Difference between revisions of "Lt. Chalmers"
(→Missions: added mission) |
(→Missions: added mission) |
||
Line 186: | Line 186: | ||
That would be the projector, correct? Well, don't bother with the precise details of how you got it. I'd rather not know. Deniability and all that, you know. Well, I'll get this set properly and then we can turn you loose on Wyvern. That should stir things up, eh? | That would be the projector, correct? Well, don't bother with the precise details of how you got it. I'd rather not know. Deniability and all that, you know. Well, I'll get this set properly and then we can turn you loose on Wyvern. That should stir things up, eh? | ||
+ | |||
+ | |||
+ | === Visit Dr. Percey === | ||
+ | |||
+ | '''Briefing''' | ||
+ | |||
+ | We've got the disguise all ready for you, but to really pull this off, you're going to need some specific powers to go with it. We've lined up just the thing for that. There's a scientist over in Cap au Diable, a Dr. Shelly Percey. She has a unique process that will grant you the powers of one of the Council's "Galaxy" troops for about two hours. This should be long enough to accomplish the second part of the task, which will be to kidnapa Council defector that Wyvern is protecting. Tell me when you're ready to begin, but remember that timing will be critical. Once you've visited Dr. Percey, you' ll have two hours or less to kidnap the informant from Wyvern. | ||
+ | |||
+ | '''Mission acceptance''' | ||
+ | |||
+ | When it's all done, Wyvern should be ready to counter-attack the Council, and during the chaos, we can get what we want. | ||
+ | |||
+ | '''Mission objective(s) | ||
+ | |||
+ | * Talk to Dr. Shelly Percey | ||
+ | |||
+ | Dr. Shelly Percey:<br> | ||
+ | Ah! Hello there, Villain!I've been waiting for you. My experiments on the Council's Nictus Fragments have been very fruitful! I'm now ready to test them out on a live subject!<br> | ||
+ | I mean, I can now infuse a person with Nictus powers for a limited time, and with no ill effects whatsoever.<br> | ||
+ | None.<br> | ||
+ | Not a single negative effect.<br> | ||
+ | Really.<br> | ||
+ | Just stand right there and...<br> | ||
+ | There we are! The Nictus energy should dissipate in about two hours, but I'm sure you've already been told that. So, run along and do whatever it is you were planning on. Just make sure to remind that Lt. Chalmers to send me a report.<br> | ||
+ | Oh, and if you start feeling weird, like you are longling for the depths of space or start feeling remnants of an ancient alien conciousness trying to impinge themselves on your toughts from the darkest shadows of your mind, just ignore that. It's a perfectly normalside-effect and not anythingto worry about in any way. | ||
+ | |||
+ | Nope. | ||
+ | |||
+ | Nothing to worry about. | ||
+ | |||
+ | '''Temporary Powers''' | ||
+ | |||
+ | After visiting Dr. Percey you gain: | ||
+ | |||
+ | |||
+ | {{PowerBox|Icon=Temporary_FreakshowDisguise.png|Name=Holographic Projector|Effect=Toggle: Shapeshift + Special|Desc=This high-tech device has a number of buttons and dials on it. It projects a holographic image of a Council Galaxy officer in your place. It has enough power for two hours of projection.}} | ||
+ | |||
+ | |||
+ | {{PowerBox|Icon=Temporary_ConeRangeModerateDamage.png|Name=Nictus Gravitic Emanation|Effect=Ranged, Cone, Minor Damage, Negative, Foe Disorient, Knockback, -Recharge, -Speed|Desc=This is a power granted by the Nictus inhabiting your body, allowing you to emmit a cone attack on your enemies. This power lasts two hours.}} | ||
+ | |||
+ | |||
+ | {{PowerBox|Icon=Temporary_ManifoldResonator.png|Name=Nictus Shadow Step|Effect=Ranged (location), Self Teleport|Desc=This is a power granted by the Nictus inhabiting your body, allowing you to teleport short distancies. This power lasts two hours.}} | ||
+ | |||
+ | |||
+ | {{PowerBox|Icon=Temporary_CryoniteArmor.png|Name=Nictus Absorption|Effect=Auto: Self, +Resistance (Negative, Energy)|Desc=This is a power granted by the Nictus inhabiting your body, giving you a certain degree of damage resistance. This power lasts two hours.}} | ||
+ | |||
+ | |||
+ | (These powers last for two hours or until you complete the "kidnap the Council defector" mission.) | ||
+ | |||
+ | |||
+ | '''Mission objective(s) | ||
+ | |||
+ | * Kidnap the Council defector (non-combatant NPC. Must be escorted to the exit) | ||
+ | |||
+ | '''Debriefing''' | ||
+ | |||
+ | Fantastic work. Wyvern's on the war path, and the Council have no idea that it's coming. While you were out, we made sure that they found some false information about where the Council is hiding the defector Wyvern thinks they recaptured. While they're dealing with that, the path should be clear. This is going perfectly, thanks to you. | ||
+ | |||
+ | The defector you captured was remarkably happy that we weren't actually the Council. We may get a good deal of information from him, and possibly a new recruit. Rather a bonus, I think. | ||
== External Links == | == External Links == | ||
* {{NoFutureContact|City=v|ID=24}} | * {{NoFutureContact|City=v|ID=24}} |
Revision as of 16:43, 22 June 2006
Overview
Lt. Chalmers is a villain contact in the Port Recluse neighborhood of Sharkhead Isle. Lt. Chalmers is a Mutation origin contact. His level range is 20-24.
