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The Nine ([personal profile] thenine) wrote in [community profile] overjoyed_ooc2017-02-15 05:59 pm
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Hyperion Cell Activations




Note: All cell leaders will receive an untraceable email which loads a Meshwork-enabled map program that leads them to the initial prompt. Once received, they will be unable to access their PDDs for any other purpose than the map program, as it will remain active regardless of user input. Shutting down their devices will lead to the program loading on any available electronic around them until their PDD is turned on again.

Cell leaders will be responsible for "opening" the thread with Hyperion, per prompt directives, and will receive a one-on-one video or voice call thread with the mod-NPC. Please PM us with links once you've started the thread and we'll get to it as soon as possible! But in the meantime, feel free to work on recruitment and planning your missions. To review how best to motivate your future teammates, please see here!


Team: Branch
Information
Team Leader: Kara Styrdottir
Team Members: Ignis Scientia, Itsuki Kagami
Mission Assigned: W5D5; First Wave

This team has the most traveling to do, therefore a vessel, fueling, and additional resources will be provided at the port in Old Town. Once they're on their vessel, a secured case will be delivered to their ship via 'goods delivery warrant'. Within the delivered supplies, they will find a set of target dossiers - Six scientists in total to be captured, their research data cloned, and the facilities destroyed in a manner that appears accidental.

Both researchers and data will be handed over to a Reclamation Agent, who will then deliver their cargo to a representative on Utopia.

Safehouse
Type: Apartment
Location: Old Town, Westerley (Industrial District)
Leader Prompt/Description: Dingy and cramped like much of the residences within Old Town, the apartment, at first glance, seems to be from another time period. The power and water have long since been cut off, but the reek of bleach and chemicals hangs heavily in the air as if freshly used. The windows, pasted with dirt and trees knows what else, lack any of the shine ordinarily found in glass, and if examined by touch, will feel decidedly soft to the fingertips. That’s because the glass itself, like much of the furniture within, is comprised of military grade programmable matter, and its contents can be shifted from a material harder than diamonds to a filament of gauze depending on the program commands.

A small, crowded desk sits in the far corner of the den area, a single holographic screen—powered, it seems, by its own source—flickering on and off at random intervals until the cell leader, Kara, makes their first approach. Upon doing so, the screen will solidify and display two buttons, a simple questioned posed above them:

Begin program?

Yes / No

If the cell leader chooses no, the apartment will remain in its fixed state of retro fashion and disrepair. If she chooses yes, the windows and furniture will melt into puddles at the floor, awaiting further command from the holographic display. The desk upon which the display rests will divide itself soundlessly, revealing the inner hardware within before a single, eye-like camera rises form the centermost portion of the mechanical components, turning around the room and scanning the contents—and people—within.

The doors will lock and the dossiers of your future team members will project against the walls while a secure channel to the mysterious 'Hyperion' will open.


Team: Root
Information
Team Leader: John Steinbeck
Team Members: Handsome Jack, James Buchanan “Bucky" Barnes
Mission Assigned: W5D5; First Wave

Once Steinbeck has solidified his team, Reclamation Agents will deliver a case to him/his team at a designated meeting place in Old Town. Inside, he will find information that implicates the True Leithians as the source of the P43X virus. Their mission is to track down the responsible parties, gather as much evidence as they can, and then execute all involved by whatever means necessary. The information provided begins with photos and supply movements to several rural farms on Leith.

Safehouse
Type: Undercity Bunker
Location: Old Town, Westerley (Undercity Tunnels)
Leader Prompt/Description: Although many Resistance cells nestle their homes within the maintenance rooms and storage houses beneath Old Town, this bunker is on the path less trodden, even to those who call the tunnels home. Deep within the maze-like structure, the entry way to this team's safe house resembles the disused military bunkers found within the area - but with considerably more advanced security protocols. The cell leader, John Steinbeck, will be the only individual capable of opening the bunker the first time, the others only capable after he provides a DNA sample of each new cell member to the onboard computer systems within.

As far as safehouses go, this one doesn't have a particularly cushy set up. The smell of decay will permeate the air, though its source seems to be long gone. The light, a sickly wash of yellow that flickers off and on in the center of the room, reveals an equally deteriorating interior. Magazines and newspaper clippings lay in disheveled, seemingly timeless piles on the floor, their contents cemented into one another like a scab on the otherwise unadorned concrete. The walls are scored with the marks of battles long past, a story hidden within their crevices. The furnishings are much like the state of the floor: clearly once inhabited but long past their time of usefulness. Bedframes rust in the far corner, set askance to the converging walls, and a couch, once plush and high-backed, rots with evidence of rodent infestation and mysterious stains that you're better off not looking too closely at.

But for all that this bunker seems a crypt, the walls faintly hum with the energy of industry and well-concealed technology. A single holoprojector, clearly placed within the last few months by its make and model, is mounted into the far southern wall, a small light blinking off and on, off and on, to summon attention. Activating the device is similar to opening the door, but unlike the entryway, which requires retinal and fingerprint scans, this device has a single indention and small reservoir beneath to collect its price of operation - a drop of blood. Enter the wrong DNA and you'll find the doors swiftly locked and the air vents silenced. Enter the correct pound of flesh, however, and you'll be rewarded with dossiers on your future team members and a personal conversation with someone calling themselves 'Hyperion'.


Team: Blossom
Information
Team Leader: Takasugi Shinsuke
Team Members: Alice Liddell, Kate Bishop
Mission Assigned: W6D2; Second Wave

Once their cell has been activated, Takasugi will receive a secure case, via 'goods delivery warrant', that provides all three of them with staff credentials - one catering, two housekeeping - in order to give them as much free movement as possible.

