Post by Claire Redfield on Mar 19, 2014 14:33:37 GMT -8
Setup: Maximum Wesker, part III
Here we go! Because someone requested it a while back, and because it makes sense in the context of the story, this one will feature groups of characters against a single more powerful being. In this case, Wesker against the guards at the Raft, and then (assuming they don't take him out) Wesker faces off against Carnage. He wants the symbiote. Wesker has done his homework, however, and modified his SAMURAI EDGE power set for this battle, as follows.
SONIC EDGE
SONIC BLAST D8
SFX: Versatile. Split SAMURAI EDGE into 2D at -1 step, or 3D at -2 steps.
Limit: Gear. Shutdown SAMURAI EDGE and gain a Doom die. Take an action vs. Doom Pool to recover.
He's also lost his Exhausted and Unstable Limits thanks to adapting Connors' regeneration serum, leaving only Epic Arrogance. He won't use the gun first, his arrogance driving him to try to best Carnage in battle first. Here's a datafile for the Raft guards (based on the S.H.I.E.L.D. Squad from Civil War).
S.H.I.E.L.D. GUARDS
TEAM D6/D6/D6/D6
Distinctions:
CONFIDENT
HIGHLY-TRAINED
S.H.I.E.L.D. TRAITS
BODY ARMOR D6, COMMS D6, SMALL ARMS D6
SFX: Focus Fire. The squad all target a single character, replacing two dice of any size with one die +1 step larger.
Limit: Squad Breakdown. Defeat TEAM dice (with D8 stress) to reduce squad.
Here we go! Because someone requested it a while back, and because it makes sense in the context of the story, this one will feature groups of characters against a single more powerful being. In this case, Wesker against the guards at the Raft, and then (assuming they don't take him out) Wesker faces off against Carnage. He wants the symbiote. Wesker has done his homework, however, and modified his SAMURAI EDGE power set for this battle, as follows.
SONIC EDGE
SONIC BLAST D8
SFX: Versatile. Split SAMURAI EDGE into 2D at -1 step, or 3D at -2 steps.
Limit: Gear. Shutdown SAMURAI EDGE and gain a Doom die. Take an action vs. Doom Pool to recover.
He's also lost his Exhausted and Unstable Limits thanks to adapting Connors' regeneration serum, leaving only Epic Arrogance. He won't use the gun first, his arrogance driving him to try to best Carnage in battle first. Here's a datafile for the Raft guards (based on the S.H.I.E.L.D. Squad from Civil War).
S.H.I.E.L.D. GUARDS
TEAM D6/D6/D6/D6
Distinctions:
CONFIDENT
HIGHLY-TRAINED
S.H.I.E.L.D. TRAITS
BODY ARMOR D6, COMMS D6, SMALL ARMS D6
SFX: Focus Fire. The squad all target a single character, replacing two dice of any size with one die +1 step larger.
Limit: Squad Breakdown. Defeat TEAM dice (with D8 stress) to reduce squad.
The guards shifted their weight uneasily. Wesker's presence unnerved them. He stood like a statue, his only movement to adjust his sunglasses. One of the guards stood across the desk from Wesker, looking at the monitor while several different cameras filmed them. "Well, Doctor...?"
"Wily."
"O-Oh, yes. My mistake. Doctor Wily. Your clearance checks out. Looks like the schedule was changed at the last minute."
Wesker grinned. "Isn't that always the way with the paper-pushers?"
The guard laughed nervously. "Yeah, sure is. You know how those guys are. Don't bother telling the rest of us grunts until it's too late, usually. But ... are you really going to see that freak? I mean, there are a lot of psychos on the Raft, but that guy, Carn—er, Kasady, he's one of those types who likes to cut you up. He don't wanna rule the world, he just likes blood."
Wesker shook his head. "I know the type. Their ambitions are little, and their ability less. He's nothing but a common killer with an especially dangerous knife."
"Uh, s-sure. I wouldn't wanna be alone with him, though. Guy gives me the creeps. Anyway, you're all good. Kind of unusual to have someone out so early in the morning, but you never can tell with these guys."
A warning klaxon sounded, accompanied by flashing red lights. The guard at the computer station frantically checked the monitor. "What? Systems are going off, one after another."
One of the other guards gave a loud cry of surprise. "What? What about the generator? At least it's still going, right?"
"Yeah, but...oh, hell. The security systems are all shutting down. The inmates are going to be free!"
"Oh, @#$%! Let's hope they don't realize it."
