Adventures Assemble S3E3: The Great Brain Robbery!

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Psistrike
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by Psistrike »

OOC: Going with Jason to Deep Six.
Ysariel
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by Ysariel »

(deleted; replaced with the new update for the Deep Six group below.)
Last edited by Ysariel on Tue Nov 16, 2021 6:04 am, edited 1 time in total.
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by Ysariel »

Gelert & Amethyst
Underground STARS Assembly Plant

The blast of blue light from your ring glances off the STARS Equalizer's chestplate and knocks it backwards, sending it crashing back into the support harness and monitoring computers with a shower of sparks.

But the machine is only damaged, not disabled, and it rises from the wreckage, servos whining as it brushes aside burning plastic and metal. The power nullifer ray built into its chest projector glows red and blasts you with a beam of bright red light. Immediately you feel a strange scrambling sensation in your stomach as the ray's strange energies interfere with the light of Hope from your ring!

The STARS Neutralizers take up formation around you. Together they activate shoulder-mounted projectors and surround you in a field of dull red light. You recognize this from the video earlier -- this must be the power-nullifying field that shuts off effects within it.
stavaros_the_arcane wrote: Sun Nov 07, 2021 4:07 pm "Get everybody clear!" Gelert barks as he squares up with the STARS Equalizer in front of him. "And I''m sorry in advanced Mr. Richards, I'm probably going to have to break a bunch of expensive machinery."
"Got it!" you hear Amethyst say from behind you. "Guys, behind me and back to the elevator."


OOC

AA STARS Equalizer Toughness DC 28: 1D20+10 = [8]+10 = 18
Failed by 10; -1 and Dazed.

The STARS Equalizer uses Power Nullifier Ray on you.
AA STARS Equalizer attack vs Gelert: 1D20+10 = [7]+10 = 17 Misses. I fiat and reroll, gain 1 HP.
AA STARS Equalizer attack vs Gelert reroll: 1D20+10 = [3]+10 = 13
Reroll makes that 23; hits.

Make a DC 20 Will check. For each point you fail the check by, all your powers are reduced by that many ranks, regardless of pp cost. Unlike Weaken, this lasts the duration of the scene. You can use extra effort to end the effect instantly, and restore full use of powers.

The STARS Neutralizers use Power Jamming Field. This is effectively burst area Nullify All Powers, with a 30ft radius, centered on the Neutralizers. This doesn't have any immediate effect on you, however on your turn, if you attempt to use any powers from within the field you must pass a DC 20 (10 + the jamming field's power rank) power check to do so. This includes your force field, which is Sustained duration. You can avoid this by moving out of the field's area of effect with a move action (but remember, if you try to fly out you must make a check first.)

Amethyst leaves the combat. She evacuates the G.A.S. personnel as she does so, so that you can now use area powers without hitting civilians.

Round 2
23 Gelert *
11 STARS Equalizer (-1, Dazed)
11 STARS Neutralizer x5 (Squadron, Minion)


You are up!
Last edited by Ysariel on Tue Nov 16, 2021 6:04 am, edited 2 times in total.
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by stavaros_the_arcane »

Ysariel wrote: Tue Nov 09, 2021 7:25 pm Gelert & Amethyst
Underground STARS Assembly Plant

The blast of blue light from your ring glances off the STARS Equalizer's chestplate and knocks it backwards, sending it crashing back into the support harness and monitoring computers with a shower of sparks.

But the machine is only damaged, not disabled, and it rises from the wreckage, servos whining as it brushes aside burning plastic and metal. The power nullifer ray built into its chest projector glows red and blasts you with a beam of bright red light. Immediately you feel a strange scrambling sensation in your stomach as the ray's strange energies interfere with the light of Hope from your ring!

The STARS Neutralizers take up formation around you. Together they activate shoulder-mounted projectors and surround you in a field of dull red light. You recognize this from the video earlier -- this must be the power-nullifying field that shuts off effects within it.
stavaros_the_arcane wrote: Sun Nov 07, 2021 4:07 pm "Get everybody clear!" Gelert barks as he squares up with the STARS Equalizer in front of him. "And I''m sorry in advanced Mr. Richards, I'm probably going to have to break a bunch of expensive machinery."
"Got it!" you hear Amethyst say from behind you. "Guys, behind me and back to the elevator."


OOC

AA STARS Equalizer Toughness DC 28: 1D20+10 = [8]+10 = 18
Failed by 10; -1 and Dazed.

