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- *event,
- destiny: cayde-6,
- dogs bullets & carnage: nill,
- fate series: siegfried,
- mcu: wanda maximoff,
- mcu: yondu udonta,
- metal gear: kazuhira miller,
- mushishi: ginko,
- original character: adrien arbuckal,
- red vs blue: agent maine,
- red vs blue: agent south dakota,
- red vs blue: agent texas,
- uncharted: nathan drake,
- undertale: chara dreemurr,
- voltron ld: alfor,
- x-men movies: charles xavier,
- x-men movies: kurt wagner
Breakout and Beyond: September Plot Log
When: September 9th-23rd
Where: Kauto
What: Escape from Dino Jail and taking the fight to the Savrii
Warnings: Probable violence and mental manipulation. Label your content.
the escape
Over the last few days—or weeks, for many—a number of preparations have been made. Some gathered resources. Others fashioned weapons or small bombs. A few pored over the schematics Mother provided, looking for a weakness in the field generator, while others took her offer of assistance more directly. Whether with information or training, tools or trades or promises, everyone has had a part to play. And on September 9, all of that comes to fruition.
It starts at the gate. Through careful observation of the supply groups, one team of insurgents has correctly identified when the gate will open: and prepared their very own dinosaur-mounted EMP. With the controls damaged and the gate locked open, the Savrii guards are met with a host of individuals armed with shock-sticks, home-made bombs, and one improvised laser—many of whom appear oddly immune to the pacifying effect of the intermediary present.
As terrifying as this proves to their morale, it seems possible the Savrii could turn the battle their way. They have superior weaponry. They have a single chokepoint to defend. They can and will call for backup as soon as the danger becomes clear. Still, there's one factor they couldn't have anticipated. One vulnerability of the dome field, pulled from the schematics by the more technically minded captives who spent time on the endeavor. This place wasn't a punishment, after all. The Savrii didn't want to inflict harm. Merely contain these dangerous people, for their own good. And so, the force field has a safety feature built in.
It decreases power, just slightly, in proportion with the biomass that comes in contact.
While the guards at the gate are busy with their fight, a brilliantly colored array of hazards break free from the forest grounds. Perhaps you're riding one of your new friends. Perhaps you're dangling dino-catnip just in front. It's possible, of course, that your dinosaur is motivated without help—possibly by the array of prey animals running in front of it. Regardless of the motives and the methods, when several hundred tons of dinosaur make contact with that wall?
The force field shatters.
Charge.
A World of Peace
The fact (and methods) of the "newcomers'" escape puts an end to any pleas for peaceful resolution. Within the hour, Thisavrou is placed under a state of emergency: transport locked down, all responders called in, and every combat force their peaceful worlds can gather called to defend against this menace. The Ingress Complex itself is sealed off entirely: a full-strength Artifixx force field raised to deflect (or destroy) incoming ships. Not that the storms outside the Ingress—or the cracks they've begun carving in the sky—look easy to navigate for even the best trained of pilots.
While those looking to fulfill their promise to Mother will need to find a way offworld eventually, events on Kauto are likely to keep Thisavrou’s Most Wanted busy for some time. The Savrii are in self-defense mode, ready to protect their world against those who refuse their gift of peace. Whether looking for a fight or trying to find shelter, travelers are most likely to encounter these groups as their hunters:
- Security. These Savrii have been taken from their usual work in Ingress Security or similar professions. More like police than soldiers, they are still armed and formidable. Each small squad will almost always be accompanied by a single intermediary, capable of both detecting nearby targets and enforcing the non-violence field on those who did not accept Mother's link. These groups may try to talk characters into surrender and prefer non-lethal force at first. But as the days go by, they are likely to recognize this is futile and be willing to take ruthless measures.
- Off-World Kill Teams. Those who traversed the wreckage of the true Midway hub, or participated in the extinction of Thiri have met these Savrii before. The ones who take dangerous away missions and purge worlds that have misused Ingress technology, these groups are versatile and ruthless. While less likely to be accompanied by an intermediary, they are more likely to have powers and advanced weaponry of their own. Regardless, they are specialists in their fields and fully willing to kill innocents for the greater good. Their skillsets range from fighters to hackers to assassins and more.
- Civilians. The majority of civilian Savrii are more likely to hide than to fight, but among their number are non-professional fighters who are more than willing to form amateur groups or go out alone to take down the dangerous invaders. Their mindset may center on protecting their homes or taking revenge for past encounters such as the Shadows. While the weakest of the groups, they're still capable of doing damage. However, not all civilians are hostile or afraid; those who had good relationships with their newer neighbors or who were personally aided may show sympathy. This could come in the form of food, supplies, or temporary shelter, though they won't stand directly against the authorities of Thisavrou.
Regardless of whether fugitives are are caught unaware or go out looking for trouble, one thing is certain: they are likely to do better if they work together. While Mother's link isn't the only method with which to fight the intermediaries, groups without at least one immune person may find themselves put down with ease. At the same time, even those who can resist intermediary manipulation may be overwhelmed by force.
Still, death is rarely the end on Thisavrou, and even now, the technology that allows for resurgence remains in your hosts' possession. Those killed fighting the Savrii may be seen again, and there is always the chance to rescue those who are captured. But would the reunions be happy ones?
