themselves but not be very good at it. Most of them will be human, with a few variations. Very, very few of them will exhibit any special abilities. In general they'll be friendly enough, though some from different enclosures may be more jaded and bitter. There will definitely be talks of escape and mutiny among some of them, whereas others will be more cooperative or too fearful of attempting a mutiny.
You can use the volunteers and security as NPCs for whatever purpose you like! That means you can give them names and maybe a bit of a personality (that's consistent with the above) and let them get killed or need help or what have you during battles with cultists. There are also droids to be found in parts of the ship below decks. They will more or less remain stationary, but they will intervene if people poke their noses in the wrong place. Or try to mutiny.
The captain of the ship won't be seen much, but she's an older lady (late fifties) that is relatively plain and unassuming in appearance. She won't talk to the volunteers and will relay any orders through Specialist Davis, but the people from Luceti may see her about the ship to see how things are going. Most of the time she will be in the captain's quarters doing paperwork. She'll look seasick for the entire voyage. Her name is Mrs. Eugenia Fruthers, Manager 2nd Class.
Note: The volunteers are sorted randomly, so it's up to you players to figure out how you want to work that out! The Malnosso aren't too picky if a man and woman end up sharing the same quarters. (How shameless!)
Here's a run down for events on the ship over the voyage
17th - Cast off, strong wind, heading east. A fair weather day perfect for sailing.
18th - Open seas with a fair wind and cloudy skies. A land mass can be briefly seen to the north. An island of some sort.
19th - Open seas with a fair wind, darker skies. The cultists make their first attack run. About mid day, four flying ships. The Malnosso use no cannons, but prefer to immediately fly en masse once in range. However, it is necessary to bring these ships down, as the cultists are fond of going kamikaze with them. Each of the four ships carries about one hundred cultists each.
20th - Open seas with powerful wind and stormy weather. Another raid will occur early in the morning, while most of the crew is still asleep. Three more cultist ships will attack and some of the cultists will make it below decks. Mid way through the battle, the ruckus will attract a monstrous kraken from the depths. The crew will be forced to fight off the remaining cultists while a great tentacled hell beast attempts to drag the Tyr's Revenge to the depths.
21st - The last day of the voyage will see the ship needing repairs after the attacks. About half of the crew will have been lost thanks to the cultists and the kraken and they will finally make port (in the same place as the ocean draft.) In the evening, the volunteers will be returned to their respective enclosures.
You can use this post for questions and plotting!
What: MISSION # 5 - Cargo Run
When: April 17th to April 21st
Where: Open Seas
Summary: A group of Luceti volunteers join a crew upon a massive ship headed out to sea, into cultist-infested waters.
It may have been nine in the morning when the group of Luceti volunteers were transported out through the tunnels, but at the shipyards the time difference meant that it was nearly midday already. A meek member of the Malnosso lower management led them along the docks, avoiding and scolding people as they got in his way, as he tried to go over the same details already present in the mission description. He was a rather pathetic looking little purple man with drooping ears, a hairless head, and webbed fingers. He apologized for his slipping over words. He explained it was difficult thinking straight in sunlight. Whenever he would stop to try and think, he'd look up to see The Hulk, shrink away a bit, and then hobble on quicker to the ship.
He was visibly relieved when he found Specialist Davis didn't look too busy, allowing him to pass off the Luceti volunteers and allowing him to get on his way. He's a new face to this particular group, but not to Luceti in general, having worked with them previously on the incident with the third floor. This odd looking group doesn't seem to have him looking too impressed. Especially when he looks at the ones who don't even seem to be fighters. But he directs his attention to Trafalgar with a few short words: "You. We'll talk once we're on board. You get your people settled for now."
