prompto argentum ✨ (
millimeter) wrote in
agogelogs2018-02-13 02:35 am
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Entry tags:
- * hrhr,
- * setting: gallipoli 1916,
- achilles [fate],
- armitage hux [star wars],
- aximili-esgarrouth-isthill [animorphs],
- heine rammsteiner [dogs],
- kylo ren [star wars],
- mamoru hijikata [until death do us part],
- mordred [fate],
- morrigan [dragon age],
- prelati [symphogear],
- prompto argentum [final fantasy],
- ryuji sakamoto [persona],
- samus aran [metroid],
- siegfried [fate],
- soldier 76 [overwatch]
GROUPS 1 & 2: War, what is it good for.
WHO? Groups 1 & 2!
WHAT? HRHR missions, as detailed here.
WHEN? January 15, 1916 (February 9th, OOC) onward.
ANYTHING ELSE? Planning thread here and submissions here.
WHAT? HRHR missions, as detailed here.
WHEN? January 15, 1916 (February 9th, OOC) onward.
ANYTHING ELSE? Planning thread here and submissions here.
A JOINT EFFORT
- GROUP 1: FIGHTERS & GROUP 2: TECHNICIANS
OBJECTIVE: RETRIEVE SUPPLIES & CONTACT FRENCH SHIPS FOR EVACUATION
Group 1 is combat-focused; their objective is to locate and retrieve any supplies they can find (specifically food, medicine, and ammunition). They're also tasked with supporting Group 2.
Group 2 requires technically minded characters; their objective is to contact nearby French ships who are pulling out of Cape Helles and request their aid in evacuation. They'll need radio parts and knowledge of how to use and repair shortwave radios—or at least easily learn the ropes from anyone savvy.
Both groups are headed for an abandoned command center at the Nek, not far from their current position. However, due to the trench layout and dangerous circumstances, it'll be a tedious journey.
Characters will encounter these obstacles:
- Reaching the dugout; the Regency will tail these groups the most conspicuously.
- A skirmish upon arrival; it seems someone (hmmm) tipped off Turkish soldiers.
- The possibility of being trapped by enemy fire.
- Salvaging any supplies, without losing them in the skirmish.
- Successfully repairing the damaged radios.
- Transporting the radios to a nearby hill and contacting the French.
- The enemy will attempt to shell the dugout, if left unattended.
- Returning to Lone Pine in one piece.
TRACES OF THE REVOLUTION
The Battle of Nek was fought as part of the Gallipoli campaign in August, 1915. It was a futile bayonet attack by Australian forces on the Ottomans; losses were extremely one-sided and the bodies of many Australians remain where they died, in some places six men high.
The area has a fairly straightforward trench layout, but boasts a higher elevation. The dugout that characters are looking for is a former command center, with supplies and radio equipment abandoned in the retreat. They've survived as well as they can, but need some excavating.
Peculiarly, this area of the trenches isn't entirely Australian; the rotting uniforms, mementos, and other traces of the men who once stood this ground are French. A few letter scraps make mention of a man named Jacques Louis; provided their BCE has a French datapack installed (or they know French already), characters can learn he is captain of a ship called the Marie Antoinette and a well-respected commander in the French military. This dugout's existence is attributed to him.
GROUP 1 SUBMISSION & RESULTS
- Mamoru Hijikata, Achilles, Heine Rammsteiner, Kylo Ren, Shinobu Jacobs, Mordred, Morrigan, Ryuji Sakamoto, Siegfried, Soldier: 76
SCOUTING THE AREA/FINDING THE DUGOUT
- Before departing, the group will make an attempt to scout the area. Achilles is familiar with the geographical location and has supernatural speed on his side to map the area and surrounding trenches quickly, making note of impassable, difficult-to-navigate routes. Morrigan can shapeshift into a crow and can survey the potential routes from above.
- Because of Grothia's warning about Regency engagement, Group 1 will be approaching with caution, and will attempt to move as covertly as possible, securing safe transport routes for future use.
Once Group 1 finds the dugout, 76 will assign rotations and
SECURING THE DUGOUT
- Group 1 is composed largely of combatants and will engage the Turkish soldiers as soon as they're attacked. The goal is to drive them back to secure a defensible position at the dugout. Siegfried can provide sniper support to the operatives on the ground.
- Once the dugout is secured, watch shifts and guard patrols will be added to the rotation to ensure that we can hold the position while Groups 1 and 2 salvage the dugout and sort/repair/organize supplies. Group 2 will be handling most of the equipment repair, but Group 1 is able to lend a hand when necessary. Their primary task, however, will be holding down the fort, keeping an eye on the Regency, and protecting the dugout from further Turkish attacks. Mamoru has some shades that can help him determine ballistic trajectories, potentially allowing us to pinpoint the enemy position more easily.
- RESULTS: 20/30, success! Barely, but there.
SUPPLY RUNS
- Working in small groups, the team will make supply runs into the surrounding area to see what might be salvageable. In the interest of not being caught all together with all of the supplies, Group 1 will stagger transportation of items back to Lone Pine, making several trips back and forth along the safe routes mapped out by the scouts.
- Ryuji in particular will be scavenging for medical supplies and local medicinal plants.
- We've got a few "good at lifting very heavy things" types on the team, which is, you know, good for carting around lots of stuff.
- RESULTS: 22/30, swing and a miss.
BODYGUARDING/ESCORT MISSIONS (WITH GROUP 2)
- Group 1 will assist Group 2 with equipment transport, and will provide bodyguard detail to teams setting up the radios and constructing transponders.
