Okay, Doom Pool gains a D8 from CF's SFX, I also purchase the opp he rolled, Doom Pool gains a D6, CF gain a PP. Doom Pool is now 3D12, D8, 3D6
Brick is a D8
His Stubborness will impede rational decision making: D8.
He's no stranger to menacing stuff, Menace Expert: D8
Today: Mender Phantasm rolled 14 using 3d8 ((4,5,5)).
Total: 10
Effect:D8
Opps: 0
Wasn't really going to be able to avoid it, was hoping to add a die to increase he defense, but it won't be enough, Brick takes D12 Emotional Stress from CF's exceptional success and is Stressed Out of the Scene with D8 Emotional Trauma.
The Brick gives up, kneeling down and prepares for the worst knowing full well he's way outnumbered...including the additional Anti-Mutant Squad which arrives on scene. He glowers at Roulette and Daniel as he and his mates are secured by Detective Martinez and her squads.
"Yeah, a nice cell in the Zig...completely with one o' them collars that rob ya of yer identity. Just like what that damn Senator's been preachin'..."Human's First", sterilize the mutant. How long ya think it's gonna be before they slap one of those collars on ya fer steppin' outta their comfort zone, huh?!"
***
Detective Martinez reports, "Dispatch, we have a decon breach in U Sector. Securing the area and preparing to drop into the H-Z."
The response from her comms unit is nothing short of madness...static, distortion, some kind of Gregorian chant in reverse, an ancient voice speaking a long forgotten language regarding a further forgotten lore...
Before anything else really productive can be accomplished, another tremor can be felt rumbling deep within the abandoned sewer network as an impossibly ancient voice carries across the fetid air, echoing off stone, resonating throughout Paragon's sewer network...
"Foul Abomination
Spawn Of Man
Witness Aberration
Thy Judgment At Hand!
Ever Grow And Ever Blight
Consume Everything Within Sight
Devour The Womb That Spawned Thee
Til Gaia's Embrace Doth Claim Thee!"
...the rumbling intensifies, like a peal of thunder, like a subway charging through a tunnel...
I spend 2D12 from the Doom Pool to radically alter the scene, all players present gain 2 XP, and I introduce the Colossal Hydraxian Cell. I also spend another D12 from the Doom Pool, everyone present gain 1 XP, and I nominate the Colossal Hydraxian Cell to go first. No Transition Scene has occured so it's quite literally one action scene back to back with another. CF, to keep your targets protected, you must spend PP's in order to continue carrying over their Assets as persistent. Doom Pool is now D8, 3D6.
Colossal Hydraxian Cell
Rikti Experiment, Otherdimensional Organism, Ravenously Driven
Large Scale Threat: 5d8
Psychic Resistance: D8
Superhuman Strength: D10
Superhuman Stamina: D10
Superhuman Growth: D10
Tentacles (Stretching): D8
SFX) Nom Nom Nom!: When using Tentacles to cause a Physical Complication (Grappled), add a D6 and step up the effect die +1 step. Targets complicated out of scene are Consumed, take D6 Physical Stess, and continue to take D6 Physical Stress per round until the Colossal Hydraxian Cell is Physically Stressed Out or the Consumed Complication is removed. If a Consumed target exceeds their Physical Trauma limit, remove the target from the scene and add a D6 Disasterous Growth Timer die, or step up an existing Disasterous Growth Timer die by +1 step.
SFX) Oodles Of Tentacles: For every additional target, add a D6 to your dice pool and keep an additional effect die.
SFX) Bad Blood: If a target within melee range causes Physical Stress to the Colossal Hydraxian Cell, or cause a Consumed Complication Physical Stress, cause D6 Physical Stress to the target causing Physical Stress. If a Grappled Complication created by Colossal Hydraxian Cell suffers Physical Stress, cause D6 Physical Stress to Complication's target.
SFX) Pulverizing Pseudopod: Step up or double Superhuman Strength for one action. If the action fails, add a D10 to Doom Pool.
SFX) Single Cell Minded: Spend a Doom Die to ignore Emotional/Mental Stress or Complication unless caused by Mystic sources.
SFX) Constantly Regenerating: Spend a DD (or step back a Disasterous Growth Timer die -1 step) to remove Physical Stress, recover a Large Scale Threat die, or recover a Colossal Hydraxian Cell trait.
LIM) Curse Of Disasterous Growth: The Colossal Hydraxian Cell starts the scene with a D6 Timer die, and steps that die up +1 step per round until it reaches D12+ where the Colossal Hydraxian Cell expands to near godlike proportions (D12 Growth), destroying the scene that it is in. The Disasterous Growth Timer Die can be targeted much like a Scenic Distinction, and is stepped back -1 step if the die value of the Timer die is exceeded. If the Disasterous Growth Timer die is eliminated, spend a DD in order to restart Disasterous Growth Timer die at a D6 value.
'The Hydra', a colossal amorphous thing that has plagued Paragon City from below ever since the Rikti attempted to use the Abandoned Sewer Network as an access point for future invasions. The Hydra was a Rikti experiment, a constantly regenerating biomass that (if left unchecked) could end up spreading all over the Paragon City Network. Heroes often go into the Abandoned Sewer Network to purge the excess growths, though no scouring was deemed necessary at the moment, so the Abandoned Sewer Hazzard Gate was closed to ensure the Hydra didn't contaminate the Paragon City Network.
Except now the Hazzard Gate has been destroyed...the Hydra is on the loose!
Since I can't roll against myself, I'll have the Colossal Hydraxian Cell hit the Chiller with a D8 Grappled Complication which step up to a D10. The Chiller is drawn into the Colossal Hydraxian Cell and is Consumed, taking D6 Physical Stress. Since the Chiller was already stressed out, he takes D6 Physical Trauma...he already has D8 Physical Trauma (thanks to the Shocker), so it steps up to a D10.
When the amorphous thing lashes out with it's tentacles and draws the Chiller into it...the effects are unsettling to say the least. The Chiller dissolves within moments and the Colossal Hydraxian Cell seems to grow even larger...if that were somehow possible.
Disasterous Growth Timer Die steps up from a D6 to a D8, and the Chiller is removed from the scene - beyond any kind or sort of medical help.
The Arch-Druid cursed the Hydraxian Cell with persistent growth, but not the metabolism to support it...so it's beserk with hunger as it tries to sustain itself as it's mass continues to multiply. It gnaws on the destroyed hazzard gate, it slurps up sludge, begins nibbing on various piles of trash...but most importantly, it goes after the little warm and juicy things that taste like chicken - pretty much every living thing currently on the scene. One thing is certain, the more it eats, the more it grows, the more it grows, the hungrier it gets, the hungier it gets, the more it eats.
The curse will eventually conclude when it's grown so large it cannot sustain it's own mass...causing it to collapse upon itself back into the Pit dragging a large portion of the Abandoned Sewer Network and all adjacent connecting subsections along with it. This massive destruction of real estate will cause a substantial sinkhole to appear in the vininity of Steel Canyon, causing cataclysmic property damage...unless the Colossal Hydraxian Cell is subdued.