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Elric's 2e Builds: 3e combat stats & damage roll option

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Postby Elric » Thu Jan 31, 2008 1:08 pm

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Thor

Power Level 12
(180 pp)

Abilities: STR: 36 [28] (+13), DEX: 12 (+1), CON: 36 (+13), INT: 12 (+1), WIS: 14 (+2), CHA: 18 (+4)

Skills: Climb 0 (+9), Diplomacy 8 (+12), Intimidate 16 (+20), Knowledge [Arcane Lore] 5 (+6), Knowledge [History] 5 (+6), Knowledge [Tactics] 8 (+9), Notice 6 (+8), Sense Motive 8 (+10), Swim 0 (+9)

Feats: All-Out Attack, Attack Focus 2 (Melee), Benefit (Status), Dodge Focus 3, Fearless, Improved Initiative, Interpose, Power Attack, Startle, Takedown Attack, Tough, Ultimate Effort (Ultimate Toughness Save)

Powers: Density 4 (Permanent, PF: Buoyant, Innate [+8 Strength, Protection 2 (Impervious), Immovable 1, Super-Strength 1]) (14 pp), Immunity 1 (Age), Impervious Toughness 9, Super-Strength 5 (Heavy Load: 118 tons)

Device 6 (Mjolnir, Easy to Lose; PF: Indestructible, Restricted 2—must be worthy to lift or use) (21 pp)
Mjolnir: Super-Senses 3 (Counters Illusion [Vision], Magical Awareness),

Base Array Slot: Strike 3 (PF: Affects Insubstantial 2, Improved Critical, Mighty) & Flight 7 (1000 mph) & Power Feat (on Super-Strength): Shockwave [Electricity] & Super-Movement 1 (Dimensional Travel to Asgard) (24 pp)

AP: Blast 3 (Power Feats: Accurate, Affects Insubstantial 2, Improved Critical, Improved Range—75 foot range increment, Mighty 13) [Mjolnir, thrown] (24 pp)

AP: Flight 2 (25 mph) & Blast 12 (Flaw: Full-Round Action, Power Feats: Accurate x3, Improved Range x3—1200 foot range increment, Indirect 2) [Lightning] (24 pp)

AP: Flight 2 (25 mph) & Weather Control 10 (20pp—mix and match environments: Cold, Distraction (Precipitation), Hamper Movement (Icy or Wet Surfaces), Reduced Visibility (Rain)) (24 pp)

Combat: Attack +6 (+8 melee/Mjolnir thrown, +12 Lightning Bolt) [Unarmed 13 dmg, Mjolnir 16 dmg, 19-20 Crit; Lightning Bolt 12 dmg], Defense 18 (13 flat-footed), Initiative +5, Grapple +27, Knockback -14

Saves: Toughness +16 (11 Impervious), Fortitude +16, Reflex +4, Will +10

Abilities 60 + Skills 14 + Feats 15 + Powers 55 + Combat 22 + Saves 14= 180

Notes: Here’s Thor as a PC at PL 12, 180 pp. Thor’s Heavy Load is 118 tons (example—Cargo Jet). To perform even more incredible lifting feats than usual, you can power stunt Super-Strength off of his ranks in Flight from Mjolnir

This version of Thor has neither his Asgardian Armor nor his Belt of Strength—I figured that giving my PL 14 Thor both of these items and not giving my PL 12 Thor either helps explain why this version of Thor is PL 12 instead of PL 14. I think I remember seeing that removing Thor’s Belt of Strength weakens him for a time, so you could also explain his lower PL that way. He's still as intimidating as ever.

The Shockwave power feat that Mjolnir grants is a cone of Electricity rather than Force (and is rank 12, since as an Area Attack it’s limited by Thor’s PL). Thor can also call down Lightning Bolts against individual targets and can control weather conditions in the broader area.

In Ultimate Power, maximum range is separate from Range Increment for a power- a power's maximum range is rank x 100 feet (modified by the progression feat), and Improved Range only makes the ranged increment better. So Thor's Lightning Bolts can hit targets up to 1200 feet away and since Thor's range increment is 1200 feet, he'll never take range penalties.

His Weather Control power uses the mix-and match environment optional rules from Ultimate Power: Rather than having a set list of effects Thor can create, divide its cost for any given use among the effects listed, making it a limited sort of Variable structure. This makes Weather Control more powerful, which I think is fine since it’s a pretty weak effect.

The Counters Illusion Super-Sense is from Ultimate Power and does exactly what the name implies. Buoyant is also from Ultimate Power and is a power feat on Density that makes it so you don’t automatically fail Swim checks—Thor doesn’t naturally float, but he’s far too strong to automatically fail Swim checks just because he weighs 640 lbs. Note that Strength bonuses from Density don’t add to Climb or Swim checks. The Tough feat is from the Mastermind’s Manual and adds 1 to your Toughness save.
Last edited by Elric on Sun Feb 03, 2008 10:29 am, edited 3 times in total.
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Postby BARON » Thu Jan 31, 2008 1:11 pm

Every pro athlete since him should pay him about 2% of their paychecks, and pro wrestlers should pay 10%.


8)
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Postby JoshuaDunlow » Thu Jan 31, 2008 1:19 pm

Bravo, very nicely done. This is a great THOR build. However i noticed one error, if you don't mind my pointing it out. His attack of +12 is well above his power level limits, since you traded off for damage. All attacks are going to be limited to a max of +8 to hit.
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Postby Taliesin » Thu Jan 31, 2008 1:32 pm

JoshuaDunlow wrote:Bravo, very nicely done. This is a great THOR build. However i noticed one error, if you don't mind my pointing it out. His attack of +12 is well above his power level limits, since you traded off for damage. All attacks are going to be limited to a max of +8 to hit.


No, he's using attack-specific tradeoffs. Thor only has a +12 attack with his lightning bolt (+12 damage) and a +8 attack with Mjolnir (+16 damage).
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Postby Elric » Thu Jan 31, 2008 1:33 pm

JoshuaDunlow wrote:Bravo, very nicely done. This is a great THOR build. However i noticed one error, if you don't mind my pointing it out. His attack of +12 is well above his power level limits, since you traded off for damage. All attacks are going to be limited to a max of +8 to hit.


