The most important rule is that discussion is always possible and there should be loads of it.
1) The player who is the Field Commander forms a mission team for the upcoming mission. (The size of the teams differs between missions, but that will be known at the time).
2) After allowing some time for discussion, the Field Commander calls for a vote. No more posting is allowed after that and every player must PM The Host ASAP with a rejection or approval for the mission team. Note that these votes will be displayed in public.
3) The Host will post the votecount and posting will be allowed again.
The majority of votes have to be in favor, otherwise the mission team is rejected. If the vote is a tie (for example, 5 approvals and 5 rejections) then a majority has not been reached and counts as a rejection.
If the mission team is rejected, the next player in line becomes the Leader and we go back to step 2.
If 5 mission teams for the same mission are rejected, the Humans win (because the resistance is too disorganized to be able to put up any resistance at all).
4) If the mission team is approved, the players that have been chosen to be on the team will secretly submit to The Host if they either Support or Sabotage the mission.
Mutants must always choose to support (even if this is redundant for Mutants whilst playing on the forum), to prevent any meta-gaming. If you are a Spy, you may opt to sabotage or support.
5) The Host will post how many Supported or Sabotaged the mission, but the players won't know which player choose to do what.
6) Most missions will fail if even 1 person sabotaged the mission, but a select few need 2 sabotages for the mission to be sabotaged.
If the mission succeeds it will count as 1 mission won for the Resistance Operatives and if it fails it counts as 1 mission won for the Spies.
Regardless of success or failure, the next player in line becomes the leader and we start anew at step 1 until one team has won 3 missions and are thus declared as winners. However…
7) There is one character (known as ‘Merlin’ in the Avalon rules) who knows the identity of the Human Spies at the beginning of the game. If the Mutants win, the Humans have one chance left. They will be given a strict 24 hour deadline to discuss amongst themselves via PM who they think ‘Merlin’ might be. If they can guess the identity of ‘Merlin’ then they can assassinate him and win the game. This means that the ‘Merlin’ character has to be very careful about what they say in the game, to prevent the Humans from guessing his/her identity. This does not, however, mean that the player who is ‘Merlin’ should remain silent. If the Human Spies are unable to decide on who ‘Merlin’ is, or do otherwise not submit a vote to The Host, the game is automatically forfeit.
1) The player who is the Field Commander forms a mission team for the upcoming mission. (The size of the teams differs between missions, but that will be known at the time).
2) After allowing some time for discussion, the Field Commander calls for a vote. No more posting is allowed after that and every player must PM The Host ASAP with a rejection or approval for the mission team. Note that these votes will be displayed in public.
3) The Host will post the votecount and posting will be allowed again.
The majority of votes have to be in favor, otherwise the mission team is rejected. If the vote is a tie (for example, 5 approvals and 5 rejections) then a majority has not been reached and counts as a rejection.
If the mission team is rejected, the next player in line becomes the Leader and we go back to step 2.
If 5 mission teams for the same mission are rejected, the Humans win (because the resistance is too disorganized to be able to put up any resistance at all).
4) If the mission team is approved, the players that have been chosen to be on the team will secretly submit to The Host if they either Support or Sabotage the mission.
Mutants must always choose to support (even if this is redundant for Mutants whilst playing on the forum), to prevent any meta-gaming. If you are a Spy, you may opt to sabotage or support.
5) The Host will post how many Supported or Sabotaged the mission, but the players won't know which player choose to do what.
6) Most missions will fail if even 1 person sabotaged the mission, but a select few need 2 sabotages for the mission to be sabotaged.
If the mission succeeds it will count as 1 mission won for the Resistance Operatives and if it fails it counts as 1 mission won for the Spies.