Wesker approached the desk. "They will. I will make sure of that. You see, when you opened my files, you also uploaded a virus into your systems to disable the security systems. S.H.I.E.L.D.'s systems are remarkably robust, and I don't expect it to last for long, but it won't need to."
Several of the guards drew their guns and leveled them on Wesker. "What? You did this? You're crazy! You know how many people are going to get killed?"
Wesker chuckled and removed his sunglasses, revealing reptilian eyes glowing faintly red. "I've some idea, yes." He threw them at one of the guards, whose reflexes had him catch the shades in a gloved hand. Before he realized it, Wesker was already there, his movements a blur, thrusting a palm into his chest. Even the armor couldn't stop the terrible force of the blow as it crushed his sternum and lungs, sending him flying into the wall. The others tried to line up a shot but Wesker disappeared in a black, smoky blur. He reappeared behind another guard and chopped him in the neck. The guardsman fell with a wet pop as his neck broke.
Panel 1
Wesker goes first and he's going to attack Squad 1 with everything he's got. Solo D10, Proud Like A God D4 (+1PP; 1 total), Superhuman Strength D10, Combat Master D10. Using Dangerous SFX for another D6, and one of the D10s steps back. 1d10=6, 1d4=4, 1d10=10, 1d8=2, 1d6=3. Wesker spends a Plot Point to keep an additional effect die, both for physical stress toward Squad 1. The Dangerous SFX will step up his D6. Result: 10+6=16, Effects: D8, D6->D8.
Squad 1 reaction: Team 4D6, Highly-Trained D8, Body Armor D6. 1d6=3, 1d6=6, 1d6=2, 1d6=4, 1d8=8, 1d6=2. We'll save some Doom dice for the other two squads. This fight is just heating up! Result: 8+6=14, Effect: D6. They're reduced by 2D6.
Squad 1 next.
Summary
Wesker: 2 PP
Squad 1: Team 2D6
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 2D6
Wesker goes first and he's going to attack Squad 1 with everything he's got. Solo D10, Proud Like A God D4 (+1PP; 1 total), Superhuman Strength D10, Combat Master D10. Using Dangerous SFX for another D6, and one of the D10s steps back. 1d10=6, 1d4=4, 1d10=10, 1d8=2, 1d6=3. Wesker spends a Plot Point to keep an additional effect die, both for physical stress toward Squad 1. The Dangerous SFX will step up his D6. Result: 10+6=16, Effects: D8, D6->D8.
Squad 1 reaction: Team 4D6, Highly-Trained D8, Body Armor D6. 1d6=3, 1d6=6, 1d6=2, 1d6=4, 1d8=8, 1d6=2. We'll save some Doom dice for the other two squads. This fight is just heating up! Result: 8+6=14, Effect: D6. They're reduced by 2D6.
Squad 1 next.
Summary
Wesker: 2 PP
Squad 1: Team 2D6
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 2D6
The other guards fired in a panic, only their training keeping them from shooting wildly. Still, others had to take cover as Wesker dodged bullets so fast he left afterimages in his wake. He laughed haughtily. "Perhaps before Raccoon City, you would have given me trouble."
Panel 2
Squad 1 fires: Team 2D6, Highly-Trained D8, Small Arms D6. 1d6=1, 1d6=1, 1d8=6, 1d6=4. Yeah ... not good enough. Result: 6+4=10, Effect: D4. 2 opportunities.
Wesker reaction: Solo D10, Raccoon City Survivor D8, Superhuman Speed D10, Combat Master D10. 1d10=3, 1d8=8, 1d10=10, 1d10=8. Result: 10+8=18, Effect: D10. If Wesker keeps rolling like this, these guys are in serious trouble! Squad 2 next.
Summary
Wesker: 1 PP
Squad 1: Team 2D6
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 2D6
Squad 1 fires: Team 2D6, Highly-Trained D8, Small Arms D6. 1d6=1, 1d6=1, 1d8=6, 1d6=4. Yeah ... not good enough. Result: 6+4=10, Effect: D4. 2 opportunities.
Wesker reaction: Solo D10, Raccoon City Survivor D8, Superhuman Speed D10, Combat Master D10. 1d10=3, 1d8=8, 1d10=10, 1d10=8. Result: 10+8=18, Effect: D10. If Wesker keeps rolling like this, these guys are in serious trouble! Squad 2 next.
Summary
Wesker: 1 PP
Squad 1: Team 2D6
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 2D6
The other squads dropped into cover around hallways and behind the desks, opening fire with controlled precision. They had the numbers and the training to deal with even superhuman combatants. The deafening roar of gunfire filled the security station as bullets smashed into the walls, through windows. Once more Wesker wove effortlessly through hails of gunfire, even surrounded in the open.
