• In total there is 1 user online :: 0 registered, 0 hidden and 1 guest (based on users active over the past 5 minutes)
  • Most users ever online was 56 on Mon Aug 27, 2012 12:14 pm
  • Users browsing this forum: No registered users and 1 guest

Welcome Anonymous !

MWP Forums
 

Margaret Weis Productions, Ltd.

Marvel Heroic Roleplaying

Let's Play... Amazing Spider-Man!

Re: ASM #5: Spider-Man vs Doctor Doom

Postby Spatula » Sat Apr 14, 2012 11:42 pm

Doom is trying to create an asset, but Spider-Man isn’t really in a position to oppose him. Since the Watcher shouldn’t roll against himself, I’ll just have the two make (unskilled) psych rolls.
Doom: Solo D10 + Mad Genius D8 + Doom Pool D10 = D8+2D10 (7, 3, 7) = 14 and D10 effect.
Spider-Man: Solo D8 + Wisecracker D8 = 2D8 (3, 2) = 5 and D4 effect.
Doom’s effect die is stepped up to D12 from the extraordinary success.
Doom creates a D12 Right Where I Want You! asset. The Doom Pool is at 2D6+D8.


Spider-Man creates and throws some hard web-spheres at Doom just as the Doctor reaches a high-tech console.

Spider-Man: Solo D8 + Wisecracker D8 + Reflexes D10 + Weapon D8 = 3D8+D10 (5, 6, 5, 5) = 11 and D10 effect.
Doom: Solo D10 + Mad Genius D8 + Durability D10 = D8+2D10 (3, 1, 10) = 13 and D4 effect.
Peter will spend 1 PP (2 left) to activate the opportunity.


Spider-Man: “Here’s a little stunt inspired by the Human Torch, but I use web-balls instead of fire-balls!”
Doom: “I have found your juvenile antics mildly amusing until now! But I begin to grow bored, and so…”

Doom’s turn. He presses a button on the console, and a panel in the ceiling above Spidey’s head quickly slides away, revealing a vertical tube. Liquid gushes out of the tube, turning to ice as it hits the air. If Spider-Man doesn’t move, he’ll be trapped! But instead of moving, Spider-Man rapidly spins two web-shields that he holds overhead to block the liquid.

Doom: Solo D10 + Mad Genius D8 + Trap D8 + Tech Master D10 + Afflict SFX D6 + Right Where I Want You! D12 = D6+2D8+2D10+D12 (3, 7, 6, 5, 5, 9) = 16 and D10 effect. The effect die is stepped up for the Afflict SFX, and the Watcher will spend a D8 from the Doom Pool (2D6 left) to add the 6 to the total, for 22 and D12 effect.
Peter will use the previous opportunity as a stunt.
Spider-Man: Solo D8 + Hard-Luck Hero D8 + Reflexes D10 + Durability D8 + Super-Stunt D10 = 3D8+2D10 (8, 8, 2, 6, 9) = 17 and D10 effect. Peter will spend 1 PP (1 left) to add the other 8 to his total, for 25 and D10 effect.


Spider-Man: “Well, a miss is as good as a mile! Ready to talk turkey yet, Doom??”

Doom is not. He runs behind his next nutty invention – a large round metal base with a short vertical pole sticking out of it, and a dozen large metal globes lying nearby – and turns it on. The globes lift into the air and begin to rapidly and chaotically orbit around the pole. Doctor Doom stands on the other side of the device and gloats.

Doom: “You’ll find your web cannot stop the irresistible motion of my little playthings! They are far too powerful!”
Spider-Man: “They’re whirling faster and faster! Can’t dodge ‘em for much longer! Only one chance…”

Spider-Man wants to get to Doom on the other side of the spinning globes, and tries to move through them without getting hit. The Watcher rules this as an attack on Spider-Man by Doom’s trap.

Doom: Solo D10 + Mad Genius D8 + Trap D8 + Tech Master D10 = 2D8+2D10 (2, 1, 9, 3) = 12 and D8 effect.
Spider-Man: Solo D8 + Wisecracker D8 + Reflexes D10 + Acrobatics D8 = 3D8+D10 (4, 6, 6, 4) = 10 and D10 effect.
Peter will spend 1 PP (0 left) to add a 4 to the total, for 14 and D10 effect.


