Post by Claire Redfield on Mar 19, 2014 14:31:41 GMT -8
Somewhere in Kijuju, Africa, Jill Valentine sleeps in a stasis pod while Albert Wesker monitors her body's production of antibodies. The incredible antibodies to the Progenitor virus and its descendants have proven most useful to Wesker's research into creating the ultimate virus. Jill knows not that she is being used to help bring a nightmare to life, but she sleeps uneasily. Her dreams are haunted by fire and the moans of the hungry dead, and a terrible voice that calls out for...
S.T.A.R.S...
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The city outside her window burned. Even with the window shut, Jill smelled the horrible stench of burning flesh. She could still hear their cries, rising up like a symphony of suffering into the night. They moved through the street, shadows from fire and headlights dancing about them: a sea of pallid, walking corpses, dead things that still hungered. Some ran faster than others and still screamed, trying to escape those who were once their friends, families, co-workers. They fell to exhaustion or accident and the dead ones set upon them in a bloody orgy of cannibalism.
Jill looked out over the chaos and felt her heart sink. This was so familiar, she could feel it. I swear I've been through this before. Raccoon City. Home for so many years. Nothing can save you now.
She grabbed her pistol and hip-pack from the bed. "Well, apartment, I guess this is the last time I'll see you, 'cause I can't take you with me." She felt a bit silly, and that made her smile. There wouldn't be many of those until she got out of Raccoon City and made Umbrella pay. Jill paused to kiss a small framed picture of her family. I'll do everything I can to make sure this never happens again.
With that, she stepped out of her apartment and moved cautiously into the hall, gun raised. She'd heard screams earlier in the lower floors, but there was no telling when some grinning undead freak might jump out at you. The floor was surprisingly quiet. Down the hall, to the stairs. Jill knew better than to trust the elevators. A man in a white-collar shirt lay face down in a pool of blood on the landing. Keeping her pistol trained on his head the whole time, Jill edged past him and to the stairs. He stirred with a harsh croak as she passed him, but they were slow. She jumped the last few stairs, turned and went down the second set, down again, and now she felt the heat.
Fire burned just outside the lobby doors where a car had struck a lamppost and the engine went up. Flaming debris scattered about had kicked up black smears all over the door glass. It'd be hot as hell, but Jill fired two quick shots into it, shattering the glass. She ran and leaped through the fire and ran into the street.
Things are going from bad to worse. A truck careened out of a side street and barreled through the intersection ahead, smashing into a building wall. A group of eight or nine staggering figures followed, but quickly turned their sights on Jill.
"Time to go!" Jill squeezed off a couple shots, put two of them on the ground. With a quick look over her shoulder, Jill ran east, twisting to fire as she moved. Another zombie fell. The rest rushed at her, surprisingly quick despite their jerking gaits. The fresh ones, they were dangerous like that. Jill was quicker, though, and kept one step ahead of them as she moved into the intersection.
The stragglers would catch up if Jill wasn't careful; when you stopped to fight off others, or plan, or take a breather, that's when they liked to sneak up on you. She turned and put the other two down with a couple of expert shots. Zombies were attracted to noise, so others would be on the way soon, but she just needed a moment. That bought her a breather.
A derelict car sat half on the curb to her right, its doors open and lights still on. Something big dropped onto its roof, crushing it in an explosion of glass and metal. The impact knocked Jill on her backside.
The something stood up, impossibly tall, and stepped off the car with a thump. Huge, clad in black, face of putrid flesh, milky-white eye, the other sewn shut by thick staples, flesh missing from its lips giving it a permanent snarl...
It uttered one word, a guttural growl as it fixed that dead eye on her.
"S.T.A.R.S.!"
"You... I know you! I've seen you before!" Jill scrambled to her feet, saw the huge weapon Nemesis carried. It was a rocket launcher, she recognized that, but it was too big for a human to fire.
Nemesis approached with deliberately slow but huge strides and swing its meaty left fist for Jill's head. She dove into a shoulder roll, feeling the wind of his powerful swing as it passed over her. Jill rolled onto her feet and ran. That would have taken my head off. Gonna need a lot more firepower!
Jill ran for her life, arms pumping in a sprinter's stance. She didn't dare look back. That thing would be on her in a second. She vaulted over the hood of a car and landed running. A strange shrieking sound filled the air and on instinct Jill threw herself to the ground. A rocket streaked past her, slamming into a pickup truck that sat in the middle of the street. The explosion rumbled through the street beneath her body as the truck went up in flames. She could feel the heat even from there.
Keep moving. Figure it out after you ditch him for a minute.
Just as soon as Jill started to move again there was another explosion, this time behind her. Searing heat licked at her backside as she was thrown bodily fifteen feet through the air. Jill landed hard and rolled to minimize the impact, but white-hot pain lanced through her left side. She could barely get to her feet. The world spun before her eyes.
No! He's going to kill you!
His heavy footsteps grew louder. The bastard took his time, wanted her to suffer before he did finished her. Jill was determined not to go out like that. Not like that. She turned and leveled her gun on him, but with one huge stride he crossed the last couple yards and seized her in one terribly powerful hand. Lifting her by the neck, he shook her, choked her, and all the sound in Jill's world faded to a dull roar. Her heart beat like a machine gun. The life drained from her limbs and alarm bells rang in her head.
Not... like... this!
Jill thrashed her legs, kicking him in the gut with both feet. His grip loosened just enough for her to jump back, tossing a blue-tinted canister in his face as she fell away. Nemesis roared in surprise just as the flash grenade exploded, completely blinding him. He staggered back, clawing at his one eye. Jill crawled away, got to her feet and turned, training her pistol on him.
The wail of screeching tires startled her. A city bus came flying around the corner, nearly tipping on its side. Jill saw the driver frantically spinning the wheel while trying to fight off a zombie. Nemesis never saw the bus coming. It smashed into the monster and both careened into the side of a beat-up tenement building with a tremendous crash. The wall crumbled and heavy chunks of debris slammed onto the road. Great clouds of hissing steam rolled out of the bus' front end. Crushed through the wall, Nemesis had disappeared into the building's dark interior.
No way he's dead, but maybe that'll slow him down!
Jill sank back against the wall and slowly slid to the ground. The newspaper was one she didn't recall ever belonging to Raccoon City, The Daily Bugle, but the offices were clear. There was one body lying near a cubicle on the far side of the room, a man in a white-collared shirt, but it hadn't moved since she put a bullet in its head. It was only a matter of time before the monster tracked her down, but she needed all the rest she could get. Her hands shook. She took deep, steady breaths. That had been too close. Jill knew she wouldn't have another escape like that.
A hollow boom resounded through the building. Jill looked up sharply. Already? I was hoping he'd be down longer. She got up and raised her gun. Creeping over to the double-doors leading further into the offices, she leaned around the edge of the frame and checked for movement. The room was different from the cubicles, instead full of big, sturdy desks and beyond them several doors with names stenciled on the windows: Jameson, Robertson, Parker. None of those rang a bell. The place was a mess, papers spilled all over the desks and floor, chairs strewn about, bloodstains on the floor and walls. There had been some kind of fight here, that's for sure.
Jill moved as quietly as she could, swinging her pistol around to check beneath each desk carefully before moving by. She didn't want something grabbing her legs and taking a bite.
Glass shattered somewhere behind her, back in the cubicle area. Jill spun on her heels—
—and the door to Jameson's office exploded. Heavy footsteps sounded like a pounding train engine as he burst into the room in a spray of glass and wood splinters. She tried to duck away, but Nemesis was too fast. He lunged forth and grabbed her arm, hurling her backwards through Jameson's office. She sailed out the window he'd broken through and barely had time to brace herself before she landed hard on her back atop a car parked outside. The roof crumpled and she let out a pained cry. Jill rolled off the side of the car and landed prone on the street.
Come on... move... damn it, move! Each breath was like sucking in fire. Her whole body screamed at her to stop moving and just black out for a while, but she wouldn't. Not Jill Valentine. She'd survived everything before, she would survive this. Somehow.
A bloody red hand reached for her. Jill tried to raise her gun but her hand was too shaky, her eyes blurry. She focused and saw that it wasn't a bloody hand, but one in a red glove. And that voice was human. Strong, confident.
"You look like you could use a hand, soldier."
Jill took the proffered hand and climbed to her feet. She found herself looking upon a sight straight out of living legend, an icon known the world over. Clad in red, white and blue, bearing the indestructible shield that stands for his unbreakable conviction in the highest ideals, only one man in the world had such a presence. Jill's jaw fell.
"Captain America!"
"This whole city's going to hell and fast. You've got to get up and keep moving, soldier. I know you've fought hard, but we'll make it through this yet!"
Jill couldn't help but feel safer with the legendary Captain America on her side.
The relative peace didn't last long. Nemesis appeared at the broken window above, roaring into the night. Cap's eyes widened as he saw the monster. "That's your stalker? I've seen uglier." He shook his head. "But not many."
"He's about impossible to kill! We're going to have to find some way of stopping him for good!" Jill pulled the pin out of a nitro grenade and threw it into the window. Nemesis twisted and the grenade flew past him, into the dark office. He leaped out the window just as its exploded, sending white tongues of frost spraying into the air behind him.
"Cap, look out!"
Nemesis sprang upon Captain America, swinging his rocket launcher overhead to bash the smaller man into the ground and following it up with a powerful left hook. Cap lifted his shield and deflected the launcher attack, then swung it around to meet Nemesis' fist. Both blows rang out on the shield but stopped dead, and Captain America gritted his teeth. "You're a strong one, I'll give you that. But I know something about fighting strong monsters."
Cap surveyed the situation: a damaged lamppost nearby, half a dozen cars strewn across the road, piles of debris and wreckage on the sidewalks. He quickly calculated an angle and hurled his shield. It flew past Nemesis on his left, bounced off the dented hood of a car and struck the bent lamppost, ricocheting toward the back of the monster's head.
Nemesis turned at the last moment and knocked the shield away with a swing of his rocket launcher. It clattered to the ground and slid beneath a car.
"He's a tough one!"
"I told you, Cap. We won't be able to kill him like this. What do we do?"
"We do what our people do."
Jill nodded. "We keep fighting."
"We have to find a way to drop a building or something on him." Jill scanned the street, but it didn't look like there was anything weak enough, and they didn't have the explosives charges necessary to bring one down. Gotta be something!
"There! A gas station! Maybe we can blow that up with him in it."
Cap spotted it, several blocks down. "Good idea." He glanced back at Nemesis and cracked his knuckles. "That's a long way away with how fast he is. This isn't going to be easy. You get a head start. I'll keep him distracted. No matter what happens, stick to the plan."
"Right!" Jill hesitated a moment before she ran. He's Captain America, he'll be fine. He has to be.