- Points of contact have been designated as Ryuji for Group 1 and Prompto for Group 2. Mamoru will also be keeping an eye (haha) on the positioning of Turkish soldiers and relaying the information between groups accordingly.
- Once the equipment is in place, Group 1 will guard both it and the Group 2 members as they contact the French.
- Then we will all go back to Lone Pine except EVERYTHING CHANGED WHEN THE REGENCY ATTACKED
- RESULTS: 30/30, holy shit.
GROUP 2 SUBMISSION & RESULTS
- Eren Yeager, Rey, Prompto Argentum, Aximili-Esgarrouth-Isthill, Merlin Sawall, Armitage Hux, Prelati, Samus Aran
REYDIO REPAIR
Radio repair is split into two different groups. The first group (Rey, Ax, Samus, and Merlin) have the main radio for contact purposes, while the second (Ax, Samus, Merlin, Prompto, and anyone else who wants to lend a hand) try to get backups up and running. The second group is also working on transponders to help the signal. Everyone here actually has really high tech competency levels besides Prompto, thanks to a natural knack for it and/or sci-fi backgrounds (or fantasy, in Merlin's). Prompto's skills aren't terrible, but he's learning on the job.
Hux is in charge of group oversight, direction, and morale (lol). He will probably give a speech and get on people's cases if they aren't on task. The latter is probably more effective than the former, but hey, the guy is influential in the First Order for a reason, right?
Characters from Group 1 are helping out on the protection/combat front! Especially if they're trying to fend off Turkish soldiers during all of this.
- RESULTS: 28/30, holy shit, that was an overwhelming success. The margin of success is 14!
TRANSPORT
Transporting the radios falls on Prompto and Rey, with assistance from Ryuji and Mordred from Group 1. They'll do their best to get the equipment where it needs to go in good condition, but Rey and Mordred are getting kidnapped after they complete their parts of the mission. And Ryuji will nearly get kidnapped, because this group has really terrible luck. Prompto and Rey both can do the sneaky thing if necessary, are fairly low profile, and can passably defend themselves (Rey is better at this than Prompto, but Prompto is a normie who won't have to deal with the distraction of any power nullifiers). Ryuji and Mordred both have magic and hit pretty hard, and Mordred also can do the Heroic Spirit ghost thing, so that's useful in terms of scouting and keeping the others safe.
Meanwhile, other characters get the transponders into place! Again, everyone is very competent on the tech front and Ax, Samus, and Merlin are all more than a little combat-capable. Ax does need to morph for this and Andalites kind of stick out in WWI, but he's willing to morph if absolutely necessary (he'll just try to be sneaky about it). Samus and Merlin will be backup to the transport team, ready to rendezvous if shit goes too off the rails because of the kidnappings or other interference. Samus is super buff and super competent; Merlin is also very competent, although he relies pretty heavily on magic. Still, their skillsets are diverse and complement each other pretty well.
- RESULTS: 25/30! Success!
CONTACT
Prelati and Eren are our French contacts! They'll have assistance from 76 and possibly someone else from Group 1. Prelati knows French and Eren is a shounen hero, so together they should be able to wrangle something. Both of them can also easily do tech things to get the radios set up and effectively defend themselves (Prelati is on the more magical end, while Eren has regeneration and all the fun shit that comes with being a Titan shifter). And 76 is a responsible, highly capable dude with a Trilingo app.
Ryuji is also a general contact for other groups for Group 1, while Prompto is Group 2's.
- RESULTS: 29/30! Ridiculous success! Again.
HOLDING DOWN THE FORT
Hux and Kylo from Group 1 will stay behind to defend the bunker while the rest of the group is busy focusing on transport and contact. They will get shady with the Regency and Kylo will get kidnapped around this time. Hux continues to be Hux, while Kylo is an angry space wizard, so their skillsets cover each other's blind spots. How well they actually get along is debatable, but hey, common goals.
- RESULTS: 10/30. Can't win 'em all.
no subject
Aw man, c'mon, don't call me out like this...
[He sighs, shoulders slumped, before he corrects his posture and places his fingers back over his pulse.]
Ok. Counting, right? [LET'S DO THIS, I GUESS.]
no subject
And it's audible in his voice.]
Yeah. Three, two, one...
no subject
Seventy-six? I think that's right.
[He drops his hand and looks at it, like it'll offer some kind of answer, before back up at Mamoru.]
Sooo... I guess this means we go? [Could he sound more reluctant.]
no subject
[That's a Mamoru-version of humor right there.
But he nods.] Keep the number in mind. [The count is slightly high but 70 beats per minute for someone who suffers from claustrophobia in the middle of a trench war isn't that bad.] And this may sound silly, but the next time you count your heart rate and it's way off, try blowing on your thumb.
It's either this or going the long, more exposed path. Depends on what kind of danger you prefer - the one inside your head, or outside.
no subject
[He sounds so skeptical.
But he crosses his arms again, head tilting to the side.]
What I'd really prefer is neither, thanks, but that's already off the table. [He sighs.] I'll deal. But— [he points at Mamoru] —I reserve the right to complain the whole time.
[He is 20 years old, I hate this.]
no subject
[He snorts. He's used to dealing with fourteen-year-olds.] Fine by me. Just not too loudly. Don't wanna get spotted because of your voice.
[He crouches.] Ready?
no subject
Ready as I'll ever be. Lead away, man.