The Legion [Mods] (
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legionmissions2018-01-10 07:10 pm
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Endgame Part 1 [log] [modplot]

This is it, the day the Legion has been dreading since finding out about the threat of Chronoblivion. Chronoblivion's eyes watch over every world as the massive being starts to consume the Legion's universe - and with it, the multiverse. Metron's throne has guided them towards something that can be used to fight Chronoblivion: The Miracle Machine, a mysterious device passed between the Metrons of different timelines that's capable of granting its bearer a "wish," i.e. the ability, to (very briefly) alter reality. This device is powerful enough to create or destroy universes and therefore is powerful enough to destroy the sentient universe trying to consume all of existence.
Brainiac 5 now knows where to find the Legionnaires that were lost over a year ago - and using one of their powers, he can breach into the Miracle Machine's hiding place so they can use it to defeat Chronoblivion once and for all. But there's a catch: the machine powers up by feeding on the background consciousness of sentient beings and it can't do so if all the sentients nearby are preoccupied with fear and hopelessness as the Catastrophists and Metron's other minions weaken its last defenses.
Now the Legion must bring hope to the galaxy at least one more time to have any chance at all of defeating Chronoblivion and saving all of existence.
Starting prompts are in the comments.
While one group frees the lost Legionnaires and obtains the Miracle Machine; and another faces down the Penitent to stop the stream of otherdimensional monsters entering the UP and Second Galaxy, everyone else has to fight against many disasters across the UP.
With the public terrified and thinking they're facing the end of days, the Legion has to bring hope to the United Planets one more time.
A. THE UNMOLDED ONES Gates to the Concept Multicosms have been left wide open on every world and until Beta Team stops the Penitent, the Legion must keep these terrible monsters from destroying everything and everyone. If choosing this prompt, players may want to note which creatures will be in their prompt and what planet they're on. Players can have their character fight on any world against any or all of these monsters: The Spoken: These are the Penitent’s words made flesh, the Unmolded Ones that bonded most with her and became filled with her love of destruction. They are not people, only slightly resembling people, things with twisted limbs that should not be able to support their weight, with many of the limbs fading in and out of existence so they never have the same number at any given time. In some of their many hands they carry flaming swords in a sick imitation of angels. They don’t usually have heads but sometimes heads with lank greasy hair will form in their center mass, ones that have too many eyes. For a brief moment these heads will look their prey in the eyes as they slash, throttle, or stamp their victims to death. Cutting off limbs only cause more to grow in their place. The only way to kill them is to incinerate them completely or destroy their heads the rare times their heads show. The Dancers: These beings have no hands or feet and sway around gingerly on their half-formed limbs in a way that almost makes it seem as if they’re dancing, gradually wheeling their way towards their targets. Colored glass grows out of their skin like leaves, in the space where their faces should be and along one side of their body. Their skin is covered in crosshatched burns and they always smell faintly of singed hair despite being hairless. When they move, they are accompanied by the sound of molten sand or rock cooling into glass, and their touch causes dangerous and potentially deadly radiation burns. Despite the fact that they kill with a touch, their efforts to grab or embrace others seem to be a sad attempt for comfort they can never truly receive. The only ways to destroy them are total incineration or dousing them in water somehow. For some unknown reason, when touched by water, they shut down and die for good, as if being soothed by it is enough for them to let go. The Once-Befores: Once-Befores are massive hulking creatures that despise all forms of sentient civilization, especially cities, and instinctively try their best to raze it all to the ground. They range wildly in height and can reach a whopping size of 1000 feet tall (the size of a skyscraper). Even the smallest among them usually reaches 50 feet tall. The Once-Befores are extremely destructive, using their massive limbs and claws to destroy buildings. They can each shoot an extremely explosive ray of energy from their mouths; the smaller the Once-Before, the more powerful this beam is, an adaptation that allows the smaller ones to be as destructive as their larger counterparts. The Once-Befores are highly resistant to injury and require a lot of sustained force to damage, but they can be worn down and destroyed with enough effort. While most of their bodies are hard to hurt easily, their eyes and inside their mouths are sensitive spots, that