With that, he and a group of other MSF Soldiers went to board the ship. The Tyr's Revenge was far larger than the ship than the one on the draft over half a year ago. It was a sailing ship, but despite its antiquated look, there was a central cooling tower in the center of the ship, which it derived its steam power. Where it used this thrust was not immediately obvious without a look at the back of the ship. (They would find out later that it was enough to propel the boat in a calm and was simple enough to avoid being blocked by Shifting, but was not as effective as a good strong wind.) Despite being crewed at around five hundred men and women, it was at least spacious enough for the crew to put in pairs. As a second officer, Trafalgar was afforded his own cabin, but the rest were sorted away into small rooms with two sets of hammocks on each side. The Luceti volunteers were kept together and it gave them some privacy, though each were pre-assigned rooms and the Malnosso didn't seem too picky about who ended up with who.
They had about an hour to get comfortable. In an hour, they'd be casting off.
----
Okay, time for your notes. First off, you will be able to interact with Specialist Davis for the mission. He won't be very talkative (unless you're his second officer), but he might answer some basic questions. He'll be around during the fighting too. Although he prefers to use firearms (think something like a P90), he'll demonstrate super strength and advanced reflexes (think Spider-Man) in battle. Some of the other MSF Soldiers will display some slight superhuman ability like him, but the vast majority of them are normally powered highly trained soldiers. For the most part, they won't talk to people from the enclosures much and prefer to keep to themselves. In general their only duty is security, so they won't be doing much in running the ship unless absolutely necessary. There will be about one hundred and fifty men and women. Most will be human, but there may be a few deviations among them (like odd skin colors, weird hair colors, eye pigmentations, pointy ears, and so on). Although a good number of them will use guns, some out of them will be using melee weapons like swords and spears. All of them will have some secondary weapon in case of a Shift that jams their guns.
The people from Luceti, along with the volunteers, will be doing the day to day work of the ship. The volunteers will be as they are described in the Nitpicker's Guide. For the most part, they're not nearly as skilled at fighting as the people from Luceti or the Security Forces, so when attacks come, they'll defend themselves but not be very good at it. Most of them will be human, with a few variations. Very, very few of them will exhibit any special abilities. In general they'll be friendly enough, though some from different enclosures may be more jaded and bitter. There will definitely be talks of escape and mutiny among some of them, whereas others will be more cooperative or too fearful of attempting a mutiny.
You can use the volunteers and security as NPCs for whatever purpose you like! That means you can give them names and maybe a bit of a personality (that's consistent with the above) and let them get killed or need help or what have you during battles with cultists. There are also droids to be found in parts of the ship below decks. They will more or less remain stationary, but they will intervene if people poke their noses in the wrong place. Or try to mutiny.
The captain of the ship won't be seen much, but she's an older lady (late fifties) that is relatively plain and unassuming in appearance. She won't talk to the volunteers and will relay any orders through Specialist Davis, but the people from Luceti may see her about the ship to see how things are going. Most of the time she will be in the captain's quarters doing paperwork. She'll look seasick for the entire voyage. Her name is Mrs. Eugenia Fruthers, Manager 2nd Class.
Note: The volunteers are sorted randomly, so it's up to you players to figure out how you want to work that out! The Malnosso aren't too picky if a man and woman end up sharing the same quarters. (How shameless!)
Here's a run down for events on the ship over the voyage
17th - Cast off, strong wind, heading east. A fair weather day perfect for sailing.
18th - Open seas with a fair wind and cloudy skies. A land mass can be briefly seen to the north. An island of some sort.
19th - Open seas with a fair wind, darker skies. The cultists make their first attack run. About mid day, four flying ships. The Malnosso use no cannons, but prefer to immediately fly en masse once in range. However, it is necessary to bring these ships down, as the cultists are fond of going kamikaze with them. Each of the four ships carries about one hundred cultists each.
20th - Open seas with powerful wind and stormy weather. Another raid will occur early in the morning, while most of the crew is still asleep. Three more cultist ships will attack and some of the cultists will make it below decks. Mid way through the battle, the ruckus will attract a monstrous kraken from the depths. The crew will be forced to fight off the remaining cultists while a great tentacled hell beast attempts to drag the Tyr's Revenge to the depths.
