
As Asterion Prison slides through space toward the trial, you may be wondering if characters would have a chance to stage an escape attempt. The answer is: of course! But it's still up to you to get yourselves out.
This post is for submitting both
ideas for how you think everyone could break out, as well as
individual skillsets your characters have to offer escape attempts!
THE PLAN
Do you have a sweet idea for organizing everyone and busting outta this joint? Let us know! This can be either a scheme your character would hatch, or, if you don't play a mastermind type, something you as a player think would be fun to see in action. As we will be assigning roles based on character skills, please write it with general roles in mind, rather than specific characters! We will use RNG to determine which submission we use, and will be tweaking it somewhat if necessary to best fit the plot.
THE ROLES
Here is where you tell us what your character is good at! Can they hack the robots? Distract the guards? Organize people? Hatch the scheme in the first place? We'll be including as many characters in pivotal roles as possible, chosen via RNG, and it can be assumed that they happened to be in the right place at the right time to bring this plan together amongst themselves. Although of course if not picked, your characters are still free to apply their skills during the actual break out log however you see fit in the course of threading! This is just for the bunch that kicks it off.
You have until
28 June 23:59 UTC to submit plan ideas and role information! Then keep an eye out for the log, going up July 5th, to see how this escape works out... and whether it's out of the frying pan and into the fire.
QUESTIONS
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THE PLAN
See an example below!
EXAMPLE
SUMMARY: Characters with cooking skills create a ton of flapjacks and stuff them into the air vents for an emergency landing.
THE NITTY GRITTY: First, characters would need to barricade the kitchen so the guards wouldn't be able to stop them from making a bunch of pancakes. Extra pancake ingredients (flour, eggs, etc) would need to be stolen from supplies (perhaps they can convince Cecily to join them) and smuggled to the kitchen without being caught.
Finally, once the pancakes are ready, they will need to be brought to the air filtration system. This can either be done under the cover of another riot, or characters can distract the guards in some other way. Thieves may steal keycards from correctional officers to get themselves out of Block 26, or hackers may open the doors. Once they're out of the block, they'll need to find the air filtration system, shove the pancakes in, and get everyone to safety before the ship needs to make an emergency landing due to lack of oxygen.
ROLES NEEDED: Cooks, thieves, smugglers, HVAC engineers, protectors to bring people to safety. Possibly hackers for the robot guards and/or doors, punchy people to cause a riot.
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SUMMARY: Explosions distract, guards mislead, traps are boobied, chaos happens, and Audentes brute-forces it.
THE NITTY-GRITTY: Two small bombs, made mostly of supplies found in the commissary, are set off at opposite ends of the block, one by the guard station. In the ensuing chaos, a small group of guards who have been persuaded and/or threatened into helping the escapees accidentally-on-purpose set off intruder alarms and direct the remainder of the guards away from the guard station. Along the way, the guards not sympathetic to the escapees find themselves caught in a variety of booby traps--some mechanical, some powers-based, whatever works. Meanwhile, the escapees make their way past the guard station towards the main body of the prison, backed by the most physical strong members of Audentes who work with hackers to lock down the guard station and block off Block 26 until Audentes has safely made its escape. Hackers and pilots work together to either take over the engine room and bridge or to commandeer escape pods and get Audentes the heck out of here.
ROLES NEEDED: Tacticians, thieves, explosives experts, charismatic manipulators, trap-makers (technical or powers-based), heavyweights/rear guards, hackers, pilots
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SUMMARY: Figuring out whether or not the intangible guards can be stopped or kept from entering the facility or, at least, in a few rooms to help enable escaping. The goal: Make it so the hard-light guards are zoned out, and they'll need to send in robots and humanoids.
