Panem Events (
etcircenses) wrote in
thecapitol2015-12-09 10:48 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
District 13 Mission 7
Who| Jet, Cecil, Sam, Haruto, Albert, Porrim, Ermac, Alain, Tabris, Joan and Altair
What| Item Retrieval Mission
Where| An unknown facility in the Capitol
When| Night
Warnings/Notes| Violence on peacekeepers, warn for anything else in the headers!
Mission goers are assembled in the hanger at mid-day, dressed in the usual dark attire, a hovercraft prepped and ready for them. The ride takes several hours and by the time they set down well outside of the Capitol's surveillance, the sun is setting and the bright lights of the Capitol are turning on. But it isn't the streets the teams are headed for, but the underground.
The tunnels under the city take them most of the way and provide them an un-monitored progression at least part of the way. When they surface, those more familiar with the Capitol may notice they’re pretty far south. They emerge in an alleyway behind a large stone building, there’s one door facing the alley; their way in. As they approach the door, it opens to reveal someone standing there. They’re unarmed and something applied to their face makes it seem blurry to an observer and makes identification impossible. However, since they open the door and hold it open for the rebels, it’s clear they’re there to help.
The rebel’s guide leads them through back hallways until they reach a dark staircase, from here, they’re on their own and, wordlessly, their guide leaves as they descend. The staircase is dark and seems to go on forever until it finally ends in a plain looking door. Through this door is another hallway, but it seems to only have one purpose: the large double-door at the end of it. There, in front of the door, are peacekeepers. It’s left to Team 2 to get rid of them, they have the option to distract them with a small device that emits a high-pitched noise and then incapacitate them, or perhaps they want to attempt to use the darkness of the hallway to sneak up on the guards, either way, something needs to be done before an alert is raised.
Once Team 2 has incapacitated the guards, the teams are free to go through the double doors. The next room is divided by a large glass wall stretching across the width and height of the space. On one side of the glass sits a pile of clothes, some of it may be recognizable, some of it may not be, but it seems to have been discarded randomly. Across from the pile of clothing is a pile of armor and other less-common clothing articles. This pile seems to be less haphazard, but similarly uncared for.
On the other side of thick glass is the real gold, row after row of tables all full of weapons and items, recognizable and completely foreign. The door in the middle of the glass is the only way to safely get through, but a quick application of the code-hacking device to break the lock and the other side is open. It’s a free-for-all.
Rebels need to be quick, it’s only a matter of time before those peacekeepers go missing and with no packs granted to them, they’re limited by whatever they can realistically carry, although a few packs seem to be strewn among the pile of clothing and might be usable to carry a little more. Once time is up, one team is sent ahead of the other to make the trip back to the underground tunnels. Hopefully, if one team is caught the other can make it back.
Items that can be found (not including clothes and armor) are:
Cullen's sword and shield
Albert's communicator andfox totem
Initiate's club made of bones/horns
Jet'ssuper gun, communicator, eagle totem, bag of mushrooms
Roland's revolver, silver knife, bullets and old bullet shells
Sam's collapsible machine gun gauntlets and wing pack
Luna's music box and passcards
Rick's Colt python, Gerber knife, secondary handgun and machete
Harley'soversized mallet and a couple of bombs
Ruffnut's knife
Wesker's twin desert eagles
Alain's large pistol, hunting knife and two bandoliers of bullets (mostly empty)
Sansa's amythyst hairnet
Karkat's sylladex and strife deck (both closed)
Sigma's lethal injection watch
Shepard's shotgun, lancer and omni-tools
Tabris' axe
Haruto's wizar driver, wizard rings and wizarswordgun
Black Tom's shillelagh
Coach'skatana and shotgun
Vivi's ticket, tetra master cards, magic armlet and oak staff
Altair's hidden blade, longsword, knife/short blade and 5 throwing knives
Daryl's hunting knife, crossbow and bolts, lighter and pack of cigarettes
Jack's compass
Jeremy's badge
Ellis' gun
Terezi's dragon cane
Phi's bracelet
Nitou's Beast driver, mirage magnum and rings
What| Item Retrieval Mission
Where| An unknown facility in the Capitol
When| Night
Warnings/Notes| Violence on peacekeepers, warn for anything else in the headers!
