*

Recent

Author Topic: First Scenario for my Worlds Collide Campaign.  (Read 2242 times)

Offline Bythtron

  • Assistant
  • Posts: 24
First Scenario for my Worlds Collide Campaign.
« on: May 22, 2024, 07:02:34 AM »
This is the 1st scenario of my World's Collide Campaign. Wondering how i could make it more interesting as the start of the journey.
The Match: Two Rings.   
Event:   
Available team Roster Points 6   
   
.
6pt Character team


Opposition : The Lantern and their servants   
   PTS
Namor    
Black Manta   
Eel   0.5
Killer Shark   
   

Namor Infused with the power of the Red Lantern
Atlantean Warriors (Is the Dreadball team that I have I own 9. With a large titan squid)
Choose a ring-bearer. You may select any existing Lantern of this color as proxy for the character, or use an existing character with the following ability:
The figure costs 1 more point than normal, but gains the following trait:
- Construct the person with the Lantern ring gains the Metamorph (Shape shifter) major power.

Map: Something base-like to represent the Lantern's hideout, where they have trapped another lantern ring, preventing it from finding its bearer. It’s a fortress with some traps.

Special Rules: At the start of the match, AI player leaves the captured ring in the control room. The control room is in the middle of their deployment zone. The room is guarded my two guards. 

Players wins by picking up the ring and surviving three rounds (place the ring on your card; it does not replace an object or equipment, but the character must not be KO'd for three rounds representing the time it takes for the ring to "escape"), or by defeating all of AI players figures.
- If the character is KO'd the ring is placed back on the board in that figure's spot and can be "rescued" or "recaptured" the same way as above.
- Break the cage the ring is in. A strength test gaining 4 goal checks. Or a Science check with 3 goal check
- Picking up the ring costs one action
- Once the ring blue ring is freed it will leave the area looking for a host

Post game:

Just as your about to bring in Namor and his warriors you feel an energy

If anyone has the Dispel make a psyche roll to stop it. Or Goal roll using science. Each roll must get 5 successes to stop Namor from teleporting away. Only one character may attempt this roll.

If successful you gain one Atlantean warrior to interrogate. You will gain 1 Story point from that

Rewards 2/1

 

Related Topics

  Subject / Started by Replies Last post
1 Replies
2610 Views
Last post December 11, 2009, 04:19:02 PM
by SageMiniatures
18 Replies
5837 Views
Last post August 20, 2011, 11:36:45 PM
by SageMiniatures
0 Replies
1263 Views
Last post September 16, 2011, 09:46:09 PM
by SageMiniatures
2 Replies
1854 Views
Last post December 23, 2015, 04:45:42 PM
by pistolpete
3 Replies
3260 Views
Last post January 01, 2024, 04:54:36 AM
by Bythtron