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.
part 1a ; ally + steph + dick
Steph, Ally and Dick haven't quite made it to the compound yet, taking a slow approach, though they're almost at the point where the power null kicks in.
That's going to be fun.]
no subject
Then they creep forward pass some invisible line and it's like someone threw a bag over her head - at least metaphorically, because she can still see. But she's hyperventilating and it's making her vision go fuzzy and even the faintest hum of background data in her head is gone, like someone just flipped a switch off and no matter how hard she concentrates she can't get it back on]