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Annexed Mod Team ([personal profile] modaccount) wrote in [community profile] annexedlogs2022-08-14 08:50 pm

Mission Log #1

How It Works

Welcome to the first mission log in Annexed!

How Mission Logs Work: There will generally be two main missions per month, with different focuses tailored to different skillsets (usually stealth vs. fighting, though other skillsets will be tapped on). Each mission will be posted in phases, with a prompt for the start of each phase. The plotting post will give you a rundown of what the missions are, how they might go, and what might be discovered. Characters may partake in whichever pat of the operation they choose, whether it's a large prominent part or a more supporting role. Characters may participate in both missions, and as many phases as they wish.

Mod Guidance: Players may request occasional scene-setting when they hit a point where they're unsure what might happen next in a log or what their characters might encounter. There will be a "Mod Guidance" comment that players can reply to in order to request this kind of scene-setting.

Completion of Missions: There will be a submissions comment for anyone who's threaded out a portion of the mission. Once a thread has been completed at least halfway, please submit your character's progress and plans for the thread to the submissions thread. These submissions are the main way that the mod will decide how the mission went in the next month's wrap-up post, so they are very important!

Plotting Post: Here!

The Cure For Immunity

The Witches have received intel through their spies in Zephyr that a lab located just outside the outskirts of the city is engaged in experiments on sentient beings to create a serum that will change those people who are incompatible with Sylphid reproduction. This serum would allow the Sylphid to take over the bodies of people who would usually be fatal to them.

The serum is said to function at a 45% success rate already.

Obviously this would be a major blow to all life on the Broken World, as 70% of the population is immune to being taken over by Sylphid. This serum would allow them to increase their population numbers exponentially and turn a powerful takeover into a nigh-unstoppable one.

The Witch will be calling a general meeting at the Command Center where she will explain the situation and the proposed missions to stop it.

Mission A: Into the Lab

Mission Appropriateness: Chipped or Stripped
Mission Focus: Stealth and recon.

This mission will focus on stealth and recon, with operatives conducting surveillance on the lab to work out the rounds of the guards and other staff so they can infiltrate and take the information on the Sylphid serum in order to reverse engineer it and hopefully make a serum to make everyone immune to Sylphid takeover. The Witch passionately states in her opening speech that this would be an immense blow against the Sylphid and is a very important mission.

PHASE I

Nestled in the jungle a few blocks outside city limits is a low cement building with a high barbed-wire-topped chain-link fence around it. The lab is built like a fortress with thick walls, very few windows, and a thick roof made of cement and tile, almost bomb-proof. All in all, the Sylphid aren't exactly subtle, the place might as well scream 'secret lab to create top-secret serums.' There's also a regular round of security guards accompanied by guard dogs that make their way around the perimeter, and security cameras at every entrance and exit.

There is plenty of cover around the building for operatives to watch the rounds of the guards, the way the cameras swivel, and get a feeling for what kind of people enter and exit the building. Surveillance can be conducted the old-fashioned way, by just watching the building from many different angles and sharing observations by camera. They can also be done in a variety of other ways, depending on individual powers and abilities - want to pretend to be making a delivery so you can scope out the front desk? take photos or videos of rounds or entrances and exits to study? draw a rough map of the grounds to show everybody? Go for it!

There are a variety of ways to get into the building, but surveillance will boil down to four main routes of entry:

The first is a direct frontal entry, where characters may bluff their way inside the building in a variety of ways including pretending to make a delivery, taking down a single guard and stealing their uniform, or otherwise working out a ruse to get inside.
The second is a through a single bulletproof glass skylight in the roof of the building, directly above the mess hall, which should be empty just after lunch time. There is a strong lock on the skylight, but it can be picked and there are no traps.
The third is through the back entrance, near where the guards' staff room is, in a secondary building. This route will require taking out several guards as silently as possible and entering disguised as guards.
The fourth is through a ventilation system that can be accessed by a panel high up on the wall at the one side of the building that is facing the jungle. This one will require some acrobatic skill and flexibility and might be best for a small character.

PHASE II

There are four major routes of entry into the lab, and characters who try any route of entry should keep in contact with people outside via radio or network to relay information found out during the infiltration phase. The rebels are trying to get as much information about the internal layout of the lab as possible in case the Sylphid opt to reuse it for another purpose in the future. They would ideally like to be able to map the entire internal structure of the facility. In all cases, photos, videos, and sketches of the inside of the lab would be welcome to the rebels.

