Holly Daye Special (solo play 3e)

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monele
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Holly Daye Special (solo play 3e)

Post by monele » Wed Dec 26, 2012 11:42 am

I am not entirely sure where to post this. Story Hour looked good by description, but all I see there are novel-like recounts. What I have is more of a mechanics-heavy playthrough log like what's found in Roll Call here and there. In doubt... I post here.

Also, Happy <insert favorite festivity here> :D !

The Villain and her goons

The following villain comes from a Capes, Cowls and Villains Foul freebie by Spectrum Games called Christmas Comes But Once a Year. The very free-form nature of CCVF (and the fact I do not have the rules) made it a bit hard to come up with something appropriate.

http://www.rpgnow.com/product/109089/Ch ... nce-a-Year

In any case, here's my Mutants & Masterminds 3e version of the villain.


Holly Daye (PL 10)

STR: 6, STA: 6, AGL:10, DEX: 3, FGT: 8, INT: 2, AWE: 2, PRE: 4

Dodge: 14 (+4), Parry: 14 (+4), Will: 4 (+2), Fort: 6, Tough: 6

Initiative : +10

Offense
Candy Cane +12 Dmg 8
Unarmed +10 Dmg 6
Throwing +3 Dmg 6

Lifting capacity : 3-6 tons (lifting Str of 8)
Land speed : 30ft
Flight speed : 900ft/round, 300m/round, 150ft/s, 50m/s


Advantages

Close Combat 2
Defensive Attack
Instant Up
Agile Feint (feint using Acrobatics or movement speed)
Attractive


Skills

Acrobatics +14 (10 +4r)
Athletics +8 (6 +2r)
Close Combat - Candy Cane +14 (8+2 +4r)
Close Combat - Unarmed +12 (8+2 +2r)
Expertise - Legends of Christmas (Limited) +8 (2 +6r)
Insight +8 (2 +6r from power)
Perception (Lies & Naughtiness only) +18 (2 +16r from power)
Persuasion +8 (4 +4r)


Powers

Naughty / Nice Radar :
Senses 5
Detect Lies, hearing, ranged (+1 rank), acute (+1 rank)
Acute : can tell white lies from rotten lies
Detect Naughtiness, hearing, ranged (+1 rank)
Limited to people before puberty (-1/r)

Enhanced Insight 6
Enhanced Perception 16, Limited to Detect Lies & Detect Naughtiness


Flight 5

Candy Cane of Joy (Device) :
Strength-based Damage 2
Easily Removable

Super Strength
Enhanced Strength 2, Limited to Lifting

Equipment - Pouch full of Coal
Equipment - Satchel full of Goodies



Summary

Offense : Init +10, Candy Cane +12 (Dmg 8;23), Unarmed +10 (Dmg 6;21), Throwing +3 (Dmg 6;21)
Defense : Dodge 14, Parry 14, Tough 6, Fort 6, Will 4
DC 24 DC 24 DC 16 DC 14


Complications

* Crazed Imagination
* Delusional
* Explosive Temper


Note: the candy cane is a personal addition. I liked the visual of her using such a thing as a weapon.


Saint Nick's Not So Little Elves (PL 3)

Decided to give the premade villain some goons, to spice things up.

Regular Thug template plus...

Freezing Gun
Ranged Damage 5
Snare (Affliction) (3/r) 3
Effect : vulnerable + hindered, defenseless + immobile
Extra Condition
Ranged
Cumulative
Limited Degree
Alternate Resistance : Resisted by Dodge, then by Damage or Sleight of Hand

Offense : Init +1, Unarmed +2 (Dmg 2;17), Freezing Gun +1 (Dmg 5;20 or Affliction DC 13)
Defense : Dodge 2, Parry 2, Fort 4, Tough 3/2, Will 0


Setup

Gonna try to do this solo play under a format I've used once, but it seemed to help me back then. I'll be writing down things as a mock up dialogue between a GM and the characters, with the PCs being self-aware (kinda as if the characters were playing as themselves in the RPG). I know it's somewhat schizoweirdo and meta... but bear with me.

The characters are all premade Sentinels but it's assumed they don't know each other yet, though some might have made the news already.

* Princess (checking out shops for gifts to offer, as Jessica)
* Kid Robot (with his guardian, Natalie Hallemier, at a Xmas event)
* The Rook (keeping an eye out for trouble from the roofs of the city)

The town is non-descript. Could be Emerald since I'm using the Sentinels.


GM: The story starts a few days before Christmas proper. It is late evening and, considering the time of year the sky is dark already but the streets are anything but. A myriad of lights, neon signs and shiny things can be found everywhere, along with many people wandering about. There's this indescribable festive feel in the air. It is, definitely, Christmas time!
Princess, you are in your civilian identity, going from shop to shop in the hope of finding something for your friends and family.

Princess: Gotcha.

GM: Kid Robot, you are in a big mall where a Christmas event is taking place. Dr Natalie Hallemier is with you. In fact, she was the one who brought you here, you're not exactly sure why. That said, she also insisted on you wearing a rather conceiling jacket with a hoodie.

Kid: But I'm not cold!

GM: She says she knows, but it's meant to protect you anyway.

Kid: Mm'kay. Odd. So where am I at again?

GM: There are a lot of other kids around, with adults, just like you. Everyone seems to be waiting impatiently for something to happen, though you don't know what. You see what looks like a pile of boxes covered by a large white sheet. All the children seem to be looking very intently at it.

Kid: Um, I don't understand. What are we waiting for Nat?

GM: "It's a surprise! You need to be patient and discover it for yourself, it shouldn't be too long now."

Kid: Guess I'll wait then.

GM: All right. In the meantime, Rook, I suppose you're observing the city?

Rook: Of course. I go from roof to roof, looking out for anything suspicious. Not everyone is respectful of these festive times.

GM: OK. So far, you see nothing strange but you keep going. Princess, in your search, you end up at the mall and there's this big crowd gathered here. Lots of children. It seems like they're going to unveil something very soon.

Princess: Is this the same mall as Kid?

GM: Well... not that you'd know, but yeah.

Princess: Eh, guess I can take a second or two and see what this is all about.

GM: Rook, something catches your eye. From above, you spot a large black van driving a bit too fast and parking hapharzardly near a large mall. The back doors open and you see a group of men coming out.

Rook: How many?

GM: Um... Six of them. What's really strange about them is their getup: they dressed in green with little pointy hats and shoes.

Rook: Err... like little elves?

GM: Well, yeah, except they're anything but little. Full human size, some of them possibly even burly. They also seem to be carrying something large... looks like rifles or something.

