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In document Infinity Code (Page 152-155)

Description

Lola is escaping and the players must catch up to her.

Goal: 30 Points

Support Roll: [Body] [Sense] Recommended for: 4 Players

The boss character Master Chaser and his minions are also playing this Progressive Check. Only the boss will perform Progression Rolls, but the minions help the boss gain an extra 3 points for each successful Roll. Also, modifiers from the Situation Chart only apply to the player characters.

Both sides start in their own Engage- ments. The distance between them is equal to the difference of their point totals multiplied by five.

This Check only ends when one side gains 30 points. If Master Chaser is still alive at the end, start the boss battle. Let players know that if False Hearts wins, Lola becomes a Gjaum.

Progression Events

6 Points: The neon signs and street

lights light up the night. Lola ran into the complex back allies of the city. Players now roll <Perception> or <Info: Underworld>.

Increase Difficulty to 10.

12 Points: Lola is now in sight. She

is perfectly predicting openings in car and foot traffic, making it hard for you to catch up. Players now roll <Dodge> or <Ride>.

18 Points: In an attempt to lose

you, Lola is running into shops and exiting the back door. Players now roll [Mind].

24 Points: Lola ran into a condemned

building. She is hiding somewhere in these dark and complex hallways. Players now roll <Perception>.

1D100 Run Lola Run Situation Chart - Results

01 - 20 You’re caught in a traffic accident. Player Characters who fail a Difficulty 10 <Ride> or <Dodge> check enter the Post-Action state. 21 - 40 False Hearts’ interference becomes more intense. Difficulty this Round increases by 1D10.

Syndrome: Balor/Neumann/Morpheus Stats Skills

[Body] 8 <Dodge> 3, <Ride: 2W> 9 [Sense] 8 <Ranged> 5, <Perception> 7 [Mind] 3 <Will> 2, <Knowl: City> 5 [Social] 5 <Info:FH> 4, <Info:City G> 4 [HP] 219 [Initiative] 15 (Bonus has [Armor] 10 been applied) Encroachment Rate: 150% (Dice +4)

Powers

-Balor

«Repulsion Jump» 5, «Time Freeze» 2, «Time Coffin» 2

-Hanuman

«Fury» 2, «Energy Wave» 5, «Ripple Formation» 6, «Limit Removal» 2, «After Image» 2, «Light Speed» 2, «Supersonic Doppleganger» 4

-Morpheus

«Reinforce» 5, «Ace Driver» 4, «Vehicle Morph» 3, «Perfect Control» 2 «Soul Alchemy» 4,«Giganto Lance» 2

-Common

«Concentrate: Morpheus» 3,

«Reflexes:Hanuman» 2, «Avoid Danger» «Healing Virus» 10 «Life Increase» 6, «Accelerated Time» 3, «Restoration» 2

T-Lois

Alchemist

E-Lois

«Impossible Existence»

(Acquire «Domain of Domination») «Twisted Whisper» «Wall of Rejection» Combos >«Vehicle Morph» Timing: Minor Skill: - Dice: - Critical: - DFCLTY: Auto Target: Self Range: Close

Description: Use this Power to cre-

ate Morph Bike II (Core pg 250). After applying Alchemist’s effect, the Vehicle will have the following stats:

Skill: <Ride: 2-Wheel>

Atk. Power: +15 Initiative: 0 Armor: - Dash: 310m

>Sonic Driver

«Concentrate: Morpheus» + «Fury» + «Ace Driver»

Timing: Major

Skill: <Ride: 2W> Dice: 20 Critical: 7 DFCLTY: - Target: - Range: -

to roll <Ride:2-Wheel>. You lose 10HP at the end of your turn.

If you’re rolling [Body] or <Perception>, only use «Fury». The resulting roll will be 15 dice with a Critical Value of 10. If you’re rolling [Mind], do not use any Powers.

