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

Postby Spatula » Tue Apr 03, 2012 1:31 pm

Welcome to a Marvel Heroic Roleplaying "actual" play report! Rather than a transcript of a real game experience, I am taking early issues of Amazing Spider-Man (by Stan Lee and Steve Ditko) as a script and translating them into MHR game stats. The point of all of this is to (a) figure out how the MHR rules work - the Operations Manual is a bit confusing and seeing it in action may clear things up, and (b) to put MHR through the paces - can it successfully emulate actual comics?

I am attempting to stay as true to the rules as possible. I am using the errata/clarification that you can use one of your opponent’s stress dice and one complication die in your pool (instead of one or the other, as suggested in the original Operations Manual). As a house rule, I am allowing “Rookie” D6 specialties, which are mentioned on OM115 but intended only for “specialty” Watcher characters, as well as some D6 power traits that are not normally in the rules, such as for Strength. I will need those D6s to reflect an amateur Spider-Man and his relatively low-powered Silver Age foes.

A quick note on combat order: Since most of the conflicts only involve 1 hero and 1 villain, I assume that in such cases the order goes back-and-forth, rather than engaging in a “I go twice, you go twice” that can happen by the rules.

I am starting off with Amazing Spider-Man #2, but I continue on with other early issues of ASM:

ASM #2 (vs. the Vulture): this post!
ASM #3 (vs. Doc Ock): here!
ASM #4 (vs. Sandman): top of page 3
ASM #5 (vs. Dr. Doom): here! [not yet updated]
ASM #10 (vs. the Enforcers): top of page 6 [not yet updated]

I can’t put more than two links in each post, so I apologize for not being able to link to the start of every issue.

Why ASM? Why start with #2? Well, Spider-Man was always my favorite super-hero, and this comic is Spider-Man's first encounter with a real super-villain - the Vulture! OK, he's not much of a super-villain, but everyone's got to start somewhere. As this is early in Spider-Man's career, I am using a slightly different datafile for him. This early Spider-Man is a loner (Solo D10), a moody and often angry teenager, and a kid with great power but whose power never seems to do him much good. He hasn’t invented his spider-tracers yet, is using mechanical web-shooters, and hasn’t yet come up with his belt for carrying additional web-cartridges. His skills/specialties are also not as developed as the modern Spider-Man’s.

Spider-Man
Peter Parker [secret]

Affiliations:
Solo D10, Buddy D8, Team D6

Distinctions:
Hard-Luck Hero
Wisecracker
With Great Power Comes Great Responsibility

Power Sets:
SPIDER-POWERS
Enhanced Senses D8, Enhanced Stamina D8, Superhuman Reflexes D10, Superhuman Strength D10, Wall-Crawling D6

SFX: Spider-Sense. Spend 1 PP to add Enhanced Senses (or step up if already in your pool) and reroll all dice on a reaction.

SFX: Second Wind. Before you make an action including a Spider-Powers power, you may move your physical stress die to the doom pool and step up the Spider-Powers power for this action.

Limit: Exhausted. Shutdown any Spider-Powers power to gain 1 PP. Activate an opportunity to recover or during a Transition Scene.

WEB-SHOOTERS
Swingline D8

SFX: Grapple. When inflicting a web-related complication on a target, add D6 and step up your effect die.

SFX: Web Constructs. When creating web-related assets, add D6 and step up your effect die.

Limit: Out of Web Fluid. Shutdown Web-Shooters to gain 1 PP. Recover during a Transition Scene.

Specialties:
Acrobatics Expert D8, Combat Rookie D6, Covert Rookie D6, Science Expert D8, Tech Expert D8

Milestones:
Secret Identity
1 XP when you lie or accept humiliation in order to protect your secret identity, or when you act in such a way as to jeopardize your secret identity.
3 XP when you skip a social engagement to fight crime, or let criminals get away so that you can keep a social engagement.
10 XP when you decide to tell someone that you are Spider-Man, or decide that you can never tell anyone of your double life.

With Great Power Comes Great Responsibility
1 XP when you protect innocents from harm, or when innocents come to harm through your actions or inaction.
3 XP when you defeat a villain that has harmed innocents, or when you chose not to defeat such a villain.
10 XP when you have a crisis of faith and decide to hang up your webs for good, or when you decide that you have a responsibility to protect innocents as Spider-Man.

The Vulture
Adrian Toomes [secret]

Affiliations:
Solo D10, Buddy D6, Team D8

Distinctions:
Flying Criminal
Middle-Aged
Skilled Inventor

Power Sets:
MAGNETIC FLIGHT HARNESS
Enhanced Reflexes D8, Flight D6

SFX: Silent and Swift. When including a Magnetic Flight Harness power in an action or reaction to avoid detection, step up or double Covert Expert. Spend a doom die to do both.

Limit: Anti-Magnetism. Shutdown Magnetic Flight Harness in response to anti-magnetic disruption and add D6 to the Doom Pool. Recover during a Transition Scene.

Specialties:
Covert Expert D8, Crime Expert D8, Tech Expert D8
Last edited by Spatula on Fri Aug 17, 2012 3:38 pm, edited 14 times in total.
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Postby Spatula » Tue Apr 03, 2012 1:37 pm

Amazing Spider-Man #2
Starting Doom Pool: 2D6

Image

Issue Milestone
Duel to the Death with the Vulture!
1 XP when you prevent the Vulture from committing a crime.
3 XP when you capture the Vulture, or let him go in order to save innocents.
(there is no 10 XP milestone for this issue)

For his two milestones, Spider-Man will select Duel to the Death with the Vulture! and his own Secret Identity milestone.

Read along with the action here!

Issue 2, 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 a businessman’s briefcase.
Businessman: “He stole my briefcase – with a fortune in bonds! Help!”

Issue 2, Scene 2: Now Magazine Offices

J. Jonah Jameson: “No more excuses! Get me pictures of the Vulture!”

Issue 2, Scene 3: Forest Hills High School; Science Lab
Doom Pool: 2D6
Spider-Man: 1 PP, no stress

Peter Parker is working on a delicate chemistry experiment while the rest of the class gushes over the latest issue of Now magazine.
Liz: “A photo of the Vulture would be worth a fortune! But no one can get close enough to him to snap one!”
Flash throws the magazine at Peter. “Here bookworm! Take a look at what’s going on in the world – or can’t you read anything but scientific formulas?”