Rook: Can I try to get a better look? I do have my Cowl's Extended Vision

GM: Ah, good point. In that case, you're easily able to tell that they're not rifles, but still look like some type of gun weapon. Not something you've ever seen.

Rook: OK... I don't like the looks of that. I'm going to glide down to a backstreet as near them as possible.

GM: You do so and they do not notice you one bit. As you fly by, you notice one more of these men coming out of the driver's side, and a woman, in a similar getup, coming out of the other side.

Rook: Do I recognize her?

GM: Um... You do have Well-Informed. What's your Investigation?

Rook: +6

Here I'm going to go with a Routine check to simplify things (and avoid too much randomness). We're looking at rumors, so it's a DC 10 Gather Information check using Investigation, according to p.71. He gets a routine 16, so he makes it.

GM: You remember hearing about someone who fits her description. Ever since the beginning of the month there have been a few cases of assault and property damage in and around various shops. A woman dressed as a Santa elf is said to have smashed down Christmas setups and gotten into fights with some fake Santas advertising for products.

Rook: Were they the same product? Or shops with a specific theme?

GM: Not that you remember. The one theme they had in common was the Christmas one.

Rook: All right. In any case, she might be dangerous... and these visibly armed men don't make me think otherwise. I'm jumping down into the alley and will try to catch one of them to know more.

GM: Mh... OK. The group is heading towards the mall and you're going for a silent grab. Give me an attack check, unless you have something specific for grabbing?

Rook: Uh... I don't think I do. Just an attack roll then. d20 (8) +15 = 23.

GM: Yeah... you're pretty good at that kind of stuff aren't you? Let me roll their resistance check. d20 (7) +2 = 9. Yeah, no surprise there, you catch the guy. You beat him by quite more than 5, so that's at least 2 degrees of success. He's utterly bound. What do you do with him?

Rook: I'll firmly ask him what the hell his litttle group plans on doing here. Intimidation of course.

Again Routine Check to simplify things. He has +8, so a 18 routine. The thug has no Will bonus, nor the Insight skill, so it's an easy one.

GM: He seems too scared to even thrash about and stutters that they're here to fix Christmas.

Rook: "Fix" Christmas?... Are you mocking me? I say that with enough anger so that he understands he should not, if he is.

GM: He shakes his head frantically. "No no no! Too much commercialization! Gifts given to anyone, even the unworthy! It's got to stop!" As for whether he's lying or not... what's your Insight?

Rook: Um, I don't have Insight... so, Awareness?

GM: Yes, please.

Rook: d20 (18) +2 = 20

GM: Good roll. d20 (19) -1 = 18. You think he's telling the truth, as strange as it might sound.

Rook: OK... What are you planning to do exactly then? What's this? I point at his weapon-like device.

GM: Strangely enough, you don't get the answer from him. Instead, a loud noise followed by gasps and some panicked shrieks tell you you might find out yourself. It came from inside the mall. And going back to Kid and Princess. You were waiting for the unveiling when some nice red curtains were pulled apart to reveal none other than... Santa! Well... a Santa at least. The white sheet was pulled up also, revealing a mountain of gift boxes, obviously intended for the gathered kids. How's that, Kid Robot?

Kid: Uhhh... I'm not sure I understand. Who's the fat man in red?

GM: Are you asking the doctor?

Kid: Yeah.

GM: She has a slight pause, a bit taken aback, but then showing a compassionate smile. "I guess I should have briefed you up a bit, uh?"

Kid: Is this a mission?

GM: "Haha, oh dear, no. This -- she point at the man in red -- is Santa Claus. Every year, around this time, he comes to listen to the children's wishes so they may have something they want for the day of Christmas. Do you... understand?"

Kid: Wishes?

GM: "Yes, like... maybe you want a firefighter truck, or a toy robo-- err... toys... things to play with and have fun. On Christmas he'll come on his magical sleigh pulled by his faithful reindeers and bring what you wished for under the Christmas tree."

Kid: Can we ask for anything?

GM: "Well, uh... it's..."

Kid: I'm going to see the man in red.

GM: You tell her that?

Kid: No, I'm going there.

GM: Oh... She tries to catch you but you're already out of the crowd and nearing the man sporting a great white beard and a consequent belly.

Kid: Mister Claus?

GM: The big man looks down at you with a jolly smile. "Ho ho ho! Good evening to you, child."

Kid: I was told I should tell you my wish for Christmas.

GM: He looks a bit embarassed. "Ho ho ho! Well, well, we actually have a pile of gifts for you here." He gestures towards the pile of gift boxes which the other kids are already gathering around and shredding open with squeals of delight. "I'm sure you will find something you'll like in there, go take a look!" He gently pushes you towards it.

Kid: I look back at the doctor with a confused look but don't resist.

GM: She kind of gives a shrug with an unsure smile and gestures you to the pile. You see many children opening boxes with many colors and designs and pulling out miniature trains, cars, dolls... one of the items kinda looks like you. There's also a kid trying to reach one of the higher boxes.

Kid: I look at him and ask him "Do you want the one up there?"

GM: He looks up at you, a bit unsure at first, but then nods bashfully.

Kid: "I got it." I fly up there to get the box.

GM: Oh dear... OK. You activate your force boosters and rise in the air with a woomph, scattering wrappings about and creating a bit of a commotion. Some of the parents are pulling their kids back while others seem to wonder if that's part of the show. When you get back down, the kid who asked for the box is looking at you with wide open eyes and mouth agape. All he manages to say is "Woah..."

Kid: "Um... there you go." I say as I hand him the box.

GM: He takes it but still stares at you in awe. You realize your hood has fallen back when you flew and you see Natalie coming to you with a worried look on her face. She's not the only one: other parents now seem to shield their kid and look at you with what you interpret as something from confusion to fear.

Kid: "I, uh..."

GM: The kid seems to snap out of it and turns to his mother saying "Mommy, I want this one!!", pointing at you excitedly. Princess, you have followed that scene from afar. What's your take on it so far?

Princess: Well... I'm still unsure whether it's a skit or something. Christmas robot maybe? People don't seem to be taking it the right way though.

GM: He did fly in the air...

Princess: Yeah... that might be a bit too advanced for a skit, eh? I'm on my guards in case I need to intervene.

GM: Kid, you notice a strange bunch entering the building. They're dressed in strange red and green costumes with pointy hats and jingling bells attached to their tips. The one in front is a woman and the others are men carrying some strange contraption. It makes you think of those strange energy cannons you've seen in the movies the Doctor showed you.

Kid: Not sure what to make of this. Is this also part of this Christmas thing?

GM: You don't really know I guess. The doctor comes next to you, puts your hood back on and, an arm around your shoulders, pulls you away. "I... think we're done here. I'm sorry about this... I thought you would... I don't know what I was thinking."