Ignoring the Captain, Nemesis watched Jill run. He aimed his rocket launcher to follow her, but Captain America sprang into action. He sprinted to the car and grabbed his shield from under it, then turned and hurled it as fast as he could. It struck the rocket launcher with a sibilant clang just as Nemesis fired and the rocket arced into a nearby car. The explosion blasted it apart, raining down flaming chunks of glass and metal on the street. Cap caught the shield as it rebounded back to him.
"Don't go picking another fight until you finish this one, son."
The firelight cast a hot orange glow on Captain America as he stood before the behemoth. His jaw set, he tensed up and prepared to fight to the very last if he had to, in order to buy Jill time. You've got a job to do, Rogers. See it through no matter what.
"You're an ugly one, and you aren't lacking for mean spirit." Cap raised his shield and threw it at the ground at the monster's feet. It bounced up, even as Cap leaped over Nemesis, somersaulting, catching it in midair and bringing it down hard on the rocket launcher. The metal tubing crumpled and smoke issued from it. Nemesis tossed the ruined rocket launcher away and spun to face Captain America.
"But you aren't the real monster! It's the people who make things like you that are monsters."
With a blood-curdling roar, Nemesis surged forth and smashed a fist down on Cap's shield. The Living Legend blocked his attack, but it seemed the monster was craftier than he looked. At the same time, tentacles snaked out of both arms and coiled around Cap's arms and legs, then his torso, lifting him into the air and squeezing so hard his bones creaked. Captain America struggled, but his strength was no match for the inhuman power coiled in those tentacles.
"Damn it, Rogers! You've got to... do... something!"
Good thing she looked back when she did. Even Captain America needed help sometimes. Something had told her to look back, and she saw him in the crushing grip of those tentacles, the monster sure to squeeze the life from him if she didn't do something.
A police car sat derelict nearby, lights flashing, doors hanging open. A cop lay in the street, unmoving, a rifle near his hands. If ever there was a time... Jill ran and snatched up the rifle, then used the hood of the car to help steady it as she looked through the scope. Even if the cop rose as a zombie and attacked her, she had to make the shot. Cap was depending on it.
Hold steady, you bastard. It was hard to get a shot lined up with Nemesis moving, attempting to shake the life out of Captain America. The tentacles emerged from his hands, so if she could just get the shot... there!
Crack!
The .50 rifle round tore through the tentacles in a spray of dark blood, severing one completely. Cap stirred to life just at that moment, straining with all his might and snapping the other one in the moment of weakness. He dropped to the ground and hopped back several times, flashing Jill a thumbs-up. Way to make it count, Valentine.
She waved her arms and shouted. "Hey! Come and get me! S.T.A.R.S., remember? You want me, not him!"
"Cap! We're going to have to slow him up a bit or this will never work! Careful, he's hard to hurt and harder to keep hurt!" There were several cars parked at the gas station where they'd tried to fill up when the chaos started. Jill saw that one of the pumps had been prepaid already. Crossing her fingers that it was never filled, she unhooked the nozzle, set the handle mechanism that kept the trigger pulled and threw the nozzle on the ground. A steady stream poured from it, filling the air with the smell of gasoline. "We're good to go! Just gotta knock him down!"
Captain America turned to meet the charging Nemesis. "Got it! You take care of those zombies!" Nemesis charged him with thundering footsteps and rammed his shoulder into the shield, but Cap braced himself and stopped Nemesis in his tracks, their feet skidding over the asphalt.
They came at her from all directions, staggering into the flickering light with arms outstretched, bloody lips agape in ghastly cries as they reached for her. They tried to swarm her, hem her in, but Jill was too quick. She shoulder her way past one pasty-faced woman and jumped over the hood of a car to escape the others.
Jill turned and fired several quick bursts on the zombies, each shot focused by adrenaline into a perfect killing shot, one bullet to the head. She threw a grenade far enough out that the blast staggered the zombies right into hails of gunfire. Bodies fell like rain around her.
"Good work!" called Captain America, looking back over his shoulder. "Keep it up, soldier!"
She was so close. Nemesis could nearly taste her pale flesh. He reached out for Jill with a guttural growl.
"S.T.A.R.S.—!
"—and stripes!" Captain America leaped high into the air, smashing his shield right into the monster's jaw with enough force to lift Nemesis off the ground. They landed at the same time, Cap in a crouch, ready for battle. Nemesis crashed down hard on his back, his jaw broken for sure.
Felt like that broke my arm. I just hope he felt that near as much as I did.
With a low, gurgling groan, Nemesis stirred. He sat up and quickly rose to his full height, towering over Captain America. "S.T.A.R.S."
Cap was stunned. His arms felt like jelly and the monster looked like it could go another ten rounds. "How is he still standing? That hit would have left Thor reeling!"
Jill trained her pistol on Nemesis. "I told you: he just won't die! We're going to have to let him have everything we've got to slow him down long enough!"
Nemesis held up his hands and tentacles lanced out of his palms. He swung them in wide arcs, high and low, attempting to catch his enemies and trip them up. At the same time he leaped upon Captain America and tried to bowl him over. He dove out of the way, raising his shield to block a tentacle whip that would have lashed his face off. Jill used her incredible dexterity and reflexes to jump between the whipping tentacles.
"Just stand still already!" Jill threw a nitro grenade at him, but Nemesis caught it and crushed it in one mighty fist. An explosion of white vapors hissed from his hand, but he merely roared.
"I don't care how tough you are: the things you represent can never win!" Cap spun and threw the shield almost like a discus, striking Nemesis in the forehead. The shield bounced back to Captain America's hand and he threw it again, hitting the monster square in the chest and knocking him back a step.
Just as Nemesis staggered, Jill unloaded a barrage of shots on him, the rounds tearing into his head and chest. Further he staggered, but though her shots were well-placed, grouped to do serious damage, he still wouldn't go down. "Fall! Fall!" She threw away the pistol and pulled the magnum from her hip holster. It only had a few shots, and she'd been saving them just for this.
"You want 'S.T.A.R.S.'?" she said between roars of the magnum. "I'll give you 'S.T.A.R.S.'!" She walked forward slowly, blasting away with the magnum. Again and again he stumbled back, fifty-caliber rounds ripping into his putrid flesh. One of his knees nearly buckled, and she counted her shots: down to the last one. Jill leveled the pistol, sights settled on his ugly face, and squeezed the trigger.
Boom!
Nemesis toppled at last, dark blood spraying from his ruined face. He let out a gurgling cry as he fell and lay unmoving in a spreading pool of blood.
"Cap! Now! Let's go!" She drew an incendiary from her pack and threw it straight into the pool of gasoline not twenty feet from where Nemesis fell. Then Jill turned and ran, Captain America right beside her, both sprinting for their lives.
Any second now, time to feel the bu—
BA-DOOOOOOM!
The blast was enormous, a wave of heat and pressure lifting the soldiers off their feet and hurling them through the air. Jill somersaulted expertly but fell into a heap upon landing. Captain America rolled as he landed, using the shield to absorb much of the impact, but he ended up on his back, too, chest heaving. They both stayed prone for a moment, sucking in gasps of air tinged with the smell of smoke.
Cap got up first, offered a hand to help Jill up. They looked back to survey their handiwork. A huge fireball rolled into the sky from the explosion that had consumed the gas station. Angry flames reached high into the sky amid great pillars of black smoke. And somewhere in the center of it all was Nemesis, if there was anything left of him.
"Whew. Thanks, Cap. I couldn't have done it without you."
Captain America shook his head. "I don't know about that. You did as well as I or anyone else could have. Jill Valentine, it was an honor to fight beside you." As the beating of helicopter rotors sounded in the distance, Captain America raised his hand in salute to Jill Valentine. Barely able to believe what she was seeing, she saluted him back.
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In her stasis pod, a smile touched the dreaming Jill Valentine's lips for the first time in years.
S.T.A.R.S...
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The city outside her window burned. Even with the window shut, Jill smelled the horrible stench of burning flesh. She could still hear their cries, rising up like a symphony of suffering into the night. They moved through the street, shadows from fire and headlights dancing about them: a sea of pallid, walking corpses, dead things that still hungered. Some ran faster than others and still screamed, trying to escape those who were once their friends, families, co-workers. They fell to exhaustion or accident and the dead ones set upon them in a bloody orgy of cannibalism.
Jill looked out over the chaos and felt her heart sink. This was so familiar, she could feel it. I swear I've been through this before. Raccoon City. Home for so many years. Nothing can save you now.
She grabbed her pistol and hip-pack from the bed. "Well, apartment, I guess this is the last time I'll see you, 'cause I can't take you with me." She felt a bit silly, and that made her smile. There wouldn't be many of those until she got out of Raccoon City and made Umbrella pay. Jill paused to kiss a small framed picture of her family. I'll do everything I can to make sure this never happens again.
With that, she stepped out of her apartment and moved cautiously into the hall, gun raised. She'd heard screams earlier in the lower floors, but there was no telling when some grinning undead freak might jump out at you. The floor was surprisingly quiet. Down the hall, to the stairs. Jill knew better than to trust the elevators. A man in a white-collar shirt lay face down in a pool of blood on the landing. Keeping her pistol trained on his head the whole time, Jill edged past him and to the stairs. He stirred with a harsh croak as she passed him, but they were slow. She jumped the last few stairs, turned and went down the second set, down again, and now she felt the heat.
Fire burned just outside the lobby doors where a car had struck a lamppost and the engine went up. Flaming debris scattered about had kicked up black smears all over the door glass. It'd be hot as hell, but Jill fired two quick shots into it, shattering the glass. She ran and leaped through the fire and ran into the street.
Things are going from bad to worse. A truck careened out of a side street and barreled through the intersection ahead, smashing into a building wall. A group of eight or nine staggering figures followed, but quickly turned their sights on Jill.
This will start off with Jill facing Nemesis and trying to escape the madness. I may throw in some zombie hordes and other events as I feel like it. Some may have Scene abilities that can be activated with PP or Doom dice, or Scene Distinctions may turn into complications like zombie hordes, flaming buildings, etc.
At some point into this fight our special guest star will appear and things ought to really get interesting!
At some point into this fight our special guest star will appear and things ought to really get interesting!
Scene Distinctions include Burning Chaos and Choked by Debris. Other Distinctions may appear.
The Doom Pool is at 2D8, since this is definitely high stakes.
Finally, a mob of zombies approaches Jill. Here are the relevant stats:
Zombie Horde
T-Virus, Mindless
Team D8/D8/D8
Rookie Zombie D6
Strength D6
SFX: Sea of Inhumanity. Against multiple targets, add a D6 for each additional target and keep an additional effect die.
SFX: Focus. If a pool includes a Zombie Horde power, you may replace two dice of equal size with one die +1 step larger.
Limit: Scatter. Defeat Team dice (with D8 stress) to reduce mob.
