Post by Wolfe on Nov 13, 2019 19:54:09 GMT -5
Name: Event 3: Village Defense
Scenario Rank: Sophomore- to Sophomore+
Death Enabled: Yes
Number of Characters Supported: 4-5 for West scenario, 3-4 for East, any for Floater.
Scenario Overview: The outline for the event is as follows:
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OOC, the mission will be split into three different groups who will each have different requirements. The general requirement is to pass the midterms, and if you haven't then there will be an alternative event available to you with details to be determined. Any character who passed the midterm but does not fit into any of these requirements can request a special exemption, but be aware that these requirements were made because the difficulty of this event is much higher than previous ones and that characters who do not meet these minimums will have a much higher chance for death and dismemberment.
The West group is the most difficult with a difficulty of Sophomore+ meaning that Sophomore level characters will find the content challenging, and there is the distinct possibility that it dips more into Senior level difficulty. This section is limited to characters with 1400+ experience. The composition being looked for is 2 ranged, 1 melee, and 1 any. An additional slot can be made if the character is a support-type who fits in with all other requirements.
The East group is the second most difficult group with a difficulty of Sophomore- meaning that sophomore level characters will find the content challenging, but that it is on the lower end of the Sophomore tier and Freshmen tier characters should not be afraid to sign up. This section is limited to characters with 1000+ experience. The composition being looked for is 1 melee, 1 ranged, and 1 any. An additional slot can be made if the character fits in with these requirements but is not eligible to join the Floater group.
The Floater group has the potential to be either extremely easy or extremely difficult and has a rating of Variable Freshman+ to Sophomore+. This section is limited to characters with E or higher speed or E or higher healing. This group can be as large as there are eligible characters, and will be providing support to characters in the first two groups as well as dealing with evacuations as they come.
This event will involve a mini-game of sorts where each day your character will do one of many tasks across a section of the city to help fortify it, and a rough draft list that is very subject to change is listed below. Suggestions are more than welcome for this, and must fit in line power level wise with the ones already presented. Ways to use non-combat abilities or specific semblances are very encouraged to be submitted.
West Members:
Colton
Carmim
Qiu'li
East Members:
Kishka
Argent
Nasrin
Floater Members:
Jack
Holly
Scenario Rank: Sophomore- to Sophomore+
Death Enabled: Yes
Number of Characters Supported: 4-5 for West scenario, 3-4 for East, any for Floater.
Scenario Overview: The outline for the event is as follows:
Decent sized village + surrounding area holds roughly 1200 people.
Far eastern Anima, well out of the way of everywhere else. Lots of farmland around, but Grimm activity spiking and people clustered into city due to farmlands becoming unsafe.
Asked for Council assistance due to constant Grimm attacks, large infestation nearby that has built up for over a year due to shortage of available Huntsmen. Makes farming outside the walls unsafe, which means the normally self-sufficient village no longer is.
Contested airspace due to infestation, each ship needs someone on board to kill lancers, ravagers, and other flying Grimm before the transport vehicle is destroyed. Limits air traffic down to one at a time safely due to continued lack of huntsmen capable enough to safeguard the aircraft. One airship is making the trip, which can carry roughly ~80 people safely or ~100 if you cram them in and no equipment or roughly ~30 people safely with maximum equipment. Only one round trip is able to be made every 18 hours due to long travel times and needing minor repairs once back at Haven for servicing and repairing any damage. It can be cut down to a little over 15 hours with only required servicing and only the most superficial repairs but the airship would both be unsafe and the chance for a moderate or major mechanical failure increases substantially.
Grimm have become increasingly agitated and an attack is expected any day now. Evacuation is being conducted daily, but too slowly to get anywhere close to everyone out of the village before the Grimm infestations nearby overrun the city. Goal is to hold out for as long as possible, and outlast the Grimm if possible.
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OOC, the mission will be split into three different groups who will each have different requirements. The general requirement is to pass the midterms, and if you haven't then there will be an alternative event available to you with details to be determined. Any character who passed the midterm but does not fit into any of these requirements can request a special exemption, but be aware that these requirements were made because the difficulty of this event is much higher than previous ones and that characters who do not meet these minimums will have a much higher chance for death and dismemberment.
The West group is the most difficult with a difficulty of Sophomore+ meaning that Sophomore level characters will find the content challenging, and there is the distinct possibility that it dips more into Senior level difficulty. This section is limited to characters with 1400+ experience. The composition being looked for is 2 ranged, 1 melee, and 1 any. An additional slot can be made if the character is a support-type who fits in with all other requirements.