Kid: Uh? What? What's going on?

GM: "We should leave..." she tells you. She seems upset, you're not sure why. Before you can think about it too much, you hear a scream. A child is wailing. People turn towards the source of the commotion. Princess, you also see that of course and you notice the bunch that entered the building dressed up as Santa's elves or something, except with big weapon-like contraptions, which is rather jarring.
The wailing comes from a child. It seems like the dressed-up woman has taken his gift box. "Nuh-uh, you have not been nice to your parents this year, no way you're gonna get a gift! That's not how it works!"
From behind, you all can see a few security guards approaching. "Ma'am, you are disturbing the Christmas event, we will ask you to follow us without a fuss now please."
The woman lets out a laugh. "HA! Christmas?! You fools have no idea what Christmas truly is! This is a joke!"
"Ma'am... we're asking nicely..." says one of the guards grabbing her shoulder.
"Unhand me! I'm here to fix Christmas and you won't stop me. Boys!"
Her group reacts to her call, raising their weapons and firing at the guards. Bright blue beams come out of them and hit the guards, covering them in a thick coat of ice. Soon enough they're stuck in place and encased in the frozen matter.

Time for all of you to roll initiative. You too Rook.


Round 1

Princess: d20 (16) +9 = 25
Kid: d20 (1) +8 = 9
Rook: d20 (14) +5 = 19

GM: Holly: d20 (7) +10 = 17
Not So Little Elves: d20 (9) +1 = 10

We end up with Princess, Rook, Holly, Elves, Kid

GM: Well, Kid, you seem confused by all this.

Kid: Right, I thought this might also be part of that Christmas thing. I guess not after all.

GM: First to act is Princess. What do you do?

Princess: Well, clearly things have turned sour here. Fixing Christmas eh? Maybe I'll fix her nose for making those poor kids scared and... freezing the guards. But I'm a bit concerned by the ones with those... freezing rays. She seems unarmed so far.

GM: Actually I forgot to mention, though not exactly a weapon, she is carrying a giant candy cane as tall as she is, even if she's a bit smallish.

Princess: She's not a kid is she?

GM: No, no, she's a woman, just smaller than average. And as such much smaller than you.

Princess: Hm... I'll still focus on the armed goons I think. I run up to the closest and try to knock him out.

GM: OK, since they are Minions, you can simply do a Routine attack if it's enough to hit. What's your attack bonus?

Princess: +8. That's 18 routine?

GM: Mh... Yeah, that would hit.
They have a Parry of 2, thus DC 12
So he needs to resist your damage... Your attack has a DC of... 27. Yeah, he has no way of resisting that, so he's down, dropping his weapon in the process.

Princess: How many are there again?

GM: Uh... seven, well six now, plus the girl. Rook, you're up.

Rook: I'm still outside?

GM: Ah, yes, you still have the guy in your chokehold. You have just heard some commotion in the mall, what are you doing?

Rook: Can't quite leave him here unattended... and I'm pretty sure he's up to no good. Uh... is there any way for me to knock him out instantly?

GM: Mhh... your grab put him in a pretty bad situation, let me see... He is Defenseless from your Grab, and obviously at close range, so that's supposedly all you need to make a Finishing Attack. Do you want to roll it to try to get a crit?

Rook: Let's try that. I want to make sure he's out in one move. d20 (16) +15 = 31.

GM: Yyyyeah... quite so. Being a crit, this gives you a +5 bonus to your damage DC. Let's see his toughness resistance. d20 (16) +3 = 19 VS DC 18+5... 23. He made a good roll, but that crit definitely helped you. You knock him out. What next?

Rook: Are there many people from here to the entrance of the mall? Can I use my wings to get there quickly?

GM: I'm going to say it's clear enough. And the doors are still open from the group entering.

Rook: OK, I spread my wings and burst forward, zigzagging between people if necessary until I'm inside.

GM: You get there without too much trouble. You see that the rest of the group is here and they have started using their weapons. You see a few guards encased in ice with looks of surprise on their faces. The woman of the group is near a group of children and she's holding a gift box away from a crying child. She has a giant candy cane in her other hand. I totally forgot about this but I guess you would have seen her take it out of the van earlier, too.
Anyway, that's the end of your turn. Let's get to... ah, that peculiar lady!

She's seen one of her allies go down, attacked by a tall girl with a pink shirt with "Princess" on it. And she doesn't look too happy. "Agh! Who dares lay a hand on Saint Nick's elves?!" Without any visible means of propulsion she takes to the air and swoops down on you, Princess. She wields her huge candy cane like a bat and swings it at you.
d20 (8) +12 = 20. What's your Parry?

Princess: Parry is 8

GM: so DC 18. You take the curved part of the cane in the head. Roll your Toughness save.

Princess: I do have Impervious Toughness 8. Does this get through it?

GM: Unfortunately for you, yes. She gave you a pretty strong hit, totally unexpected considering her petite size.

Princess: Darn. d20 (6) +12 = 18. Is that enough?

GM: Unfortunately no, you take a -1 penalty.

Princess: Ouch... but I can take it. I think... I might redirect my attention to that crazy lady next turn...

GM: Sounds fair. For now, it's the turn of the elves. They all turn to you, raising their weapons and they fire.
Elf 1: d20 (12) +1 = 13
Elf 2: d20 (14) +1 = 15
Elf 3: d20 (12) +1 = 13
Elf 4: d20 (8) +1 = 9
Elf 5: d20 (10) +1 = 11

Your Dodge DC is... 18, so none of them actually manages to hit you. How does that go?

Princess: I'm just too fast on my legs and too nimble compared to the time it takes for them to aim and shoot these bulky things. They're not sticking me to the floor anytime soon.

GM: All right! Kid, it's your turn. What do you do? There's quite a battle in progress in front of your eyes and you're pretty sure this is not normal. The face on the good doctor is quite enough to tell you so. She's obviously trying to find a safe way out and still holding you by the shoulders.

Kid: I drop that silly cloak thing and put my hand on hers, gently removing it from my shoulder. "Do not worry. I'll protect you." I activate my force field. Well, make sure it's active, since I probably have it on most of the time. And I step forward, computing everyone's position and starting the charge of my Force Bolts. Those armed people look dangerous. "Everyone get down!" Aim, shoot! I'm using Multiattack to try to get them all.

GM: That's five of them, so a -5 penalty. Do your roll.

Kid: d20 (3) +12 -5 = 10. Err... oops?

GM: Oops indeed. Your shots are rather wild and end up hitting various walls and decorations instead of your intended targets.

Kid: Attack result: failure... Increase attack precision for next attempt.