Points of Interest
Where to go? What to do? Even without leaving Kauto, there's a literal world of possibilities. Still, the conflict at hand won't go away, and some of your peers have been preparing for it for some time. Between Mother's request, your own needs, and data gleaned from a Trojan implanted in the Savrii's systems, a few objectives might present themselves. And whether you're hunting, hiding, or helping, there are a few places you might want to keep in mind.
- Home
As soon as characters were unknowingly brought into the Midway Hub simulation, Savrii agents were dispatched to enter homes and search them for any items of potential danger. Mundane possessions will still be there, including pac-discs for those who had them. Settling down for a night at home is likely to get people caught, but now is a great time to pack anything travelers want to keep. However, to find weapons and items taken during the simulation...
- Reclamation Depot
Established just one month ago, this unremarkable complex is buried in the maze-like streets of Region Five. Rumors describe it as a research site: somewhere to examine hazardous materials and see how they could be turned to the societal good. You might better know it as an impound center. Specifically, where they put your weapons after throwing you into "detainment".
Fortunately, research efforts haven't gotten far. Less fortunately? This is the first place all those reinforcements go. The facility contains a set of laboratories aboveground and a storage complex underneath, as well as an adjoining kennel for containing pets. Your companions won't have been harmed, but you can bet the Savrii will harm you trying to get to them.
- Network Hub
The data recovered from the Trojan indicates one very important fact: that all of your data has been monitored from day one. Those interested in safeguarding their communications (or disrupting the Savrii's) may wish to make a certain site in Region One a priority visit. A towering skyscraper over a hundred stories in height, the communications tower that controls the TAB network is a masterpiece of engineering. It's also, predictably, guarded. Still, the amount of reinforcements on this site will vary strongly depending on how openly—or how literally—you broadcast an attack.
- Mediation Centers
Simple buildings designed for a sense of comfort and peace, these structures can be found in all residential centers of Thisavrou. They serve as the workplaces of the intermediaries, the so-called glue that binds Thisavrou together—or, the mind-controlling oligarchs, if your new acquaintance is to be believed.
Under the current crisis? They're a little understaffed. Still, if you're looking for the intermediaries, this is a better place than most to check. Just don't walk inside alone, or your friends might end up looking for you.
- Sewers
With so many forces acting against them, where can travelers find shelter where they can rest, regroup and plan? A base of sorts may be found in the sewers where a team once sought the contaminant. With access to much of urban Kauto, enough distance from the surface to go undetected by intermediaries, and a few larger spaces to provide some breathing room, the sewers may not be a pleasant sanctuary, but they may be the place most able to give characters more than a moment's rest.
A Dinoriffic Note: While characters may keep their dinosaurs with them after the breakout, now that their prehistoric pals have reached adulthood at an artificially fast rate, they will find that dinosaurs are also designed to wean off dependence on their handler, and over these weeks, character-dinosaur pairings will grow farther apart. Although the dinosaurs will always have a softer spot for those who were around during their adolescent days, alas, these partnerships are not destined to be permanent.
[OOC: Please check out this OOC post for more information on character options and objectives! Additionally, this is the last chance for free exploration of the current setting, as events will push toward the arc climax after this log. If there is anything you OOCly want your character to have or do, please take advantage!]
no subject
Yeah, they're really sending out the numbers.
[They were obviously enough of a threat to warrant that. They've had to be careful.
Wash raises an eyebrow when Maine holds out a package. He opens it carefully and then gives Maine a look.]
We weren't supposed to be going shopping.
no subject
Necessary.
[ Very seriously: ]
Shave.
no subject
It's barely even a beard. it's not that bad. Not enough for you to risk your life getting me a razor.
no subject
Bad.
[ The risk was worth it. Wash looks like a civilian. ]
no subject
My facial hair... any hair, is not a priority.
no subject
[ Besides, the razors are nice. Why can't they have nice razors? ]
no subject
It's fine, I'll shave. But you shouldn't risk yourself to get stuff like this. Not for me.
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[ Simply and slowly, like he's not sure why he's stating the obvious: ]
Best friend.
[ Why wouldn't he risk himself for it?
[ Not that Maine believes he was at risk, really. He's not reckless, but nothing — save the Savrii-wrought bout of blindness — has ever been able to stop him. Not for any significant period of time. ]
no subject
It isn't worth it. I'm- [He takes a breath, shakes that thought off.] Just don't do it again. I don't want you getting hurt because you objected to my beard.
no subject
[ So the big man shrugs and teases, ]
Shave.
[ Then he won't have to risk anything. ]
no subject
Fine. I'll shave.
You mean you don't think it makes me look ruggedly handsome?
no subject
Civilian.
[ ... Which isn't actually an answer to the question. It's just not how Wash is supposed to look. ]
no subject
[He's not military anymore. Not really. He's just doing a somewhat illicit job for an extra-governmental organisation.]
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[ After a slightly too-long pause, during which it's evident that Maine actually realizes this and processes it, the big man waves a hand — "details" — and adds, ]
Different.
[ Which, again, doesn't answer the question. And it's hardly the only thing about Wash that's different. But ... details. ]
no subject
Different doesn't mean bad.
But fine fine, I will shave since it apparently offends your delicate sensibilities so much.
no subject
[ But Maine is spared from explaining that when Wash continues. Excuse him while he HUFFS AND GRUMBLES. His sensibilities aren't delicate! ]
no subject
C'mon buddy. we should get going before more people try to murder us. Unless you want me to shave right here and now.
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no subject
Thank you for your gracious consideration for our lives.
no subject