The Legion [Mods] (
letsgolegion) wrote in
legionooc2016-11-30 01:49 am
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THE RIMBORIAN JOB [modplot] [infopost/signups]

THE RIMBORIAN JOB
MISSION LOG
SUMMARY
After an important spiritual artifact is stolen from the people of the planet Dryad, and winds up in the possession of a corrupt Rimborian diploma, Tez Slinzorm, whose diplomatic immunity protects him from legal investigation, the Legion must resort to less than scrupulous means to get their hands on it and return it to the Dryads. The diplomat throwing a giant, fancy opera/circus exhibition and party in his casino provides the perfect opportunity for the Legionnaires to take back what rightfully belongs to Dryad. It's time for the Legion to dress up in their Sunday best and put on their fancy heisting shoes.
Some people have all the money, they have all the power, and they use it to make people like the Dryads go away. The Dryads are suffering under an enormous weight -- the Legion can provide...leverage.
THE BASICS
This plot won't require signups, as the teams involved won't be RNGed. Instead, we'll allow people to plot with each other, figure out how their skills can be combined, and decide where they operate, who they target, what task they accomplish, and what they need for it. After plotting together, someone from each group will have to put their scenario by the mods and we'll approve them or ask for tweaks.
To make things easier, we'll handwave that the organization of the groups is being coordinated back on Legion World by Brainiac 5 and Kid Quantum, and handwave that the actions of the different groups are all interrelated. We'll also handwave the communication between groups and the groups passing off items (like stolen security cards) to each other. Players can assume that all the groups are coordinating silently via telepathic communication with the telepathic earplugs, without having to thread it out. When the plot is over, the mods will connect all the actions together to show how each group influenced each other to allow the whole heist to be pulled off.
Since each task can be done fairly independently and we're handwaving the connections between them, there's a lot of flexibility in what players can do and no parts of the plot need to be held up for any particular actions to be completed.
Players will be responsible for npcing security staff or other marks in their own comments and have the freedom to make those npcs into whatever they need. The only npc that is off-limits is Tez Slinzorm himself. He will be at the circus show for the course of the plot.
THE MISSION OBJECTIVE
The final goal of this plot is for the group to find the artifact from Dryad, an urn purported to contain some of the rock-like crumbled remains of one their greatest spiritual leaders.
LOCATIONS
This plot takes place in Tez Slinzorm's famously extravagant casino, The New Jersey (named after the historic hell pit where many past casinos once existed on Earth, the planet that originally colonized Rimbor). The casino is the very picture of opulence with Carggite marble columns, gold and silver fixtures, and cloth hangings and drapes made of Vyrggan silk.
Sub-Basement - The Vaults: In the sub-basement underlevel are the many vaulted rooms of Slinzorm's secret collection. This is where the artifact is hidden. Since the team doesn't know which vault contains the artifact, multiple vaults must be searched by different groups to find the artifact by process of elimination. Even groups that come up empty will be helping by covering some ground so the vault containing the artifact can be found.
Basement - The Security Floor: The basement security floor has many security rooms, locker areas (which contain extra security uniforms), meeting rooms, and break areas. Many vent shafts lead to the Security Floor. Grifters can enter the security floor and relieve real guards for breaks. They can manually mess with security protocols, unlock areas, and erase or loop camera footage. Sneaky Hackers that access this area can also get into consoles that will allow them to do the same.
Floor 1 - The Casino Floor: Lit up by the lights of countless slot machines and holo-gambling games, the casino floor is vast, and a great place to steal items from casino security and grift some of the trusted individuals that have useful biometrics that can allow other teams to access the vaulted underlevels of the casino.
Floor 2 - The Stage: Tez Slinzorm himself is in the stage area, watching a Cirque du Soleil-style circus act. Since Tez frequently checks on Security and has all the security staff memorized, as well as checks the Vaults to check on his collection, it's vital he remain distracted. The longer the show goes on, the longer Tez stays away from areas vital to the heist. While stopping the show is inadvisable, PCs can mess it up in ways so it drags on longer, by stealing costumes and inserting themselves in, or sabotaging it in ways where it will slow down but still continue.