On Spidey’s turn, while still dodging the orbs, he tries to neutralize the trap by covering the base of the machine in webbing.

Spider-Man: Solo D8 + Wisecracker D8 + Reflexes D10 + Swingline D8 + Acrobatics D8 = 4D8+D10 (8, 2, 8, 7, 10) = 18 and D8 effect.
Peter gains 1 PP (1 total) for rolling a 1, and the Doom Pool gains a D6 (3D6 total).
Doom: Solo D10 + Mad Genius D8 + Trap D8 + Tech Master D10 = 2D8+2D10 (1, 6, 5, 3) = 11 and D10 effect.
Spider-Man’s D8 effect is stepped up to D10 by the extraordinary success. Spider-Man uses the D10 to shut down the spinning iron ball trap.
User avatar
Spatula
d10
 
Posts: 865
Joined: Tue Apr 03, 2012 1:28 pm

Re: ASM #5: Spider-Man vs Doctor Doom

Postby Spatula » Sun Apr 15, 2012 3:15 am

Doom responds by, naturally, setting the floor on fire! Spider-Man tries to escape by jumping up onto the wall.

Doom: Solo D10 + Mad Genius D8 + Trap D8 + Tech Master D10 = 2D8+2D10 (3, 8, 6, 2) = 14 and D10 effect.
Spider-Man: Solo D8 + Wisecracker D8 + Reflexes D10 + Acrobatics D8 = 3D8+D10 (8, 1, 7, 5) = 15 and D10 effect.
Peter gains 1 PP (2 total) for rolling a 1, and the Doom Pool gains a D6 (4D6 total).


Spider-Man climbs to the ceiling over the flames, finds Doctor Doom, and jumps down the floor. Of course, that’s exactly where Doom wanted him! Doom activates the electrified floor panel that Spider-Man is now standing on.

Doom: Solo D10 + Mad Genius D8 + Trap D8 + Tech Master D10 + Doom Pool D6 = D6+2D8+2D10 (2, 3, 4, 6, 7) = 13 and D8 effect. The Watcher spends a D6 from the Doom Pool (2D6 left) to add the D6 as an additional effect die, to be used to root Spider-Man in place. I would have loved to keep the remaining D8, but I have only D6s in the Doom Pool.
Spider-Man: Solo D8 + Wisecracker D8 + Strength D10 = 2D8+D10 (4, 3, 6) = 10 and D8 effect.
Is the D10 reaction effect die compared to both action effect dice for the purpose of stepping them back? Or just one of them? Or should Spider-Man make two separate reactions? I’ll assume 1 reaction applies to both effects for now.
Doom’s D6 effect die is stepped down to D4 because of Spider-Man’s superior D8 effect die.
Spider-Man takes D8 physical stress from the electricity, and now has a D4 Muscle Paralysis complication.


Doctor Doom: “You outsmarted yourself that time! I tricked you into landing where you did! And now…”
Spider-Man: “He’s increasing the current! Can’t take much more of it! Lucky I loaded up with plenty of web fluid before coming here!”

Peter will pull a stunt with his webbing, aiming at Doom and using the webline to conduct the electrical current. Crazy? Ridiculous? Or… science?!