Regardless of success or failure, the next player in line becomes the leader and we start anew at step 1 until one team has won 3 missions and are thus declared as winners. However…
7) There is one character (known as ‘Merlin’ in the Avalon rules) who knows the identity of the Human Spies at the beginning of the game. If the Mutants win, the Humans have one chance left. They will be given a strict 24 hour deadline to discuss amongst themselves via PM who they think ‘Merlin’ might be. If they can guess the identity of ‘Merlin’ then they can assassinate him and win the game. This means that the ‘Merlin’ character has to be very careful about what they say in the game, to prevent the Humans from guessing his/her identity. This does not, however, mean that the player who is ‘Merlin’ should remain silent. If the Human Spies are unable to decide on who ‘Merlin’ is, or do otherwise not submit a vote to The Host, the game is automatically forfeit.
Extra rules for Forum Gameplay
1) As mentioned before, after the Field Commander calls for a vote there shall be no more posting until the votecount has been posted.
2) No removing or editing of posts.
3) NEVER talk about the game outside of the game thread. Spies will know who their fellow Spies are, but are likewise NOT allowed to talk outside of the game thread. There is no collaboration or discussion via PM.
Number of Team Members required per Mission
*Mission 4 requires two sabotage votes to fail
Field Commander Rosta
(Current Field Commander underlined and purple)
| 1. | HULKSMASH |
| 2. | Grimmend |
| 3. | Vieira |
| 4. | Eternal |
| 5. | Xardob |
| 6. | MaHuD |
| 7. | Nipplemelter |
| 8. | ejnomad |
| 9. | Adaham |
| 10. | Seff (rep. Amontadillo) |
(Current Field Commander underlined and purple)
Mission 1 - Destroy sensitive data
A building has been positively identified as a facility for training humans to fight against mutants. Open warfare as well as black-ops tactics are taught to all those who volunteer. As well, the so-called instructors at the facility have managed to get their hands on some information relating to certain mutants and their abilities. This data is considered essential reading for the students of war, as it describes mutants, and ways in which they can use their powers, in great detail.
A 3-man team is needed to infiltrate the training facility and destroy the data contained within the database. Emphasis here is on covert tactics; you get in, you get rid of the data, you get out. No stopping to give lectures on equality to the misguided homo-sapiens, and no heroics.
A 3-man team is needed to infiltrate the training facility and destroy the data contained within the database. Emphasis here is on covert tactics; you get in, you get rid of the data, you get out. No stopping to give lectures on equality to the misguided homo-sapiens, and no heroics.
Mission Outcome: SUCCESS!
The three comrades arrive at their destination, an ancient and barely readable sign declaring the building ‘Grange Orphanage - Home for Disadvantaged Children’. Judging by the decrepit state of the infrastructure it’s been at least half a century since the laughter of children rang through this miserable place.
Shadowy figures can be seen moving in the windows, and the group sneaks around to the back of the building, preferring a stealthy entrance to a frontal assault. Xardob spots a pair of humans on patrol, their rifles held relaxed in their hands. The team catch a glimpse of one of the faces; he’s barely more than a boy, oughta be spending his time studying for his future and chasing girls. Instead, he’s learning how to fight and kill mutants. It’s very sad, but the team have no time for reflecting upon morality; they have a job to do.
One of the second-floor windows is ajar. The three form a pyramid, and manage to hoist MaHuD up to the window so he can slide his fingers in the gap and prise it fully open. A few minutes later, all three are inside the building. There are no human soldiers on patrol here, and all seems quiet. Adaham suggests to the others that perhaps this is a little too easy. Cautiously, they proceed.
There are many rooms to search, but finally they locate the computer in the damp, ominous basement, and succeed in destroying the mainframe. They can only hope that copies of this data haven’t been made and distributed to other anti-mutant cells.
Thrilled that their mission has gone so well, the three resist the temptation to lecture the misguided homosapiens, and make their way back to their route of ingress. As they slip down to the ground, they hear the approach of three heavy vehicles, and just make it into the cover of a nearby alley before a large number of heavily armed humans spills out into the night. The humans are waving their weapons triumphantly, and seem to be celebrating something. The team can be satisfied knowing that the human celebrations will be short lived, for soon they will discover that their well of knowledge has been destroyed. Never again will that data be used as a training tool against mutants.