can be hurt with bullets or other weaker munitions. They're also not very smart so they can sometimes be tricked into traps (such as lured into a place where a structure can be dropped on them) or tricked into destroying each other with their mouth blasts. B. EARTH - SCIENCE POLICE HQ The headquarters of the Science Police on Earth are under attack by the Catastrophists hoping to drive the UP into a panic by destroying the police. While the police officers have rallied en masse and are bravely resisting the attack, without backup it's only a matter of time before the Catastrophists manage to tear their way through the thin blue line. Catastrophists spearheading this attack are primarily Daxamites and Carggites. The Daxamites have similar powers to Superman: superstrength, invulnerability, heatvision, X-ray vision, superspeed, flight, and super breath. However, they all also have their species' inherent weakness to lead. Even the microscopic amounts in Earth's atmosphere are enough to make them get sick, leaving them heavily reliant on body suits similar to transuits. These suits are heavily resistant to tearing and cutting and are in fact stronger than the Legionnaires' transuits. They can potentially be breached but they must be weakened by extreme forces of any kind (energy attacks, fire, ice, explosions, etc.) before bullets, blades, or other forces can tear them open. The Carggites are similar in makeup to humans, meaning they can be damaged just like humans. However, their ability to split into three connected selves and reform into one person again can make them difficult targets. They've also been highly trained in combat and their selves' mental links with each other allow them to perform very coordinated attacks. The Science Polices' HQ is very large and being attacked from multiple sides. Legion Liaison Officer Shvaughn Erin is on scene, coordinating different Legionnaire defense groups. Characters can handwave that they got orders on the best places to place themselves in the fight. C. COLU - METAIRE The capitol city of Colu, Metaire, is under attack by Catastrophists that are Coluan themselves, ones that have allowed themselves to be modified into dangerous cyborgs. The psychological impact of seeing cyborgs so soon after the robozombie plague ravaged Colu is causing panic in the streets, with many Coluans fearing an outbreak of a new infection despite the fact there is none. These cyborgs have the same superintelligence as all other Coluans, allow them the ability to analyze situations and implement expert combat tactics very quickly and efficiently. While all of them have been augmented to be stronger, faster, and more durable, and their other cybernetic implants range in ability, allowing such capabilities as: cloaking, energy blasts, and hacking surrounding technology and controlling it - a major problem on a world with such things as automated security drones. That said, while these cyborgs are incredibly powerful, they can be destroyed with hacker/computer virus attacks, EMPS, and heavy amounts of damage, especially damage targeted at their vulnerable biological components. D. SECOND GALAXY - THE WAYHOME The Wayhome, the floating, mobile space station comprised of the ships of many different species, is not without its defenses. The Kwai and the many other species there are willing to die to defend their home and before the death of the Progenitor at the hands of the Legion they survived his genocidal attacks constantly. Guided by the Enkemet, the wise Kwai leader in charge of the Wayhome, and led by the Lonestars, the greatest Kwai warriors, the defense forces aren't giving up without a fight. But they still need help and now that the Wayhome is part of the United Planets, they're asking their new allies to aid them in defending the Wayhome. The unfortunate part? The attack is coming through the bilge decks and sewage systems as the Catastrophists swarm in like rats. Their end goal? Getting to the engines of the ship-cluster through the various ducts and passageways and overloading them so the entire Wayhome is destroyed. Kwai warriors have a handle on defending the surface, but the Legionnaires defending and clearing the bilge decks before the Catastrophists can get to vital systems are some serious nass now. Like...literally. The Catastrophists swarming through the bilge decks are no joke. Dangerous shapeshifting Durlan Catastrophists have undertaken this task. Able to transform into anything and anyone, Legionnaires must be careful to keep their allies in sight. If a Durlan is masquerading as a teammate the only way to tell they're not the real thing is by checking one's omnicom to see if their ring tracker shows on screen. Capable of turning into dangerous creatures, or shapeshifting parts of their bodies into bladed weapons and bludgeons, and highly resistant to physical attacks, the Durlans can nevertheless be defeated with enough damage from energy attacks and high voltage electricity. Legionnaires have also been given grenades full of cancellite, a chemical that can freeze the Durlan in the current shape its in and make it unable to move. E. BRAAL - LITTLE XANTHU On Braal, the Xanthan refugee camp has