21st - The last day of the voyage will see the ship needing repairs after the attacks. About half of the crew will have been lost thanks to the cultists and the kraken and they will finally make port (in the same place as the ocean draft.) In the evening, the volunteers will be returned to their respective enclosures.
You can use this post for questions and plotting!
20th
Oh there's plenty to keep any pirate entertained. Not that Law is terribly entertained right now, given he's keeping an eye on the rest of their band. The pair of Elites rushing Norrington keep him and the former Admiral occupied while others fight the Kraken, and that battle ends with a head flying from Law's opponent, and the woman perishing around the same time. It takes him a few more moments to wade through the masses on deck, not engaging the Kraken itself until Selphie is imperiled. And then he swings into action against the beast with the lady in question watching his back.
It ends quickly, decisively, and brutally. The man isn't playing around.
And then he swings around as he lets the Room dissipate and the Kraken fall lifelessly to the water.
He thought he heard a particular scream.]
20th
Or he hopes so.
His vague suspicions brushed aside, Sanji looks at the skies again. One... two... Two ships left, if he's making the shapes out right. Perfectly reasonable save for a few facts. He could jump into the fray himself, but the cultists aren't completely stupid - they've realized a few of the men are not bound by the laws of physics... oh, speaking of which]
Oi! Law! Help me clean up. [He jabs a thumb at the sky.]
20th
... with this storm, and the Kraken, and the fighting so far, he simply cannot allow reinforcements to arrive on the scene. The casualties are already too heavy. Fresh fighters must not be permitted to arrive on the scene.
... that one is coming into direct range. That other one will require something creative unless it gets closer.
WELP.
Launching himself off the desk to land on one of the main yards. He needs to be clear of the rig to attack at the angle these bastards are coming in.]
Let's take 'em out then.
[And the energy field forms and stretches. The sword strikes...}
20th
The effect is near immediate; the mast, no longer wedged in place, creaks loud enough to splinter through the noise of the storm and topples into the front air-balloon. Such an abrupt loss in altitude means the ship careens forward, unbalanced and unlikely to stay in the air for much longer. Of course, that also means the hornets are out of their nest and looking for a few bastards to sting.
... Pity they're all caught in Law's territory. Though as Sanji is not accustomed to sitting by and letting someone else do all the work, he leaps into the air, sights set on any cultist patrolling the air and the very last ship still barely out of reach. Hmm...
Well. "Barely" is the difference between victory and defeat; Sanji figures he can nudge it in the proper direction. Weaving through the air, the chaos in the skies hides his presence until he's upon the second ship, hovering just below the rudder. He doesn't attack yet, no. He's waiting for a sign.
Or making sure Law's got that first ship completely covered.]
20th
Which suddenly is no longer in free fall and with a twitch of fingers is doing a lot of stinging of its own. Cultists scream and begin to fall as the sword slashes again at the ship. And again. And again.
Until the sad wreck of a ship is crashing to the sea, debris flying, teleporting around, and adding to the chaotic death storm Law is creating within the Room. The sea is ripping up itself. Giant waves, and tendrils, and spikes of water hungry for the low flying fighters. For any cultists who get too close to the man himself? He'll greet them with light, lightning, and steel - blinded, roasted, and wings cleaved off before they can react.
(Even Room cannot sustain the life of someone dewinged by Law's sword)
And then he nods as the maelstrom finishes claiming the lives of this unfortunate group of souls.
Your sign, Sanji.]
20th
His turn, then.
Still hidden by the storm's wrath, Sanji maneuvers himself directly under the keel, towards the middle, head tilted at an angle while he sucks in a deep breath through his nose. Aaah, time for this part, eh? And he doesn't even need those shitty memories of Kamabakka Kingdom -- being in Luceti pisses him off enough.