Floor 3 - The Atlantic City Bar & Restaurant: A place where the PCs can order their Supernovas shaken and not stirred, as well as another area where they can grift important staff members and people with access biometrics.
Ground Level - The Parking Garage: After the alarm is raised at the end of the heist, the characters will have to hijack hover-vehicles in the Parking Garage, and race to one of several nearby threshold gates (where security scans have been temporarily disabled to prevent them from being IDed) to get back to Legion World.
Wildcard: The mods are open to new areas being invented and added, if players come up with scenarios we haven't thought of and need a new area in the casino for them.
POSSIBLE TASKS
Grifting: There are security chiefs, and trusted friends of Slinzorm that maintain and appraise his collection that have vital items or biometrics that can be used to access the Security section and the Vaults. Recordings can be done of their voices to bypass voiceprint security measures, scans can sneakily take pictures of their eyes for retinal scans, and they can be distracted so security cards can be stolen.
It can be handwaved that basic information on these individuals was given to all characters during briefings, including interests, so that pairs and groups can tailor their grifting to their mark.
Theft: Security cards can be stolen from some npcs so that characters can open important areas, like the Security Floor, and the Vaults in the underlevel. Since there are no universal security measures, multiple pairs and groups must steal multiple necessary objects. Some areas even have conventional locks so that keys may need to be stolen. Thievery can happen on its own in the form of pickpocket teams, or Thieves and Grifters can work together, so that the Grifters act as a distraction for the Thieves to work.
Sneaking: Some areas contain buttons and consoles that can manually open other areas. Vaults also must be snuck into and searched for the artifact, to rule out vaults that don't contain it. Sneaks can either be handwaved as being let into areas by other groups from a distance, or having received one of the stolen security cards or biometrics recordings. Or they can sneak into some of the areas via a complex ventilation system that requires acrobatics and cooperative climbing. These teams will have to cooperate heavily to avoid being spotted by patrols. Some sneakers do not have to use any devices to sneak into areas, if they have powers conducive to accessing locked areas.
Groups and pairs of sneaks can also steal uniforms on the Security Floor and pretend to be security guards relieving other guards, so they can manually mess with security systems or get to consoles to hack them. They can also sneak into areas to cover cameras and place devices on them to loop and erase camera footage, helping destroy all evidence of the heist.
Hackers: Hacker types can sneak into areas where they can access consoles. From there they can hack to open doors to allow people into new spaces, and delete and loop security footage so no evidence exists.
Hitters: All sneaky groups might run into security staff that need to be knocked out and shoved in a closet or may need help via people's powers to access certain areas by force or finesse. That means some groups may require some extra muscle, so some characters can join groups to provide additional security.
Wildcard: You're also free to come up with roles or tasks that the mods haven't listed.
SUPPORT TECH/ITEMS
Players can assume that they have been provided all different types of tech that can help them in the heist.
Omnicom Scans: All teams will have the programming on their omnicoms so that the team that finds the correct vault can verify the artifact is the genuine article.
Security Bypass Devices: These devices can be used to record biometric information, such as voiceprints, basic biorhythms, and retinal images, to be used to open other areas and vaults. It can be assumed that once the recordings are made, characters will have passed off the devices to teammates sneaking into other areas. For voiceprints, characters will sometimes need to trick their mark into saying certain words so they can be compiled together for the correct security phrase.
Fingerprint Recorder/Recoders: A glove worn on the hand, thinner than a transuit, that records a mark's fingerprints. This glove then can be reformed in the correct shape to emulate the fingerprint at a hand or fingerprint scan. When worn, it is impossible to feel the difference between it and normal skin.
All heist participants will have these, as they can also be used to prevent them from leaving any incriminating fingerprints.
Biometric Obstruction Devices: A device that projects a field around each participant to prevent them from leaving any DNA residue or from having their biometrics/biosignals recorded by any scans. All participants of the heist will have one.
Holographic Disguises: Since the Legionnaires are recognizable, all of them will have holograms that can disguise their appearance or make them look like another species entirely. These devices were cobbled together last second, so they can only disguise facial features, hair, and skintone, not clothes.