Panel 3
Squad 2 attacks: Team 4D6, Confident D8, Small Arms D6, using Focus Fire to turn 2D6 into 1D8. 1d6=1, 1d6=6, 1d8=2, 1d8=8, 1d6=1. Result: 8+6=14, Effect: D8 physical stress.
Wesker reaction: Solo D10, PLAG D4 (+1 PP; 2 total), Superhuman Speed D10, Combat Master D10. He's going to spend a Plot Point to activate one of those opportunities to use for a stunt on his next action. 1d10=4, 1d4=4, 1d10=5, 1d10=9. He'll spend his other Plot Point to add a third die to his result. Result: 9+5+4=18, Effect: D4.
Squad 3 next.
Summary
Wesker: 0 PP, pending stunt D10
Squad 1: Team 2D6
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 2D6
Squad 2 attacks: Team 4D6, Confident D8, Small Arms D6, using Focus Fire to turn 2D6 into 1D8. 1d6=1, 1d6=6, 1d8=2, 1d8=8, 1d6=1. Result: 8+6=14, Effect: D8 physical stress.
Wesker reaction: Solo D10, PLAG D4 (+1 PP; 2 total), Superhuman Speed D10, Combat Master D10. He's going to spend a Plot Point to activate one of those opportunities to use for a stunt on his next action. 1d10=4, 1d4=4, 1d10=5, 1d10=9. He'll spend his other Plot Point to add a third die to his result. Result: 9+5+4=18, Effect: D4.
Squad 3 next.
Summary
Wesker: 0 PP, pending stunt D10
Squad 1: Team 2D6
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 2D6
While one squad kept Wesker busy dodging gunfire, other men scrambled to contain the situation. Two ran to close shutters that sectioned off the security station from adjoining halls, while others got on the comms to warn their comrades of the systems failure and Wesker's attack.
Wesker snarled and lunged for them, smashing his fist into the control panel for one of the shutter doors. The agent only barely dodged away with a cry. Wesker would have killed him then and there but the others opened fire on him. He couldn't help but taunt the pathetic S.H.I.E.L.D. agents as he backflipped and twisted through midair to dodge bullets screaming past his head. "Is that all you have?"
Panel 4
Squad 3 is going to grandstand. Wesker can oppose this given the nature of it, but it ought to be fun. Team 4D6, Highly-Trained D8, Comms D6. 1d6=2, 1d6=4, 1d6=2, 1d6=1, 1d8=7, 1d6=5. Hm. I'll spend a D6 Doom die to add a third die for the result. Yes, I know, spending Doom dice to add dice might make no sense, but if they get an exceptional success, it'll step up the effect die. Result: 7+5+4=16, Effect: D6.
Wesker reaction: Solo D10, Proud D4 (+1 PP; 1 total), Superhuman Speed D10, Menace Master D10. Oh, jeez. 1d10=10, 1d4=3, 1d10=9, 1d10=3. Result: 10+9=19, Effect: D10. It'd be nice if he rolled an opportunity or two! Wesker's next.
Summary
Wesker: 1 PP, pending stunt D10
Squad 1: Team 2D6
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 1D6
Squad 3 is going to grandstand. Wesker can oppose this given the nature of it, but it ought to be fun. Team 4D6, Highly-Trained D8, Comms D6. 1d6=2, 1d6=4, 1d6=2, 1d6=1, 1d8=7, 1d6=5. Hm. I'll spend a D6 Doom die to add a third die for the result. Yes, I know, spending Doom dice to add dice might make no sense, but if they get an exceptional success, it'll step up the effect die. Result: 7+5+4=16, Effect: D6.
Wesker reaction: Solo D10, Proud D4 (+1 PP; 1 total), Superhuman Speed D10, Menace Master D10. Oh, jeez. 1d10=10, 1d4=3, 1d10=9, 1d10=3. Result: 10+9=19, Effect: D10. It'd be nice if he rolled an opportunity or two! Wesker's next.
Summary
Wesker: 1 PP, pending stunt D10
Squad 1: Team 2D6
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 1D6
Wesker landed in a crouch during a lull in the gunfire. He stood and whipped back his trenchcoat, revealing the sonic pistol holstered at his side. "I will admit that you are impressive, for humans. S.H.I.E.L.D. trains its agents well. I could have used men like you on my forces. At least, until today. Once I acquire the symbiote, Uroboros will be unstoppable. I'll have no need of you, or indeed no need of conflict whatsoever. The evolution of a new race. Gods we'll be, and I shall stand at the top of Mount Olympus."
