LC: Super Scrubs Issue #1

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Jan 19, 2025 8:59 pm
As the building nearby starts to shudder the soldier immeadiatly turns her focus to it, changing her course. Robotic creatures were not quite what she was expecting to come out, but it wasn't the oddest thing she had encountered.

She moves to intercept, throwing a punch at the closest robot, confidant enough in her strength to take out these enemies.

Rolls

Punch (Skill +hth) - (2d6+6)

(32) + 6 = 11

Jan 19, 2025 9:06 pm
OOC:
There are specific actions listed in the book, I should say. Please check the Discord around the time of this post to see the pertinent rules there.
Jan 19, 2025 9:12 pm
Mechajags
The lead robotic beast, loping towards its target, meets Nocturne head-on!

Rolls

Mecha Jag 1 Skill Roll - (2d6+6)

(43) + 6 = 13

Damage - (1d6)

(3) = 3

Mechajags

Harrigan

Jan 19, 2025 9:22 pm
Mechajags
JANUS has a dizzying array of sensors pointed at the testing grounds, and later there will be a still of brave and perhaps overconfident Nocturne running headlong towards five one-ton mechanical beasts. The photographer doesn't capture the lead cat's lightning fast paw as it slams into the woman, batting her out of the way like a toy mouse. The alien flies through the air, then lands hard on the broken asphalt before she tumbles to a stop.
OOC:
That's 6 points of Stamina damage! Add that to the 'Damage Taken' line on your sheet, please, after you subtract your Armor value.
Jan 19, 2025 9:25 pm
The lead bus lurches forward then, trying to race past the prowling cats...
OOC:
Bus is moving to Zone 2, now Atrophy and Arachknight are up.
https://i.imgur.com/LRLcBeV.jpeg

The Arachknight

bowlofspinach

Jan 19, 2025 10:43 pm
The Arachknight
With still no orders come in from Atrophy, Arachknight is stuck doing what seems sensible. As the buses move out of range from her current position, she decides that staying close is the most important. She steps away from the edge of the building, her four legs pressing together as if just forming two legs again. When they separate again as she sprints towards the edge of the building, the legs on each side of her body are linked together with a sticky, pale-white substance forming a membrane. She runs up to the edge of the building, jumps, then spreads out her legs, gliding through the air on these membranes to land on the second bus, the one still closer to her. If she manages, she holds on tight to the moving vehicle with her legs as she peeks over its edge into the bus window to get a better idea of what they are defending.
Jan 19, 2025 11:08 pm
OOC:
Arachknight, if you are defending or protecting the bus from his point in your turn... you can either go ahead and make a skill roll here if you know what form that protection takes (essentially setting the value that foes need to beat if they attack the bus), or you can roll it at the time if it becomes necessary.
Jan 19, 2025 11:59 pm
It was a thing heroes did, wasn't it? Prioritising the safety of civilians even if their enemies got away or even at great risk to themselves. The thing was that they did so willingly, unthinkingly even. That was the part most alien to Atrophy, unthinkingness. Did he care for them enough to do likewise?

He took off, speeding straight for the bus that had trundled so quickly ahead of all of them. Along the way he zipped near enough to the team to repeat brief instructions: "Nocturne, take care of the jaguars. Arachknight, don't let your bus advance. Sable, northwest, on the slope, don't let that thing get close. I'm going for the runaway bus. Psion, cover me from those drones if they close in."
OOC:
I take it moving from one zone to another is a regular move, and it's the additional zone movement that costs an action? (If not no one can catch up with anything!) Atrophy will go from zone 0 to zone 1 to zone 2, giving instructions along the way, and try to reach the bus. Or if not, perhaps it can be considered under the use of the Flight power.
Last edited January 20, 2025 12:11 am
Jan 20, 2025 4:23 am
OOC:
BZ, see the Discord for discussion on movement. Let's lock down some simple rules so we're all on the same page.

Bus 2 is about to try to move, but given Atrophy's instruction to Arachknight, she could use her action on trying to immobilize the bus. Her call.