The STARS Equalizer uses Power Nullifier Ray on you.
AA STARS Equalizer attack vs Gelert: 1D20+10 = [7]+10 = 17 Misses. I fiat and reroll, gain 1 HP.
AA STARS Equalizer attack vs Gelert reroll: 1D20+10 = [3]+10 = 13
Reroll makes that 23; hits.

Make a DC 20 Will check. For each point you fail the check by, all your powers are reduced by that many ranks, regardless of pp cost. Unlike Weaken, this lasts the duration of the scene. You can use extra effort to end the effect instantly, and restore full use of powers.

The STARS Neutralizers use Power Jamming Field. This is effectively burst area Nullify All Powers, with a 30ft radius, centered on the Neutralizers. This doesn't have any immediate effect on you, however on your turn, if you attempt to use any powers from within the field you must pass a DC 20 (10 + the jamming field's power rank) power check to do so. This includes your force field, which is Sustained duration. You can avoid this by moving out of the field's area of effect with a move action (but remember, if you try to fly out you must make a check first.)

Amethyst leaves the combat. She evacuates the G.A.S. personnel as she does so, so that you can now use area powers without hitting civilians.

Round 2
23 Gelert *
11 STARS Equalizer (-1, Dazed)
11 STARS Neutralizer x5 (Squadron, Minion)


You are up!
Gelert's powers flicker slightly in the light of the power nullifying beam and field by hold without weakening. The Weird unpleasant feeling is still there, and Gelert does not want to risk taking another hit from it. Nor test how this field created by the other units messed with his powers.

Gelert takes a risk and shoots straight up out of the range of the Jamming field, his Flight continues to work. With the area now free of bystanders, Gelert lets loose and bathes the area full of Hostile STARS in ring blasts.

OOC: Will save vs power nulifier 1d20+12: 25
DC20 Power check for flight 1d20+8: 25 succeeds
Blast: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged)
Ysariel
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by Ysariel »

Nightbird
Gilliam wrote: Mon Nov 08, 2021 4:40 pm Nightbird Intimidation: 1d20+14 25

HP to reroll (5HP and 1LP left now)

Nightbird Intimidation: 1d20+14 28
Surprisingly, Catastrophe is very willing -- almost eager -- to spill the beans. "We are the vanguard of a great army led by General Havoc," he boasts. "She has brought the supercarrier Ragnarok to your shores in retaliation for G.A.S.'s development of anti-superhuman weapons for the American government. This threat to the wellbeing of the superhuman fraternity cannot be allowed to stand!"

"Even now, we are eliminating G.A.S. and your tyrannical super-prison, Deep Six. The criminals within will be freed to wreak chaos on Phoenix Bay while our forces overrun your military. Soon America will be freed of your imperialist regime, and the instruments of tyranny that hold metahumans subservient to mundane powers will be shattered forever!"

He says all this with the confidence of someone who is extremely sure that he will be released very soon.


OOC

Incidentally, if you interrogate someone with a general direction to "spill what they know", the villains will tell you what they think you want to know, which may not always be the information most useful to you. This doesn't affect the result in this specific case, but it's something to consider in case you have to interrogate someone in future.
Last edited by Ysariel on Tue Nov 16, 2021 12:13 am, edited 1 time in total.
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by Ysariel »

Jason, Nightbird & Moonlight
Deep Six -- Entrance

From the outside, Deep Six appears to be a circular concrete platform at sea level some 200 yards in diameter. The bulk of the prison lies underwater, roughly in the shape of a frustrum (cone with the sharp end cut off), such that it widens considerably as it goes deeper down, all the way to the seabed half a mile under the waters.

The moment you arrive, you are greeted by an ominous sight: the massive main gates of the prison are wide open. Strewn around the area are the corpses of several RIOT agents wearing the same uniforms you saw during the attack on Justice Hall, as well as several Deep Six prison guards; entrance is littered with shell casings, bullet holes and other signs of a brief but fierce battle.
Nightbird -- Investigate, 8 ranks

You note that the RIOT agents were not carrying heavy weapons and the gates show no sign of being forced open, whether by weapons or by technical means. That means the gates must have been opened from the inside, and the prison interior is already compromised. The guards on station at the entrance were probably taken by surprise.
Just inside the gates you can see the main lift that carries personnel and equipment into the bowels of the facility. A large sign next to the lift shows the layout of the prison:

Section 1 -- Arrivals, screening
Section 2 -- Prison administration & Master Control Room
Section 3 -- Storage, submersible bays, hospital & armory
Section 4 -- Mess hall, exercise rooms, hydroponics gardens
Section 5 -- Maximum security cells
Section 6 -- Supermax cells
Section 7 -- VaMPIRE systems & Superhuman containment

Apart from Section 1, each section comprises multiple floors. You recall from your prior visit that Section 7 is in fact the largest by far, being comprised of many, many levels of individual VaMPIRE-equipped cells, and alone contains more volume than the other 6 sections put together.

