initiates: (Default)
exsilium MODS ([personal profile] initiates) wrote in [community profile] exsiliumlogs2013-09-16 09:33 pm

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.
devotedtothecore: (Default)

busywork - nights and days

[personal profile] devotedtothecore 2013-09-20 11:05 pm (UTC)(link)
They've managed to divide the work, for the most part, in a way that puts everyone's talents to use, though not without a few hitches here and there. The days pass and settle into something of an established routine; the daylight is spent staying concealed further in the outlands, resting and recuperating. Two hours past sundown marks initial recon, making sure that the site's clear of all personnel before the rest of the team moves in; and the rest of the night is a muffled flurry of activity, planning and shaping and modifying and adding to the complex, with someone always on duty to keep an eye out over the area.

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. ))
devotedtothecore: (he's being a noodle again.)

and spamming with my own end of stuff | both ota

[personal profile] devotedtothecore 2013-09-20 11:59 pm (UTC)(link)
I.

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.