Peter spends 1 PP (1 left) to use the stunt. He will also use his complication as an asset, which will step it up after the action. I think using the complication in this way should cost an additional PP.
Spider-Man: Solo D8 + Hard-Luck Hero D8 + Strength D10 + Swingline D8 + Stunt D8 + Science Expert D8 + Muscle Paralysis D4 = D4+4D8+D10 (3, 7, 4, 2, 5, 7) = 14 and D8 effect. Peter spends 1 PP (0 left) to add another D8 as an additional effect die.
Doom: Solo D10 + Colossal Arrogance D4 + Durability D10 + Peter’s Stress D8 + Muscle Paralysis D4 = 2D4+D8+2D10 (3, 4, 5, 7, 2) = 12 and D10 effect.
The Doom Pool steps up a D6 (D6+D8) for using the D4 distinction.
Spider-Man’s D8 effect dice are both stepped back to D6 by Doom’s superior D10 effect die.
Spider-Man uses the first D6 effect to apply physical (electrical) stress to Doom, and the second D6 to root him in place by the electrical current. The first D6 is stepped up to D8 by Doom’s Feeback Limit, and the last D6 in the Doom Pool is stepped up to D8 (2D8 total).
Doom takes D8 physical stress from the electricity and gains a D6 Muscle Paralysis complication.
Peter’s D4 Muscle Paralysis complication is stepped up to D6 because he used it as an asset.


Narrator: “And as the web strikes the startled Doctor Doom, the same charge of electricity runs through his body, magnified many times by his metal garb!”

For his action, Doom shuts down the electricity before it fries him, removing both his and Peter’s complications. On Spider-Man’s turn, Spidey covers Doom’s machinery in webs so that Doom cannot activate any more wacky gadgets.

Spider-Man: Solo D8 + Wisecracker D8 + Swingline D8 + Grapple SFX D6 = D6+3D8 (4, 3, 7, 5) = 12 and D8 effect. The effect die is stepped up to D10 by the Grapple SFX.
Doom Pool: 2D8 + Peter’s Stress D8 = 3D8 (6, 2, 4) = 10 and D8 effect.
Spider-Man creates a D10 Webbed Machinery complication.


Spider-Man: “Now we’ll play it my way, Doom! Without any of your kookie gadgets!”
Doom: “Not yet, Spider-Man! I am still in control here! Ah – just in case you don’t believe me – here’s something to convince you!”
Spider-Man: “Huh? Behind me? Who? What?”
Last edited by Spatula on Fri May 04, 2012 4:56 pm, edited 1 time in total.
User avatar
Spatula
d10
 
Posts: 865
Joined: Tue Apr 03, 2012 1:28 pm

Re: ASM #5: Spider-Man vs Doctor Doom

Postby Spatula » Sun Apr 15, 2012 11:34 am

The Watcher spends a D8 from the Doom Pool (D8 left) to spontaneously create a Doombot asset, using Doom’s Doombot SFX. The Doombot attempts to grab the surprised Spider-Man. I will say “Doom” again, because this paragraph didn’t have enough Dooms in it.

Doom: Solo D10 + Mad Genius D8 + Strength D8 + Afflict SFX D6 + Doombot D8 + Peter’s Stress D8 = D6+4D8+D10 (3, 3, 3, 7, 5, 2) = 12 and D10 effect. The effect die is stepped up to D12 because of the Afflict SFX.
Spider-Man: Solo D8 + Hard-Luck Hero D4 + Reflexes D10 + Acrobatics D8 + Doom’s Stress D8 = D4+3D8+D10 (1, 3, 4, 3, 5) = 9 and D8 effect.
Peter gains 2 PP (2 total) for the D4 distinction and for rolling a 1, and the Doom Pool gains a D6 (D6+D8 total).
Doom inflicts a D12 Grabbed by Doombot complication on Spider-Man.


Spider-Man struggles to break free.

Spider-Man: Solo D8 + Hard-Luck Hero D8 + Strength D10 + Doom’s Stress D8 = 3D8+D10 (7, 3, 4, 7) = 14 and D8 effect.
Doom: Solo D10 + Colossal Arrogance D4 + Strength D8 + Doombot D8 + Grabbed by Doombot D12 + Peter’s Stress D8 = D4+3D8+D10+D12 (4, 3, 8, 4, 5, 1) = 13 and D8 effect.
The Doom Pool steps up the D6 to D8 for using the D4 distinction (2D8 total).
Peter spends 1 PP (1 left) to activate the opportunity.
Spider-Man’s D8 effect die is less than D12, so his Grabbed By Doombot complication is reduced to D10.


Doom: “And now, even though you are breaking free, it is too late! Even you will find no defense against this machine!”