Introductions
Contact Introduced By
Information
Sky Raider Lieutenant
Lieutenant Heathcliff Chalmers is a recent Sky Raider recruit, joining them from the ranks of the British SAS. It's rumored that he was originally part of a unit attempting to capture the leader of the Sky Raiders, Colonel Virgil Duray, but that once he learned more about the high-flying mercenaries, switched sides. Chalmers' organizational skill was soon recognized, and he's been tasked with organizing operations with freelance villains to achieve the Sky Raiders' goals.
Initial Contact
Well, as I believe you're aware, my name is Lieutenant Heathcliff Chalmers, Sky Raiders. The majority of my duties here on Sharkhead Isle are to work with freelancers such as yourself to best effect. It's quite a good piece of luck that you came by when you did, as I should have several things going on right now in need of due attention. Let me see...
Store
Lieutanant Chalmers sells the following to villains:
- Inspirations
- All level 20 dual-origin magic/mutation enhancements
- All level 25 dual-origin magic/mutation enhancements
- All level 25 single-origin mutation enhancements
Lieutanant Chalmers does not buy enhancements or inspirations.
Story Arcs
Kings of the Sky
Souvenir: Ballista helmet
This is the broken helmet of one of Longbow's elite Ballista soldiers. You kept it as a memento of a job you did to remember as:
Kings of the sky
The Sky Raiders knew that Longbow was planning some action against their new base in Sharkhead Isle, and had their suspicions confirmed when Wyvern agents kidnapped their air defense coordinator. That was when Lt Chalmers of the Sky Raiders brought you in as an independent contractor to recover their man and learn what Longbow was up to. When you rescued him, you discovered the location of an underwater Longbow base where they were planning their attack.
You entered the underwater base by mini-sub and trashed the place. You stole computer files, defeated their leader and planted bombs. Chalmers was happy with your work. Unfortunately you also discovered that Longbow was moving up their time-table on the attack.
The battle over and around the floating fortress was intense, but with your help the Sky Raiders were able to defeat the Longbow attack. All in a bad days work.
Operation Skyhook
Souvenir: Council Archon Insignia
You captured this Council Archon's insignia in battle, and have kept it as a memento of the exploit when you were a part of the Council for a very short time, or at least it looked like if you were You remember it as:
Operation Skyhook
The Sky Raiders had a new scheme in mind to steal data on the Council's new robot design to incorporate into their own Jumpbots, but can't let the Council know it was their operation. In order to do that, they want to pin the whole thing on Wyvern, and in order to do that, they need an independent contractor to handle it. The first step was stealing a prototype holographic disguise system from Arachnos.
The next step was to get Wyvern angry enough to attack the Council by making them think the Council had attacked them first. You visited Dr. Shelly Percey, a scientist who had developed a way to give you temporary Nictus powers. Using these powers and the holographic disguise, you went to try and kidnap a Council defector Wyvern was trying to keep safe.
In the resulting chaos, you used the developing battle to steal the data from the Council, with neither side the wiser. The Sky Raiders will get their new robots, and you got your pay.
Missions
Recover air defense coordinator
(Story Arc: Kings of the Sky. Mission 1 of 3)
Briefing
If you're ready, let's get started.
