For Barrayar mods (
barrayarmods) wrote in
forbarrayar_ooc2017-06-14 10:20 pm
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[ june ii ooc info/signups ]
Signups will close at midnight PST on June 17th (I will accept anything that's in my inbox when I wake up on the 18th) so that I have a day to write up the results and the log.
barrayar
Things are tense as ever in the Barrayaran camp, but at least morale is on the rise – in a way. While Piotr's decision to help the outsiders as part of his plan to strike back at the Cetagandans hasn't been the most popular, ever since Vorvolk's summary demotion and dismissal from Piotr's general staff, few are bold enough still to criticize Piotr, especially considering his plan now has Emperor Dorca's endorsement. Yuri still has his own objections, and he has no love for the outsiders, but he recognizes Piotr's brilliance as a strategist and has decided to fall into line with his father in backing the plan. And in the wake of Vorkosigan Vashnoi and the despair its destruction, many of the soldiers want some direction, something to rally behind -- anything to get back at the Cetagandans. And those soldiers who have known the outsiders since the start -- well, many of them are just as sympathetic as Piotr, some of them even more so. Besides, as Piotr points out to both his and Dorca's troops, they have an utterly unique twofold opportunity: hit the Cetagandans in a way no one has done before, and nip in the bud what could be the biggest threat of the war they've seen to date. We won't let there be another Vorkosigan Vashnoi, Piotr tells them in an impassioned speech, not as long as he walks this planet. The Cetagandans may have already left its scars on Barrayar, and the war may rage on still, but they can ensure the Cetagandans' ambitions go no further than this world. If that doesn't bring them honor, what else will?
While it had been deathly cold only a scant four months ago, now Vorkosigan's District is wracked with a heat streak, the sun beating down on them from the cloudless sky. Rain is rare, and while it's cooler up in the mountains, it's still hot as hell. Make sure you're drinking enough water, maybe take a cold bath or a dip in the creek, and…don't stand too close downwind of the stables.
The Barrayaran camps have spent the last few weeks communicating with Micah and the outsiders on the other side, preparing for the hijacking of the Star Gate, which is slated to take place on the night of the 28th, but there's still much to do. Although they've been relegated to swords and bows due to the fact that any advanced weapons would light up the Cetagandans' scanners and give away their locations, they're going to need some heavier arms to get through the robust shipyard security. Piotr's orders are to strip every Cetagandan patrol they encounter of all their weapons -- after killing them, of course -- to deposit in a cache close to the Cetagandan base, close enough that it won't register as anything interesting on their scanners. A risky job, but an important one.
cetaganda
The atmosphere around the Cetagandan base is increasingly conflicted. Sei carries out her gene therapy experiments as always, and in Diya's stead she runs the genetics research project with ruthless efficiency and, apparently, increasing pressure. Amai is perpetually uneasy ever since she was drafted (blackmailed) into working against Sei, and there are murmurs that Sei is frustrated over some of her coms not going through properly.
Zahal is catching some serious flak from central command for resorting so quickly to nuclear measures on Vorkosigan Vashnoi; it was clearly not an order he received or even requested, and his superiors aren't happy with that. Coupled with Diya's recent passing, he's not so much his usual composed self these days. And with no clear direction after Vorkosigan Vashnoi, the soldiers are getting restless and antsy.
By the 25th, construction on the Star Gate is complete, and Micah is working with the exotics to execute their plan, loosely codenamed the midnight shift, in conjunction with the Barrayarans. They've been providing directions about how to proceed with regards to sabotage and preparing for the hijacking on the 28th. In their off hours in the lab, they've been constructing and handing off dozens of small, short-radius EMP charges to be planted in the other ship sin the shipyard.
missions
Due to the unique nature of this month's event, signups are being handled a little differently this time. Some of the missions will be Barrayar or Cetaganda only, but some of them will require cross-faction coordination, putting both outsiders and exotics on the same team together.
Timing is going to be of the essence on this mission. There are a lot of moving parts, and its success relies on everyone being able to do their part and get to the Star Gate ship by a certain time, before the Cetagandans can collect themselves enough to stop them -- they can't wait all night, or they'll never make it out. Luckily, some planned diversions should help keep the Cetagandans busy. And once you've done your part, it's time to head straight to the Star Gate ship to meet everyone else for takeoff.
0) Death/Missed Connection
This isn't a mission, but if you're planning on having your character die this round or miss their opportunity to get on the Star Gate ship, please let me know in the signup comment below (and specify if you want to RNG whether or not your character misses the Star Gate ship). You only need to reply if you plan on one of the above happening; whoever doesn't reply, I'm going to assume they don't die and they make it to the Star Gate ship on time. You can also request RNG for serious injury! I'll roll and tell you how bad your character got hecked up during the mission.
