Quarantined investigation [The Siren Arc Part 1] (Mission)
Aug 31, 2016 22:08:48 GMT -7
Post by Tetsu on Aug 31, 2016 22:08:48 GMT -7
[Enter]
Mission
It was quite in the dull streets of Sunagakure as Amira made her appearance, keeping a low profile as she simply walked along the sidewalk on the right hand side of the street. Her combat boots were silent upon the cool sandstone as she surveyed the area for anything that might prove hostile to her approach as she was only about a block away from site of the Old ANBU Headquarters that she herself had put out of commission during the civil war. It was quite, something Amira couldn’t remember for her village as she thought back to all the times she had fought on these very streets. “ugh…I’m glad the next generation won’t have to witness such a tragedy.” She muttered quietly to herself as she passed under one of the street lights, becoming visible for only a moment. She was wearing her Khaki BDU Uniform jacket and Pants, and her tactical vest was fastened over the uniform that had its sleeves rolled up to her elbow, still showing off her Peacekeeper Scorpion Patch on her left shoulder.
[This Paragraph is just setting gear…it’s boring, TLDR]
Her Dark Khaki tactical vest was loaded up, carrying 2 of the Kunai knives into the back slot (hilt facing left hand for CQC). Her front webbing pouches would be loaded with (from right to left) 1 frag grenade, 1 smoke grenade, 1/2 slot of explosive tags and ½ slot marbles, 1 slot of 10 ice, 10 fire, 10 lightning, 20 sealing, and 30 Locking tags. She had two small pouches of Bo Shuriken (30) along the left side of her torso just beside the other gear. Amira’s butt pack which was fastened around her waist and supported by her vest was loaded with 1 smoke grenade, 1 sting grenade, 2 Kunai Knives, 1 slot of Bo Shuriken, the Tracking device, 5 Tracers, her Lockpicking kit and the set of ridged (Superior Lock) maniacal. Her leg harness holster; which held 6 knife holsters, was put over her BDU Khaki pants right pant leg. She looked like a soldier of Sunagakure, and felt like it too as she leaned up against one of the shops right next to the ANBU headquarters as she waited for Claire, surveying the land before advancing as she figured she would use the few moments of free time to analyze the field.
[Now back to the good stuff]
The ANBU headquarters was obviously decrepit in nature, the heavy wooden front doors having been knocked off their hinges by the explosion that had taken place. There were signs of cave-ins in the roof that was no longer a solid piece, but open to a point. The whole structure was surrounded by crime tape, and there was rubble in places where the walls had come down. There were windows along each side, the glass now blasted from the frames; however the metal bars that sealed the headquarters still kept the windows sealed. The best bet of entry was from the front door it looked like; however it could be trapped if there had been any word of their attempt to investigate the “Siren’s Song Project”. The building’s interior was exposed a bit through the few holes in the side of the building and the glassless windows. There appeared to be old black marble flooring, just as she remembered it, and the pillars seemed to still be intact for the most part as well. This lead Amira to believe that the central structure of the building itself was stable enough for them to enter without too much fear of destroying it as she waited for Claire in the quite night streets.
Traits
Mission
Name: Quarantined investigation [The Siren Arc Part 1]
Rank: “B” Rank
IIC Length: 2 Day IIC (can be negotiated with GM if more time needed)
Difficulty: Moderate-High
Objective: The Siren’s Song Program has continued to appear among some of the report issued by the previous Kazekage Doimed Rakashi. Now with the pressing threat of both demons and the undead threatening the land of fire, the Lady Kazekage believes that the Siren’s Song program has something to do with some of the strange happenings as well as other disturbances thought out the village and the land. This mission to start off with is designed to investigate only, so there are a few rules of engagement which are as follows:
-No Civilian can be harmed, otherwise the mission is a failure, so check your fire.
-5 valid records, 2 Pieces of data, and anything else that might indicate the programs activates must be acquired for mission completion.
-Attempt to keep anything found on site intact, we need as much information as we can get.
-All personnel on site are considered trespassers and no longer fit within the confines of rule 1
-Kill all hostiles present on site, inside the headquarters, however attempt to keep them alive for interrogation if possible.
