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 #7
Plot Thread here.
Sarah Kerrigan
Haruto Souma
Raiden
Peeta
Chrysos Kineas
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!
Night 1
That close to death. It still hadn't quite sunk in. (He couldn't let in sink in; there was still work to do.)
With the efficiency of the Initiative, it wasn't long before he found himself in the silence of a deserted compound, surrounded by part-laid walls and groundwork and piles of building materials. Standing floodlights the only source of artificial light for miles around, it seemed, and the night sky dark overhead.
He turned to the others with him, took a moment to size them up properly. ...a second moment longer at Raiden, then away, trying not to stare.
"The area needs to be scouted." Speaking grated in his throat, still, sounded hoarse to his ears. "Where the workers reside, the material warehouses, the general layout of the facility... we have no blueprints, so we'll have to make out own, if we're to modify them usefully."
oops I'm here /tracks thread
"Yeah. That's a good idea. I can draw the blueprints if people will help me with dimensions and coming up with the changes. If... you want..."
He drops off, still intimidated, and looks at his boots. He's good at drawing and good at talking to people, but it's hard to feel comfortable talking with such intimidating strangers.
descends from above
He slides on a ring and passes it over his belt buckle--the resulting Garuda, please! is jarring in the relative silence of the facility, and he winces before he slides the ring into the slot on the mechanical bird the spell had summoned. "Gonna have to be careful about that," he comments, "but I can run a patrol with these guys."
He's not much for construction, but he's good at patrols.
bursts from the grave in a 1/2 of tags
At Haruto, watching him as he checks his pockets: "We're not like to find the existing blueprints easily; they'll be under heavy guard. Neither is it our assignment to--"
no subject
Chrys drops his hands and
storms up towalks up to Haruto, with a glare and a low growl. "What in the name of--- what was that."no subject
"It's a PlaMonster," he says, "one of my magical familiars."
He slides on the ring. "Watch," he says, and passes it over the buckle. The belt sings Kraken, please!, this time, and he slots the ping's circular base into a hole on the top of the head of the little octopus.
The octopus spins in a circle, legs spread, and drifts toward Chrysos, to say hello.
no subject
All the experience as a Ghost would come in handy. Oh, and being able to turn invisible would help.
no subject
Chrysos nods in acknowledgement, trying to shake off the brief wandering thought. Focus.
"If we put in about six hours a night, we should be moving at a decent pace." More thinking out loud than directly addressing her. "At least one person, if not two, on watch at any given time throughout the night, starting with a full sweep of the area at first arrival in the evening. We should ensure the place is deserted before commencing work."
He glances to one side of the compound that they can see, then the other, frowning. Was this place even really securely clear, right now...?
no subject
"Getting a head count is gonna be important. We need to make sure we know exactly how many people we're dealing with and keep surprises down to a minimum." Surprises introduced the unknown, which had no place in a mission like this.
Sorry I'm late
He stood with his clawed hands on his hips, a stance that was almost comical, but more comfortable for him than trying to fold his arms over his chest. Casual body language was not something he'd fully gotten used to.
"Copy that. I've done recon ops before. So leave it to me."
A pause, then he glanced towards Kerrigan.
"Or, to us, I guess..."
busywork - nights and days
It's a lot of time to spend in the company of strangers without at least few conversations, here and there.
(( OOC: Feel free to start off your own independent threads from here! One-on-one time with other members of the team, etc. ))
and spamming with my own end of stuff | both ota
Chrys spends the daylight sleeping for the most part, in the rudimentary tent provided by the Initiative among their supplies; what time that isn't spent unconscious is taken up with a can of rations set beside hand-drawn sketches and schematics for parts they might need, ideas for little tricks to build into their work. Gears and pistons and mechanical operations are his forte, not construction, but he's been trained enough in the basics of it that he can measure and calculate and see what might work, and what might not.
He's not usually a talkative type, save when it comes to discussing what they're doing, but he'll look up from the papers in front of him nonetheless at the approach of another, quiet and curious.
II.
Part of it is the tension of just being in the compound itself, the constant awareness of the need to be careful, to look out, to be quiet. All in all he's a little more tetchy come nightfall, when the real manual labor starts. The bulk of heavy lifting and cutting is best left to the far more capable others, but he hangs around nonetheless to keep an eye on the work, make sure it's exactly as outlined. Maybe even add a blunt comment about that board that looks an inch or two short, now and again.
an incident
But it's late one night-- three in the morning, or so, to anyone with either a chronometer or an uncanny time sense-- that there's one body more than there should be, entering the grounds of the compound.
no subject
"Whatever we decide to do with him, we better make it quick."
no subject
"Yeah, and quiet. Where there's one there's probably more."
no subject
"Any ideas? Clock's ticking."
no subject
"Yeah. I'll deal with 'im."
As he said this he drew his knee up against his stomach, readying to dash ahead.
"Stealth is my specialty."
team no murders arrives, late
That concept doesn't sit well with him at all. He slides his hand into his jacket pocket.
no subject
Her eyes go back to the target.
"We can be quick about it. Make sure doesn't feel a thing, or have time to call for help."