Mission goers are assembled in the hanger at mid-day, dressed in the usual dark attire, a hovercraft prepped and ready for them. The ride takes several hours and by the time they set down well outside of the Capitol's surveillance, the sun is setting and the bright lights of the Capitol are turning on. But it isn't the streets the teams are headed for, but the underground.
The tunnels under the city take them most of the way and provide them an un-monitored progression at least part of the way. When they surface, those more familiar with the Capitol may notice they’re pretty far south. They emerge in an alleyway behind a large stone building, there’s one door facing the alley; their way in. As they approach the door, it opens to reveal someone standing there. They’re unarmed and something applied to their face makes it seem blurry to an observer and makes identification impossible. However, since they open the door and hold it open for the rebels, it’s clear they’re there to help.
The rebel’s guide leads them through back hallways until they reach a dark staircase, from here, they’re on their own and, wordlessly, their guide leaves as they descend. The staircase is dark and seems to go on forever until it finally ends in a plain looking door. Through this door is another hallway, but it seems to only have one purpose: the large double-door at the end of it. There, in front of the door, are peacekeepers. It’s left to Team 2 to get rid of them, they have the option to distract them with a small device that emits a high-pitched noise and then incapacitate them, or perhaps they want to attempt to use the darkness of the hallway to sneak up on the guards, either way, something needs to be done before an alert is raised.
Once Team 2 has incapacitated the guards, the teams are free to go through the double doors. The next room is divided by a large glass wall stretching across the width and height of the space. On one side of the glass sits a pile of clothes, some of it may be recognizable, some of it may not be, but it seems to have been discarded randomly. Across from the pile of clothing is a pile of armor and other less-common clothing articles. This pile seems to be less haphazard, but similarly uncared for.
On the other side of thick glass is the real gold, row after row of tables all full of weapons and items, recognizable and completely foreign. The door in the middle of the glass is the only way to safely get through, but a quick application of the code-hacking device to break the lock and the other side is open. It’s a free-for-all.
Rebels need to be quick, it’s only a matter of time before those peacekeepers go missing and with no packs granted to them, they’re limited by whatever they can realistically carry, although a few packs seem to be strewn among the pile of clothing and might be usable to carry a little more. Once time is up, one team is sent ahead of the other to make the trip back to the underground tunnels. Hopefully, if one team is caught the other can make it back.
Items that can be found (not including clothes and armor) are:
Cullen's sword and shield
Albert's communicator and
Jet's
Harley's
Ruffnut's knife
Sansa's amythyst hairnet
Coach's
Vivi's ticket, tetra master cards, magic armlet and oak staff
no subject
Whatever Albert's answer, his eyes go forward, eager to spot the way out of this cold, wet, miserable place. "First time I've done something quite like this. Being a wizard was more about spotting threats when they showed up, not sneaking in to places. That's more your line of work?"
no subject
He sighs.
"Possibly. I didn't realize until we were down here. I didn't used to gt sick." Ever. His cybernetics didn't allow for it, not unless there was a virus or a toxin specifically formulated for their unique physiologies. He shakes his head and lets the conversation move on, though, much preferring to talk about past experiences than present miseries.
"Well, threats would come up unexpectedly sometimes, but usually we would hear word beforehand and be sent somewhere specific to neutralize it. Our-" Mentor? Coordinator? "Our Professor was fairly proactive in that area, so we had our share of stealth missions."
A beat.
"When you say 'wizard,' you mean actual magic, don't you." It's not so much a question as curious dubiousness.
no subject
"Aah... right, you worked as a team, didn't you? How many of you were there?" It's questions all over the place here, Haruto's snuck in during that beat. And after it, he has to stifle some laughter.