One of the S.H.I.E.L.D. agents spat in disgust. "You're crazy! And you think this is the first time we've had some joker like you talking about taking the big prize? You're going down, Wily!"
"Actually..." Wesker drew his sunglasses and slipped them on. "... it's Wesker. Albert Wesker."
"Wesker ... where do I know that name?"
"Raccoon City. You may recall that S.H.I.E.L.D.'s superiors ordered its nuclear destruction."
The guard's eyes went wide. "That's right! Hey, you son of a bitch! You were involved with that? My niece died in Raccoon!"
Wesker grinned and strode toward the man at a slow, deliberate pace. "Ah, then I would be remiss if you did not join her. After all, what is more important than family?" He burst into motion before they could even squeeze their triggers, felling both with blows to the throat. The man who had bravely stood up to Wesker gasped and gurgled his last breaths. "Such a waste of life. No matter. All such waste will be consumed when Uroboros washes over this world, and will help lay the foundation for a new era."
Panel 5Wesker will attack Squad 1 and try to finish them off. Solo D10, Scientific Mastermind D8, Superhuman Strength D10, Combat Master D10, Dangerous SFX D6, stunt D10. 1d10=5, 1d8=2, 1d8=4, 1d10=5, 1d6=1, 1d10=5. Not a great roll for once. Hm. He'll spend a Plot Point to add a third die to his result, and another one to keep an additional effect die. Result: 5+5+5=15, Effect: D8->10, D8. 1 opportunity.
Squad 1 reaction: Team 2D6, Confident D4 (their confidence is somewhat lacking, +1D6 Doom), Body Armor D6. 1d6=5, 1d6=5, 1d4=1, 1d6=5. Hm. Even with spending Doom dice to add an extra die to the total, I can only tie Wesker, which isn't good enough. Squad 1's going down. Result: 5+5=10, Effect: D6. 1 opportunity. They're out. Squad 2 is next.
Summary
Wesker: 0 PP
Squad 1: Stressed out
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 3D6
Squad 1 reaction: Team 2D6, Confident D4 (their confidence is somewhat lacking, +1D6 Doom), Body Armor D6. 1d6=5, 1d6=5, 1d4=1, 1d6=5. Hm. Even with spending Doom dice to add an extra die to the total, I can only tie Wesker, which isn't good enough. Squad 1's going down. Result: 5+5=10, Effect: D6. 1 opportunity. They're out. Squad 2 is next.
Summary
Wesker: 0 PP
Squad 1: Stressed out
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 3D6
"Damn!" One of the other men, a man with a dark beard and a scar on his cheek, touched the comm on his ear. "We need backup! Does anyone read? We got some kind of freak here and he's taking us apart! Over! Does anyone copy?"
Wesker wagged a finger at him. "There's no point in trying. You're only postponing the inevitable."
The guardsman fired a trio of shots at Wesker's face, and then his fellows opened fire. The first shot shattered his sunglasses and snapped his head back, and the others tore into him at center mass. Wesker staggered, but he did not fall. Dark blood trickled down his temple. The scar-faced guard let out a cheer. "Ha! You bleed, we can kill you."
Wesker never lost his arrogant smile. "Can you?"
Panel 6
Squad 2 attack! Team 4D6, Highly-Trained D8, Small Arms D6, Focus Fire, and I'm going to add a D6 from the Doom pool. I want to put it back when I'm done, so Wesker gets a Plot Point. 1d6=6, 1d6=4, 1d8=6, 1d8=3, 1d6=5, 1d8=3. Good! I'll even spend another D6 (leaving me at starting level, 2D6) to add a third die for the result. They're going all-out! Result: 6+6+5=17, Effect: D8.
Wesker reaction: Solo D10, Proud D4 (+1 PP; 1 total), Superhuman Reflexes D10, Combat Master D10. Ooh, they might have him in trouble! 1d10=6, 1d4=4, 1d10=3, 1d10=1. Result: 6+4=10, Effect: D10. They get an exceptional success and inflict D10 physical stress on him. Squad 3 next!
Summary
Wesker: 2 PP, D10 PS
Squad 1: -
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 2D6
Squad 2 attack! Team 4D6, Highly-Trained D8, Small Arms D6, Focus Fire, and I'm going to add a D6 from the Doom pool. I want to put it back when I'm done, so Wesker gets a Plot Point. 1d6=6, 1d6=4, 1d8=6, 1d8=3, 1d6=5, 1d8=3. Good! I'll even spend another D6 (leaving me at starting level, 2D6) to add a third die for the result. They're going all-out! Result: 6+6+5=17, Effect: D8.