>Runabout

«Concentrate: Morpheus» + «Fury» + «Energy Wave» + «Reinforce» + «Ace Driver»

Timing: Major

Skill: <Ride 2W> Dice: 20

Critical: 7 DFCLTY: Opposed Target: Single Range: Close Atk. Power: +31

Description: Ram targets with your

Morph Bike. You lose 10HP at the end of your turn.

You can include «Giganto Lance» into the attack to make it [Target: Scene (Select)], but you can only do this once.

>Jack Knife

«Reflexes: Hanuman» + «Fury» Timing: Reaction

Skill: <Dodge> Dice: 15

Critical: 8 DFCLTY: Opposed Target: Self Range: Close

Description: Your Dodge checks are

rolled with the above numbers. You lose 10HP at the end of your turn.

>«Domain of Domination»

Timing: Auto

Skill: - Dice: - Critical: - DFCLTY: Auto Target:Single Range: View

Description: Use right after your Target

rolls for a check. Select one die and change it to 1. This can only be used once per check, but up to three times per Scenario.

>«Avoid Danger»

Timing: Auto

Skill: - Dice: - Critical: - DFCLTY: Auto Target: Self Range: Close

Description: Use right after you roll for

a check. You get a +5 score bonus. This Power can be used up to three times.

starter’s Progressive Check. His Power set and strategy was designed to force players to discard Tituses for roll bonuses. Refer to the Sonic Driver combo for a guidline of what Powers to use for checks.

If you’re not rolling <Ride: 2-Wheel>, use «Perfect Control» to give yourself a +10 score bonus, «Limit Removal» to gain a -1 Critical Value bonus, or «Light Speed» to gain a second Major Action (and thus a second Progression Roll). «Wall of Rejection» negates any damage amount that is 30 points or less. This effect is lost when players deal at least 31 points of damage, but only until the end of the Scene.

Master Hunter will always recover 10HP during the Cleanup Process. Even if Master Hunter is attacked, he should survive for the entire Progressive Check. Master Hunter’s only attack combo is a single-character attack, but this is offset by using «Supersonic Doppleganger» during the first Setup Process. This gives him four clones that can use the same attack. Don’t use this Power until the boss battle.

The clones are treated as separate characters who have the exact same stats and abilities as Master Hunter. However, The clones and original all share a single HP amount. An area attack can wipe them all out in one fell swoop.

If you’re about to receive damage that’s above 30 points, use «After Image» to negate it. This can only be done once. If you’re reduced to zero HP, use «Soul Alchemy» to revive yourself with 40HP.

Battle Placement

Player characters and the boss start out in separate Engagements that are five meters apart from one another. Use this placement for both the Progressive Check and final boss battle.

For Smaller Groups

If you only have four players, reduce Master Hunter’s HP by -30. If you only have three players, reduce remove «After Image», and reduce «Supersonic

and five hundred metric tons. If I’m the Leviathan, then that is the Behemoth.”

“...Anyways, your mission is to stall that monstrosity until we establish a

complete media blackout.” The giant Gjaum that appeared near

City R truly is a majestic singularity. Unfortunately it is destroying everything

in its path as it walks towards the city. Its unimaginable size is its greatest weapon and defense. Can it even be

defeated?

* * *

The Behemoth is the product of a False Hearts experiment. Originally a smaller Gjaum, it was given the ability to increase its size by absorbing other living beings and Renegade strains.

and the security team charged with restraining the Behemoth were unable to handle the beast and were killed. The UGN branch in City R discovered the Behemoth and attempted an attack. They too were destroyed. The UGN squad that was later sent in also met the same fate.

Long-distance attacks bounce off of the Behemoth’s rocky hide, while any teams that got close were wiped out in a single attack.

The UGN has determined that the best course of action is to send in a team to climb the Behemoth and attack any potential weak spots they find. The team must be small, otherwise they will be detected. The player characters were chosen to be that team.

Behemoth -Chimaera/Exile/Ouroboros

will. After the unethical experimentation it experienced at the hands of False Hearts, the beast has lost all semblance of sanity and reason. Its Impulses are all that is moving it now.