GM: Sounds like a good idea! You can still move, do you want to?

Kid: Mhh... I'll fly up, this way they shouldn't hit innocents if they target me. And it'll give me a better view of the situation.


Round 2

GM: OK. Next is... Princess!

Princess: Hm... I think I'm gonna try and grab that candy can off her hands. Who knows, maybe it's the source of her power. It ticks me off anyway.

GM: Disarming uh? OK, let's see... that's a regular attack but at -2.

Princess: Here we go. d20 (8) +8-2 = 14

GM: Not even close. She nimbly moves out of the way keeping that cane out of reach.

Princess: Urh... Well I keep after her anyway. At worst I'm keeping her busy.

GM: Works for me. Oh, by the way, can you give me an Investigation roll? or Intelligence if you don't have it.

Princess: Sure. d20 (13) +2 = 15

GM: All right. During that fight, you end up realizing how much she looks like that crazy woman who has made the news this month. Just like The Rook you remember how it's happened all around town, in various stores. Santas were often targeted, but also events such as this one.

Princess: Trying to ruin Christmas for others is she?

GM: Who knows! Anyway, Rook can act now. What does he do?

Rook: It seems it's urgent to take care of those armed goons. I don't know who that kid is (... is he made of metal?!) but he's going to destroy the building instead of helping if keep going like this! Anyway, I was thinking of using one of my Flash Bombs but the radius seems to large.

GM: 30ft radius, yeah... But most people have cleared the area, so I'd say it's possible. Since Princess pursued the crazy lady, she's also moved away. Go ahead with the Flash Bomb if you want.

Rook: Good, I'll throw one in their midst then. They need to resist a DC 13 with Fortitude.

GM: Let's see how that goes.

Goon 1: d20 (9) + 4 = 13
Goon 2: d20 (19) +4 = 23
Goon 3: d20 (6) +4 = 10
Goon 4: d20 (1) +4 = 5
Goon 5: d20 (15) +4 = 19

In retrospect, I totally missed the fact a Dodge roll should have been made before the Fortitude save. Success would have halved the Affliction effect.

GM: Two of them are affected. One of them has two degrees of failure.

Rook: Then one is Vision Impaired and the worst one Vision Disabled.

GM: -2 and -5 on anything requiring vision, got it.

Rook: I'm also going to take to the air and call that flying kid. "Be careful with those shots! Are you here to help or not?"

Kid: I... I am! I'm sorry, I'll be careful!

GM: It's Holly's turn. Yeah, she's called Holly. Can't find a way to give out her name without it being a very corny moment, oh well. She calls out to Princess as she's being pursued: "Why are you interfering? Don't see you what they're doing? They're ruining Christmas! They're ruining Mister Nick's work!" and then she tries to find an opening to make use of her cane. d20 (2) +12 = 14.

Princess: I got a Dodge DC of ... no wait, Parry DC of 18. She misses! I also reply to her. "The only one I see ruining Christmas here is you! What have those poor kids even done to you?!"

GM: She frowns, as if it should have been obvious. "Not all of them have been nice. Bad kids do NOT get presents! That's how it's supposed to be!"

Princess: The hell...

GM: Also, she takes to the air again, getting out of your reach.

Princess: Hmm...

GM: The elves go now. Mhh... They have quite a few possible targets. I think they're going to split -- oh, uh... and I just realized Minions are supposed to take full effect from any attack, so... what's the biggest effect from those Flash Bombs?

Rook: Vision Unaware?

GM: OK, well, I guess that makes those two out of the fight since they can't even recover from that without help or some rest. So yeah, each of the three remaining goons is going to fire at each of you guys.

Goon 1: d20 (1)
Goon 2: d20 (17) +1 = 18
Goon 3: d20 (8) +1 = 9

Oh, um, I should probably define who's attacking who... Let's go by initiative order: Princess, Rook and Kid, respectively. So Princess is off the hook since her goon auto misses. Rook... What's your Dodge?

Rook: The DC is 24

GM: OK, missed. And with a 9 I'm pretty sure Kid's safe.

Kid: DC 18, yes.

GM: Those poor goons won't even touch you at all. Well, Kid, it's your turn.

Kid: I think I'll use my Force Blast, it's the most precise I have for this situation. d20 (1) ... Oh... gaah!

GM: You are not lucky today.

Kid: So ah... I just keep floating in the air then I suppose. Or wait, wait, I'm going to use a Hero Point on this.

GM: OK, go ahead.

Kid: d20 (13) +10 = 23. Haaha! That's better!

GM: Quite so! You totally hit one of the goons. Let's see his resistance. d20 (7) +3 = 10... versus DC 25, yeah, he's toast.

Kid: Whoo! He's pushed in the air and crashes through one of the windows, ending up outside, knocked out.

GM: Still destroying the place uh?

Kid: Meh!


Round 3

GM: Princess, Holly is now flying above you, what do you do?

Princess: Hmm... She seems pretty agile and strong... I'm not even sure I can hit her.

GM: Mmmm... Are you losing your confidence by any chance?

Princess: Uh?... Oh...... my Complication eh? I guess I might be. Though maybe not just yet. One more try and then we'll see. For now, I'll leap in the air to reach her and then place a well aimed punched using Accurate Attack at +2.

GM: Reducing damage effect for accuracy, right. And using your Leaping to get to her. I'm not sure that's exactly how it works, but it sounds fun. Roll it.

Princess: d20 (16) +8+2 = 26! How's that?

GM: Hey, whaddya know, you actually manage to hit her! How well is she going to take it? d20 (5) +6 = 11. What's the damage DC for this? Don't forget the -2.

Princess: Base is 12, so make that 10... and the DC becomes 25.

GM: Ouch... She's got... three degrees of failure! She gets Staggered and a -1 penalty to toughness. Staggered means Dazed and Hindered, so only one standard action per turn for her, and at half speed (-1 rank). I suppose it applies to ground and flight speed, not that it'll matter too much for her Flight I suppose. Very, very nice hit there Princess. Guess you're not losing confidence any time soon after all.

Princess: I rock! Eheh!

GM: I'm even going to say you managed to knock her back down to the ground. She staggers to her feet, visibly shaken by that last hit. Rook, what's your next action?

Rook: "Hey, um... Princess!" I assume I've heard of her, plus her shirt says that, so... "Try using your mean punch of these guys", pointing at the goons. "We fliers will take care of that annoying imp!" I activate the wings with the anti-grav device to rise up to Kid's and Holly's level.

GM: Anything else?

Rook: Gonna use my Taser Talons to hopefully take her out. d20 (18) +13 = 31. Looking good.

GM: No kidding :). Quite above her Dodge so she's hit. Next step is Fortitude?

