Bethany: Black Widow sees an opening. I’ll Quick Draw my wrist-mounted Widow’s Bite energy weapon (it slides out from under her costume) and aim it at White Knight.
GM: He’s between 100 and 200 feet away, so you’ll have -2 to hit for range.
Bethany: Attack roll at +8 then. Rolled a 6.
GM: That would barely miss (White Knight's Defense is 15 from All-Out Attack). But you can reroll it with the Improved Roll hero point function.
Bethany: Sure- I have two of them. Reroll is a natural 20! Critical hit! Stun 10, +5 to the save DC for Fort save DC 25. A bolt of electricity arcs towards White Knight and strikes him dead-on at an incredible, paralyzing voltage.
GM: Rolled a 12, with a +7 Fortitude save for a total of 19. That would leave him stunned. I think I’d better use GM Fiat for the Improved Roll hero point function to try to do better. Reroll is a 14—not great, but total of 21 keeps him only dazed. The critical hit shouldn’t count towards his
subsequent “breakout” rolls. Black Widow gets an HP for the use of GM Fiat, so she's still at 2 HP.
White Knight can no longer perform free actions, so he has to make an
immediate Concentration check to maintain his powers with a sustained duration. Unfortunately for him, he has a +1 Concentration check and the DC to maintain his Strike Aura is 21 (10 + its rank of 11). So only a natural 20 would let him keep it up, and he doesn’t get it. He misses the check by enough that his Flight 4 (DC 14) also drops, but he had landed so that doesn’t matter (it's one Concentration check, and you
apply the result to all Sustained powers. The electricity jolts White Knight and disrupts his concentration—his flame aura fades away.
Bethany: Black Widow will drop prone after her attack to avoid the attacks by the thugs below.
Leon: Luke Cage pulls himself back together. I’m spending a hero point to shake off the stun so I can get my action for the round, before he gets his Flame Aura back up. Attacking him, Power Attacking for 5! Darn, rolled a 2. That would have done real damage if it had hit.
GM: Luke Cage sees an opportunity, but White Knight dodges his wild haymaker. Thugs are up—11 still standing. Five fire at Beast again, all missing. The six near Black Widow realize they have no shot to hit her. Three of them move towards Beast. The thugs are a little worried seeing White Knight without his Flame Aura but at least that means he won’t incinerate one of them by flying by them—there have been some close calls.
Greg decides that White Knight is getting beaten fairly badly now, so it’s time to have his minions help by attacking more civilians. Three of the thugs who were menacing Black Widow move to a nearby bar and use covering attacks on the patrons there. One trains his gun on a Caucasian man hiding behind a bar stool; another aims at an Asian man who has been unable to take cover because he is in a wheelchair, and the third targets his gun at an African-American waiter, who is standing up trying to get the patrons to move into a room further away from the street. These aren’t hostage taking situations, exactly—I’m essentially giving you a round to deal with them or they’ll shoot the patrons when their next turn rolls around. None of the thugs is adjacent to each other. Beast is up.
Brian: “Oh my, not again.” Beast will use a Charge to dash all of the way over to the other side of the street and land a leaping kick on the first thug. Power Attack 2, taking 10.
GM: Beast sees what’s happening and springs across the street on all fours. As he gets near the bar he jumps into the air and clears a parked car, landing with a crash caused by the impact of his foot and the thug’s back. The thug is thrown 25 feet, lands against a table, and doesn’t move. White Knight would be up, but he’s dazed. End of round 3. Luke Cage has 1 HP (2 Injuries/2 Bruises), Beast 1 HP, Black Widow 2 HP.
On Black Widow’s action, before she goes, White Knight gets a roll to recover from the Stun and he gets a +1 bonus (see page 70- "An Instant Lasting power allows a new saving throw each round on the initiative count when the effect occurred"). Natural 20! White Knight recovers from the electricity coursing through his system!
It makes sense that he can activate his Flame Aura now, since it dropped immediately the last time.
Edit: I did this wrong. It's a free action to activate White Knight's Aura, so he should have to wait until his turn to reactivate it.Black Widow can tell by hearing and from the Thug’s actions what is happening at the bar, but she doesn’t have a line to attack the thugs on at the moment.
Bethany: Black Widow has to stop those guys. I’ll throw my grappling hook onto a nearby building and swing down to the ground. While I’m in the air, I’ll use Extra Effort to surge and take 2 attack actions with my rifle to shoot both of the thugs in a hail of bullets. Power Attack 5 so I know they’ll miss the Toughness saves, but with +8 attack and taking 10 I should still hit fine.
GM: Wow, what a cool move. Black Widow swings towards the thugs and hits both of them with a furious barrage from her assault rifle. They crumple to the ground. I’m giving you a hero point for that one.
