Extreme Adventures: Colossal Showdown

colosus_mapScenario

An Ancient Colossus, a construct of an age long past has awakened and the party must bring it down!

This adventure is intended to be a big, epic season end showdown. As such it is balanced to be much more difficult than the standard Extreme Adventures.

Set-up

The battlefield is the Colossus itself and the ground around it, it will move around the battlefield and the players will need to climb onto its body in order to strike at its weak points. When the core is defeated, the Colossus will be defeated, but taking down its various components will achieve a variety of effects. The Colossus occupies a 7×7 space on the map.

All units on the Colossus do not impede movement when moving through their Zone of Control. When targeting the Core from the ground, in addition to meeting the standard requirements you must also have a range or line of at least 8. When targeting the Arms from the ground, you must have a range or line of at least 6 in addition to meeting the standard requirements. A line or blast fired from the ground that can cover at least 4 spaces on the Colossus can target both of the Leg Units.

Legs: Disabling one of the legs will reduce the Colossus’s Move to 2, disabling the second leg will reduce its Move to 0. The legs share a single Move action. If a target is shaken off while climbing due to a technique’s effect, they must also pass an Athletic roll of 13 to avoid falling prone upon hitting the ground, and will also take an increment of damage due to being knocked off the Colossus.

If a Leg is knocked Prone or disabled, it reduces the maximum range requirement to target the arms or the core by 1 for each Leg that is Prone or disabled.

Arms: Disabling one of the arms will reduce the Colossus’s attack rolls by 1, Disabling a second arm will reduce the Colossus’s defense rolls by 1. Arms do not have a Move action, but may still use a Slow action. If a target is shaken off while climbing due to a technique’s effect, they must also pass an Athletic roll of 13 to avoid falling prone upon hitting the ground, and will also take an increment of damage due to being knocked off the Colossus.

Core: Disabling the core will end the scene. The Core does not have a Move action but can use it to remove status conditions for the whole body. The defensive skills the Core Unit has apply to the entirety of the Colossus. Status conditions or special effects such as Shaken or Reposition apply to the whole body, no matter what they target. There are two Core Unit stats presented, an Elite and a Master variant. The Elite is for parties of 4 or 5, and the Master is for parties of 6 (or to heavily challenge parties of 4 or 5). The Core may use its overdrive to support any of the Leg or Arm units as if they were using the Overdrive themselves.

Once disabled, a countdown will begin on the Arms and Legs. They will regain two increments of health 2 turns after being disabled, at the end of the round they were disabled on.

The Colossus

colosus_map_pngsm

Leg Unit stats 

Skills:

Permanent Skills: Tough lv. 1, Iron Defense lv.1, Resistant lv. 1, Tireless lv. 1, Quick to Act

Techniques:

Leg Unit Tech Shake Off

Effect: 42 strength damage, targets all enemies within Zone of Control, move target 7 spaces

Cost: 9 ST

Leg Unit Tech Shockwave

Effect: 42 spirit damage, targets everyone within 3 spaces

Limit: Cannot target enemies in the air (this includes characters climbing on the Colossus).

Cost: 8 ST

Arm Unit stats

Skills:

Permanent Skills: Physical Attacker lv. 1, Tireless lv. 1

Empower Attack lv

Techniques:

Arm Unit Tech Shake Off

Effect: 45 strength damage, targets all enemies within Zone of Control, move target 7 spaces

Cost: 9 ST

Arm Unit Tech Boosted Punch

Effect: 45 damage, range 12, targets everyone within 1 space

Core Unit (Elite) stats

Skills:

Permanent Skills: Energy Attacker lv. 1, Tough lv. 1, Iron Defense lv. 1, Resistant lv. 1

Effect Transfer lv. 1

Increased Size lv

Nullify lv. 1

Unmovable lv. 1

Unshakeable

 

 

Techniques:

Core Unit Tech Energy Ray

Effect: 70 damage spirit damage, targets 10 spaces in a line

Limit: Cannot be used again for 1 turn

Cost: 6 ST

Core Unit Tech Energy Storm

Effect: 44 spirit damage, range 8, targets everyone within 2 spaces, remains on the field until the end of your turn 2 turns from now, targeting everyone within its area at the beginning of your turn.

Limit: Cannot be used again for 1 turn, requires 1 Valor to use

Cost: 6 ST

Core Unit Tech Blast Away

Effect: 65 spirit damage, targets everyone within 1 space, move targets 4 spaces

Limit: Must move targets farther away

Cost: 7 ST

Core Unit Tech Energy Bolts

Effect: 75 spirit damage, range 8, Up to 3 targets

Limit: Cannot be used more than 3 times per scene

Cost: 7 ST

Core Unit Tech Destruction Blast

Effect: 112 spirit damage, targets 10 spaces in a line, targets everyone within 2 spaces

Limit: Expend 1 Valor to use, requires 2 Valor to use

Cost: 6 ST

Core Unit (Master) stats

Skills:

Permanent Skills: Energy Attacker lv. 1, Tough lv. 1, Iron Defense lv. 1, Resistant lv. 1, Improved Damage Increment lv. 1

Attack Node lv. 1

Effect Transfer lv. 1

Increased Size lv

Nullify lv. 1

Unmovable lv. 1

Unshakeable

Techniques:

Core Unit Tech Energy Ray

Effect: 82 damage spirit damage, targets 10 spaces in a line

Limit: Cannot be used again for 1 turn

Cost: 6 ST

Core Unit Tech Energy Storm

Effect: 50 spirit damage, range 8, targets everyone within 2 spaces, remains on the field until the end of your turn 2 turns from now, targeting everyone within its area at the beginning of your turn.

Limit: Cannot be used again for 1 turn

Cost: 8 ST

Core Unit Tech Blast Away

Effect: 77 spirit damage, targets everyone within 1 space, move targets 4 spaces

Limit: Must move targets farther away

Cost: 7 ST

Core Unit Tech Energy Bolts

Effect: 82 spirit damage, range 8, Up to 3 targets

Limit: Cannot be used more than 3 times per scene

Cost: 7 ST

Core Unit Tech Energy Lance

Effect: 58 spirit damage, range 8, ignores Resistance

Limit: Cannot be used again for 1 turn

Cost: 6 ST

Core Unit Tech Destruction Blast

Effect: 124 spirit damage, targets 10 spaces in a line, targets everyone within 2 spaces

Limit: Expend 1 Valor to use, requires 2 Valor to use

Cost: 6 ST

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