THE NITTY-GRITTY: Hard-light guards are a problem. The goal would be to get rid of them or slow them down to the point that they can’t pursue prisoners or fight them effectively. Neutering the guards could assist with some other plans. To boot, if possible, the goal could also be to replace the hard-light guards with robots and humanoid guards who would need to physically go through some entrance or door to get into the prisoners’ area. Security, from that point, would have to be dealt with by other planners. This could just be one part of some other possible plans but could potentially turn out to be the main plan if it’s possible for people to ‘invis’ their way past robots/guards through simple sneaking or hacking.
ROLES NEEDED: i need healing Sneaky folks who are good at observing the patterns of guards, People who can subtly conceal items to prevent guards from moving around as much and folks who would be capable of sneaking through vents/pathways accessible by guards without being caught. This would primarily require sneaking/possibly an ability that can create objects to help obscure lines of sight/observational devices/hard light projectors/etc.
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SUMMARY: Using a mixture of observation, convoluted planning, and good-ol manipulation, the gang find whatever the ship is using to protect the guards/surroundings and bust the fuck out of it.
THE NITTY-GRITTY: Step one: stage another riot, this time with the team locking every single prisoner in with them come roll-call/whatever with the explicit demand that they speak to someone in command, face to face, or everyone dies. Other members are encouraged to sell the danger and ESPECIALLY the idea that not everyone agrees on this plan. Step two: two to three people (including at least one tech person) are sent out with a guard to the captain's office to "negotiate". They'll speak to whoever is in charge and offer to help stop the riot by betraying the people who started it. Step three: when enough comradery with the higher-ups is achieved, the "traitors" offer to kill those holding the other prisoners hostage in return for any weapon in the hold that might help. Step four: having gotten the opportunity given to scope out the more important parts of the ship, the "traitors" will grab any of the most OP weapons and items from the hold and blast anything that so-much as looks like a power-source, an important switch, or anything that could be controlling the shields on the guards/surroundings/creating the hardlight robots.
Step five: profit
ROLES NEEDED: Anyone with a big M on their head who doesn't feel bad playing the villain and strangling a few people to get their point across. People who love to argue and use all that built-up anger to inspire confidence that this team will turn on itself. Tech people who can spot a potential weak-spot/power-source. People with a shit-ton of charisma points. People who have those OP-weapons/items/know who does and what they do.
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SUMMARY: Elemental improvisation for chaos and disabling of the ship through fire, water, and electricity (but no heart or earth, sorry Captain Planet).
THE NITTY-GRITTY: This assumes there is some kind of sprinkler system in the rec area!
Step one: Thieves steal a key card from an officer.
Step two: Fires are set in the rec area (either via magic or setting some poor sap ablaze, sorry bruh) to activate the sprinkler system. If applicable, a magic user can summon water to flood the area instead.
Step three: Hackers/technopaths seek out wires in the rec area to rip out and charge the flooded floor with electricity. If applicable, mages can summon electricity for the same purpose. When the robo-guards come to investigate, this will short them out.
Step four: With their muscle disabled, the alien officers will be vulnerable. The stolen keycard can be used to exit Block 26; hopefully non-Audentes inmates will act as a distraction and flood the ship (perhaps with encouragement from a recruit or two). Possible mass breakout of all Blocks.
Step five: While the alien officers are distracted, a hacker + bodyguard can find ship navigation and commandeer it, flying to the closest planet and landing so they can signal for ALASTAIR.
ROLES NEEDED: Fire mage (or in a pinch, someone willing to literally set someone on fire), hackers or technopaths, brute strength, thieves, infiltrators, pilot. Possibly electric mages or people who can just summon electricity idk, same for water.
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SUMMARY: Create chaos, retrieve weapons, create more chaos, escape amidst of it! The plan hinges on hope that like in every other prison there are more inmates than guards
THE NITTY-GRITTY: Step one: This part needs several people who are able to affect what is going inside the Block 26 from within. The idea is to start another riot, but when the guards move inside to pacify it, bam, blackout! Or, bam exploding, sticky pudding! Or you know what, why not both? As long as it adds to the confusion and makes guards job harder it works.