Wesker reaction: Solo D10, Proud D4 (+1 PP; 1 total), Superhuman Reflexes D10, Combat Master D10. Ooh, they might have him in trouble! 1d10=6, 1d4=4, 1d10=3, 1d10=1. Result: 6+4=10, Effect: D10. They get an exceptional success and inflict D10 physical stress on him. Squad 3 next!
Summary
Wesker: 2 PP, D10 PS
Squad 1: -
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 2D6
"Now! Hit 'im with the stunners!" The third squad drew miniature grenades from their belts and tossed them onto the floor around Wesker. They detonated with a flash and sibilant snap of lashing electricity, creating localized fields of paralyzing bolts. Wesker leaped into the air, trenchcoat trailing behind him as he somersaulted and planted his feet on the wall. He sprang away like a missile and flipped through the air, landing behind the man who had called out for the stun grenade strike.
Panel 7
They're going for a stunned complication on Wesker. Team 4D6, Highly-Trained D8, Small Arms D6. 1d6=5, 1d6=6, 1d6=4, 1d6=2, 1d8=8, 1d6=5. Oops, forgot the stress die. 1d10=5. Result: 8+6=14, Effect: D10.
Wesker will spend a Plot Point (1 left) to add in a second power trait. Solo D10, RCS D8, Superhuman Reflexes D10, Superhuman Speed D10, Combat Master D10. Wow. 1d10=10, 1d8=2, 1d10=10, 1d10=6, 1d10=9. Result: 10+10=20, Effect: D10. Not just that, but Wesker's gonna spend his remaining Plot Point to use his effect die, for the purposes of Regeneration SFX. His physical stress is gone, and just in time for his action!
Summary
Wesker: 0 PP
Squad 1: -
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 2D6
They're going for a stunned complication on Wesker. Team 4D6, Highly-Trained D8, Small Arms D6. 1d6=5, 1d6=6, 1d6=4, 1d6=2, 1d8=8, 1d6=5. Oops, forgot the stress die. 1d10=5. Result: 8+6=14, Effect: D10.
Wesker will spend a Plot Point (1 left) to add in a second power trait. Solo D10, RCS D8, Superhuman Reflexes D10, Superhuman Speed D10, Combat Master D10. Wow. 1d10=10, 1d8=2, 1d10=10, 1d10=6, 1d10=9. Result: 10+10=20, Effect: D10. Not just that, but Wesker's gonna spend his remaining Plot Point to use his effect die, for the purposes of Regeneration SFX. His physical stress is gone, and just in time for his action!
Summary
Wesker: 0 PP
Squad 1: -
Squad 2: Team 4D6
Squad 3: Team 4D6
Doom Pool: 2D6
The squad leader had no time to reach before Wesker grabbed his helmet in a vice-like grip. "Say goodnight!" He twisted hard and a crunch ended the squad leader's life. A gun barrel hovered just inches from his ear. "Freeze or I blow your brains out, you son of a &#@%*." Wesker chuckled and held up his hands. "Well, it seems you've got me dead to rights. Now what will you do?"
Panel 8
Wesker attacks Squad 3. Solo D10, Proud D4 (+1 PP; 1 total), Superhuman Strength D10, Combat Master D10, Dangerous D6. 1d10=9, 1d4=3, 1d10=6, 1d8=5, 1d6=5. He'll spend a Plot Point to keep an additional effect die, a D6 stepped up by Dangerous. Result: 9+6=15, Effects: D8, D6->D8 physical stress.
Squad 3 reaction: Team 4D6, Confident D4 (+D6 Doom, 3D6 total), Body Armor D6. Ooh, ouch. 1d6=1, 1d6=6, 1d6=3, 1d6=1, 1d4=4, 1d6=2. Result: 6+4=10, Effect: D6. 2 opportunities. That's an extraordinary success, which will step up another of his effect dice. Not really much of an effect here, but in another case it would make Wesker that much deadlier. He takes out two TEAM dice. And now he chooses the diminished Squad 3 to go next.
Summary
Wesker: 0 PP
Squad 1: -
Squad 2: Team 4D6
Squad 3: Team 2D6
Doom Pool: 3D6
Wesker attacks Squad 3. Solo D10, Proud D4 (+1 PP; 1 total), Superhuman Strength D10, Combat Master D10, Dangerous D6. 1d10=9, 1d4=3, 1d10=6, 1d8=5, 1d6=5. He'll spend a Plot Point to keep an additional effect die, a D6 stepped up by Dangerous. Result: 9+6=15, Effects: D8, D6->D8 physical stress.