Doom runs over to another bank of machinery and pulls a lever. A strange orb raised above the machine emits a wide and dangerous looking energy beam, directed at the floor. It also emits several smaller beams that randomly move about. The main beam slowly starts to move towards the trapped Spider-Man.

Doom is grandstanding, adding a D10 to the Doom Pool (2D8+D10 total).
The Watcher will spend a D8 (D8+D10 left) to create a new scene distinction, Slow-Moving Energy Beams.


Now Spider-Man really needs to break free of the Doombot! He attempts to flip it overhead and hurl it at Doom!

Peter is using his Grabbed by Doombot complication as an asset. If he can’t get rid of it, it will get stepped up afterwards. As noted earlier, using a complication as an asset should have cost 1 PP.
Spider-Man: Solo D8 + Energy Beams D4 + Strength D10 + Acrobatics D8 + Super-Stunt D10 + Grabbed by Doombot D10 + Doom’s Stress D8 = D4+3D8+3D10 (3, 8, 8, 5, 5, 7, 8) = 16 and D10 effect. Peter will gain 1 PP from the D4 distinction, and spend 2 PP (0 left) to add a D8 and another D10 as an additional effect dice.
Doom: Solo D10 + Colossal Arrogance D4 + Durability D10 + Doombot D8 + Grabbed by Doombot D10 + Peter’s Stress D8 = D4+2D8+3D10 (3, 6, 3, 4, 5, 7) = 13 and D10 effect.
The D8 in the Doom Pool is stepped up to D10 for using a D4 distinction (2D10 total).
Spider-Man uses one D10 effect die to remove his Grabbed by Doombot complication, the D8 to target and shutdown the Doombot asset, and the other D10 to give Doom a D10 Trapped Under Doombot complication.


Doctor Doom is hit by the flying Doombot and knocked down!

Spider-Man: “Before I worry about any new machines of yours, here’s your playmate back, with my regards!”
Doctor Doom: “Still you rely on brute strength, Spider-Man! That will be your undoing!”

Doom tries to untangle himself from the Doombot. So, Doom has a complication that doesn’t have much to do with Spider-Man anymore. Should Spider-Man be opposing the roll? Or the Doom Pool (in which case I shouldn’t roll at all)? It doesn’t feel right to have Spider-Man roll so I will just have it take up Doom’s action.

Spider-Man is eager to get rid of the Energy Beams, so he grabs the base of the flying ball machine (which I figured was in a different room by this point, but oh well) and throws it at their source. Doom reaches up to throw a lever, that causes the main beam to disintegrate the hunk of machinery!

Spider-Man: Solo D8 + Doom’s Workshop D8 + Strength D10 + Doom’s Stress D8 = 4D8+D10 (1, 6, 2, 4, 7) = 13 and D8 effect.
Peter gains 1 PP (1 total) for rolling a 1, and the Doom Pool gains a D6 (D6+2D10 total).
Doom: Solo D10 + Energy Beams D8 + Weapon D8 + Tech Master D10 + Peter’s Stress D8 = 3D8+2D10 (1, 7, 5, 9, 3) = 16 and D10 effect.


Spider-Man: “My Spider-Strength will enable me to smash your new gizmo by tossing your own satellite machine at it!”
Doctor Doom: “Not if I can flip this lever first!”
Spider-Man: “Holy smoke! His machine is some sort of disintegrator! It vaporized the metal on the spot! I haven’t a chance against it!”
Last edited by Spatula on Fri May 04, 2012 4:58 pm, edited 1 time in total.
User avatar
Spatula
d10
 
Posts: 865
Joined: Tue Apr 03, 2012 1:28 pm

Re: ASM #5: Spider-Man vs Doctor Doom

Postby Spatula » Mon Apr 16, 2012 3:37 pm

Doom tries to hit Spider-Man with the beams, who attempts to get closer to the control panel as he dodges.