She attacks. Dice pool: Solo D8, Raccoon City Survivor D8, Enhanced Reflexes D8, Weapon D8, Combat Expert D8. She uses Crack Shot, stepping one D8 back to D6 and adding another D6 to the pool. 1d8=2, 1d8=8, 1d8=4, 1d8=4, 1d6=2, 1d6=3. Jill spends a Plot Point to add in another effect die, and both are stepped up by Crack Shot. Result: 8+4=12, Effect: D10, D10.
Horde: Team 3D8, Rookie Zombie (ha!) D6, Strength D6. 1d8=6, 1d8=6, 1d8=3, 1d6=5, 1d6=4. Result: 6+6=12, Effect: D6. I'll save Doom Pool shenanigans for later. I forgot to roll a Distinction, so I used Mindless at D4, which came up a one. So, one opportunity, but Jill can't capitalize on it. The mob is reduced to 1D8, but the Doom Pool goes up to 2D8+1D6.
Summary
Doom Pool: 2D8+1D6
Jill: 1 PP
Nemesis:
The Doom Pool is at 2D8, since this is definitely high stakes.
Finally, a mob of zombies approaches Jill. Here are the relevant stats:
Zombie Horde
T-Virus, Mindless
Team D8/D8/D8
Rookie Zombie D6
Strength D6
SFX: Sea of Inhumanity. Against multiple targets, add a D6 for each additional target and keep an additional effect die.
SFX: Focus. If a pool includes a Zombie Horde power, you may replace two dice of equal size with one die +1 step larger.
Limit: Scatter. Defeat Team dice (with D8 stress) to reduce mob.
She attacks. Dice pool: Solo D8, Raccoon City Survivor D8, Enhanced Reflexes D8, Weapon D8, Combat Expert D8. She uses Crack Shot, stepping one D8 back to D6 and adding another D6 to the pool. 1d8=2, 1d8=8, 1d8=4, 1d8=4, 1d6=2, 1d6=3. Jill spends a Plot Point to add in another effect die, and both are stepped up by Crack Shot. Result: 8+4=12, Effect: D10, D10.
Horde: Team 3D8, Rookie Zombie (ha!) D6, Strength D6. 1d8=6, 1d8=6, 1d8=3, 1d6=5, 1d6=4. Result: 6+6=12, Effect: D6. I'll save Doom Pool shenanigans for later. I forgot to roll a Distinction, so I used Mindless at D4, which came up a one. So, one opportunity, but Jill can't capitalize on it. The mob is reduced to 1D8, but the Doom Pool goes up to 2D8+1D6.
Summary
Doom Pool: 2D8+1D6
Jill: 1 PP
Nemesis:
"Time to go!" Jill squeezed off a couple shots, put two of them on the ground. With a quick look over her shoulder, Jill ran east, twisting to fire as she moved. Another zombie fell. The rest rushed at her, surprisingly quick despite their jerking gaits. The fresh ones, they were dangerous like that. Jill was quicker, though, and kept one step ahead of them as she moved into the intersection.
A few of the zombies are still close enough to threaten Jill. Action pool: Team D8, Mindless D4, Rookie Zombie D6, Strength D6. 1d8=2, 1d4=3, 1d6=3, 1d6=4. Result: 4+3=7, Effect: D6.
Jill's reaction: Solo D8, Choked by Debris D4, Enhanced Reflexes D8, Acrobatic Expert D8. Her roll isn't great. 1d8=4, 1d4=3, 1d8=2, 1d8=3. Jill is nothing if not lucky, however, and she spends 1 PP to use Second Chance. Same dice pool. 1d8=4, 1d4=4, 1d8=3, 1d8=8. Result: 8+4=12, Effect: D8.
Summary
Doom Pool: 2D8+1D6
Jill:
Nemesis:
Jill's reaction: Solo D8, Choked by Debris D4, Enhanced Reflexes D8, Acrobatic Expert D8. Her roll isn't great. 1d8=4, 1d4=3, 1d8=2, 1d8=3. Jill is nothing if not lucky, however, and she spends 1 PP to use Second Chance. Same dice pool. 1d8=4, 1d4=4, 1d8=3, 1d8=8. Result: 8+4=12, Effect: D8.
Summary
Doom Pool: 2D8+1D6
Jill:
Nemesis:
The stragglers would catch up if Jill wasn't careful; when you stopped to fight off others, or plan, or take a breather, that's when they liked to sneak up on you. She turned and put the other two down with a couple of expert shots. Zombies were attracted to noise, so others would be on the way soon, but she just needed a moment. That bought her a breather.
A derelict car sat half on the curb to her right, its doors open and lights still on. Something big dropped onto its roof, crushing it in an explosion of glass and metal. The impact knocked Jill on her backside.
The something stood up, impossibly tall, and stepped off the car with a thump. Huge, clad in black, face of putrid flesh, milky-white eye, the other sewn shut by thick staples, flesh missing from its lips giving it a permanent snarl...
It uttered one word, a guttural growl as it fixed that dead eye on her.
"S.T.A.R.S.!"
Jill attempts to finish off the mob. Solo D8, RCS D8, Enhanced Reflexes D8, Weapon D8, Combat Expert D8. Crack Shot adds another D6. 1d8=8, 1d8=4, 1d8=7, 1d8=1, 1d6=1, 1d6=4. Result: 8+7=15, Effect: D8. 2 opportunities. Watcher activates them and gives Jill another Plot Point.
Horde reaction: Team D8, Rookie Zombie D6. 1d8=4, 1d6=3. Result: 4+3=7, Effect: D4. The mob is defeated.
Nemesis appears, and he's the only one who can go next.
Summary
Doom Pool: 3D8+1D6
Jill: 2 PP
Nemesis:
Horde reaction: Team D8, Rookie Zombie D6. 1d8=4, 1d6=3. Result: 4+3=7, Effect: D4. The mob is defeated.
Nemesis appears, and he's the only one who can go next.
Summary
Doom Pool: 3D8+1D6
Jill: 2 PP
Nemesis:
"You... I know you! I've seen you before!" Jill scrambled to her feet, saw the huge weapon Nemesis carried. It was a rocket launcher, she recognized that, but it was too big for a human to fire.
Nemesis approached with deliberately slow but huge strides and swing its meaty left fist for Jill's head. She dove into a shoulder roll, feeling the wind of his powerful swing as it passed over her. Jill rolled onto her feet and ran. That would have taken my head off. Gonna need a lot more firepower!
Nemesis attacks! It's going to take everything Jill's got to survive this fight! Solo D10, T-Type D8, Superhuman Strength D10, Combat Expert D8. 1d10=8, 1d8=3, 1d10=7, 1d8=8. Result: 8+8=16, Effect: D10. Saving the Doom dice because it's just the opening round. Plenty of time for things to get awesome.
Jill reaction: Solo D8, RCS D8, Enhanced Reflexes D8, Acrobatic Expert D8. She uses Focus to change 2D8 into a D10, and then spends 1 PP to add Combat Expert in, as well. 1d8=7, 1d8=3, 1d10=2, 1d8=7. Jill spends her remaining PP to add in another result die. Result: 7+7+3=17, Effect: D10. She barely dodges that one! She goes first in the next round.
Summary
Doom Pool: 3D8+1D6
Jill: 0 PP
Nemesis:
Jill reaction: Solo D8, RCS D8, Enhanced Reflexes D8, Acrobatic Expert D8. She uses Focus to change 2D8 into a D10, and then spends 1 PP to add Combat Expert in, as well. 1d8=7, 1d8=3, 1d10=2, 1d8=7. Jill spends her remaining PP to add in another result die. Result: 7+7+3=17, Effect: D10. She barely dodges that one! She goes first in the next round.
Summary
Doom Pool: 3D8+1D6
Jill: 0 PP
Nemesis:
Jill ran for her life, arms pumping in a sprinter's stance. She didn't dare look back. That thing would be on her in a second. She vaulted over the hood of a car and landed running. A strange shrieking sound filled the air and on instinct Jill threw herself to the ground. A rocket streaked past her, slamming into a pickup truck that sat in the middle of the street. The explosion rumbled through the street beneath her body as the truck went up in flames. She could feel the heat even from there.
Keep moving. Figure it out after you ditch him for a minute.
Just as soon as Jill started to move again there was another explosion, this time behind her. Searing heat licked at her backside as she was thrown bodily fifteen feet through the air. Jill landed hard and rolled to minimize the impact, but white-hot pain lanced through her left side. She could barely get to her feet. The world spun before her eyes.
No! He's going to kill you!
Jill is going to establish a breathing room asset, putting some distance between herself and Nemesis. Pool: Solo D8, Choked by Debris D4, Enhanced Reflexes D8, Acrobatic Expert D8. 1d8=6, 1d4=2, 1d8=1, 1d8=6. Not a good roll. Let's use Second Chance. Come on, Jill! Same dice pool. That's a bit better: 1d8=6, 1d4=2, 1d8=8, 1d8=3. Result: 8+6=14, Effect: D8.
Nemesis opposes this, rather than the Doom pool, because she's directly trying to escape him. Solo D10, Choked by Debris D8, Speed D6, Weapon D8. I'll give him a D6 from the Doom pool, too, representing the debris, exploding windows and random zombies jumping out at Jill, all slowing her down. 1d10=8, 1d8=4, 1d6=5, 1d8=6, 1d6=1. I'll spend a D8 Doom to add in another die for the total. Then I'll spend another to use the effect die. Nemesis creates his own dazed asset! His extraordinary success steps it up, even, to D10. Result: 8+6+5=19, Effect: D8.
Summary
Doom Pool: 1D8
Jill: 1 PP
Nemesis: Dazed D10 asset
Nemesis opposes this, rather than the Doom pool, because she's directly trying to escape him. Solo D10, Choked by Debris D8, Speed D6, Weapon D8. I'll give him a D6 from the Doom pool, too, representing the debris, exploding windows and random zombies jumping out at Jill, all slowing her down. 1d10=8, 1d8=4, 1d6=5, 1d8=6, 1d6=1. I'll spend a D8 Doom to add in another die for the total. Then I'll spend another to use the effect die. Nemesis creates his own dazed asset! His extraordinary success steps it up, even, to D10. Result: 8+6+5=19, Effect: D8.
Summary
Doom Pool: 1D8
Jill: 1 PP
Nemesis: Dazed D10 asset
His heavy footsteps grew louder. The bastard took his time, wanted her to suffer before he did finished her. Jill was determined not to go out like that. Not like that. She turned and leveled her gun on him, but with one huge stride he crossed the last couple yards and seized her in one terribly powerful hand. Lifting her by the neck, he shook her, choked her, and all the sound in Jill's world faded to a dull roar. Her heart beat like a machine gun. The life drained from her limbs and alarm bells rang in her head.