Thanks. It isn't an error because Steve has said that with GM's permission tradeoffs can apply differently to different attacks (see here). I'm glad you pointed this out, since that issue hasn't come up on this thread yet. So Thor's Lightning Bolts would be legal because he's PL 12 and the lightning bolts are at +12 attack and 12 damage.

I don't mind people pointing out errors, by the way. I definitely make my share of mistakes and if no one tells me, they usually won't get corrected until I go to update a build. In a case like this, it wasn't an error but if a bunch of people think it's an error and no one ever points it out, I'll never get a chance to explain why it isn't an error.

Obviously this is something a GM would want to watch carefully in general, but I'm not having characters tradeoff more between attacks than what you could get with something like Accurate Attack (+-5). Explaining 'you can tradeoff between attacks' is more difficult than 'tradeoffs apply to the character', so in my character creation examples I didn't mention this so as to not confuse the issue.

The characters who are built with this option are using it to represent different attacks where one is more accurate and less damaging and the other is less accurate and more damaging. For example, my Black Canary build is PL 9. She attacks unarmed at +14 attack for 4 damage and attacks with her Canary Cry at +10 attack, 8 damage. Likewise, Thor hits harder with Mjolnir than a Lightning Bolt that he can call down, but the Lightning Bolt is harder to dodge.
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Postby JoshuaDunlow » Thu Jan 31, 2008 2:00 pm

Wow, this variation is news to me thats for sure. BUt thanks for clarification.
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Postby JackGiantkiller » Thu Jan 31, 2008 4:41 pm

Thy PC Thor dost most assuredly rock. (I'm actually pro-non Shakespearian speaking Thor, but I have slips sometimes...:)
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Postby Elric » Thu Jan 31, 2008 10:16 pm

August, 2000
Steve Rogers, aka. Captain America, was at the watch in the Avenger Mansion at the ungodly hour of 4 a.m., and luckily for the world his iron constitution meant that he wasn’t asleep—or even close. As a communication came in, strange characters flashed across the screen.

Japanese? Captain America wondered. As the program’s sophisticated translation algorithm kicked into gear, he saw that his instinct was correct. As soon as he saw the first sentence, “Emergency Reported at Kashiwazaki-Kariwa Nuclear Power Plant”, he knew it wasn’t going to be a good night. Captain America immediately dialed up the Avenger’s proximal contact point in Japan and was greeted by a familiar face, General Takamori, in charge of Japan’s division for superhuman affairs.

“Captain America” the General began, “We have an undisclosed emergency at the Kashiwazaki-Kariwa Nuclear Power Plant and we have lost contact with the personnel there. We have contacted both yourself and the Fantastic Four to see if you can help remedy this situation.”

“Undisclosed?” Captain America asked. “You must know something” [Captain America’s player spends a hero point on Inspiration]

“Give me a couple minutes.” the General responded. Captain America sent out the alert. The General came back. “Before we lost contact, we received a copy of an initial reading of the radiation sensors—based on data previously provided to us by Reed Richards, these readings were consistent with the presence of Gamma the Atom Smasher. I’ll transmit them to you as well.”

Uh-oh. Gamma the Atom Smasher, originally Adam Ward, was a deranged, super-strong radioactive criminal consumed by hatred of the Fantastic Four, who were involved in the incident that led to his father’s death. Captain America had tussled with him before. But attacking a nuclear power plant? Adam hated scientists—maybe he wanted to destroy the nuclear power plant out of spite—but there were plenty of nuclear power plants in the United States that he’d never attacked, and he rarely operated in foreign countries. Japan was a long way away—how the heck would the Avengers get there in time?

30 minutes later
Reed Richards sat with Iron Man, Ms. Marvel (Carol), She Hulk (Jennifer) and Captain America as he made the final adjustments to his device. “Are you sure this is going to work?” Jennifer asked. “I don’t want to end up greener than I already am.”

“Don’t worry”, Mr. Fantastic admonished. “I studied Gamma in great detail back before he went over the edge. His presence allows for much more efficient conversion between energy and matter—it’s how he generates his radiation beams. With this up to date data from Japan to calibrate it, it should be a synch to get this Teleport device attuned to Gamma’s radiation field so that you rematerialize near him.

Iron Man looked impressed. It wasn’t every day someone came up with something that impressed Tony Stark. Carol, meanwhile, was looking forward to it. “That radioactive punk. Making us go all the way to Japan to bring him in line. Why is he in Japan again?”

No one knew the answer to that. With a few more changes, the device, a small tower of iridescent metal with a glowing purple crystal at the top, was completed. “Like the Eye of Sauron” Jennifer muttered. The Avengers put their hands on the crystal and Mr. Fantastic flipped an ignition switch.

A moment later, Japan, Kashiwazaki-Kariwa Nuclear Power Plant
The Avengers rematerialized, jolted by the harsh transition.

In front of them stood two figures, one glowing blue and the other dressed in blue and orange. Almost like my UCLA Bruins Jennifer thought. It seemed like they were expected.

“Deathstroke” Iron Man’s voice rang out, metallic through the suit. “What plans do you have with a nuclear power plant?”

Gamma the Atom Smasher looked vaguely disappointed. That’s clear. Jennifer thought. He was hoping for the Fantastic Four. But why did they expect anyone? Next to him, the feared mercenary and assassin Deathstroke contemplated the question briefly.

A commanding voice rang out. “Not his plans, but mine!”

With that, the Avengers took stock of their situation. They were at the site of a nuclear power plant, but it was completely abandoned and the surroundings had a pallid cast, as if they were only partially present. And behind the two mercenaries (it now seemed safe to conclude that was what they were) stood a far greater foe.

“Kantor” Captain America challenged. “You should have perished with the fall of your Füehrer years ago.”

“Captain America”, the figure sneered. “It has been many years. But do not worry, I intend for this to be our last acquaintance. You think you teleported here so easily by accident? I let Gamma’s presence be known so that I could make an example with your deaths. No force on Earth can stop me this time!” He gestured to a small swarm of masked figures around him. “The world will learn what happens to those who challenge the might of Overshadow!”

