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

Postby Spatula » Wed Apr 04, 2012 3:37 pm

Issue 3, Scene 4: US Atomic Research Center
Doom Pool: 2D6+D8
Spider-Man: 2 PP, D8 physical stress, D12+ emotional stress

Doctor Octopus flees the hospital, reasoning that with his hostages gone, the police will soon arrive. He heads back to his old workplace (which has apparently recovered from the explosion that put him in the hospital), sneaks into the “brain center of the atomic lab”, and then seizes control of all of the machinery. The other workers attempt to eject him, but...

Security: “We can’t reach him! He’s set up electronic barriers all over the place!”

The plant is evacuated and Doc Ock gloats.

Doc Ock: “I’ve won!! The plant is mine! I am now in complete control!” (what, exactly, he wants to do with the plant, or with the chemistry set in the hospital, is never explained)

The armed forces are called in, but just kinda shrug their shoulders and set up a cordon around the atomic plant. He’s a scientist with four mechanical arms! What are our guns going to do?!

Issue 3, Scene 5: Forest Hills High School (Transition)
Doom Pool: 2D6+D8
Spider-Man: 2 PP, D6 physical stress, D6 emotional stress

Peter Parker is moping about, brushing off Aunt May and telling J. Jonah Jameson that he can’t take any more photos for the Bugle. How can he go on as Spider-Man after that humiliating defeat?! Reluctantly, Pete heads to school, where he hears that Johnny Storm, the Human Torch, has been sent in to take care of Doctor Octopus.

But as it turns out, Torchy is sick, and so while he’s recuperating, the hero decides to give a pep talk to Peter’s high school class. His “never give up” speech inspires Peter, who resolves to bounce back from the defeat and take out Doctor Octopus!

Doc Ock, in true Silver Age fashion, does not inflict any lasting trauma when he stressed out Spider-Man. As a result, Spidey is left with D6 emotional stress instead of D6 emotional trauma. His physical stress is also stepped back to D6. He can make separate recovery rolls for both kinds of stress.

The physical stress is first. Pete has the edge here, since he can use his Stamina power.

Peter: Solo D10 + Aunt May’s House D8 + Stamina D8 = 2D8 (6, 7) + D10 (10) = 17 total, D8 effect.

Doom Pool: 2D6+D8 + Peter’s Stress D6 = 3D6 (1, 6, 1) + D8 (7) = 13 total, D4 effect, 2 opportunities.

Peter’s physical stress is removed.

For the emotional stress, Peter gets some help from the Human Torch’s speech. The Human Torch is a Watcher character in this instance, so we’ll just treat his help as a stunt on Peter’s part, which costs 1 PP (1 remaining). If the Torch was a player, he could try to create an Inspiring Speech asset to help with Pete’s recovery roll. Or if Johnny had some recovery-related ability, Pete could borrow that die by giving 1 PP to the Torch’s player.

Peter: Solo D10 + With Great Power Comes Great Responsibility D8 + Stunt D8 = 2D8 (8, 6) + D10 (8) = 16 total, D8 effect.

Doom Pool: 2D6+D8 + Peter's Stress D6 = 3D6 (6, 5, 2) + D8 (6) = 12 total, D6 effect.

Peter’s emotional stress is also removed.

Peter’s crisis of faith and its resolution earns him a quick 10 XP (16 total) from his With Great Power Comes Great Responsibility milestone. That closes out that particular milestone for this issue, but Spider-Man can use it again in future stories (and oh, he will!).


Stress recovery can be some rough business unless you have someone helping you out! The dice pools are pretty low, especially for mental or emotional stress where most heroes won’t have powers to help them out. If the Doom Pool has any teeth to it at all in a transition scene, the heroes could be out of luck!
Last edited by Spatula on Mon Aug 06, 2012 12:10 pm, edited 2 times in total.
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Postby Spatula » Thu Apr 05, 2012 1:53 am

Issue 3, Scene 6: US Atomic Research Center
Doom Pool: 2D6+D8
Spider-Man: 1 PP, no stress

Peter changes into Spider-Man and hightails it over to the atomic lab. He creates a person-sized slingshot between two trees out of webbing, and uses it to catapult himself over the military cordon, landing unseen on the roof.