Squad 3 reaction: Team 4D6, Confident D4 (+D6 Doom, 3D6 total), Body Armor D6. Ooh, ouch. 1d6=1, 1d6=6, 1d6=3, 1d6=1, 1d4=4, 1d6=2. Result: 6+4=10, Effect: D6. 2 opportunities. That's an extraordinary success, which will step up another of his effect dice. Not really much of an effect here, but in another case it would make Wesker that much deadlier. He takes out two TEAM dice. And now he chooses the diminished Squad 3 to go next.
Summary
Wesker: 0 PP
Squad 1: -
Squad 2: Team 4D6
Squad 3: Team 2D6
Doom Pool: 3D6
"I'm taking you in, Wesker. We got a nice cell waitin' for you when the systems come back on. Until then, you're not going anywhere. Frost, take his—"
Wesker dove into a shoulder roll and they fired, as he suspected they would. It was easy, making them dance like puppets, but he was tiring of the game. He had real work to do and toying with insects could only occupy him for so long. He raced through the room in a streak of black, their shots trailing him. The agents had to check their fire, lest they begin to shoot into their own ranks.
Panel 9
Squad 3 attacks: Team 2D6, Confident D4 (+1D6 Doom; 4D6), Small Arms D6. 1d6=2, 1d6=4, 1d4=4, 1d6=5. Result: 5+4=9, Effect: D6.
Wesker reaction: Solo D10, Proud D4 (+1 PP; 1 total; he's really got a reason to be arrogant here), Superhuman Speed D10, Combat Master D10. 1d10=4, 1d4=2, 1d10=8, 1d10=10. Result: 10+8=18, Effect: D10. Wesker is going to spend a Plot Point to use his effect die, creating a friendly fire (or the attempted lack thereof) complication on Squad 3. Because he got an extraordinary success, his effect die steps up to D12 and Squad 3 is left unable to get a bead on him. Squad 2 next.
Summary
Wesker: 0 PP
Squad 1: -
Squad 2: Team 4D6
Squad 3: Team 2D6, friendly fire D12 C
Doom Pool: 4D6
Squad 3 attacks: Team 2D6, Confident D4 (+1D6 Doom; 4D6), Small Arms D6. 1d6=2, 1d6=4, 1d4=4, 1d6=5. Result: 5+4=9, Effect: D6.
Wesker reaction: Solo D10, Proud D4 (+1 PP; 1 total; he's really got a reason to be arrogant here), Superhuman Speed D10, Combat Master D10. 1d10=4, 1d4=2, 1d10=8, 1d10=10. Result: 10+8=18, Effect: D10. Wesker is going to spend a Plot Point to use his effect die, creating a friendly fire (or the attempted lack thereof) complication on Squad 3. Because he got an extraordinary success, his effect die steps up to D12 and Squad 3 is left unable to get a bead on him. Squad 2 next.
Summary
Wesker: 0 PP
Squad 1: -
Squad 2: Team 4D6
Squad 3: Team 2D6, friendly fire D12 C
Doom Pool: 4D6
"Hey, watch your fire! We're gonna end up shooting each other!" The leader of the second squad, a blonde man, ducked down behind a bench as shots whistled past. Wesker wove between the shots like a nightmare, appearing first from the shadows in one place, then another, his laugh seeming to come from several places at once. Many of the men were afraid to fire at all.
Wesker just sneered at them. "There's no point in fighting!" In their hesitation he struck, jabbing his hands like knives straight through their body armor. The remainder of the squad fell into writhing, bloody heaps.
Panel 10
Squad 2 attack: Team 4D6, Confident D4 (Step up D6), Small Arms D6, Focus Fire to change 2D6 into 1D8. 1d6=1, 1d6=4, 1d8=5, 1d4=1, 1d6=4. Result: 5+4=9, Effect: D6. 2 opportunities.
Wesker reaction: Solo D10, Proud D4 (+1 PP; 1 PP), Superhuman Speed D10, Combat Master D10. 1d10=5, 1d4=1, 1d10=10, 1d10=9. Oops, forgot the complication! 1d12=2. Result: 10+9=19, Effect: D10, D12. 1 opportunity. I will activate the opportunity and step up another D6 to a D8. Wesker has 2 Plot Points. He spends 1 to keep an additional effect die (the D12), and another to use his effect dice on the reaction. He has a double extraordinary success and gets to step up his effect die twice. Of course, he can use them on both dice, doesn't really matter, they'll take out the mob's last couple Team dice.