Together they return to the secret bunker, to deliver the good news. Their mission was a complete success.
Shadowy figures can be seen moving in the windows, and the group sneaks around to the back of the building, preferring a stealthy entrance to a frontal assault. Xardob spots a pair of humans on patrol, their rifles held relaxed in their hands. The team catch a glimpse of one of the faces; he’s barely more than a boy, oughta be spending his time studying for his future and chasing girls. Instead, he’s learning how to fight and kill mutants. It’s very sad, but the team have no time for reflecting upon morality; they have a job to do.
One of the second-floor windows is ajar. The three form a pyramid, and manage to hoist MaHuD up to the window so he can slide his fingers in the gap and prise it fully open. A few minutes later, all three are inside the building. There are no human soldiers on patrol here, and all seems quiet. Adaham suggests to the others that perhaps this is a little too easy. Cautiously, they proceed.
There are many rooms to search, but finally they locate the computer in the damp, ominous basement, and succeed in destroying the mainframe. They can only hope that copies of this data haven’t been made and distributed to other anti-mutant cells.
Thrilled that their mission has gone so well, the three resist the temptation to lecture the misguided homosapiens, and make their way back to their route of ingress. As they slip down to the ground, they hear the approach of three heavy vehicles, and just make it into the cover of a nearby alley before a large number of heavily armed humans spills out into the night. The humans are waving their weapons triumphantly, and seem to be celebrating something. The team can be satisfied knowing that the human celebrations will be short lived, for soon they will discover that their well of knowledge has been destroyed. Never again will that data be used as a training tool against mutants.
Together they return to the secret bunker, to deliver the good news. Their mission was a complete success.
Hulksmash
Grimmend
Nipplemelter
Grimmend
Nipplemelter
| APPROVE | | | | REJECT |
| HULKSMASH | | | | Adaham |
| Nipplemelter | | | | MaHuD |
| Amontadillo | | | | Vieira |
| Eternal | | | | Xardob |
| ejnomad | | | | Grimmend |
Xardob
Adaham
MaHuD
Adaham
MaHuD
| APPROVE | | | | REJECT |
| Eternal | | | | ejnomad |
| Grimmend | | | | HULKSMASH |
| Xardob | | | | Vieira |
| Adaham | | | | |
| Nipplemelter | | | | |
| Amontadillo | | | | |
| MaHuD | | | |
Mission 2 - Intercept an arms shipment
Word on the street is that certain anti-mutant groups are planning a rally this weekend. They claim it’s going to be a peaceful demonstration of human rights, but intel suggests several arms manufacturers are able and willing to supply these groups with weapons. We’re talking about knives, guns and frag grenades. Doesn’t sound very peaceful to me.
A shipment of weapons is being sent to a warehouse on the outskirts of Detroit, ready for a pick-up. Wouldn’t it be such a shame if that truck full of weapons never made it to its destination? That’s exactly what a team of 4 must accomplish. Intercept the truck before it can reach the warehouse, or a lot of people might be hurt this weekend.
A shipment of weapons is being sent to a warehouse on the outskirts of Detroit, ready for a pick-up. Wouldn’t it be such a shame if that truck full of weapons never made it to its destination? That’s exactly what a team of 4 must accomplish. Intercept the truck before it can reach the warehouse, or a lot of people might be hurt this weekend.
Mission Outcome: SUCCESS!
Xardob and Adaham follow behind the truck at a discreet distance, the lights of their car dimmed so that the humans aren’t aware they’re being shadowed. Meanwhile, MaHuD and Eternal wait at a quiet junction along the truck’s path, the engine of their own, much larger truck purring quietly as it waits. MaHuD pulls out a bag of popcorn and offers some to Eternal, but the Field Commander merely gives him a dismissive glance then turns his steely gaze back to the road.