Rook: Yes, against DC 14.

GM: d20 (18) +6 = 24. She also gets a very good roll and seems surprised but no more affected than before (though she is still dazed).

Rook: Grr...

GM: Her time to act. So, she's dazed... and hindered from her Staggered status. Compared to just being Dazed, this will remain until she gets time to recover. She seems confused and unsure of what to do next. "Get them! Freeze them up! We can't let Christmas... be ruined... urh..." She holds her head for a second, visibly in pain, but focuses again on the Rook, flying to you and trying to get you with her blunt weapon of joy.
d20 (17) +12 = 29

Rook: My Parry DC is 24. I'm hit, right?

GM: Yup, you need to make a Toughness save against 23.

Rook: d20 (3) +6 = 9

GM: Oh my... Wanna use a Hero Point?

Rook: I think I will. d20 (7) . Thats a 17 + 6 = 23. Just saved this time! Phew.

GM: Good, you managed to soften the blow by moving with the flow at the last second. A split second later and you know you would have felt it real bad. Onto the elves now. Three of them left, and they know Princess is gonna come for them, so they all aim at her.

Goon 1: d20 (20) +1 = 21
Goon 2: d20 (14) +1 = 15
Goon 3: d20 (9) +1

Since Minions can't crit non-minions, that first one just gets an auto-hit.

Princess: Which would have hit me anyway...

GM: The two others seem to have missed though. Now to see how well the ray gets you. You resist with Dodge initially, versus DC 13.

Princess: Doesn't look too bad considering I have 8. d20 (20) +8= 28. As I said...

GM: Yeah, there was little chance to begin with, not mentioning a natural 20. While you get bathed in the ray a bit, you're moving too fast for it to hold. It feels rather cold though and the parts end up covered in a thin coat of snow. Kid?

Kid: To that flying elf lady: "I don't really know who you are, but I can't let you do... whatever you're doing." Um... I'll need to work on some catchphrases.

GM: She replies "I'm Holly Daye! Agent of Saint Nick and savior of the Christmas tradition! You seem like a good kid, so stay out of this!"

Kid: "Don't think I can ma'am, sorry!" and I blast her with my force. d20 (5) +10 = 15.

GM: Missed. She's incredibly fast and nimble.

Kid: Gosh... I might have to use my Force Bolts then... and an Accurate Attack I guess. Maybe next round.


Round 4

GM: Princess. Are you going for the goons as The Rook suggested?

Princess: Myeah. I have a beef with that loony but I'm afraid she's a bit too fast for me. And I can't fly like the others. So yeah, gonna try to clear those guys out. Rush in and knock out! d20 (15) +8 = 23. Ha!

GM: Actually could have used a Routine check, but yes, it hits! Considering your damage level and the fact they're minions, there's no point in rolling their Toughness. One of them goes down, wham!

Princess: Cool. I might consider using a Hero Point for Takedown next round.

GM: Rook, what's your move?

Rook: I was thinking of using some Affliction-type attacks but I have the strange feeling it won't do much. She's already staggered after all. I think I'll just fly to her and smack her with my fighting staff. d20 (12) +15 = 27.

GM: Yup, that hits. d20 (2) +6-1 = 7. That's against your staff's DC of 20. Once again, that's a 3rd degree failure for her. Since she already had reached 3rd degree, she's in for the 4th one, that is, Incapacitated! That last hit is just too much for her and she falls to the floor, unconscious. Congrats!

Rook: A good thing done. I'm going back to the floor, joining with Princess. We still have a couple of mooks to deal with.

GM: Speaking of which... They seem to switch something on their weapons and attack again. Being the last two, they seem inclined on being a bit more clever. They wait for the right moment and both shoot their beam at the same time! I'll be using a Team Attack.
Goon 1: d20 (14) +1 = 15
Goon 2: d20 (2) +1 = 3

Nope, none hit DC 18. Team Attack is nice for damage but I forgot their issue was hitting Princess to begin with, eh. That leaves us with Kid for this round.

Kid: I guess I'm going to use those Force Bolts after all, with Multiattack. d20 (12) +12-2 = 22.

GM: They're hit. Let's see their resistance.
Goon 1: d20 (18) +3 = 21
Goon 2: d20 (10) +3 = 13

Nope, none of them makes it. You've cleared the whole group! How do you go about the cleanup?

Kid: First I'll go back to Natalie and make sure she's okay.

GM: She looks shocked but she's not hurt. "I... This is not what I wanted this evening to be like Kid, I'm sorry."

Kid: "I do not believe you are at fault here. I'm just glad you're fine."

GM: She gives a slight smile and hugs you. You can feel she's still shaking but slowly relaxes.

Princess: What about the guards who were frozen?

GM: The ice slowly melts under the many ceiling lights. They're soon freed, but obviously shaken and shaking. It was pretty cold! You do hear the sirens from ambulances and the police in the distance though, so everyone should be taken care of.

Rook: I suppose that's my cue to leave. I'll give a silent nod of appreciation to Princess and Kid and fly out of here. I'll keep an eye out on the scene from a nearby building to make sure everything's wrapped up properly. Might also want to check up on those two.

GM: OK. A few minutes later a lot of new cars have arrived. The guards are being sent to the hospital with some cold burns and the goons arrested. Holly Daye is taken into custody by the meta-department. Everything seems to be going back to normal. Well, except for the property damage and the interrupted events. Some of the kids are still there with their parents, obviously upset, what with the pile of gifts still left inside and not all of it in one piece. Though some of them apparently thought that whole fight was just as cool, if not more!
As people are lamenting the destruction, a strange jingling is heard. People notice some strange glittery snow falling over the scene and soon enough bits of glass and debris fly back to their original position, restoring the place as if nothing had happened to it. All the gift boxes are back to normal and even the guards seem to relax, as if warmed up by some strange energy.
One of the kids points in the air excitedly: "Santa! Santa!". A sleigh pulled by reindeers is seen flying above the buildings and a familiar gentle laugh is heard. Holly Daye can be heard gasping admiratively: "Ohh, Saint Nick!"
And that's when a bunch of TV News vans invade the street.

Princess: Well, time to go!

Kid: Yeah, I'll grab the doctor by the waist securely, wave at the kids and fly ourselves out of here.

Princess: I'll just leave the scene. I'm not Princess anymore so it shouldn't be a problem.

GM: Right, from the moment you stop thinking of yourself as Princess, you're back to being a regular student to everyone. Well, that wraps up this scenario!




Thoughts

Overall this was pretty fun, though it took longer than I expected (multiple hours over two days). I even planned a two-part scenario but ended up kind of mixing all the ideas in a one-scene thing once I realized how slowly it was moving. It was, of course, not easy to play every character and the GM, but I'm still glad with the results. Makes for a nice playtest of the rules if anything.