1) Weapons Cache (Barrayar) +1 LP
SKILLS: STEALTH
BONUS: Scout's Honor
Go out on patrol with Barrayaran soldiers, and when you encounter any Cetagandans, fuck 'em up good and take their stuff. Stunners, nerve disrupters and plasma arcs -- they all go to a concealed cache near the Cetagandan base. Risky business, but necessary. Signups are unlimited. This mission is for those in the Barrayaran camp only.
1. Agent Washington
2. Agent Carolina
3. Natasha Romanoff
4. Agent York
5. Nash Latjke
2) EMP Charges (Cetaganda) +1 LP
SKILLS: STEALTH, TECH
BONUS: Training: Vehicles, Training: Advanced Tech
In order to ensure a safe getaway, you'll have to make sure no one can follow you. Micah is covertly handing off EMP charges to plant in the other operational spacecraft in the shipyard, to be detonated on the night of the hijacking. Just make sure you don't get caught, or you'll have some awkward questions to answer. Signups are unlimited. This mission is for those in the Cetagandan base only.
1. Kaidan Alenko
3) Security Task Force (Barrayar) +2 LP
SKILLS: STEALTH, TECH
The shipyard isn't the sole point of infiltration for this mission; at some point, some of you have to get inside to rendezvous with the other outsiders to work together. Using the recently gained intel on the current security measures, you need to get in quietly and disable the internal security alarms so that the rest can come on in without anyone the wiser. There is room for up to four outsiders on this mission.
1. Byerly Vorrutyer
2. Lakshmi Bai
3.
4.
4) Anti-Aircraft Protocols (Cetaganda) +2 LP
SKILLS: STEALTH, TECH
Thanks to the discovery of the protocols for disabling the anti-aircraft installations on the base, you should be able to make it so the Cetagandans can't take any shots at the Star Gate ship as it takes off. Maybe you can even break a few things to make it stick. There is room for up to two exotics on this mission.
1. Kaidan Alenko
2.
5) Destroy Gene Samples (Cetaganda) +2 LP
SKILLS: STEALTH, TECH, MEDICINE
BONUS: Med Tech, Lab Tech/Assistant
Thanks to Lapis and Jasper, Amai's been dragged into the whole plan, and part of her (blackmail) deal with the Gems was that she'd help them destroy all the gene samples and subsequently developed complexes -- probably a pretty popular idea among the exotics. The gene complexes, along with all the original samples taken from intake physicals, are all stored in the gene labs. If you want to be thorough about it…well, this could make a pretty good diversion on its own. There is room for up to two exotics on this mission.
1. Pearl
2. Julian Bashir
6) Destroy Research +2 LP
SKILLS: STEALTH
BONUS: Lab Tech/Assistant
It isn't enough just to take the ship -- they need to make sure the Cetagandans can't just build another one. Micah will take care of the digital data themself, but they want to make sure the entire wormhole lab burns to the ground, and all their notes down with it. This oculd serve as a pretty good diversion too. There is room for up to one outsider and one exotic on this mission.
1. Symmetra
2. Nash Latkje
7) Diversion +2 LP
SKILLS: STEALTH, TECH
Because you can never have enough diversions, right? Especially when this one serves no purpose other than distraction. In order to send the Cetagandan soldiers spinning in as many directions as possible, a team will need to get into the Grow Labs and start breaking shit: sabotage their protein-growing vats, muck with the water treatment plant, hell, set fire to the gardens, if you're really in a mood for vandalism. Just make sure it gets the Cetagandans' attention, and that you get out quick. There is room for up to two outsiders and two exotics on this mission.
1. Lapis Lazuli
2. Tarn
3.
4.
8) Grand Theft Nuclear +2 LP
SKILLS: STEALTH, SCIENCE, PHYSICAL
Micah wants to launch a nuke or two into the wormhole after everyone's through, but that's no easy task -- nuclear missiles aren't exactly pocket-sized. Thankfully, there are float pallets handy to help with the heavy lifting, but the team may have to split up so one half can clear a safe path and keep them from getting caught. There is room for up to two outsiders and two exotics on this mission.
1. Jasper
2. Agent York
3. Agent Carolina
4.
9) Re-Engage Flight Mechanics +2 LP
SKILLS: TECH
BONUS: Training: Advanced Tech, Training: Vehicles
The Cetagandans had the flight mechanics deliberately disabled in the Star Gate ship, but they couldn't remove them entirely without interfering with the ship's jump drive, which the Star Gate is hooked into. You'll have to work together to get them up and running again by the time everyone arrives. There is room for up to one outsider and one exotic on this mission.
1. Deanna Troi
2. Benjamin Sisko
10) Cover Fire +3 LP
SKILLS: STEALTH, COMBAT
BONUS: Training: Weapons
Even with several diversions going on, there are still several thousand soldiers on base, and they're bound to start going after you eventually. Somebody's going to have to hold up the rear guard and provide covering fire so that everyone else can get to the ship safely -- and then you'll have to catch up to them without getting shot or captured. There is room for up to two outsiders and two exotics on this mission.
1. Miles Vorkosigan
2. Agent Washington
3. Lavernius Tucker
4. Vex'ahlia