My fellow Sky Raiders are having a spot of bother with Longbow. It seems that Longbow has taken some exception to the new stagging facility we've built here in Sharkhead Isle, and are planning to cause us no end of bother. We simply cannot allow ourselvas to lose our new facility, and so we must be ready for them. However, if they find out that we're aware of their plans against us, they'll surely change them. That is where independant contractors such as yourself can be useful. The first step in Longbow's plans was to hire Wyvern mercenaries to catch one of our men, our primary Air Defense Coordinator. Well, we simply cannot let that stand. So, I am prepared to offer you a tidt sum to get our Air Defense Coordinator back.
Mission acceptance
Glad to hear it. We've learned where they're holding our man, but if you break him out now, it might tip our hand about what we know. So it's up to you when to get him out.
Oh, and do be careful. Longbow will likely be sending re-enforcements to help Wyvern.
Mission objective(s)
- Rescue Coordinator (Non-combatant NPC, must be escorted to mission exit)
Debriefing
Attack underwater base
(Story Arc: Kings of the Sky. Mission 2 of 3)
Briefing
I've confered with my superiors, and can offer you another contract. We've learned the location of one of Longbow's underwater bases. We believe it where they've been planning their attack against us. If we can recover that information, it would help us prepare to repel the coming assault. I would like to hire your services to acquire a copy of Longbow's plans from one of their underwater bases.
Mission acceptance
Very good. We've got a submarine waiting for you near Mercy Isle that will take you to the base. Once inside, you'll have four main goals. First, I'll need you to find a copy of Longbow's attack plans. Secondly, I'll need you to find some data on the forces they'll be sending against us. Third, place some bombs to destroy the place. And finally, I'd like you to take out the base leader, an Agent Vickers, by any means you see fit.
Clue: Bombs
You've been given these four explosive charges to set at the Longbow underwater base to help cover your tracks.
Mission objective(s)
- Set four bombs
- Defeat Agent Vickers (Longbow Officer)
Clue: Longbow CAD files
These files are for a Longbow "Chaser" attack skiff. From the look of it, the Chaser is designed from the same prototype that inspired the Sky Raiders' Sky Skiff, but modified for mass production. These files have many notes on how to build components of a Chaser from scavenged materials.
Clue: Longbow battle plans
This is what you came for. These detailed plans lay out Longbow's upcoming attack on the Sky Raiders. Chalmers should be willing to pay good money for this.
Debriefing
Excellent work with these plans. You should have already received your payment. I believe strongly in prompt payment for work done properly. The time table is particularly interesting. They're planning to make their attack much sooner than we expected. This presents us with a great difficulty, but to be honest, could be quite fortuitous for you. Allow me a moment to confer with my superiors, won't you?
Your work has been brillant, Villain! I'll see if I can get you authorized for more important tasks right away. I've already had you authorized for greater accesss to enhacements.
Help the Sky Raiders fight off Longbow
(Story Arc: Kings of the Sky. Mission 3 of 3)
Briefing
It looks like Longbow has accelerated their schedule to strike before we could be completely ready. They'll be close to having a fair fight, and we simply cannot allow that. So, in interest of unbalancing the odds, I've been authorized to hire some outside help to accomplish a specific task in the upcoming battle. Since you've done such good work, I tought I'd offer it to you. Be warned, though, that it will be difficult. I'd suggest getting some cronies to come along.
Time is the essence. You will only have 90 minutes to stop Longbow!
Mission acceptance
Excellent. Now, there are some mission parameters.Longbow has assigned one of their heavy Ballista soldiers to this battle. It will be your job to deal with him. Taking vare of their heaviest hitter should tie up enough of their troops to swing things in our favor. Be careful, though, they're exceptionally powerful. Of course, you'd be welcome to stay around and continue fighting, but the Ballista will be your true goal.
In addition, we will have some jet packs prepared for you in a truck in the port. Bring those to the fight, take one for yourself, and if you bring allies, they can get them from the crates about.
Temporary Power
Near the mission entrance, you can find several crates containing:
Mission objective(s)
- Defeat the Ballista (defeat Ballista-1) (90 minutes to do it)
Debriefing
That should teach Longbow that they're not wanted around here. You did brillant work, Villain, and we're very thankful for it. Of course, you'll be well paid for your troubles, so I think this will be good for everyone.
