The idea would be to show just how insane and dangerous some magic(users) can be.
The setup would be something like this:
A powerful Toxic Shaman is planning to execute a terrorist attack on Arthur Vogel (Yes, it's the run from Super Tuesday )
The team will be able to acquire the location of the chemical plant where his hideout was (He's already gone by the time the players get there).
I was now thinking on interesting and colourful ways he could have defended his lair.
So far I've got the following:
- The entire area is a Toxic Domain R2 and has a Great Form Toxic Beast Spirit (F4) longterm bound to it to protect it against all metahuman/Drone intruders not approved by him.
- The building itself has an Alarm Ward.
- If Riv (the Shaman) is alerted of a serious intrusion he summons a F5 Nuclear Spirit with the task to irradiate all intruders in his domain. It will arrive in 10 Combat rounds (30 seconds).
- First line of defence will be the Abomination sending swarms of toxic rats (20) and later rabid dogs (4) to harass/delay the team. While they are busy fighting it will Howl and try to weaken them, it will try to stay out of combat for now. When they near the compound it will attack together with the 2 Hellhounds present, maybe also with the Nuclear Spirit.
Now for my questions:
- The team will most likely send in the spydrones first to check out the plant, and since it is rundown should be able to gain access to most places. What kind of security measures could the Shaman have taken to prevent stuff like that. I guess the Abomination/Hounds get a Perception test but I feel like more backup against these type of drones would be advisable to maintain the suspense.
- Does the Concealment power affect the Astral Plane?
Because 2 characters are mages they could otherwise easily spot the Abomination as it lacks any Infiltration skill. How could it try to hide from them? - If they try to banish the bound Spirit how much drain will they take if you figure the Shaman has a Magic of 5 + a bound Power Focus R2. How much dice will the Abomination throw to resist. (I guess 7[Magic of Summoner] + 1 [Great Form Bonus] + 4[Force]) * (3 Physical Damage) (Invoked => + 50% Drain) [Since both characters Magic reduced by 2 by the BG Count].
- Radiation damage for the F5 Nuclear Spirit: (Is this correct?)
# Radiation damage (Ranged): 5P(Radiation Element) + netto hits (1/2 Impact)
# Close Combat Damage [STR:5]: 7P[3+4] (Radiation Element) + netto hits (1/2 Impact)
# Passive damage when hit in HTH: 5P(Radiation Element) (1/2 Impact) - Any useful tricks the Shaman could have used to further secure his hideout? Both in advance and when he's 30 km away.
Thanks