faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] faderiftooc2021-11-29 12:59 pm
Entry tags:

All Souls Who Take Up The Sword

ALL SOULS WHO TAKE UP THE SWORD

OVERVIEW

This cycle's mod plot is focused on Riftwatch's involvement in the allied effort to retake Val Chevin, the Orlesian port city that has been held by Tevinter forces for several years now and has recently been the source of increasing problems and disruption in the western end of the Waking Sea. Val Chevin is a walled city, which is why Tevinter has been able to maintain its foothold there for so long despite the retreat of the rest of its forces from the Fields of Ghislain a year ago. The difficulty of taking a well-defended, entrenched position has made Orlesian and Chantry forces reluctant to take on a full-out assault, but given the recent launch of new ships from the Val Chevin shipyards to harass shipping and threaten Val Royeaux, it's been decided that the situation is no longer tenable.

The Orlesian and Chantry armies will bear the burden of forcing a way into the city and capturing it. Riftwatch will assist with this effort in several ways, and has also been asked to undertake two crucial missions in the lead-up to the battle that will help make a successful assault possible. To allow some pre-plotting before the log goes up, we're going to give an overview below of what PCs will be doing. We've also got some sign-ups, preview of a new mechanic, and return of an old favorite.

ASSIGNMENTS

IC: PCs will be informed of the upcoming attack and involved in preparations for Riftwatch's involvement in the battle. Each member of Riftwatch or non-member volunteer will be given assignments appropriate to their division and their skills. The two specific missions Riftwatch is working on (the ones with sign-ups) will not be announced to the general company. Instead, Division Heads will seek volunteers for unspecified dangerous missions that require certain skills. Only those volunteers who are selected for these missions will be told the details of what they'll be doing, and due to recent security issues (Gideon), they'll be instructed to keep them secret until afterwards.

OOC: You can choose where your characters are involved to begin with from the duties described below, we just ask that you be sensible about it as usual and don't make leaders look like idiots by claiming your bruiser was assigned to a desk job or your healer was handed a sword. There will be some ability to move between places and different types of work throughout the course of the battle, to provide some flexibility to RP, and there will be chances for even non-combatants to deal with perilous situations. Everyone will have something to do. If you aren't going to RP a character in the event, you can handwave that they did something along these lines or that they were left in the Gallows specifically to be on guard duty in everyone else's absence, but there is no total, "ignore this and go about business as usual"-type opt-out for members of Riftwatch.

What Are We Doing

More detailed info will be provided in the log post, but here's a broad-strokes overview of what's going to happen and the role Riftwatch is playing for plotting purposes:

On the ground: The combined forces of Orlais, the Exalted March (including the Inquisition), and whatever fighters Riftwatch can muster will be attacking the walls of Val Chevin from the north in an attempt to overwhelm them, get the main gate open, and get into the city. Orlais is trying as much as reasonably possible to avoid damaging the city's defenses and endangering the tens of thousands of civilians inside, so the attack will be focused on getting people over the walls and through the gate without bombardment by siege engines. So think fighting over walls, defending a battering ram, some fighting in the streets once they're inside, etc. There will also be healing tents just outside the walls where healers will be assigned.

Characters who are known to have a reasonable degree of melee-fighting ability will be assigned to this, especially if members of the Forces division. Characters who have some melee ability will be permitted to volunteer, provided that they wouldn't be more useful elsewhere, i.e. a healer would probably be assigned to heal even if they're also a decent fighter, though mages who can do both are more likely to be sent into the battle and asked to heal in the field.

In the air: Characters who can ride griffons will be assigned to help out from the air with a number of duties, including reporting on enemy troop movements and the progress of the battle from the air, providing air support to those fighting on the ground, evacuating seriously wounded back to the healing tents behind the front lines, and things of that nature. They may be assigned to do any or all of the above depending on relevant skills. Any character who is a griffon rider may be assigned to this, though it's not OOCly required if you'd prefer to put them elsewhere. As a reminder, becoming a griffon rider costs only 10 AC points.

At sea: Despite being a port city the battle here will be primarily on land. The Orlesian navy will be focused on protecting Val Royeaux and chasing Tevinter ships around to make sure they don't interfere or counter-attack. Riftwatch will be using a ship as a staging area and base of operations just off the coast, at a safe but convenient distance. Characters based here will be helping coordinate information and assignments, doing things like tracking the troop movement info provided by griffon riders and conveying it to allies, arranging for one group to go support another in trouble inside the city, directing griffons to where to pick up wounded, and things like that. A few characters may also be stationed here to provide emergency healing and to help guard the ship. While this is ICly designed to be a relatively safe place for non-combatants to assist, we can OOCly promise there will still be an opportunity for those aboard to deal with danger when the ship runs into difficulties.