"Yes. Of course I do. I wouldn't go around calling myself a wizard if I didn't." That sounds like some actual doubt in Albert's tone. "Look, once I've got my rings and they've turned Dragon back on, then you'll see. I've got some pretty fancy tricks."
no subject
Another sneeze wracks him, muffled by Albert shoving his nose against the inside elbow of his shirt, otherwise it might have sounded like a gunshot for how it felt. He almost wants to make sure his nose is still attached.
No, he'd definitely rather have his original cybernetics back, if it would stop the sneezing.
"There were nine of us, not including the Professor, each with different specializations," he looks sidelong at Haruto, clearly not believing as far as magic is concerned, but he'll let the questions about his own team take priority and ask about this so called wizarding after.
no subject
"...nine. That's a whole bunch of you." From the sounds of his tone of voice, he finds it rather nice. Nine whole companions in the fight against... whatever bad things there were to fight against. Nine people that were... made into something they didn't want to...? That takes a little bit of the spark from his tone. "...I'm not the only Wizard. There's a few others. Mayu was still working to keep Tokyo safe, last I checked... Yuzuru's still pretty young, but Nitou'd been training him. Mr. Yamamoto's got a family, he's just glad everyone else is taking care of things now..."
no subject
He listens to Haruto instead, not wanting to dwell. He's always been the one to keep looking forward, keep practical. It was Joe and Francoise's jobs to mourn, and they did it well for all of them.
"I suppose this Mr. Yamamoto has taken up the mantle again with you and Nitou gone, yes? And the two others you mentioned." He looks at Haruto sidelong, gauging the right thing to say.
"I'm sure they'll have it covered until you're able to get back, if that's what you want to do when this is over." He knows Haruto had talked about exploring this world with them, but he understands if the boy has doubts about that course and obligations at home. Albert won't hold him to what he said before if he's changed his mind.
no subject
"I... yeah, he would, if anything big enough came up." Haruto puts a little more lightness into his tone, because he wants to think that things are going well in his absence. That everything's okay. "Nitou and I, we finished off the source of the Phantom problem, and then I had to head out to finish something up for Koyomi." If his smile grows a little tight at that, well. Some feelings will still be bittersweet, even after all this time. "Mayu really had things under control. There were still Phantoms left to finish off, but... there's only so many of them. There are enough wizards left that things are probably fine without us." He pauses briefly, footsteps splashing through the cold water. "I hope they're not too worried."
And the matter of being able to go back to them is one that he is just not going to address one way or the other. Hope remains, but he's not going to give himself reason to worry or doubt.
no subject
"They likely trust you just as much." He sniffs, trying not to let it get in the way of his sentiment.
no subject
"...so you seriously don't believe that we're really a bunch of wizards?" You've got to laugh or you'll cry, and while neither is probably the kind of sound anyone should be making on an infiltration mission, humor is a good way to deflect from the serious stuff.
no subject
Which, he has to be unaware, or else he wouldn't call it magic.
no subject
no subject
"You don't have to explain how something works for it to work, but that doesn't mean there isn't a logical explanation. Calling it magic is lazy."
no subject
He laughs, he adjusts his pace so he's a little bit behind Albert rather than beside him... and then he lowers his voice a bit. "You doing alright? We can pick this up later, you know." They could probably hassle each other about this for hours, but as fun as it might be, the guy has a cold and the corridor's surely going to come to an end soon.
no subject
At least Haruto seems to think it's funny, not insulting.
"Later, then. We should stay aler-... al-..." He sneezes into his sleeve again and groans.
no subject
"Bless you." He is really going to have to look for a handkerchief or some tissues once they're somewhere dry, isn't he? Poor Albert.
and done?
With a small exhale, Albert shakes his head and just moves forward. He'll take it up with Haruto later. For now, they need to be careful and judging by the change in light and building material in the walls, they're getting close.