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Hathaway. ([personal profile] futurologists) wrote in [community profile] epidemiology2018-05-12 07:48 pm

EVENT ▸ RESCUERS DOWN UNDER

RESCUERS


Tensions are high in the Democratic City-State of Drakstaden. It's been two days since the infiltration of the Broadcasting Station, where a secret recording of the Prime Minister laying out plans to enslave the lower classes was broadcast to the entire city -- leading to a number of bystanders, Ophelia, and Rost to get arrested and thrown in prison.

Of course, no one's useful to the resistance effort behind bars, so Rost makes contact and explains that they've been spending the past two days planning a prison break -- and it's time to put it in action.

VAKDIR PRISON

Rost’s most studious member, Brynja, proposes that the prison break effort be split into two groups: a distraction group and an infiltration group.

The infiltration group will need members familiar with technology who will be able to use -- and if necessary, manipulate -- the Vakdir security tech. Stealth and speed are of the essence, as being caught could blow the entire operation. It’s possible there will be run-ins with stray Vakdir who will need to be dispatched quickly and quietly, then hidden; fighters who specialize in guns, explosives, or other loud weaponry might want to join the other group.

The distraction group will have to busy the Vakdir on guard duty and, in the worst-case scenario, take them out before they can investigate or stop the break-in. Good conversationalists are required, but good fighters are necessary, too. Most importantly, creative minds who can think on their feet and get themselves out of tight spots are ideal for the distraction group.

The main Vakdir security is positioned in the lobby near the entrance and around the perimeter of the building. The minimum number of guards at any given area is two; the Vakdir do guard duty in groups. The most important thing while there are no alarms going off is to keep the guards busy and in place -- you don’t want them heading back and finding a group of infiltrators. Whatever it takes to keep them there! Each guard is a different person and has a different personality, so what works for one may not work for another. If an alarm goes off -- when an alarm goes off, since one does near the end of the operation -- it’s time to pull out all the stops. This is when it likely gets violent, unless you’re particularly persuasive. The security camera footage will be deleted and the released inmates won’t be taking any prisoners themselves, so no one will be left to remember your face; don’t worry about becoming a fugitive.

The infiltration part is a little trickier. Brynja knows the location of an alternate entrance, but it's locked. The only hope is a small, impossibly high window. Looks like you’ll have to do some teamwork! With some standing on each other’s shoulders -- and a good lookout -- someone will be able to drop in through the window (watch your landing!) and unlock the door from the inside. Unluckily, one of the first obstacles they’ll run into is a retina scanner. Luckily, a few of those retinas are nearby... some Vakdir officers have accidentally stumbled upon the team. They’re unprepared, but armed; take them out quickly, before they can alert anyone. Once they’re out, you can hold them up to the retina scanner.

The door to the holding cells is the next obstacle. It appears there’s a password, one that changes daily if the TODAY’S PASSCODE IS... is any indication. For a moment, it looks like they’re out of luck, before a prompt pops up: WOULD YOU LIKE A HINT? If pressed, it will bring up the following hint:
6
16
1611
111621
31161211
THE PASSCODE IS THE NEXT NUMBER IN THE SEQUENCE.
Eventually, someone’s bound to figure it out -- the answer is 132116111221; each number describes the number before it. In this case, one three, two ones, one six, one one, one two, and two ones. Once inside, it’s up to inventors to hack the locks or bruisers to brute force their way in. Either way, free the prisoners! Yes, all of them -- not only are most of them probably locked up for bogus charges, but the more people on your side, the better your chances are for winning not just this battle, but the war.

Once they’re all free, it’s time to lead them all back the way you came so nobody trips an alarm. Except... everyone’s a little bit worked up about being freed and running amok. And it looks like someone just tripped an alarm all on their own.

Well, no one said it would be easy!

DISCUSSION

After the break-in and escape, you'll need to lie low. Go back to the hotel, hide with Rost, spread throughout the city with your newly freed friends -- whatever you like. But wherever you go, you'll notice that Vakdir presence has increased, even in the previously unguarded lowest levels. If you're wanted for crimes, you'll need to be especially careful, unless you want to constantly be running for your life.

With the sudden surge in criminal and treasonous behavior, the entire city has gone on lockdown. There is now a curfew in place: everyone must be in their homes by an hour after sunset, which, given the short daylight hours on this part of the planet, means citizens only have ten hours per day of freedom.

This curfew applies to the rebels of Rost and Ophelia, of course, though with your combined resources, you should be able to find a way to get around it and continue your work throughout the city, whatever that may be.

Still, things are bad. And despite the combined efforts of Rost and Ophelia, things keep getting worse; Rost worries that the Vakdir will increase its efforts to root them out, pulling innocent citizens into the thick of everything and bringing the lower class ever closer to the Prime Minister's planned subjugation.

Purple-haired Rost agent Froken stops by the hotel one day before curfew, surreptitiously letting Ophelia know they're ready to do whatever it takes to finish this once and for all; Rost is prepared to hear any suggestions that Ophelia may come up with, trusting them as experts in this matter (whether or not that's true for the individuals in the guild).

But first, you'll need to discuss what to do.

OOC NOTES

This log takes place over one day, with the next log beginning two weeks later. Get ready to get serious!

Please note: due to a dip in activity, we have shifted some plot points, combining this log and the next. The next planned !plot log on 26 May will be the final log of this mission.

If you have questions about this log or the mission, please direct them to the dossier. Questions about the game in general can be directed to the FAQ.

Up now:
Coming next (Futurology runs on timezone UTC):
  • 19 May: Resolution submissions and voting begins.
  • 23 May: Resolution submissions and voting ends.
  • 26 May: Final log of Mission: Drakstaden.
CR/Welcome MemeDrakstaden DossierDrakstaden LocationsDrakstaden Bounty BoardMay Calendar

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