Link (
newmemorywhodis) wrote in
annexedlogs2023-01-15 12:12 pm
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Mission: Stealing Back Our Stuff
Who: Everyone involved in the plot
What: Several simultaneous hits are made on Sylphid locations, in an attempt to retrieve stolen items
When: A few weeks after the winter holiday party
Where: Witches Camp & the surrounding jungle
Content Warnings: None
[[ooc: plotting post & sign up info here. Any questions can also be directed there as well]]
i. Pre-mission / planning
Fortunately - for Link, and for everyone else who has been dispairing at his complete and utter lack of leadership and organisational ability - someone has in fact taken the reigns to try and organise this motley crew.
Codi, having volunteered herself to organise this mission, has contacted the Rebel's HQ for access to their resources, including the mission PA system. With this, she's been able to contact everyone to gather them together at the Rebel's nearest waystation to Zephyr.
From here, they can plan further, divide up into groups, and make their way to their destinations.
ii. The depots
There are four Sylphid depots. As each is located in the city of Zephyr - one to the North, South, East, and West - at least one Chipped person will be needed to even dream of getting close. From the outside, the depots look like large, unassuming warehouses. But closer observation will soon reveal heavy security.
Each is bordered by a tall, electrified fence. The gate is manned at all times by four Sylphid guards, and they question and inspect everyone coming through. At least two pieces of identification are needed: a swipe card coded with the appropriate authorisations, and a bio-security scanner to ensure that the holder's identity matches with the authorised card.
Once inside, that same card will be required to get through additional security checks. Not one door in the facility will open without it.
And then, there's the final challenge - finding the items that are actually theirs, in these massive spaces.
iii. The post offices
Comparatively easier to get to are the post offices. Located in the residential areas to the south of the city, these locations are outside the areas where only Chipped characters can go without notice.
Heavy traffic makes it way to and from these locations - trucks are frequently arriving, unloading unmarked crates and boxes, and leaving after being loaded up again. There's altogether more people to deal with here - in addition to the drivers and the workers loading and unloading the trucks, there's the Sylphid guards who patrol and keep watch over the deliveries, and more workers inside who sort through it all.
There's also another group at play - ordinary citizens of Zephyr, who are apparently in the business of just trying to get their mail done. Even if they are watched closely by the guards as they do so.
iv. The transports
Of course, those trucks going in and out of the post offices don't necessarily need to be hit up at the post offices. There's always the possibility of striking at one while out on the road, alone and unprotected...
There might be a few challenges once they open them up, however. Such as the robotic guard dogs that the Sylphid have taken to keeping inside, apparently as a last line of defense against rebel attacks just like this one.
What: Several simultaneous hits are made on Sylphid locations, in an attempt to retrieve stolen items
When: A few weeks after the winter holiday party
Where: Witches Camp & the surrounding jungle
Content Warnings: None
[[ooc: plotting post & sign up info here. Any questions can also be directed there as well]]
i. Pre-mission / planning
Fortunately - for Link, and for everyone else who has been dispairing at his complete and utter lack of leadership and organisational ability - someone has in fact taken the reigns to try and organise this motley crew.
Codi, having volunteered herself to organise this mission, has contacted the Rebel's HQ for access to their resources, including the mission PA system. With this, she's been able to contact everyone to gather them together at the Rebel's nearest waystation to Zephyr.
From here, they can plan further, divide up into groups, and make their way to their destinations.
ii. The depots
There are four Sylphid depots. As each is located in the city of Zephyr - one to the North, South, East, and West - at least one Chipped person will be needed to even dream of getting close. From the outside, the depots look like large, unassuming warehouses. But closer observation will soon reveal heavy security.
Each is bordered by a tall, electrified fence. The gate is manned at all times by four Sylphid guards, and they question and inspect everyone coming through. At least two pieces of identification are needed: a swipe card coded with the appropriate authorisations, and a bio-security scanner to ensure that the holder's identity matches with the authorised card.
Once inside, that same card will be required to get through additional security checks. Not one door in the facility will open without it.
And then, there's the final challenge - finding the items that are actually theirs, in these massive spaces.
iii. The post offices
Comparatively easier to get to are the post offices. Located in the residential areas to the south of the city, these locations are outside the areas where only Chipped characters can go without notice.
Heavy traffic makes it way to and from these locations - trucks are frequently arriving, unloading unmarked crates and boxes, and leaving after being loaded up again. There's altogether more people to deal with here - in addition to the drivers and the workers loading and unloading the trucks, there's the Sylphid guards who patrol and keep watch over the deliveries, and more workers inside who sort through it all.
There's also another group at play - ordinary citizens of Zephyr, who are apparently in the business of just trying to get their mail done. Even if they are watched closely by the guards as they do so.
iv. The transports
Of course, those trucks going in and out of the post offices don't necessarily need to be hit up at the post offices. There's always the possibility of striking at one while out on the road, alone and unprotected...
There might be a few challenges once they open them up, however. Such as the robotic guard dogs that the Sylphid have taken to keeping inside, apparently as a last line of defense against rebel attacks just like this one.
no subject
"...Did you want to work with a group?" she asks, slowly and deliberately.
no subject
But working with just one other person - like Riju, or Sidon - was a lot easier than working with a whole bunch of people, like this.
"Groups are complicated," he says.
no subject
Still, she has the sense to answer him earnestly. "They can be," Codi ventures. "But you've worked with others before, yes? During the other missions? This one doesn't have to be any different."
no subject
Everyone else, however, seemed to think that working together needed an awful lot of talking about it first.
"...So we can go now."
no subject
Somebody else, and Codi might have chafed or fought more to keep a tighter leash on them. This is Link, though. The boy can take care of himself. Worst case, he'll make an excellent distraction for the other teams coming in after.
no subject
"Bye," he says, before turning around and running off.