Keycard Copiers: These devices will allow for the copying of security keycards for those who need to steal a keycard but return it to its owner before the theft is uncovered. The cards then can be configured to work in the original keycard's place.
Climbing Gear: For participants sneaking through vents and the maintenance areas of the casino to get to important areas, they can have climbing gear and devices that let them stick to walls.
Laser Cutters: Some locks and hinges to vault doors can be destroyed manually with laser cutters. Laser cutters can also cut hinges to sealed areas in the vent/maintenance system.
Mini Computers: Hackers will have wristbound mini computers, disguised as watches or jewelry, with holographic keyboards, that they can use to access consoles. They can interface with manual retractable cords or wirelessly. Wireless connection can be obtained with consoles within twenty feet of distance, and go through walls. In areas that are inaccessible on the actual floor, hackers can sometimes access consoles by getting into nearby areas and have the wireless connection go through walls, ceilings, or floors.
Camera Sprays: For more manual obstruction of cameras, PCs can have tiny spray containers, disguised as cologne or perfume, that spray a substance that blacks out cameras.
Conventional Lock Picks: Some areas have traditional manual locks. These can be bypassed by lock picks.
Vehiclejack Devices: If characters need any use of vehicles, such as for their final escapes, these devices can be used to hijack them.
Snazzy Clothes: Due to the high class nature of the casino, all characters will have to dress to the nines, and will be provided snazzy clothing to fit in.
Wildcard: Players can also propose helpful support tech the mods haven't thought of.
PLOT STAGES
1. The Heist Proper: All characters will team up for their section of the heist. Most groups will be decided by players plotting together. Towards the end of the plot, one group of 3 random players will be RNGed as finding the correct vault and obtaining the artifact. This group can also have participated in another operation during the plot.
2. The Escape: Players can either handwave the characters escaped properly without playing it out, or volunteer characters to be RNGed together in pairs for hover-car chases. In these pairs, one character can pilot and the other can help navigate.
SIGN UPS
Players do not have to sign up for the plot proper. They can simply plot with one another, team up, and delegate someone to put their particular plans by the mods. However, those who want to be RNGed for the final finding of the artifact, and for the car chases, do have to sign up for RNG.
Please sign up by 12/3/16 @ 11:59 EST.
For plot plans being put by the mods, there is no deadline. We will accept these through the whole course of the plot. Players may also perform more than one task with more than one group or pair. So if you want a character to check out a vault in one group, and hack a console in another group, you may do so.
We recommend that people keep the groups limited to 2 or 3 players, but we'll allow any size group. You may create as many groups/scenarios as you like, but you are limited to (1) character participating in the plot, to prevent it from getting too unwieldy.
Plot Start: 12/3/16. We'll put up the RNG rolls for the car chase sections and the final artifact-finding Mission Objective group on 12/4/16.
Sombra
Potential Tasks/Roles: hacking, theft, sneaking, grifting - also if anyone needs a tactician on call to help guide their movements, she's more than used to filling that role back home. Plus, as an added bonus, Sombra's definitively more hands-on than most hackers/etc, so instead of having to stay on the back lines, she'd be entirely at home getting her hands dirty at the forefront of things.
Characters Skills/Powers: hacking/translocation/stealth
Scenarios: Sombra's familiar with dealing with missions through subterfuge, which means she'd be happy to suggest falling back on tried and true methods like power outtages, security feed disruption, communications hijacking and infiltration to locate and retrieve the artifact with (hopefully) little to no mess. All of which she's certain she can facilitate out of the goodness of her heart.
Sombra also loves to delegate, which could either mean seamless team cohesion or a lot of headbutting - and I happen to adore both so basically come party with me. Utility assassin DPS LFG.
Re: Sombra
We should find out which one it is :3
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Hot dang yes, I'm in, whether they get along or completely fail to - after all, if given half a chance, Sombra will do her damndest to encourage every thieving bone in Parker's body. Coordinated efforts between these two? Beautiful.
Also as a side note I freaking adore Parker (I used to RP Sophie for a brief while a few years back) and Leverage was my bread and butter until it was cut short.
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Trial by fire, buddy.
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And, let's be real, Parker doesn't need encouragement. Just incubation time, and maaaaaaaybe an excuse ;)