Moving between places: Characters will be assigned to just one of the above duties, but over the court of the day will be able to move between the battle, the ship, and griffon-back, so it's possible to participate in more than one. It won't be so easy that they'll be able to bounce back and forth at a whim, but for example, it would be possible for a character to start on a griffon, end up on the ground trying to help someone and get temporarily sucked into the battle, then later reunite with their griffon and head to the ship to get healed, or a character assigned to the ship could be asked to hop on a griffon to go confirm some information or deliver a message or help with an emergency situation. We're not going to police how people move around, just please be reasonable about it.

Closed Missions

In addition to the efforts above, some volunteers will participate in two specific missions. Those assigned to these missions will be instructed not to speak to their colleagues about the plan until after the battle, to ensure there aren't any leaks or security issues.

To facilitate everyone being able to RP beyond this plot and know the status of Val Chevin sometime before January, these missions will succeed at their basic objectives by default. However, extra good super success will require the log for each mission to reach at least 20 tags by January 1. (That's total, not per participant.)

Team Dreadnought: Riftwatch members equipped for close-range combat and large-scale damage will board the Qunari dreadnought--which Riftwatch has been holding onto for a special occasion--and crash it into the harbor of Val Chevin to damage the ships there as much as possible. Once they've made landfall, they'll disembark to wreak as much havoc as they can: taking out enemy personnel, lighting fire to ships and supplies, smashing whatever they can smash. Then they'll get out of there and join the Orlesian assault to retake the city or divert to assist with any of the support work Riftwatch is doing, as described above.

Team Shield: Riftwatch members equipped for subterfuge and/or handling magical artifacts will also enter the city via the dreadnought, but while the others are causing a lot of distracting havoc, will sneak into the city to locate a magical artifact, relying in part on information provided by their recent defector. The artifact is a powerful object that is magically fortifying the walls and physical structures of the city, which will make the assault difficult to impossible unless it's disabled prior to the attack.

To participate in either of these missions, sign up in the comments below by End of day EST Thursday 12/2. Each mission is capped at 5 participants and will be RNGed if necessary.

Aftermath

As we did with the big Battle of Ghislain however long ago, we're going to set this battle up to allow RP to focus on the aftermath as well by providing some info about how the broad strokes of it will work out, allowing everyone to RP about recuperating afterwards, dealing with CR fallout, and assisting with the needs of Val Chevin in the days immediately following the battle.

RANDOM INJURY GENERATOR

We're bringing back random injury generation! Like in the Battle of Ghislain a while back, for those who were around then, we'll use your preferences and a random list of wounds and body parts to assign battle wounds to your character. The purpose for this is threefold: first to help establish the severity and difficulty of the fight, second to give people who are shy about having their characters dramatically wounded a push toward doing it anyway, and third to give everyone a little creative-writing exercise by giving you the basic injury but letting you decide how it happens.

This time things aren't quite so dire, so it will be opt-in rather than something we do for every single character whether you like it or not--but we do encourage opting in!

To receive an assigned injury, sign up in the comments below by End of day EST Thursday 12/2.
illithidnapped: (30)

[personal profile] illithidnapped 2021-11-29 08:08 pm (UTC)(link)
Player: cobalt
Availability: 100% present, I won't ever know sleep again
Character: Astarion
Division: Scouting
Relevant Key Skills: stealth, charm, distraction, poisons, archery/(knife type) assassination, lockpicking, theft, perfect hair*

(*extremely relevant)

Willingness: would volunteer and also promise to behave (he loves being needed, dangerous requests make that all the more valid iho), making the universal gesture of cross his heart hope to die, etc. it's all good fun to pretend not to care, but when it comes to Tevinter, he does his job.

