Only five environments left. My choices are getting increasingly narrow, and my duplicates are rapidly vanishing. Let’s get started with…
Step 1: Green Zone
Our Green Twist options are:
- Minor: Attack One (Mid), Defend One (Mid), Attack All (Min), Hinder All (Min)
- Major: Attack One (Max), Hinder One (Max)
Okay, so. A very, very standard array of choices for Green. I’m going to go with Defend One (Mid) and Hinder All (Min) for my minor with Attack One (Max) for Major, so that all three are doing different things at least.
Step 2: Yellow Zone
In Yellow, we are looking at a slightly more robust set:
- Minor: Mid + Min One, Hinder 2 PE (Min), Boost 2 PE (Min), Add Multi-Step Challenge
- Major: Action One (Max) + Mid Effect, Target Two (Mid)
Okay, hm. So we’re looking at an environment that starts things off standard, and then goes woobly. Let’s take a Boost 2 PE to speed things up and a multi-step challenge to slow things down for minors, and I’ll add an Action One (Max) with a Mid effect for the major.
Step 3: Red Zone
Finally, in Red, we are looking at the following possibilities:
- Minor: 2 Actions One (Max and Mid, Boost PE), Two targets Hinder PE (Mid), Add Stronger Lieutenant, Add Stronger Lieutenant
- Major: Heal all minions/lieutenants, add stronger lieutenant and effect
Okay, hm. For minor, we’ll add a strong lieutenant, and a two-target Hinder since we’ve already got a persistent/exclusive Boost going on. For our Major, we’re going to heal any lieutenants that have already appeared, just to make the situation seem unwinnable. So that just leaves…
Step 4: Where Are We?
Welcome to a Crashed Zebrexian Prison Transport!
This alien prison-ship was brought down during an ill-fated escape attempt, and your heroes have arrived on the scene. Are they responding to a distress call? Is a villain there trying to round up some particularly dangerous new helpers? Perhaps your heroes were themselves prisoners; the Zebrexians are not known for their kindness to strangers…
The Crashed Zebrexian Prison Transport has the following traits: Wardens d10, Overloaded Fusion Core d10, Collapsing Metal d8
Step 5: What Do We Do?
In Green, the prison ship attempts to maintain its systems as things begin to shut down. It’s possible that there are already wardens on the ship, in which case they should be portrayed by a group of hostile minions, or they may have all been incapacitated in the crash. In the mean time, delayed concussion cushions deploy to protect heroes from impacts, coolant leaks flood corridors and slow everyone down, and a handful of warden systems open fire on intruders or escaping prisoners.
In Yellow, as the ship’s systems overload, dangerous fusion reactions threaten trapped prisoners with death. Particularly quick symbiont prisoners try to bond with heroes, offering help in exchange for escape, and a lone warden emerges with a powerful but one-use attack.
Finally, in Red, the actual dangerous prisoners begin to emerge, willing to fight anyone to escape. As they gather in force, restriction systems attempt to bind them and the heroes back into their cells, and desperation drives them to increasingly deadly focus.
Crashed Zebrexian Prison Transport
Traits: : Wardens d10, Overloaded Fusion Core d10, Collapsing Metal d8
Green Zone
Minor Twist: Concussion Field. The inertial dampeners that kept everyone alive in the crash are continuing to deploy at unpredictable intervals. Defend a random target with the Mid Die, protecting them against the next physical or concussive attack against them.
Minor Twist: Coolant Flood. Pipes groan and burst, sending coolant flooding major corridors. Anyone in those corridors is Hindered with the Min die until the coolant runs off the next turn.
Major Twist: Security System. A hidden warden activates a defensive system against the intruders. Attack one hero with the Max die, using cosmic energy.
Yellow Zone:
Minor Twist: Prisoners in Danger. The overloading reactor, flooding corridors, or a spreading fire is threatening a group of helpless or semi-conscious prisoners. This is a multi-step challenge. Three successes are required to avert the danger, or two successes are required to free the prisoners. If neither is accomplished, at the end of three more turns or if the scene ends the prisoners are killed.
Minor Twist: Symbiont Prisoners. A pair of bug-like symbionts skitter out of the malfunctioning life-support cell they were trapped in. They each choose a target and attempt to bond to them, telepathically offering support in exchange for letting them escape. If a player accepts this help, Boost them with the min die; this is a persistent and exclusive boost. If they do not, the symbiont will attempt to reach someone else on the next turn, and if they fail they will pass out and begin to die.
Major Twist: Warden Assault. A lone warden emerges from hiding with a massive weapon, unleashing it at the largest hero. Attack that Hero with the Max die. Generate a minion based on the result of the Mid die: a d4 for 1-3, a d6 for 4-7, or a d8 for 8+.
Red Zone:
Minor Twist: Prison Break. The system’s defense systems have collapsed to the point that a prisoner from the Maximum Security section successfully breaks out! Each prisoner who escapes is a d10 Lieutenant. Choose a primary and secondary Ability for that lieutenant. They have the following ability:
Whenever this lieutenant takes the primary Ability action, they may also take the secondary action with the same result.
The prisoners may or may not work together; their primary goal is escape, and they will do anything to achieve it. No more than three of these prisoners should be out at once.
Minor Twist: Restraining Cells. Cables and energy whips lash out at heroes or escaping prisoners, trying to corral them back into their cells. Pick two targets, and Hinder them both with the Mid die. This is a persistent and exclusive penalty.
Major Twist: Burst of Desperation. Seeing freedom slip away, all of the escaping prisoners give off a burst of terrified energy. Heal any prisoner who has not been incapacitated back to d10.
Aftermath:
I really wasn’t sure where I was going with this until I got to the ending and its “multiple lieutenants may break out at once and get healed, depending on how many twists get spawned.” That let everything else sort of retroactively come into place; before that, I had a vague idea of a science fair? Maybe?
It wasn’t an easy one, is what I’m saying.
Only four environments left! And I’ve conveniently got four major villains / villain groups left, so we’re going to see if I can link my remaining options to them. Fingers crossed!