As the truck full of weapons approaches the junction, Adaham signals Eternal over Whatsapp. Xardob pulls an uzi from the car footwell and leans out of the passenger window. His aim is true, and he takes out the truck’s rear tyres, sending it into an uncontrolled spin. Just when it appears the out of control truck might hit a church on the street corner where a dozen nuns are praying in silence, Eternal puts the pedal to the metal and his truck lurches forward, smashing into the side of the humans’ vehicle and preventing the death of many nuns.
Dazed and confused, the human driver staggers out of his truck. His confusion lasts only a moment, as Adaham and Xardob fly onto the scene amidst the screech of tyres and burning rubber. The driver takes one look at the uzi and flees into the nearby church. Xardob moves to follow him, but Eternal shakes his head. Probably not a good idea to run into a church full of nuns brandishing an uzi.
At a nod from Eternal, MaHuD breaks open the lock on the back of the truck, and flings the door open. Inside are a plethora of weapons, everything from small firearms to bazookas. Just as the group are packing the weapons into their own truck, one of the nuns comes out of the church. She’s grateful to the Resistance for saving her life, so she blesses a box of grenades. These Holy Hand Grenades will surely come in useful later.
The four comrades squeeze themselves into the truck cab with Eternal behind the wheel. Adaham steals MaHuD’s popcorn and pigs out as the group returns to base to deliver the good news about a second successful mission.
As the truck full of weapons approaches the junction, Adaham signals Eternal over Whatsapp. Xardob pulls an uzi from the car footwell and leans out of the passenger window. His aim is true, and he takes out the truck’s rear tyres, sending it into an uncontrolled spin. Just when it appears the out of control truck might hit a church on the street corner where a dozen nuns are praying in silence, Eternal puts the pedal to the metal and his truck lurches forward, smashing into the side of the humans’ vehicle and preventing the death of many nuns.
Dazed and confused, the human driver staggers out of his truck. His confusion lasts only a moment, as Adaham and Xardob fly onto the scene amidst the screech of tyres and burning rubber. The driver takes one look at the uzi and flees into the nearby church. Xardob moves to follow him, but Eternal shakes his head. Probably not a good idea to run into a church full of nuns brandishing an uzi.
At a nod from Eternal, MaHuD breaks open the lock on the back of the truck, and flings the door open. Inside are a plethora of weapons, everything from small firearms to bazookas. Just as the group are packing the weapons into their own truck, one of the nuns comes out of the church. She’s grateful to the Resistance for saving her life, so she blesses a box of grenades. These Holy Hand Grenades will surely come in useful later.
The four comrades squeeze themselves into the truck cab with Eternal behind the wheel. Adaham steals MaHuD’s popcorn and pigs out as the group returns to base to deliver the good news about a second successful mission.
Eternal
MaHuD
Adaham
Nipplemelter
MaHuD
Adaham
Nipplemelter
| APPROVE | | | | REJECT |
| Adaham | | | | ejnomad |
| Nipplemelter | | | | MaHuD |
| Eternal | | | | Xardob |
| | | | Hulksmash | |
| | | | Grimmend | |
| | | | Vieira | |
| | | | Seff |
Eternal
Adaham
Xardob
MaHuD
Adaham
Xardob
MaHuD
| APPROVE | | | | REJECT |
| Eternal | | | | Seff |
| Nipplemelter | | | | MaHuD |
| Adaham | | | | Hulksmash |
| Vieira | | | | |
| ejnomad | | | | |
| Xardob | | | | |
| Grimmend | | | |
Mission 3 - Follow a damaged Sentinel back to its base
There’s been an attack on a family of mutants in San Francisco. Large robots were reported at the scene. You know what this means; Sentinels. The mutants were kidnapped during the attack, but they managed to damage one of the Sentinels before they were taken.