Doom: Solo D10 + Energy Beams D8 + Weapon D8 + Tech Master D10 + Peter’s Stress D8 = 3D8+2D10 (4, 1, 7, 6, 3) = 13 and D10 effect.
Spider-Man: Solo D8 + Energy Beams D4 + Reflexes D10 + Acrobatics D8 + Doom’s Stress D8 = D4+3D8+D10 (4, 8, 2, 4, 6) = 14 and D8 effect.
Peter gains 1 PP (2 total) for using the D4 distinction.


When Spider-Man closes with the console, Doom slugs him! Not very dignified, but that’s Victor Von Doom when the chips are down for ya.

Doom: Solo D10 + Colossal Arrogance D8 + Strength D10 + Peter’s Stress D8 = 2D8+2D10 (5, 8, 8, 9) = 17 and D10 stress.
Spider-Man: Solo D8 + Hard-Luck Hero D8 + Reflexes D10 + Acrobatics D8 + Doom’s Stress D8 = 4D8+D10 (5, 1, 5, 6, 8) = 14 and D8 effect.
Peter gains 1 PP (3 total) for rolling a 1, and the Doom Pool adds a D6 (2D6+2D10 total).
Spider-Man takes D10 physical stress.


As Spider-Man fights Doctor Doom with the energy beams firing all around them, Spidey tries to maneuver Doom into the path of one of the smaller beams.

Spider-Man: Solo D8 + Energy Beams D8 + Reflexes D10 + Acrobatics D8 + Doom’s Stress D8 = 4D8+D10 (5, 8, 6, 7, 7) = 15 and D10 effect.
Doom: Solo D10 + Energy Beams D4 + Durability D10 + Peter’s Stress D10 = D4+3D10 (3, 4, 3, 10) = 14 and D10 effect.
One of the D6s in the Doom Pool is stepped up to a D8 from using a D4 distinction (D6+D8+2D10 total).
Doctor Doom is hit by D10 physical stress from the energy beam, but the Watcher spends a D6 from the Doom Pool (D8+2D10 left) to activate Doom’s Preparation SFX and ignore it entirely, as the beam was one of Doom’s inventions.


At this point I’m thinking maybe the beams should have been an asset for Doom instead of a scene distinction. But maybe not. It’s hard to say.

Spider-Man: “That bolt! It struck you! But…”
Doctor Doom: “But what? Did you think I’d expose myself to my own weapon without taking precautions? I’m insulated against these bolts… they cannot harm me! But you, alas, are not so insulated… as you are now about to learn!”

For Doom’s turn, the mad doctor will grab Spider-Man and thrust him into the main disintegrator beam.

Doom: Solo D10 + Energy Beams D8 + Strength D10 + Peter’s Stress D10 = D8+3D10+ (5, 2, 1, 5) = 10 and D10 effect.
Peter will spend 1 PP (2 left) to activate the opportunity.
Spider-Man: Solo D8 + Hero D8 + Strength D10 + Doom’s Stress D8 = 3D8+D10 (7, 5, 6, 5) = 13 and D10 effect.


Locked in a struggle to not get disintegrated, Spider-Man attempts to throw both himself and Doom into the console in such a way that shuts off the energy beams!

Spider-Man: Solo D8 + Doom’s Workshop D8 + Strength D10 + Acrobatics D8 + Super-Stunt D10 + Doom’s Stress D8 = 4D8+2D10 (8, 4, 2, 5, 8, 6) = 16 and D10 effect. Peter will spend 1 PP (1 left) to add the 5 to the total, for 21 and D10 effect. Peter will spend another PP (0 left) to add a D8 as an additional effect die.
Doom: Solo D10 + Colossal Arrogance D4 + Strength D10 + Peter’s Stress D10 + Doom Pool D8 = D4+D8+3D10 (1, 7, 6, 7, 4) = 14 and D10 effect.
A D10 in the Doom Pool is stepped up to D12 (D10+D12 total) for using a D4 distinction.
Spider-Man’s D10 effect is stepped up to D12 for the extraordinary success. He will use it to inflict D12 physical stress on Doctor Doom, and the D8 to remove the Slow-Moving Energy Beams scene distinction.