Nemesis capitalizes on his opportunity. Looks like Jill is in big trouble. Her one hope right now is that Nemesis takes pleasure in being deliberate and causing terror. Solo D10, T-Type D4, Superhuman Strength D10, Combat Expert D8, dazed D10. 1d10=3, 1d4=1, 1d10=10, 1d8=5, 1d10=5. Result: 10+5=15, Effect D10. 1 opportunity.
Jill spends her Plot Point to activate that opportunity for a stunt at D10. She's a crafty heroine and she's not finished yet! Solo D8, Burning Chaos D4, Enhanced Reflexes D8, Acrobatic Expert D8. Her first roll isn't enough, but Second Chance might save her. 1d8=6, 1d4=1, 1d8=1, 1d8=3. It doesn't. She's in bad shape. Watcher activates both opportunities to add a D6 and step it up. Result: 6+3=9, Effect: D4. She takes D12 stress, but spends a Plot Point to switch it to emotional stress, instead.
Summary
Doom Pool: 2D8+1D6
Jill: 1 PP, D12 emotional stress
Nemesis:
Jill spends her Plot Point to activate that opportunity for a stunt at D10. She's a crafty heroine and she's not finished yet! Solo D8, Burning Chaos D4, Enhanced Reflexes D8, Acrobatic Expert D8. Her first roll isn't enough, but Second Chance might save her. 1d8=6, 1d4=1, 1d8=1, 1d8=3. It doesn't. She's in bad shape. Watcher activates both opportunities to add a D6 and step it up. Result: 6+3=9, Effect: D4. She takes D12 stress, but spends a Plot Point to switch it to emotional stress, instead.
Summary
Doom Pool: 2D8+1D6
Jill: 1 PP, D12 emotional stress
Nemesis:
Not... like... this!
Jill thrashed her legs, kicking him in the gut with both feet. His grip loosened just enough for her to jump back, tossing a blue-tinted canister in his face as she fell away. Nemesis roared in surprise just as the flash grenade exploded, completely blinding him. He staggered back, clawing at his one eye. Jill crawled away, got to her feet and turned, training her pistol on him.
The wail of screeching tires startled her. A city bus came flying around the corner, nearly tipping on its side. Jill saw the driver frantically spinning the wheel while trying to fight off a zombie. Nemesis never saw the bus coming. It smashed into the monster and both careened into the side of a beat-up tenement building with a tremendous crash. The wall crumbled and heavy chunks of debris slammed onto the road. Great clouds of hissing steam rolled out of the bus' front end. Crushed through the wall, Nemesis had disappeared into the building's dark interior.
No way he's dead, but maybe that'll slow him down!
Jill has to make this good. Her stunt involves the use of a flash grenade. Solo D8, Burning Chaos D8 (you can see how she uses that positively above), Enhanced Reflexes D8, Weapon D8, Combat Expert D8, stunt d10. She's using the Focus SFX to turn 2D8 into 1d10. 1d8=5, 1d8=4, 1d8=7, 1d10=6, 1d10=9. Good roll! She'll really make it count by spending her PP to add another die to the total. Result: 9+7+5=21, Effect: D10.
Nemesis reacts to the flash grenade. Given that she's just tossing a flash grenade in his face, one might think his great strength isn't quite as applicable here. However, in order to do it, she has to get away from him. Solo D10, B.O.W. Bloodhound D8, Superhuman Strength D10, Combat Expert D8. 1d10=6, 1d8=4, 1d10=3, 1d8=7. The stress die I forgot to roll comes up a 2, so it won't help him. Even if I spent both D8s to add the D8s to his total, and thus managed to use all four dice, he'd still lose. He could keep her from having an exceptional success by doing so, but it'd nearly empty the Doom pool and I want to save some of that for the latter part of the fight. Result: 7+6=13, Effect: D10.
Besides, this is interesting! Even if I had Nemesis tie the result, he would still suffer a D12 complication and Jill would actually have a shot at beating him. Despite the fact that he's much more powerful, she's been able to put up a desperate fight, just like in the game, just the way this kind of story should go. Technically, Nemesis has been stressed out of the scene by a complication, so we'll go to a Transition Scene. The complication won't last, but Jill gets a chance to take a breather and regain her wits. However you cut it, Jill "wins" this Action Scene against a more powerful enemy.
Summary
Doom Pool: 2D8+1D6
Jill: 0 PP, D12 emotional stress
Nemesis: D12+ blinded complication
Nemesis reacts to the flash grenade. Given that she's just tossing a flash grenade in his face, one might think his great strength isn't quite as applicable here. However, in order to do it, she has to get away from him. Solo D10, B.O.W. Bloodhound D8, Superhuman Strength D10, Combat Expert D8. 1d10=6, 1d8=4, 1d10=3, 1d8=7. The stress die I forgot to roll comes up a 2, so it won't help him. Even if I spent both D8s to add the D8s to his total, and thus managed to use all four dice, he'd still lose. He could keep her from having an exceptional success by doing so, but it'd nearly empty the Doom pool and I want to save some of that for the latter part of the fight. Result: 7+6=13, Effect: D10.
Besides, this is interesting! Even if I had Nemesis tie the result, he would still suffer a D12 complication and Jill would actually have a shot at beating him. Despite the fact that he's much more powerful, she's been able to put up a desperate fight, just like in the game, just the way this kind of story should go. Technically, Nemesis has been stressed out of the scene by a complication, so we'll go to a Transition Scene. The complication won't last, but Jill gets a chance to take a breather and regain her wits. However you cut it, Jill "wins" this Action Scene against a more powerful enemy.
Summary
Doom Pool: 2D8+1D6
Jill: 0 PP, D12 emotional stress
Nemesis: D12+ blinded complication
Jill sank back against the wall and slowly slid to the ground. The newspaper was one she didn't recall ever belonging to Raccoon City, The Daily Bugle, but the offices were clear. There was one body lying near a cubicle on the far side of the room, a man in a white-collared shirt, but it hadn't moved since she put a bullet in its head. It was only a matter of time before the monster tracked her down, but she needed all the rest she could get. Her hands shook. She took deep, steady breaths. That had been too close. Jill knew she wouldn't have another escape like that.
I'll allow Jill a recovery action here as she attempts to regain her composure. Her D12 emotional stress steps back to D10. Solo D8, Raccoon City Survivor D8, Enhanced Stamina D8 (as she has a moment to catch her breath and rest, her renewed vigor helps her shake off the stress), Covert Expert D8 (remaining hidden and escaping the monster also helps restore her confidence). Since she's trying to refocus, I'll apply her Focus SFX. The roll, unfortunately, is unlikely to succeed. 1d8=4, 1d8=3, 1d10=4. Result: 4+3=7, Effect: D10.
Doom pool roll: 1d8=7, 1d8=1, 1d6=2. Not great, either, but enough to stop Jill's recovery. She's still a bit shaken.
Summary
Doom Pool: 2D8+1D6
Jill: 0 PP, D10 emotional stress
Nemesis:
Doom pool roll: 1d8=7, 1d8=1, 1d6=2. Not great, either, but enough to stop Jill's recovery. She's still a bit shaken.
Summary
Doom Pool: 2D8+1D6
Jill: 0 PP, D10 emotional stress
Nemesis:
A hollow boom resounded through the building. Jill looked up sharply. Already? I was hoping he'd be down longer. She got up and raised her gun. Creeping over to the double-doors leading further into the offices, she leaned around the edge of the frame and checked for movement. The room was different from the cubicles, instead full of big, sturdy desks and beyond them several doors with names stenciled on the windows: Jameson, Robertson, Parker. None of those rang a bell. The place was a mess, papers spilled all over the desks and floor, chairs strewn about, bloodstains on the floor and walls. There had been some kind of fight here, that's for sure.
Jill moved as quietly as she could, swinging her pistol around to check beneath each desk carefully before moving by. She didn't want something grabbing her legs and taking a bite.
Glass shattered somewhere behind her, back in the cubicle area. Jill spun on her heels—
—and the door to Jameson's office exploded. Heavy footsteps sounded like a pounding train engine as he burst into the room in a spray of glass and wood splinters. She tried to duck away, but Nemesis was too fast. He lunged forth and grabbed her arm, hurling her backwards through Jameson's office. She sailed out the window he'd broken through and barely had time to brace herself before she landed hard on her back atop a car parked outside. The roof crumpled and she let out a pained cry. Jill rolled off the side of the car and landed prone on the street.
Come on... move... damn it, move! Each breath was like sucking in fire. Her whole body screamed at her to stop moving and just black out for a while, but she wouldn't. Not Jill Valentine. She'd survived everything before, she would survive this. Somehow.
New Scene Distinction in here: cramped offices.
I'll spend D6 Doom (since his Enhanced Senses matches her Reflexes die) to have Nemesis preempt Jill in the action order, surprising her.
Nemesis attacks, but it's too close quarters to use the rocket launcher. He doesn't need it, though. Solo D10, B.O.W. Bloodhound D8, Superhuman Strength D10, Combat Expert D8. 1d10=7, 1d8=5, 1d10=4, 1d8=4. 1d10=1. I'll spend a D8 to add the D8 for total, since it is a surprise attack. Result: 7+5+4=16, Effect: D10. 1 opportunity.
Jill: Solo D8, Cramped Offices D4, Enhanced Reflexes D8, Acrobatic Expert D8. She'll spend the PP to activate that opportunity and add a stunt die, diving and rolling beneath Nemesis as he swings. 1d8=6, 1d4=1, 1d8=2, 1d8=8, 1d10=5. Yikes, it's not enough! Result: 8+6=14, Effect: D10. Jill takes D10 physical stress now.
Summary
Doom Pool: 1D8
Jill: 0 PP, D10 emotional stress, D10 physical stress
Nemesis:
I'll spend D6 Doom (since his Enhanced Senses matches her Reflexes die) to have Nemesis preempt Jill in the action order, surprising her.
Nemesis attacks, but it's too close quarters to use the rocket launcher. He doesn't need it, though. Solo D10, B.O.W. Bloodhound D8, Superhuman Strength D10, Combat Expert D8. 1d10=7, 1d8=5, 1d10=4, 1d8=4. 1d10=1. I'll spend a D8 to add the D8 for total, since it is a surprise attack. Result: 7+5+4=16, Effect: D10. 1 opportunity.
Jill: Solo D8, Cramped Offices D4, Enhanced Reflexes D8, Acrobatic Expert D8. She'll spend the PP to activate that opportunity and add a stunt die, diving and rolling beneath Nemesis as he swings. 1d8=6, 1d4=1, 1d8=2, 1d8=8, 1d10=5. Yikes, it's not enough! Result: 8+6=14, Effect: D10. Jill takes D10 physical stress now.
Summary
Doom Pool: 1D8
Jill: 0 PP, D10 emotional stress, D10 physical stress
Nemesis:
A bloody red hand reached for her. Jill tried to raise her gun but her hand was too shaky, her eyes blurry. She focused and saw that it wasn't a bloody hand, but one in a red glove. And that voice was human. Strong, confident.
