The Powers That Be (
powersthatbe) wrote2019-07-17 02:23 pm
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Paramo Riconquista: Plot Role Info
If you are not a plot infiltrator or someone with IC reasons to share knowledge available to plot infiltrators, please do not read the comments of this post.
If you ARE a plot infiltrator, please comment under your toplevel to let us know you've read it; please also pop over here to announce your plotroleishness to the game at large. We prefer that you do any confidential plotting with other plot-important folks in the comments here, rather than on plurk, and please comment no later than July 27th, August 5th, August 15th, & August 24th with a brief (as brief as 1 sentence; as long as you like) summary of your activity during the week & plans for next week. These comments will help the mods shape mingles and plot events to keep the story dynamic and player actions important to the outcome. Likewise, comment at any time with any questions you may have, and a mod will get back to you within 36 hours at the outside.
If you ARE a plot infiltrator, please comment under your toplevel to let us know you've read it; please also pop over here to announce your plotroleishness to the game at large. We prefer that you do any confidential plotting with other plot-important folks in the comments here, rather than on plurk, and please comment no later than July 27th, August 5th, August 15th, & August 24th with a brief (as brief as 1 sentence; as long as you like) summary of your activity during the week & plans for next week. These comments will help the mods shape mingles and plot events to keep the story dynamic and player actions important to the outcome. Likewise, comment at any time with any questions you may have, and a mod will get back to you within 36 hours at the outside.
Crownbreaker Corsair Carouser - Chloe
Thread Expectation: three threads / fifteen comments per mingle
Check-In Expectation: any threads doing unwise things that may expose you; any threads that get the Crownbreakers closer to recovering their cargo.
Privileged Information: If things get sketchy and naval combat seems likely, you’ll need cannon for the Cornu! You’ve enough pirates and mermaids with you to possibly be able to steal one of the smaller gun-brigs, or to overwhelm its crew and offload a few of its cannons; but the larger ships are a bigger problem. You absolutely cannot sack the port; shore batteries, the cannons defending the upper slopes of the shore, are always huge compared to shipboard cannons - too heavy and too long-range for any ship to face off-against. If you were pondering any action against the port, they’d need to be sabotaged first, which is a suicide mission in all likelihood. You are aware that the water-dragon the Bando rebels brought you is hidden on the Cornu, and should be sunk to help the Thalassian rebels if that is practical, but that the dragon is not entirely controlled or trustworthy.
Outlook: An experienced pirate, originally from this area, you are familiar with local customs and can ask mods about any local knowledge you might need. While you’re realistic about your mission, the familiarity and comforts of home are overwhelming to you.
Goals: Successfully recover your cargo; arm the Cornu in case of trouble; have absolutely as much fun as you safely can, where “safely” is maybe defined a little more loosely than others are comfortable with.
Skill: The Drop. No matter how drunk or distracted you are, whether overboard in the sea, naked in bed, ambushed by soldiers, you are never caught off-guard or unarmed at the opening of any combat. You may always begin a combat with a sword or loaded pistol in hand, and always act first in combat. If you are ever disarmed by stealth or trickery, you immediately notice your weapon is missing (although not who took it or how). (If you have one loaded matchlock pistol and are ambushed by ten soldiers with muskets, this is not likely to help much, but it’s something. You always get The Drop on everyone.)
Re: Crownbreaker Corsair Carouser - Chloe
Crownbreaker Corsair Carouser - Chloe
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Week 1
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Week 2
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Crownbreaker Stricken - Casper
Thread Expectation: three threads / fifteen comments per mingle
Check-In Expectation: threads exploring the strangeness of human society; threads dealing with being Stricken and its challenges.
Privileged Information: In an emergency situation, you could send a siren to the Deep Blue and have them sing for help from other Thalassian rebels. While this could gain you as many as a dozen extra mermaids, it would take them several hours to arrive, and would probably also be heard by Thalassian loyalists who would come looking for you - or send sea monsters after you at the Empress’ behest. You are aware that the water-dragon the Bando rebels brought you is hidden on the Cornu, and should be sunk to help the Thalassian rebels if that is practical, but that the dragon is not entirely controlled or trustworthy.
Outlook: You are disciplined but out of your depth by the wealth and confusing distractions of human society, and your constant growing hunger will almost inevitably result in cannibalism (although you are somewhat in denial, believing your self-control can hold out for longer than is true).
Goals: Recover the cargo; load it onto the ships the human navy is sinking; aid your fellow merfolk. While you respect your human comrades, and this city intrigues you, your people come first.
Skill: Line and Lash. You are a superlative combatant with whip, rope, chain, or net - whether those intended as weapons or scavenged from your surroundings. You are especially skilled at entangling opponents and dragging then into or out of the water - whatever most damages their mobility - or attacks which cause garroting, clotheslining, or strangulation. You do not lose this ability when berserking due to Stricken status, and it applies both in and out of the water.
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Kaimana - Crownbreaker Stricken - Casper
Week 1
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Xunhuo Captain - Alcuin
Thread Expectation: three threads / fifteen comments per mingle
Check-In Expectation: anything that touches off your paranoia; anything in which you must be the adult in the room for your team; anything which makes you question your loyalty.
Privileged Information: Your capability with explosives makes you absolutely fearless in naval pursuit or coastal raiding - no chase gun or shore battery will ever succeed in aiming at you before you touch it off. However, in a pitched naval battle, when faced with a full broadside, your ability to make one gun at a time misfire is pitiful. If you must, you can probably start this war without any explosives your enemy did not bring with them, but the danger in such a course is much greater, and you are not a fanatic.
