Young Justice ~ Mission 1
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: Primarch on 22-01-2013, 19:31:22</h2>
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				Title: <strong>Young Justice ~ Mission 1</strong><br>
				Post by: <strong>Primarch</strong> on <strong>22-01-2013, 19:31:22</strong>
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				<div class="floatleft">(http://images.wikia.com/batman/images/c/c4/Young-justice-batman.jpg)</div> <strong>Day 8</strong><br>__________________________________________<br><br>"<em>Alright teams, you wanted experience. Here's your first mission. We were recently received intel that that R&amp;D company, <strong>Blackrock Division</strong>, had acquired alien technology and that was being used for weapons development. The source of the intel was <strong>Rex Raptor</strong>, an individual currently being watched by the League for potential recruitment. Despite warnings not to, Rex attempted to sneak into Blackrock's head facility here in Rhode Island. I had been tracking him via a radio device, but the signal went dead one hour ago. I have reason to believe his intel was legitimate. His disappearance confirms the need for our attention.</em>"&nbsp; <br><br>"<em>Team One, you are required to enter the Blackrock facility and retrieve Raptor, assuming he's still alive. If you recover him alive, get him to the roof where extraction will be provided. Acquiring evidence of illegal alien research is secondary but should be obtained if possible. I'm sure I don't need to remind you, this is strictly a covert operation. Under no circumstances is this mission to become public knowledge. You will be provided with a signal device to be triggered if Raptor is found alive. A helicopter will extract.</em>"<br><br>"<em>Team Two, Blackrock maintains a secondary facility in the Nevada desert. Formerly an airfield, it has been converted into storage. The need for a storage facility this large and this distant from there other assets is suspicious at best. You are to enter, covertly, and discover the nature of the facility. In the event alien contraband or worst is discovered, destroy the airfield. You will be provided with explosives and a signal device to trigger when ready for extraction.</em>" <br><br>"<em>Batman out.</em>"<br>__________________________________________<br><br><br><br><br>_____________________________________________________________________________________________<br><strong>Team One, Rhode Island, Providence, 4 AM local time</strong><br><br>The team was discreetly dropped into the middle of Providence on the roof of a building across the street from the Blackrock headquarters. The Blackrock building had forty floors, ground floor included. From the position the team was at, they could see onto the roof. There was what appeared to be a stairwell entrance and several sets of antennae. There was little else of interest at immediate view. There was no clear sign of security. The signal device that was provided looked like a watch, pressing in the watchface triggered the signal.<br><br>_____________________________________________________________________________________________<br><strong>Team Two, Nevada Desert, Blackrock Airfield, 1 AM local time</strong><br><br>The team was dropped a mile south outside the airfield to a vantage point where they could overlook the airfield. It had three large airstrips, running from west to east. with half a dozen wide hangers on the north side nd three more at the west end. The main entrance was south facing, a large gate with a manned tower on either side. What appeared to be automated floodlights scanned the perimeter. Smaller lights inside the facility could be seen, both coming from inside the hangers and what was likely patrols across the airstrips and central open space in general. The signal device was identical to the one provided to Team One and the explosives came in a pair of backpacks, each pack containing a dozen explosives. <br><br>_____________________________________________________________________________________________<br><br><em>Notes/Reminders:</em><br>Each player/character may post <em>once</em> in between each update. <br>You must designate someone to take the mission specific equipment.<br>I'll update time as we move along.&nbsp; <br>Any other questions should be asked in the OOC thread. We'll be keeping this strictly IC. <br>&nbsp; 
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				Title: <strong>Re: Young Justice ~ Mission 1</strong><br>
				Post by: <strong>Re Z L</strong> on <strong>23-01-2013, 04:06:45</strong>