Frontal Entry: Characters who opt to enter through the front via some kind of ruse and who gain entry will find themselves faced with a maze of corridors and rooms. This may be difficult because anyone who is allowed entry into the building generally knows their way around. Success of this particular route of entry will depend on confidence and being able to keep the ruse alive as the characters run into various different people - scientists, guards, deliverypersons, janitorial staff, and other staff. Keep the ruse up for as long as possible and make sure you get as many details of the inside of the building as possible to relay to your colleagues outside as possible.

Skylight Entry: Characters who opt to enter through the skylight will find themselves faced with a heavy lock as their first obstacle. The lock is able to be picked or hacked, depending on the characters' skillset. Once the skylight is open they will have to lower themselves into the room underneath, a mess hall for the staff in the lab, and subdue the cafeteria workers. From this point, they will need to keep themselves hidden from passers-by in the hallways, and rely on stealth and silence as much as possible while mapping out the inside of the lab, and keep in radio or network contact with those on the outside.

Back Entry: This is the method of entry that requires the most fighting. Characters will enter the back area of the building where there is a smaller outbuilding that is used by the guards for a sort of staff room while they are taking breaks, and subdue several guards to take their uniforms. After the uniforms and keycards for the building are secured, they can enter through the back door and maintain the ruse of being guards that are patrolling the building. This is where knowledge of the guard rounds comes in handy, and all that surveillance will certainly help. These characters will have to be careful to avoid the real guards as they will be able to clock that they aren't their coworkers and the "I'm new" story will only work so many times! Characters in guard uniforms will have an easier time communicating out loud on radios and the network as they're expected to be communicating by radio, and will also be able to give spare walkie-talkies to those on the outside.

Ventilation Entry: This is the most physically challenging method of entry, but a very valuable one. After accessing the ventilation system, characters will be able to crawl through the duct work in a virtually undetectable way and take photos, videos, or sketches of the rooms they can view through vents. The duct work goes everywhere throughout the building and mostly poses obstacles in the form of the mazelike system of them, occasional fans and other blockages in the ductwork, and dust and debris in the ducts including possibly rats and spiders. Some of the spiders are poisonous, as jungle spiders tend to be, and anyone bitten by the spiders will experience pain and hallucinations that may hinder them. As with all other entry methods, the people in the ventilation system should be communicating with those on the outside by radio or network.

PHASE III

Phase III is more straightforward than the other phases of this mission - once the infiltrators have mapped out the inside of the lab, they should locate the central computer banks and anyone with the technical expertise should make a copy of the databanks. This will require some hacking and all characters doing infiltration will be provided with a device that will allow them to hack through any passcodes required by the computer to access the information inside. Copying the database will take at least a half hour, so characters may have to create diversions, talk themselves out of hot water when people come to stop by the computer room, and otherwise distract the true staff of the building from entering the room and catching them in the act.

Once the computer banks have been copied, characters should use another device they will be given before infiltration to plant a virus in the computer banks that will corrupt everything in them. The virus will take about 10 minutes to get to the point of critical mass, a guaranteed disruption of the whole system. This phase of the mission will take at least 40 minutes total, during which characters are going to have to keep any of the real staff of the lab out of the computer room through whatever means possible, making it the point in the mission most likely to go off the rails.

After the computer system has been disrupted by the virus, characters will have to escape the building without being caught by the Sylphid staff, and may leave through any exit available so they can melt into the forest and make a clean escape.

ADDITIONAL MISSION

Characters infiltrating the lab will discover several rooms where sentient test subjects are located. Some of them will be in very ill health due to side effects of the treatments they've been enduring, and all will be very willing and eager to be rescued. While some characters stay with the computer banks to copy and sabotage them, other characters may go find these rooms full of test subjects, about 45 in total, and smuggle them out of the building. Once the rebel force has been alerted to the presence of test subjects, they will send a truck to wait near the back entrance, and operatives will simply have to cut the chain link fence to make space for the subjects to get into the truck to be transported back to the Witches Camp. This mission will likely involve having to subdue several guards as the back entrance is near the guards' room.

Mission B: Disrupt The Supply Chain

Mission Appropriateness: Chipped or Stripped
Mission Focus: Recon and open battle.

This mission will focus on open battle and guerilla tactics, with operatives locating and disrupting the supply chain to the lab. It will focus on identifying shipments of equipment, food, and other supplies to the lab and interrupting them, destroying the vehicles, subduing the enemy, and taking whatever supplies they can back to the Witches Camp.