Spider-Man: “It’s unbelievable! He’s like a human machine! He seems to be tireless! Another inch and I’m done for! Spider-Strength, if I ever needed you, I need you now!”
Narrator: “The amazing Spider-Man manages to twist suddenly so that both figures sprawl against the control panel, halting the deadly disintegrating bolts!”

Doom is not happy. He socks Spider-Man in the face.

Doom: Solo D10 + Colossal Arrogance D8 + Strength D10 + Peter’s Stress D10 = D8+3D10 (2, 1, 10, 6) = 16 and D8 effect.
Spider-Man: Solo D8 + Hard-Luck Hero D4 + Strength D10 + Doom’s Stress D12 = D4+D8+D10+D12 (2, 6, 7, 2) = 13 and D12 effect.
Peter gains 1 PP (1 total) for using the D4 distinction.
Doom’s D8 effect die is stepped back to D6 because of Spider-Man’s superior D12 effect die.
Spider-Man takes D6 physical stress, which steps up his stress to D12.


Narrator: “But on the verge of exhaustion due to his Herculean effort, Spider-Man cannot prevent his older, more experienced adversary from regaining his balance first and striking the initial blow!”
Doctor Doom: “This will be your finish, you clumsy fool!”
Spider-Man: “Ooof! If I had a dime for every time some cornball predicted my finish, I’d… hey! Now what?”
User avatar
Spatula
d10
 
Posts: 865
Joined: Tue Apr 03, 2012 1:28 pm

Re: ASM #5: Spider-Man vs Doctor Doom

Postby Spatula » Mon Apr 16, 2012 3:40 pm

Now what? It’s time for another wacky invention! But first, Spider-Man will take a swing at the Doctor…

Peter will activate his Second Wind SFX as part of his action. His physical stress gets moved to the Doom Pool (D10+2D12 total), and his spider-powers are stepped up for the action.
Spider-Man: Solo D8 + Wisecracker D4 + Strength D12 + Doom’s Stress D12 = D4+D8+2D12 (1, 7, 1, 3) = 10 and D4 effect. Well, that didn’t go as planned.
Peter gains 2 PP (2 total) for using a D4 distinction and for rolling 1’s, and the Doom Pool gains a D8 (D8+D10+2D12).
Doom: Solo D10 + Colossal Arrogance D8 + Durability D10 + Doom Pool D10 = D8+3D10 (5, 5, 4, 6) = 11 and D10 effect.
The Doom Pool is at 2D12.


Now it’s time for Doom’s mad genius to manifest itself again. He throws a bunch of sparkly flakes on the ground while covering his eyes with his other hand. The flakes explode in a flash of light, blinding Spider-Man! It occurs to the Watcher that this has been going on a while, and he eyes the 2D12 in the Doom Pool…

Doom: Solo D10 + Mad Genius D8 + Weapon D8 + Afflict SFX D6 = D6+2D8+D10 (6, 6, 7, 3) = 13 and D10 effect. The effect die is stepped up to D12 by the Afflict SFX.
Spider-Man: Solo D8 + Hard-Luck Hero D8 + Reflexes D10 + Doom’s Stress D12 = 2D8+D10+D12 (1, 1, 5, 4) = 9 and D4 effect. Peter will spend 1 PP (1 left) to activate his Spider-Senses SFX, allowing a reroll and a bonus trait.
Spider-Man: Solo D8 + Hard-Luck Hero D8 + Senses D8 + Reflexes D10 + Doom’s Stress D12 = 3D8+D10+D12 (3, 4, 5, 8, 4) = 13 and D12 effect. He still fails, but the Doom Pool doesn’t go up.
Doom inflicts a D12 Blinded complication on Spider-Man.


Spider-Man: “He’s got me on the defensive again! Something in those glowing flakes has affected my eyes! I – I can’t see! Have to rely on my spider’s sense alone!”
User avatar
Spatula
d10
 
Posts: 865
Joined: Tue Apr 03, 2012 1:28 pm

Re: Let's Play... Amazing Spider-Man!