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				<div class="floatright">(http://i.imgur.com/luyZ7.jpg)</div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Jaime Reyes, the Blue Beetle (B05)</div><div class="spoiler_body"><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Powers</div><div class="spoiler_body">The powers of the Blue Beetle are best broken into three categories, those that the Scarab can use independently, those that its host can use, and those that manifest only while wearing the Blue Beetle armor.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Scarab - Khaji Da</div><div class="spoiler_body"><ul class="bbc_list"><li>Energy Absorption - The Scarab can absorb a blast of energy that would land a human in the hospital.</li><li>Independent Animation - The Scarab is capable of moving short distances on its own, either by crawling or flying.&nbsp; When fused to a biological host the Scarab relies on its host for movement.</li><li>Pincer Blades - The Scarab's pincers are capable of cutting through metal.&nbsp; When fused to a biological host the Scarab relies on the host for such abilities.</li><li>Scarab Mindlink - The Scarab is capable of communicating with Scarabs that have not integrated with a host.&nbsp; The Scarab may also interface with other Scarabs that have bonded with a biological host as long as its host first penetrate's the other's armor.</li></ul></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Host - Jaime Reyes</div><div class="spoiler_body"><ul class="bbc_list"><li>Symbiotic Synaptic Interface - The Host's nervous system is bonded with the Scarab's, this allows the two to share their thoughts and emotions with one another.&nbsp; The communication between the Scarab and its Host can only be intercepted by mind-reading.</li><li>Tracking Systems - The Scarab is capable of tracking anything which produces energy, be it biological, technological, or mystical.&nbsp; It can track anyone the Host has met from at least seventy miles distance.</li><li>Scarab Sight - The Scarab can scan anything that the Host encounters.&nbsp; It can identify major physical conditions, such as pregnancy or diseases; identify metahumans; identify relatives via genetic analysis; detecting sentience; extra-dimensional objects; it remains continually aware of electricity in the environment; it can perceive magic, being able to monitor its effect, determine how it can be dispelled and see through magical concealment.&nbsp; It is capable of scanning at least a five-mile radius.</li><li>Network Connection - The Scarab can establish a link to communication systems, enabling its Host to talk through them or listen in on them.</li><li>Clothing Manifestation - The Scarab can create clothes for its host which dissolve moments after the host removes them.</li><li>Concealment - The Scarab is capable of concealing itself from modern technology, blocking off cameras and microphones in its vicinity for example.&nbsp; It can also block mystical attempts to probe it.&nbsp; Sufficiently advanced technology can detect it with less difficulty.</li><li>Healing - The host heals at a faster rate than a normal human.</li></ul></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Armor</div><div class="spoiler_body"><ul class="bbc_list"><li>Superhuman Strength - Able to move small trucks with ease.</li><li>Superhuman Agility - Able to fly and move quickly enough to dodge many attacks with ease.</li><li>Environmental Protection - The armor allows the host to survive in a variety of hazardous environments.&nbsp; The host can withstand extreme temperatures and pressures, including the vacuum of space, and can survive reentry through the earth's atmosphere and the subsequent impact.</li><li>Armor Reconfiguration - The armor can reconfigure itself to create a wide array of tools and weapons, including an energy cannon, a sword and shield, a grappling hook, an energy blaster, claws, wings, and a set of large powered blades attached to the hands, over a foot in length, that can shear through tree trunks.</li><li>Partial Manifestation - The host can manifest parts of the armor, such as the energy blaster, without needing to manifest the whole suit.</li><li>Wing Shields - The armor can create a pair of wings allowing the host to fly and hover, they can double as a shield if necessary.&nbsp; A jet thruster can be manifested to increase his flying speed tremendously at the cost of close maneuverability.</li><li>Energy Manipulation - The armor can shape and manipulate the energy it stores for a variety of effects:&nbsp; energy blasts, energy cocoons, small-scale solid constructs, 3-D holograms and shields.