Re: The Amazing Avengers #1: "...By the Dawn's Evil Glare"
Capt. Marvel, not noticing Black Widow aiding in getting Von Strucker into some kind of advantageous position, crashes into the villain, inelegantly but with no less force.
Reaction to Capt. Marvel's physical attack, Total: 12, Effect: d8:
Team d10
Something's Not Quite Right d4
(add to Doom Pool)
Superhuman Durability d10
Capt. Marvel's physical stress d12
Baron Von Strucker rolled 8,3,6,4 using d10,d4,d10,d12 ((8,3,6,4)).
Total: 14, Effect: d12
The Cosmic Avenger bounces off the sturdy commander as if he were a wall and she were a child on a bicycle. She lands on the floor of the observation room, luckily having led her attack with her shoulder to add no further abuse than she's already suffered. As she recovers herself momentarily at the feet of the Nazi leader, the Black Widow takes advantage of the slight distraction caused by the flying hero and reaches to scratch his face, her fingers finding greater purchase than could be expected. She pulls the flesh from his face, revealing a machine underneath, a metal skeleton with active mechanics to operate the senses and expressions of a human visage. Its eyes, first lifeless orbs when revealed, now switch to glowing, red circles akin to the most intense siren. The mechanical mouth opens slightly but the sound comes from everywhere around, is if through a horrific public-announcement system, in a cold, measured tone separate from Von Strucker's previous voice: "INITIATE. FINAL. SEQUENCE." All at once, every light or source of luminance in the building drops to darkness then an instant later recovers but considerably dimmer and colored the deepest red. A klaxon sounds, deafening to anyone in the building, alerting anyone not already fully noticing the greatest of dangers in this place. Every monitor blinks off or to a static screen then all computer consoles emit a grinding sound, then sparks pop from them, leading quickly to downright explosions in anything electrical. Overhead lights, control panels, room switches, keyboards, monitors, laboratory equipment, fuse panels in walls, anything mechanical or with an electrical charge -- all explode. Predictably but no less deadly, those explosions lead to fire. All electrical equipment and mechanics in the building continue to pop and spark and detonate, only building as this sequence finds more to internally destroy, racing toward a crescendo that surely will not crest while the building is standing. The robot Von Strucker's mouth clicks away and the head swivels, as if taking in and relishing this suddenly nightmarish spectacle with its own lifeless, mechanical eyes.
Spending a d8 from the Doom Pool to introduce a d8 Timer into the initiative order. For those unfamiliar with the Timer mechanic (it was introduced in the Annihilation game as far as I'm concerned), it goes in initiative order just like a character and when it takes its turn it is stepped up a die. When it reaches d12, it adds to the other d12 in the Doom Pool, allowing the Scene to close. The Timer can't be removed, but it can be slowed by conducting an action appropriate to affecting it and rolling high enough against the Doom Pool. In this case, a roll will have to be higher than the Doom Pool and the Effect die will have to be higher than its Effect die to stall it. (Starting next round)
Actions taken to leave the facility are rolled against the Doom Pool
Adding Self-Destructing Facility distinction (available to all groups), -d8 from Doom Pool
Recombining both groups for the initiative order, as time in relation to each other is an issue. Color-coding the initiative order to differentiate the three areas that action is taking place
Doom Pool: 2d6 +Step, 7d8 -2d8, 6d10, d12 = d6, 6d8, 6d10, d12