OOC

You can choose to go to any of the 7 sections, either alone or as a group. Moonlight also has the option of not taking the elevator and trying to enter from the outside, through the submarine bay in Section 6.
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by Ysariel »

Gelert
Underground STARS Assembly Plant
stavaros_the_arcane wrote: Sat Nov 13, 2021 2:12 amGelert takes a risk and shoots straight up out of the range of the Jamming field, his Flight continues to work. With the area now free of bystanders, Gelert lets loose and bathes the area full of Hostile STARS in ring blasts.
Ripples of blue light crash down upon the STARS drones on the ground and explode the five Neutralizers, reducing them to scrap metal and smoldering plastic scattered amongst the burning wreckage on the floor. Immediately, fire-suppression systems activate and smother the wreckage in chemical foam; a thin powdery coating settles on the surface of your force field. The Equalizer shudders under the attack, its armor deforming, but despite significant damage the unit does not seem disabled.

You are not out of danger yet. In response the Equalizer turns its head to look at another of the Equalizer drones, and it, too, comes alive. Its optical sensor glows red as it tears free of the maintenance harness, servos whining and missile pods activating!

At the back of the plant, you see a glowing blue forcefield rise from the ground as Amethyst walls off the area around the elevators and the engineers rushing to get into them, to block any stray weapons fire. Drones shepherd the personnel into the lifts in groups and operate the controls to send them back to ground level.

"The drones! He's going to destroy all of them!" Richards screeches as he sees the very expensive prototype suits go up in smoke.

"Gee, and here I thought these were, like, super duper power-nullifying weapons. They don't seem terribly effective on Gelert outside of a propaganda video, do they?" Amethyst chirps.

Richards walks up to her, right up to the forcefield of her power suit, and hisses. "This is some plot of yours, isn't it? You're behind this attempt to destroy my company's latest product. You engineered this excuse to be brought down here and now you've shown your true colors!"

"Shove it, Richards," Amethyst growls. "We're here to save your company, since you obviously can't. Feel free to spout your nonsense from the safety of your office or your Ferrari or anywhere that's not in my way."

"Oh, quit acting innocent! The suits went berserk once you two were brought here!" He points at the STARS Equalizer that's activating. "Look! You're deliberately activating them in ones and twos so your pet dog can pick them off!"

"Well, make your drones stop going crazy one after another, then," Amethyst says evenly, although something strikes her. Richards continues to rant, but she isn't listening any more. Instead she keys her earpiece and calls you.

"Gelert, I think I know what we're dealing with. It's not a a rogue AI, nor a hacking attempt.

"It's a technopath. Someone who can control machines the same way a fire controller controls fire. And it's limited in its power, so it can only take over a finite number of drones at once. We just need to find it, so we can stop it."



OOC

The Neutralizers are all destroyed by the blast.

AA STARS Equalizer Dodge DC 20, Toughness DC 25/20: 1D20+10 = [8]+10 = 18
1D20+10-1 = [8]+10-1 = 17


Failed 2 degrees. Dazed again and another -1.

On its turn the STARS Equalizer uses Possess Technology as a standard action. This is Summon, and it summons another heroic STARS Equalizer. The summoned Equalizer cannot act immediately and must wait until its turn in round 3.


Round 3
23 Gelert *
11 STARS Equalizer (-2, Dazed)
11 STARS Equalizer #2


You are up!
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Re: Adventures Assemble S3E1: Enemies of the State!

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Jason Maxwell
HP: 5, Condition: Fine

Looking at the signs and thinking about the description of their last visit here on the trip to the prison, Jason offers his suggestion.

"Here is what I think we should do. Go down and secure level 3. We can lock the elevator in place and then the only exit is the submarine bay. It means anyone here has to go through us to escape. We don't risk any ambushes on lower levels. We can probably even set up some barricades and choke points."
Ysarial confirmed the submarine bay is on level 3, not level 6.
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Re: Adventures Assemble S3E1: Enemies of the State!