I really like Holly Daye as a villain, though I wasn't always sure how to play her. She isn't thoroughly evil, just... extreme and "purist" in her ways, so I didn't want her to come off as an utterly horrible woman. That was the intention. In play, I'm not sure I managed to show off her interesting facets that much.
The M&M conversion itself was a first for me when working from something so abstract. I tried to "get" the feel of the character and transcribe it in M&M. And for my own preference, I went with a more agile than strong/tough character. I pictured her flying about like Tinkerbell, very hard to catch. I totally got that feel during the playthrough considering how hard it got to hit her. Of course, once you do hit her, she's rather fragile.
I don't think I got to use all her mechanical aspects either, whether because they did not come up (Instant Up) or because I forgot. It's sad because it seems like I missed most of the interesting bits: her ability to know if you're lying (and how bad it is) as well as her naughty/nice radar for children (well, OK, she did use that last one in her intro).
Also not too sure on making her a PL 10 and maxing out her attack/defense stats. I still have a hard time picturing what PL is really about.

As for her helpers, I didn't expect them to last that long. They might even have lasted longer if I hadn't botched the Rook's flash bomb. Their freezing gun though? Gosh... I wanted it to put the heroes in a bind (more or less literally) and spice things up, but they couldn't hit the broad side of a barn with 'em... And when they did, it had no effect. Since I built those, I have the feeling I should have gone more crazy with the numbers. They might have been Minions, but they might have deserved higher stats.

When it comes to the M&M ruleset itself, all I can say is that I'm satisfied overall. There were a few cases where I thought the characters could do something but the rules, apparently, did not allow it or I couldn't figure out how to do it (I thought of some sort of Interpose with Kid at one point, using his Deflect, but... eh). Most of the time, though, it felt pretty cool. Moving about was barely an issue considering the very short distances in this setup... and flying about was incredibly easy to deal with.
One thing I was disappointed in, but again it might just be my misunderstanding the rules, was how most attempts at Affliction yielded nothing. Maybe I misused the attacks, or misread the rules. But overall it felt somewhat weak and barely worth using up an action to do it. I'm not a power gamer, but I still don't like giving up efficiency.


I'm rather interested in any feedback on rules use and the GMing (even if it was fake GMing, it's more or less how I do things). Any mistakes I've made? Anything you'd have done differently? Any cool tricks the characters could have used but didn't?
Last edited by monele on Wed Jan 02, 2013 8:05 am, edited 1 time in total.

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Re: Holly Daye Special (solo play 3e)

Post by JDRook » Wed Dec 26, 2012 9:50 pm

That's a good first run, actually. Practice will get you a little more confidence. I'm guessing a lot of time went into looking things up, too, but it reads pretty smoothly.

The villain falling quickly can be a problem. As GM, you've usually put some effort into creating the villain and their personality, just like the players for their heroes, and it can be disappointing in both cases if they go down too fast. Players, of course, have the option of using Hero Points to fix bad rolls and whatnot, but as GM, you have a similar option. When Holly took one of the big hits from Princess, you could have let her take an Instant Recovery to get rid of the Dazed and given Princess another HP. This extends the fight out a little more, allowing more time for both sides to be awesome. Obviously it's not something you want to overuse, but once or twice in a fight, particular for really big hits and/or bad saves, can make combat a little less about lucky die rolls and more about derring-do. You also could have had her fall back to take a Recover Action for one round and had her goons cover her, which is a great way to show a villain in good command of her minions.

Aid would also be a possibility. 6 goons is a good start (2 per hero) so that they can break into pairs (or other groupings) and do Team Checks and Team Attacks.* Having more goons means bigger groups and better chances for good team checks, but can also give the goons Teamwork to improve the team bonuses. That might make them seem more skilled than you planned, but it's generally easier to fudge in Teamwork than to add another handful of goons to the fight.

The trick with your goons is that their attack is at a PL3 (+1 attack, 5 or 3 effect) against (iirc) capped PL10 PCs. With excellent teamwork and above average rolls (getting +5 circumstance semi-regularly) it's conceivable that a group of 4 goons vs 1 hero would operate at about a PL8 - still at a disadvantage, but also a viable threat. You could have also made the goons more powerful attack-wise by increasing their Attack bonus (say +5 attack to match +5 effect for PL 5 offensively), or you could keep them low-skilled but with way-powerful freeze guns, bumping their effect to 8 or 9, so they'd still have trouble hitting the quicker heroes but less chance of them resisting as well.

Making Holly Daye a capped PL10 is a reasonable choice since all of the Sentinels are capped 10s as well. Making her higher PL could be a possibility to challenge the 3 of them alone, but may not really fit her concept. Going the other way, you could have made her a lower PL but given her more minions or other resources. Maybe a wider range of holiday-themed weapons and tools (say an Environment effect that makes it blizzard indoors, lowering visibility (snow) and mobility (slippery)) or have the goons come riding in on reindeer.

Using the environment is also fun and helps level the field for non-supers. Having the goons use the stores and displays as cover makes them harder to spot, let alone hit. Not much harder, admittedly, especially when the heroes are very mobile, but it makes the combat more interesting. And there's always the "endangering innocents" card to play, depending on how ruthless you want your villain to be. Of course, even relatively well-meaning criminals can accidentally cause all kinds of damage, and heroes usually want to protect the public first.

Regarding Affliction, there's quite a bit of discussion on it. Mathwise, for evenly matched opponents, it's a 55% chance any attack will land, but once it lands an Affliction will be resisted 55% of the time while Damage will be resisted 30% of the time. Combining those odds, that means Damage will have some effect (-1 Toughness is an effect, although it doesn't actually slow a PC down in any way until he gets hit again) about 40% of the time while an Affliction will have at least minimal effect about 25% of the time. Also, Affliction can be resisted at the end of every turn. Altogether, Affliction does not seem as purely effective as Damage, but it can make combat more varied and interesting, and it certainly helps simulate a lot of different powers, so what it may lack in efficiency it makes up for in narrative potential, IMHO.

There are probably several others waiting to comment as well. Overall, though, well done. Examples like this make excellent resources for others.