Reward: 15,000 Ryo (3,750 Ryo to the village) [May only pick One] ANBU bear or Falcon Credit, 1 Ritual Book 400 pages of GM Choice, or 1 Gadget [100,000 Ryo or less] of Player’s Choice
Rank: “B” Rank
IIC Length: 2 Day IIC (can be negotiated with GM if more time needed)
Difficulty: Moderate-High
Objective: The Siren’s Song Program has continued to appear among some of the report issued by the previous Kazekage Doimed Rakashi. Now with the pressing threat of both demons and the undead threatening the land of fire, the Lady Kazekage believes that the Siren’s Song program has something to do with some of the strange happenings as well as other disturbances thought out the village and the land. This mission to start off with is designed to investigate only, so there are a few rules of engagement which are as follows:
-No Civilian can be harmed, otherwise the mission is a failure, so check your fire.
-5 valid records, 2 Pieces of data, and anything else that might indicate the programs activates must be acquired for mission completion.
-Attempt to keep anything found on site intact, we need as much information as we can get.
-All personnel on site are considered trespassers and no longer fit within the confines of rule 1
-Kill all hostiles present on site, inside the headquarters, however attempt to keep them alive for interrogation if possible.
Reward: 15,000 Ryo (3,750 Ryo to the village) [May only pick One] ANBU bear or Falcon Credit, 1 Ritual Book 400 pages of GM Choice, or 1 Gadget [100,000 Ryo or less] of Player’s Choice
It was quite in the dull streets of Sunagakure as Amira made her appearance, keeping a low profile as she simply walked along the sidewalk on the right hand side of the street. Her combat boots were silent upon the cool sandstone as she surveyed the area for anything that might prove hostile to her approach as she was only about a block away from site of the Old ANBU Headquarters that she herself had put out of commission during the civil war. It was quite, something Amira couldn’t remember for her village as she thought back to all the times she had fought on these very streets. “ugh…I’m glad the next generation won’t have to witness such a tragedy.” She muttered quietly to herself as she passed under one of the street lights, becoming visible for only a moment. She was wearing her Khaki BDU Uniform jacket and Pants, and her tactical vest was fastened over the uniform that had its sleeves rolled up to her elbow, still showing off her Peacekeeper Scorpion Patch on her left shoulder.
[This Paragraph is just setting gear…it’s boring, TLDR]
Her Dark Khaki tactical vest was loaded up, carrying 2 of the Kunai knives into the back slot (hilt facing left hand for CQC). Her front webbing pouches would be loaded with (from right to left) 1 frag grenade, 1 smoke grenade, 1/2 slot of explosive tags and ½ slot marbles, 1 slot of 10 ice, 10 fire, 10 lightning, 20 sealing, and 30 Locking tags. She had two small pouches of Bo Shuriken (30) along the left side of her torso just beside the other gear. Amira’s butt pack which was fastened around her waist and supported by her vest was loaded with 1 smoke grenade, 1 sting grenade, 2 Kunai Knives, 1 slot of Bo Shuriken, the Tracking device, 5 Tracers, her Lockpicking kit and the set of ridged (Superior Lock) maniacal. Her leg harness holster; which held 6 knife holsters, was put over her BDU Khaki pants right pant leg. She looked like a soldier of Sunagakure, and felt like it too as she leaned up against one of the shops right next to the ANBU headquarters as she waited for Claire, surveying the land before advancing as she figured she would use the few moments of free time to analyze the field.
[Now back to the good stuff]
The ANBU headquarters was obviously decrepit in nature, the heavy wooden front doors having been knocked off their hinges by the explosion that had taken place. There were signs of cave-ins in the roof that was no longer a solid piece, but open to a point. The whole structure was surrounded by crime tape, and there was rubble in places where the walls had come down. There were windows along each side, the glass now blasted from the frames; however the metal bars that sealed the headquarters still kept the windows sealed. The best bet of entry was from the front door it looked like; however it could be trapped if there had been any word of their attempt to investigate the “Siren’s Song Project”. The building’s interior was exposed a bit through the few holes in the side of the building and the glassless windows. There appeared to be old black marble flooring, just as she remembered it, and the pillars seemed to still be intact for the most part as well. This lead Amira to believe that the central structure of the building itself was stable enough for them to enter without too much fear of destroying it as she waited for Claire in the quite night streets.
Traits
World Traveler
Rank: "C"
Skill: Heritage Trait
Effect: Your family has taken the love of travel to an extreme, roaming the world extensively.
Special: ---
Drawback: ---
Description: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. User gains a +1 trait bonus for every die roll when learning Culture, History, Local and Sense Motive skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skeptic
Rank: "C"
Skill: Chakra Trait
Effect: Growing up, the user was always around chakra effects to the extent that they realized much of it was mere smoke and mirrors.
