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
monomachy: idolatry @ dw (set fire to the rain)

[personal profile] monomachy 2018-07-01 10:47 pm (UTC)(link)
[Despite the amount of training she's received about how to keep face, Diana cannot hide her stunned look at that.]

The... second?
rickitikitarr: (Default)

[personal profile] rickitikitarr 2018-07-02 12:18 am (UTC)(link)
World War? Yes.

[He says, and lets out a sigh, as he reads her expression and realizes;]

Nothing we get so good at is ever the end of anything.
monomachy: buckybear @ ij (white houses)

[personal profile] monomachy 2018-07-04 08:52 pm (UTC)(link)
[She lets out a slow breath, trying to get a hold of her emotions. Knowing that everything she'd done, everyone she'd lost, was for naught--

No. No, she can't think like that. Still, Diana stares down into her coffee, struggling to control her face and voice. When she finally speaks, her voice is steady.]


I see. At least I know now, for when I return.
rickitikitarr: (listening incredulously)

[personal profile] rickitikitarr 2018-07-05 02:46 am (UTC)(link)
I'm sorry. It's a bit of bad news- I sometimes forget how hopeful my parents' generation were for the state of the future.

[Says Ricki, sobering a little.]

If it helps, the world goes on? The sun still rises.