Postby Spatula » Mon Apr 16, 2012 5:32 pm

As an aside, it's interesting to see how the Second Wind SFX (and I suppose other SFX that has players throwing dice into the doom pool) interacts with the "spend 2D12 to end the scene." Spider-Man seems a bit invulnerable when he can keep moving his physical stress to the doom pool, but doing that is going to make it easier for the Watcher to just end the fight.
User avatar
Spatula
d10
 
Posts: 865
Joined: Tue Apr 03, 2012 1:28 pm

Re: ASM #5: Spider-Man vs Doctor Doom

Postby Spatula » Tue Apr 17, 2012 6:37 am

Spider-Man struggles to overcome his inability to see. As with the Trapped Under Doombot complication, it seems more appropriate to roll using the Doom Pool rather than having Doctor Doom handle the reaction roll.

Spider-Man: Solo D8 + Hard-Luck Hero D8 + Senses D8 = 3D8 (8, 4, 5) = 13 and D8 effect.
Doom Pool: 2D12 + Blinded D12 = 3D12 (4, 6, 6) = 12 and D12 effect.
Spider-Man’s D8 effect is stepped down to D6 by the reaction’s superior effect die, and then applied against the complication.
Spider-Man’s Blinded complication is stepped down to D10.


Meanwhile, Doctor Doom has ripped up some large piece of machinery and is going to use it to bash the sight-impaired Spider-Man’s head in.

Doom: Solo D10 + Colossal Arrogance D8 + Strength D8 + Blinded D10 = 2D8+2D10 (9, 4, 6, 4) = 15 and D10 effect.
Spider-Man: Solo D8 + Hero D8 + Senses D8 + Acrobatics D8 + Doom’s Stress D12 = 4D8+D12 (4, 6, 7, 7, 3) = 14 and D12 effect. Peter will spend 1 PP (0 left) to add the 6 to the total, for 20 and D12 effect.


Doctor Doom: “How did he manage to duck out of the way in time? Oh, I should have guessed! It’s that accursed inhuman spider’s sense of his!”
Spider-Man: “My eyes are beginning to clear! If I can just keep out of range a few seconds longer!”

Spider-Man continues to work on clearing his sight while Doom attacks him. By electing to narrate the situation as a contest against Doom instead of the Doom Pool, Peter can add more dice to his pool.

Spider-Man: Solo D8 + Hard-Luck Hero D8 + Senses D8 + Acrobatics D8 + Doom’s Stress D12 = 4D8+D12 (6, 2, 5, 7, 1) = 13 and D8 effect.
Peter gains 1 PP (1 total) for rolling a 1, and the Doom Pool gains a D6 (D6+2D12 total).
Doom: Solo D10 + Colossal Arrogance D8 + Strength D8 + Blinded D10 = 2D8+2D10 (2, 1, 9, 4) = 13 and D8 effect.
Spider-Man’s Blinded complication is stepped down to D8.


Doom continues to try and smash the wall-crawler. Their fight has taken them back to where the iron balls lie on the ground, hampering Spider-Man’s ability to move.

Doom: Solo D10 + Doom’s Workshop D8 + Strength D8 + Blinded D8 + Doom Pool D6 = D6+3D8+D10 (6, 4, 6, 7, 4) = 13 and D10 effect.
Spider-Man: Solo D8 + Doom’s Workshop D4 + Senses D8 + Acrobatics D8 + Doom’s Stress D12 = D4+3D8+D12 (3, 1, 4, 4, 11) = 15 and D8 effect. Peter will spend 1 PP (0 left) to apply his effect die against his Blinded complication.
Peter gains 2 PP (2 total) for using a D4 distinction and for rolling a 1, and the Doom Pool gains a D6 (D6+2D12 total).
Spider-Man’s Blinded complication is removed.


Doctor Doom: “You’re only prolonging the agony, Spider-Man! You haven’t a chance against me!”
Spider-Man: “Hey! What th? It’s those iron balls from the satellite machine! I didn’t notice them underfoot! Can’t keep my balance!”
Doctor Doom: “And thus shall I defeat all my mortal enemies… (by having them trip on your balls?!) including the Fantastic Four!”