Outlook: Practical and paranoid, utilitarian, cautious and resourceful. You believe in always being on the winning side and not taking any risk which does not carry a greater reward. You are not, however, the sort to freeze or hesitate in high-risk situations; you choose the most profitable or survivable path visible swiftly.
Goals: recover your cargo and sabotage the fleet; failing that, spark a war that brings the Paramoese down on the Bando by any means available.
Skill: Fire At Will. You have a small gift in Fire Elementalism, but it has been trained to a very specific end. You are capable of causing any gunpowder-based weapon or explosive within your line of sight to discharge at any time you choose. You may not use this ability to prevent a weapon being fired, or on multiple weapons simultaneously, but you may use it to fire a weapon prematurely, before it is aimed, or to touch off a store of ammunition not yet loaded. No gunpowder-based weapon or explosive is considered too wet to fire, even if it is underwater.
Re: Xunhuo Captain - Alcuin
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Re: Xunhuo Captain - Alcuin
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Re: Xunhuo Captain - Alcuin
Xunhuo Assassin - Haru
Thread Expectation: three threads / fifteen comments per mingle
Check-In Expectation: any time you kill someone, any time barbarian decadence does distract you or makes you let something slip.
Privileged Information: The Emperor trusts your loyalty but not your prudence. He trusts the Captain’s prudence but not his resolve. He trusts the Illusionist’s skill but not his perception. If the others falter or endanger the mission, they’re fair game.
Outlook: You are bloodthirsty, but not mindlessly so. You like being superior, but you like being challenged. You’re a thrillseeker, essentially, drawn to threat, not to mayhem. You don’t have scruples about murder but you won’t kill anyone for fun; it’s just that you don’t hesitate when violence solves a problem quickly and neatly (and you are not always the best judge of how neatly that is).
Goals: remove any obstacle to the success of the mission, whether enemy or ally. You prefer bloodier courses to safer ones, but you’re capable of thinking long-term about this - if you die now, you can’t have any really challenging fights later.
Skill: Sword And Sheath. You are so skilled at using both the blade and clublike scabbard/blowgun of your ninja-to that you can engage two opponents at once without any penalty; fight in ranged and melee combat at the same time; and in single combat, hit a melee opponent with your off-hand weapon every time you parry, unless they have a combat skill which would prevent that from working, or have height and reach too superior. These hits, since they are probably made with your blowgun or sheath, are not likely to be instant deathblows, but you do have access to poison during the jaunt and you are welcome to get creative with your applications of this skill.
Re: Xunhuo Assassin - Haru
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Re: Xunhuo Assassin - Haru
Re: Xunhuo Assassin - Haru
Same player, wrong journal, I was fiddling with LJ Juggler
Weekend break
Re: Xunhuo Assassin - Haru
Xunhuo Illusionist/Thalassian Spy - Yakumo
Trained by the Akuryu in illusions, but never swearing to their ways, you are a strange, withdrawn ascetic whose practice of illusion magic blurs the line between the real and imaginary for both you and those around you. Vital to the secrecy of this mission, you have many secrets…
...Such as the fact that you’re a mermaid in disguise, who answers to the tyrannical Empress of the Deeps. Make no mistake, this secretive mermaid is a heartless, treacherous villain, bent on confusion and mayhem - like delivering the wrong shipments to the wrong crews.
Thread Expectation: three threads / fifteen comments per mingle
Check-In Expectation: Threads causing chaos between factions; threads where your altered perceptions get you in trouble; threads where you knowingly interact with another mermaid.
Privileged Information: That you’re a mermaid, obviously. You are along on this mission because your illusions can keep your disguises convincing, hide your accents, and silence explosions - but you were placed in En Zhenming a decade ago at the command of your Dread Empress in Thalassia. You hide how vulnerable your illusions make you, but the fact that you tend to take everything literally sometimes trips up your ability to convincingly mimic speech - you make people say some very odd things at times.
Outlook: Your mixture of mermaid shapeshifting magic and Akuryu illusions truly has clouded your mind. While you can appear as you like, you also tend to accept things you see and hear at face value, extremely literally. This makes you appear mad to most humans and most mermaids.
Goals: Your mission is to prevent any human nation from achieving naval supremacy. Paramo’s navy is superior to En Zhenming’s, so you do want the Xunhuo mission to succeed - but you want it to be as messy as possible and prevent a clean victory. If you learn of the presence or activity of the Rebel mermaids, thwarting and exposing them will become your top priority.
Skill: Shifting Echoes. You have perfect auditory illusions. Whether or not you can see your target, if you’re within earshot, you can enact both auditory and visual illusions. You can silence noises, up to noises of cannon, gunfire, or explosions; can perfectly mimic speech; or alter the words people seem to say in real time. However, while you are doing this, you can neither see nor hear anything save the illusions your produce. You may use visual illusions and Siren Song simultaneously, but while using Siren Song, the only sound you may alter with auditory illusions is the Song itself. (You start this Jaunt with Mermaid Icon Transformation, Illusionary Magic, and Siren Song II, but to keep them post-Jaunt, you must acquire proofs for them normally; they do not count as Plot Role Skills for you.)
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pretend this is the mod account
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for reference
Week 1 Check-In
Re: Week 1 Check-In
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Week 2
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Week 3 Check-In
Week 4 Check-In
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