Summary
Wesker: 0 PP
Squad 1: -
Squad 2: Team 4D6
Squad 3: Stressed out
Doom Pool: 2D8+2D6
Squad 2 attack: Team 4D6, Confident D4 (Step up D6), Small Arms D6, Focus Fire to change 2D6 into 1D8. 1d6=1, 1d6=4, 1d8=5, 1d4=1, 1d6=4. Result: 5+4=9, Effect: D6. 2 opportunities.
Wesker reaction: Solo D10, Proud D4 (+1 PP; 1 PP), Superhuman Speed D10, Combat Master D10. 1d10=5, 1d4=1, 1d10=10, 1d10=9. Oops, forgot the complication! 1d12=2. Result: 10+9=19, Effect: D10, D12. 1 opportunity. I will activate the opportunity and step up another D6 to a D8. Wesker has 2 Plot Points. He spends 1 to keep an additional effect die (the D12), and another to use his effect dice on the reaction. He has a double extraordinary success and gets to step up his effect die twice. Of course, he can use them on both dice, doesn't really matter, they'll take out the mob's last couple Team dice.
Summary
Wesker: 0 PP
Squad 1: -
Squad 2: Team 4D6
Squad 3: Stressed out
Doom Pool: 2D8+2D6
"Son of a @#$%*! Call for retreat, we need reinfor—" The guardsman's voice was suddenly cut off by Wesker's hand at his throat. The madman lifted him in full combat gear as if he weighed no more than a child's toy. He thrashed and struggled, trying to rip Wesker's hand away to no avail. His comrades approached, their weapons leveled at Wesker. "Drop him!" BLAM! BLAM! Shots rang out, but Wesker vanished and reappeared almost as if teleporting around the room, never releasing his grip on the guard until he ceased his struggles. Then Wesker casually tossed him away like so much trash. "Pathetic. But soon the human race will realize its true potential. Such weaklings will fall by the wayside!"
Panel 11
Wesker's gonna try to put Squad 3 down as quickly as possible. Solo D10, Proud D4 (+1 PP; 1 PP), Superhuman Speed D10, Combat Master D10. 1d10=9, 1d4=2, 1d10=6, 1d10=4. Result: 9+6=15, Effect: D10, D4 physical stress. Wesker will spend his Plot Point (0 left) to keep an additional effect die, a mere D4. However, there's a chance he could get an extraordinary success, and I should have used Dangerous but forgot. Wesker's too cocky!
Squad 3 reaction: Team 4D6, Confident D8, Body Armor D6. 1d6=1, 1d6=4, 1d6=4, 1d6=3, 1d8=5, 1d6=3. Result: 5+4=9, Effect: D8. 1 opportunity. Well, he got the XS, though it's still not going to be quite enough. It'll step up his D4 to a D6.
Summary
Wesker: 0 PP
Squad 1: -
Squad 2: Team 3D6, D6 PS
Squad 3: -
Doom Pool: 2D8+2D6
Wesker's gonna try to put Squad 3 down as quickly as possible. Solo D10, Proud D4 (+1 PP; 1 PP), Superhuman Speed D10, Combat Master D10. 1d10=9, 1d4=2, 1d10=6, 1d10=4. Result: 9+6=15, Effect: D10, D4 physical stress. Wesker will spend his Plot Point (0 left) to keep an additional effect die, a mere D4. However, there's a chance he could get an extraordinary success, and I should have used Dangerous but forgot. Wesker's too cocky!
Squad 3 reaction: Team 4D6, Confident D8, Body Armor D6. 1d6=1, 1d6=4, 1d6=4, 1d6=3, 1d8=5, 1d6=3. Result: 5+4=9, Effect: D8. 1 opportunity. Well, he got the XS, though it's still not going to be quite enough. It'll step up his D4 to a D6.
Summary
Wesker: 0 PP
Squad 1: -
Squad 2: Team 3D6, D6 PS
Squad 3: -
Doom Pool: 2D8+2D6
One man stood apart from his fellows, with short-cropped black hair and a youthful, angular face. His blue eyes smoldered with rage. "You crazy mother@#%&*! You think you're the only super-powered type running around? We got guys worse than you locked up here already. The people who brought 'em in are still out there. Maybe you've heard of 'em? The Avengers? Fantastic Four? Guys like Captain America or Thor will never let someone like you succeed! You might have us beat, but look how much trouble we gave you. Just wait until the God of Thunder or someone gets you."
