solarcharged: (04)
APOLLO ([personal profile] solarcharged) wrote in [community profile] reverielogs2018-06-11 08:14 pm

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:
  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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):
    1. 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
    2. 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
    3. 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
mutants: (now listen: this isn't gonna work)

[personal profile] mutants 2018-06-22 02:23 am (UTC)(link)
[ It's easy to read people when they're giving 110% but the finger words get completely muffled by the bulky VAC suits and helmets that obscure their faces from most angles. He's been soaking up recon for a while, like she has, so she's curious as to why he steps up to bat now. Over comm, ]

Looking for a weak spot?
warfares: <user name=borderglitz site=insanejournal.com> (pic#12305085)

[personal profile] warfares 2018-06-22 03:29 am (UTC)(link)
Locking mechanism.

[ A long shot. Still, a door is a door and all doors have some kind of lock. Finding it and coaxing it into compliance is another whole different set of problems, of course, but hope springs eternal. ]

Sometimes they don't bite back as hard when you're careful with them.

[ The doors, he means. The station hadn't lashed out when he'd pried one of the panels off the door, before. Had only really started getting tetchy when he'd started throwing his weight around. ]
mutants: like a lit bundle of dynamite (try training something less dangerous)

[personal profile] mutants 2018-06-22 08:38 pm (UTC)(link)
[ This door has like, eighteen locks before she stopped counting. That's what she's calling most of the crap going on in there that she doesn't understand from one part to the next. Separately? Sure. Altogether? For sure. But scattered about, utilized in ways unbeknownst to her, she's as good at taking it apart as Blink is at portalling blind. She keeps a cool head, certain that the bank vault back at HQ was less secure and it was ten times thicker. ]

Kinky. [ Aside from the pestering banter, she chooses not to intervene yet, remaining at bay with her arms loosely looped. ]
warfares: <user name="na-i-cons"> (pic#12208296)

[personal profile] warfares 2018-06-24 11:09 am (UTC)(link)
Much as I'm enjoying the pithy commentary, I assume you're here to do more than gawk.

[ Splitting his focus now is tougher, the station not entirely co-operating with his efforts, but not impossible; pushing through the discomfort is one of the first lessons he learned under Snoke.

He finds his mark.

Fingers flexing against the metal of the door; coaxing, careful. The lock isn't resisting him as such — at least not yet — but it's not making it easy for him, either. ]