The military cordon isn’t a significant obstacle, so the Watcher doesn’t require any kind of roll to evade it.


Once inside the facility, Spider-Man is quickly spotted by Doctor Octopus on the security cameras, as Spider-Man wasn’t trying to hide. Peter is trying to find the chemistry lab in the plant, but before he gets there, he has to run a gauntlet of deadly machines being controlled by Otto.

There is a Security Cameras scene distinction that Doc Ock is using to keep an eye on Spider-Man. The dangerous machines are effectively a bonus power set for our villain:

REMOTE-CONTROLLED MACHINES
Electronic Blast D8, Electronic Senses D6, Enhanced Strength D8

SFX: Dangerous. If your attack action pool includes Electronic Blast, you may step back the highest die to add a d6 and step up the physical stress inflicted.

Limit: Remote Control. Shutdown Remote-Controlled Machines by removing the Security Cameras scene distinction.


Still unaware that he is being watched, Spider-Man is caught off guard when a mechanical loading arm tries to drop some machinery on him!

From a pacing standpoint, the machines are really a low-grade threat. For that reason, Doc Ock will be using the Security Cameras scene distinction as a D4, representing the difficulty in trying to attack Spider-Man via camera. The D4 distinctions will help boost the Doom Pool by the time Spider-Man finally confronts Doc Ock.

Doc Ock: Solo D10 + Security Cameras D4 + Enhanced Strength D8 + Tech Expert D8 = D4 (2) + 2D8 (4, 4) + D10 (6) = 10 total, D8 effect.
The Doom Pool steps up a D6 for the D4 distinction (D6+2D8 total).

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Senses D8 + Acrobatics Expert D8 = 3D8 (6, 1, 6) + D10 (2) = 12 total, D10 effect, 1 opportunity.
Peter gains 1 PP (2 total) for the opportunity, and the Doom Pool gains a D6 (2D6+2D8 total).

Spider-Man dodges the falling machinery.


Peter’s Spider-Sense goes wild, and he just barely leaps out of the way of the falling machinery, which crashes into the floor. There’s nothing for him to do except to keep going. As he walks by a doorway, a strange device on the other side fires an electronic blast at him!

The Electronic Blast power allows Otto to use the Dangerous SFX. This will add a D6 to his die pool, step back his highest die (from D10 to D8), and step up his effect die (which will be a D8, so it’s stepped up to D10).

Doc Ock: Solo D10 + Security Cameras D4 + Electronic Blast D8 + Dangerous SFX D6 + Tech Expert D8 = D4 (1) + D6 (6) + 3D8 (2, 4, 4) = 10 total, D10 effect, 1 opportunity.
The Doom Pool steps up a D6 for the D4 distinction (D6+3D8 total).

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Acrobatics Expert D8 = 2D8 (6, 7) + 2D10 (4, 10) = 17 total, D10 effect.

The blast attack also misses.


Spidey dodges the attack, and realizes that Otto is only able to attack him because of the plant’s security cameras. So Spider-Man takes to the ceiling in order to avoid the roving eyes.

Spider-Man is rolling to remove the scene distinction using stealth. Otto will try to oppose his action by using the cameras against him.

Spider-Man: Solo D10 + Security Cameras D4 + Wall-Crawling D6 + Covert Rookie D6 = D4 (2) + 2D6 (2, 3) + D10 (9) = 12 total, D8 effect.
Spider-Man will spend 1 PP (1 remaining) to add the 2 to the total, bringing it up to 14 total, D8 effect.
Peter gains 1 PP (2 total) for the D4 distinction.

Doc Ock: Solo D10 + Security Cameras D8 + Electronic Senses D6 + Tech Expert D8 = D6 (6) + 2D8 (2, 1) + D10 (6) = 12 total, D8 effect, 1 opportunity.

Spider-Man spends 1 PP (1 remaining) to activate the Watcher’s opportunity.

Spider-Man wins the tie, and uses his effect die to remove the Security Cameras scene distinction, which also shuts down Doc Ock’s Remote-Controlled Machines.


Doc Ock, enraged that he can no longer see Spider-Man on the cameras, goes looking for him in person. Meanwhile, Spider-Man finds the chemistry lab and begins mixing a solution. He then rips up some insulated wiring and forms it into two loops, with several vials of the solution tied into each loop.