Despite the torrents of water all around him, Sanji uses the ship's mass to his advantage and his body ignites like a wick - a glowing ember visible even from the Tyr's Revenge. Then a solid kick off the air, and he punches through the underbelly of the ship, disappearing from sight.
Five seconds, and the air still buzzes with cultists, while the ship lingers just out of reach of attack. Then ten seconds. The lack of change ushers in a hush of anticipation for those who know what's coming. Fifteen seconds now. Twenty. Thirty--
The ship creaks, moans, and maybe gives a shudder, as flames lick their way to the surface, eating away at whatever they touch. And though the rain wipes the deck clean of any fire, that obviously has no bearing on the hull. The sudden explosion rips through the air like a gunshot, blowing the entire bottom of the ship out and part of the deck. Cultists abandon their posts and dart a little too close to the Tyr's Revenge out of shock - have fun, Law - and half are attempting damage control, trying to figure out what in the seven hells just happened.
That's before two out of the three balloons mysteriously pop -- or not so mysteriously. Either way, what begins falling into the water isn't so much a "ship" anymore as it is pieces of debris still hanging together.
Whoops.]
20th
Well... and he wouldn't exactly call what he's doing fun - there's no damn challenge in wiping winged menaces from the air like this for one - but it is grimly satisfying and soothes a very pissed off soul.
Pretty well half of their crew is dead. If that can't drive a pirate captain to rage, nothing can.
It's quick as can be. There is that. And for the cultists who stray too close? They meet the same fate as those from the other ship.
And as that ship goes down in flames?
Law's a hard man to impress himself. But that's well done it.]
20th
He lands next to Law once the debris hits water, calm as you will, and swerves his head to take in the distinct lack of enemies on their end. What few cultists that still fly in the air are either getting a chilly greeting from Mother Nature's lightning and raging waters, or are lingering petrified in the distance. They have no ships left, and the only landing point is the Tyr's Revenge.
They're as good as dead either way, and so the chef's muscles unloosen long enough to utter a sigh. Good. After a little more clean-up, then the ship can have a moment to tend to their wounded and mourn the dead.]
Thanks for the help. [It's an honest statement, though Sanji doesn't look too thrilled by their current status] I'll take care of the rest.
[Law's a doctor as much as he's a pirate. No doubt his talents are required in other areas]
20th
Unlike their 'Captain', huddled safe in her cabin.]
You're welcome. [The deck is littered with bodies, both the dead and the dying and he needs to get down there and deal with it. The surviving volunteers are in various states of shock, panic, and terror, and the Security forces aren't helping matters and he doesn't see Davis either.
There are more dead than dying and he is immediately looking for the people from Luceti. Selphie, Daisy... Anakin, Asbel, Norrington, Buffy, that Hulk, Mikage, Rogue, Kurt... Azuza, Lupin, Adele below... where are... did they go below too?
There are more dead than dying and they need a fucking Captain to make sure the dying stops.] It's appreciated.
[He's still looking. Miss Nami might be below. But.
The Marine.
Where is he?]
20th
... Like--]
Nami-san...? [He glances around, takes a slow, antsy step forward, still mindful of those he needs to take care of in the air... but it's difficult when half his mind has fled in concern, leaving all of him in disarray. Sanji doesn't see her anywhere on deck.
And that's good, because more than likely she's below where it's safer -- no doubt ordering those who can't fight to stay hidden while she takes care of any cultists. The familiarity of the thought gives him peace; he grits his teeth and sighs, turning back toward the mission at hand. Off into the sky he jumps, for what will amount to a short and joyless clean-up duty.
There will be time for panic when he returns]
20th
Fuck it. Fuck it. He can't shake this horrible feeling gripping him.]
I'll send someone to look for her.
[Best he can do.
And when Sanji gets back, a bloodied tattoed woman is rushing up to Law (Law obviously knows her very well, he calls her Mao, and without the Miss) and Law's expression drains as he sees the grimness of her's]