been making a slow transformation into a functioning part of Reelu City, with Xanthan stores, restaurants, shops, apartments slowly being built. But the Catastrophists have set out to destroy this growing refuge of the Xanthans, terrorizing a people that have already suffered terribly when their planet was destroyed by the mind-controlled Roboticans before the Roboticans got freed and joined the UP. Now Catastrophists - native Braalians - have started attacking this area of Braal, using their native magnetic powers to use Braal's metal-rich environment to their advantage. They're even terrorizing the Xanthans by forming metal into robot-like forms that remind them of the Robotican horror they once faced. While Scipos and other native Braalians are pouring in to stand up to these aggressors, they can't defend defenseless Xanthans - who lack powers - all on their own. Fortunately, other than the metal powers, the Braalians are as easy to hurt as humans, but Legionnaires must still brave metal golems, metal being formed into barriers and walls around them, and storms of blades to protect a people that have already lost everything. F. TITAN - TITANOPOLIS Chaos has descended on Titan, the planet of the telepaths. Styled after Granny Goodness' Female Furies, warrior Talokian Catastrophists are attacking Titanopolis, the capitol of Titan, home to the main Titanet tower that is vital to all other towers. Destroying it could cut off communications through the entire beleaguered UP, destroying any chance of calming down a terrified populace. The Talokians themselves are dangerous enough, highly trained in both bladed weapons and guns, extremely fast and resistant to injury, but even more terrible are the otherworldly Hounds they've trained to be obedient to them. These clawed and sharp-toothed ethereal creatures are even more durable, and have a devastating effect on any psionic beings. As they wind their way through the streets with their owners, their psionic abilities are causing any telepaths they come across to collapse and go catatonic, leaving the Titanians completely unable to defend themselves. Due to all Titanians communicating via telepathy, instead of hearing their cries for help with their ears, your character's mind will be filled to the brim with the Titanians' mental screams - as they eerily drop off and go silence. The Legionnaires must stop these beasts and their owners before they make their way through the winding city streets from the threshold gate hub to the Titanet Tower itself. Fortunately the terrain leaves things somewhat in their favor. The Venice-like waterways made of pure methane can sometimes be used to set enemies on fire or blow them up and with so many winding mazelike streets, there are plenty of places to set up an ambush. G. WILD CARD Have an idea for something that you don't see an option for? Go absolutely crazy. The Catastrophists recruit from almost every UP member world, meaning they have individuals with a wide array of powers at their disposal. (The only exception is the Roboticans, who aren't prone to existential despair.) They're also attacking every UP world, meaning you can set a conflict of any nature on any planet in the UP. If you'd like to see if something is possible, free free to ask the mods in the OOC post. |
All Legionnaires that prefer it will be kitted with both lethal and nonlethal weaponry and ammo. Due to the giant monsters, players can also god some Legionnaires as having been given heavy artillery or fusion devices (the latter of which come from Brainiac 5's stock of rejected experiments).
The Legion's usual rules towards killing apply, and the situation in the UP is dire enough that in many situations it will be considered justified, especially against the monsters. That said, the entire UP is watching, and how it all looks to them must be taken into account. Even those that kill have to make sure its done in a way that doesn't absolutely horrify the UP public or it'll be counterproductive to bringing them hope.
Zenyatta | Open
Zenyatta watches as a lumbering Once-Before slashes its gigantic arm through a building. He hears cries as rubble crumbles to the ground, scattering people in terror. The Once-Before casts the street in shadow as it moves to smash another building.
Using his ring to elevate him high above the ground, Zenyatta channels his omnic energy; his orbs take a purple glow to them. Then an orb of energy pulls away and attaches to the Once-Before. Zenyatta's Orb of Discord will help others' attacks hit the Once-Befores harder. He lacks the firepower alone, but should one of the smaller Once-Befores' lasers come their way, Zenyatta can protect people with Transcendence.
But until he gets reinforcements in terms of DPS, he'll be attacking on his own.
G: Wildcard [[ Wildcard with a twist. Got something you'd like to do with Zen? This is the prompt for you. ]]
Re: Zenyatta | Open
"Great, now it's mad." Hiccup says, muttering over the comms. "Just a heads up, Toothless and I are going for another pass. I'm gonna try to hit this guy with something big."
Re: Zenyatta | Open
"I will offer my support." A big attack is just what they need to do something against the Once Before.