Bethany: I’m allocating that one towards avoiding the Fatigue from Extra Effort caused by that maneuver, which will kick in on my action next round.
GM: White Knight’s flames reappear and he looks over at Luke Cage with disdain. “Want to take another swing now, boy?”
Leon: Are there any parking meters around? I want to rip a parking meter out of the ground and hit him with it
GM: Sure. There’s one right near you. You can rip it out of the ground with a DC 25 Strength check as a move action. Of course, your ranks in Super-Strength count as bonuses to strength here.
Leon: I’ll go for it. Rolling at +14- rolled a 14, total of 28. Got it! Taking a swing at White Knight, rolled a 9—total of 19.
GM: Just misses—his Defense is 20. White Knight barely gets out of the way as the parking meter spins in a wicked arc that almost hits his head. The parking meter is a little singed by his aura. The rest of the thugs are up—8 of them now.
Four of them have forgotten about White Knight’s instructions, or never heard in the first place—they’ll shoot at Luke Cage. Four others will move towards Beast and Black Widow and take shots at them, two apiece—they all miss. Beast is up.
Brian: Well, Beast isn’t going to be very effective against White Knight now that he has the flame aura back up. So let my try a different approach. I’ll Acrobatic Bluff as a move action to try to Trick (see the Bluff skill description) White Knight into attacking me because he thinks I’m vulnerable. Rolling at +11 (+16 base -5 move action), rolled a 12 for 23. Opposed by highest of Sense Motive and Acrobatics.
GM: He got a total of 19 (rolled a 12 with +7 Sense Motive)—you beat him. White Knight thinks he sees Beast trip as Beast tries to move back towards him.
Brian: Now I’m going to use my standard action for Total Defense (pg 159), which boosts my Dodge bonus to Defense by +4.
GM: White Knight is up. He’ll fly into the air about 30 feet and launch an attack at the “vulnerable” Beast, power attacking for 2. Attack roll at +8, rolls an 8—that’s a miss. Too late he realizes his mistake. “Mutant scum! You will not evade me again!” White Knight is distracted and doesn’t remember to tell his minions not to attack Luke Cage. End of round 4. Black Widow has 3 HP and has to spend one in a moment or suffer fatigue from Extra Effort, Beast 1 HP, Luke Cage 1 HP and 2 Injuries/2 Bruises.
Bethany: Black Widow spends a hero point to counteract the fatigue, so I’m back to 2 HP. I’m going to use Bluff to feint him so he loses his Dodge bonus against my attack. Bluff at +9 as a move action. Rolled a 15 for a total of 24. Opposed by best Sense Motive and Bluff check.
GM: He’s using his Sense Motive skill. Roll of 11, for a total of 18—you beat him.
Side notes: I didn’t count Black Widow’s Attractive feat bonus as adding to her Bluff for the purposes of Feint here. There are reasonable cases to be made for doing it either way.
The book doesn’t say if you should tell a player whether a feint/trick has worked before they go to make an attack/take some other action based on the results. I personally think you should tell the player, but the GM for a game I’m in right now does the opposite. Steve Kenson says that the policy is just up to the DM’s discretion. White Knight doesn’t have Uncanny Dodge, but while I’m at it, note that Uncanny Dodge does not protect against feints.Bethany: Blast Widow seems to take aim at the thugs with her assault rifle but she actually aims the Widow’s Bite at an unsuspecting White Knight! Attack roll=10, for a total of 20. Since he loses his Dodge bonus and gets a further -2 to Defense, that should definitely hit. Fort save DC 20
GM: Fort save roll is 6, for a total of 13. I’ll have him reroll that with GM Fiat. Black Widow gets another hero point- up to 3 now. He rolls a 13 for a total of 20—makes it exactly. White Knight is hit by the energy weapon but is able to resist the electricity coursing through his body.
Bethany: Well, no point in having so many hero points floating around. I’ll use Extra Effort and take another shot at him. Rolled a 19 for a 29 total—another hit.
GM: Rolled an 18 for 25 total. We can call that part of the same attack that he resisted last time. Good thing, too, because GM Fiat is limited to gaining the effects of Improved Roll once a (personal) round for a villain in the same way a PC can only use Improved Roll once a round.
Leon: Man, 30 feet. That’s out of my reach even with this parking meter.
Brian: Luke Cage weighs about 400 lbs, right? Then Beast can throw you 25 feet in the air—wait for my action and we can do that.
Leon: Sure. Luke Cage will delay until Beast’s action.
GM: OK. Since he’s throwing you we’ll say that you’re on the same initiative count as Beast, but go after him—and you’ll be there in all rounds. Thugs are up again. Four take aim at Luke Cage, harmlessly. Two take aim at each of Beast and Black Widow, using Aid Another. All misses. Beast and Luke Cage are up.