Flash tries to inflict emotional stress on Peter. In response, Peter attempts a wisecrack...

Flash: Team D8 + Bully D8 + Menace Rookie D6 = D6 (2) + 2D8 (3, 3) = 6 total, D6 effect.
Peter: Solo D10 + Wisecracker D8 = D8 (4) + D10 (1) = 4 total, D4 effect, 1 opportunity.
Since Peter cannot use the D10 (because of the opportunity), he only has one die for his total and nothing for his effect die. He gets a D4 effect die for free.
Peter gains 1 PP (2 total) for the opportunity and the Doom Pool gains a D6 (3D6 total).

...but he comes up with nothing. Peter loses the exchange and takes D6 emotional stress.


Peter: “Very funny, Flash!” Nevertheless, Peter realizes the opportunity and starts looking through the magazine. But his neglected chemistry experiment blows up, and the teacher scolds Peter for not paying attention. How humiliating!

Issue 2, Scene 4: Aunt May’s House (Transition)
Doom Pool: 3D6
Spider-Man: 2 PP, D6 emotional stress

Peter is rummaging through his Uncle Ben's possessions in the attic, looking for his old camera. He finds it! Now he is ready to go out and earn some money by taking pictures that no one else can get - those of the Vulture!

This is a transition scene, so Peter's emotional stress is stepped down to D4, and he has a chance to recover it. He has to beat a doom pool roll + his D4 stress die. His effect die doesn't matter much; any successful result will get rid of a D4 stress die.

None of his personal distinctions really apply here, so he will use the Aunt May's House scene distinction - it's his home, his sanctuary; a place where he can go to forget about his humiliation at school.

Peter: Solo D10 + Aunt May's House D8 = D8 (3) + D10 (9) = 12 total, D4 effect.
Doom Pool: 3D6 + Peter’s Stress D4 = D4 (3) + 3D6 (6, 2, 3) = 9 total, D6 effect.

Normally, the reaction effect die would step back Peter's effect die because it is larger (D6 vs D4). However, I don't think you can actually have less than a D4 effect die, so I am going to rule that that does not happen in this case.

Peter recovers his emotional stress.


Issue 2, Scene 5: NYC
Doom Pool: 3D6
Spider-Man: 2 PP, no stress

The Vulture is flying through the air, planning his next conquest. On a nearby rooftop, Spider-Man fools with his camera when his Spider-Sense alerts him that danger is nearby!

Spider-Man goes first. He attempts to hide and follow the Vulture discreetly, using his Spider-Sense to warn him of being spotted. The Vulture is flying around and not really expecting trouble, but his own experience with stealth might cause him to notice the wall-crawler.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Senses D8 + Covert D6 = D6 (2) + 2D8 (7, 5) + D10 (10) = 17 total, D8 effect.
Vulture: Solo D10 + Flying Criminal D8 + Flight D6 + Covert D8 = D6 (5) + 3D8 (2, 8, 7) = 15 total, D8 effect.

Spider-Man successfully hides, and creates a D8 Unseen asset. The Vulture will go next.


The Vulture, unaware of Spidey’s presence, throws rocks with notes attached to them through the windows of Now Magazine, a news radio station, and the police chief. The notes read, “I shall steal the diamond shipment from under your noses! The Vulture.” Spider-Man elects to remain hidden rather than interrupting, hoping that the Vulture will slow down so that Spider-Man can take a photograph.

The Vulture is grandstanding by inflicting property damage and spreading fear. I will add a D8 (from the Vulture’s Crime Expert specialty) to the Doom Pool (3D6+D8 total) to represent that.


The Vulture lands on a rooftop, elated with his successful rock throwing. Now is Spider-Man’s chance to set up a photograph without being seen!

Spider-Man is still trying to avoid detection by the Vulture.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Senses D8 + Covert D6 + Unseen asset D8 = D6 (2) + 3D8 (3, 2, 2) + D10 (9) = 12 total, D8 effect.
Vulture: Solo D10 + Flying Criminal D8 + Covert D8 = 2D8 (5, 3) + D10 (9) = 14 total, D8 effect.

The Vulture is aware of Spider-Man! The Watcher spends D6 from the Doom Pool (2D6+D8 remaining) to keep the Vulture’s effect die, creating a D8 Surprise Attack asset for the Vulture.


While Spider-Man is distracted with setting his camera up, the Vulture swoops over and behind him, executing a loop-de-loop dive bomb attack!

The Vulture is attempting to cause physical stress to Spider-Man. Spidey will try to dodge, if he notices the attack in time.

As the Vulture’s attack depends on not being seen, he will use his Silent and Swift SFX to double his Covert Expert die. The Vulture will also boost his pool with a D6 form the Doom Pool (D6+D8 remaining). Spider-Man will spend 1 PP (1 remaining) to add in an extra power trait (his Superhuman Reflexes) to his pool.

Vulture: Solo D10 + Flying Criminal D8 + Flight D6 + Covert 2D8 + Surprise Attack asset D8 + Doom Pool D6 = 2D6 (6, 3) + 4D8 (6, 4, 8, 4) + D10 (3) = 14 total, D10 effect.
The Watcher will spend D6 from the Doom Pool (D8 remaining) to add the 6 to the total, bringing it up to 20 total, D10 effect.
Spider-Man: Solo D10 + Hard-Luck Hero D4 + Senses D8 + Reflexes D10 + Acrobatics D8 = D4 (1) + 2D8 (4, 5) + 2D10 (4, 1) = 9 total, D10 effect, 2 opportunities.
What an awful roll! Spider-Man will spend 1 PP (0 remaining) to use his Spider-Sense SFX, allowing him to step up his Senses die and reroll his pool.
Spider-Man: Solo D10 + Hard-Luck Hero D4 + Senses D10 + Reflexes D10 + Acrobatics D8 = D4 (1) + D8 (5) + 3D10 (3, 4, 6) = 11 total, D10 effect, 1 opportunity.