Spider-Man is creating an asset to help him against Doc Ock, which is a roll against the Doom Pool. He will be using the Watcher opportunity that he activated earlier as a Science stunt.

Spider-Man: Solo D10 + Chemistry Lab D8 + Science Expert D8 + Super-Stunt D10 = 2D8 (3, 7) + 2D10 (7, 6) = 14 total, D10 effect.

Doom Pool: D6+3D8 = D6 (5) + 3D8 (8, 4, 6) = 14 total, D8 effect.

Spider-Man creates a D10 Acid Solution asset.


Spider-Man: “I’ve got to move fast! It won’t be long before he finds me! There! It’s done! I still can’t be sure this will work, but I’ve got to try it!”

Spider-Man goes looking for Doc Ock, but the doctor has already snuck up on him. The doctor attacks!

The Watcher spends a D8 from the Doom Pool (D6+2D8 remaining) to have Doc Ock go first. It has to be a D8 to overcome Spider-Man’s Senses.

Doc Ock will attempt to inflict physical stress on Spider-Man with his arms. Spider-Man will respond by getting the arms to pass through the loops of insulated wire that he has made.

Doc Ock: Solo D10 + I’ll Show Them D8 + Strength 2D8 + Stretching D6 + Tech Expert D8 = D6 (1) + 4D8 (8, 8, 5, 5) + D10 (2) = 18 total, D10 effect, 1 opportunity.
The 8 was discarded as per the Multiple Arms SFX, and the 8, 5, and 5 were used for the total.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Combat Rookie D6 + Acid Solution D10 = D6 (5) + D8 (1) + 3D10 (5, 2, 10) = 15 total, D10 effect, 1 opportunity.
Spider-Man will spend 1 PP (0 remaining) to add the 5 to the total, bringing it up to 20 total, D10 effect, 1 opportunity.
Peter gains 1 PP (1 total) for the opportunity, and the Doom Pool gains a D6 (2D6+2D8 total).

Spider-Man will spend 1 PP (0 remaining) to keep his effect die. This is only possible because he won the reaction roll.

Spider-Man inflicts a D10 Fused Arms complication on Doc Ock.


As Doc Ock’s mechanical arms streak towards Spider-Man, Spidey manages to wrap the loops of wiring around two of them. The vials break, releasing a dissolving solution that fuses the ends of two of the arms together!

Doc Ock: “Hah! I’ve got you Spider-Man! Wha-?”

Spider-Man: “Oh no, you don’t! Now to get out of reach and watch what happens!”

Doc Ock: “You hope to defeat me with a foolish thing like this? You must be mad! Oh, I see! A chemical that fuses my metal arms together! Hmm... clever!”
Last edited by Spatula on Mon Aug 06, 2012 12:12 pm, edited 2 times in total.
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Postby Spatula » Thu Apr 05, 2012 2:33 am

Now that Doctor Octopus’ arms have been compromised, Spider-Man attempts to blind the mad scientist with his webbing.

Spider-Man is attempting to create a web-related complication, so he can use his Grapple SFX to boost his roll. As the attack is targeting Otto directly, he can use his Protective SFX to boost his roll, as his arms react to protect him.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Swingline D8 + Grapple SFX D6 + Fused Arms complication D10 = D6 (3) + 2D8 (8, 6) + 3D10 (6, 4, 3) = 14 total, D10 effect.
The effect is stepped up because of the Grapple SFX, making it 14 total, D12 effect.

Doc Ock: Solo D10 + I’ll Show Them D8 + Reflexes D8 + Tech Expert D8 + Protective SFX D6 = D6 (6) + 3D8 (5, 5, 1) + D10 (5) = 11 total, D10 effect, 1 opportunity.
The effect is stepped up because of the Protective SFX, making it 11 total, D12 effect, 1 opportunity.
The Watcher will spend a D8 from the Doom Pool (2D6+D8 remaining) to add the 5 to the total, making it 16 total, D12 effect, 1 opportunity.

The web attack is blocked.


Doc Ock’s mechanical arms move to block the webbing from hitting Otto. Otto then attempts to use his fused arms as a club, to batter Spider-Man into the wall!