*these are confusing, because by the book a Team Check adds to the Attack, while a Team Attack adds to the Effect.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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Re: Holly Daye Special (solo play 3e)

Post by monele » Thu Dec 27, 2012 7:53 am

I'm guessing a lot of time went into looking things up
Indeed. I have done three very short combat playtests so far (one Sentinel VS Minion Thug groups with various weapons) but this was my first attempt at a "one shot" of sorts with multiple PCs and an actual villain. So yeah, I'm still looking up a lot of things. I refrained from including that in the "GM's voice" in the log, but it happened :)

The villain falling quickly can be a problem.
Agreed. Didn't feel it was too much of an issue here since I spent hours on this, over two days, and I wanted to wrap things up. Actually I was more scared no one would ever hit Holly.
When Holly took one of the big hits from Princess, you could have let her take an Instant Recovery to get rid of the Dazed and given Princess another HP.
Instant Recovery? Is this a GM's Guide thing? Can't find it in my Hero's Handbook. But otherwise I understand the concept. Villains don't so much use HPs from their pool but give ones out for the same effect. I like that.

EDIT: found it! Recover is a Hero Point use (p.21 of M&M3e)
You also could have had her fall back to take a Recover Action for one round and had her goons cover her, which is a great way to show a villain in good command of her minions.
Ahh, nice one! I know about Recover but it was not on my mind so much during play (so many options!)
Aid, Team Checks and Team Attack
Definitely giving these another look. I did use them in my earlier playtests but I wasn't always sure it made sense (allowed minions to Aid with attacks that did not go through an Impervious protection to begin with...)

In any case, I've started a Q&A of various situations (can't hit, can't damage, getting hit too often, ...) and their potential solutions, both "on the field" and through character upgrades. If this hasn't been done already, I'll post it on the forums.
Minions PL issues
Understood. I'll have to check such values more carefully when I stat up bad guys.
Going the other way, you could have made her a lower PL but given her more minions or other resources. Maybe a wider range of holiday-themed weapons and tools (say an Environment effect that makes it blizzard indoors, lowering visibility (snow) and mobility (slippery)) or have the goons come riding in on reindeer.
Ouh, I like that! Who knows, maybe Holly hasn't ruined her last Christmas yet ;) (I'm totally picturing her as a recurring holiday villain)
Having the goons use the stores and displays as cover makes them harder to spot, let alone hit.
Right, cover... concealment. There were definitely ways to use that in this scenario but it slipped my mind. I tend to forget about cool environmental things for lack of a map, but I don't really like using maps either if I can help it (M&M is very refreshing with its high mobility characters in that regard). I've been considering making up a list of scene Aspects àla FATEv3 to remind me of what's available.
there's always the "endangering innocents" card to play
Thought of it but did not get to it. I was a bit hesitant on that wanting to keep the scenario in good spirits. I'm so bad at endangering innocent bystanders...
Of course, even relatively well-meaning criminals can accidentally cause all kinds of damage, and heroes usually want to protect the public first.
Initially I was remembering some superhero RP advice of having various threats pop up during play to have the main fight, but also some skill challenges and hard choices to make. Stuff like Little Timmy hanging from the railings, people stuck behind a Christmas tree on fire... but I think I'll need to get more familiar with the basics of the system before I can pull that off :)
Affliction does not seem as purely effective as Damage, but it can make combat more varied and interesting, and it certainly helps simulate a lot of different powers, so what it may lack in efficiency it makes up for in narrative potential, IMHO.
I have seen mention of that issue here and there but haven't yet jumped into the details. I definitely like the variety Afflictions seems able to bring so I'm not giving up on it.
Examples like this make excellent resources for others.
I tend to like detailed gameplay examples myself when learning a new system, so if this playthrough and the surrounding discussion can help anyone, all the better!

Thanks for your detailed comments!
Last edited by monele on Thu Dec 27, 2012 8:27 am, edited 1 time in total.

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Re: Holly Daye Special (solo play 3e)

Post by FuzzyBoots » Thu Dec 27, 2012 8:08 am

It's also worth noting that The Rook's Afflictions are kind of underpowered. He's built on that Costumed Detective archetype which involves largely mook-sweeping. You saw how effective the flash bomb was, taking two minions out at once (and probably would have taken out more if they hadn't rolled so well).

One of the other house rules which got floated back in 2E was a graduated damage system to prevent one-shot lucky KOs. Basically, the first time you take damage, the worst you can get is a Bruised. Second time, worst is a Stunned. Third, staggered, etc. That means that no one goes down on the first hit, no matter how badly they roll. It will make combat last longer, but that's not always a bad thing. If you want it to be a less omnipresent thing, make it into a Hero Point (or GM Fiat) thing that can be done in lieu of a reroll (basically guaranteeing a fairly minimal result rather than gambling on doing better).

In terms of figuring out encounters, there's a good BOE calculation available here. Assuming Holly was about PL 10, and you had six PL 3 minions, you can see on there that it's a pretty pushover combat. Raise Holly a few PLs, or make the minions more competent, and things become a bit more challenging (link lifted from Elric's collection of ORQ answers and other useful tips. It's 2E, but still relevant in a lot of areas).

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Re: Holly Daye Special (solo play 3e)

Post by monele » Thu Dec 27, 2012 9:28 am

a graduated damage system to prevent one-shot lucky KOs
Sounds interesting, though it seems, at a glance, that it'd give an unfair advantage to hard to hit characters.

I think I like the HP version better!

Or I'd be tempted to say that the damage limit should depend on the number of rounds instead of hits. Ensures no one can be Incapacitated before round 4.
there's a good BOE calculation available here.
I'll give this a read. And will bookmark Elric's thread which I picked from at one point but forgot existed since. Thanks!

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Re: Holly Daye Special (solo play 3e)

Post by Uthanar » Thu Dec 27, 2012 9:39 am

monele wrote:Sounds interesting, though it seems, at a glance, that it'd give an unfair advantage to hard to hit characters.
From what I have read, aren't hard to hit characters generally at a detriment anyway?

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Re: Holly Daye Special (solo play 3e)

Post by FuzzyBoots » Thu Dec 27, 2012 9:42 am

monele wrote:I'll give this a read. And will bookmark Elric's thread which I picked from at one point but forgot existed since. Thanks!
^_^ It's also stickied in the 2E Rules Forum should you lose sight of it again.

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Re: Holly Daye Special (solo play 3e)

Post by monele » Tue Jan 01, 2013 9:40 am

Uthanar wrote:From what I have read, aren't hard to hit characters generally at a detriment anyway?
How so?


Also, anyone able to confirm or infirm whether or not I can post Holly Daye's M&M conversion? I'm thinking posting it wouldn't hurt the author(s) much considering the character itself is a freebie to begin with (I wouldn't be giving payed content away for free). Still, I'd rather avoid making a faux-pas...