Notes: Orlais tho
thereneverwas: (Default)

[personal profile] thereneverwas 2021-11-29 08:43 pm (UTC)(link)
Player: Cami
Availability: in the smile of every baby, in the song of every bird
Character: Barrow
Division: Forces
Relevant Key Skills: smashing, looking scary, dispelling magic when needed
Willingness: Yes to both mission and secrecy, the Templars taught him well despite his best efforts.
Notes: Age and injury have slowed him down over the years, but he's still extremely useful in brute force situations as long as there's support.
Edited 2021-11-29 20:44 (UTC)
heirring: (Default)

[personal profile] heirring 2021-11-29 09:07 pm (UTC)(link)
Player: Abby
Availability: Pretty available, except for the last week of December. But I can prioritize special mission things over my other thread if necessary.
Character: Wysteria
Division: Research
Relevant Key Skills: Spellbreaking (Wysteria's the equivalent of a magic lock pick and I'm going to say she's put in enough Thedas arcane studies work to be semi-effective in that role), a lot of academic enthusiasm for magic and enchantments.
Willingness: Put her in, coach. She solemnly swears to keep a secret and might??? even manage to???
Notes: Can't do combat, isn't above average stealthy. Missing a hand, BUT DOES have some spell detection powder that I keep meaning to use and forgetting so I'm really making a note of it here for my own posterity.
arkitect: (Default)

[personal profile] arkitect 2021-11-29 09:16 pm (UTC)(link)
Player: Teej
Availability: Should be very available at least in the evenings! I can be a daily tagger at minimum if timezones are wonky & coordinate for knocking tags out on a thread.
Character: Emet-Selch
Division: Research
Relevant Key Skills: Magic detection, using magic on things and other general Sorcery Capability, can be sneaky when needed, willing to put research skills to work to preplan as much as possible. Also can fight when it comes to it.
Willingness: Look how willing he is to help out, he is here to do his job and perfectly down for secrecy, model citizen here. He didn't even lock himself in his room like he totally could have during the undead attack, he'll be useful. Let him out.
Notes: obviously I understand if he ends up making for a bad IC pick! It's all chill if that's a disqualifier.
tender: (Default)

[personal profile] tender 2021-11-30 01:07 am (UTC)(link)
Player: eppy
Availability: weeknights i can be available after 6:00pm est, weekends i am hugely flexible. 12/4 i have a Work Commitment that'll eat up my afternoon into the evening, but otherwise nothing on the books that can't be shuffled around to accommodate threading.
Character: Derrica
Division: Forces
Relevant Key Skills: Smashing, godly barriers, even godlier healing. Boat experience, strong swimmer, also a general Can Do attitude.
Willingness: 100% enthusiastic about volunteering, extremely willing to maintain secrecy if asked. She's very much Here To Help.
Notes: pick me pick me
muckspout: (Default)

[personal profile] muckspout 2021-11-30 04:34 pm (UTC)(link)
Player: Lana
Availability: This current week is gunna be a real doozy and then things calm down for me for awhile. I will be completely off work for a week in mid december and will be quite hungry for rp then! In general when I'm working though I tend to pick a little bit during the week and do a lot on the weekend
Character: Edgard
Division: Forces
Relevant Key Skills: great marksman, excellent at smashing, can intimidate if he tries hard enough, a need to help
Willingness: very!
portcullis: (Default)

[personal profile] portcullis 2021-12-03 08:36 pm (UTC)(link)
Player: Rock
Availability: Pretty available up until xmas week, then slightly less so but still around.
Character: Vincent
Division: Forces
Relevant Key Skills: Tanking, smashing, templar powers, versatile enough to be stealthy if ordered to be
Willingness: Yea lookin for that good will THANKS GIDEON
Notes: Combat, can mother duck/supervise other picks that might otherwise be dicey
overharrowed: (Default)

If you need me to resubmit these seperately lmk

[personal profile] overharrowed 2021-11-29 06:52 pm (UTC)(link)
Character: Julius
Division: Diplomacy (volunteering for on the ground)
Maximum Severity: 3
No Thank Yous: I'd prefer he not permanently lose the use of either hand.

Character: Vanya
Division: Forces
Maximum Severity: 4
No Thank Yous: No permanent effects on his mobility.

Character: Ket
Division: Scouting (will be at sea)
Maximum Severity: 2
No Thank Yous: Nothing that would permanently affect her ability to be anonymous (e.g. no dashing facial scarring, unfortunately).

notathreat: (36)

[personal profile] notathreat 2021-11-29 07:11 pm (UTC)(link)
Character: Ellie
Division: Scouting (Griffon Rider)
Maximum Severity: 2
No Thank Yous: Nothing that'd cause a permanent handicap. Gross scars are fine, though for the sake of her icons let's keep them off face territory. :3
illithidnapped: (Default)

[personal profile] illithidnapped 2021-11-29 08:16 pm (UTC)(link)
Character: Gabranth
Division: Forces
Maximum Severity: 4

No Thank Yous: NA

Character: Astarion
Division: Scouting
Maximum Severity: 3

No Thank Yous: rolling the bones to make things more interesting log-wise but would prefer nothing facially disfiguring, because much like a shaved cat, he'd be filled with grief. potential scars elsewhere are fine, he's already got those in spades.
Edited (I forgot to actually put Astarion's name and division in??? how...how did I even manage that) 2021-12-04 13:23 (UTC)
cozen: (Default)

[personal profile] cozen 2021-11-29 08:44 pm (UTC)(link)
Character: Bastien
Division: Diplomacy
Maximum Severity: 2

No Thank Yous: Face scars, just because it’s already hard enough to remember to write in that my other character with a non-iconned facial scar has one. (Also he’ll only be on the safe boat, so only injuries that are plausible for that situation.)