Step two: Two teams sneak out during the step one with different goals. Team A consists probably of some heavy hitters, along with navigators and sneaks and they have to locate and retrieve the confiscated equipment. So those who are going to be really useful with their powerful tools or weapons are going here too. Team B is a diversion team, that can move quickly, and preferably undetected. Some tech knowledge required. Their goal is to infiltrate door control hub, and do more mayhem, by opening other cell-blocks. The more the better, add some fire alarm and sprinklers and even Merry Christmas music to the mix. Preferably damage the console so it can't be easily undone before leaving.
The more inmates are free and trying to prison break, the more problems guards have on the plate.
Step three: Rendez-vous. Weapon-retrieving team splits, part goes to clear the way to the escape route, to a cargo ship or something and a hold a line there. The other part returns to the Block 26 to secure and help rest of the Audentes escape
ROLES NEEDED: those who can create as much chaos inside the cell block during the initial riot - either by creating trouble or playing trouble. Sneaks, infiltrators, hackers/engineers or other way tech oriented people, heavy-hitters leaders, defenders, support, and tacticians, also lots of improvising, and OH, A PILOT WOULD BE GOOD TOO. And leaders, leaders who can lead the teams yes.
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SUMMARY: Secure cooperation of other prisoners for intricately staged riots as cover for first reconnaissance and then ship takeover
THE NITTY-GRITTY:
STAGE ONE: RECONNAISSANCE
- The best liars and manipulators on the team cozy up to the other inmates and find out which are the most likely to be swayed by bribery or threats and least likely to snitch on them. Use any combination of these to secure their cooperation.
- Stage another riot, but this time with everyone aware it's an act
- When the guards arrive, everyone flees in different directions to keep them busy as long as possible. A few previously chosen individuals (from Audentes) will slip out of the cellblock and investigate the ship as thoroughly as possible, focusing on finding the weapon room, ship navigation/master controls, and wherever the technology that blocks outgoing contact is.
- They will be the "fall guys" for the riot. Anyone captured by a guard will accuse them of starting the riot and attempting to escape.
- Using their magitek, they will circulate the information they found among Audentes, who will relay it to the other inmates.
STAGE TWO: THE TAKEOVER
- Set off yet another riot; three teams head out to the previously mapped locations during the chaos
- Hackers/technopaths break into the control/navigation room along with a pilot and lock themselves in, with a Muscle/Magical Powerhouse type posted outside to keep any officers or robot guards occupied. They will try to steer their ship to the nearest planet to land.
- Another team heads for the weapons room, where individuals with teleportation powers, superspeed, or telekinetic control will redistribute everyone’s confiscated weaponry.
- A third group attempts to shut down or destroy whatever is blocking the outgoing communications, and places a distress call to ALASTAIR.
ROLES NEEDED: Liars, manipulators, those with brainwashing abilities if necessary (for holdouts among the other inmates/potential snitches), hackers/technopaths, pilots, thieves, telekinetics, those with teleportation abilities, characters who are particularly fast or slippery and have excellent visual memory for the reconnaissance stage, especially those with experience making maps.
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SUMMARY:
cause a riot to draw guards into the prison area, cause a power
THE NITTY-GRITTY:
1. use a riot to draw more than just the light guards out of hiding. use all our BIG GUN types here.
2. once they have that, use some kind of attack/magic/whatever to cause a power overload. maybe by short circuiting lights or something like that? possibly building an emp device out of any electronics that remain and weren't seized. overload/short circuit seems more likely though. so this could utilize INTELLIGENT/ELECTRONIC SAVVY CHARS, as well as MAGICAL ones...
3. have a group help bolster the inmates and send them out to be as distracting and destructive as a few BRANIAC/PILOT types head for where the escape pods are.
4. collect a few, send a call out on Magitek, and get the hell out! maybe a distress signal to ALASTAIR after they make it out.