Wesker whirled on the man and appeared before him in a flash. His glowing eyes burned even through the lenses of his sunglasses, and the guard shrank away from his wrath. "A god? I am a god, you miserable little insect! I was genetically engineered for the ultimate in potential, and now I will realize my destiny to stand above all others in a new world. In the process, I will tear down your gods and cast them broken at my feet! So bring on your Avengers. I have Uroboros!" He struck the man so hard in the jaw that the bones in his face shattered. He would spit no more foolishness.
Panel 12
Squad 2 tries a different tactic: rattle Wesker to make him a little easier to deal with. Team 3D6, Confident D8. 1d6=1, 1d6=4, 1d6=3, 1d8=2. Result: 4+3=7, Effect: D8. Not gonna cut it.
Wesker reaction: Solo D10, Proud Like A God D4 (+1 PP; 1 PP), Menace Master D10. 1d10=5, 1d4=3, 1d10=3. Result: 5+3=8, Effect: D10. He'll spend a Plot Point to create an effect, in this case physical stress.
Summary
Wesker: 1 PP
Squad 1: -
Squad 2: Team 2D6
Squad 3: -
Doom Pool: 2D8+2D6
Squad 2 tries a different tactic: rattle Wesker to make him a little easier to deal with. Team 3D6, Confident D8. 1d6=1, 1d6=4, 1d6=3, 1d8=2. Result: 4+3=7, Effect: D8. Not gonna cut it.
Wesker reaction: Solo D10, Proud Like A God D4 (+1 PP; 1 PP), Menace Master D10. 1d10=5, 1d4=3, 1d10=3. Result: 5+3=8, Effect: D10. He'll spend a Plot Point to create an effect, in this case physical stress.
Summary
Wesker: 1 PP
Squad 1: -
Squad 2: Team 2D6
Squad 3: -
Doom Pool: 2D8+2D6
"Let his idiocy die with him," growled Wesker. "You have wasted enough of my time." He chided himself for falling prey to his own sense of superiority. While certainly crushing these fools was invigorating, it had wasted enough of his time. Soon the inmates would be running wild and eventually reinforcements would arrive. Wesker needed to have the symbiote and be gone by that time.
Playtime over, Wesker launched himself at the remaining two guards. He moved faster than the human eye can see, thrusting a hand straight through one man's chest, then turning and kicking the other hard enough to crush his face. They fell and only the stench of the battle lingered as silence descended on the security station. Wesker ran to the computer and he punched in some special access codes. Data flashed across the screen and he scanned through it at high speed. "Ahh, interesting. Most interesting."
They keep quite a few secrets here, don't they? This could prove useful...
Panel 13
Wesker is going for the kill. Solo D10, Proud D4 (+1 PP; 1 PP), Superhuman Speed D10, Combat Master D10->D8, Dangerous D6. 1d10=5, 1d4=2, 1d10=10, 1d8=7, 1d6=3. He's spending a Plot Point to keep a second effect die. Result: 10+7=17, Effects: D10, D6->D8. If this hits, it's over.
Squad 2 reaction: Team 2D6, Confident D4 (hard to be confident when you just watched a dozen of your buddies get torn apart by one man, bumping up another D6), Body Armor D6. 1d6=1, 1d6=4, 1d4=4, 1d6=6. Result: 6+4=10, effect: D6. 1 opportunity. Wesker gets to step up an effect die, so he ends up with a couple D10s. It doesn't matter. Squad 2 is down and the fight's over.
Summary
Wesker: 0 PP
Doom Pool: 3D8+1D6
Wesker is going for the kill. Solo D10, Proud D4 (+1 PP; 1 PP), Superhuman Speed D10, Combat Master D10->D8, Dangerous D6. 1d10=5, 1d4=2, 1d10=10, 1d8=7, 1d6=3. He's spending a Plot Point to keep a second effect die. Result: 10+7=17, Effects: D10, D6->D8. If this hits, it's over.
Squad 2 reaction: Team 2D6, Confident D4 (hard to be confident when you just watched a dozen of your buddies get torn apart by one man, bumping up another D6), Body Armor D6. 1d6=1, 1d6=4, 1d4=4, 1d6=6. Result: 6+4=10, effect: D6. 1 opportunity. Wesker gets to step up an effect die, so he ends up with a couple D10s. It doesn't matter. Squad 2 is down and the fight's over.
Summary
Wesker: 0 PP
Doom Pool: 3D8+1D6
END PART ONE!