Coming up next: Avengers vs. Overshadow!
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Postby Elric » Thu Jan 31, 2008 10:18 pm

Tale of the Tape:

Elric wrote:Captain America
Power Level 12
(180 pp)

Abilities: STR 24 (+7), DEX 24 (+7), CON 24 (+7), INT 14 (+2), WIS 18 (+4), CHA 20 (+5)

Skills: Acrobatics 9 (+16), Climb 4 (+11), Diplomacy 9 (+14), Intimidate 5 (+10), Knowledge [Tactics] 12 (+14), Medicine 2 (+6), Notice 8 (+12), Pilot 4 (+11), Sense Motive 10 (+14), Stealth 4 (+11), Survival 4 (+8), Languages 1 (German; base English)

Feats: Acrobatic Bluff, Assessment, Attack Focus 6 (Melee), Benefit (Status: Renown), Defensive Attack, Dodge Focus, Equipment, Evasion 2, Fearless, Improved Initiative, Inspire 5, Interpose, Leadership, Luck 2, Master Plan, Power Attack, Takedown Attack 2, Teamwork 2, Ultimate Defense, Uncanny Dodge (Hearing)

Powers: Leaping 1, Speed 1 (10 mph)

Device 5 (Star Spangled Shield, Easy to lose, Power Feats: Restricted [functions as medium shield for anyone else], Indestructible) (17 pp)
Star Spangled Shield: Enhanced Feat 4: Dodge Focus 4, Feature (2)—Reduces Knockback by 2 (taken twice)
Blast 4 (PF: Accurate x3, Improved Critical, Improved Range, Improved Ranged Disarm, Mighty x3, Precise, Ricochet, Drawback-one fifth maximum range, -2 pp) (100-foot range increment and maximum range) (17 pp)
AP: Blast 4 (Extras: Targeted Area- Burst (20 foot radius), Selective Area; Power Feats: Accurate x3, Drawback-one fifth maximum range, -2 pp) (40-foot range increment, 100 foot maximum range) (17 pp)
AP: Strike 3 (Extra: Penetrating, Power Feats: Improved Block 2, Improved Critical, Improved Defense 2, Improved Disarm, Improved Overrun, Mighty, Weapon Bind) (15 pp)

Equipment: Chain Mail (Protection 3), Commlink, Binoculars

Combat: Attack +8 (+14 melee/shield throw) [Unarmed 7 dmg; Shield Throw 7 dmg, 19-20 Crit; Shield Bash 10 dmg, 19-20 Crit)], Defense 24 (15 flat footed), Initiative +11, Grapple +21, Knockback -9

Saves: Toughness +10, Fortitude +10, Reflex +10, Will +10

Elric wrote:Iron Man
Power Level 12
(180 pp)

Abilities: STR: 38 [12] (+14) DEX: 12 (+1) CON: 14 (+2) INT: 22 (+6) WIS: 14 (+2) CHA: 16 (+3)

Skills: Bluff 10 (+13/+17), Computers 6 (+12), Craft [Electronics] 12 (+18), Craft [Mechanical] 12 (+18), Diplomacy 10 (+13/+17), Gather Information 7 (+10), Knowledge [Business] 12 (+18), Knowledge [Technology] 12 (+18), Notice 6 (+8), Sense Motive 9 (+11)

Feats: Attractive, Benefit (Wealthy), Connected, Dodge Focus, Inventor, Jack of All Trades, Speed of Thought, Teamwork, Enhanced Feats: Accurate Attack, Improved Aim, Power Attack, Precise Shot

Powers: Device 19 [Iron Man Battle Suit, Hard to Lose, PF: Restricted 2] (78 pp)
Iron Man Battle Suit:
Enhanced Feats 4 (see above), Protection 12 (Extra: Impervious), Immunity 9 (Life Support)

Super Strength 2 (48 strength for lifting; Heavy Load: 9.6 tons), Flight 5 (250 mph)

Blast Array: 35 pp
Enhanced Strength 26 & Enhanced Feats 5: Attack Focus 4 (Melee) & Attack Specialization 1 (Unarmed) (31 pp)
AP: Blast 14 (Power Feats: Accurate x3) (31 pp) [Force]
AP: Stun 14 (Extra: Ranged, Flaw: Full-Round Action, Power Feats: Accurate x3) (31 pp) [Sonic]
AP: Blast 14 (Extra: Targeted Area- Line, Flaw: Range: Touch, Power Feats: Accurate x3) (31 pp) [Uni-beam]
AP: Blast 10 (Extra: Area- Burst) (30 pp)

Super Senses 3 (Direction Sense, Distance Sense, Infravision)
Super-Senses 5 (Radar [Extended]), AP: Communication 5 (Radio: 5 miles)

Combat: Attack +4 (+10 Unarmed/Blasters) [Unarmed 14 damage, Blast 14 dmg, Stun Fort DC 24], Defense 20 (15 flat-footed), Initiative +6, Grapple +24 (+7 without Enhanced Str power active), Knockback -13

Saves: Toughness +14 (12 Impervious), Fortitude +7, Reflex +7, Will +9

Drawbacks: Normal Identity [Tony Stark; Full-Round Action, -4 pp]

Elric wrote:
Ms. Marvel
Power Level 12
(180 pp)

Abilities:
STR: 34 [10], (+12) DEX: 14 (+2), CON: 34 [12] (+12), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)

Skills: Bluff 8 (+11), Computers 8 (+10), Diplomacy 4 (+7), Disable Device 8 (+10), Gather Information 8 (+11), Knowledge [Current Events] 8 (+10), Knowledge [Tactics] 4 (+6), Medicine 2 (+5), Notice 8 (+11), Pilot 8 (+10), Sense Motive 8 (+11), Stealth 6 (+8)

Feats: Benefit (Security Clearance), Contacts, Dodge Focus 5, Evasion, Fearless, Improved Initiative 2, Power Attack, Takedown Attack, Teamwork, Uncanny Dodge (Visual)

Powers:
Enhanced Strength 24 & Attack Focus 4 (Melee) (28 pp)
AP: Blast 12 (Power Feats: Accurate x2, Precise, Variable Descriptor [Any electromagnetic]) [Radiation] (28 pp)
AP: Dazzle 12 (Visual; Power Feats: Accurate x2, Improved Range—300 foot range increment, Precise) [Radiation] (28 pp)

Flight 6 (500 mph) (Dynamic Alternate Power: Super Strength 6 (90 tons)) (15 pp)

