I suspect, as I have decided that I will suspect every time, that it is The Massacre Men actually behind this. Slip is obvious Cosplay and Roadtrip must have gotten a hold of a "Giant Robot Crossing" sign.
I had a completely different theory, but this has convinced me. In fact, maybe all the villians are just The Massacre Men. Are there any powers we've seen that they can't access?
[X] Stop the hacking attempt on the Kaiju Cannon.
Objectively can cause more death to leave this thing running.
Ugh. Both of these are really important...taking out Dr. Destruction himself is a bad plan because who knows what the robots are programmed to do if we succeed, but these are both basically saving hostages, just different groups of them.
That plan is more to force him to turn off the robots by threatening his life and limbs, but it is true that you don't know how he or his minions would respond to that.
I suspect, as I have decided that I will suspect every time, that it is The Massacre Men actually behind this. Slip is obvious Cosplay and Roadtrip must have gotten a hold of a "Giant Robot Crossing" sign.
I mean, Adamant/Frank will probably get murdered regardless of the plan. So it seems like if the hostage plan wins, Adamant will die due to stopping the Kaiju Cannon.
I had a completely different theory, but this has convinced me. In fact, maybe all the villians are just The Massacre Men. Are there any powers we've seen that they can't access?
(Current stats are in line with the default power set listed in the informational)
As you land with a thud at the bottom of the ladder you can already smell the melted metal even before you see the blast door down the hallway which has been blasted down into a puddle of slightly cooling slag.
You almost tap your earpiece to inform Adamant that you're inside but stop yourself, you both agreed it would be better not to risk the element of surprise by talking over communications that would not hold up to a robot built to spy on such things.
It takes you only a moment to jump over the blisteringly hot scrap metal and check the directions painted on the floor before you're setting off for the cafeteria, a place large enough to hold everyone in the base while keeping them away from anything that someone who'd taken the compound at gunpoint might not want them to touch.
You sprint down through the narrow concrete halls, hearing the hum of four engines in your way before rounding a bend to encounter a band of four machines like the ones outside, marching in a neat set of two separate pairs in the cramped hallways, each one looks like an armored skeleton whose traded a hand for a laser gatling gun, the red eyes in their skull-like heads flashing in time with the binary chirping which they use as speech.
Although despite that you recognize differences between these machines and Doctor Destruction's older designs, notably lacking is the smell of rotten eggs from the engine or the violent bickering and gestures between each member of the squad.
What really draws the eyes are the addition of jet packs on their back, difficult as that might be to use in the cramped confines of this hallway, and the speed at which they raise the laser gatling guns, a feat of rapid reflexes far beyond the clunky bots you remember.
Of course, even that much superior speed is no match for you, you're on the first one in an instant as you cleave downward with a long wrist blade of bone which whistles through the air before it bisects the machine with the oh so, satisfying screech of metal giving way.
Even before the first bot hits the ground you're already moving on to the second one within reach, it activates its thrusters and shoots backwards in a desperate bid for escape before you hit it like a battering ram, plunging your wrist blades into its eyes and out the other end.
You ride it to the ground as the rocket dies, sparks flying in your wake as it skids across the concrete floor towards the last two robots.
Finally, the remaining robots light up their jet packs as their combat analysis programs catch up to the battle at hand and they begin to open fire, chirping commands at each other as they try to erase you from existence.
You narrowly duck beneath a frantic shower of red lights which burn their way into the far wall behind you before the second bot finally skids to halt and you surge forward like a human missile, your improvised surfboard's fuel tank igniting in a spout of fire as its struck by a stray laser an instant later, casting a shadow over your targets as heat licks at your back.
As the explosion carries you forward you let out a whoop of pure joy as the rush of the fight reaches its zenith, then you're on them once again, and their fates are sealed.
Your leg snaps outward as you land, kicking the nearest bot's gatling laser upwards, its wild firing leaving the concrete above you glowing orange before you decapitate it with a single blow, the final bot tries to evade you but it's no use, you pin it to the wall with a shard of bone and tear out its engine, holding it up to inspect as the light in the last bot's eyes die, taking a moment to boost your investigative abilities in this bubble of calm
As you suspected, it's a new design, and not just the older version with a few minor improvements, this is a radically improved design, built around some fantastically expensive parts, parts that you would have known if Doctor Destruction had stolen and so expensive that his lackluster finances would never be able to support purchasing them, certainly not for his rank and file cannon fodder.