Character: Alistair
Division: Forces
Maximum Severity: 3

No Thank Yous: Face scars, see above.
arkitect: (Default)

[personal profile] arkitect 2021-11-29 09:18 pm (UTC)(link)
Character: Emet-Selch
Division: Research
Maximum Severity: up to 4

No Thank Yous: No eye injuries please! Otherwise we're good.
thereneverwas: (Default)

[personal profile] thereneverwas 2021-11-29 09:19 pm (UTC)(link)
Character: Barrow
Division: Forces
Maximum Severity: 3

No Thank Yous: Nothing that would require extensive real-world physical therapy for recovery, he's had enough of those for a while methinks


Character: Mado
Division: Scouting
Maximum Severity: 4

No Thank Yous: Facial disfiguration, limb amputation (digits are ok if necessary)


Character: Benedict
Division: Diplomacy
Maximum Severity: 3

No Thank Yous: Disfiguration/amputation/we'll have a dalmatian plantation
acreage: (Default)

[personal profile] acreage 2021-11-29 10:07 pm (UTC)(link)
Character: jim holden
Division: research
Maximum Severity: 3

No Thank Yous: Eye stuff, permanent handicap, face scars, losing limbs or anything.
tender: (Default)

[personal profile] tender 2021-11-30 01:10 am (UTC)(link)
Character: derrica
Division: forces
Maximum Severity: 3
No Thank Yous: No dashing facial scars on account of her icons. Otherwise, no eye stuff, permanent handicap, or losing limbs. Sticky wounds ok.
muckspout: (Default)

[personal profile] muckspout 2021-11-30 04:37 pm (UTC)(link)
Character: Edgard
Division: Forces
Maximum Severity: 4, why not lol

No Thank Yous: no facial stuff because I am terrible at icons
degenere: (Default)

[personal profile] degenere 2021-12-02 04:43 am (UTC)(link)
Character: Matthias
Division: Forces
Maximum Severity: 3

No Thank Yous: facial disfiguration, eye stuff, limb amputations (but losing like a finger is ok), permanent handicaps.

Character: Darras Rivain
Division: Forces
Maximum Severity: 3

No Thank Yous: facial disfiguration, eye stuff, limb amputations (but losing like a finger is ok), permanent handicaps.

Character: Doki
Division: Diplomacy
Maximum Severity: 4

No Thank Yous: facial disfiguration, limb amputations (but losing like a finger is ok), permanent handicaps.
stickandstring: (Default)

[personal profile] stickandstring 2021-12-03 05:18 am (UTC)(link)
Character: Kate Bishop
Division: Forces
Maximum Severity: 2

Character: Yseult
Division: Scouting
Maximum Severity: 2

Character: Maud
Division: Diplomacy unless I go put her in Research finally (boat)
Maximum Severity: 2

Character: Hugo
Division: Forces
Maximum Severity: 3

No Thank Yous: Literally nobody has time for serious face scars.
armd: (pointing)

[personal profile] armd 2021-12-03 09:12 pm (UTC)(link)
Character: Abby A.
Division: Forces
Maximum Severity: 3

No Thank Yous: No facial scarring plus I don't want anything to happen to her hair. that sounds stupid i know but the braid is important
hornswoggle: (Default)

[personal profile] hornswoggle 2021-12-03 10:51 pm (UTC)(link)
Character: john silver
Division: diplomacy
Maximum Severity: 3

No Thank Yous: look he already lost one limb, let's keep it to that.
heirring: (Default)

i have a permit

[personal profile] heirring 2021-12-04 01:27 am (UTC)(link)
Character: Wysteria
Division: Research
Maximum Severity: 2

No Thank Yous: Not the face.


Character: Flint
Division: Forces
Maximum Severity: 4

No Thank Yous: Prefer no loss of limb/permanent debilitation. Not the face because I'll forget to describe it and no one has time to edit 300000 icons.


Character: Fitcher
Division: Scouting
Maximum Severity: 2

No Thank Yous: Not the face.