Enhanced Constitution 22, Immunity 9 (Life Support), Impervious Toughness 12 (Limited: Only Energy Damage) [Absorb Energy] (6 pp)

Combat: Attack +8 (+12 melee/Blast/Dazzle) [Unarmed 12 dmg, Dazzle Reflex save DC 22, Blast 12 dmg], Defense 22 (14 flat-footed), Initiative +10, Grapple +24 (not including DAP Super-Strength), Knockback -6 (-12 vs. energy)

Saves: Toughness +12 (12 Impervious vs. Energy), Fortitude +12, Reflex +8, Will +8

Elric wrote:
She-Hulk
Power Level 12
(180 pp)

Abilities: STR: 38 [12] (+14), DEX: 14 (+2), CON: 40 [14] (+15), INT: 14 (+2), WIS: 14 (+2), CHA: 16 (+3)

Skills: Bluff 5 (+8/+12), Computers 8 (+10), Diplomacy 5 (+8/+12), Intimidate 10 (+13), Knowledge [Civics] 8 (+10), Knowledge [Pop Culture] 4 (+6), Notice 6 (+8), Sense Motive 6 (+8)

Feats: All-Out Attack, Attack Focus 2 (Melee), Attractive, Improved Grapple, Improved Initiative, Interpose, Power Attack, Startle, Takedown Attack, Teamwork

Powers:
Enhanced Strength 26, Enhanced Constitution 26, Impervious Toughness 10 , Regeneration 11 (Bruised 1 per round w/ no rest, Injured 1 per round w/ no rest, Staggered 20 minutes, Disabled 5 hours)
Super-Strength 4 (AP: Leaping 8, x500 distance)
Super Strength 1 (Power Feats: Countering Punch, Ground Strike, Shockwave) (Heavy load: 77 tons)

Combat: Attack +8 (+10 melee) [Unarmed +14 damage], Defense 19 (15 flat-footed), Initiative +6, Grapple +29, Knockback -12

Saves: Toughness +15 (10 Impervious), Fortitude +15, Reflex +7, Will +8


VS

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Postby Elric » Thu Jan 31, 2008 10:30 pm

Background: Overshadow and Gamma the Atom Smasher are both in Freedom City. Gamma’s nemesis is the Atom Family, Freedom City’s Fantastic Four-equivalent.

The GM thinks Overshadow and Gamma's Fort/Ref/Will saves are a little too low. So he increases them by 1 each. Overshadow’s Second Chance (Will saves) feat seems kind of redundant, so he switches it to Speed of Thought (from the Mastermind’s Manual, lets you add your Int to Initiative instead of Dex). Since Aura has been errata’d and effectively changed to be more expensive, he (mostly) takes this into account and lowers Gamma’s Strike (Aura) power to rank 8. Deathstroke is my PL 12, 180 pp build

Overshadow’s Inventor ability has been used to create a Teleportation device built into his Battlesuit. This is primarily a plot-level power: something like a high rank Teleport effect with the Area extra, Selective Power feat and a lot of Progression feats. Overshadow has to take 5 full-actions (or 10 move/standard actions or combinations thereof) to finish transporting the nuclear power plant to Nifelheim, his secret headquarters beneath Antarctica. Overshadow has had plenty of time to use Master Plan (life is good as a Master Villain) and rolled a 19, for a total of 33, which means he can initiate a Master Plan for a +3 bonus to Attack Rolls and Skill Checks for his side (this will last for three rounds before the bonuses start to decrease). There are 40 minions (Shadow Agents, from Freedom City).

The cast:
Chris (Captain America), Sarah (She Hulk), Ivan (Iron Man), Maria (Ms. Marvel), Greg (GM)

GM: It’s a normal start to a fight. You guys are a little spread out, but not much. Gamma and Deathstroke are about 50 feet away, with Overshadow about 75 feet farther back with the Shadow Agents in between. Time for initiative rolls:

Ivan: I rolled a 1. That’s terrible.

Chris: Well, I rolled a 3. That’s not much better.

Maria: I rolled a 2. We’re not doing so hot here.

Sarah: I rolled an 8. An inauspicious beginning.

Initiative:
Overshadow: 21
Deathstroke: 20 (rolled a 22 total, but he delays)
Gamma the Atom Smasher: 19
Captain America: 14 (2 HP—had 3 HP to start and spent one)
She Hulk: 14 (1 HP, ties decided by Dex)
Ms. Marvel: 12 (1 HP)
Shadow Agents: 12 (ties decided by Dex)
Iron Man: 7 (1 HP)

GM: Deathstroke is up first. He’ll delay until after Overshadow, which means Deathstroke will act right after Overshadow for the rest of the combat. Overshadow is up next. He’ll activate his Master Plan (players groan in unison). You can see Overshadow concentrating on doing something with his Battlesuit after he gives the order to attack.

Ivan: Can Iron Man try to figure it out?

GM: Sure. Give me a Knowledge: Technology roll.

Ivan: Rolling at +18, rolled a 7 for a total of 25.

GM: You can tell that Overshadow is responsible for the pallid cast of the surroundings. He has some kind of slow-acting teleportation device, but you’d need to see more to figure out anything further.

Ivan: “I think Overshadow has some kind of teleportation device and he’s trying to use it to transport the entire power plant!”

GM: Deathstroke, having delayed, runs up to Captain America and takes a swing with his Power Staff. Rolls a 4, for a total of 21 (+14 attack, +3 Master Plan).

Chris: Captain America’s Defense is 24 and he retains his full defense bonus before having acted in a combat due to Uncanny Dodge, so that misses.

GM: Deathstroke pauses. “You are a worthy foe. But that will not save you in the end.” Gamma is up next. He flies at She Hulk, his body surrounded by a glowing aura of radiation. “Gamma will show you who is strongest. Gamma Smash!” He’ll Power Attack for 5, attack roll at +7 (+10 base – 5 PA + 3 Master Plan), rolled a 6 for a total of 13. You’re flat-footed since you haven't acted yet and don’t have Uncanny Dodge, but that still misses your flat-footed defense of 15.

Chris: Captain America’s turn. He’ll try to Acrobatic Bluff to feint Deathstroke as a move action. Rolling at +11 (+16 Acrobatics -5 as a move action), rolled an 11 for a total of 22.

