Mask or Menace | MODERATORS (
maskormods) wrote in
maskormenacelogs2016-01-25 07:32 pm
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Entry tags:
- !event log,
- conner kent | superboy,
- erik lehnsherr | magneto,
- laurie collins | wallflower,
- † atomic robo | n/a,
- † blue sargent | n/a,
- † bruce wayne | batman,
- † commander shepard | blasto,
- † d'artagnan | n/a,
- † garrus vakarian | n/a,
- † grey | n/a,
- † hal jordan | green lantern,
- † heiji hattori | n/a,
- † jacob taylor | the protector,
- † jyushimatsu matsuno | n/a,
- † kaneda shotaro | n/a,
- † kasumi goto | n/a,
- † ken amada | n/a,
- † kururu sumeragi | pledge queen,
- † l'arachel | n/a,
- † leonard "alpha" church | ghost,
- † magicman | n/a,
- † michael jon carter | booster gold,
- † nicolas demidov | seeking snow,
- † olivier armstrong | ice queen,
- † rick grimes | n/a,
- † riku | darkeater,
- † sabriel | abhorsen,
- † sasha blouse | n/a,
- † shinjiro aragaki | n/a,
- † ted kord | blue beetle ii,
- † tetsuo shima | n/a,
- † thane krios | the assassin,
- † the (twelfth) doctor | n/a,
- † yayoi nakayama | roaring queen
admit that the waters around you have grown
WHO: All war-allied imPorts that have signed up HERE.
WHERE: Vladivostok, Russia, Lithuania, and various coastlines.
WHEN: January 26th.
WHAT: The US military, with the help of imPorts, makes their move! The hunt and action begins for the missing imPorts, and for sensitive Soviet information that will help the US strike back effectively. Players may also use this log to play out planning and any other associated activities.
WARNINGS: None anticipated; let us know if we should change this!
Before being split-off into missions, military-assisting imPorts will be addressed and briefed as a whole by General Jamal Park on behalf of the Army, although imPorts will also be working alongside all military branches as necessary during these expeditions.
He will thank those who have volunteered to help, telling them that their aid will be a tremendous asset to locating the kidnapped imPorts and striking back against the Soviets, and that it is the willingness imPorts have shown to involve themselves even when they don't have to, even when they have no inherent ties or required loyalty to this world or this country, that makes him honored to put his life on the line working alongside them.
ImPorts will be allowed to choose which mission to participate in, since they will know their own strengths and capabilities best; again, we remind players to communicate and use their own best judgement to disperse amongst missions as evenly as possible!
After a short period allowing the groups to organize themselves and go over their strategies -- the military's plans and any ideas imPorts themselves may have to add -- it is time to head out. Godspeed!
▸ V L A D I V O S T O K, RUSSIA; 1800 HOURS
▸ L I T H U A N I A; 1800 HOURS
▸ C O A S T L I N E S, VARIOUS ; 1800 HOURS
WHERE: Vladivostok, Russia, Lithuania, and various coastlines.
WHEN: January 26th.
WHAT: The US military, with the help of imPorts, makes their move! The hunt and action begins for the missing imPorts, and for sensitive Soviet information that will help the US strike back effectively. Players may also use this log to play out planning and any other associated activities.
WARNINGS: None anticipated; let us know if we should change this!
Before being split-off into missions, military-assisting imPorts will be addressed and briefed as a whole by General Jamal Park on behalf of the Army, although imPorts will also be working alongside all military branches as necessary during these expeditions.
He will thank those who have volunteered to help, telling them that their aid will be a tremendous asset to locating the kidnapped imPorts and striking back against the Soviets, and that it is the willingness imPorts have shown to involve themselves even when they don't have to, even when they have no inherent ties or required loyalty to this world or this country, that makes him honored to put his life on the line working alongside them.
ImPorts will be allowed to choose which mission to participate in, since they will know their own strengths and capabilities best; again, we remind players to communicate and use their own best judgement to disperse amongst missions as evenly as possible!
After a short period allowing the groups to organize themselves and go over their strategies -- the military's plans and any ideas imPorts themselves may have to add -- it is time to head out. Godspeed!