</li><li>Antagonist Adaptation - The armor can tailor its blasts for use against specific opponents (eg. Kryptonite radiation, non-lethal suppression blasts, anti Green Lantern manifestations, anti-magic).</li><li>Energy Bubble - The armor is able to create a temporary energy bubble around the host and nearby people.&nbsp; The bubble shields those within from outside attacks, but prevents them from leaving.&nbsp; Flashes attempting to vibrate out of it have been blasted by the shield.</li><li>Vibrational Frequency Manipulation - The armor can negate the vibrational frequencies of extra-dimensional objects, pulling them into this reality.&nbsp; This can also shift the Host out of phase with the universe, making him invisible and intangible to anything apart from technologies that normally interact with such objects.</li></ul></div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Weaknesses</div><div class="spoiler_body"><ul class="bbc_list"><li>Green Lantern Corps - The Scarab sees the Green Lanterns as the "enemy".&nbsp; The Scarab urges its host to kill them when they are present, acting very aggressively towards them.&nbsp; The Green Lantern rings respond with "fear" towards the Scarab, inducing different affects depending on their wielder (Sparks, Migraines, Desire to kill the Host, etc.)</li><li>Truce With Nature - The Scarab will not hurt nature, or the magical creatures thereof, of its own volition.&nbsp; The Host must force the Scarab into helping one way or another.</li><li>Alien Sentience - The Scarab's sentience and morality is strictly inhuman.&nbsp; It cares little for humans in general and is willing to injure or kill them.&nbsp; The Host must maintain control to prevent it from doing either.</li><li>Reach Tech - The Scarab's armor can be breached by the weapons of other Scarabs.&nbsp; The Scarab and the Host are susceptible to Reach technology, forcing the Host to resist being controlled by them.</li><li>Magic - While the Scarab is aware of magic, it doesn't understand it.&nbsp; It's able to perceive, absorb, and disrupt magical energies, but little else.&nbsp; As a result, creatures of magic are often a significant challenge.&nbsp; The Scarab can't analyse certain mystical creatures, and so is unable to develop countermeasures for them.&nbsp; When faced with certain other mystical entities, such as the Spectre, the Scarab panics, offering its Host ever more powerful weapons to take them on, which can have unintended consequences.</li><li>Magnetic Shielding - Strong magnetic fields block the Scarab's ability to track.</li><li>Dispelling the Armor - When the armor is removed it causes the Host intense physical pain.&nbsp; The more the armor is used the more the Host gets used to the pain, though it is never gone completely.</li><li>Teenage Boy - Jaime has all of the weaknesses normally associated with being a teenager.</li></ul></div></div></div></div>Location:&nbsp; Nevada Desert<br>Tagging:&nbsp; Team Two<br><hr><br><em>It would be simpler to just annihilate the facility, removing the need for any reconnaissance,</em> Khaji Da mentioned to Jaime.<br><br>"No we're not going to just blow them up!" Jaime retorted aloud, though quietly as the rest of the team observed the facility from a safe distance away.&nbsp; He kept one of the backpacks full of explosives.&nbsp; He began to wonder why he was volunteered to carry one of them in the first place...<br><br>"See anything, Superboy?" he asked the half-Kryptonian while he kept a watch on the facility as well.&nbsp; He didn't have quite the sight that Superboy did, but he was able to scan for other things, energy transmissions being primary.
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			<dt class="postheader">
				Title: <strong>Re: Young Justice ~ Mission 1</strong><br>
				Post by: <strong>Cold Heritage</strong> on <strong>23-01-2013, 05:05:38</strong>
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				Name: Superboy<br>Location: Nevada Desert<br>Tagging: Team Two<br><hr>Superboy elected to carry the second bag of explosives - it posed him little imposition and if there were some mishap that resulted in an uncontrolled detonation, he was least likely to face grievous injury from it. He knelt in cover from their vantage point, listening as well as using his infrared vision. "Nothing alarming. There are armed patrols, but they appear to be employing conventional small arms." The flawed clone reported in a manner of fact fashion. "Thoughts on ingress? I can make the jump from here, but not without alerting the entire base." Superboy asked of Blue Beetle, although he kept his eyes on the enemy base.