ROLES NEEDED: Big Guns, people capable of causing a distraction and taking on the guards, pilots of pods, intelligent characters, and then even lookouts and those responsible for setting out the LETS GET OUTTA hERE alarm on magitek.
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SUMMARY: power outage, everybody out
THE NITTY-GRITTY: Canonically, Emma can cause a power outage when she experiences intense emotion. Either she could accidentally cause one, or the characters could work together to create a power outage, shutting everything down and offering chars the opportunity to escape.
We'd need characters who could help each other escape, chars who could fight the prison guards, characters using strength and magical abilities to take advantage of the building shutdown and to help gain access to the exits. With their own network intact, characters could communicate to each other over the network detailing routes out of the building and rendezvous points. Additionally, with the power down, technologically inclined characters could potentially try to get it up and hack into the system to open specific exits and to close off the guards from reaching the prisoners.
ROLES NEEDED: Magic types, tech people, super strong team members, heroic types, people good (or hilariously bad) at giving directions, fighters.
THE ROLES
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DREAMWIDTH USERNAME:
SKILLS OFFERED: Mastermind, nat 20 charisma/manipulation, managerial skills, sneaking, theft, healing, tracking, life creation, random acts of calculated violence
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DREAMWIDTH USERNAME:
SKILLS OFFERED: Tactician, highly observant and organized, a capable chatterbox and social butterfly, equipped with a willingness to do awful things for the team, martially trained, flashy offensive/defensive magic (you get ice, and you get shields), can semi-turn into a dragon for Maximum Chaos. Good for a loud, effective rallying speech if you need someone to draw attention to them.
Highly interested in Reacquiring Audentes's belongings, including everyone's missing hats oh my god??
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DREAMWIDTH USERNAME:
SKILLS OFFERED: She can manipulate metal, which obviously doesn't work on the prison or the guards, but can be useful in other ways. She's also familiar with space travel and can pilot spacecrafts if it comes to that. And she can hack things!
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DREAMWIDTH USERNAME:
SKILLS OFFERED: Good at thinking on her feet/planning on the fly and directing people (she's a control freak). Can manipulate and fast-talk her way out of (or into??) many situations. A+ at stealing/sleight of hand. Can pick locks (but not, like, digital ones). Likes to punch people.
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DREAMWIDTH USERNAME:
SKILLS OFFERED: Pure brute strength, equine speed, totally down with suicide missions
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DREAMWIDTH USERNAME:
SKILLS OFFERED: Tactician, mastermind, highly observant and calculating, formerly a prison guard so he can use that to his advantage, super strong and super fast, spellwork (binding spells, offensive spells, and some healing spells), extremely manipulative.
Also in possession of an extremely OP Bankai, assuming we get our weapons back before an attempt is made, SO I'M GONNA DETAIL THAT HERE FOR YOUR DISCRETION, MODS... especially since it's all RNG anyway:
His Bankai has, essentially, in its only appearance been used in a situation where the "prison" he was in was inescapable, which already handicaps him, because he's in a similar situation here. Now the "power" of his Bankai is essentially restructuring the particles of an object/person, meaning, theoretically he can weaken physical structures, even if he can't flat out destroy them.
In simple terms, he can't rip a hole in the prison, but he can potentially restructure certain elements of it to make it weaker or alternately make them stronger in the case of blocking off areas to give people some time to move. He would just have to shuffle particles around in either case.
It's science, I guess.
Bonus handicap is limited mobility! It's not a portable Bankai. He would literally have to set up shop in some area that would get the most benefit out of the restructuring- either an area that is highly fortified and needs the extra oomph or an area that needs better physical support that simple barriers won't manage. He can't do it for the whole prison, because it has to be within physical reach.
Also GNARLY SUTURE SCARS ON EVERYTHING.
that was a lot of explanation for something that might not be useful or necessary. I JUST DIDN'T WANT TO ASSUME IT COULDN'T BE USEFUL, AND MISS AN OPPORTUNITY.