Which means that whatever he put together to face you and Adamant head on could actually pose a threat, and furthermore, that you might not recognize them by their engine sounds, meaning that if you keep picking these fights then you might run into something significantly tougher than a quartet of cannon fodder robots.
You put the engine down and take back the bone holding the bot to the wall, letting it drop with a heavy clang to the floor, whatever is going on here and whoever has been funding him can wait until you rescue these hostages.
Your body shifts, a cloak of flesh growing out over your costume as you blend into the dark gray hallways of the base, your footsteps quiet as your feet grow softened pads and your ears grow to better avoid the robots still searching for people.
As you finish shifting you hear a noise like thunder as the building shakes around you, Adamant must have finally met some real resistance, all the more reason you have to hurry.
Adamant can take care of himself, he's nearly invincible, the hostages? Significantly less so.
With your powers it's almost child's play to creep through each hallway, to step over the remains of each melted blast door, walk past each burnt corpse, some holding weapons, more without, and to dodge through each and every patrol until you arrive at the cafeteria.
The long tables and chairs have been moved to touch each wall, and where they used to be is instead a group of about fifteen men and women sitting with zip ties around their hands, these seem to be the lucky ones, a small pile of smoking corpses have been unceremoniously dumped in a corner, melted flesh dripping from a few of them onto the floor like ice cream left out in the sun for too long.
For the moment you turn off your sense of smell, not wanting to smell that horror show, and turn to the guards to distract yourself from the sight.
Ten of the bots which you fought earlier stand in a circle around the hostages, but what really catches your eye is the robot standing in a corner, pacing back and forth and chirping at the others in what seems to you do be an almost whiny tone.
Immediately you can tell that this thing is a cut above the rest, it's sleeker, it's movements are more fluid, and it spins and swings its four blade-limbs with incredible speed as it walks back and forth, it's owl like face swiveling around to watch the hostages no matter where it moves.
However, it looks pretty fragile, not quite as easy to break as the bots, but a few good hit should be able to wreak it if you can land them.
All in all, this could be a problem, what will you do?
Initiative
Chimera: 19+15=34
Destroyer Bots: 1 (I am not making this up I promise) +4=5
Chimera goes first.
Chimera attacks with a full power attack, converting 5 accuracy into extra damage, and her target is a minion she can make this attack as routine check, getting an automatic 10 and adding 10 for a total of 20 vs the Destroyer Bot's 15 Parry, the attack hits, it rolls toughness, needing to get a total of 15 plus the attack's damage, in this case 12, for a total of 27, otherwise they will completely fail the check and be knocked out as they are a minion.
It gets 18+7=25, a failure, and it is out for the count, normally this would be the end of your turn, however, you have the Takedown advantage, meaning that you can make another attack against another minion within reach.
You make another full power attack, this time rolling (because why not) a 6+10=16, beating their parry, and forcing another toughness check, it rolls 3+7=10, another failure.
Unfortunately there's nobody else in reach of you, meaning that you cannot continue using Takedown.
Now the robots get to act, both of the 2 remaining robots will retreat backwards with a rocket assisted leap and shoot at him with their gatling lasers, rolling a 10+5=15 and a 8+5=13 both failing to hit Chimera's current dodge of 17
Then Chimera closes the distance with them again and makes another routine power attack, hitting them and forcing another toughness check, 8+7=15, another failure, it is destroyed and Chimera makes another attack on the last bot.
The final bot is hit and rolls a 7+7=14, it too is destroyed.
Before inspecting the robots Chimera shifts her enhanced perception into enhanced investigation.
Inspecting the Robots: 18+16=34 Investigation Check (3 Degrees of Success)
Chimera shifts into the Infiltration Power, except switching out the pheromones for better hearing.
Destroyer Bot Patrols: 12+6=18 Perception (3 DoF)
Chimera's Stealth: 11+20=31 Stealth (3 DoS)
Chimera easily sneaks over to the cafeteria.