Once they've successfully infiltrated the Summit, their mission is to subtly disrupt the negotiation process in order to bring the end result to a peaceful stalemate. Hyperion's suggestions to do this include mildly poisoning representatives that appear to be making headway towards a resolution, orchestrating accidents to get delegates replaced, and spying on the other delegates to find blackmail material if needed.

Safehouse
Type: Attic
Location: Leith (Market District)
Leader Prompt/Description: The crisp scent of smoked wine mingles pleasantly with aromatic wood, lofting up the stairs within the Golden Meadows bar. On the ground floor, an establishment priced beyond the means of those in its area serves as the destination for middle class Leithans looking to splurge on a night out. Celebrations and shows of wealth are the cause for its clientele, the leather seats either completely filled by a private party or scarcely occupied at all. The owner, a well-groomed and trim man whose youth has recently left him, is eager to converse with his more affluent guests - and ignore the renters above.

From a back door, situated facing an unpaved dirt alley, one can climb to the second floor. Stairs that deteriorate in quality with each step lead to a completely unfurnished slab of boards, some with worryingly loose nails. The area is used primarily for storage, wine, aged cheese, and flavorless crackers stocked in abundance, a seemingly unending depth of supplies obscuring the size of the room. Only one who knows where they're headed will find, navigating the rows of barrels and crates, a string hanging from the ceiling. Pull, and a cheaply made wooden staircase will descend, leading to the attic.

One window, obscured by red and orange chiffon drapes, filters the sunlight into the room as if time stands still in a perpetual sunset. At night, lampshades covered in dust provide dim, but warm, lighting. A single bed, set with lavish but antique covers, sits in the corner of the room, the bedside table's wood clashing with the other, albeit sparse, furniture. Two chairs, with worn padding, and a pile of cushions on the ground provide alternative seating. A large cabinet, the most imposing element of the room, is outfitted with a smooth circle of glass rather than a keyhole - only the thumbprints of those involved in the mission can open it.

Inside, they will find several sealed bottles, some labeled and others not. Within is an array of poisons, drugs, and perfumes to be used as much or as little as the cell wishes. Finally, a small desk that appears to be sized for a child sits near the window, the top drawer partially open. Contained within is a palm-sized device, shaped like a half sphere, its display reading: User Input Required. After verbally stating their name, the cell leader will be greeted with a holographic projection of their team members' dossiers, and a voice call with the enigmatic Hyperion.


Team: Vine
Information
Team Leader: Lapis Fathalla
Team Members: Damian Wayne, Genji Shimada, Jason Todd
Mission Assigned: W6D2; Second Wave

While the rest of the J-Star Cluster has its eye on the Quad, and the tenuous peace summit therein, this team will be given two weapons research facilities to hit, both located outside the Quad. A secured case, delivered by a Reclamation Agent to Lapis on Westerley, will provide the facility blueprints, security layout, all necessary pass-codes to infiltrate not only the compounds themselves, but also the research and storage sites.

Their mission is to clone the research, take all prototypes or stores of said weapons, destroy the facilities, and deliver their new stock to a rendezvous point in Wild Space.

Safehouse
Type: Space Vessel
Location: Coordinates in the J (outside of the Quad)
Leader Prompt/Description: While the coordinates received only reveal a void of space to any basic scanning equipment, travel within 500 km of the pinpointed location will enable radar to pick up a faint signal. Armored metal forms the outer husk of an old personal cruiser, it's design long outdated. Boarding procedure goes as expected, but to exit the airlock the cell leader must provide verbal identification.

Once inside, the low hum of a whirring fan is the only sound that accompanies footsteps audible on hollow metal floors. Exposed wiring and piping lines the walls and ceilings, the inside of the vessel torn apart long ago. Pieces of the once smooth interior line the pathways inside, doors not sealed but broken, jammed ajar. Follow the main hallway down, and one will come to a large circular room with a table in the center, its function doubling as the ship's bridge and meeting area. Peer through the cracks in the doors, and two separate sleeping quarters, each provided with a bunk bed covered in threadbare sheets, and a small kitchenette can be found beyond warped metal thresholds.

Connecting the bedrooms is a small restroom, 'economically' sized to fit one person with comfort. Turn to face the toilet and one may bump the sink, which only runs cold water. The shower head wails when turned on, sputtering water with little pressure - but at least it's warm. Those perusing the kitchenette will find flavorless freeze-dried food, nutrients packed into pouches with no expiration date. They're probably okay. A single hotplate and meager, mismatched dining ware can be found in the cabinets, stowed away with no sense of organization.

At the table in the bridge are four chairs, their metal bases squeaking loudly against the floor any time they're moved. The table provides little leg room, instead housing a series of drawers, which contain within an assortment of explosives. None are live, but each has their own detonation process, and a slight bump may be enough to set a few ticking. Above the table is a window to the stars, metal beams intersecting thick panes of glass in a geometric pattern, and it's edges frosted with age. Across the bow of the bridge is a large screen, which can show either a video feed of the space around the ship or the ship's user interface, though the left portion has been cracked, leaving a scar of deep black across it's surface.

The ship's control console will report that the engine has been severely damaged, and is offline. All other statuses are reported to be functioning as usual. Life support, lighting, alarm systems and gravity monitors, among others, all seem to be in working order. Noticeably missing is the presence of an 'autopilot' function, and installing one may prove difficult with the ship's antique interface. The damage to the engine is structural in nature, no diversion of power will be enough to get it running. Only a skilled mechanic with the right parts and a healthy length of time could hope to repair it.

Blinking on the terminal is a red light, indicating that a message is waiting for the leader's attention. Press the button, and dossiers containing information on the other group members will come up on the ship's display screen, interrupted immediately by a live video call from Hyperion.


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