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DREAMWIDTH USERNAME:
SKILLS OFFERED: Sieglinde def. has a mind for strategy and observation, and will be glad to offer notes and analysis on the guards' shifts, their behavior, weak points in defense, and other things she's been watching since they arrived. She has magic available, mostly focused on healing and defense (barrier creation, halting the movement of others), and some other misc. spells she's practiced along the way that would be useful for distraction or infiltration, like lockpicking, scrying, covering herself in illusion, etc. Her size also might allow her to go places other characters might have trouble, like vents or the like.
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DREAMWIDTH USERNAME:
SKILLS OFFERED: Actor/improvizationer/put all his character points into charisma. Master distracter. Electricity magic. Has enough strength to tear down metal walls in two forms. Can create summons, including tiny versions of himself, indestructible blocks, gray image projections, and bombs. Can horde items inside of himself. Is used to pretending to be the villain and has no problem picking up that role again. Good at monologuing. Literal legs of steel. Really, REALLY wants to smooch his boyfriend again and will do about anything for it, including offering his services (especially if he gets to brag about it later).
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DREAMWIDTH USERNAME:
SKILLS OFFERED: Super strength/speed/regeneration/immortality. His blood can heal others. The norm. In terms of talents and raw skills, Ban is an expert lockpick, pickpocket, lightfooted sneak and he possesses magic based around stealing. Ban can steal a bolt out of a girder without tearing its threads, making a sound or even touching it. He gestures towards it and it comes in his direction. He could pull a level from across a room or take the keycard off of a patrolling guard without them even feeling it. He possesses magic that allows him to become completely invisible and undetectable to the point that he shows no sign of existing. Basically, he's a naturally talented thief and, on top of that, he has magic specifically designed for stealing not only objects but the physical strengths of an enemy. Plus, he likes stealing so--this he would enjoy any chance to steal during a mission on an emotional level which is totally healthy for any rational adult.
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DREAMWIDTH USERNAME: firesbride
SKILLS OFFERED: Daenerys is an incredible instigator of riots. She once snatched an entire army out from under the nose of their masters and then got that army to turn their spears onto their masters, resulting in a nice massacre. She has excellent charisma, gives good speeches, and has the fire to back up her will and get people moving, such as when she convinced her remaining, frightened khalasar to follow her ... and later, thousands of freedmen, to follow her on a dangerous march to wherever she went. She has undeniable talent for directing others, and for discovering and exploiting weaknesses; all traits that wouldn't make her the conqueror she is, if she didn't have them. She would discuss these things openly despite being generally private, because they need to get back to Oska. Her concerns are that they know where to go once they have control of the ship, and that the guards must be secured.
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DREAMWIDTH USERNAME:
SKILLS OFFERED: Enhanced speed and strength mean he's very handy in a fight, and not afraid of getting his hands dirty. He also has autoregen, so it's very hard to hurt him for long, so good if you need a meatshield/distraction who can take more than a few hits/bullets/whatever. Good at battle tactics. He's stealthy, silent, and sneaky, good at creeping around unnoticed. He also has enhanced senses, of particular use might be his sense of hearing and smell, should anyone need a lookout or something like that! He likes flashy displays of violence such as explosions and would know how to make them if needed.
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DREAMWIDTH USERNAME:
SKILLS OFFERED: twerking
ok but rly tho
Asher is a bit of a wildcard when it comes to events like this, though his brute strength will most likely be useful in an escape scenario. In addition to this, he is a fast-talker, quick on his feet, and team oriented. While he seems dim-witted at times, in high stress situations, he can be surprisingly insightful. He's kept tabs on the shift times, mannerisms, and personalities of the various guards, and will persist in the face of adversity even if triumph seems impossible. And finally, if it comes down to it, he is willing to sacrifice himself for the safety of his teammates.
(ps, this is not feasible but with the help of one technology oriented character if u need someone 2 b a distraction and rap lame verses over the intercomm, this is also a possibility)
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Re: THE ROLES
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posting for julia
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