Doc Ock is using his D10 Fused Arms complication as an asset. That costs a doom die (D6+D8 remaining), and will step up the complication afterwards. Doc Ock is also using his Multipower and Multiple Arms SFX.

Doc Ock: Solo D10 + I’ll Show Them D8 + Strength 2D8 + Stretching D6 + Tech Expert D8 + Fused Arms complication D10 = D6 (5) + 4D8 (1, 4, 1, 3) + 2D10 (6, 8) = 15 total, D8 effect, 2 opportunities.
The 8 was discarded as per the Multiple Arms SFX, and the 5, 4, and 6 were used for the total.

Spider-Man: Solo D10 + Hard-Luck Hero D4 + Reflexes D10 + Acrobatics Expert D8 + Fused Arms complication D10 = D4 (1) + D8 (7) + 3D10 (10, 8, 10) = 20 total, D10 effect, 1 opportunity.
Peter gains 2 PP (2 total) for the D4 distinction and the opportunity, and the Doom Pool gains a D6 (2D6+D8 total).

The attack misses, and Doc Ock’s Fused Arms complication gets stepped up to D12.


Spider-Man barely dodges out of the way of the fused arms!

Spider-Man: “I can’t retreat any further! My back is to the wall! I’ve got to take a desperate chance!”

As the arms renew their assault, Spidey grabs onto the end of one of the two non-fused arms, and wraps his legs around the other!

Spider-Man is trying to inflict a Grappled Arms complication on Doc Ock. From a game mechanics standpoint, this is an inferior choice, since Otto already has a D12 complication. But what the hey! Even if Spider-Man can’t use the complication die in his pool (unless he pays 1 PP to include an extra complication), it still limits what his foe can accomplish within the narrative.

Spider-Man: Solo D10 + Hard-Luck Hero D4 + Strength D10 + Combat Rookie D6 + Fused Arms complication D12 = D4 (3) + D6 (5) + 2D10 (4, 1) + D12 (11) = 16 total, D10 effect, 1 opportunity.
Peter gains 2 PP (4 total) for the D4 distinction and the opportunity, and the Doom Pool gains a D6 (3D6+D8 total).

Doc Ock will add a D8 from the Doom Pool (3D6 remaining) to his die pool.

Doc Ock: Solo D10 + I’ll Show Them D8 + Reflexes D8 + Tech Expert D8 + Doom Pool D8 = 4D8 (7, 5, 7, 8) + D10 (6) = 15 total, D10 effect.

Spider-Man inflicts a D10 Grappled Arms complication on Doc Ock.


Doc Ock now has two of his arms fused together, and the other two being grabbed by Spider-Man. This leaves him fairly helpless, so he tries to shake Spider-Man loose.

Doc Ock is taking an action to remove or step down the Grappled Arms complication.

Doc Ock: Solo D10 + I’ll Show Them D8 + Strength D10 + Tech Expert D8 = 2D8 (3, 4) + 2D10 (6, 9) = 15 total, D8 effect.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D10 + Combat Rookie D6 + Fused Arms D12 = D6 (5) + D8 (5) + 2D10 (7, 1) + D12 (7) = 14 total, D8 effect, 1 opportunity.
Peter gains 1 PP (5 total) for the opportunity, and the Doom Pool steps up a D6 (2D6+D8 total).

Doc Ock steps down the Grappled Arms complication to D8.


The arms struggle against Peter, and manage to shake one of his hands off. But Spidey uses that opportunity to try once more to shoot webbing at Otto’s face!

Does Spider-Man really need a third complication on his foe? Why not?!

Spider-Man is attempting to create a web-related complication again, so he can use his Grapple SFX to boost his roll. As the attack is targeting Otto directly, he can use his Protective SFX to boost his roll, as his arms react to protect him.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Swingline D8 + Grapple SFX D6 + Fused Arms complication D12 = D6 (3) + 2D8 (5, 8) + 2D10 (10, 1) + D12 (1) = 18 total, D8 effect, 2 opportunities.
Spider-Man will spend 1 PP (4 remaining) to add the 5 to the total, bringing it up to 23 total, D6 effect, 2 opportunities.
The effect is stepped up because of the Grapple SFX, making it 23 total, D8 effect, 2 opportunities.
Peter gains 1 PP (5 total) for the opportunities, and the Doom Pool adds a D8 (2D6+2D8 total).