4 people are needed for this dangerous mission. You’re tasked with tracking the damaged Sentinel as it executes its ‘return to base’ programming sequence to undergo repairs. Once you’ve found the base, extract the information which will lead you to the kidnapped mutant family. You’ll need this information for the next mission, so it’s vital you succeed.
4 people are needed for this dangerous mission. You’re tasked with tracking the damaged Sentinel as it executes its ‘return to base’ programming sequence to undergo repairs. Once you’ve found the base, extract the information which will lead you to the kidnapped mutant family. You’ll need this information for the next mission, so it’s vital you succeed.
Mission Outcome: FAILURE!
It takes a special kind of crazy for someone to willingly choose to go up against a giant stompy robot of the mutant-murderin’ variety, and Xardob is that crazy. He leads his team towards the Stealthmobile; the perfect vehicle for tracking a damaged genocidal robot.
The group reaches the secret underground garage, where they stop dead in their tracks. All fifteen wheels on the Stealthmobile have been shredded, leaving nothing but tattered rubber behind. Not a pretty sight. The Stealthmobile won’t be going anywhere tonight.
Eternal gasps in shock. Adaham pales visibly. MaHuD drops his packet of popcorn in surprise. Xardob narrows his eyes at the slashed rubber, and says, “We’ve been sabotaged.”
The team return to the briefing room to report the bad news. No doubt there will be lots to talk about.
The group reaches the secret underground garage, where they stop dead in their tracks. All fifteen wheels on the Stealthmobile have been shredded, leaving nothing but tattered rubber behind. Not a pretty sight. The Stealthmobile won’t be going anywhere tonight.
Eternal gasps in shock. Adaham pales visibly. MaHuD drops his packet of popcorn in surprise. Xardob narrows his eyes at the slashed rubber, and says, “We’ve been sabotaged.”
The team return to the briefing room to report the bad news. No doubt there will be lots to talk about.
Eternal
Adaham
Xardob
MaHuD
Adaham
Xardob
MaHuD
| APPROVE | | | | REJECT |
| Eternal | | | | MaHuD |
| Nipplemelter | | | | |
| Adaham | | | | |
| Vieira | | | | |
| ejnomad | | | | |
| Xardob | | | | |
| Grimmend | | | | |
| Seff | | | | |
| Hulksmash | | | |
Mission 4 - Rescue the mutants from the Sentinels
The last mission didn’t go too well, but all is not yet lost. You’ve received a tip from one of your sources that the family taken by the Sentinels is still alive. You’ve been given a set of mysterious coordinates and need a team of 5 mutants to go and pull off a rescue mission.
Try not to **** this one up.
Try not to **** this one up.
Mission Outcome: FAILURE!
The five team members scramble out of the taxi on the perimeter of what appears to be a series of derelict old buildings sprawling across three square miles of land. These are the co-ordinates provided by the mysterious tipper regarding the whereabouts of the family of mutants kidnapped last night, and a decommissioned nuclear waste processing facility seems as likely a place as any for Sentinels to be hiding out.
The group make their way from building to building, searching high and low. After an hour, Field Commander MaHuD orders the group to split up. Adaham and Xardob head towards the old cooling towers, whilst MaHuD, Nipple and Seff check out the run-down staff facilities. With dawn only a few hours away, it’s imperative they rescue the kidnapped family and get them out of here as soon as possible.
The old staff facilities are empty, the dust undisturbed; nobody’s been here in a long time. Just as MaHuD is about to suggest his group moves on to the underground storage tanks, a Sentinel appears from nowhere and grabs Seff, squeezing him tight.
“Fall back!” MaHuD yells into his iPhone. “It’s an ambush! We’re under attack!”
But Adaham and Xardob can’t fall back, because three more Sentinels appear from atop the cooling towers and open fire on the pair. Xardob dives behind an overturned dumpster, where he’s momentarily sheltered. Adaham is hit in the chest by an energy beam; he flies backwards, his head hitting a wall, and he is knocked unconscious. Maybe next time he’ll read the Host’s narration.
