This is Sfär. Here, the Germanic nations are a superpower.
Ah, Nott Manor... Not much goes on around here. Strange; the Nott family is one of the Sacred Twenty-Eight...
Here, white flowers grow on many of the shrubs. Silver cichlids swim in the water features; there are many water features.
A grey serpent statue towers over one of the water features. Clearly, someone who lives at this manor is a Slytherin alumnus...if they've even graduated...
Not too far away, grey cattle wander about. All around them, night has settled.
Upwind, there are hills. With luck, what's about to assemble atop them won't spook the cattle into a stampede. But even if it did, the mutants coming have a VERY passionate way of resolving disputes with non-mutant humans.
Atop the first hill, Omega Sentinel teleports into view. She's a Hindi cyborg. Her prosthetics are that of a Prime Sentinel; i.e. a human who can turn into an android via cybernetic nano-tech implants.
Up here, she does recon. It all looks good. There doesn't seem to be much danger...
Once she's sure, she teleports away...and starts transporting the rest of the team up here. One by one, they appear...with her clinging to them from behind. Once she's brought them, she backs away, teleports away, and repeats the cycle.
First, she brings Susan Hatchi. She's an Austroasian mutant who can read minds. She's been doing this for a while.
Next, Scrambler appears. He's a Korean mutant who can control how things work.
Sabretooth appears. He's a teen mutant, and a greenhorn of the team. He has superhuman senses, and fangs and claws made of adamantium.
Prism appears. He's a mutant with an organic glass body. With it, he can refract many kinds of energy...and retain a battery load of it.
Lady Mastermind appears. She's a mutant who can cast telepathic illusions. She's been doing this for quite a while. Once, her father helped co-found the Brotherhood of Evil Mutants.
Next, Greycrow appears. He's a mutant cyborg who can control mechanical technology. He does this to improvise machines of war. He heals fast, too.
Chimera appears. She's an interdimensional pirate. She's a telepath who can cast illusions.
Blockbuster appears. He's a teen mutant, and a greenhorn of the team. He can fight for a very long time.
Azimuth appears. She's a mutant, and a Darkforce witch.
Finally, Arclight appears. She's a teen mutant, and another greenhorn of the team. She can generate shockwaves.
Flighted, the rest of the team arrives via air. Sunfire, a Japanese mutant, uses his solar flare to arrive. Riptide, a seasoned mutant who can spin at superhuman speeds, arrives via whirlwind. Magneto, a Saxon Jew and another greenhorn on the team, wears a metal harness, and uses his mutant power to control its metal, and levitate himself to the hilltops. Hans, another German, and a creation of Mr. Sinister, arrives.
At long last, their leader straggles. He calls himself Mr. Sinister. He's one of the most powerful mutants of all time. He can teleport and levitate telekinetically, among other things.
He's not a mutant by birth. Once, he was your average British child. But then, he was experimented on. He was genetically enhanced with the DNA of two prime mutant specimens. They call themselves Courier and Thunderbird. Courier can communicate with DNA, and Thunderbird has a superhuman condition. Sometime after this, Mr. Sinister's own DNA transmutated into that of a mutant, and he manifested his own powers; technology interface, immortality, teleportation, telekinesis, and telepathy, to name a few.
He has a red diamond tattooed on his forehead. Unclear, as to what that's all about...
He takes the lead, and leads the Marauders downhill. He uses his telepathy to scatter the cows. Behind him, Susan Hatchi, Omega Sentinel, Lady Mastermind, and Chimera use their matching powers to supplement their leader's.
Here, four of the telepaths realize that there's a fifth among them. Alas, they stop using their power moments before any of them can trace their mutant power signature. So, for now, it remains a mystery.
Ms. Hatchi thinks she might know who it is... But she dares not point fingers until she collects more proof.
Together, the Marauders forge their way through several shelter belts. Where they're going isn't far...but it takes quite a long walk to get there.
At last, as Mr. Sinister stands on a hilltop, they can see it, far before them. It's the rooftops of Nott Manor. Lights are on in the house, alas.
Ordinarily, Mr. Sinister wouldn't regard this. But reconnaissance says that the people who live there have gifts. He's also used his telepathy on the manor's residents; the intel checks out.
The Marauders will wait until the lights turn off. When they do, they'll make their move...like only actual marauders would do...if actual marauders had mutant powers.