"You look like you could use a hand, soldier."
Jill took the proffered hand and climbed to her feet. She found herself looking upon a sight straight out of living legend, an icon known the world over. Clad in red, white and blue, bearing the indestructible shield that stands for his unbreakable conviction in the highest ideals, only one man in the world had such a presence. Jill's jaw fell.
"Captain America!"
"This whole city's going to hell and fast. You've got to get up and keep moving, soldier. I know you've fought hard, but we'll make it through this yet!"
Jill couldn't help but feel safer with the legendary Captain America on her side.
The relative peace didn't last long. Nemesis appeared at the broken window above, roaring into the night. Cap's eyes widened as he saw the monster. "That's your stalker? I've seen uglier." He shook his head. "But not many."
Nemesis chooses our special guest star to go next. The first thing he's going to try to do is inspire Jill. He could try to do so to remove her stress, but can't really get an effect die high enough to matter, with too small a dice pool to manage a high total for extraordinary success. Instead, he's going to create a leadership asset for her as a support action. It'll last at least until the conflict changes natures again. Cap spends a Plot Point to add in Combat Master, since it'll be combat leadership. Cap: Buddy D8, Sentinel of Liberty D8, Psych Expert D8, Combat Master. 1d8=6, 1d8=6, 1d8=1, 1d10=3. Result: 6+6=12, Effect: D10. 1 opportunity. Watcher activates that opportunity to add a D6 to the Doom pool.
Doom: 1d8=5, 1d6=1. Result: 5, Effect: D4. How about that! Cap's effect die is bumped up to D12. He makes a hell of an impression!
Jill goes next.
Summary
Doom Pool: 1D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP
Nemesis:
Doom: 1d8=5, 1d6=1. Result: 5, Effect: D4. How about that! Cap's effect die is bumped up to D12. He makes a hell of an impression!
Jill goes next.
Summary
Doom Pool: 1D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP
Nemesis:
"He's about impossible to kill! We're going to have to find some way of stopping him for good!" Jill pulled the pin out of a nitro grenade and threw it into the window. Nemesis twisted and the grenade flew past him, into the dark office. He leaped out the window just as its exploded, sending white tongues of frost spraying into the air behind him.
Jill uses her Freeze Rounds SFX in an attempt to slow Nemmy down with a frozen complication. Buddy D10, Cramped Offices D4 (Nemmy is still up there and the cramped office might absorb some of the freezing blast), Enhanced Reflexes D8, Weapon D8, Freeze Rounds D6, Combat Expert D8, leadership asset D12. That's quite a dice pool! Cap just showed up and he's already making a huge difference. Jill's also going to Focus 2D8 into 1D10. 1d10=6, 1d4=1, 1d10=9, 1d6=4, 1d8=1, 1d12=8. Jill spends a Plot Point to add another die to her total. Result: 9+6+4=19, Effect: D12+. 2 opportunities. Watcher activates both, one to step up a Doom die and to add another D6.
Nemesis reaction: Solo D10, T-Type D8, Superhuman Durability D10, Weapon D8 (he's going to bat away the grenade with the launcher), Combat Expert D8, Jill's physical stress D10. 1d10=2, 1d8=1, 1d10=5, 1d8=5, 1d8=3, 1d10 =10 Good roll. The 5 he added is from the D10, so we'll spend D10 Doom to add the D8 (5). Result: 10+5+5=20, Effect: D10. 1 opportunity.
Jill can't capitalize on that opportunity, but Cap does, spending his Plot Point to give himself a D10 stunt on his next roll.
Nemesis is next.
Summary
Doom Pool: 2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, pending D10 stunt die
Nemesis:
Nemesis reaction: Solo D10, T-Type D8, Superhuman Durability D10, Weapon D8 (he's going to bat away the grenade with the launcher), Combat Expert D8, Jill's physical stress D10. 1d10=2, 1d8=1, 1d10=5, 1d8=5, 1d8=3, 1d10 =10 Good roll. The 5 he added is from the D10, so we'll spend D10 Doom to add the D8 (5). Result: 10+5+5=20, Effect: D10. 1 opportunity.
Jill can't capitalize on that opportunity, but Cap does, spending his Plot Point to give himself a D10 stunt on his next roll.
Nemesis is next.
Summary
Doom Pool: 2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, pending D10 stunt die
Nemesis:
"Cap, look out!"
Nemesis sprang upon Captain America, swinging his rocket launcher overhead to bash the smaller man into the ground and following it up with a powerful left hook. Cap lifted his shield and deflected the launcher attack, then swung it around to meet Nemesis' fist. Both blows rang out on the shield but stopped dead, and Captain America gritted his teeth. "You're a strong one, I'll give you that. But I know something about fighting strong monsters."
Nemesis attacks the newcomer. Solo D10, T-Type D8, Superhuman Strength D10, Weapon D8, Combat Expert D8. He'll use the Dangerous SFX and adds a D6, steps back a D10 to D8 and will step up any physical stress inflicted. 1d10=4, 1d8=1, 1d8=3, 1d8=8, 1d8=3, 1d6=5. Spending a D6 to add the D6 that came up 5. Result: 8+5+3=16, Effect: D8 (base; will be stepped up). 1 opportunity.
Cap isn't going down easily. Buddy D8, Resolute Tactician D8, Enhanced Durability D8, Godlike Durability D12, Combat Master D10. 1d8=8, 1d8=6, 1d8=8, 1d12=9, 1d10=2. Result: 9+8=17, Effect: D12. Not a chance of breaking that defense.
Cap's up next!
Summary
Doom Pool: 2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, pending D10 stunt die
Nemesis:
Cap isn't going down easily. Buddy D8, Resolute Tactician D8, Enhanced Durability D8, Godlike Durability D12, Combat Master D10. 1d8=8, 1d8=6, 1d8=8, 1d12=9, 1d10=2. Result: 9+8=17, Effect: D12. Not a chance of breaking that defense.
Cap's up next!
Summary
Doom Pool: 2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, pending D10 stunt die
Nemesis:
Cap surveyed the situation: a damaged lamppost nearby, half a dozen cars strewn across the road, piles of debris and wreckage on the sidewalks. He quickly calculated an angle and hurled his shield. It flew past Nemesis on his left, bounced off the dented hood of a car and struck the bent lamppost, ricocheting toward the back of the monster's head.
Nemesis turned at the last moment and knocked the shield away with a swing of his rocket launcher. It clattered to the ground and slid beneath a car.
"He's a tough one!"
"I told you, Cap. We won't be able to kill him like this. What do we do?"
"We do what our people do."
Jill nodded. "We keep fighting."
Cap's really going to let Nemesis have it now. All-out attack! Buddy D8, Choked by Debris D4, Enhanced Strength D8, Weapon D8, Combat Master D10, stunt D10. Two SFX come into play here as Cap really pushes himself to the limits: Last-Ditch Effort and Ricochet. He is going to spend a Plot Point to step up and double Enhanced Strength, and he also gets to step up or double his Weapon die. We'll step it up. So his new dice pool is: Buddy D8, Choked by Debris D4, Enhanced Strength D10/D10, Weapon D10, Combat Master D10, stunt D10. 1d8=5, 1d4=3, 1d10=10, 1d10=5, 1d10=2, 1d10=5, 1d10=4. Ack! We lose that 10, but he gets to add three dice for his total. Result: 5+5+5=15, Effect: D10. Would have been better off not using Ricochet, but it might have worked out the other way.
Enhanced Strength is shutdown.
Nemesis reaction: Solo D10, T-Type D8, Superhuman Durability D10, Weapon D8, Combat Expert D8. 1d10=10, 1d8=8, 1d10=7, 1d8=2, 1d8=4. Ooh, Nemesis easily resists this one. Result: 10+8=18, Effect: D10.
I'm spending a Doom die to activate the Gear Limit on Cap's shield! Cap gets a chance to earn PP first, though, and takes it. Vibranium-alloy Shield is shutdown for the moment.
Jill goes next.
Summary
Doom Pool: 2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP
Nemesis:
Enhanced Strength is shutdown.
Nemesis reaction: Solo D10, T-Type D8, Superhuman Durability D10, Weapon D8, Combat Expert D8. 1d10=10, 1d8=8, 1d10=7, 1d8=2, 1d8=4. Ooh, Nemesis easily resists this one. Result: 10+8=18, Effect: D10.
I'm spending a Doom die to activate the Gear Limit on Cap's shield! Cap gets a chance to earn PP first, though, and takes it. Vibranium-alloy Shield is shutdown for the moment.
Jill goes next.
Summary
Doom Pool: 2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP
Nemesis:
"We have to find a way to drop a building or something on him." Jill scanned the street, but it didn't look like there was anything weak enough, and they didn't have the explosives charges necessary to bring one down. Gotta be something!
"There! A gas station! Maybe we can blow that up with him in it."
Cap spotted it, several blocks down. "Good idea." He glanced back at Nemesis and cracked his knuckles. "That's a long way away with how fast he is. This isn't going to be easy. You get a head start. I'll keep him distracted. No matter what happens, stick to the plan."
"Right!" Jill hesitated a moment before she ran. He's Captain America, he'll be fine. He has to be.
Now Jill will create an asset for Cap: battle plan. Two soldiers supporting each other. I like it! Buddy D10, BSAA Founder D8, Combat Expert D8, leadership D12. Now, Jill's physical stress wouldn't really affect this, but her emotional stress might, so I'll add that to the Doom pool resistance. 1d10=7, 1d8=8, 1d8=4, 1d12=3. Result: 8+7=15, Effect: D12. It's a damn good plan!
Doom: 1d6=5, 1d6=5, 1d10=8. Result: 8+5=13, Effect: D6. The plan is established and with a clear goal, Captain America will not fail!
Jill chooses Nemesis to go next.
Summary
Doom Pool: 2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP
Nemesis:
Doom: 1d6=5, 1d6=5, 1d10=8. Result: 8+5=13, Effect: D6. The plan is established and with a clear goal, Captain America will not fail!
Jill chooses Nemesis to go next.
Summary
Doom Pool: 2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP
Nemesis:
Ignoring the Captain, Nemesis watched Jill run. He aimed his rocket launcher to follow her, but Captain America sprang into action. He sprinted to the car and grabbed his shield from under it, then turned and hurled it as fast as he could. It struck the rocket launcher with a sibilant clang just as Nemesis fired and the rocket arced into a nearby car. The explosion blasted it apart, raining down flaming chunks of glass and metal on the street. Cap caught the shield as it rebounded back to him.
"Don't go picking another fight until you finish this one, son."
Nemesis is going to more or less grandstand, but it will be opposed by Captain America. Solo D10, Burning Chaos D8, Superhuman Strength D10, Weapon D8, Menace Expert D8. 1d10=10, 1d8=5, 1d10=5, 1d8=4, 1d8=1. Result: 10+5=15, Effect: D10. 1 opportunity.
