Ho Chi Mine's Iron Will (keep flowing)
"Ya know what ya need ta win a wa'? People. Ya know what ya need ta gedda people where they needda go? Boats. Ya know what ya need ta make boats? Iron! Ged id back!"
Background & Belligerents
Ho Chi Mine is a small but active town located in the Land of Lightning (pictured above). They have an active iron mine, and very easy access to the sea. During times of peace, their primary buyer was actually Water Country, despite being located within the Land of Lightning, primarily due to the difficulty of shipping through the mountains. Kumogakure was, however, a close second, and Sky Country took a somewhat distant third.
Now, however, Kumogakure has fully taken over the port town and is transforming it into a fortress while blocking all iron exports to any foreign land. Being cut off from vital resources does not sit well with the leadership of Kirigakure, and they are looking to claim the town for themselves and reopen the supply line.
Special Reward
Passive income of 350K for 6 IRL months to the winning village (best two of three).
Mission List
- Tower Defense:
Mission Name: Tower Defense
Mission Rank: A
Theater of War: Ho Chi Mine's Iron Will (keep flowing)
Relevant Plot NPCs None (unless players request any)
Mission Goal: Kumogakure wants to prevent the seven in progress turrets from being destroyed. Kirigakure wants to completely destroy the seven turrets.
Description: Kumogakure has not yet finished building their defenses within and around the harbor. Kirigakure wants you to ruin their progress. The turrets are placed around the entire harbor, equidistant around the entire thing. Kumogakure wins if at least four turret sites are standing after the Kirigakure forces are forced to flee. Kirigakure wins if they manage to destroy at least four turret sites.
Turret sites can take four B Rank hits, three A Rank hits, two S rank hits, or one X rank hit. There are 250 meters between each turret site.
Payment: -
Maximum Number of Participants: Up to 4 participants, two from either side.
- Flank Stakes:
Mission Name: Flank Stakes
Mission Rank: S
Theater of War: Ho Chi Mine's Iron Will (keep flowing)
Relevant Plot NPCs None (unless players request it)
Mission Goal: Two Kirigakure ninja will maneuver around enemy lines, disabling traps along the way, in preparation for a flanking maneuver. The Kumogakure ninja must stop them.
Description: Kirigakure is sending you on a mission to read the back line. You have been given a route that will get you there. Unfortunately, a civilian network managed to decipher part of the communique. They know a part of the route, and have begun setting up booby traps along the way. They have also sent a messenger towards Ho Chi Mine proper to warn them of the attack. This messenger was able to inform one Kumogakure ninja on patrol, who is now rushing in to stop the flanking forces' forwards party, the two Kirigakure ninja.
Each trap can be defused by a crafter with a full round of work. If the crafter is disabled, each trap has a stat check to overcome it. The first three require a base of A rank Constitution, Coordination, and Perception (one each in that order) to overcome without a crafter to properly notice and disable them. The final trap requires S rank intelligence to bypass without the crafter.
Should a ninja not be able to make the stat check on a triggered trap, they will roll a d10 and the result determines their fate.
1-2: You are knocked out
3-5: You suffer a severe injury and cannot walk or run for the rest of the mission.
5-7: You suffer a major injury and take a -2 penalty to all non-intelligence stats.
8-9: You suffer a minor injury and take a -1 penalty to three non-intelligence stats of your choosing.
10: You were able to avoid damage from the trap by some method.
If one Kirigakure ninja manages to bypass all four traps and disable, escape, or capture the Kumogakure ninja, Kirigakure claims victory. If both Kirkgakure ninja are unable to continue past the fourth trap, Kumogakure claims victory (even if the Kumogakure ninja is unconcious or disabled).
Payment: -
Maximum Number of Participants: Two Kirigakure Nina, one Kumogakure Ninja
- Fight in Mining Armor:
Mission Name: Fight in Mining Armor
Mission Rank: A
Theater of War: Ho Chi Mine's Iron Will (keep flowing)
Relevant Plot NPCs None (unless players request it)
Mission Goal: Win the confrontation
Description: Deep within the mountains of Ho Chi Mine lie miles of mines, going up and down, left and right. Two cornered Kirigakure ninja have fled into the mines. Two Kumogakure ninja have been tasked with finding them. Both sides without a map.
Defeat and restrain your opponents and wait for the civilian rescue team (which will occur after the end of the topic, and lead your out through a secondary exit tunnel outside of Ho Chi Mine).
Warning: both teams did manage to grab a canary. Protect those canaries as if your lives depends on it. Because they do. After five rounds of posting, if the two groups of ninja are not close together, roll a d2. On a 1, the Kirigakure canary will fall unconscious. On a 2, the Kumogakure canary will fall unconscious. If the two groups of ninja are together, both canaries will fall unconscious. You have two rounds to move further up in the mine before falling unconscious. This timer is increased by one round for every constitution tier you have above E (so 3 rounds for D, 4 rounds for C, etc.)
Payment: -
Maximum Number of Participants: Two Kirigakure ninja, two Kumogakure ninja.