Spider-Man will earn 2 PP from this roll (for the D4 distinction and the opportunity), which he could use to boost his total to 18 – not enough to turn the hit into a miss, but enough to avoid an extraordinary success on the Vulture’s part. However, he decides to hold onto his PP for now.

Peter gains 2 PP (2 total) for the D4 distinction and the opportunity, and the Doom Pool gains a D6 (D6+D8 total).

The Vulture succeeds, and his effect die is stepped up to D12, as his total of 20 is more than 5 (but less than 10) more than Spider-Man’s total of 11. Spider-Man takes D12 physical stress.


Spider-Man is nearly knocked out by the dive bomb kick to the back of his head! Peter elects to stay down, rather than fight an unknown foe with such a large handicap. For his part, the Vulture picks up Spider-Man and drops him into a water tower, and seals the opening.

“Once I drop him into the water below, he’ll never bother me again!” Oh, Vulture... you silly super-villain.
Last edited by Spatula on Mon Aug 06, 2012 3:22 pm, edited 5 times in total.
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Postby Spatula » Tue Apr 03, 2012 1:38 pm

Issue 2, Scene 6: Inside the Water Tower
Doom Pool: D6+D8
Spider-Man: 2 PP, D12 physical stress

The nearly unconscious Spider-Man has been tossed into the icy cold water of a rooftop water tower. How will he escape from this dastardly trap? Spider-Man raises an arm upwards, pointing his wrist at the roof...

Scene Distinctions for the water tower are Cold, Deep Water, Slimy Walls, and Sealed Hatch.

Spider-Man tries to create a swingline to the roof. But the Watcher decides to activate the Out of Web Fluid Limit on Spider-Man’s web-slingers – they’re empty! Spider-Man receives 1 PP (3 total) for the inconvenience. He could have declined the PP and forced the Watcher to spend a doom die instead, but he has a feeling he will need the points...


...but nothing happens. Out of web fluid! Luckily he has the power of a spider, and he attempts to climb the walls...

The Watcher will use the D8 in the Doom Pool (D6 remaining) in order to turn the Slimy Walls scene distinction into a D8 scene complication (this is an optional rule found in Civil War; CW06). Spider-Man must succeed on a roll vs the Doom Pool + the complication + his stress.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Wall-Crawling D6 = D6 (1) + D8 (2) + D10 (8) = 10 total, D4 effect, 1 opportunity.
Peter gains 1 PP (4 total) for the opportunity and the Doom Pool gains a D6 (2D6 total).
Doom Pool: 2D6 + Slimy Walls D8 + Spider-Man’s Stress D12 = 2D6 (6, 6) + D8 (1) + D12 (8) = 14 total, D4 effect, 1 opportunity.

Spidey will spend 1 PP (3 remaining) to activate the Watcher’s opportunity. He will use it as a D10 stunt on his next action.


...but slides back down into the water – they are too slippery for him. Peter starts to worry - eventually he will drown or run out of air… unless! “There’s one little trick only the Spider-Man can perform! All I have to do is reach the bottom, squat down, and prepare to hurl myself upward…”

As part of his action, Spider-Man will use his Second Wind SFX to move his physical stress to the Doom Pool (2D6+D12 total). He can also step up one of his Spider-Powers dice, allowing him to boost his Strength trait to D12 for this action.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D12 + Super-Stunt D10 + Acrobatics D8 = 2D8 (3, 2) + 2D10 (4, 10) + D12 (4) = 14 total, D12 effect.
Spidey will spend 1 PP (2 remaining) to add the 4 to the total, bringing it up to 18 total, D8 effect.
Doom Pool: 2D6+D12 = 2D6 (2, 6) + D12 (9) = 15 total, D6 effect.

Spider-Man wins the contest, and his D8 effect die is enough to remove the Sealed Hatch scene distinction. He is free.


“…like this!” Spider-Man propels himself out of the top hatch on the water tower, collects his camera, and starts to wonder just how the Vulture manages to fly so swiftly and so silently.

Issue 2, Scene 7: Aunt May’s House (Transition)
Doom Pool: 2D6+D12
Spider-Man: 2 PP, no stress

Peter is hard at work in his room. He doesn’t want to be caught in a tight spot with no web fluid again, so he designs a belt that will hold extra web cartridges. He also has an idea as to how the Vulture’s flight works, and builds a small device to shut it down.

Peter has no stress, thanks to his Second Wind SFX. Peter also starts this scene with his Web-Shooters power set shut down (because the Watcher activated its limit in the last scene), and he can now recover it. This happens automatically.

The belt represents a modification of the Out of Web Fluid Limit on Spider-Man Web-Shooters power set. Having the extra cartridges handy will allow Spidey to recover the power set from an opportunity as well as during a Transition scene, instead of just the latter. This would probably fall under the 5 XP cost to “Add or replace a Limit in a Power Set.” While we haven’t seen Spider-Man earn any XP yet, we can assume he had some left over from Amazing Fantasy #15 and Amazing Spider-Man #1, and spent them here.

The anti-Vulture device is a Tech resource, rated at D6 because Peter is a Tech Expert. As a resource, it costs Peter 1 PP (1 remaining).


Issue 2, Scene 8: Now Magazine Offices
Doom Pool: 2D6+D12
Spider-Man: 1 PP, no stress

Apparently Peter managed to get some shots off before the Vulture knocked him out.
JJJ: “These pictures are sensational – great! But how’d a kid like you get them?”
Peter: “Sorry sir! I’ll sell them to you on the condition that you never ask me that question!”

Issue 2, Scene 9: NYC
Doom Pool: 2D6+D12
Spider-Man: 1 PP, no stress

School is over for the day, and the gang of cool kids is heading out to watch the diamond shipment, in the hopes of seeing the Vulture pull off his well-publicized theft. Flash throws some taunts at Peter, and calls him a chicken when Peter declines to accompany the group (because he has to change into Spider-Man to stop the theft). Peter doesn’t even try to respond.