Speaking of which, the Watcher is feeling that this fight is dragging, so he uses the 2D12 in the Doom Pool to call an end to the scene. The Fantastic Four finally show up outside in their Fantasticar. Doom spots them through a window and runs away. Peter wonders what’s going on until he sees them, too, and then realizes that he completely forgot about Aunt May, who’s sitting home alone in the dark. So Spider-Man runs off too.

The fight damaged some “electric circuits” in the hideout, which allows Flash Thompson to escape his prison, just in time to be found (in his Spider-Man costume) by the Fantastic Four. The Human Torch realizes he’s not the real deal, and the FF wonders just where is Doctor Doom and just what the heck happened. Mr. Fantastic finds some webbing lying around, and surmises that the real Spider-Man was involved somehow.
User avatar
Spatula
d10
 
Posts: 865
Joined: Tue Apr 03, 2012 1:28 pm

Re: ASM #5: Spider-Man vs Doctor Doom

Postby Spatula » Tue Apr 17, 2012 6:37 am

Act 1, Scene 7 (Transition): Aunt May’s House
Doom Pool: D6

Peter rushes back home to find it empty. Just as he starts to panic, May shows up. She was staying next door, and asks if Peter got the fuses. Oops! He forgot, but that’s okay, he can just replace the fuse he pulled out, right?

The next day at the Bugle, JJJ chews Peter out for not getting any photos of “a teenager named Flash Thompson” escaping from Doctor Doom. Peter apologizes, and Betty Brant tells him that regardless of what Jonah says, she still thinks he’s wonderful.

Over at school, Peter is mulling over how he feels about Betty when he comes across a large crowd of kids. He figures they must be gathered around Flash, who “must be the most embarrassed kid in school by now!” No such luck, Parker! Flash is regaling the crowd with the story of how he scared off Doctor Doom, and the other kids are eating it up!

Liz: “Who so gloomy-looking Peter? Although I suppose I shouldn’t blame you for being jealous of a real he-man like Flash!”
Peter: “I might as well face it! I’ve got nothing but luck – and it’s all bad!”

The End
User avatar
Spatula
d10
 
Posts: 865
Joined: Tue Apr 03, 2012 1:28 pm

Re: Let's Play... Amazing Spider-Man!

Postby Spatula » Tue Apr 17, 2012 6:54 am

Jeez, that fight against Doctor Doom just kept going and going. In an actual game, I would expect the fights to be wrapped up much more quickly. Here the combatants are constantly inflicting different complications and stresses on each other, instead of concentrating on one angle until their opponent is stressed out. But these old comics are just action-packed, which definitely takes longer to narrate in game terms.

The comparison to modern-day comics is pretty interesting to me. Comics these days are visually so amazing compared to how things used to be, but the pacing is so much slower. The pacing was breakneck back then (the constant! use! of! exclamation! points! probably contributes to that impression) but you definitely got a lot of bang for your buck, story-wise. It's also a little incredible by modern-day standards just how prolific the artists were, even if their work was rather crude in comparison.

I haven't been running into too many questions about the game recently, and I definitely feel like I have a better handle on things, so I think this will be the end of the series from me. It was fun working on it, and I appreciate everyone who took the time to read it! The only thing I didn't really get to try was Spider-Man vs multiple foes, which doesn't happen until #10, where Spidey takes on the Big Man and his Enforcers. I might stat up the Enforcers just for fun, anyway.
User avatar
Spatula
d10
 
Posts: 865
Joined: Tue Apr 03, 2012 1:28 pm

Re: Let's Play... Amazing Spider-Man!

Postby MidnightBlue » Tue Apr 17, 2012 7:08 am

Very, VERY cool!

I love those old Spider-Man comics, even if they were cheesy.

I admit, with tax season, I had to stop reading after the first couple of "issues."

But with tax season ending today, I plan to go through this whole thread with rulebook in hand and use it as my own learning tool.

Thanks for the great effort!
User avatar
MidnightBlue
d12
 
Posts: 1244
Joined: Wed Mar 28, 2012 1:18 pm
Location: Independence, MO

PreviousNext

Return to Marvel Heroic Roleplaying

User Menu

Login