GM: Deathstroke rolled a 9 (rolling at +17: +14 Acrobatics +3 Master Plan). He’s not fooled.

Chris: OK, Cap will try to disarm Deathstroke of his Power Staff with a swing of his shield. Improved Disarm gives +2 to hit, so attacking at +16—rolled a 13.

GM: That’s a hit. Opposed checks, you’re rolling at your plus to damage (10) and I’m rolling with Deathstroke’s Strength (+6). Captain America rolls an 8, for a total of 18, and Deathstroke rolls a 6 for a total of 12. The staff gets sent flying by a powerful swing of Captain America’s shield. She Hulk is up.

Sarah: “Like clockwork, Cap.” She Hulk will attempt to smash Gamma in return, after using Startle as a move action.

Ivan: With his radiation aura? Couldn’t that hurt?

Sarah: Maybe, but I have Impervious 10, Regeneration, and a +15 Toughness save. I can probably take it.

GM: OK, roll Intimidate at +8 (+13 – 5 as a move action) against his Will save. You rolled a 4, he rolled a natural 20. That’s not going to work.

Sarah: Just attack then, Power Attack for 2. Attacking at +8, rolled a 12 for 20 total. 16 damage if it hits.

GM: That hits. She Hulk proves completely unaffected by Gamma’s Radiation Aura (Impervious 10 renders her immune to the Aura since it only deals 8 damage—Gamma also has a Radiation Disease Aura at rank 1, but She Hulk can’t possibly miss the save against that so the GM is ignoring it ). Gamma rolls a toughness save—rolled a 15, for a 30 total vs. the DC of 31. He takes a bruise. Ms. Marvel is up next.

Maria: I’ll fly over near Overshadow and try to Blast him. Power Attack for 3, attacking at +9 for 15 damage. Rolled a 9 for a total of 18.

GM: That misses- Overshadow is able to avoid the brunt of the blast so it fails to penetrate his force field. Now the Shadow Agents are up. Half of them will shoot at Ms. Marvel with their blasters, with the rest moving forward to take shots at the other Avengers. Unfortunately for them, they don’t have Precise Shot and have to take a -2 range penalty, so none of them can hit Captain America at the moment (since the natural 20s rule doesn’t apply to minions) and their blasters can’t get through the Impervious of the other Avengers. Ms. Marvel is hit by a number of blasters, but simply absorbs the energy.

Edit: I did this wrong. A natural 20 does auto-hit for a minion; it's just that minions can't critical hit non-minions.

Ivan: Well, no reason to leave those guys around. Iron Man will fly up into the air and unleash an exploding ball of sonic force at the minions, aiming to catch Overshadow in the Blast (Area- Burst Blast 10).

GM: Won’t that hit Ms. Marvel?

Ivan: Yeah, but we’ve been together a long time. I know it can’t hurt her in the slightest. She’s got Impervious 12 to energy attacks. 10 damage, Reflex DC 20 for half. “Incoming, Carol.”

Maria: “Fire away, tin man.”

GM: You’re right. OK (using an automated die-roller for a second), eight Shadow agents make the Reflex save and only take 5 damage. Wow, a bunch more good rolls. Seven of the agents make the toughness saves—and 33 get knocked out. Overshadow is able to adjust his force field to entirely negate the blast (rolls a 15 on his Reflex save, for a total of 24, and Impervious soaks the 5 damage). He’s up again. At the start of round 2, Gamma has taken a bruise and that’s it.

Overshadow seems slightly disgusted by the ease with which Iron Man dispatched most of his Shadow Agents and also by their totally ineffectiveness. He keeps concentrating on his teleportation device. The surroundings seem to grow a little fainter. Overshadow motions towards Ms. Marvel. “Gamma, rid me of this annoyance.”

GM: Deathstroke is up, but he’s been disarmed. He’ll try to feint Captain America as a move action. Rolling at +14 (+16 base -5 move action +3 Master Plan), against Captain America also at +14 Sense Motive. Deathstroke gets a 16, Captain America gets a 7, so Deathstroke catches Captain America off guard.

Deathstroke starts to move as if to recover his Power Staff, but then spins back around, pulling his rifle off his back, and fires a burst of bullets right at Captain America. Then he drops into a defensive position. He’ll Quick Draw his Rifle, Power Attack for 5 and Defensive Attack for 5, and attack Captain America. Attacking at +10, (+17 base – 10 feats + 3 Master Plan= 10) rolls a 6 for a total of 16. Does that hit and if so by how much?

Chris: It hits by 3. Cap’s Defense against the attack is 13, since his flat-footed defense is 15 and it’s -2 more for being surprised.

GM: So that’s a toughness save against 11 damage, since it’s 5 damage + 5 for PA + 1 Autofire damage for hitting by 3 (3/2= 1.5, round down to 1). DC 26 Toughness save.

Chris: Rolled a 12, for a total of 22.

GM: Captain America doesn’t get his shield up in time and one of the bullets hits him in the shoulder. His armor absorbs most of the impact, but Captain America can feel himself bleeding. He takes an Injury and a Bruise. Gamma is up next.

He’ll abandon the fight against She Hulk for now, clearly not liking his orders. He flies over and punches Ms. Marvel, attacking at +13 for 14 damage. Attack roll 13, so total of 26 hits her 22 Defense. Her absorption soaks his radiation aura, so just give me a Toughness save at DC 29.

Maria: Rolled a 9, toughness save is +12 so that’ s a total of 21. I think I’ll reroll that one with a hero point. Rolled a 5 which becomes 15 for a total of 27.

GM: You’re only bruised, but you don’t have any more hero points. “Where is the Invisible Woman? The Avengers are no match for Gamma!”

Chris: Well, Cap won’t have a good chance to hurt Deathstroke at the moment, given his defensive attack. Let me try to Acrobatic feint him as a move action first. Rolling at +11, total of 21.

GM: He gets +1 since you’ve tried this before. He rolls a 16—beats you easily.

Chris: Seeing that Deathstroke has figured out Captain America’s style, Cap will use Aid Another to give She Hulk +4 to hit (due to his Teamwork 2 feats—he has to make a DC 10 attack roll to do this, which Cap makes automatically). Captain America tries to kick Deathstroke’s gun out of his hands, but it’s really just getting him to lower his defenses for She Hulk.