That opportunity is just what Cap was waiting for! He spends his Plot Point to activate it and recover his shield. Now, given that Nemesis was firing a rocket as part of his general mayhem-causing, Cap will oppose it with his shield, as the description shows. Buddy D8, Resolute Tactician D8, Enhanced Reflexes D8, Godlike Durability D12, Combat Master D10, battle plan D12. 1d8=7, 1d8=2, 1d8=4, 1d12=6, 1d10=7, 1d12=4. No! He didn't make it! Result: 7+7=14, Effect: D12. Well, I think he'd still step back Nemmy's effect die. I'll make the description reflect that.
Nemmy chooses Cap to go next.
Summary
Doom Pool: 1D8+2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, D12 battle plan asset
Nemesis:
That opportunity is just what Cap was waiting for! He spends his Plot Point to activate it and recover his shield. Now, given that Nemesis was firing a rocket as part of his general mayhem-causing, Cap will oppose it with his shield, as the description shows. Buddy D8, Resolute Tactician D8, Enhanced Reflexes D8, Godlike Durability D12, Combat Master D10, battle plan D12. 1d8=7, 1d8=2, 1d8=4, 1d12=6, 1d10=7, 1d12=4. No! He didn't make it! Result: 7+7=14, Effect: D12. Well, I think he'd still step back Nemmy's effect die. I'll make the description reflect that.
Nemmy chooses Cap to go next.
Summary
Doom Pool: 1D8+2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, D12 battle plan asset
Nemesis:
The firelight cast a hot orange glow on Captain America as he stood before the behemoth. His jaw set, he tensed up and prepared to fight to the very last if he had to, in order to buy Jill time. You've got a job to do, Rogers. See it through no matter what.
"You're an ugly one, and you aren't lacking for mean spirit." Cap raised his shield and threw it at the ground at the monster's feet. It bounced up, even as Cap leaped over Nemesis, somersaulting, catching it in midair and bringing it down hard on the rocket launcher. The metal tubing crumpled and smoke issued from it. Nemesis tossed the ruined rocket launcher away and spun to face Captain America.
"But you aren't the real monster! It's the people who make things like you that are monsters."
Cap's got his shield back but not his strength. That's okay, though, he can also use quickness rather than brute strength. Now, he doesn't have a Plot Point to spend on activating the Gear Limit on Nemmy's rocket launcher, but I'll let him target the trait for removal (the basic game book has a similar situation with a Sentinel energy projector), which will be a bit longer-term than the Gear Limit, anyway. Solo D6 (now that Jill is gone), Burning Chaos D4, Enhanced Reflexes D8, Weapon D8, Combat Master D10, battle plan D12. I'll use Ricochet to step Weapon up to D10. Not a great roll at all. 1d6=1, 1d4=2, 1d8=7, 1d10=7, 1d10=4, 1d12=2. We remove one of the 7s. Result: 7+4+2=13, Effect: D12. 1 opportunity.
Nemmy resists: Solo D10, T-Type D4 (he's not as wary of Cap as he should be, thinking him merely another soldier), Stretching D6 (Strength wouldn't really apply here, since Cap's targeting the weapon he carries, not him directly), Weapon D8, Combat Expert D8. 1d10=8, 1d4=1, 1d6=3, 1d8=1, 1d8=5. Ooh, a poor roll, as well! Result: 8+5=13, Effect: D6. 2 opportunities. Nemesis loses his rocket launcher and Cap spends a PP to activate an opportunity and regain his Enhanced Strength!
Cap chooses Nemesis to go next.
Summary
Doom Pool: 2D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, D12 battle plan asset
Nemesis:
Nemmy resists: Solo D10, T-Type D4 (he's not as wary of Cap as he should be, thinking him merely another soldier), Stretching D6 (Strength wouldn't really apply here, since Cap's targeting the weapon he carries, not him directly), Weapon D8, Combat Expert D8. 1d10=8, 1d4=1, 1d6=3, 1d8=1, 1d8=5. Ooh, a poor roll, as well! Result: 8+5=13, Effect: D6. 2 opportunities. Nemesis loses his rocket launcher and Cap spends a PP to activate an opportunity and regain his Enhanced Strength!
Cap chooses Nemesis to go next.
Summary
Doom Pool: 2D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, D12 battle plan asset
Nemesis:
With a blood-curdling roar, Nemesis surged forth and smashed a fist down on Cap's shield. The Living Legend blocked his attack, but it seemed the monster was craftier than he looked. At the same time, tentacles snaked out of both arms and coiled around Cap's arms and legs, then his torso, lifting him into the air and squeezing so hard his bones creaked. Captain America struggled, but his strength was no match for the inhuman power coiled in those tentacles.
"Damn it, Rogers! You've got to... do... something!"
Nemesis smash puny super-soldier! But wait, he's starting to realize that the shield is unbreakable. So he'll surprise Cap by wrapping him up in tentacles and crushing him. Solo D10, T-Type D8, Superhuman Strength D10, Combat Expert D8, Tentacles SFX D6. 1d10=9, 1d8=7, 1d10=9, 1d8=5, 1d6=1. I'll spend a D8 Doom to add another one in for the total. Result: 9+9+5=23, Effect: D8, stepped up to D10. 1 opportunity.
Cap: Solo D6, Sentinel of Liberty D8, Enhanced Reflexes D8, Godlike Durability D12, Combat Master D10, battle plan D12. 1d6=2, 1d8=2, 1d8=2, 1d12=1, 1d10=2, 1d12=8. Result: 8+2=10, Effect: D10. Cap is in big trouble. The grappled complication is stepped up twice, thanks to the extraordinary success, to D12+! That means Cap is too entangled to do anything now. The way it works it that Nemesis has to put most everything he's got into the grapple, so he can't just run around freely, but Cap is at his mercy now.
Jill is next.
Summary
Doom Pool: 1D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, D12 battle plan asset, D12+ grappled complication
Nemesis:
Cap: Solo D6, Sentinel of Liberty D8, Enhanced Reflexes D8, Godlike Durability D12, Combat Master D10, battle plan D12. 1d6=2, 1d8=2, 1d8=2, 1d12=1, 1d10=2, 1d12=8. Result: 8+2=10, Effect: D10. Cap is in big trouble. The grappled complication is stepped up twice, thanks to the extraordinary success, to D12+! That means Cap is too entangled to do anything now. The way it works it that Nemesis has to put most everything he's got into the grapple, so he can't just run around freely, but Cap is at his mercy now.
Jill is next.
Summary
Doom Pool: 1D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, D12 battle plan asset, D12+ grappled complication
Nemesis:
Good thing she looked back when she did. Even Captain America needed help sometimes. Something had told her to look back, and she saw him in the crushing grip of those tentacles, the monster sure to squeeze the life from him if she didn't do something.
A police car sat derelict nearby, lights flashing, doors hanging open. A cop lay in the street, unmoving, a rifle near his hands. If ever there was a time... Jill ran and snatched up the rifle, then used the hood of the car to help steady it as she looked through the scope. Even if the cop rose as a zombie and attacked her, she had to make the shot. Cap was depending on it.
Hold steady, you bastard. It was hard to get a shot lined up with Nemesis moving, attempting to shake the life out of Captain America. The tentacles emerged from his hands, so if she could just get the shot... there!
Crack!
The .50 rifle round tore through the tentacles in a spray of dark blood, severing one completely. Cap stirred to life just at that moment, straining with all his might and snapping the other one in the moment of weakness. He dropped to the ground and hopped back several times, flashing Jill a thumbs-up. Way to make it count, Valentine.
She waved her arms and shouted. "Hey! Come and get me! S.T.A.R.S., remember? You want me, not him!"
Jill is going to try to take out the complication, but it won't be easy. Or at least reduce it so Cap has a fighting chance. Solo D8, Choked by Debris D4, Enhanced Reflexes D8, Weapon D8, Combat Expert D8, leadership D12. She'll use the Focus SFX to make 1D10 from 2D8. 1d8=3, 1d4=2, 1d8=8, 1d10=7, 1d12=4. Now hit is tricky. That isn't a great roll, and she really needs to make it count. However, using Second Chance may well result in a worse roll. She'll chance it (heh) and it pays off: 1d8=3, 1d4=4, 1d8=8, 1d10=9, 1d12=2. Just to make sure, she'll spend a PP to add a third die. Result: 9+8+4=21, Effect: D12.
Now, Nemesis resists instead of the Doom pool. Solo D10, T-Type D8, Superhuman Durability D10, Combat Expert D8 (because she's shooting into combat), grappled D12, physical stress D10 (hard to aim!). This will be a tough dice pool to beat. 1d10=7, 1d8=1, 1d10=7, 1d8=8, 1d12=5, 1d10=4. Ooh, this is not a great roll for Nemmy! Even spending Doom dice to add to the result won't make it. If I use the D12, that gives me 5, plus the 7 from the D10 is 12, and then I could spend the D8 to add in a D8, and still only get 20. So, no point in doing that. Result: 8+7=15, Effect: D12. 1 opportunity.
Jill spends her Plot Point to activate that opportunity for a stunt. Cap's up next.
Summary
Doom Pool: 1D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset, pending D10 stunt
Captain America: 0 PP, D12 battle plan asset, D12+ grappled complication
Nemesis:
Now, Nemesis resists instead of the Doom pool. Solo D10, T-Type D8, Superhuman Durability D10, Combat Expert D8 (because she's shooting into combat), grappled D12, physical stress D10 (hard to aim!). This will be a tough dice pool to beat. 1d10=7, 1d8=1, 1d10=7, 1d8=8, 1d12=5, 1d10=4. Ooh, this is not a great roll for Nemmy! Even spending Doom dice to add to the result won't make it. If I use the D12, that gives me 5, plus the 7 from the D10 is 12, and then I could spend the D8 to add in a D8, and still only get 20. So, no point in doing that. Result: 8+7=15, Effect: D12. 1 opportunity.
Jill spends her Plot Point to activate that opportunity for a stunt. Cap's up next.
Summary
Doom Pool: 1D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset, pending D10 stunt
Captain America: 0 PP, D12 battle plan asset, D12+ grappled complication
Nemesis:
Because of how quickly Jill freed him, I'll allow the battle plan asset to remain. This has been one heck of a contest!
Cap decides to run for it, hoping to reach the gas station. Since Nemesis will try to get in his way, this will mostly be a straight opposed roll. Solo D6, Choked by Debris D4, Enhanced Reflexes D8, Acrobatic Expert D8, battle plan D12. 1d6=5, 1d4=3, 1d8=8, 1d8=5, 1d12=6. Result: 8+6=14, Effect: D8.