Flash: Team D8 + Bully D8 + Menace D6 = D6 (5) + 2D8 (6, 7) = 13 total, D6 effect.
Peter: Solo D10 + Hard-Luck Hero D4 = D4 (3) + D10 (7) = 10 total, D4 effect.
Peter gains 1 PP (2 total) for the D4 distinction.

Peter takes D6 emotional stress. Being called a chicken when he's trying to save the day really gets to him.

Peter also gets 3 XP (3 total) from his Secret Identity milestone, for “[skipping] a social engagement to fight crime.”


The diamond shipment is being moved from a truck to the jewelry exchange. There are guards all around, but as the courier moves past a manhole, the manhole cover flies up and the Vulture pops out! The Vulture grabs the briefcase holding the diamonds and ducks back into the sewers. Peter hasn’t even finished changing yet!
Last edited by Spatula on Fri Jul 20, 2012 6:11 pm, edited 4 times in total.
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Postby Spatula » Tue Apr 03, 2012 1:41 pm

Issue 2, Scene 10: NYC
Doom Pool: 2D6+D12
Spider-Man: 2 PP, D6 emotional stress

Peter finally finishes changing into Spider-Man and is on the hunt. He knows the Vulture will have to come out of the sewers at some point in order to leverage his flying ability. Peter climbs a nearby building and starts searching for the Vulture using his Spider-Sense.

This could have been a roll... but what happens if it fails? The Vulture gets away and everyone goes home? The Watcher decides that Spider-Man is correct, and the Vulture takes to the air within sight of our hero.


Following the buzzing in his head, Spider-Man comes to a spot when he can see the Vulture take to the air. Spidey proceeds to go after him via web-swinging, and the chase is on!

Spider-Man attempts to catch up to the Vulture who, understandably, does not wish to get caught.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Swingline D8 + Acrobatics D8 = 3D8 (5, 7, 1) + 2D10 (3, 3) = 12 total, D10 effect, 1 opportunity.
Peter gains 1 PP (3 total) for the opportunity and the Doom Pool gains a D6 (3D6+D12 total).
Vulture: Solo D10 + Flying Criminal D8 + Flight D6 + Covert D8 + Spider-Man’s Stress D6 = 2D6 (4, 1) + 2D8 (8, 2) + D10 (8) = 16 total, D8 effect, 1 opportunity.

The Vulture manages to lose Spider-Man for the moment. The Watcher spends D6 from the Doom Pool (2D6+D12 remaining) to keep the Vulture’s effect die, creating another D8 Surprise Attack asset for the Vulture.


Spider-Man quickly loses sight of the Vulture, who doubles back and manages to position himself behind and above our friendly neighborhood wall-crawler. Spider-Man stands on the edge of a rooftop, looking for his prey, when the Vulture swoops down and tries to knock him off the building!

For the Vulture’s turn, he will attempt to create a falling complication on the unsuspecting Spider-Man. As before, he will use his Silent and Swift SFX, this time to both step up and double his Covert die (this costs a D6 from the Doom Pool, D6+D12 remaining). The Watcher will also spend the D12 from the Doom Pool (D6 remaining) to boost the Vulture’s die pool.

Spider-Man gets 1 XP (4 total) for the Doom Pool’s D12 being used against him.

Vulture: Solo D10 + Flying Criminal D8 + Flight D6 + Covert 2D10 + Surprise Attack asset D8 + Spider-Man’s Stress D6 + Doom Pool D12 = 2D6 (4, 6) + 2D8 (2, 6) + 3D10 (3, 4, 10) + D12 (1) = 16 total, D10 effect, 1 opportunity.
The Watcher will spend D6 from the Doom Pool (empty) to add the 6 to the total, bringing it up to 22 total, D10 effect.
Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Acrobatics D8 = 2D8 (1, 1) + 2D10 (3, 6) = 9 total, D4 effect, 2 opportunities.
That’s not going to cut it. Spider-Man will spend 1 PP (2 remaining) to use his Spider-Sense SFX, allowing him to add his Senses die to the pool, and to reroll the entire pool.
Spider-Man: Solo D10 + Hard-Luck Hero D8 + Senses D8 + Reflexes D10 + Acrobatics D8 = 3D8 (1, 5, 6) + 2D10 (1, 7) = 13 total, D8 effect, 2 opportunities.
Spider-Man will spend 1 PP (1 remaining) to add the 5 to the total, for 18 total, D4 effect, 2 opportunities.
Peter gains 1 PP (2 total) for the opportunities and the Doom Pool gains a D8 (D8 total).

The Vulture knocks Spider-Man off the roof, giving him a D10 Falling complication.


Spider-Man turns, his spider-sense buzzing, just as the Vulture barrels into him. The blow is a glancing one, but it is still enough to knock him off the roof and send him plummeting to his doom. That is, until Spidey shoots out a webline aimed at the Vulture himself!

Spider-Man will attempt to use his webbing to remove the Falling complication, and to give himself a webline asset while he’s at it. By creating the asset, he can use his Constructs SFX, which gives him an extra D6 for his die pool and steps up the effect die.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Swingline D8 + Acrobatics D8 + Construct SFX D6 = D6 (6) + 3D8 (7, 3, 7) + 2D10 (7, 9) = 16 total, D8 effect. The effect is stepped up to D10 because of the Constructs SFX.
Peter will spend 1 PP (1 remaining) to keep a D10 as an extra effect die, for 16 total, 2D10 effect.
Vulture: Solo D10 + Flying Criminal D8 + Reflexes D8 + Spider-Man’s Stress D6 + Falling complication D10 = D6 (6) + 2D8 (2, 6) + 2D10 (4, 8) = 14 total, D10 effect.

Spider-Man uses one D10 effect die to remove his Falling complication, and the other to create a D10 Webline asset, to make it easier to get Vulture into grappling range.


The webline hits the flying thief, and Spider-Man starts to pull himself up towards the Vulture. The Vulture, in response, tries to shake loose the web-spinner.

The Vulture is attacking Spider-Man’s webline asset. Spider-Man holds on for dear life!