Sarah: Thanks, Chris. She Hulk is mad now, seeing Captain America wounded. She’ll charge Deathstroke, using All-Out Attack for 5 and Power Attack for 3. Attacking at +18 (+10 base, +4 Teamwork, +5 All-Out Attack, +2 Charge, -3 Power Attack), for 17 damage if it hits. Rolled a 16 for a total of 34. That should hit. She Hulk’s Defense is down to 12 (19- 5 AAA – 2 Charge) for a round. “That’s for Cap, scoundrel!”

GM: It does. Wow, that’s a lot of damage. DC 32 Toughness save, rolling at +10. He rolls a 14 for a total of 24—takes a Stun and a Bruise. I’ll use GM Fiat to buy off that Stun immediately and I’ll say that means he doesn’t take Knockback.

Side note: This is what Steve Kenson says you should do. If you like Knockback and want to run a Knockback heavy game, though, I recommend house ruling this so that you still suffer Knockback even if you use Recovery to buy off the stun from an attack immediately.

Deathstroke sways on his feet but is somehow able to absorb the blow. She Hulk gets a hero point. Ms. Marvel is next.

Maria: Ms. Marvel will return the favor, hitting Gamma as hard as she can. She knows his radiation aura can’t hurt her. Power Attack for 5, rolling at +7, rolled an 8—total of 15 misses, right?

GM: Yep. Shadow Agents are up. Four continue to take shots at Ms. Marvel, ineffectively. The others go after Captain America and might hit him if they roll a 20. Nope, they all miss.

Ivan: Iron Man will take a shot at Gamma with his sonic bio-disruptor (Stun power), which takes a full-action. Attacking at +10, roll an 11 for 21. DC 24 Fort save on a hit.

GM:
That hits. He’s rolling at +12—he rolls a 13, so makes it by 1. End of round 2. Captain America has an injury and a bruise and 2 HP. She Hulk has 2 HP. Iron Man has 1 HP. Ms. Marvel has 1 bruise and 0 HP. Gamma and Deathstroke both have 1 bruise. Overshadow is fine and is up to start round 3.

"Crush them, my minions." Overshadow continues his use of his teleportation device. Iron Man can tell that he’s nearing completion of the teleportation effect—it can’t take more than a few more rounds now.

Ivan: Over the commlink, Iron Man says “Overshadow is getting close now to teleporting the whole plant away. We have to break his concentration.”

GM: Deathstroke is up. He’ll use Quick Draw to sling the rifle back on his back (Quick Draw doesn’t say that it lets you put away weapons as a free action, but the GM decides it’s reasonable that it does), Defensive Attack for 5 and Power Attack for 5 and use Rapid Attack (from his Super-Speed power) to hit both She Hulk and Captain America in a flurry of punches. Attacking at +5 (+12 + 3 Master Plan – 5 Defensive Attack – 5 Power Attack). Attack roll on She Hulk is 13 for a total of 18, which hits, and attack roll on Captain America is 16 for a total of 21, which misses. She Hulk takes 11 damage—DC 26 Toughness save.

Edit: You're only supposed to roll one attack roll with Rapid Attack; you compare the attack roll to the Defense of all targets you're attacking. I messed that up here.

Sarah: Toughness save at +15—rolled a 3. Forget it, I’m rerolling that with a hero point. Got an 18. That’s better. No effect. 1 HP left.

GM: Deathstroke will then try to use Bluff to trick She Hulk into attacking him. Rolling at +14 (+16 base + 3 Master Plan -5 Move Action). “Your skill is no match for mine, you inferior behemoth.” He rolls a 4, for a total of 18. She Hulk rolls a 6, rolling at +8 for her Bluff score for a total of 14. She’s tricked.

Gamma is up next. He’ll fly over and attack Iron Man as retribution for that sonic beam, Power Attacking for 3. Attacking at +10 (+10 base + 3 Master Plan -3 PA), rolled a 12 for a total of 22. Iron Man takes a hit for 17 damage, though his Impervious soaks Gamma’s Strike Aura. Toughness save DC 32 and Iron Man also needs a DC 11 Fortitude save to avoid contracting a radiation disease!

Ivan: Rolling at +14, rolled a 4. Ouch, I think I’ll reroll that. Got an 18—made it exactly. No HP left. Rolling the Fort save for the radiation disease, at +7, rolled a 19—made it easily.

GM: Gamma hits Iron Man with an incredibly powerful punch, but Iron Man is unfazed. Next up is Captain America.

Chris: Enough of this. Captain America will spend a hero point and a full-action on Inspire, giving all of his allies +5 to attack rolls, saving throws, and checks (skill checks, ability checks, and power checks) for a round. “Rally, Avengers! Stop Overshadow now!” 1 HP left.

Sarah: Well, She Hulk is a little too mad at Deathstroke to do that. But she’s Inspired to go after him anyway. Startle him as a move action—rolling at +13 (+13 + 5 Inspire – 5 move action). Rolled a 17—that might win.

GM: Deathstroke rolls a 6 (rolling at +19, +16 Intimidate base + 3 Master Plan). You got him.

Sarah: She Hulk stomps on the ground, sending out mini-shockwaves and throwing Deathstroke off balance. Then she’ll attack with All-Out Attack for 5 and Power Attack for 5. Attacking at +15 (+10 base +5 Inspire +5 All-Out Attack, -5 Power Attack)
GM: I’ll use GM Fiat to give Deathstroke the Dodge function of a hero point to retain his dodge bonus and not be surprised by this attack. So he retains his Dodge bonus (since Defensive Attack provides a Dodge Bonus, Deathstroke’s defense is 29 with his dodge bonus and would be 12—no dodge bonus and -2 defense—if he didn’t do this). She Hulk will get a hero point after resolving the attack.

Sarah: OK, better roll high then. Rolled a 7 for a total of 22. I’ll spend a hero point to reroll that. Rolled a 12, for a total of 27. If that doesn’t hit I guess I’ll use Extra Effort to try again. Down to 1 HP counting the one I just got.

GM (grinning evilly): Doesn’t hit. But not so fast. Deathstroke has the Redirect feat and since he tricked you and you missed the attack roll, you have to roll a new attack against Captain America instead. Deathstroke steps aside nimbly as an enraged She Hulk comes after him, having positioned her so that her punch is aimed straight for Captain America. Do you want to roll the attack, or should I?

