Difference between revisions of "Wendy"

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STILL BEING EDITED
 
STILL BEING EDITED
  

Revision as of 11:36, 1 February 2007

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STILL BEING EDITED

Quote from the plot

Brief teaser.


Cast

This should be the characters directly involved with the bulk of the action.

List of character links, separated with commas - [[Character A]], [[Character B]] etc.

List of NPC/Villain links.


Timing

Piped link to monthly summary page for the appropriate month, visible link to include the full dates Eg: [[August 2004| August 23-30, 2004]]


Plot Summary

Summary of the events of the plot. Include links to supporting characters, locations, other plots. Remember, only link to something once per page, so no need to link to characters listed as Cast.

Related Links

Links to things/concepts/locations that arose for the first time in the game during the plot. Eg. The Neutraliser, Nova Roma, etc.


External Links

Link to x_logs tag for that plot

If the plot has vital links in other pages ( eg. x_team, personal journals), include these here.

Trivia and Meta

Trivia

IC notes stemming from the plot. Eg: "As a result of this Character A developed a crippling fear of ottomans".

Meta

Plotrunner: Link to the player if a current one, give the name/livejournal link of a previous player.

Links to comic/movie/etc influences on the plot (if any), or other OOC notes that are important to the plot. Eg: With Malice Aforethought is a reworking of two Marvel plotlines - Malice and Forge's Neutraliser.



Arcade is not a man you cross lightly. After the heist at his casino two years ago, he’s been obsessed with finding out who really broke into his vault. The Brotherhood story was too simple, too pat for him, so he started digging. Ended up paying for a small team of media researchers to pour over the security tapes of those days and look for possible connections between them and known mutants. After all, who would have motive to go after the files from Xavier’s. The search finally got lucky with the footage from San Diego . The coverage of the saving of the city gave Arcade a direct link with Nathan Dayspring as an X-Men and in his casino the week leading up to the heist. Examination into the staff and students of Xavier’s brings up new matches from the week before the heist, such as Wanda Maximoff, Terry Cassidy, Doug Ramsey, and Jubilation Lee.

All of that together still doesn’t provide the whole picture, until the word of his willingness to pay for information about the X-Men reaches Belladonna, who decides that she can use him as a first strike against those LeBeau cares about. Her information, plus a positive identification of Remy’s disguise from the security tapes, ties in the last pieces. LeBeau’s background is perfect to explain who put together the scheme. Belladonna also provides him with the details she’s dug up on Remy’s past, including LOST BOYS. With all of this information, Arcade could launch a solid series of charges against the various staff and students of the mansion and of Snow Valley . While Xavier’s itself would be safe, the people caught on tape would have difficulty avoiding charges, and the negative publicity Arcade’s money can guarantee would be very damaging.

However, Arcade is both vindictive and innovative. Rather than go from straight revenge, he comes up with a new idea. He tracks down Remy (again, thanks to Belladonna’s connections) and drops in on a lunch between Remy and Ororo in the city. Arcade lays out what he very much can do, and with close to three billion in personal worth, political connections and no criminal record, Arcade is a model citizen, and has proof of numerous federal crimes being committed, the most minor of this being defrauding a casino. He’s also dug up everything he can on related elements. While the X-Men and Xavier are mostly protected, he can get several of the students on numerous charges. He’s also not happy about the ten million Remy shaved off and sent to very pro-mutant organizations.

So, the deal is simple. Arcade has come up with a little game. His contacts have identified three of the surviving members of the LOSTBOYS program on the street. All three of them still suffer from the effects of the psychic lobotomy, and are invisible to mutant detection. If Remy and Ororo (who happens to be there) can get to each of the victims first, they can get them to treatment. However, he’s found several groups that are interested in a middling powerful mutant to retrain, so they are racing against them. Second hitch is that they both need to wear a bracelet that Arcade ’s people devised. It includes a GPS to track them, and a little biometer that can tell if they attempt to use any non-passive powers. If they do, they automatically lose, and the bracelet will blow off the wrist it’s latched on to. They get a hundred dollars each, and if they ask either Snow Valley or the mansion for help, they lose. Arcade will have people following them in secret to make sure they can’t ask without risking the lives of the victims and the charges.

