APOLLO (
solarcharged) wrote in
reverielogs2018-06-11 08:14 pm
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Entry tags:
- !open,
- dceu: diana prince,
- doctor who: clara oswald,
- final fantasy: rhea'li khbala,
- heroes: claire bennet,
- mcu: frank castle,
- pacific rim: mako mori,
- pacific rim: raleigh becket,
- persona: minato arisato,
- stormlight archives: jasnah kholin,
- the expanse: alex kamal,
- the expanse: amos burton,
- the expanse: bobbie draper,
- the last ship: mike slattery,
- tinker tailor soldier spy: ricki tarr,
- wildstorm comics: midnighter,
- windstorm comics: apollo,
- wktd: jupiter,
- wktd: venus,
- young justice: kaldurahm
Team Door, ASSEMBLE
» WHO? Team Door… that’s EVERYONE because you’re all automatically drafted now, congratulations
» WHEN? Forward dated to 15th June
» WHERE? The door with the porthole on Deck 2
» WHAT? Eight hours’ worth of beating up a door
» WARNINGS? None
Team Door have identified a likely-looking door to attack! This door, located on Deck 2, has a porthole through which some blinking lights can be seen. It’s the most likely-looking door to go for, so this is how things will unfold:
Things of note:
» WHEN? Forward dated to 15th June
» WHERE? The door with the porthole on Deck 2
» WHAT? Eight hours’ worth of beating up a door
» WARNINGS? None
Team Door have identified a likely-looking door to attack! This door, located on Deck 2, has a porthole through which some blinking lights can be seen. It’s the most likely-looking door to go for, so this is how things will unfold:
- Feel free to handwave that Apollo, Kaldur or Amos (or anyone else involved) has been in touch with your character to let them know that door shenanigans are about to go down
- With Amos’s space engineering expertise they manage to depressurise an area around the door, effectively creating a small airlock within a section of the corridor
- The general plan is to overwhelm the door, so that whoever is tackling it first uses whatever force they can to try to open it until they have to tap out from exhaustion, and then they get swapped out for the next person and so on and so forth
- It will then take characters some 8 hours of flinging themselves/their powers at the door. The exhaustion and weakness that comes with attempting to damage the station will increasingly hamper their progress
- There will be no visible progress in the first three hours but eventually cracks will start to appear and on the eighth hour the door will give
- Once the door gives way, the mods will let us know what magical things will be found on the other side... (edit: looks like this will be announced OOCly by the mods before the 15th)
Things of note:
- Edit: explanation of the three sections that make up the corridor-airlock-door sequence of areas (with a handy image too):
- First section is the normal corridors, where people are resting up when they're getting the woozy feelings/getting their orange slices/getting into the suits. This is a normal station environment
- Then there is a second section - the ante room/airlock area where the pressure keeps on cycling to let people in and out so when you get in from the station corridor the pressure is the same
- And then the depressurized area with the door
- Characters can find 15 suits in or near assorted air locks in those areas of the station as is accessible to them at this time
- Characters can go in to the depressurised airlock in teams or in pairs, whatever works best for them
- The longer they keep attacking the door, the more quickly they grow exhausted and unable to access their powers/strength
- Exhaustion + space suits = not a great time for anyone involved
- Use this post to play out as much/as little as you need
no subject
"You with us, Dracula?"
He's a heartbeat away from nudging him with a toe.
no subject
Glancing up, Alucard scowls as his eyes meet with a familiar face, though he has no name to attach it to. With a low growl, Alucard begins to stand up. It's a clear struggle, but he is determined.
"I would prefer if you did not call me that," he says flatly. "But yes. I am here."
no subject
He asks, eyebrows lifting at him.
"You can't possibly have anywhere you're running off to."
no subject
...Well, Alucard really can't argue that logic. There isn't anywhere to be, and trying to throw himself back onto his feet right now wouldn't really help or make any sense.
With a sigh, he collapses back onto his back and gazes up tiredly. "A fair point," he mutters. "Is there any progress on the door?"
no subject
Which is a reflief.
"Seems to be good news, at least."
no subject
"Then the status of the room should be amendable to us. I hope we find answers within."
He sighs and closes his eyes. "And hopefully an easier method to open other doors other than like this."
no subject
Agrees Ricki blithely, stepping back. Alucard needs rest, from the looks of him.
He'll check back in later if he doesn't stir when they accomplish the breach.