This Scenario’s Progressive Check has players climbing up the Behemoth. During numerous intervals, players will be able to communicate with Yugo Kiritani and the response team he is leading. During these times, players can gain information on the current

situation.

The Behemoth dies when both its Torso and Head are defeated in battle. These body parts are reached when a certain number of Progression Points have been accumulated.

Title

Check

Progression

Point Total

Difficulty

[Body]

10

1

21

2

22

3

23

4

24

5

25

6

26

7

27

8

28

9

29

10

30

11

31

12

32

13

33

14

34

15

35

16

36

17

37

18

38

19

39

20

40

Find the Weak Spots

End Condition

Max Score

30

Exp. Points

5

See Below

Description

Players must climb onto the Behemoth and find its weak spot. This Check only ends when 24 points are gained.

Goal: 24 Points

Support Roll: [Sense] [Mind] Recommended for: 4 Players

Certain Events will cause the Scene to end, interrupting the Round that’s in progress. Any remaining Pre-Action characters may perform any Main Process action other then a Progres- sion Roll. Once the interim battle is completed, the Check is restarted Previously-earned Points carry over.

Progression Events

6 Points: You climb up the monster’s

rocky hide whenever it stops moving. Part of the Behemoth’s hide breaks off and attacks you. End the Scene and start a battle with four Behemoth’s Child. These enemies use the same stats as the Gjaum: Crusher (Core pg. 380). Player Characters start five meters away from these enemies.

9 Points: You’re now on the Behe-

moth’s backside. In order to find the Behemoth’s weak spot, you must ana- lyze the breaks and movements of its hide. Players now roll <Perception>. Difficulty increases to 12.

15 Points: That towering spike on

the Behemoth’s back is apparently one of the monster’s cores. As you walk closer, tentacles pop out and attack you. End the Scene and start a battle with the Behemoth’s Torso (refer to the next page). Player Characters start five meters away from the Torso.

21 Points: The Behemoth stopped

walking. Several arms and tentacles come out to attack you. You must reach the monster’s final weak point, its head. Players now roll [Body]. Difficulty increases to 15. If a player performs a Progression Roll, he loses 10HP at the end of their turn.

1D100 Giant Killer Situation Chart - Results

01 - 20 You fall. Characters who fail a Difficulty 10 <Dodge> check lose 1D10 HP and is kicked out of the Scene. They return during the next Setup. 21 - 40 The Behemoth attacks. Characters who fail a roll this Round receive 10D10 damage. [Armor] and [Guard] can reduce this damage. 41 - 60 Spears come out of the hide. Characters who take a turn this Round will lose 1D10 HP once their turn is over.

Syndrome: Chimaera/Exile/Ouroboros Stats Skills [Body] 7 <Melee> 5 [Sense] 4 [Mind] 4 <Will> 5 [Social] 2 [HP] 188 (238) [Initiative] 12 [Armor] 0 (10)

Encroachment Rate: 200% (Dice +6)

Powers

-Chimaera

«Complete Therianthropy» 2,

«Reaming Claw» 10,«Beast’s Strength» 5, «Blow Away» 4, «King of Beasts» 2, «Ultimate Therianthropy» 5, «Titan Therianthropy» 3

-Exile

«Elastic Arm» 3, «Boa Tail» 2, «Festival of the Twisted» 5

-Ouroboros

«Destructive Vortex» 3

-Common

«Concentrate: Chimaera» 3, «Life Increase» 5, «Chaotic Fate» 2

E-Lois

«Immortal Hero: Body» «Immortal Hero: Sense» «Immortal Hero: Mind» «Immortal Hero: Social»

Description: The behemoth’s torso.

Its four copies of «Immortal Hero» are negated when players gain 15

Progression Points.

Combos

>The Behemoth Stirs

«Complete Therianthropy» + «Reaming Claw» + «Ultimate Therianthropy» + «Titan Therianthropy»

Timing: Minor

Skill: - Dice: - Critical: - DFCLTY: Auto Target: Self Range: Close

Description: The behemoth gets ready

for battle. The Behemoth deals + [(5D10) +15] more damage, gains +50 HP, +10 [Armor], +7 dice towards [Body] checks, and its Fists gain +18 Atk. Power.