Special: ---
Drawback: ---
Description: The user gains a +2 trait bonus on all Will Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Officer
Rank: "C"
Skill: Heritage Trait
Effect: User once held command rank in the military.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Geology, Intimidate, Sense Motive, and Ride. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having either a +2 Bonus to Will Saves, or +10 to any background skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(Choosing +2 bonus to Will Saves)
(+40 points to Sense Motive)
Personal Sacrifice
Rank: "C"
Skill: Heritage Trait
Effect: Some humans possess a love so great that they will do whatever it takes to keep the loved one alive.
Special: ---
Drawback: ---
Description: They gain a Heritage bonus equal to 5 per Class level on their First Aid: Healing checks to those whom they have a deep love towards. Additionally if the user is adjacent to those whom they have such a deep connection with will be able to have a save against any Techniques that need a save to see if the person they have deep connection with is saved or not along with that person's own personal save. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Suspicious
Rank: "C"
Skill: Social Trait
Effect: Since their young age the user has learned their parent or sibling has lied to them about something dear.
Special: ---
Drawback: ---
Description: The user discovered at an early age that someone they trusted, perhaps an older sibling or a parent, had lied to them and lied often, about something they had taken for granted, leaving them quick to question the claims of others. The user gains a +5 trait bonus on Sense Motive checks and will gain a +1 per die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
7. Tomb Robber
Rank: "C"
Skill: Heritage Trait
Effect: User made a living plundering crypts and exploring old burial vaults.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, Disable Device, Lock Pick, and Rope Use. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gain a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith. User can get into well-protected areas with ease. Use can open a lock in half the time. In addition, use gain a +5 competence bonus on checks with all background skills.
Limit: Must start with Character; replaces 1 Freebies.
(+40 Sp to Lockpicking, +5 to all listed skills)
8. Bureacrat
Rank: "C"
Skill: Heritage Trait
Effect: User was an official in their city or nation’s government.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among History, Local, Current Affairs, and Language Skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User chooses between having +10 bonus on Sense Motive, or +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+40 to Current Affairs)
(+10 to Sense Motive)
Rank: "C"
Skill: Heritage Trait
Effect: Your family has taken the love of travel to an extreme, roaming the world extensively.
Special: ---
Drawback: ---
Description: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. User gains a +1 trait bonus for every die roll when learning Culture, History, Local and Sense Motive skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skeptic
Rank: "C"
Skill: Chakra Trait
Effect: Growing up, the user was always around chakra effects to the extent that they realized much of it was mere smoke and mirrors.
Special: ---
Drawback: ---
Description: The user gains a +2 trait bonus on all Will Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Officer
Rank: "C"
Skill: Heritage Trait
Effect: User once held command rank in the military.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Geology, Intimidate, Sense Motive, and Ride. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having either a +2 Bonus to Will Saves, or +10 to any background skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(Choosing +2 bonus to Will Saves)
(+40 points to Sense Motive)
Personal Sacrifice
Rank: "C"
Skill: Heritage Trait
Effect: Some humans possess a love so great that they will do whatever it takes to keep the loved one alive.
Special: ---
Drawback: ---
Description: They gain a Heritage bonus equal to 5 per Class level on their First Aid: Healing checks to those whom they have a deep love towards. Additionally if the user is adjacent to those whom they have such a deep connection with will be able to have a save against any Techniques that need a save to see if the person they have deep connection with is saved or not along with that person's own personal save. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Suspicious
Rank: "C"
Skill: Social Trait
Effect: Since their young age the user has learned their parent or sibling has lied to them about something dear.
Special: ---
Drawback: ---
Description: The user discovered at an early age that someone they trusted, perhaps an older sibling or a parent, had lied to them and lied often, about something they had taken for granted, leaving them quick to question the claims of others. The user gains a +5 trait bonus on Sense Motive checks and will gain a +1 per die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
7. Tomb Robber
Rank: "C"
Skill: Heritage Trait
Effect: User made a living plundering crypts and exploring old burial vaults.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, Disable Device, Lock Pick, and Rope Use. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gain a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith. User can get into well-protected areas with ease. Use can open a lock in half the time. In addition, use gain a +5 competence bonus on checks with all background skills.
Limit: Must start with Character; replaces 1 Freebies.
(+40 Sp to Lockpicking, +5 to all listed skills)
8. Bureacrat
Rank: "C"
Skill: Heritage Trait
Effect: User was an official in their city or nation’s government.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among History, Local, Current Affairs, and Language Skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User chooses between having +10 bonus on Sense Motive, or +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+40 to Current Affairs)
(+10 to Sense Motive)