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Moonlight
HP: 4 LP: 0
Condition: Fine

"It is a tactically sound plan that puts us at the least risk. But what about any remaining guards and other staff alive down there and probably hostages? Locking the elevator down will make any supervillains who are loose more desperate, possibly willing to threaten to start killing the hostages unless we unlock the elevator so they can leave. We need a way to lock down the elevator and get down there fast to prevent any hostages from dying like the poor souls up here have. Any ideas on how to do this while not risking the lives of any hostages?"
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Re: Adventures Assemble S3E1: Enemies of the State!

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Jason Maxwell
HP: 5, Condition: Fine

Maybe Spellbinder...

Looking up at Moonlight as she talks, he grimaces a bit.

"We can't do both. Either we try to prevent people from leaving or we try to rescue hostages. There is not enough of us to split up and have a chance of doing both."
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by Gilliam »

Nightbird
HP: 5 LP: 1
Condition: Normal


Imogen had been even more quiet than usual after the battle at the cove. Catastrophe had been also too eager to spill the beans either he really believed that his group was going to win and it didn't matter what he said or another setup or to be honest probably both.

"Catastrophe told us their aim was to release all the prisoners in Deep 6 to cause as much chaos as possible what he didn't say was that Captain Chaos ... Chaos Commander their former leader is locked up in Deep 6 as well and I suspect this could all be a diversion to rescue him."

It had been a relief to leave Catastrophe and the others all tied up like turkeys for Christmas at the Cove for the local AEGIS operatives to pick them up, maybe gagging Catastrophe was a little too much but the man just wouldn't stop talking.

"It is a good point about hostages and that is a real risk but we need to prevent any of the prisoners escaping so level 3 block the lifts and then go from there." Imogen offered her thoughts.
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by kenseido »

Jason Maxwell
HP: 5, Condition: Fine

"That makes sense. Start at level 3 and get more information."

Jason really didn't want to let any prisoners escape, especially to save guards. The guards there are here by choice and know the risks. People on the street who would be terrorized by escaping prisoners are not.
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by Gilliam »

Nightbird
HP: 5 LP: 1
Condition: Normal


Looking at both Aranel and Jason, Imogen states "Okay we all agree, then lets head down and stop this prison break."

Imogen pauses for a second or two in case there were any objections and assuming none heads towards the lift taking advantage of any shadows to fade from sight.
OOC wrote: Nightbird will use Stealth Mastery and Hide in Shadows as soon as they enter Deep 6.
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by kenseido »

Jason Maxwell
HP: 5, Condition: Fine

Seeing Nightbird effectively vanish, he contemplates doing the same. He decides against it as it would leave Moonlight "alone."
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Re: Adventures Assemble S3E1: Enemies of the State!

Post by Ysariel »

Jason, Nightbird & Moonlight
Deep Six -- Section 3 (Storage, submersible bays, hospital & armory)

As you enter the lift, Moonlight and Jason pass under the scruntiny of the security cameras installed at the gate. A moment later, loudpeakers blare to life:

"Attention heros. This is Warden James Gurney of ADX-D6, which is under concerted supervillain attack. You have arrived just in time."

The lift doors grind shut, and the lift begins to descend into the bowels of the facility. The warden continues speaking,

"Be aware that Marshal Lawless is loose in the facility. He bypassed the heavily-fortified Master Control Room in Section 2, using internal maintenance passages to transit between sections, and was last spotted heading towards Section 7. He has freed a number of Anarchy Command operatives and R.I.O.T. agents on the way, who are assisting him; due to their sabotage, we have lost remote control over the main lift, the submarine docks, and several other sections of the facility. We suspect he is attempting to free Chaos Commander. "

"Sonar has detected stealth subs inbound. Our communications with the outside world are cut. The VaMPIRE system and supermax containment remain operational, for now. All available forces have already headed to Section 7 to apprehend Marshal Lawless."


The lift stops with a jarring shock and the doors grind open. Several people wearing the MAX powered armor used by the prison guards are standing guard around the door. Over in a corner, you see the same number of people, without any armor, tied up and struggling.

"Greetings, Marshal Lawless," one begins to say as the doors open. "General Havoc has ordered us to -- HEROES! ATTACK!"

Round 1

25 Jason *
14 Moonlight
13 Nightbird

10 R.I.O.T. Squad (with MAX armor) x5

Jason is up!
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