Vulture: Solo D10 + Flying Criminal D8 + Reflexes D8 + Spider-Man’s Stress D6 = D6 (1) + 2D8 (1, 8) + D10 (1) = 8 total, D4 effect, 3 opportunities (!).
Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D10 + Webline asset D10 = D8 (4) + 3D10 (2, 6, 2) = 10 total, D10 effect.
Peter will spend 1 PP (0 remaining) to keep his effect die.

Spider-Man wins the roll, and uses his effect die to inflict D10 emotional stress on the Vulture (representing fear at his impending defeat).


Vulture’s efforts fail, and Spider-Man climbs up the webline until he is on top of the criminal.

Vulture: “You fool! Here in the sky we’re in my element! I’ll shake you off – and be rid of you for good!”
Spider-Man: “Talk is cheap, birdman! This time I’m sticking!”

Spider-Man pulls out the device that he built to deal with the Vulture – an anti-magnetic inverter, the perfect foil to the Vulture’s magnetic flight harness!

Spider-Man tries to activate the device. The Vulture probably doesn’t realize what’s going on, but if he does, he will attempt to stop him. If Peter’s inverter works, the Vulture’s limit will be activated and the jig is up, so the Watcher will throw the doom pool into the Vulture’s die pool.

Spider-Man: Solo D10 + Wisecracker D4 + Reflexes D10 + Tech Expert D8 + Anti-Magnetic Inverter resource D6 + Vulture’s Stress D10 = D4 (4) + D6 (2) + D8 (6) + 3D10 (7, 2, 3) = 13 total, D10 effect.
Peter gains 1 PP (1 total) for the D4 distinction. Peter will spend 1 PP (0 remaining) to add the 4 to the total, for 17 total, D10 effect.
Vulture: Solo D10 + Skilled Inventor D8 + Reflexes D8 + Tech Expert D8 + Spider-Man’s Stress D6 + Doom Pool D8 = D6 (4) + 4D8 (8, 1, 5, 4) + D10 (1) = 13 total, D8 effect, 2 opportunities.
It’s impossible for the Vulture to win the roll. He could keep the D8 for the Doom Pool (giving Spider-Man 1 PP in the process), but can’t add enough to his total to beat Spider-Man’s.

The Vulture’s limit is activated, and his Magnetic Flight Harness power set is shut down.


Spider-Man manages to pull out the inverter and activate it. The Vulture’s harness stops working and he can no longer fly, but the thief manages to glide onto a rooftop before he’s picked up by a police helicopter. Spider-Man quickly snaps some parting photographs, and turns them into JJJ for a nice paycheck.

JJJ: “With pictures like these, I can almost stand living in the city with Spider-Man! Take a bonus and go out and buy yourself some twist records!” (is that what the kids are doing these days?)

The rent is paid for a year, Aunt May is so proud of her nephew, and all seems well… but the locked-up Vulture (still wearing his suit in his jail cell?!) vows revenge!

Peter gets another 4 XP (8 total), for preventing the Vulture from stealing the diamonds, and for ensuring that the Vulture was captured.


The End
Final Doom Pool: empty
Spider-Man: 8 XP, 0 PP, D6 emotional stress
Last edited by Spatula on Fri Jul 20, 2012 6:17 pm, edited 3 times in total.
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Postby MidnightBlue » Tue Apr 03, 2012 2:18 pm

That is great!

In the final weeks of tax season, so I haven't had the chance to read the rules more than a quick glance so I can't add my two cents to any of your rules questions.

Still, it sure read like one of my dad's old Spidey comics that got me into comics myself!

Very cool. Once I get a chance to read through the rulebook, I'll be reading through this again with more of an eye on the mechanics!

Nice work!
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Postby Spatula » Wed Apr 04, 2012 12:22 am

Onto Amazing Spider-Man #3, the first appearance of Doc Ock!

Spider-Man
Peter Parker [secret]

Affiliations:
Solo D10, Buddy D8, Team D6

Distinctions:
Hard-Luck Hero
Wisecracker
With Great Power Comes Great Responsibility

Power Sets:
SPIDER-POWERS
Enhanced Senses D8, Enhanced Stamina D8, Superhuman Reflexes D10, Superhuman Strength D10, Wall-Crawling D6

SFX: Spider-Sense. Spend 1 PP to add Enhanced Senses (or step up if already in your pool) and reroll all dice on a reaction.

SFX: Second Wind. Before you make an action including a Spider-Powers power, you may move your physical stress die to the doom pool and step up the Spider-Powers power for this action.

Limit: Exhausted. Shutdown any Spider-Powers power to gain 1 PP. Activate an opportunity to recover or during a Transition Scene.

WEB-SHOOTERS
Swingline D8

SFX: Grapple. When inflicting a web-related complication on a target, add D6 and step up your effect die.

SFX: Web Constructs. When creating web-related assets, add D6 and step up your effect die.

Limit: Out of Web Fluid. Shutdown Web-Shooters to gain 1 PP. Activate an opportunity to recover or during a Transition Scene.

Specialties:
Acrobatics Expert D8, Combat Rookie D6, Covert Rookie D6, Science Expert D8, Tech Expert D8

Milestones:
Secret Identity
1 XP when you lie or accept humiliation in order to protect your secret identity, or when you act in such a way as to jeopardize your secret identity.
3 XP when you skip a social engagement to fight crime, or let criminals get away so that you can keep a social engagement.
10 XP when you decide to tell someone that you are Spider-Man, or decide that you can never tell anyone of your double life.

With Great Power Comes Great Responsibility
1 XP when you protect innocents from harm, or when innocents come to harm through your actions or inaction.
3 XP when you defeat a villain that has harmed innocents, or when you chose not to defeat such a villain.
10 XP when you have a crisis of faith and decide to hang up your webs for good, or when you decide that you have a responsibility to protect innocents as Spider-Man.

Doctor Octopus
Otto Octavius [public]

Affiliations:
Solo D10, Buddy D6, Team D8

Distinctions:
Arrogant
Brilliant Physicist
I’ll Show Them!

Power Sets:
ARTIFICAL ARMS
Arm-Walking D6, Enhanced Reflexes D8, Stretching D8, Superhuman Durability D10, Superhuman Strength D10

SFX: Grapple. When inflicting a complication on a target, add a d6 and step up your effect die.

