The Legion [Mods] (
letsgolegion) wrote in
legionooc2017-06-07 11:31 pm
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THE MIND SLAYER [modplot/signups/infopost]

Danger! A psychic assassin has been hired to target the Legion of Super Heroes! Using mental techniques forbidden by UP law and taboo on Titan, they've linked the minds of many of the Legionnaires into a psychic daisychain. Hiding in their memories, the assassin seeks to find an opportune moment to kill one of them by aggravating one of their near-death experiences into either a fatal heart attack or total traumatic mental shutdown. With their minds linked, however, if one of them shuts down, they'll drag everyone with them. Teams of Legionnaires must explore one another's memories, racing against time before the mind slayer causes a deadly chain reaction.
SETTING
Their memories.
Having seized control of the mind of the Legion’s sous chef, the deadly assassin called Esper forced them to seed the Legion’s food with telepathic nanofactories that, at a set point, would lock the Legion’s minds together, forcing them into an amalgam of their innermost thoughts. Their minds lock together into a confusing hub-world of the settings most important to them, though not necessarily the settings that are most pleasant.
From there, they’ll have to wander into the confusing cacophony of their teammate’s memories, seeking out the ones the most likely for Esper to be meddling in, or hunting her down themselves. That is, assuming they don’t just take the chance to invade their teammate’s privacy.
WHO IS AFFECTED AND HOW
The nanofactories are pumping out machines that connect to the minds of their hosts, and can even tap the electronic minds of artificial intelligences if their physical ‘selves’ (such as an AI chip) have come into contact with an ‘infected’ user. The entire team has been filled with these nanofactories by now, but only the ones in range of Esper and one another will be affected.
PERCEPTION
When wandering through memories, the ‘doorways’, if there are any, will be decided by the owner’s personality. They might find themselves in a filing room, wandering a long hallway with many doors, stumbling through images smashing together, or just popping randomly from one memory to the next.
When settling into a memory, they’ll be observing it from the third person, not through the victim’s eyes. However, if the memory has a strong emotional attachment, they might be buffeted by the feelings the Legionnaire was experiencing at that moment, whether it be joy, rage, or crushing despair.
The Legionnaires must be careful: usually they’re invisible observers, but by exerting some force of will, they can actually alter the memories of the people they’re inside. This can be extremely dangerous, risking personality shifts or total mental shutdown if the changes are too radical.
ESPER
Esper, Meta Ulnoor, is a native of Titan and a skilled telepath who requested Legion membership several years ago. After being humiliated by then-Legionnaire Saturn Queen, Esper stormed out of her tryout with tears in her eyes, vowing revenge. Since then, she’s looked for a way to make herself the most powerful telepath alive, using illegal electronics and machinery as a crutch. Once she’s gotten her revenge on the Legion, she plans on tracking down Saturn Queen, framing her for the crime, mind-frying the psy-witch, and taking her place in the hallowed halls of Legion World in good standing after getting revenge for their fallen comerades.
As a telepath, she’s skilled but her power doesn’t even approach those of the Legion’s former psychics. However, with the machines she uses to amplify her abilities, she can become an incredibly dangerous astral warrior. However, as dangerous as her tools are to her victims, they can be moreso to her if her will is overcome in the mental realms.
ESPER’S TOOLS
Esper’s nanomachines will work to alter the Legionnaire’s memories either by exacerbating the trauma or introducing unexpected new danger where there wasn’t any before. A memory of being totally overwhelmed by enemies, sudden tragedy or danger inserted into a happy memory, or just enhancing the level of emotion in the scene are all possibilities.
The memories that are being altered will stand out somehow, and somewhere in them are mental generators, cylindrical machines the size of bongo drums that work their telepathic magic to change the memories. They’re invisible to the victim and are generally tucked away somewhere ‘unnoticeable’, but they’ll have a slight purple glow to them for anyone foreign to the victim’s mind. Destroying them will slowly revert the changes to the memories, as there’s no driving will behind them.
Each victim will have 1-3 mental generators, chosen at random by the player.
Somewhere, in one of the victims (Who will be RNGed from people who have signed up for it in the comments below and have filled out the Activity Bonus) Esper will be hiding. Frustrated by her machine’s lack of power, she’s taken matters into their own hand and will be trying to straight up murder the Legionnaire herself, using her telepathic abilities to make herself more powerful than any one hero has a chance of dealing with.
HOW NPCING WILL WORK:
The mods will npc Esper in combat. Any extras, like if someone’s surrounded by more gunmen than they remember, will have to be handled by the players in charge of that character’s memories. They’ll also decide where the mental generators are located and what effects they’re having. In short, each player will be running each scenario until Esper gets involved, at which point she’ll take over.
PLOT START
Signups are open until the end of the plot unless you plan on confronting Esper. This is a gamewide plot, open to all, so signups here are largely for planning.
You may sign up to fight Esper until: 6/13/17 @ 12pm EST, but you must have completed the Activity Bonus in your last AC in order to do so. The character she’s hiding in will fight as well, and you should say whether you want to fight her or host and fight her in your signup post. Only four people will be chosen to face Esper.
Plot will go up: 6/8/17.
2B
Long Live The King: 2B and 9S are ordered to kill A2, a traitor to YoRHa who has just killed the Forest Kingdom's ruling monarch: a baby robot. Originally, 2B and 9S fight A2 to a stalemate with A2 leaving the scene. The altered memory will have A2 gaining the upper hand and expressly attempt to kill them both.
Become As Gods: 2B and Pascal need to escape and abandoned factory while fighting through hordes of fanatic and highly religious robots intent of killing everyone (non-believers included) out of the belief that it it'll make them into gods. The original sequence has 9S helping in the background to provide an escape route but he'll be entirely absent for the altered memory. Without a way out, it'll only be a matter of time before they both get overwhelmed by the fanatics, especially when the big guns get brought out. This particular memory will feature frequent robot suicide.