PHASE I

The highway leading past the lab is a seldom-used four-lane highway that snakes its way through the jungle in a mostly uninhabited area. While there are a few scattered farms and other occupied areas, most of the highway is bordered on by wild jungle, which provides a lot of cover for surveillance of the delivery vehicles that approach the lab to drop off supplies. Most of the trucks will contain food, equipment, and other sundries for the function of the lab. The trucks can be wheeled or hover, and will have various brand names emblazoned on them. Characters tasked with surveillance in these areas will settle at safe and well-hidden spots in the jungle to watch the roads and keep detailed notes on which trucks with which brand names enter the lab to deliver supplies. They will also need to keep in close contact with home base to relay this information, with notes on the times the deliveries happen and what sort of supplies may be being delivered, based on the logos on the trucks.

Characters will discover that there are actually several routes delivery trucks are taking to get to the lab, contrary to previous intel-gathering, which pointed to the quickest and most obvious route being the one the trucks used. Some trucks are taking side streets through a nearby occupied area, at the center of which is a rather skeezy truck stop where drivers stop for food before completing their deliveries. Characters will need to spread out to cover these additional routes in order to make sure they don't miss any delivery trucks.

Additionally, the truck stop may become a good source of intel, with staff being amenable through convincing, coercion, or bribing to give information on the drivers that stop in on a regular basis, what they haul, and what their timetables are like. Players are more than welcome to NPC some of the staff at the truck stop for mild interrogation, including waitresses, cashiers, station attendants, and janitorial staff.

PHASE II

As Mission A moves into its final phase, and much more likely to be discovered, phase II of Mission B will go into full effect. Operatives will have discovered four routes that trucks are taking into the lab, and will need to cover all of them for both surveillance and to blockade them or sabotage them and stop the trucks.

Route 1: The main and quickest route that trucks are taking to the lab, which is directly down the highway and off of it into the lab driveway. This will be the toughest one to blockade due to the size of the highway - four lanes, though seldom used, is quite a distance to cover.

Route 2: A winding side road that goes over a small creek and then beside it, only two lanes across and through a mostly uninhabited area. Because it's uninhabited and a smaller road with less traffic, it will be easier to blockade and is also the second most used route by the trucks.

Route 3: A relatively direct route from the truck stop through some back streets that straightforwardly traverse farmland. There is more traffic on this road that is civilian because of its proximity to farmland, and will require a bit more effort due to this civilian traffic.

Route 4: Another straightforward route, though this time through a civilian-occupied area, and close to a school for the small community surrounding the truck stop. This will be the most difficult to blockade without doing too much collateral damage to the civilian area around it and the school.

Characters will have been given bombs that they may use to destroy the roads themselves as well as access to heavy machinery they can use to move cement blocks into the roadways to block traffic from getting through. Once the roads are blocked or destroyed, characters will have to subdue the Sylphid staff on the trucks through force, which might be a significant fight, as all Sylphid, even down to truck drivers, are well-trained in combat. These drivers are also well-armed, considering the mission they're on to supply the lab, which is one of the top priorities for the Sylphid as of now.

PHASE III

Phase III is relatively straightforward compared to the rest of the missions - unload the trucks and carry the supplies back to the Witches Camp via truck or hover-ATV, then destroy the trucks. This will mostly be through demolitions or by setting the trucks on fire, leaving them as a signal to the Sylphid that they can't go about their research without being challenged.

Characters may disable the trucks in whatever fashion they wish, so long as it leaves a good, lasting message to the Sylphid. The Sylphid drivers that aren't killed should be captured and bound and loaded into a truck to be taken back to the Witches Camp to be interrogated or used as bargaining chips for the more diplomatic side of the rebellion.

Damage to civilian property or injury of civilians, especially children who may be playing at the playground by the school would be seriously looked down on and a huge blow to the rebellion's reputation, so characters are encouraged to keep destruction to a minimum on Route 4 in particular. In fact, the rebellion would prefer if operatives could load the trucks onto heavy machinery and take them to the Witches Camp for demolition instead of leaving them on Route 4.

Additionally, operatives along the routes will find that some of the trucks contain caged and restrained test subjects. Once these are discovered, they should be taken by truck back to the Witches Camp. Unfortunately, these test subjects can't be returned to their families in Zephyr because their chips would immediately mark them for death - the Sylphid would, without thinking twice, kill people that were marked as test subjects who escaped, especially after being rescued by the rebellion, in case they were corrupted by the rebellion. These test subjects will have to be comforted and brought back to the Camp to either join the rebellion or be civilians in the Camp.



heeroized: (Vow to the light and darkness)

[personal profile] heeroized 2022-08-31 05:12 pm (UTC)(link)
Who said I think it's important?

[That's a tall assumption to make for someone you've just met Mr Talking Truck Sir.]

We are a small blip on a cosmic scale.
Humans being only important to humanity is only rational.