O-O-O-O-O
Anyway, I think I've shook the rust off, so here's a significantly tougher (but far from unbeatable) fight, I hope you come out on top.
For anyone who would like to submit a combat plan you don't necessarily need to include a list of exactly what you want your power to boost and how, although a basic description of what you want is absolutely necessary, and if you provide a list of specifics, please include the point costs.
A given plan might take place over several rounds, a new plan will be asked for if your previous plan is not longer viable, if it is completed, or if there's an important decision that needs to be made.
Good luck, and remember, you have a safety net if you mess up! Enjoy it while it lasts.
[X] Extend cloaked flesh tendrils along the ground behind each of the bots guarding the hostages, then take them all out at once before engaging the leader.
[X] Extend cloaked flesh tendrils along the ground behind each of the bots guarding the hostages, then take them all out at once before engaging the leader.
This plan generally seems viable, yeah, though we should be able to hit the leader as well if we're doing simultaneous stuff (not that we'll likely take it out, but it's worth trying). The powers would probably look something like this:
That's actually not a bad option to aim at the leader either, since it seems very dodgy rather than very tough. AoE attacks are fairly decent against stuff like that. It's only PL 10, which is not ideal, so we might want to swap it out...but with a surprise round we should probably get two hits off, which is necessary because the odds are at least a couple make it through one usage of it, just by the math.
[X] Extend cloaked flesh tendrils along the ground behind each of the bots guarding the hostages, as well as the leader then take them all out at once if possible, before engaging the leader in actual combat. Also, prepare these tendrils to interpose themselves between the robots and the hostages as needed.
-[X] Start using the following power set: Protection 8 (8 pts.), Enhanced Dodge 3 (3 pts), Enhanced Parry 3 (3 pts), Enhanced Stealth 12 (Flaw - Must Remain Stationary, 3 pts), Enhanced Advantages 3 (Enhanced Initiative 2, Interpose, 3 pts), Damage 10 (Area - Cone, Selective, 30 pts). Swap that power set out if needed, especially if down to only the most dangerous one.
I'm aware we don't need to worry a huge amount about exact powers, but I thought Interpose in particular was worth specifying, along with still having high stealth.
-[X] Start using the following power set: Protection 8, Enhanced Dodge 3, Enhanced Parry 3, Enhanced Stealth 12 (Flaw - Must Remain Stationary), Enhanced Advantages 3 (Enhanced Initiative 2, Interpose), Damage 10 (Area - Cone, Selective). Swap that power set out if needed, especially if down to only the most dangerous one.
I think it was fine. There was no real opportunity for character interaction, which is something that might be "missing", since right now we don't yet know so much about our PC. But that'll come in the future, and we did see some hints about Chimera's personality (like the laughing due to the rush of the fight).
A "problem" might be that, well, this is still the "prologue", and we're kinda waiting for shit to hit the fan, what with us already knowing that our mentor's gonna die. In that sense I think it might maybe be good to try and get to that point rather quicker than slower?
A "problem" might be that, well, this is still the "prologue", and we're kinda waiting for shit to hit the fan, what with us already knowing that our mentor's gonna die. In that sense I think it might maybe be good to try and get to that point rather quicker than slower?
The maximum for Takedown 1 is how many minions are in reach of your attacks, takedown 2's maximum is however many minions you can reach with your movement. You do of course still have to hit and kill each of your targets in a single attack, but they're minions, fragile is their middle name.
Deadman has made the AoE power in his plan selective, meaning that the user chooses who it hits at the cost of well, cost, it's 10 extra points on a rank 10 effect.
Oh it also wouldn't hit anything you can't perceive but that's probably not a factor here…
I seriously considered this and came to the conclusion the fail state of this plan is a lot worse. Like...is it likely for any one of them in isolation to make the Toughness Save and remain standing? No. Is it likely at least one out of 10 will? Fairly likely, yes. What happens if that one who makes it is #3 out of 10? We only take out two before the next combat round, since Takedown 2 only works as long as you keep succeeding at taking enemies out.
That's...real bad, from a hostage survival perspective. With the AoE plan each survives or falls on their own without effecting whether we take out the others, so even if an atypical three of them (plus the main one) survive, that's only 4 still up, not 9. Much better situation.