Brian: Beast will move over to where Luke Cage is and throw him 25 feet in the air towards White Knight. Can I use Teamwork to aid another with that?
GM: No, since you moved this round. A throw is a move action on its own and you used your move action to get up to him, so you have to use your Standard Action for the throw. Otherwise you could use the Standard Action for aid another and a Move Action for the throw as part of one maneuver.
Leon: I’m using All-Out Attack for 5 and Power Attack for 5. Rolled a 13 for a total of 23! 15 damage—DC 30 Toughness save! “Eat parking meter, villain!!”
GM: That’s a hit. Luke Cage goes flying through the air and hits White Knight with the parking meter with tremendous force. Luke Cage can feel the heat sting his hands as the parking meter melts. White Knight rolls a 12—total of 24—he’s stunned and bruised. Concentration check to keep his Sustained powers up- rolled a 10, for 11 total. He’s knocked out of the sky and his flame aura dissipates. He hits the ground with a crash. 3 falling damage, so DC 18 save. Rolls an 11—makes it.
Leon: Luke Cage lands and sort of catches his balance. “Sweet throw, Hank!”
Brian: “A most excellent swing as well. You could play major league baseball yet, my friend.”
GM: White Knight shakes off the Stun with GM Fiat for Recovery. Luke Cage gets a hero point. White Knight reactivates his Flame Aura and sends a roaring fireball at Luke Cage. “Die, scum!” Blast, Power Attacking for 5—he rolls a 3. I don’t want him to go out so easily. I’ll use GM Fiat for Improved Roll to reroll that. Natural 20! A critical for 21 lethal damage! DC 36 Toughness Save. Ouch! Luke Cage gets another hero point—up to 3 now.
Leon: Holy crap! This is a good time for my Ultimate Toughness feat. I’ll spend a hero point and use Ultimate Toughness to get an auto-20 instead of rolling (but it doesn’t count as a natural 20). Rolling at +8 due to 2 previous injuries—total of 28. Stunned and Injured and Bruised.
GM: This ought to qualify for some Knockback. Luke Cage is hit by a huge ball of flame and the heat sends him reeling and drops him to his knees, but amazingly he isn’t burnt to a crisp!
White Knight can’t believe it. “Why won’t you die!!?” End of round 5. Black Widow has 3 HP and will have to spend one to avoid fatigue. Beast has 1 HP; Luke Cage has 2 HP and 3 Injuries and 3 Bruises, and is Stunned.
Bethany: “Time to end this.” Hero point to avoid fatigue. 2 Hero Points left. Attacking him with Widow’s Bite, power-attacking for 2, so attacking at +8. Rolled a 9—that would miss, so I’m rerolling it with a hero point. Rolled a 7—Improved Roll increases that by 10, so total of 25. Fort save DC 22. 1 Hero Point left.
GM: Rolled a 5, for a total of 12. I can’t reroll it because he already rerolled the attack roll at the end of last round. Miss by 10—that’s Unconscious. White Knight is out! Black Widow sets her Widow’s Bite on high power and shoots an especially powerful bolt of electricity at the White Knight. It hits him in the chest and overloads his body completely—he slumps to the ground, unconscious and his Flame Aura winks out.
Note: White Knight can only use Improved Roll once in a personal round—see pg 153, “one round= span of time from one initiative count to the same initiative count in the next round.” The beginning and end of “round 4” is almost always irrelevant in game terms—it’s just a way to demarcate the combat. Seeing their leader crumple to the ground, the eight remaining thugs drop their guns and flee. Black Widow and Beast knock them all out in short order as Luke Cage manages to pick himself up. Ambulances are already responding to the scene.
Leon: Luke Cake growls, “I told you not to
@#*& with me,
$^*#%!” I go over to the police car and report that we have White Knight ready to be taken into custody at Dupont Circle. They’d better send a superhero containment unit, and fast.
GM: Beast and Black Widow each get 1 HP for dealing with thugs shooting at innocents. Luke Cage gets 1 HP for the enemy complication, as White Knight targeted him with almost every attack. A handful of people were killed and several dozen more injured, but you stopped a major terrorist attack on the nation’s capital. Well done!
THE WINNER: THE AVENGERS White Knight lasted a long time because I didn’t use especially good tactics on the part of the players and because his minions helped out by distracting the heroes at the right times. The thugs were pathetic, as you’d expect: +2 attack and +3 damage does not threaten PL 10 characters. But they took time to take out. You can see the difficulties a lone villain faces—White Knight has an incredibly powerful flame aura that makes him very hard to fight in melee, but his average Fortitude save, lack of ranks in Concentration, and not being hard to feint helped do him in.