[Even if there turns out to be no other form of sentient life in his universe, that doesn't change the fact that the universe existed before his species and will continue to exist long after it as well.]

Sentient mechanoid.

[That feels interesting to say.]

Variable physiology then?

[Because if this is just a disguise that's... hm, interesting.]
solartrauma: (058)

[personal profile] solartrauma 2022-08-31 10:10 pm (UTC)(link)
[He is actually surprised by someone saying that. Especially after listening to so many humans go on like humans are the Most Important Thing Ever. Laughable considering how short-lived their entire species was, but humans were so species-centric. Like he has any right to say anything about someone being species-centric.]

You could say that. This isn't my alt-mode, but it has its uses.
heeroized: (Exploding beat and vibe)

[personal profile] heeroized 2022-09-02 08:30 pm (UTC)(link)
When you have experienced even a portion of the vastness of space, it's only natural to realize how small everything is.

[And as Space was the closest thing he has to a home? He knows all too well how little they matter in the grand scale of things. If one mechanical failure is the difference between living and dying? Well, humans being alive can't mean all that much to the universe, right?]

I see.

[Maybe or maybe not, he can't quite say. Though his base concept of sentient mobile Suit but with more variability in form and function isn't as bad as it could have been.]

What is alt-mode?
solartrauma: (014)

[personal profile] solartrauma 2022-09-02 10:27 pm (UTC)(link)
[It also gives one a healthy understanding of how "gods" don't exist and everything happens because it happens not because it's meant to happen. The universe is a terrible place wherever you go. But Sunstreaker doesn't say that.]

This is an alt-mode. Do you think I just roll around the Camp being a truck?

[He maybe picks up a bit of speed as they get closer and closer to path that takes them to the Camp. He can't speed as he normally would--stupid truck mode how do truck-bots deal with being so slow?--but he wants to get back quickly.]
heeroized: (Vow to the light and darkness)

[personal profile] heeroized 2022-09-03 07:41 pm (UTC)(link)
[And none of that would surprise Heero. Only bright lights from his near death experiences were the explosions that caused them usually.]

Making assumptions would be pointless.
I have no frame of reference for your natural state of existence.

[It's also pretty slow by Heero's standards too, but with something of this size there's usually a limit. Ugh, trucks. Not Heero's preferred method of transportation to be sure. That said, he remains on alert just in case, but it's looking like they're in the clear. But he's not going to declare this a finished mission just yet.]
solartrauma: (031)

[personal profile] solartrauma 2022-09-04 05:01 pm (UTC)(link)
[Well, he can't really disagree with that, so he doesn't bother.]

I'm a mechanoid. We have standard mobile bodies. Head, arms, legs. Alt-modes are other forms we transform into. Alt-modes are different for everyone.
heeroized: (Can’t bear it)

[personal profile] heeroized 2022-09-05 01:26 am (UTC)(link)
I see.

[This might be the first time he's said this phrase where he actually means it since he arrived in this place.]

A sentient mobile suit. Hn.

[That's even more than anything the zero system could offer. He's not sure if that's a good or a bad thing just yet. Wing had been enough without being able to talk back to him. Unlikely it would be an improvement.]

Are you created? How did your kind come to be?

[It's not like there's anything else to do until they're back at the base and at least this isn't idle chatter, it's accomplishing a purpose. So talking in this situation is fine.]
solartrauma: (018)

[personal profile] solartrauma 2022-09-05 02:43 am (UTC)(link)
[Sentient mobile suit.
Mobile suit.
Suit.

He doesn't even think about the living cargo in the back of the truck when he slams on his breaks. He can hear the echoes of cries of people falling and banging into each other from the abruptness of it. He only just stops himself from the reflexive action of kicking them all out and shapeshifting back into root-mode.]


No. I'm not some suit for a human to wear and use.
heeroized: (Doesn't it mean anything to you?)

[personal profile] heeroized 2022-09-07 01:39 am (UTC)(link)
[Unlike their cargo, Heero at least has the ability to brace himself during the screech of tires. He even remembers to do so without using the steering wheel. Which, he's very welcome for that by the way.]

Obviously not.

[There's no sarcasm either. Heero's pretty aware he must have hit a nerve... or maybe in this case it's a circuit?]

Would be wildly inefficient.
Even at peak performance a human could never match the processing power of a sentient mechanoid.

[Much like the mobile dolls had been, but for a very different reason. Those had been a case of the AI just being too dumb for all it's processing power. Easy to manipulate. But an actually sentient mobile suit? Who's actually intelligent? Human reaction speed would just get in the way.]