Doc Ock: Solo D10 + I’ll Show Them D8 + Reflexes D8 + Tech Expert D8 + Protective SFX D6 = D6 (4) + 3D8 (7, 5, 8) + D10 (4) = 15 total, D10 effect.
The effect is stepped up because of the Protective SFX, making it 15 total, D12 effect.

As Spider-Man’s total is more than 5 (but less than 10) greater than Doc Ock’s, Spidey’s effect die is stepped up to D10. But Doc Ock’s superior effect die of D12 steps Spider-Man’s effect back again to D8.

Spider-Man inflicts a D8 Blinded complication on Doc Ock.


This time the webbing gets through the arms, and covers Otto’s oversized shades.

Spider-Man: “I should have realized sooner, Octopus, the best defense is a smashing offense!”

Doc Ock: “That blasted web! I – I can’t see! Can’t get it off!”

While Otto tries to rip off his glasses, he loops his fused arms around Spider-Man and draws the web-head close.

Doc Ock is trying to inflict a Grabbed complication on Spider-Man. That allows him to use his Grapple SFX, in addition to his Multipower and Multiple Arms SFX. He will add a D8 from the Doom Pool (2D6+D8 remaining) to his die pool.

Doc Ock: Solo D10 + I’ll Show Them D8 + Strength 2D8 + Stretching D6 + Tech Expert D8 + Grapple SFX D6 + Doom Pool D8 = 2D6 (2, 3) + 5D8 (7, 7, 3, 4, 8) + D10 (3) = 18 total, D10 effect.
The 8 was discarded as per the Multiple Arms SFX, and the 7, 7, and 4 were used for the total.
The effect is stepped up because of the Grapple SFX, making it 18 total, D12 effect.
The Watcher will spend a D8 from the Doom Pool (2D6 remaining) to keep a D8 as an additional effect die, making it 18 total, D8+D12 effect.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D10 + Combat Rookie D6 + Fused Arms complication D12 = D6 (4) + D8 (2) + 2D10 (4, 1) + D12 (8) = 12 total, D8 effect die, 1 opportunity.
Spider-Man will spend 1 PP (4 remaining) to add the 4 to the total, bringing it up to 16 total, D8 effect, 1 opportunity.
Peter gains 1 PP (5 total) for the opportunity, and the Doom Pool adds a D6 (3D6 total).

Spider-Man loses the roll but avoids an extraordinary success on Otto’s part. Doc Ock will use the D8 effect to remove his Blinded complication, and the D12 effect to inflict a D12 Grabbed complication on Spider-Man.


Spider-Man is trapped by the fused arms, and just barely keeping the other arms at bay! He struggles to free himself from their mechanical pincers!

Spider-Man is struggling to remove the Grabbed complication on him.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D10 + Combat Rookie D6 + Fused Arms complication D12 = D6 (6) + D8 (4) + 2D10 (9, 5) + D12 (11) = 20 total, D10 effect.
Spider-Man will spend 1 PP (4 remaining) to add the 5 to the total, bringing it up to 25 total, D8 effect.

Doc Ock: Solo D10 + I’ll Show them D8 + Strength D10 + Tech Expert D8 + Grabbed complication D12 = 2D8 (3, 8) + 2D10 (2, 6) + D12 (11) = 19 total, D10 effect die.

As Spider-Man’s total is more than 5 (but less than 10) greater than Doc Ock’s, Spidey’s effect die is stepped up to D10.

Since D10 is less than D12, Spider-Man’s Grabbed complication is stepped back to D10 rather than removed.


As Spider-Man is trying to wrestle his way out of the arms, Doc Ock socks him in the jaw with his fist!

This isn’t a very impressive die pool for Otto, as he has no strength of his own and no combat training. On the other hand, the Watcher rules that Spider-Man can’t use the Fused Arms complication in his reaction, as Doc Ock isn’t attack Spidey with his arms (just holding him). Your foe's complications and stress dice aren't necessarily freebies for your die pool; they have to be relevant to your action or reaction.