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Re: Holly Daye Special (solo play 3e)

Post by FuzzyBoots » Tue Jan 01, 2013 11:37 am

monele wrote:
Uthanar wrote:From what I have read, aren't hard to hit characters generally at a detriment anyway?
How so?
Elric's explanation. Long story short, an attack tradeoff has a decreased percentage chance of doing damage with each attempted attack.
monele wrote:Also, anyone able to confirm or infirm whether or not I can post Holly Daye's M&M conversion? I'm thinking posting it wouldn't hurt the author(s) much considering the character itself is a freebie to begin with (I wouldn't be giving payed content away for free). Still, I'd rather avoid making a faux-pas...
You should be fine posting it.

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Re: Holly Daye Special (solo play 3e)

Post by monele » Wed Jan 02, 2013 8:08 am

Oh dear, lots of maths :). Looks like too much analysis for me right now but I might look into it if/when I end up having a problem with balance and such.

Also updated the initial post to include Holly Daye's write-up.

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Re: Holly Daye Special (solo play 3e)

Post by JDRook » Wed Jan 02, 2013 12:47 pm

monele wrote:Also updated the initial post to include Holly Daye's write-up.
Those are some impressive stats. She's kind of part Captain America, part Harley Quinn, gift-wrapped for Christmas.

I like that she can hear and evaluate lies, but how does she hear naughtiness? Unless the child is actually saying naughty things, that doesn't seem to fit, unless there's some quality of naughtiness she can simply hear, and therefore would be unable to detect if deafened or in a loud environment (ie Aurally Covered or Concealed). However, if she can "look into their hearts" and know they've been naughty in the past I think that might be more appropriate as a Mental sense.

Also (and this is a pet peeve of mine, so begin rant), Instant Up is generally wasted on any character with high Acrobatics. With it, she can always get up from Prone as a Free Action; without it, she needs to make a DC20 Acro check to do the same thing. Since she has Acro +14, that means she would only fail on a roll of 5 or less, or about a 1-in-4 chance, so that 1p Advantage is really only useful to you 25% of the times she is knocked Prone. For the same cost, you could get Skill Mastery: Acrobatics, which would essentially give her an automatic 24 (10 routine + 14 Acro) for all Acro checks, allowing her to stand from Prone as a Free Action as well as walk a tightrope, flip over to get behind an opponent, or fall from 30 feet without taking damage, all without requiring a die roll. I think this would make Holly far more dynamic to fight.

IMO, Instant Up really only needs to be used when the character isn't particularly nimble (ie SM:Acro doesn't feel appropriate) and/or the IU isn't conceptually based on Acro (eg teleporting to standing).[/rant]

Overall, though, cool character. I should check out that PDF myself.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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Re: Holly Daye Special (solo play 3e)

Post by Elric » Wed Jan 02, 2013 8:51 pm

FuzzyBoots wrote:
monele wrote:
Uthanar wrote:From what I have read, aren't hard to hit characters generally at a detriment anyway?
How so?
Elric's explanation. Long story short, an attack tradeoff has a decreased percentage chance of doing damage with each attempted attack.
That's the reason why high Attack/low damage tends to be bad. But the reason why hard to hit characters are generally at a detriment is that being a bit less likely to hit and having your hits inflict more damage is a worthwhile trade, because it greatly increases the chance of the defender failing a resistance check by enough to cause a substantial impact. Additionally, high defense characters lose more if made Vulnerable by things like surprise and feints, though this seems better in 3e than it was in 2e.
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Re: Holly Daye Special (solo play 3e)

Post by monele » Thu Jan 03, 2013 3:26 am

JDRook wrote:Those are some impressive stats. She's kind of part Captain America, part Harley Quinn, gift-wrapped for Christmas.
I definitely pictured Quinn influences (her illustration in the PDF gives me a Batman cartoon feel). The original write-up seems to make her more of a Powerhouse, though. Princess with Flight in a sense. But I couldn't help but want her to be more of an acrobatic, so that's from my bias.
I like that she can hear and evaluate lies, but how does she hear naughtiness? Unless the child is actually saying naughty things, that doesn't seem to fit, unless there's some quality of naughtiness she can simply hear, and therefore would be unable to detect if deafened or in a loud environment (ie Aurally Covered or Concealed).
Here's what the original write-up says:
PDF wrote:She could tell when one of her classmates was lying and when he or she was telling the truth. She could also tell the depth and breadth of their naughtiness and whether the lie was just a white lie or whether a child was rotten to the core.
They turn that into a "Naughty/Nice Radar" power limited to people below the age of puberty (without much more mechanics -- as I said, it's very free form :) )

I guess you could say her power is limited to analyzing lies/truth, but I felt it was better if, through what people said, she could tell (without details on "why") if they were nice or naughty. Still, she's need to hear them speak, thus the "hearing" part.
At one point I considered Mind Reading for that one, but it felt too powerful for what she can do.

Instant Up is generally wasted on any character with high Acrobatics.
A very good point. Haven't even used the advantage in-play yet, so I'm far from knowing what's useful and when. Skill Mastery definitely sounds great here.
IMO, Instant Up really only needs to be used when (...) the IU isn't conceptually based on Acro (eg teleporting to standing)
I was going to ask "when is Instant Up ever useful then?" but that totally answers my question! I love how M&M mechanics can permit fluff like that to exist.

Elric wrote:the reason why hard to hit characters are generally at a detriment is that being a bit less likely to hit and having your hits inflict more damage is a worthwhile trade, because it greatly increases the chance of the defender failing a resistance check by enough to cause a substantial impact. Additionally, high defense characters lose more if made Vulnerable by things like surprise and feints, though this seems better in 3e than it was in 2e.
Which is mostly how I'd imagine it: hard to it but glass-jawed, easy to hit but rock-solid. But I guess the inner balance is a bit skewed through mechanics, eh...

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Re: Holly Daye Special (solo play 3e)

Post by FuzzyBoots » Thu Jan 03, 2013 5:19 am

monele wrote:Which is mostly how I'd imagine it: hard to it but glass-jawed, easy to hit but rock-solid. But I guess the inner balance is a bit skewed through mechanics, eh...
If nothing else, they suffer from the fact that rolling signficantly below the target on a Toughness save means worse effects, but without Multiattack, rolling significantly higher on the attack roll doesn't tend to help. And, of course, Area and Perception attacks that bypass their defense... the one area that they do a bit better at is exotic saves since their "caps" are skewed slightly in that direction (a defense-shifted person could have +15 Defense and +10 each in Will and Fortitude).

monele
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Re: Holly Daye Special (solo play 3e)

Post by monele » Thu Jan 03, 2013 9:21 am

So, basically, there are quite a lot of cases where agile characters get the short end of the stick... and that while tanks have a lot of options to make a fast character easier to hit, there aren't as many ways to make a tank easier to damage? If so, yeah, that's rather frustrating :/

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