You might apologize to the cargo.
solartrauma: (075)

[personal profile] solartrauma 2022-09-08 03:15 am (UTC)(link)
[He can tell just by hearing they are surprised and anxious. There's someone panicking and another person trying to calm them down. He should maybe feel guilty about that. But it's not his fault his teammate is an idiot. What happened is on him. Obviously.]

You apologize to them.

[His engine revved a bit before continuing on their way. Good thing they are so close to the camp. No one was around to notice that strange behavior but a truck traveling through the off-beaten road.]

And don't call me a suit again. You're only here because I'm allowing you, not because I need you. I could have done this one my own.

[Had he gotten that chip removed anyway.]
heeroized: (Vow to the light and darkness)

[personal profile] heeroized 2022-09-08 03:57 pm (UTC)(link)
[Yeah, that might work on a different human, but it wouldn't work on this one.]

I'm not the one who slammed on the breaks.

[It's very lucky, and probably one of the only reason Heero hasn't gone on a lecture about compromising the mission.]

Acknowledged.
[But also he's not going to apologize... at least not yet.]
I'm here to act as a decoy. Nothing more.

[After all he's done... so much, just sitting here having a conversation. Though conversing isn't something he's prone to so maybe that's a lot by Heero standards on occasion.

Heero hasn't even considered removing his chip yet, but the second the lack of his usual strength affects a mission outcome it'll be out.]
solartrauma: (076)

[personal profile] solartrauma 2022-09-11 02:13 pm (UTC)(link)
I can eject passengers too, if it comes to that.

[Which he is not completely against at this point. He tries to remind himself that not all humans are this annoying. Hunter hadn't be. Eventually. And Verity and Jimmy weren't the worst either. But somehow he got saddled with one who decides objectification is how to make conversation.]

Being a decoy doesn't mean being a glitch.

[And look at that, the very hard to see, hidden marker that is the last sign before the camp's gates. Perfect.]

We're here.

[He's not going to waste any time getting these humans dropped off and out of him so he can transform back into root-mode.]
heeroized: (Expression is losing the light)

[personal profile] heeroized 2022-09-11 11:57 pm (UTC)(link)
[Please, it's probably the closest he's going to come to flying in this damned place. By all means. Fire away.

So he doesn't answer, because there's no point. It was an empty threat and he'd no reason to address it. Especially not since they're so close to the camp. The extra grumbling is also met with a dismissive, stony silence. Who'd have guessed that mechanoids could be so emotionally sensitive?

Once they've finally arrived, thank goodness. He gets out in continued silence, helping the prisoners disembark with minimal to no small talk.]
solartrauma: (072)

[personal profile] solartrauma 2022-09-15 03:08 am (UTC)(link)
[None of the humans seemed injured. Nothing substantial anyway. A couple bumps from the abrupt breaking was nothing and they were mostly relieved to be safe. That means Sunstreaker's part in this mission is done and he shapeshifts back into his 12-foot tall state.]

They'll need to be processed and debriefed. Where's the liaison?

[Oh look there they are, hurrying up to start calming down the still very stressed and upset people. Great. Not his job to worry about.]
heeroized: (Vow to the light and darkness)

[personal profile] heeroized 2022-09-16 01:50 am (UTC)(link)
[It's good to be out and not... knowingly inside a living being. That had been a little strange. It was like being in a truck cab, but also not at the same time.]

Good.

[No one wanted him to handle the onboarding process for these people. It'd probably more rough than their abrupt breaking had been.

Glancing at the mechanoid, he considers it for a moment, and then allows himself to voice the thought.]

Shorter than I expected. Limited by our hosts?

[It's a guess, but he could be wrong.]
solartrauma: (059)

[personal profile] solartrauma 2022-09-20 02:50 am (UTC)(link)
[Here he is trying to find the liaison so these crying and shell-shocked people can get away from him and he has to go and say something like that? He huffs in annoyance.]

Limited by convenience. [He assumes. He hasn't attempted to stay his standard height long enough to see if he can stay that way or if he'll shrink back down to the size he woke up at when he was first brought here.] The base isn't built for people my size. You're welcome that I'm not stepping on you.
heeroized: (Can’t bear it)

[personal profile] heeroized 2022-09-21 12:39 am (UTC)(link)
I see.

[A quiet huff of disbelief. Sorry Mr Mechanoid, any chance to be intimidating is past for now.]

Is that what you're used to? "Oh no don't step on me"?

[His voice is deadpan as he asks, one eyebrow raising in challenge. If he'd been going to do anything, it would have been done long since. Heero knows when someone's blowing hot air.]