Doc Ock: Solo D10 + I’ll Show Them D8 + Grabbed complication D10 = D8 (6) + 2D10 (7, 6) = 13 total, D10 effect.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Combat Rookie D6 = D6 (1) + D8 (1) + 2D10 (3, 5) = 8 total, D4 effect, 2 opportunities.
Peter gains 1 PP (5 total) for the opportunities, and the Doom Pool adds a D8 (3D6+D8 total).

Otto, amazingly, manages to inflict D10 physical stress on Peter.


Otto punches Spider-Man, who has been weakened by the struggle.

Doc Ock: “Give up fool! Sooner or later, you have to let go (of the non-fused arms), and then I’ll have you!”

Spider-Man: “I’ve got one chance… but I’ve got to time it to the split-second or I’m finished!”

Peter senses that this has to end soon or he won’t last much longer. He lets go of one of the mechanical arms and tries to sock Otto in the face before the evil scientist can capitalize on the opening!

Spider-Man has a lot of PP at this point, so he will go all-in as he tries to put Doc Ock down for the count. He will spend 2 PP (3 remaining) to add in his Reflexes and the Grappled Arms complications as extra dice for his pool. As the attack is targeting Otto directly, he can use his Protective SFX to boost his roll, as his arms react to protect him.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Strength D10 + Combat Rookie D6 + Fused Arms complication D12 + Grappled Arms complication D10 = D6 (6) + D8 (4) + 3D10 (9, 2, 4) + D12 (4) = 15 total, D12 effect.
Spider-Man will spend 3 PP (0 remaining) to add the 2, 4, and 4 to the total, bringing it up to 25 total, D12 effect.

Doc Ock: Solo D10 + I’ll Show them D8 + Strength D10 + Tech Expert D8 + Protective SFX D6 + Grabbed complication D10 + Spider-Man’s Stress D10 = D6 (5) + 2D8 (7, 3) + 4D10 (2, 1, 5, 3) = 12 total, D10 effect, 1 opportunity.
The Watcher spends a D6 and D8 from the Doom Pool (2D6 remaining) to add the 5 and 3 to the total, bringing it up to 20 total, D10 effect, 1 opportunity.

It’s not enough. The Watcher can’t add in any of the other D10s to boost Ock’s total because there are no D10s in the Doom Pool.

As Spider-Man’s total is more than 5 (but less than 10) greater than Doc Ock’s, Spidey’s effect die is stepped up to D12+.

Spider-Man inflicts D12+ physical stress on Doc Ock. The villain is defeated, and Spider-Man earns 1 XP for recapturing the atomic plant and 3 XP for capturing Otto (20 total) as part of the Spider-Man Versus Doctor Octopus milestone.


Spider-Man’s last-ditch punch does the trick, and Dr. Otto Octavius gets knocked out. Spidey wraps Doc Ock up in as much webbing as he can and leads some military police outside to the tied-up villain. Our hero then beats a hasty retreat.

Spider-Man: “The authorities will be able to handle Doctor Octopus now! But I still have one more thing to take care of – as Spider-Man!”
Last edited by Spatula on Mon Aug 06, 2012 12:13 pm, edited 3 times in total.
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Postby Spatula » Thu Apr 05, 2012 2:34 am

Issue 3, Scene 7: Nearby Hotel (Transition)
Doom Pool: 2D6
Spider-Man: 0 PP, D8 physical stress

As part of the transition scene, Peter's stress is physical stress is stepped back to D8, and he has a chance to recover it. He's elated that he didn't hang up his webs and came back to beat the bad guy.

Spider-Man: Solo D10 + With Great Power Comes Great Responsibility D8 + Stamina D8 = 2D8 (4, 8) + D10 (7) = 15 total, D8 effect.

Doom Pool: 2D6 + Spider-Man's Stress D8 = 2D6 (6, 5) + D8 (3) = 11 total, D8 effect.

Spider-Man's physical stress is removed.


Spider-Man heads over to the Human Torch’s hotel, and climbing up the wall, finds his room with his Spider-Sense.

Medical Doctor: “Good news, Torch! Your temperature is down and your virus is gone! By now, your flame should be working at full strength!” (was the virus a complication, perhaps?)

Human Torch: “Great, doc! I wanna show my partners in the Fantastic Four that I can tackle Dr. Octopus alone!”