SFX: Multiple Arms. Against a single target, step up or double an Artificial Arms die. Remove the highest rolling die and add use three dice for your total.

SFX: Multipower. Add more than one Artificial Arms power to your pool. Step back each Artificial Arms die in your pool once for each die beyond the first.

SFX: Protective. When reacting to a physical attack vs. Otto’s person, add a d6 and step up your effect die.

Limit: Robotic Arms. Shutdown Artificial Arms and add a D6 to the Doom Pool. Recover via opportunity or transition.

Specialties:
Science Master D10, Tech Expert D8
Last edited by Spatula on Mon Aug 06, 2012 11:58 am, edited 6 times in total.
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Postby Spatula » Wed Apr 04, 2012 12:28 am

Amazing Spider-Man #3
Starting Doom Pool: 2D6

Image

Issue Milestone
Spider-Man Versus Doctor Octopus
1 XP when you rescue civilians from Doctor Octopus, or reclaim property that he has seized.
3 XP when you capture Doctor Octopus, or let him escape in order to save civilians.
(there is no 10 XP milestone for this issue)

For his two milestones, Spider-Man will select Spider-Man Versus Doctor Octopus and his own With Great Power Comes Great Responsibility milestone.

Read along with the action here!

Issue 3, Scene 1: NYC
Doom Pool: 2D6
Spider-Man: 1 PP, no stress

Narrator: “A story has to start somewhere, so let’s begin with a lonely warehouse, in the dead of night, where we find a robbery taking place…”

Three goons are hauling off a safe.
Goon 1: “Hold it, you guys! I think I heard somethin’!”
Goon 2: “Relax, Charlie! It was probably just a mouse!”

Spider-Man's belt signal shines down from above, lighting up the wall in front of the goons!
Spider-Man: “Mouse? You’ve never seen a mouse like this before!”

The goons are a 2D4 mob - a handful of poorly organized minor thugs. The mob is a minor Watcher character that has multiple Team dice - D4s in this case. Each D6 of stress or complications will remove a Team die. When all the Team dice are defeated, so is the mob.

Spider-Man is hanging out on a wall above the goons, and tries to intimidate them with his belt light. He doesn't have a Menace specialty, so his die pool is a little smaller than usual. In this case, the belt light is just a bit of narrative flair; it doesn't have a mechanical representation.

Spider-Man: Solo D10 + Wisecracker D8 + Wall-Crawling D6 = D6 (2) + D8 (1) + D10 (5) = 7 total, D4 effect, 1 opportunity.
Peter gains 1 PP (2 total) for the opportunity and the Doom Pool steps up a D6 (D6+D8 total).

Goons: Team 2D4 + Hardened Criminals D8 + Menace Rookie D6 = 2D4 (2, 3) + D6 (5) + D8 (5) = 10 total, D4 effect.

The intimidation attempt has no effect.


Goon 3: “Get ‘im! There are three of us! He can’t take us all!”
Spider-Man: “Brother, you’re living in a fool’s paradise!”

Spider-Man leaps down and the goons rush him.

The goons are attempting to pummel Spider-Man. He will dodge about and punch them right back!

Goons: Team 2D4 + Hardened Criminals D8 + Combat Expert D8 = 2D4 (3, 2) + 2D8 (7, 3) = 10 total, D8 effect.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Acrobatics Expert D8 = 2D8 (4, 3) + 2D10 (7, 8) = 15 total, D10 effect.
Spider-Man will spend a PP (1 total) to add an additional D8 effect die, and then spend another PP (0 total) to inflict stress with his reaction. Because his total is 5 greater than the goons’, Spidey scores an extraordinary success, and his original effect die is stepped up to a D12. I should note that extraordinary success only applies to reaction rolls when the action is foiled and the re-actor keeps his or her effect die.

The goons take D12 physical stress, which removes one Team die, and then take D8 physical stress, taking out the last Team die. The mob has been defeated.


Spider-Man easily pummels the thieves into unconsciousness, and they are webbed up for the police. Afterwards, Peter reflects on his life so far as a crime fighter. “It’s almost too easy! I’ve run out of enemies who can give me any real opposition! I’m too powerful for any foe! I almost wish for an opponent who’d give me a run for my money!” (Laying it on thick there, Stan)

(one thing that really struck me while reading these old comics is how every sentence ends in an exclamation point!)
Last edited by Spatula on Mon Aug 06, 2012 3:24 pm, edited 5 times in total.
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Postby SKINer » Wed Apr 04, 2012 11:15 am

Great stuff! I was thinking of doing something similar to this, but using Mythic GME.

Keep it up, this is a fun read.
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Postby Spatula » Wed Apr 04, 2012 12:13 pm

EDIT- removed. This was originally me trying to work out what Doc Ock's datafile should look like.
Last edited by Spatula on Mon Aug 06, 2012 12:04 pm, edited 1 time in total.
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Postby Spatula » Wed Apr 04, 2012 2:28 pm

Issue 3, Scene 2: US Atomic Research Center
Doom Pool: D6+D8
Spider-Man: 0 PP, no stress

Here we are introduced to Otto Octavious, known to his colleagues as Doctor Octopus for the mechanical harness he wears to work with radioactive materials. But while Doc Ock is working...

Engineer 1: “Look! The radiation-meter has gone whacky! (Whacky? What kind of engineer is this?!) Something is wrong! There’s gonna be a blow up!”
Engineer 2: “Sound the alarm!”

There is an explosion, but Otto survives. At the hospital, we find out that he has suffered an “uncertain” amount of brain damage, and that the radiation has caused the mechanical arms to become fused to his body. When Otto awakes, he’s eager to get back to work, but is told he needs to stay in bed. He does not take the news well.

Otto: “They’re jealous of me! They want to keep me from my work! But I’ll show them! The window is barred! No one can hold Doctor Octopus against his will! No one!”

Otto merely thinks that he has to escape, and his arms reach out and rip the iron bars from the window!