Nemesis: Solo D10, Speed D6, and spending D6 to add his Stretching D6 to the dice pool. 1d10=7, 1d6=1, 1d6=1. Ouch. Result: 7, Effect: D4. 2 opportunities. Cap will spend that Plot Point to activate an opportunity for a pending stunt, as well.
Nemesis is up.
Summary
Doom Pool: 1D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset, pending D10 stunt
Captain America: 0 PP, D12 battle plan asset, pending D10 stunt
Nemesis:
Cap decides to run for it, hoping to reach the gas station. Since Nemesis will try to get in his way, this will mostly be a straight opposed roll. Solo D6, Choked by Debris D4, Enhanced Reflexes D8, Acrobatic Expert D8, battle plan D12. 1d6=5, 1d4=3, 1d8=8, 1d8=5, 1d12=6. Result: 8+6=14, Effect: D8.
Nemesis: Solo D10, Speed D6, and spending D6 to add his Stretching D6 to the dice pool. 1d10=7, 1d6=1, 1d6=1. Ouch. Result: 7, Effect: D4. 2 opportunities. Cap will spend that Plot Point to activate an opportunity for a pending stunt, as well.
Nemesis is up.
Summary
Doom Pool: 1D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset, pending D10 stunt
Captain America: 0 PP, D12 battle plan asset, pending D10 stunt
Nemesis:
"Cap! We're going to have to slow him up a bit or this will never work! Careful, he's hard to hurt and harder to keep hurt!" There were several cars parked at the gas station where they'd tried to fill up when the chaos started. Jill saw that one of the pumps had been prepaid already. Crossing her fingers that it was never filled, she unhooked the nozzle, set the handle mechanism that kept the trigger pulled and threw the nozzle on the ground. A steady stream poured from it, filling the air with the smell of gasoline. "We're good to go! Just gotta knock him down!"
Captain America turned to meet the charging Nemesis. "Got it! You take care of those zombies!" Nemesis charged him with thundering footsteps and rammed his shoulder into the shield, but Cap braced himself and stopped Nemesis in his tracks, their feet skidding over the asphalt.
Cap and Jill reach the gas station, but I am going to spend a D6 from the Doom pool to inflict a zombie horde on them. Nemesis quickly catches up, too, so they're at the gas station, facing both zombie horde and Nemesis. New Scene Distinction: leaking gas pumps.
Nemesis goes for the killing blow: Solo D10, B.O.W. Bloodhound D4 (he's really getting impatient to smash Cap and get to Jill), Superhuman Strength D10, Combat Expert D8, Dangerous SFX D6 (which steps back one of the D10s). 1d10=4, 1d4=3, 1d8=5, 1d8=3, 1d6=2. That kind of roll isn't going to get the job done against Cap. I'm going to have to think of something tricky here for Nemesis to pull. Result: 5+3=8, Effect: D10 (stepped up to D12).
Cap: Buddy D8, Leaking Gas Pumps D4 (he has to be careful not to throw too many sparks with a shield toss), Enhanced Durability D8, Godlike Durability D12, Combat Master D10, battle plan D12. We'll save the stunt die for one final assault. 1d8=3, 1d4=3, 1d8=5, 1d12=4, 1d10=9, 1d12=8. Result: 9+8=17, Effect: D12.
Summary
Doom Pool: 1D8
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset, pending D10 stunt
Captain America: 1 PP, D12 battle plan asset, pending D10 stunt
Nemesis:
Zombie Horde: Team D8/D8/D8
Nemesis goes for the killing blow: Solo D10, B.O.W. Bloodhound D4 (he's really getting impatient to smash Cap and get to Jill), Superhuman Strength D10, Combat Expert D8, Dangerous SFX D6 (which steps back one of the D10s). 1d10=4, 1d4=3, 1d8=5, 1d8=3, 1d6=2. That kind of roll isn't going to get the job done against Cap. I'm going to have to think of something tricky here for Nemesis to pull. Result: 5+3=8, Effect: D10 (stepped up to D12).
Cap: Buddy D8, Leaking Gas Pumps D4 (he has to be careful not to throw too many sparks with a shield toss), Enhanced Durability D8, Godlike Durability D12, Combat Master D10, battle plan D12. We'll save the stunt die for one final assault. 1d8=3, 1d4=3, 1d8=5, 1d12=4, 1d10=9, 1d12=8. Result: 9+8=17, Effect: D12.
Summary
Doom Pool: 1D8
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset, pending D10 stunt
Captain America: 1 PP, D12 battle plan asset, pending D10 stunt
Nemesis:
Zombie Horde: Team D8/D8/D8
They came at her from all directions, staggering into the flickering light with arms outstretched, bloody lips agape in ghastly cries as they reached for her. They tried to swarm her, hem her in, but Jill was too quick. She shoulder her way past one pasty-faced woman and jumped over the hood of a car to escape the others.
New action order, and Nemesis chooses the zombies to go next.
Mindless D4, Team D8/D8/D8, Rookie Zombie D6, Strength D6, and they're going to Focus 2D8 into 1D10. 1d4=1, 1d8=3, 1d10=4, 1d6=3, 1d6=3. Not getting Jill Valentine like that! Oh, but I forgot the stress die. Here we go: 1d10=9. Result: 9+3=12, Effect: D10. 1 opportunity.
Jill reaction: Buddy D10, Leaking Gas Pumps D4, Enhanced Reflexes D8, Acrobatic Expert D8, leadership D12. 1d10=2, 1d4=2, 1d8=2, 1d8=8, 1d12=4. She'll use Second Chance. Much better: 1d10=8, 1d4=3, 1d8=6, 1d8=7, 1d12=10. Result: 10+8=18, Effect: D8.
Choosy zombies choose Jill.
Summary
Doom Pool: 1D8+1D6
Jill: 1 PP, D10 emotional stress, D10 physical stress, D12 leadership asset, pending D10 stunt
Captain America: 1 PP, D12 battle plan asset, pending D10 stunt
Nemesis:
Zombie Horde: Team D8/D8/D8
Mindless D4, Team D8/D8/D8, Rookie Zombie D6, Strength D6, and they're going to Focus 2D8 into 1D10. 1d4=1, 1d8=3, 1d10=4, 1d6=3, 1d6=3. Not getting Jill Valentine like that! Oh, but I forgot the stress die. Here we go: 1d10=9. Result: 9+3=12, Effect: D10. 1 opportunity.
Jill reaction: Buddy D10, Leaking Gas Pumps D4, Enhanced Reflexes D8, Acrobatic Expert D8, leadership D12. 1d10=2, 1d4=2, 1d8=2, 1d8=8, 1d12=4. She'll use Second Chance. Much better: 1d10=8, 1d4=3, 1d8=6, 1d8=7, 1d12=10. Result: 10+8=18, Effect: D8.
Choosy zombies choose Jill.
Summary
Doom Pool: 1D8+1D6
Jill: 1 PP, D10 emotional stress, D10 physical stress, D12 leadership asset, pending D10 stunt
Captain America: 1 PP, D12 battle plan asset, pending D10 stunt
Nemesis:
Zombie Horde: Team D8/D8/D8
Jill turned and fired several quick bursts on the zombies, each shot focused by adrenaline into a perfect killing shot, one bullet to the head. She threw a grenade far enough out that the blast staggered the zombies right into hails of gunfire. Bodies fell like rain around her.
"Good work!" called Captain America, looking back over his shoulder. "Keep it up, soldier!"
Jill's going all-out on this one. Buddy D10, Raccoon City Survivor D8, Enhanced Reflexes D8, Weapon D8, Combat Expert D8 (it should really be Master, thinking about it, by this point in the series, but I'll change that later), leadership D12, stunt D10. Focus 2D8 into 1D10. She throws a grenade far enough behind the group to avoid killing herself and Cap, so she can add 2D6 for Explosives. 1d10=4, 1d8=3, 1d8=8, 1d10=3, 1d12=3, 1d10=9, 1d6=6, 1d6=6. Result: 9+6=15, Effects: D12, D10, D10.
Zombie reaction: Mindless D4, Team 3D8, Rookie Zombie D6. I could use Swarm, but there is little point. 1d4=2, 1d8=1, 1d8=7, 1d8=1, 1d6=4. 1d10=2. Result: 7+4=11, Effect: D4. 2 opportunities.
Cap next!
Summary
Doom Pool: 1D8+2D6
Jill: 1 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP, D12 battle plan asset, pending D10 stunt
Nemesis:
Zombie Horde: Team D8/D8/D8
Zombie reaction: Mindless D4, Team 3D8, Rookie Zombie D6. I could use Swarm, but there is little point. 1d4=2, 1d8=1, 1d8=7, 1d8=1, 1d6=4. 1d10=2. Result: 7+4=11, Effect: D4. 2 opportunities.
Cap next!
Summary
Doom Pool: 1D8+2D6
Jill: 1 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP, D12 battle plan asset, pending D10 stunt
Nemesis:
Zombie Horde: Team D8/D8/D8
She was so close. Nemesis could nearly taste her pale flesh. He reached out for Jill with a guttural growl.
"S.T.A.R.S.—!
"—and stripes!" Captain America leaped high into the air, smashing his shield right into the monster's jaw with enough force to lift Nemesis off the ground. They landed at the same time, Cap in a crouch, ready for battle. Nemesis crashed down hard on his back, his jaw broken for sure.
Felt like that broke my arm. I just hope he felt that near as much as I did.
Cap goes for the kill. Buddy D8, Sentinel of Liberty D8, Enhanced Strength D8, Weapon D8, Combat Master D10, battle plan D12, stunt D10. He spends 1 PP on Last-Ditch Effort to step up and double Strength. Oh, my. 1d8=8, 1d8=3, 1d10=2, 1d10=9, 1d8=8, 1d10=10, 1d12=12, 1d10=4. What a roll! Result: 12+10=22, Effect: D10. Enhanced Strength is shutdown for now, though.
Nemesis reaction: Solo (now, since Jill wiped out the zombies) D10, T-Type D8, Superhuman Durability D10, Combat Expert D8. 1d10=5, 1d8=8, 1d10=2, 1d8=4. I'll spend a D8 from the Doom pool to add in the 4. Result: 8+5+4=17, Effect: D10. Even so, it's still an extraordinary success, putting it at D12 physical stress.
To end this scene, they need to stress Nemesis out by damage or complication. Even though he can regenerate quickly, it will represent slowing him down long enough for them to escape and then blow the gas station.
Nemesis is the last one to go.
Summary
Doom Pool: 2D6
Jill: 1 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, D12 battle plan asset
Nemesis: D12 physical stress
Nemesis reaction: Solo (now, since Jill wiped out the zombies) D10, T-Type D8, Superhuman Durability D10, Combat Expert D8. 1d10=5, 1d8=8, 1d10=2, 1d8=4. I'll spend a D8 from the Doom pool to add in the 4. Result: 8+5+4=17, Effect: D10. Even so, it's still an extraordinary success, putting it at D12 physical stress.