Also, here's the map currently...
https://i.imgur.com/TUYOqNv.jpeg
Jan 20, 2025 4:40 am
OOC:
In fact...
The second bus has slowed to a near crawl as it waits for the first to make the turn and move off. That makes it an easy target for Arachknight, and when the gliding heroine lands on the roof and then leans over to see who is aboard, she sees that there must be at least fifty occupants in the vehicle's seats. Occupants that appear to be... robots? Labor robots, from the looks of things, that were a few generations old. They might have been from the seventies... maybe the eighties or nineties -- but they looked nothing like the life-like androids that various labs were producing in the 2020s.

Someone has at least taking some care in dressing them up. Their plain, oval faces and skeletal, bare metal bodies are all done up to make them look a little more human. There are wigs, suits, sweater vests, dresses, sandal and black sock combos, backpacks, briefcases, swimwear -- it is a motley collection of artificial people if the spindly-legged super ever saw one.
Jan 20, 2025 5:24 am
With that, Atrophy sped off, his cape fluttering aerodynamically for the first time in a while. He had to get to that bus before whatever was on the slope reached it first.
OOC:
1 Stamina spent to get through that extra zone. Flight skill total is 7.
Last edited January 20, 2025 5:25 am

Rolls

Flight - (2d6)

(42) = 6

Jan 20, 2025 5:34 am
OOC:
Atrophy - got it, so issuing orders / sound advice and speeding to Bus #1. Next map update will show that. After Arachknight makes her decision (protect the bus, stop the bus, etc.) I'll carry on in the init order, to #6.

As seen in the Discord, everyone please note I've made a formal change to the Move Action.
Jan 20, 2025 6:04 am
Stopping the bus right when the jaguar-bots are approaching seems like a bad idea, but Atrophy's the boss, so the Arachknight jumps off the bus when it slows down for the turn and webs up the bus' wheels to stop it from moving.

Rolls

Skill 6, Web-Spinning 2 - Target 8 (I think) - (2D6)

(24) = 6

Jan 20, 2025 7:24 am
Caping flapping, Atrophy soars overhead as the Arachknight webs up the bus' wheels, bringing the big vehicle to a lurching, shuddering halt. The robot driver mashes the accelerator and works the gear shifter, but the coach's transmission only grinds and slips as the webbing holds. Seconds later, Kai hears a ding from inside the bus as one of the riders pulls the next stop cable. Two side doors suddenly hiss and open -- and the mechanized riders start pouring out onto the road! The eyes of the four monsters jags blaze as they see their primary targets milling around before them....
[ +- ] Except with Clothes
Spider Tank
Then, from the trees in the north west, at the bottom of the cliff, the other threat makes its presence known. Looming up from the leaves and boughs and branches is some kind of huge mechanical spider or crab. Massive, armored legs move with an eerie synchronicity as the machine comes to the edge of the base, then levels some sort of long-barreled weapon at the lead bus. An electromagnetic hum fills the air as the weapon charges -- and then fires, rocking the machine backwards as a searing beam lances towards its target.
OOC:
Will resolve damage, etc. in the next post if it's a hit.
[ +- ] Round 2 Init Order
OOC:
That was init order 6 (bus), 7 (passengers), and 8 (enemy - Spider Tank). At position 9, Atrophy is up again. After that, back to the enemies at position 10.

Kai -- in using that power (Web Spinning (Power 3)), you'll lose three Stamina each time you use it -- the 'Power' value listed parenthetically after your power name. If there no number, lose 1 Stamina.

Mechajags -- I got the count wrong before. There are four, not five. Corrected in the post above as well.

Rolls

Spider Tank - (2d6+7)

(55) + 7 = 17

Bus #1 - (2d6+4)

(44) + 4 = 12

Loose "Civilians" - (2d6+2d6)

(44) + (52) = 15

Spider Tank

Harrigan

Jan 20, 2025 7:28 am
Spider Tank
Below Atrophy, an explosion rocks the lead bus as an energy weapon passes right through it. Fire and smoke pours from the city bus as it coasts to rumbling, flaming stop. On board, many robots panic!
OOC:
-6 Civilians. The bus is heavily damaged, but perhaps still drivable.