▸ V L A D I V O S T O K, RUSSIA; 1800 HOURS
- Welcome, heroes, to the bustling coastal city of Vladivostok. At 6 degrees Fahrenheit, it's blisteringly cold, but that doesn't seem to stop any of the city's civilians from going about their daily duties. ImPorts are free to roam the streets throughout the day, but are discouraged from drawing attention to themselves. Your government shipped you off to Russia from China, and has briefed you on the following: you are to scout out the docks where the Russian's undercover military base stands, and once night falls, you are to infiltrate as quietly and as subtly as you are able. Priority are the information systems contained within, both with physical, handwritten notes and electronic files. FOOT SOLDIERS are to deal with the cameras, surrounding guards and attack dogs while HACKERS are advised to break into their security systems and discover all the information that they are able to.
Their security measures are both electronic and physical. Russian guards are equipped with state of the art equipment and body armour, including both guns with armor-piercing rounds capable of shooting through the toughest of materials and seizure-inducing tasers that will incapacitate a normal human being for up to fifteen minutes. Their dogs are trained to bite to kill, but most importantly, will be tracking down any unfamiliar scents. The electronic security system is composed of multiple hidden security cameras, a preliminary silent alarm to mobilize their forces, and after that, an extremely loud siren alarm to attract the attention of everybody nearby. One set of documents is locked in a physical safe, and all computers are password locked.
Civilian deaths are highly discouraged, but not punished. ImPorts aren't overtly instructed that this is the case, but if they see that their only option to maintain secrecy is to kill a witness, they will face no adverse consequences for doing so.
Participants may decide among themselves what their prime methodology will consist of, what they discover, how many soldiers or civilians are disabled or killed or, if necessary, how many imPorts of their team are killed in action.
In order to disperse the information received ICly, remember to link the pertinent threads HERE.
▸ L I T H U A N I A; 1800 HOURS
- Welcome, heroes, to the Adomas Base. It is brutally cold and new snow has begun to fall. Your government has briefed you on the following: you are to scout and destroy the technology and infrastructure on this ground force space center. Priority is the control room. HACKERS are advised to hijack the mainframe servers, where they will find out that the physical location of LACKEY is in a subterranean bunker of the Adomas Base. Confrontation with LACKEY is crucial. You will find that there are four levels to this base, and three of them are underground. LACKEY is located in the lowest, most hidden level. At every level of the Adomas Base you will find 15 armed guards along the metal hallways and steel stairways. They will have assault rifles and Infrared Radiation Laser Guns. If you are hit by an Infrared Radiation Laser Gun, you will feel your flesh around the entry wound slowly decay. Make sure to find a healer as soon as possible, this will only take a few hours to become unavoidably incapacitating!
Players may handle the combat however they like! Approval from us is not required to get injured, shot, or incapacitate -- or even kill -- the guards, although obviously, killing them is not in imPorts's best interest.
If you choose to interrogate a Soviet guard, they will only surrender information AFTER sustaining physical pain from you. Do you have it in you? If you do, you may discover the following:
1) Moscow knew that nothing scares the American Government like a threat from space. The very fact that your leaders sent you here speaks to their national insecurity.
2) The captive imPorts are stowed away on a submarine on the opposite end of the earth.
3) The Admiral in charge of B2008 has a bone to pick with another higher up, and he will stop at nothing to use imPorts to further his career.
4) LACKEY was inspired by Lachesis.
5) Moscow does not really know where Lachesis is, but thought that drawing imPort attention would spur a legitimate reason to invoke a crisis.
Participants may decide amongst themselves which characters discover which information; if there are fewer characters participating in violent interrogation than there are numbered points, it may still be assumed all information is recovered if the interrogation requirements have been met and linked under the COMBAT CONCLUSIONS thread HERE.
▸ C O A S T L I N E S, VARIOUS ; 1800 HOURS
- Welcome, heroes, to the wild chase for the imPorts. This has the capacity to be both the most dangerous mission, and the most fruitful one as they directly attack 3 Russian-occupied areas: the coasts of Vietnam, Antarctica, and New Zealand.
Because of the danger involved, the government has ensured that imPorts have access to whatever mobile weapons they require, and have access to an elite team of their own forces, including technological experts and experienced pilots to commandeer whatever vessels they see fit. Your government has briefed you on the following: while the American government does have submarines at their disposal, they have decided that it will be most productive to commandeer a submarine already at one of these three given locations. To do so, imPorts will have to directly face down Russian troops at these locations, but the government has full faith in their abilities, and will do its best to accommodate any of the imPorts' wishes, within reason. ImPorts have also been tasked with protecting their pilots; if they wish to steer a vessel satisfactorily, their help will be of the utmost importance!