The catch is that if they succeed in getting to all targets first, Arcade will not only turn over all of the evidence he’s compiled, but also is willing to has his own memories of the events psychically removed, voluntarily, so that unless a new effort is made against him by the X-Men, he has absolutely nothing to bring against them. The reason is that Arcade has built this up as a special, exclusive betting game. A hundred high level rollers will be betting on the outcome and various points of the race, following it by the GPS and hidden footage of Arcade ’s men on the contestants. Arcade expects to make a hundred million on it. That is what they stole, the value of the files, plus interest. And this way is much more fun. Despite being a criminal bastard, he has his own twisted sense of honor and will keep his word.

Remy and Ororo start, with the location of the first former colleague in hand. Due to their lack of funds, powers and help, they quickly fall into old habits, running cons, picking pockets, stealing cars and all manner of petty criminal activity to get around the country and get to the victims first. Unfortunately, the other teams don’t have all the same limitations, and included in the five team pairs are two survivors of the Reavers and two of Belladonna’s agents.

The journey across America takes them to three separate cities: Savannah , Chicago and Seattle , fighting with the other teams to be first. Once they have secured the last mutant, Arcade lives up to his end of the bargain, destroying the evidence and taking the psychic wipe in exchange for their victory. The three mutants are sent to the West Coast Annex, to undergo psychic and regular therapy. With a year or more of care, all three can eventually be reintroduced to society without trauma.

NPCs

There are five other teams involved in the race. Each are sponsored by the following people. They will have a single appearance in the background of the lushly appointed viewing room that Acrade has set up in the Excelsior. Any one that is considered unavailable will simply be replaced by a faceless sponsor who fills basically the same role. However, we feel actual game references would make a better tie to the game as a whole.

Arcade, obviously. Bio as submitted with Remy’s Eleven.

Also appearing in that room are: Donald Pierce – please see Nute for his writeup. Donald is backing the Reavers. Belladonna Boudreaux-LeBeau, sponsor of the Assassins Guild team. James Stryker – younger brother of William Stryker, and a successful businessman. Rumoured to have connections with the FoH. Sponsor of the FoH team. Hammed el-Gibar, there representing his father. Sponsor of the Egyptian team. Tsurayaba Matsu’o, looking for a new mutant assassin. Sponsor of the Hand team.

Teams

Reavers – Williams and Frank, field contact is Kip ‘PrettyBoy’ Marshall . Hand – two generic ninja assassins, ties to the Yakusa street gangs. Egyptian – two mercenaries with links to terrorist groups. One with enhanced senses. Assassins – two assassins, both with minor mutant powers. FoH – two ex-SEALs, with advanced weapons and armor.

LOST BOYS

All three members of the LOSTBOYS program have gone through the same training and psychic lobotomy as Remy did. However, lacking the limited protection that Remy’s spatial sense afforded him from the psionic tampering, all three are badly damaged. Their memories end around the age of 13-14, and only begin again from the point they were dropped on the street three years ago. All suffer major social and mental dislocation due to the procedure, rendering the not much better than walking zombies. Because of the damage done, none of the three can use their mutant abilities.

However, a skilled telepath could either reverse the damage, or set off the trigger code that would undo the psychic tamperings (mostly) and revert them back to their older, trained personalities and memories. While none have quite the same level of sadistic history as Gambit did, all three were highly trained agents with a minimum of ten years field experience. Each was also fairly ruthless and committed atrocities of one stripe or another in the name of the Agency’s goals over that time. They have considerable value as assassins, mercenaries or agents to any group. The other remaining LOSTBOYS are believed to be dead by now.

Rory Browne, Landin Judkins, and Laura ‘Flair’ Vincent