Encounter 15 (Part 2): Captured!
If any hero is captured they will be put in a death trap. For the most
part it's just a few die rolls to get out so you have to play up the
impending doom.
Trap 1 (Riff)
"You wake up with a splash. Spluttering, you realize that you are in a
large water tank and see a ladder being pulled up -- the only exit. The
Shark looks down at you. 'He he, hope you don't mind a bath. Don't
worry about being lonely, I've provided a couple of playmates. Mu ha ha
ha!' With that, you feel a grate open and then two sharks swim into the
tank. With a final laugh, the Shark walks away..."
Sharks (2)
See stats found in Encounter 5.
These are the same sharks from Encounter 5 (though if one or both were
killed then these are new sharks). Note that Riff will be at -10
Initiative and will have a +2 Column Shift to OV for his attacks. His
swimming speed is 2 APs. Riff can't climb out of the tank and will have
to swim through the shark grate to the next room, where there is a
ladder that the Shark forgot to remove. It will take 4 phases of
movement to reach the ladder.
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Trap 2 (Rad)
"You wake up groggily and quickly realize that you're on a
rollercoaster, in fact it's your rollercoaster. The Shark is standing
next to you, his fetid fishy breath making you nauseous. 'Rad. My
nemesis. I don't know why but I have a yearning to rend you in twain
and feast on your flesh. But I will control my baser instincts and this
will be more fun. I think it's ironic that you die on your own
rollercoaster. Mu ha ha ha!' And with that the Shark starts the
rollercoaster and walks away."
In 4 phases the rollercoaster will smash into a pile of rubble laid on
the track. It will be travelling at 50 mph (5 APs) and Rad will take an
attack of 15/15 (vs 0/BODY so this can easily kill him). Meanwhile, Rad
can try to break free of his bonds, which also keep him tied down to
the rollercoaster. The steel chains have a BODY 10 so Rad needs to roll
21 to break each of two pairs of chains. Note that once he gets his
hands free he can use his Energy Blast to destroy the second set of
chains.
Trap 3 (Ghost
Girl)
"You wake up, instantly alert. Ow, you seem to be tied to some railroad
tracks and you're not in a comfortable position. 'Purr, I see you're
finally awake,' comes a voice. You turn your head and see Cheetah. 'The
Society warned us about you heroes. Guess you're not so tough after
all. And soon you'll be a real ghost girl! Tee hee.' With a final flick
of her tail, Cheetah stalks off as you hear the sound of the
approaching Shoreline Express (#35)."
In 4 phases the Shoreline Express will but Ghost Girl in twain. The
train is moving at 25 MPH (4 APs) and will do a 14/14 attack vs Ghost
Girls (Dispersal/BODY+Dispersal) for each car that passes over her (2
cars per phase, 6 cars total). The chains are BODY 12 so Ghost Girl
needs to roll 21 to get out.
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