On each coastline, imPorts will be confronted by a number of Russian forces. If imPorts fail to approach them with caution and subtlety, all of these forces will be on the ready, and waiting to attack. If they succeed, then they may take them off-guard before they are able to get to their stations in time to issue the first blow. The equipment that the Russians have at their disposal - and will be attacking the imPorts with - include FOUR TANKS, TWO HELICOPTERS, TWO WARSHIPS, and TWO SUBMARINES. In addition to the soldiers equipped to commandeer these vessels, there will be Spetsnaz of 40 people.
Once they have seized a submarine - which may take place either before or after the soldiers are disabled or killed - they will begin the search for the missing imPorts. Participants may decide amongst themselves in what order this will take place in, and where they will decide to go. Players are also free to NPC their American allies as taking part in whatever strategic measures they deem necessary! After characters have ICly begun the search for the missing imPorts, please comment to the Plotting Post with a link to the thread and we will be sure to let you know whether these attempts will result in success or failure!
a
He himself is sticking to close combat, eschewing guns entirely. The first warning Kaneda possibly gets of this is when Magicman shoulder-charges a soldier getting entirely too close to Kaneda while he's occupied and knocks him down with a solid kick to the face. Ouch.
Then stomps on him a couple of times for good measure. That guy is not getting up for a while. ]
Are you all right? [ He has to shout to be heard above the noise. ]
no subject
Yeah, that's gonna be hurting for awhile.]
Am now.
[A smirk.]
Can't say the same for that guy!
no subject
He spares a glance for the soldier he just stomped on a few times, and shrugs. ] Well, if he had more sense, he wouldn't be fighting imports.
[ He hops back a little and then slams his foot into another soldier running at them with enough force to send him careening into someone else. He grins with satisfaction. The smile is unsettling on his face. ]
--I could say the same for the soldiers you've been taking out. [ He just sort of...gestures...to the small trail of bodies Kaneda is starting to leave behind. ] You're very effective.
no subject
But then Magicman leaps back, foot planting itself into the soldier's stomach and using him as the proverbial bowling ball to the other's bowling pin.
Nice handiwork.]
...
[And with one soldier trying to take him from behind, he wraps an arm around the one the soldier is extending, fist taking turns punching in the stomach and into the face until they drop at his feet, wiping off sweat from his brow.]
Had some practice--boxing ring back home, you know?
[And that's a backhand with his tire iron right now. Whoops. Sorry for that minor concussion.]
no subject
[ Good fun and he got to fight someone who could probably slap his head clean off if they were so inclined.
Just to be fancy, he plants his hands flat on the ground and does a momentary handstand. It doesn't remain one for long; gravity does the work for him as he neatly smashes his heel into an approaching attacker's face. There's a crunching noise, and the soldier stumbles back holding their broken nose.
He uses his momentum to flip back upright and sweeps them off their feet with a leg. They land hard on their back. ]
Don't get up. [ He flashes them a smile and pivots, leg snapping out to crack another soldier in the chin and throw his head back. He executes the same kick at stomach height and knocks them over. ]
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[He may or may not have punched a guy a little too hard in distraction. But he'd HEARD about that--Riku was talking about it the day after Pan's jungle disappeared. Kaneda himself had been too busy to participate. Pseudo-brother off on a murderous rampage and making deals with unholy pixie gods. That sort of thing.
But still, underground fighting is where he's AT.
It's literally like they're having a casual conversation while kicking ass, watching as Magicman does some fancy footwork. Kaneda could appreciate that. He relied more on his feet to MOVE him instead of attacking, so it's an interesting thing to study.
It's hard not to appreciate, too.]
Good advice is good advice.
no subject
[ He's chattering enthusiastically (or what passes for chatter and enthusiasm, with him), and they could just be easily having a normal conversation instead of what Magicman is doing right now, which is dropping to the floor to avoid being hit in the head with a gun, using his hands to brace and scything the soldier's feet from under him. He uses the momentum of his strike to get up again and slams a foot into the man's gut, which discourages any further movement. ]
But I'm sure there's more than just the one, knowing these cities. If there's anything they're good for, it's violence. Fortunately. [ He's got too much to do to go searching for underground fighting rings, but he knows they certainly exist.
In turn, Magicman appreciates Kaneda's own fighting style; he rarely uses his hands for anything when they're not holding weapons. An opportunistic strike or a shove, maybe, but that's about it. It's clear that he's had a lot of practice. ]
no subject
It'd been awhile since he'd visited...]
Guess I'll just have to catch the next one. We'll just say I let em off easy.
That includes you.
[Playful banter? Why not?]