Steal the holographic disguise
There's an operation we would like to perform, a heist of sorts. In order to do it properly we have to throw off the trail of ourselves, and keep the victim guessing who the real culprit is. Now, that would entail pinning the blame on another, and while I can't tell you who we would be stealing from or what we'd be taking until you agree, I can tell you that Wyvern would be the targets of the frame-up. You have shown that you're capable, and that you can finish contracts you start. Both useful qualities for this, so I'm offering the job to you. Tell me if you're interested.
Mission acceptance
Brillant. Now here's the plan: word is that the Council is trying out some new robotic technology out here. Some sort of joint project between their top robotics men, Vandal and Burkholder. Now, we'd like to see that workso we could incorporate it into our own robots, but as you can no doubt guess, the Council aren't that interested in lending it out. At least not for the price we'd like to pay. However, if the Council tought that a vigilante group like, say Wyvern was hunting them, they'd have to concentrate security on their boffins and thus relax security on the plans.
The first step in this mission is to get the tools to convince Wyvern to take action against the Council. In order to do that, we'd like you to grab a little gizmo from Arachnos. It's a prototype holographic disguise they're working on. It could be very useful in general, and will be particularly useful in this operation. Once you have it, we'll be ready for the next phase.
Mission objective(s)
- Steal the holographic disguise
Clue: Holographic disguise prototype
This is a prototype for a holographic projector being developed by Arachnos. Properly programmed, it could project a holographic field that would completely disguise the wearer.
Debriefing
That would be the projector, correct? Well, don't bother with the precise details of how you got it. I'd rather not know. Deniability and all that, you know. Well, I'll get this set properly and then we can turn you loose on Wyvern. That should stir things up, eh?
Visit Dr. Percey
Briefing
We've got the disguise all ready for you, but to really pull this off, you're going to need some specific powers to go with it. We've lined up just the thing for that. There's a scientist over in Cap au Diable, a Dr. Shelly Percey. She has a unique process that will grant you the powers of one of the Council's "Galaxy" troops for about two hours. This should be long enough to accomplish the second part of the task, which will be to kidnapa Council defector that Wyvern is protecting. Tell me when you're ready to begin, but remember that timing will be critical. Once you've visited Dr. Percey, you' ll have two hours or less to kidnap the informant from Wyvern.
Mission acceptance
When it's all done, Wyvern should be ready to counter-attack the Council, and during the chaos, we can get what we want.
Mission objective(s)
- Talk to Dr. Shelly Percey
Dr. Shelly Percey:
Ah! Hello there, Villain!I've been waiting for you. My experiments on the Council's Nictus Fragments have been very fruitful! I'm now ready to test them out on a live subject!
I mean, I can now infuse a person with Nictus powers for a limited time, and with no ill effects whatsoever.
None.
Not a single negative effect.
Really.
Just stand right there and...
There we are! The Nictus energy should dissipate in about two hours, but I'm sure you've already been told that. So, run along and do whatever it is you were planning on. Just make sure to remind that Lt. Chalmers to send me a report.
Oh, and if you start feeling weird, like you are longling for the depths of space or start feeling remnants of an ancient alien conciousness trying to impinge themselves on your toughts from the darkest shadows of your mind, just ignore that. It's a perfectly normalside-effect and not anythingto worry about in any way.
Nope.
Nothing to worry about.
Temporary Powers
After visiting Dr. Percey you gain:
Nictus Shadow Step Ranged (location), Self Teleport This is a power granted by the Nictus inhabiting your body, allowing you to teleport short distancies. This power lasts two hours. |
Nictus Absorption Auto: Self, +Resistance (Negative, Energy) This is a power granted by the Nictus inhabiting your body, giving you a certain degree of damage resistance. This power lasts two hours. |
(These powers last for two hours or until you complete the "kidnap the Council defector" mission.)
Mission objective(s)
- Kidnap the Council defector (non-combatant NPC. Must be escorted to the exit)
Debriefing
Fantastic work. Wyvern's on the war path, and the Council have no idea that it's coming. While you were out, we made sure that they found some false information about where the Council is hiding the defector Wyvern thinks they recaptured. While they're dealing with that, the path should be clear. This is going perfectly, thanks to you.
The defector you captured was remarkably happy that we weren't actually the Council. We may get a good deal of information from him, and possibly a new recruit. Rather a bonus, I think.