To end this scene, they need to stress Nemesis out by damage or complication. Even though he can regenerate quickly, it will represent slowing him down long enough for them to escape and then blow the gas station.
Nemesis is the last one to go.
Summary
Doom Pool: 2D6
Jill: 1 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 0 PP, D12 battle plan asset
Nemesis: D12 physical stress
With a low, gurgling groan, Nemesis stirred. He sat up and quickly rose to his full height, towering over Captain America. "S.T.A.R.S."
Cap was stunned. His arms felt like jelly and the monster looked like it could go another ten rounds. "How is he still standing? That hit would have left Thor reeling!"
Jill trained her pistol on Nemesis. "I told you: he just won't die! We're going to have to let him have everything we've got to slow him down long enough!"
Nemesis held up his hands and tentacles lanced out of his palms. He swung them in wide arcs, high and low, attempting to catch his enemies and trip them up. At the same time he leaped upon Captain America and tried to bowl him over. He dove out of the way, raising his shield to block a tentacle whip that would have lashed his face off. Jill used her incredible dexterity and reflexes to jump between the whipping tentacles.
Nemesis is up next. Unfortunately for Cap, he can regenerate, and I'm spending a D6 to activate his Regeneration SFX. He's going to attack with Dangerous and Area Attack. Solo D10, T-Type D8, Superhuman Strength D10, Combat Expert D8, Dangerous D6, Area Attack D6, stress D10. 1d8=7, 1d8=4, 1d10=9, 1d8=7, 1d6=1, 1d6=5, 1d10=6. Result: 9+7=16, Effects: D10, D8. Any physical stress inflicted is stepped up by +1.
Jill reaction: Buddy D10, RCS D8, Enhanced Reflexes D8, Acrobatic Expert D8, leadership D12. 1d10=6, 1d8=4, 1d8=6, 1d8=2, 1d12=7. She'll spend her PP to add a third die. Result: 7+6+4=17, Effect: D10.
Cap reaction: Buddy D8, Resolute Tactician D8, Enhanced Reflexes D8, Godlike Durability D12, Combat Master D10, battle plan D12. 1d8=8, 1d8=6, 1d8=7, 1d12=10, 1d10=3, 1d12=1. Result: 10+8=18, Effect: D10. 1 opportunity, which I'll activate.
Jill next.
Summary
Doom Pool: 2D6
Jill: 1 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP, D12 battle plan asset
Nemesis:
Jill reaction: Buddy D10, RCS D8, Enhanced Reflexes D8, Acrobatic Expert D8, leadership D12. 1d10=6, 1d8=4, 1d8=6, 1d8=2, 1d12=7. She'll spend her PP to add a third die. Result: 7+6+4=17, Effect: D10.
Cap reaction: Buddy D8, Resolute Tactician D8, Enhanced Reflexes D8, Godlike Durability D12, Combat Master D10, battle plan D12. 1d8=8, 1d8=6, 1d8=7, 1d12=10, 1d10=3, 1d12=1. Result: 10+8=18, Effect: D10. 1 opportunity, which I'll activate.
Jill next.
Summary
Doom Pool: 2D6
Jill: 1 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP, D12 battle plan asset
Nemesis:
"Just stand still already!" Jill threw a nitro grenade at him, but Nemesis caught it and crushed it in one mighty fist. An explosion of white vapors hissed from his hand, but he merely roared.
Jill goes for broke. She's going to use a freeze grenade. Buddy D10, RCS D8, Enhanced Reflexes D8, Weapon D8, Combat Expert D8, leadership D12, Freeze Rounds SFX D6. 1d10=9, 1d8=3, 1d8=2, 1d8=4, 1d8=5, 1d12=8, 1d6=2. She'll spend her Plot Point to add a third result die. Result: 9+5+4=18, Effect: D12. The effect die gets stepped up to D12+, so if it hits, Nemesis is frozen for a bit.
Nemesis reaction: Solo D10, B.O.W. Bloodhound D4, Superhuman Durability D10, Combat Expert D8, stress die D10. 1d10=3, 1d4=4, 1d10=10, 1d8=7, 1d10=4. I'll spend a D6 to add in another result die, the D4. Result: 10+7+4=21, Effect: D10.
Cap!
Summary
Doom Pool: 1D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP, D12 battle plan asset
Nemesis:
Nemesis reaction: Solo D10, B.O.W. Bloodhound D4, Superhuman Durability D10, Combat Expert D8, stress die D10. 1d10=3, 1d4=4, 1d10=10, 1d8=7, 1d10=4. I'll spend a D6 to add in another result die, the D4. Result: 10+7+4=21, Effect: D10.
Cap!
Summary
Doom Pool: 1D8+1D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP, D12 battle plan asset
Nemesis:
"I don't care how tough you are: the things you represent can never win!" Cap spun and threw the shield almost like a discus, striking Nemesis in the forehead. The shield bounced back to Captain America's hand and he threw it again, hitting the monster square in the chest and knocking him back a step.
Cap strikes hard: Buddy D8, Sentinel of Liberty D8, Enhanced Reflexes D8, Weapon D8, Combat Master D10, battle plan D12, using the Ricochet SFX to step up his Weapon die. 1d8=5, 1d8=4, 1d8=1, 1d10=9, 1d10=2, 1d12=6. Result: 6+5+4=15, Effect: D10. I'll activate the opportunity.
Nemmy reaction: Solo D10, T-Type D4, Superhuman Durability D10, Combat Expert D8. 1d10=7, 1d4=1, 1d10=3, 1d8=6. Result: 7+6=13, Effect: D10. 1 opportunity. Cap activates that opportunity for a D10 stunt.
Cap chooses Jill to start the next action order.
Summary
Doom Pool: 1D8+2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP, D12 battle plan asset, pending D10 stunt
Nemesis: D10 physical stress
Nemmy reaction: Solo D10, T-Type D4, Superhuman Durability D10, Combat Expert D8. 1d10=7, 1d4=1, 1d10=3, 1d8=6. Result: 7+6=13, Effect: D10. 1 opportunity. Cap activates that opportunity for a D10 stunt.
Cap chooses Jill to start the next action order.
Summary
Doom Pool: 1D8+2D6
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP, D12 battle plan asset, pending D10 stunt
Nemesis: D10 physical stress
Just as Nemesis staggered, Jill unloaded a barrage of shots on him, the rounds tearing into his head and chest. Further he staggered, but though her shots were well-placed, grouped to do serious damage, he still wouldn't go down. "Fall! Fall!" She threw away the pistol and pulled the magnum from her hip holster. It only had a few shots, and she'd been saving them just for this.
"You want 'S.T.A.R.S.'?" she said between roars of the magnum. "I'll give you 'S.T.A.R.S.'!" She walked forward slowly, blasting away with the magnum. Again and again he stumbled back, fifty-caliber rounds ripping into his putrid flesh. One of his knees nearly buckled, and she counted her shots: down to the last one. Jill leveled the pistol, sights settled on his ugly face, and squeezed the trigger.
Boom!
Nemesis toppled at last, dark blood spraying from his ruined face. He let out a gurgling cry as he fell and lay unmoving in a spreading pool of blood.
Jill goes to finish this by shooting Nemesis enough to hurt him. Buddy D10, Leaking Gas Pumps D4, Enhanced Reflexes D8, Weapon D8, Combat Expert D8, leadership D12. She'll use Rock and Roll to double Weapon to 2D8. 1d10=10, 1d4=2, 1d8=8, 1d8=7, 1d8=7, 1d8=5, 1d12=6. Good shot! The 10 goes away, though. Jill spends her Plot Point to add in the 5. Ah, but I forgot to roll his stress die. Let's see if it makes a difference. Ooh, and it does! So her Plot Point adds in the other seven, instead. 1d10=9. Result: 9+8+7+7=31, Effect: D12. Just enough of a difference to make this an exceptional success!
Nemesis: I'm adding a D6 directly to his dice pool and spending the other to use another die of the same type: in this case, another stress die. It's his only hope. Even then, there's no way he's going to beat a 27. Solo D10, T-Type D8, Superhuman Durability D10, Combat Expert D8, physical stress D10, emotional stress D10. 1d10=6, 1d8=8, 1d10=10, 1d8=4, 1d10=3, 1d10=8. Spending the D8 to add the D8 that came up 8. Result: 10+8+8=26, Effect: D10. He nearly staves off defeat, but not quite. And he can't heal with the Regeneration SFX because such healing requires an action, and you can't take actions while stressed out.
This one is over!
Summary
Doom Pool: 1D4
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP, D12 battle plan asset, pending D10 stunt
Nemesis: D12+ physical stress
Nemesis: I'm adding a D6 directly to his dice pool and spending the other to use another die of the same type: in this case, another stress die. It's his only hope. Even then, there's no way he's going to beat a 27. Solo D10, T-Type D8, Superhuman Durability D10, Combat Expert D8, physical stress D10, emotional stress D10. 1d10=6, 1d8=8, 1d10=10, 1d8=4, 1d10=3, 1d10=8. Spending the D8 to add the D8 that came up 8. Result: 10+8+8=26, Effect: D10. He nearly staves off defeat, but not quite. And he can't heal with the Regeneration SFX because such healing requires an action, and you can't take actions while stressed out.
This one is over!
Summary
Doom Pool: 1D4
Jill: 0 PP, D10 emotional stress, D10 physical stress, D12 leadership asset
Captain America: 1 PP, D12 battle plan asset, pending D10 stunt
Nemesis: D12+ physical stress
"Cap! Now! Let's go!" She drew an incendiary from her pack and threw it straight into the pool of gasoline not twenty feet from where Nemesis fell. Then Jill turned and ran, Captain America right beside her, both sprinting for their lives.
Any second now, time to feel the bu—
BA-DOOOOOOM!
The blast was enormous, a wave of heat and pressure lifting the soldiers off their feet and hurling them through the air. Jill somersaulted expertly but fell into a heap upon landing. Captain America rolled as he landed, using the shield to absorb much of the impact, but he ended up on his back, too, chest heaving. They both stayed prone for a moment, sucking in gasps of air tinged with the smell of smoke.
Cap got up first, offered a hand to help Jill up. They looked back to survey their handiwork. A huge fireball rolled into the sky from the explosion that had consumed the gas station. Angry flames reached high into the sky amid great pillars of black smoke. And somewhere in the center of it all was Nemesis, if there was anything left of him.
"Whew. Thanks, Cap. I couldn't have done it without you."
Captain America shook his head. "I don't know about that. You did as well as I or anyone else could have. Jill Valentine, it was an honor to fight beside you." As the beating of helicopter rotors sounded in the distance, Captain America raised his hand in salute to Jill Valentine. Barely able to believe what she was seeing, she saluted him back.
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In her stasis pod, a smile touched the dreaming Jill Valentine's lips for the first time in years.