Spider-Man (appears in window): “Relax, Torch! Thanks to you, Octopus is safely under wraps! And I owe you additional thanks because, if not for you, Spider-Man might’ve been finished, too! So long, Torch! See ya around, pal!”

Human Torch: “Flamin’ fireballs! I don’t get it! What did I do?!”

The next day, the Human Torch shows off for the Forest Hills high school.

Flash: “Now there’s my idea of a hero! Why don’tcha watch and see what a real man is like, bookworm?”

Peter: “Someday I’ll tell you why, loud mouth! And I’m sure gonna enjoy it! Yes sir, it’s gonna be a real pleasure!”

The End
Final Doom Pool: 2D6
Spider-Man: 20 XP, 0 PP, no stress
Last edited by Spatula on Mon Aug 06, 2012 12:14 pm, edited 1 time in total.
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Postby Spatula » Thu Apr 05, 2012 12:10 pm

I ran into some real issues trying to model the end of the final action scene, although whether that's an issue with Doc Ock's datafile, a silly story, or the game mechanics is hard to say (or a combo of all three).

In the comic, Doc Ock's arms are always active, and Spidey is constantly on the defensive and usually kept at a distance so that he doesn't get hit. In a game without positioning, I dunno how to model that, except maybe just the Watcher saying, "You can attack the arms but not Doc Ock, unless you get past the arms somehow." Maybe the Multiple Arms SFX could be extended to reaction rolls to protect Otto, but not to protect themselves, which makes Otto difficult to target as long as the arms are involved.

Anyway, Spider-Man fuses two arms into one loop, and then grabs onto the ends of the other two arms with his hands (and briefly, his feet), which keep Doc Ock's arms from being used but also keeps Spider-Man from doing anything himself. It's like he's inflicting a complication on himself and the target at the same time. But he's free to drop the complication at any time.

The fusing could have perhaps been an attack vs a trait, removing one of the D10 arm traits from play. But that doesn't seem like it would produce the desired effect. Targeting the arm's individual traits doesn't make much sense.

Oh well, something to think about.
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Postby koper » Thu Apr 05, 2012 1:39 pm

Spatula wrote:Starting Doom Pool: 2D6

Act 1, Scene 1: NYC
Narrator: “For days, a new and ominous danger has menaced the vast city of New York! Without the slightest sound, he strikes! For this is – the Vulture!”
The Vulture swoops in and steals businessman’s briefcase.
Businessman: “He stole my briefcase – with a fortune in bonds! Help!”

Grandstanding by the Vulture to set the stage.
Vulture: Solo D8 + Bird of Prey D8 + Flight D6 = D6+2D8 = result not needed.
The Doom Pool gains +D8 (2D6+D8 total).



This is by the rules?
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Postby Spatula » Thu Apr 05, 2012 1:54 pm

koper wrote:This is by the rules?
Good question. The rules are silent on the topic of scenes that don't involve the heroes. Perhaps the heroes must be present for a villain's actions to add to the Doom Pool. In this case I figured, why not. With only 1 super-hero present, the Doom Pool doesn't have the same opportunities to grow that it would with multiple heroes.

EDIT - I've since removed the solo grandstanding from the play reports, as I'm trying to make them as rules-kosher as I can.
Last edited by Spatula on Mon Aug 06, 2012 12:15 pm, edited 1 time in total.
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Postby MidnightBlue » Thu Apr 05, 2012 2:00 pm

The Doom Pool is there to represent increased or decreased tension, right?

A little villain grandstanding that builds his menace (especially if there is a reporter, news crew or spectators there to spread the villain's reputation)...sounds like a perfect time to add dice to a Doom Pool to me.
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Postby Brightest Day » Thu Apr 05, 2012 11:33 pm

This is really cool, and it is such a great way to help people understand the rules. It is like watching a playtest but it is tied into the old spidey comics. I wonder if there will be any official answers to some of the rules questions that you are posting, specifically the ones where the rulebook is silent.

Awesome job. I’d love to see more.
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Postby Spatula » Fri Apr 06, 2012 1:00 am

Thanks for the replies, all. It's actually been a lot of work writing these up, so I'm glad someone appreciated them!

Next up... "Nothing can stop... the Sandman!"
Last edited by Spatula on Mon Aug 06, 2012 12:16 pm, edited 1 time in total.
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