Doc Ock calls the hospital administrator into his room (an odd request to make and to fulfill) and takes him hostage!

Otto: “Ha-ha! You don’t believe what you see? But it’s true! I’m all-powerful! (Really? You have some extra arms, dude. All-powerful you are not) From now on, I give the commands here!”

Issue 3, Scene 3: The Daily Bugle
Doom Pool: D6+D8
Spider-Man: 0 PP, no stress

The hospital has been shut down, with no one entering or leaving, but nobody knows why. And strangely, word has gotten to the Daily Bugle, but no one inside or out has called the cops? J. Jonah Jameson tasks Peter Parker with getting in there and taking some pictures of the injured scientist (Otto, still presumed to not be an insane super-villain). You would think Jonah might be more interested in why a hospital would get suddenly locked down with no involvement from the authorities...

Issue 3, Scene 1: Bliss Private Hospital
Doom Pool: D6+D8
Spider-Man: 0 PP, no stress

Spider-Man easily leaps the wall surrounding the facility, and then starts crawling up the side of the building.

Spider-Man: “Boy, it’s great being Spider-Man! I can do almost anything! The only problem is – my jobs are too easy! I’d welcome a little competition once in a while!” (cue the comeuppance!)

Peter reaches a window, and looking in, sees Doc Ock working away at a chemistry set while two nurses and the hospital administrator protest their captivity. Spider-Man stays hidden until Doc Ock picks up the hospital admin with two of his mechanical arms and threatens him! Spider-Man swings through the window on a webline, hoping to free the admin from Doc Ock’s clutches.

There are two Scene Distinctions in play: Frightened Staff and Chemistry Lab.

Spider-Man is rolling to remove the Frightened Staff scene distinction, so he’ll need a D8 or better effect die. Doc Ock will attempt to hold onto his prisoners, using the speed and strength of his artificial arms. He will use his Multipower SFX to add in both his arms’ Reflexes and Strength, stepping both dice back by 1 in the process.

Spider-Man: Solo D10 + Wisecracker D8 + Strength D10 + Webline D8 + Combat Rookie D6 = D6 (1) + 2D8 (5, 7) + 2D10 (8, 3) = 15 total, D10 effect, 1 opportunity.
Peter gains 1 PP (1 total) for the opportunity and the Doom Pool steps up a D6 (2D8 total).

Doc Ock: Solo D10 + Frightened Staff D8 + Strength D8 + Reflexes D6 + Tech Expert D8 = D6 (5) + 3D8 (6, 3, 7) + D10 (8) = 15 total, D8 effect.

Since the reaction roll has to beat the action roll to foil it, Spider-Man wins the contest. He will use his effect die to remove the Frightened Staff scene distinction. This earns him 1 XP (5 total) for protecting civilians, as part of his With Great Power Comes Great Responsibility milestone, and another XP (6 total) for rescuing civilians from Doc Ock, as part of the Spider-Man Versus Doctor Octopus milestone.


Otto drops the administrator and the staff flees the scene. The battle is on! Doc Ock goes all-out on Spider-Man, attacking him low with two arms, and then hitting him high with the other two as Spidey dodges!

Doc Ock will be using his Multipower SFX to add in both his Strength and Stretching dice, and his Multiple Arms SFX to double his Strength die against a single target. After the roll, he will have to discard the highest result, but can add three dice for his total (instead of just two).

Spider-Man decides early on to use his Wisecracker distinction as a D4, representing Peter’s flip attitude and overconfidence in the current situation. But once he sees Ock’s high total, he also decides split his Acrobatics Expert from D8 into 2D6. This is a built-in feature of specialty dice, and can come in handy when your die pool is looking a little skimpy.

Doc Ock: Solo D10 + I’ll Show Them D8 + Strength 2D8 + Stretching D6 + Tech Expert D8 = D6 (4) + 4D8 (7, 4, 6, 5) + D10 (10) = 18 total, D8 effect.
The 10 was discarded as per the Multiple Arms SFX, and the 7, 6, and 5 were used for the total.

Spider-Man: Solo D10 + Wisecracker D4 + Reflexes D10 + Acrobatics Expert 2D6 = D4 (4) + 2D6 (4, 3) + 2D10 (5, 9) = 14 total, D8 effect.
Peter gains 1 PP (2 total) for the D4 distinction.

Spider-Man could have spent 2 PP to boost his total past 18, turning Ock’s hit into a miss, but for now he is content to hold onto his PP and take the hit. Spidey takes D8 physical stress.


Spider-Man: “You don’t think those dumb-looking flappers of yours can move fast enough to catch Spider-Man, do you? Hey!! Wha?”
Doc Ock: “Surprised? Doctor Octopus is far more powerful than you dreamed! Far more powerful than even you!”

Spidey is surprised by the overwhelming assault of the mechanical arms. One of the arms manages to sock him in the jaw.

Spider-Man: “Don’t let that one punch go to your head, pal! I’ve got a few more surprises!”

For his turn, Spidey will attempt to web some of the arms together while giving the good doctor the high hat. This is a complication, so he gets to use his Grapple SFX.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Swingline D8 + Grapple SFX D6 = D6 (3) + 2D8 (1, 6) + 2D10 (7, 8) = 15 total, D8 effect, 1 opportunity.
The effect is stepped up because of the Grapple SFX, making it 15 total, D10 effect, 1 opportunity.
Peter gains 1 PP (3 total) for the opportunity, and the Doom Pool steps up a D8 (D8+D10 total).

Doc Ock: Solo D10 + I’ll Show Them D8 + Reflexes D8 + Tech Expert D8 + Peter’s Stress D8 = 4D8 (2, 4, 2, 3) + D10 (7) = 11 total, D8 effect.

Doc Ock gains a D10 Webbed Arms complication.


Spidey webs two of Ock’s mechanical arms together.

Doc Ock: “Holding only two of my arms isn’t enough! I still have more!”

Ock reach out to grab Spider-Man with his two free arms, while the webbed ones work on breaking themselves free.

Doc Ock’s grab is a complication, so it will enable his to use his Grapple SFX, which works the same as Spider-Man’s. He will also use his Multipower SFX (Strength and Stretching) and Multiple Arms SFX (doubling Strength) again. Spider-Man will attempt to keep the arms at bay with his might.