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				Title: <strong>Re: Young Justice ~ Mission 1</strong><br>
				Post by: <strong>Diesel Heart</strong> on <strong>23-01-2013, 16:48:34</strong>
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				<div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Veronica Anne Arky, Anarchy (B08)</div><div class="spoiler_body"><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Powers</div><div class="spoiler_body"><ul class="bbc_list"><li> Amateur Magic - Utilizes a magical focus to enhances her utilization of magical energies that flow all around. She focuses primarily on healing, teleporting, and wards however. She vowed to never learn offensive magic.</li><li> Eidetic Memory -&nbsp; Veronica's memory is eidetic, allowing her to recall other aspects of any event in her memory including sensory information that is visual (Sight), auditory (Sound), tactile (Touch), gustatory (Taste), and olfactory (Smell), as well as other dimensions.</li><li> Adaptive Muscle Memory - Anarchy's memory is passively hyper-cognitive and sensitive due to her Savant Syndrome. In turn this has allowed her to replicate or mimic any physical feat after observation in practice. This is, of course, limited to her own level of strength and flexibility.</li></ul></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"> Skills</div><div class="spoiler_body"><ul class="bbc_list"><li> Adept Free Runner - Veronica often grew bored when she wasn't involved with something, and thus self-taught herself by watching others paying tribute to her memory's capabilities. </li><li> Adept Firearm Usage - Veronica displays an impressive accuracy and skill with various firearms, though favors pistols. She is capable of hitting a target dead on from at least fifty feet with a normal handgun and capable of hitting a four square foot target from a hundred feet away with a sniper rifle.</li><li> Wheelman - Give Veronica a vehicle with an even number of wheels, and she'll give you a new lap time.</li></ul></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"> Equipment</div><div class="spoiler_body"><ul class="bbc_list"><li> Goggles - The goggles carry with them various technological sights including night vision, thermal vision, and has a build-in uplink to the crime computer and telecommunications display.</li><li> Esperance - French for "Promise". It's what Veronica named the ebony black handgun. A master's work, the handgun can be disassembled and reassembled again to fit other various types of ammo, due to the amount of adaptable pieces that came with the handgun itself. On either side of the weapon are two polished circles which offer mirror-like properties, which seem to display images... Which makes it all the more obvious that Esperance isn't a normal handgun. Esperance has in way it's own presence. It doesn't want to be used by anybody else but their respective owner, and anybody else holding the handgun will find it awkward, to the point of finding the weapon inaccurate, unbalanced, etc. But when the owner holds it, it however feels like it fits their hand just the way it should, giving the feeling that it belongs in their hand: it actually improves the accuracy up to near-perfect levels. But it's more interesting property is, even if loaded with lethal ammo, it will never actually kill (or truly injure) unless deliberately firing it lethally. Each shot drains the target's energy, in a way that a mortal wound caused by the bullet will instead just knock them out for a while. A crippling shot at the target's leg, in example, will still cripple him/her, but without the pain and injury.</li></ul></div></div></div></div><strong>Name:</strong> Veronica Anne Arky<br><strong>Codename:</strong> Anarchy<br><strong>Location:</strong> Nevada Desert<br><strong>Tagging:</strong> Team Two<br><hr><div class="floatleft">(http://i952.photobucket.com/albums/ae5/Warden_Ice/AnarchyCom_zpscb026296-1_zps75b35b60.jpg)</div>Anarchy was in a low kneeling position as well, a lit clove hanging from her lips, nudged loosely in the corner as she listened to the other two speak. She had the third backpack, opting to handle demolitions charges if need be. The goggles she sported were already over her eyes, switching from telescopic vision and others to assist in any gathering of intelligence of the airfield ahead of them from the vantage point. <strong>"Let's not choose the decision that would put the entire mission at risk."</strong> She responds to Superboy's suggestion before continuing. <strong>"I don't recommend splitting the party either, at least from a distance far enough to prevent quick and immediate support of getting things running on par again. Moderate distance put between each of us and we move forward as a whole, not individually."</strong><br><br>She paused for a moment and she began thinking. There were multiple scenarios and actions taken, each with a various assortment of consequences and outcomes, cycling through her head. She was trying to determine which was best however, lightly struggling to keep this her focus and ignore the influx of memories that were often sometimes a distraction. Her right hand fell to the pistol at her side, and professionally unholsters the sidearm, checking the magazine for ammunition. Loaded. She nods after a moment. <strong>"We work as a team, focusing on the gathering of intelligence ascertainment and preventing alert of presence, this should be a cakewalk."</strong>
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