The East group is the second most difficult group with a difficulty of Sophomore- meaning that sophomore level characters will find the content challenging, but that it is on the lower end of the Sophomore tier and Freshmen tier characters should not be afraid to sign up. This section is limited to characters with 1000+ experience. The composition being looked for is 1 melee, 1 ranged, and 1 any. An additional slot can be made if the character fits in with these requirements but is not eligible to join the Floater group.
The Floater group has the potential to be either extremely easy or extremely difficult and has a rating of Variable Freshman+ to Sophomore+. This section is limited to characters with E or higher speed or E or higher healing. This group can be as large as there are eligible characters, and will be providing support to characters in the first two groups as well as dealing with evacuations as they come.
This event will involve a mini-game of sorts where each day your character will do one of many tasks across a section of the city to help fortify it, and a rough draft list that is very subject to change is listed below. Suggestions are more than welcome for this, and must fit in line power level wise with the ones already presented. Ways to use non-combat abilities or specific semblances are very encouraged to be submitted.
Turrets: The turrets on the walls of the village are rusted and banged up to the point of being unreliable. Picking this benefit gives you and the rest of the town defenders access to E rank turrets that can fire for 6 posts maximum throughout the event. Each attack action consists of 2 E rank attacks on a single target, or one area of effect E rank attack across ten meters of area. A partial completion allows 4 posts of firing maximum rather than 6.
Personal Arms: The rifles of the village militia are outdated and poorly maintained due to not being resupplied for so long. Picking this perk means that you bring replacement parts as part of your kit to service all the rifles in your sector. This increases the damage of the rifles that the militia in your sector have from F rank to E rank, allowing them to do much more damage than they otherwise would. Partial completion means that 50% of the militia have E rank weapons, with the other 50% having F rank.
Personal Arms Advanced: If there are two or more members of the same area who have skills related to weapon smithing, metallurgy, etc. and both select one of Turrets and Personal Arms upgrade the collaboration on weapons systems allows for the work to be done quickly enough to balance the personal firearms of the militia and make sure all scopes are calibrated and working. This increases the Marksmanship of the militia to E rank from F rank, and is a benefit given for free if conditions are met. One person with the sufficient skills/semblance can do this as well so long as Turrets and Personal Arms are completed in the same day.
Fortification: Picking this perk means that you bring in a lot of extra wood and construction supplies, and gives up to three buildings in addition to a gate if you have one D rank durability instead of F rank, making it much harder for Grimm to break in and stalling them for longer. Partial completion grants E rank durability rather than D rank. This benefit can be done multiple times.
Rally The Troops (4): Picking this perk means that you spend the majority of your week convincing people to fight in the coming battle. You gain 4 more militia members to deploy when the attack comes on the village. Partial completion grants 2 more militia members.
Trench Warfare: By using 4 full actions, a maze of trenches and holes are dug to block one entrance in your zone of control. Enemies trying to pass through these trenches suffer a one rank reduction in speed and agility until they make it into the village proper, starting thirty meters outside of the walls.
Grenades (4): Improvising with fire and lightning dust, 4 grenades are made which do E rank damage to targets within 5 meters and F rank damage to targets within 15 meters. Partial completion grants 2 grenades. This benefit can be done multiple times, but costs two fire or lightning dust uses each time.
Boom Box (3): Improvising with scrap metal and makeshift primitive gunpowder, 3 small containers of explosives can be made. These small containers do F rank damage to targets within 5 meters, and G rank damage to targets within 15 meters. Partial completion gives you 1 small container.
Makeshift Platforms: Takes 2 full actions to complete. Once this upgrade is completed, a series of makeshift platforms are made to connect rooftops throughout a section of the village. These platforms provide a one rank boost to speed, up to E rank for anyone using them. They are fragile, however, and can easily be destroyed if attacked. Repair of these platforms takes 1 action instead of 2.
Firebombs (5): Improvising with the readily available materials of alcohol, bottles, and rags a makeshift fire bomb is created. When used on a singular target, it does F rank damage over two posts in a damage over time effect. When used over an area, it does G rank damage over two posts to anything within five square meters of the impact. Partial completion gives two firebombs. Accuracy is the user's marksmanship skill. This benefit can be done multiple times.
Ice Pit: By using 2 full actions, enough water is added to an area consisting of thirty square feet that is completely coated in ice and causes units inside that area to lose one rank of speed and one rank of agility. 1 full action must be used every day to maintain the effects of the area or the speed debuff will cease to be active.
Tactics: Place up to 4 militia members in strategic positions that ensure that they are not injured during any initial attack of Grimm and have reliable cover.
West Members:
Colton
Carmim
Qiu'li
East Members:
Kishka
Argent
Nasrin
Floater Members:
Jack
Holly