Chris: Wow, that’s a powerful attack. I’m spending my last hero point to double my Dodge bonus for the round first. 0 HP left, Defense 33 until my turn next round.

Sarah: I’ll roll. Never thought I’d say this, but come on, natural 1. Rolled an 18. Oh my God, that hits exactly! I’m so sorry, Chris. 19 damage.

Chris: Rolling at +9 against a DC 34 Toughness save with no HP left. Yeah, this could be bad. Rolled a 9, for a total of 18. Miss by 16. That’s a KO.

GM: Deathstroke steps nimbly aside and Captain America can’t bring his shield up in time. She Hulk smashes Captain America in the face. He’s sent flying, lands 50 feet away with a crash, and doesn’t move. Deathstroke turns to She Hulk “And he thought I played fair.”

Maria: “Cap!” I knew all of this “me green, me smash things” would get us in trouble one day.

Sarah: She Hulk can’t quite believe what she’s done. She’ll go after Deathstroke with Extra Effort, trying to bring both fists down to smash him. Rolled an 11—that misses. Then it sinks in. “Cap! I didn’t mean it!”

GM: Overshadow laughs. "You are making this too easy."

Chris: If Chinese take-out is fine with everyone, I guess I’ll go pick it up now. Let me know how the fight goes when I come back!

GM: Imagine that this is the end of a comic-book. This would make quite a cliff-hanger before the next issue!
Last edited by Elric on Tue Feb 09, 2010 5:14 pm, edited 9 times in total.
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Postby Elric » Thu Jan 31, 2008 10:34 pm

Maria: Ms. Marvel is going to go after Overshadow. Bluff as a move action to feint, then Power Attack for full regardless. Feinting at +11 (+11 base + 5 Inspire, -5 Move Action), rolled an 11 for 22 total. Ms. Marvel moves as if to fly over towards Captain America, then turns and unleashing a vicious blast of radiation at Overshadow. Attacking at +12 (+12 +5 Inspire, -5 PA) rolled a natural 20! 22 damage! DC 37 Toughness save.

GM: Overshadow is rolling at +18 (+15 Sense Motive + 3 Master Plan), rolls a 6 for 24. He anticipates what she’s trying, but then Ms. Marvel unleashes an incredibly powerful beam of radiation at him too quickly for him to dodge! He’s rolling at +17, rolls a 4. That would be a KO, so I’m rerolling that one with GM Fiat. Gets a 15 on the reroll—Stunned and Bruised. I’ll GM Fiat a second time to buy off the stun and since he did it immediately, it doesn’t affect his concentration on the teleport device. So Ms. Marvel gets 2 hero points. Ms. Marvel actually hurts Overshadow.

Maria: “That’s for Captain America!”

GM: "How dare you, worm!” The seven Shadow Agents are up. They’ll attack Ms. Marvel for wounding their leader. It doesn’t do anything as usual.

Ivan: Iron Man will aim his bio-disruptor (Stun power) at Overshadow. Power Attack for 2, attacking at +13. Roll an 11, for a total of 24. Fort save DC 26 if it hits.

GM: That hits. Fort save rolling at +10, rolled a 6. He already used Improved Roll for the round and that missed by exactly 10. Overshadow is out! Iron Man’s bio-disruptor pummels Overshadow with sonic waves, shearing through his force field. Overshadow succumbs to the beam and topples to the floor, out cold. The nuclear power plant begins to appear more substantial.

Ivan: “So many neglect to build a defense against the bio-disruptor into their battlesuit. Amateurs.”

Maria: I can’t let that one slide. He’s so cocky already. “Does your Battlesuit have a defense against a bio-disruptor?”

Ivan: “I’m working on it, all right? You’re not even going to say ‘great shot’?”

Maria: “Your battlesuit already needs an expanding helmet as it is. Besides, I hit him first”

GM: End of round 3. And what a round it was. Gamma and Deathstroke have 1 Bruise apiece. Overshadow is out and has 1 Bruise. Ms. Marvel has 2 HP and 1 Bruise. Captain America is out and has 1 Injury and 1 Bruise. She Hulk has 1 HP and will be fatigued from extra effort unless she spends that HP on her next action. Iron Man has 0 HP and is uninjured.

Master Plan bonuses fall to +2. Inspire is still going until Captain America’s initiative count. Deathstroke is up first. He knows that he’ll need more than his fists to stop She Hulk, so he moves over and grabs his Power Staff from off the ground. There’s no Captain America to disarm him this time.

Gamma the Atom Smasher is up next. He seemed to really like Overshadow and is suddenly sad. “Overshadow promised Gamma revenge on the Fantastic Four. Iron Man, you’re ruining this for Gamma!” He’ll go after Iron Man, Power Attacking for 5. Attacking at +7 (+10 base, +2 Master Plan, -5 Power Attack). Rolled a 5, for a total of 12, which misses. Captain America would be up next, so Inspire bonuses wear off. Now She Hulk.

Sarah: I won’t bother spending an HP to avoid fatigue. So She Hulk has -1 attack, -1 defense, -2 Str/Dex and can’t run/charge. She Hulk will leap over to Deathstroke, All-Out Attacking for 5. Attack at +14 (+10 base, +5 AAA, -1 fatigue), rolled a 9 for a total of 23. Down to 13 Defense (19- 5 AAA – 1 fatigue) until next round.

GM: That would just miss.

Sarah: Spending a hero point to reroll the attack roll, then. Rolled a 14—that hits. 13 damage (Strength bonus only +13 due to fatigue).

GM: Deathstroke is rolling at +9, rolls a 12, for a total of 21. DC 28, so that’s a Stun and a Bruise. I’ll GM Fiat to buy off the stun. Deathstroke is up to 2 Bruises, and She Hulk gets an HP.

Maria: Ms. Marvel will fly over and try to punch Gamma again. Power Attack for 2. Rolled a 4, for a total of 14. That’s got to miss.

GM: Yep. The Shadow Agents are up. Seeing their leader felled, a group of four of them pick him up and start carrying him away, as three more ready actions to shoot anyone who approaches.