Nipplemelter manages to free Seff from the Sentinel’s grip, and MaHuD rips off the construct’s head. But another half-dozen can be seen in the sky, descending like giant, stompy locusts. All three of them know this is a fight they can’t win.
“We need to get out of here!” MaHuD shouts into his iPhone. Nipple helps Seff, who’s badly winded by the Sentinel’s crushing embrace, and MaHuD takes point as the trio hurries back to the perimeter. Meanwhile, brave Xardob rushes to Adaham’s side and grabs his unconscious friend by the arms, unceremoniously dragging him along the ground. The three Sentinels follow, firing at will, but just as Xardob feels it’s hopeless the rest of the group arrives. Together they fight and destroy the three Sentinels, and between them carry Adaham back to the perimeter where their taxi is still waiting.
The mysterious ‘tip off’ led the team into a trap. The family of mutants is not here, and probably never were. It’s very likely they’re dead already, making this mission a complete failure. During the drive back to base, the silence is uncomfortable, and none of the team members look at each other. For who amongst them can they trust?
The group make their way from building to building, searching high and low. After an hour, Field Commander MaHuD orders the group to split up. Adaham and Xardob head towards the old cooling towers, whilst MaHuD, Nipple and Seff check out the run-down staff facilities. With dawn only a few hours away, it’s imperative they rescue the kidnapped family and get them out of here as soon as possible.
The old staff facilities are empty, the dust undisturbed; nobody’s been here in a long time. Just as MaHuD is about to suggest his group moves on to the underground storage tanks, a Sentinel appears from nowhere and grabs Seff, squeezing him tight.
“Fall back!” MaHuD yells into his iPhone. “It’s an ambush! We’re under attack!”
But Adaham and Xardob can’t fall back, because three more Sentinels appear from atop the cooling towers and open fire on the pair. Xardob dives behind an overturned dumpster, where he’s momentarily sheltered. Adaham is hit in the chest by an energy beam; he flies backwards, his head hitting a wall, and he is knocked unconscious. Maybe next time he’ll read the Host’s narration.
Nipplemelter manages to free Seff from the Sentinel’s grip, and MaHuD rips off the construct’s head. But another half-dozen can be seen in the sky, descending like giant, stompy locusts. All three of them know this is a fight they can’t win.
“We need to get out of here!” MaHuD shouts into his iPhone. Nipple helps Seff, who’s badly winded by the Sentinel’s crushing embrace, and MaHuD takes point as the trio hurries back to the perimeter. Meanwhile, brave Xardob rushes to Adaham’s side and grabs his unconscious friend by the arms, unceremoniously dragging him along the ground. The three Sentinels follow, firing at will, but just as Xardob feels it’s hopeless the rest of the group arrives. Together they fight and destroy the three Sentinels, and between them carry Adaham back to the perimeter where their taxi is still waiting.
The mysterious ‘tip off’ led the team into a trap. The family of mutants is not here, and probably never were. It’s very likely they’re dead already, making this mission a complete failure. During the drive back to base, the silence is uncomfortable, and none of the team members look at each other. For who amongst them can they trust?
MaHuD
Nipplemelter
Seff
Xardob
Adaham
Nipplemelter
Seff
Xardob
Adaham
| APPROVE | | | | REJECT |
| MaHuD | | | | Eternal |
| Nipplemelter | | | | Seff |
| Adaham | | | | Hulksmash |
| Vieira | | | | |
| ejnomad | | | | |
| Xardob | | | | |
| Grimmend | | | |
Mission 5 - Assassinate the human leader
Death is ugly, but sometimes ugly is what is needed to win a war; or to stop a war before it can begin. Zacharia Welch is the public face of the anti-mutant crusade. Suave, good-looking, charismatic, and a genuine family-man, when Zacharia speaks, people listen. They flock to his side, ready to take up his cause. Ever since he began campaigning, the size of the human army has doubled.
