exsilium MODS (
initiates) wrote in
exsiliumlogs2013-09-16 09:33 pm
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Entry tags:
- #missions,
- #plot post,
- artie nielsen (warehouse 13),
- blaine thorps (original),
- chrysos kineas (original),
- dinah lance (dc comics),
- elissa cousland (dragon age),
- elmer c. albatross (baccano!),
- giovanni auditore (assassin's creed),
- jack kelly (newsies),
- jake english (homestuck),
- kate "candy" kane (dc comics),
- khisanth (dragonlance),
- lisbeth salander (tgwtdt),
- pidonus marasia (original),
- raiden (metal gear),
- renee montoya (dc comics),
- richter abend (tales of symphonia),
- stanley lucerne (skins us)
VOLUNTEER MISSIONS TO THE UE
Date & Time: Sept 17th - Sept 19th
Location: Where ever the mission is set!
Characters: Anyone involved.
Summary: After the final wave of kidnappings on the 15th, the Initiative sends out a few teams to run hasty missions to weaken the Holding Compound, in preparation for the rescue. Info and team plotting here!
Warnings: Possible violence, let a mod know if it needs any warnings in particular.
The call for volunteers has gone out via the tablets, and a frazzled few Initiative workers lined up the first of those to show to send them immediately on their way.
Team #1 is instructed to reprogram the door codes. "It can be anything, it can be your Grandma's maiden name or your favorite candy, just — for God's sake, write it down somewhere and get it to us when you're done. We need to know the codes." They're teleported into a facility devoid of prisoners, but running at full research steam nonetheless. This team will also discover the power nulls and alarm triggers, and report their presence back in Exsilium. This mission should last no longer than 5 hours.
Team #2 is told to plant an Initiative-provided killswitch in the power grid, during the Compound's final days of construction. None of the workers should be killed. This mission should last no longer than 6 hours.
Team #3 is sent on a steelworking expedition, and must add phosphorus to a mixture of steel to make it brittle. Factory worker death is not recommended, but if it's unavoidable, will be found acceptable. This mission should last no longer than 4 hours.
Team #4 is sent to steal the finalized blueprints of the Holding Compound. Killing should be avoided. This mission should last no longer than 2 hours.
Team #5 must overheat a warehouse, warping the materials inside, and alter a shipping list. Worker death will be seen as an acceptable loss if necessary. This mission should last no longer than 4 hours.
Team #6 visits the Compound on the morning of the arrival of the scientists and soldiers, due to a miscalculation. The original goal was to arrive the night before, but there's no going back now. They must download copies of the sewage and air duct systems. This mission should last no longer than 6 hours.
Team #7 is responsible for literally building in a backdoor to the Compound; they will be visiting the construction site and night and adding false walls, secret doors, and covert hallways. This mission could take anywhere from a week, to two months, depending on skill and progress.
Need to radio back questions to an Initiative operator for specific instruction? Advice? General cursing? There's an operator standing by to take these calls, but use your tablets wisely. The drain on battery life through time is immense, and each group will only have enough juice for 3 conversations with the Initiative operator.
Good luck, and Godspeed.
Location: Where ever the mission is set!
Characters: Anyone involved.
Summary: After the final wave of kidnappings on the 15th, the Initiative sends out a few teams to run hasty missions to weaken the Holding Compound, in preparation for the rescue. Info and team plotting here!
Warnings: Possible violence, let a mod know if it needs any warnings in particular.
The call for volunteers has gone out via the tablets, and a frazzled few Initiative workers lined up the first of those to show to send them immediately on their way.
Team #1 is instructed to reprogram the door codes. "It can be anything, it can be your Grandma's maiden name or your favorite candy, just — for God's sake, write it down somewhere and get it to us when you're done. We need to know the codes." They're teleported into a facility devoid of prisoners, but running at full research steam nonetheless. This team will also discover the power nulls and alarm triggers, and report their presence back in Exsilium. This mission should last no longer than 5 hours.
Team #2 is told to plant an Initiative-provided killswitch in the power grid, during the Compound's final days of construction. None of the workers should be killed. This mission should last no longer than 6 hours.
Team #3 is sent on a steelworking expedition, and must add phosphorus to a mixture of steel to make it brittle. Factory worker death is not recommended, but if it's unavoidable, will be found acceptable. This mission should last no longer than 4 hours.
Team #4 is sent to steal the finalized blueprints of the Holding Compound. Killing should be avoided. This mission should last no longer than 2 hours.
Team #5 must overheat a warehouse, warping the materials inside, and alter a shipping list. Worker death will be seen as an acceptable loss if necessary. This mission should last no longer than 4 hours.
Team #6 visits the Compound on the morning of the arrival of the scientists and soldiers, due to a miscalculation. The original goal was to arrive the night before, but there's no going back now. They must download copies of the sewage and air duct systems. This mission should last no longer than 6 hours.
Team #7 is responsible for literally building in a backdoor to the Compound; they will be visiting the construction site and night and adding false walls, secret doors, and covert hallways. This mission could take anywhere from a week, to two months, depending on skill and progress.
Need to radio back questions to an Initiative operator for specific instruction? Advice? General cursing? There's an operator standing by to take these calls, but use your tablets wisely. The drain on battery life through time is immense, and each group will only have enough juice for 3 conversations with the Initiative operator.
Good luck, and Godspeed.
TEAM #4
Plot Thread here.
Jack Kelly
Stanley Lucerne
Lisbeth Salander
Charles Xavier
Helena Bertinelli
Feel free to arrange threads off of this comment however you'd like! Everyone in one thread, or pairing off, or even different threads depending on point of the missions. It's up to you!
Jack + Lisbeth + Stanley
They formed a plan before they even came here (they being mostly Lisbeth and Stanley, with the others inputting things as needed). Blueprints are theoretically easy to get, but they need to find what computer is going to hold them-- and there are so any places to look, it makes far more sense to split up.
Lisbeth he knows (and knows enough to keep a healthy distance between them); Stanley he doesn't, but it doesn't matter. Hopefully they won't run into much trouble.]
Here's hopin' we get it soon. We'll meet back here in an hour no matter what, yeah?
no subject
[Stanley always reports for the mission pings, because the first one he ever got sent him to the beach for a nice weekend. He's been hoping ever since that another one might do the same.So far he just ends up in shitty places with no idea what the fuck he's supposed to be doing there, though.]
no subject
What?
no subject
[He slips his free hand in his pocket, fingering the USB Lisbeth had given him. She'd explained what he was to do, and he knows enough to know she was trying to keep her terms simple-- but god, he doesn't know what the hell she means. Files and drives and clicking and pulling, what the hell.]
no subject
[Stan, too, is puzzling over the USB drive. He knows how they work, he's just not sure what he's supposed to be doing with it yet.]
no subject
Give me your USBs.
[She holds out her hand.]
no subject
no subject
C'mon, don't make it complicated. Just tell us what we're doing. I uh. Didn't catch it if someone said so before.
no subject
[She's scowling now.]
Listening is key when it comes to not dying. Now let's start opening some doors.
no subject
[At least he can do locks. With a soft exhale he kneels in front of the door and begins to fiddle with the lock-- it's a bit complicated, but he knows how to do this.]
no subject
no subject
She watches him carefully as she waits for the door to unlock.]