Ivan: Iron Man will use his Repulsor Rays (Blast) on Gamma, and will then fly over towards Captain America, She Hulk, and Deathstroke. Attacking Gamma at +10, rolled a 3. Oops, Iron Man's Repulsor Rays are way off.

GM: End of round 4. She Hulk has 1 HP and is fatigued, Iron Man has 0 HP and is uninjured. Cap is out and has 1 Injury, 1 Bruise and 0 HP. Ms. Marvel has 1 Bruise and 2 HP. Deathstroke has 2 Bruises, Gamma has 1 Bruise. Overshadow has 1 Bruise and is out.

Master Plan bonuses fall to +1. Deathstroke is up. He’ll try to Demoralize She Hulk as a move action with Intimidate. Deathstroke spins his Power Staff in a vicious arc—“you and Captain America could not defeat me. Now you must face me on your own.” Rolling at +12 (+16 base +1 Master Plan -5 Move Action). Rolls an 11 for a total of 23.

Sarah: Rolling at +13, roll a 15 for a total of 28. Facing Deathstroke doesn’t scare She Hulk!

GM: True enough. He’ll Power Attack for 5 and Defensive Attack for 5. Attacking at +5 (+14 base + 1 Master Plan, -5 Power Attack, -5 Defensive Attack), he rolls a 2. Deathstroke telegraphs his attack too obviously as he brings the Staff around and She Hulk simply steps aside. Deathstroke seems to be saying something, but She Hulk can’t make it out. Iron Man’s Radar can detect a sudden spike in radio waves, but he can’t decode it. Gamma is up.

Gamma will take a swing at Ms. Marvel. Attacking at +11 (+10 base +1 Master Plan), rolls an 11 so he hits exactly. 14 damage, so DC 29 Toughness save.

Maria: Rolling at +11 for one previous Bruise. Rolled a 15, for a total of 26. Take another bruise.

GM: Gamma flies over right next to where the Shadow Agents are moving Overshadow. As he approaches, the Shadow Agents scatter before him (remember about his Radiation Aura). He turns his Radiation Energy Aura off after they do, but his Radiation Disease aura is permanent.

Sarah: She Hulk is up. She’ll All-Out Attack and attack Deathstroke again. Attacking at +14 like last round, rolled a 12. That misses.

GM: Deathstroke seems amused. “Take all of the wild swings you want. At least none of your friends are around for you to hit this time.”

Maria: I don’t like the looks of what Gamma is up to. I’ll fly after him and try to slug him. Power Attack for 3, attacking at +9 for 15 damage, natural 1. I’ll spend a hero point to reroll that. Rolled an 18, for a total of 27. DC 30 Toughness save. “Get back here. I’m not through with you yet!”

GM: Rolling at +14 due to one bruise. Gamma rolls a 6. Using GM Fiat to reroll that. Ms. Marvel gets a hero point. Reroll is a 13, for a total of 27. Takes another bruise.

Maria: Extra Effort and do it again! Attack roll is an 8, total of 17.

GM: That misses. Gamma sees the next punch coming and blocks it with his arm.

Shadow Agents are up, but as usual they’re ineffective and no one wants to get near enough to Gamma to, say, use Aid Another to help him out.

Ivan: Iron Man will take a shot at Deathstroke, Accurate Attack for 5. Rolling at +15, rolled a 10. Does that hit?

GM: Nope, he Defensive-Attacked, so his Defense is 29 at the moment. Deathstroke also has Elusive Target, so he's able to position himself near She Hulk so that Iron Man has a tough shot at him: since you only have Precise Shot, your ranged attacks against him take a -4 penalty.

Ivan: Iron Man will move to stand right over where Captain America is lying, then.

GM: End of round 5. Gamma and Deathstroke each have 2 Bruises. Overshadow is out. Ms. Marvel has 2 HP and 2 Bruises and will be fatigued from extra effort next round. Iron Man has 0 HP and is uninjured. She Hulk has 1 HP and is fatigued. Captain America is out. Master Plan wears off.

Deathstroke is up. He seems to see something that the Avengers do not and abandons the field of battle, running towards Gamma. Gamma reaches down and grabs the right forearm of Overshadow’s battlesuit. Deathstroke grabs hold of the left forearm of the battlesuit.

Iron Man’s radar finally decodes the radio message he had picked up (almost 10 seconds after he received it—he’ll have to work on that). Deathstroke had said “Initiate the escape as planned. This battle is lost.” Iron Man realizes that Overshadow’s teleport device is located in the forearms of the battlesuit.

Gamma glows an even brighter blue than usual, obscuring everyone’s vision.

She Hulk leaps over towards the blue glow, bringing her hands together to create a powerful Shockwave, which bursts with a deafening roar. When the blue glow and roar settle, there are a bunch of Shadow Agents unconscious on the ground—and the villains are gone.

GM: Everyone gets 1 HP for use of GM Fiat to have Gamma use Overshadow's Teleporter to have the villains escape and everyone also gets 1 HP for general heroism. Captain America gets an additional hero point for being knocked out.

THE WINNER: THE AVENGERS

After She Hulk knocked out Captain America, I thought we’d see a rematch of this fight for sure, with the villains winning this one by stealing the nuclear power plant. Then by the end of the round Overshadow had been knocked out, all but winning the fight for the heroes. The morals of the story: M&M combat is extremely unpredictable. You should really put some protection against a bio-disruptor on your battlesuit. Rolling a critical is good. So is Deathstroke. Getting Power Attack-punched by She Hulk isn’t :)
Last edited by Elric on Tue Feb 09, 2010 5:02 pm, edited 4 times in total.
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Postby Libra » Fri Feb 01, 2008 1:10 pm

Excellent fight! :D
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Postby Elric » Fri Feb 01, 2008 11:37 pm

Thanks. I kind of feel for Overshadow. He was so close and then it was all snatched away. Just another day in the life of a supervillain, I guess. :wink:
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Postby Libra » Sat Feb 02, 2008 7:01 am

Indeed. If they can't stand the pain they shouldn't be trying to distribute it themselves. 8)
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Postby Arthur Eld » Sat Feb 02, 2008 10:51 am

Great fight, Elric.

I was a little concerned for Earth's Mightiest, seeing as there were only four of them, but it worked well. Poor Cap, though. He inspires his team-mates only to get punched in the face by She-Hulk. Guess she doesn't respond well to coaching.
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