Rolls

Spider Tank Damage - (1d6)

(5) = 5

The Arachknight

bowlofspinach

Jan 20, 2025 7:49 am
The Arachknight
"Oh shit," the Arachknight curses. "Get back inside, you dummies!" she shouts at the robots. The last thing they need is even more targets running around wildly. She looks back to where Psion should still be somewhere. If these were humans, he could probably get them back in. She might be able to as well. But with robots...
Jan 20, 2025 8:21 am
Too slow and too late to prevent the first attack from hitting the bus! The small mercy was that the vehicle had rumbled to a stop. That made it a sitting duck out in the open, but it allowed Atrophy to finally manoeuvre himself into a position where he would be able to defend the bus against any other weapons aimed at it.

He needed to buy time to move that bus out of the way, and for that he needed to to shut down that mechanical spider. His moniker, Atrophy, came from the fact that he could age things rapidly, just by focussing his concentration on them. Hand outstretched and palm open, he aimed at the tank, attempting to reduce its shiny metal and hydraulic parts into wear and tear and rust, especially the laser.
OOC:
I don't suppose Atrophy reached the bus in the previous turn in time to defend against the spider tank's attack, since he made it there in time? Asking because he's got Absorb Damage if he stands between the laser shot and the bus.
In any case, writing up my current turn: Entropic Energy Blast, also including the damage roll if it hits, double damage against robots. Power 3 means it costs 3 Stamina right?
Last edited January 20, 2025 8:29 am

Rolls

Energy Blast - (2d6+7, 1d6)

2d6+7 : (66) + 7 = 19

1d6 : (3) = 3

Spider Tank

Harrigan

Jan 20, 2025 2:12 pm
Spider Tank
As the figure hovering in the air over the now flaming vehicle turns its attention towards the massive spider tank, the machine shifts and reorients towards the former villain. Sensor beams sweep as the mecha's targeting systems lock on; an electric rotary cannon spins up in anticipation of firing...
OOC:
This is another Roll Versus, like we saw with Nocturne. Higher roll wins and deals damage...

Right, Atrophy comes out on top, and has rolled boxcars to boot! That means he strikes a Mighty Blow, and deals Double Damage: Roll twice on the damage table and add the results together! (I see your one d6 roll, BZ, please make one more and we'll see how badly you maul the tank.)
[ +- ] Mighty Blow and Double Damage

Rolls

Spider Tank vs. Atrophy's 19 - (2d6+7)

(22) + 7 = 11

Jan 20, 2025 2:20 pm
OOC:
And oh dear, there's also this little gem...
[ +- ] Entropic!
So, roll 1d6 twice, add the Energy Blast table results together, then double that!
Jan 20, 2025 3:10 pm
Atrophy did not hesitate. There was no way he was going to let the spider tank fire off another shot if he could help it. The former villain extended his entropic aura, intending to return the mecha to its orginal state of unformed metal!

The truth was that the frustrating aspect of this entire affair had begun to chafe. Why this absurd test? If JANUS had all these resources to throw at them, they would be better deployed against whatever they were supposed to go up against. Atrophy came with his best behaviour, with restraint, to show he wasn't a villain, that he had left it behind.

But these machines, they were ridiculous. He didn't have to hold back. It had been a long time since he unleashed his full power; around him everything withers and crumbles. Including this one. One inexorable pull of his hand, and the spider tank groaned and creaked as its metal began to buckle, unable to support its own weight. Its chassis began to collapse, its legs splayed. With a crash it flopped onto the cliff face and then started to roll down, but there was no chance for it to become a dangerous object threatening to smash the bus with its momentum. It hit the apron with a resounding slam, and its entire body flew apart into its component parts in a cloud of debris.
OOC:
3 on one roll, 6 on the other. 6+22=28 damage, doubled for 56 damage! Decided to get verbose in the description given the extensive damage!
Last edited January 20, 2025 3:56 pm

Rolls

Mighty Blow additional roll - (1d6)

(6) = 6

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