If you can take out Zacharia, you can put an end to this mess. Zacharia can't be replaced, so he'll have to be removed. Make it quick, clean, and leave behind no signs you were ever there.
Five mutants are required for this mission, and you can't afford even one spy on the team. Nipplemelter is the Field Commander.
If you can take out Zacharia, you can put an end to this mess. Zacharia can't be replaced, so he'll have to be removed. Make it quick, clean, and leave behind no signs you were ever there.
Five mutants are required for this mission, and you can't afford even one spy on the team. Nipplemelter is the Field Commander.
Mission Outcome: FAILURE!
The mission team arrives at the home of Zacharia Welch. The night sky is pitch black, the stars the only witnesses to the dark deed about to be performed. The house itself is in darkness, save for the small pool of light around the porch lamp. It seems the Resistance has gotten lucky; Zacharia must already be in bed.
They sneak across the lawn, ejnomad at the head of the group, ready to disable the home’s security system. Seff, unwilling to be here, drags his feet and takes up the rear. Hulksmash, Eternal and Xardob each carry guns with silencers; they can’t use their mutant powers here, or the backlash will be intense.
Halfway across the expansive lawn, a siren starts to wail! It pierces the night, and the team members freeze as a half-dozen security guards appear from the bushes. “Release the hounds!” one of the guards shouts, and angry barks grow closer and closer. The team members prepare to defend themselves, but the dogs appear and open their mouths… and bees start shooting out!
Not even powerful mutants can defend themselves against dogs which shoot bees from their mouths. With tears of anger and frustration streaming down his cheeks, ejnomad yells “Abort the mission! Retreat!”
The last thing he sees as he herds his team back to their getaway vehicle is the curtains of the house pulled back to reveal a news camera. The botched assassination has been caught on camera, and soon this will be broadcast around the whole world. Mankind will see that mutants are willing to murder a man in his own home. It’s a blow which mutants may never recover from. Not only has the Resistance failed, it has jeopardised the lives of all mutants on Earth.
They sneak across the lawn, ejnomad at the head of the group, ready to disable the home’s security system. Seff, unwilling to be here, drags his feet and takes up the rear. Hulksmash, Eternal and Xardob each carry guns with silencers; they can’t use their mutant powers here, or the backlash will be intense.
Halfway across the expansive lawn, a siren starts to wail! It pierces the night, and the team members freeze as a half-dozen security guards appear from the bushes. “Release the hounds!” one of the guards shouts, and angry barks grow closer and closer. The team members prepare to defend themselves, but the dogs appear and open their mouths… and bees start shooting out!
Not even powerful mutants can defend themselves against dogs which shoot bees from their mouths. With tears of anger and frustration streaming down his cheeks, ejnomad yells “Abort the mission! Retreat!”
The last thing he sees as he herds his team back to their getaway vehicle is the curtains of the house pulled back to reveal a news camera. The botched assassination has been caught on camera, and soon this will be broadcast around the whole world. Mankind will see that mutants are willing to murder a man in his own home. It’s a blow which mutants may never recover from. Not only has the Resistance failed, it has jeopardised the lives of all mutants on Earth.
Nipplemelter
Adaham
Hulksmash
Vieira
Eternal
Adaham
Hulksmash
Vieira
Eternal
| APPROVE | | | | REJECT |
| Adaham | | | | Seff |
| Nipplemelter | | | | MaHuD |
| Eternal | | | | ejnomad |
| Vieira | | | | Xardob |
| Hulksmash | | | | Grimmend |
ejnomad
Hulksmash
Eternal
Seff
Xardob
Hulksmash
Eternal
Seff
Xardob
| APPROVE | | | | REJECT |
| ejnomad | | | | Nipplemelter |
| Eternal | | | | Vieira |
| Adaham | | | | Seff |
| Xardob | | | | Grimmend |
| MaHuD | | | | |
| Hulksmash | | | |