Doc Ock: Solo D10 + I’ll Show Them D8 + Strength 2D8 + Stretching D6 + Tech Expert D8 + Grapple SFX D6 + Peter’s Stress D8 = 2D6 (1, 6) + 5D8 (7, 5, 4, 4, 6) + D10 (4) = 17 total, D8 effect, 1 opportunity.
The 7 was discarded as per the Multiple Arms SFX, and the 5, 6, and 6 were used for the total.
The effect is stepped up because of the Grapple SFX, making it 17 total, D10 effect, 1 opportunity.
The Watcher spends the D10 from the doom pool (D8 remaining) to add the D10 as an extra effect die, making the final result 17 total, 2D10 effect, 1 opportunity. (This is why the Watcher used the D8 for the initial effect die, instead of the D10 – a D10 is needed to remove the Webbed Arms complication, and the initial effect is stepped up only for the complication)

Spider-Man will spend 1 PP (2 remaining) to activate the Watcher opportunity and gain a stepped up Push die.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D10 + Combat Rookie D6 + Webbed Arms complication D10 + Super-Push D8 = D6 (1) + 2D8 (1, 2) + 3D10 (6, 2, 7) = 13 total, D10 effect, 2 opportunities.
Peter gains 1 PP (3 total) for the opportunities, and the Doom Pool gains a D8 (2D8 total).

It’s impossible for Spider-Man to boost his total high enough to win the roll. Doc Ock uses one effect die to give Spider-Man a D10 Grabbed complication, and the other effect die to remove the D10 Webbed Arms complication.


Spider-Man is manhandled by the two arms, and locked in a deadly embrace with them. The other two arms snap apart the webbing that was holding them together.
Spider-Man: “My web! He snapped it! Nobody has ever done that before!”

The two newly-freed arms come rushing at Spider-Man, just as his hands are full with the two already assaulting him.

Normally Spider-Man would go next, but the Watcher is going to be a bit of a jerk and have Doc Ock choose himself to start off the next round. Ock tries to grab one of Spidey’s limb with each of his arms, immobilizing the wall-crawler. This is an attempt to step up the existing Grabbed complication that Ock already has vs. Spidey.

Doc Ock: Solo D10 + I’ll Show Them D8 + Strength 2D8 + Stretching D6 + Tech Expert D8 + Grapple SFX D6 + Peter’s Stress D8 + Grabbed complication D10 = 2D6 (3, 1) + 5D8 (8, 6, 4, 3, 1) + 2D10 (9, 4) = 18 total, D10 effect, 2 opportunities.
The 9 was discarded as per the Multiple Arms SFX, and the 8, 6, and 4 were used for the total.
The effect is stepped up because of the Grapple SFX, making it 18 total, D12 effect, 2 opportunities.
The Watcher will spend a D8 from the Doom Pool (D8 remaining) to add the 3 to the total, making it 21 total, D12 effect, 2 opportunities.

Spider-Man will spend 1 PP (2 remaining) to activate the Watcher opportunity and gain a stepped up Push die.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D10 + Combat Rookie D6 + Super-Push D8 = D6 (4) + 2D8 (2, 1) + 2D10 (2, 5) = 9 total, D10 effect, 1 opportunity.

Peter will spend 1 PP (1 remaining) to activate his Spider-Senses SFX, adding his Senses die to his pool and getting a re-roll.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Senses D8 + Strength D10 + Combat Rookie D6 + Super-Push D8 = D6 (5) + 3D8 (7, 4, 1) + 2D10 (5, 2) = 12 total, D10 effect, 1 opportunity.
Peter gains 1 PP (2 total) for the opportunity, and the Doom Pool gains a D6 (D6+D8 total).

Unfortunately, Spider-Man is unable to increase his total to the point where he can stop the attack. Doc Ock’s total is more than 5 (but less than 10) greater than Spider-Man’s, which steps up Ock’s effect die from the extraordinary success. Spider-Man’s Grappled complication is boosted to D12+, leaving him helpless.


Dr. Octopus’ arms grab Spider-Man by the wrists and ankles, and hoist him up into the air, helpless.

Doc Ock: “Now, watch me trap a spider in a web of my own – a web made of my new-found arms! Your strength is merely that of a spider, but mine is the energy an atom, born of a nuclear accident! You dared to mock me before! Why aren’t you mocking me now? Where are you brave words and taunts now, Spider-Man? You’re no threat to me!”

Normally, it would be Spider-Man’s turn, but because of the D12+ complication, he is unable to act. So the turn order comes back around to Doc Ock, who will gratuitously slap his helpless foe. This is a chance for Ock to inflict some emotional stress. Spidey gets a reaction roll, but Ock gets to add the Grabbed complication to his pool as a D12.

Doc Ock: Solo D10 + Arrogant D4 + Strength D10 + Tech Expert D8 + Peter’s Stress D8 + Grabbed complication D12 = D4 (4) + 2D8 (6, 6) + 2D10 (6, 9) + D12 (9) = 21 total, D10 effect.
The 9 was discarded as per the Multiple Arms SFX, and the 6, 6, and 9 were used for the total.
The Doom Pool adds a D6 for the D4 distinction (2D6+D8 total).

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D10 + Combat Rookie D6 = D6 (4) + D8 (4) + 2D10 (3, 5) = 9 total, D10 effect.

Doc Ock’s total is more than 10 (but less than 15) greater than Spider-Man’s, which steps up Ock’s effect die twice from the extraordinary success. Peter takes D12+ emotional stress.


Otto brings the struggling Spider-Man close, bitch-slaps him, and tosses him out through the broken window and into the hosptial courtyard.

Narrator: “Weak, groggy, just barely conscious, Spider-Man has his fall broken by a tree, as he finally slumps to the ground… in defeat!”

Peter: “He beat me! I – I never had a chance! What do I do now? My spider powers were not enough! Is this the end of Spider-Man?”
Last edited by Spatula on Thu Sep 06, 2012 7:00 pm, edited 4 times in total.
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