>Behemoth’s March

«Beast’s Strength» + «Elastic Arm» + «Boa Tail» + «Blow Away» + «Festival of the Twisted» + «Concentrate: Chimaera» ( + «King of Beasts»)

Timing: Major

Skill: <Melee> Dice: 20

Critical: 7 DFCLTY: Opposed Target:6 Range: View Atk. Power: +[33 +(5D10)]

Target receives Rigor. If you deal damage, all characters in the target Engagement is pushed away by 8 meters. You may mix «King of Beasts» into the combo so that Targets cannot React or Guard, but you can only be done once.

>«Destructive Vortex»

Timing: Auto

Skill: - Dice: - Critical: - DFCLTY: Auto Target: Self Range: Close

Description: Use this when you deal

damage to an Overed. For the rest of the Scene, your attacks ignore [Armor].

Behemoth - Head

Data

Syndrome: Chimaera/Exile/Ouroboros Stats Skills [Body] 8 <Dodge> 5 [Sense] 8 [Mind] 4 <RC> 5, <Will> 5 [Social] 2 [HP] 160 (210) [Initiative] 20 [Armor] 0 (10)

Encroachment Rate: 200% (Dice +6)

Powers

-Chimaera

«Complete Therianthropy» 3, «Ultimate Therianthropy» 5, «Proof of the Hell Beast» 5, «Hell Beast’s Instinct» 5, «Titan Therianthropy» 5

-Exile

«Inorganic Limbs» 10

-Ouroboros

«Consumed Sacrifice» 3

«Primordial Blue: Repulsion Jump» 3, «Primordial Red: Thor’s Hammer» 5, «True Traitor» 5

-Common

«Concentrate: Ouroboros» 3, «Life Increase» 5, «Restoration» 2

E-Lois

«Immortal Hero: Body» «Immortal Hero: Sense» «Immortal Hero: Mind» «Immortal Hero: Social»

Description: The behemoth’s head.

Its four copies of «Immortal Hero» are negated when the Progressive Check is completed.

Combos

>The Behemoth Awakens

«Complete Therianthropy» + «Ultimate Therianthropy» + «Titan Therianthropy» ( + «Primordial Blue: Repulsion Jump»)

Critical: - DFCLTY: Auto Target: Self Range: Close

Description: The behemoth gets ready

for battle. The Behemoth deals + 5D10 more damage, gains +50 HP, +7 dice to- wards [Body] checks, and +10 [Armor]. If a player character is Engaged with you, also use «Repulsion Jump» to gain Flight and move 15 meters away.

>Behemoth’s Roar

«Hell Beast’s Instinct» + «Inorganic Limbs» + «Primordial Red: Thor’s Hammer» + «Concentrate: Ouroboros» Timing: Major

Skill: <RC> Dice: 21

Critical: 7 DFCLTY: Opposed Target: Area(Select) Range: View Atk. Power: +20

Description: A roar with physical im-

pact. This combo cannot target characters that are in Close-Range. Targets’ Dodge checks receive a -1 die penalty.

Description: The behemoth’s head.

Its four copies of «Immortal Hero» are negated when the Progressive Check is completed.

Battle Plan

-Behemoth’s Torso

Use the Behemoth Stirs, then attack with Behemoth’s March.

-Behemoth’s Head

Use the Behemoth Awakens, then attack with Behemoth’s Roar. If players enter your Engagement, use «Repulsion Jump» to Move away.

If you’re reduced to zero HP, use «Proof of the Hell Beast» to revive with 50HP. You can only do this once.

When you revive, use «True Traitor» during the next Setup Process. The character that lowered your HP to zero will receive damage equal to 6D10 + 1/10 of his Encroachment Rate.

Battle Placement

In document Infinity Code (Page 152-155)