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Rochenante, D’artangnan’s horse
PL: 4 (35pp)
STR: 18 (+4), DEX: 13 (+1), CON: 14 (+2), INT: 6 (-2), WIS: 12 (+1), CHA: 6 (-2)
Notice 4 (+5)
Growth: Innate , Protection , Speed , Super-Senses: Extended vision, low-light vision 
Attack 3 [Unarmed +4 (Bruise)] Defense 13 (11 flat-footed) Init 1
Toughness 3, Fortitude 7 Reflex 5 Will 4
Can’t Speak -4, No Hands -4
Abilities -3 + Skills 1 (4 ranks) + Feats 0 + Powers 17 + Combat 16 + Saves 12 – Drawbacks -8 = 35 / 35
Before the battle begins, let’s look at the statistics. First off, D’artangnan starts with 4 Hero Points, due to all the luck feats he has. Then he gets another one from the complication of being robbed and not getting to roll a notice or since motive checks. After that, D’artangnan gets one more for standing up for Constance and Jean. That’s a total of 6 Hero Points. Is having that many even legal?
Anyway, the leader of the bunch of criminals is a Gang Leader, posted on Pg. 227 of the Mutants and Masterminds, 2ed edition book, except he’s armed with a sword. The other seven are Thugs from Pg. 229, and all will be unarmed.
So, what are the perditions? Personally, I’m a bit worried. D’artangnan’s not good at fighting numbers yet, and probably won’t do well when surrounded. If they land a grapple, it could be over for him. But, he’s up to his neck in Hero Points, so he should do fine, push come to shove. Till next time!
D’artangnan: 6 Hero Points, no Damage Conditions
Gang Leader: No Damage Conditions
The 7 Thugs: No Damage Conditions
There’s 10 feet of space between D’artangnan and the Gang Leader. The leader’s 7 thugs are spaced out around and behind him.
Everyone rolls for Initiative.
1. D’artangnan: 17
2. Thugs: 12
3. Gang Leader: 6
D’artangnan will start off by moving 10 feet forward and attacking the gang leader. Because people who haven’t gone yet are flat-footed, D’artangnan will Power Attack 3. Attack roll of 7, plus 6, making it 13. Because the gang leader’s flat-footed, that’s a hit. I’ll say the gang leader’s a swordsman, D’artangnan’s favored opponent, with makes the Damage DC a grand total of 23. The leader gets a 19 in total, taking an injured and bruised condition. Next, two thugs will aid their leader’s next attack. One fails the Aid Action check and the other succeeds. One fails the Aid Action check and he other succeeds. The next two thugs will attack, one aiding the other. The aid action is a success, but the thug attacking only gets a 9 total to hit against D’artangnan’s 19 Defense. The next thug will aid another one’s attack as well. This time, not only does the Aid Action succeed, but the thug hits by with an attack roll of 16, 20 total. D’artangnan rolls 23 toughness, passing the save. The last aids the gang leader, with an 11 total, passing the aid action DC. D’artangnan is now completely surrounded.
Finally, the leader gets to go. He draws his sword as a move action and attacks. And, with two aid actions to hit, he gets a total of…12…meaning he misses.
D’artangnan will roll a bluff to feint the Gang Leader as a move action, rolling a 17 and getting a 23 overall. The gets 8 total and is flat-footed. D’artangnan Power Attacks 5, getting natural 20! The Toughness save is an almighty 30, and the gang leader gets a total of 19, failing by 11. That’s a stunned, a staggered, and a disabled. The four thugs will attack and aid action again, trying to grapple. They miss (Boy, D’artangnan’s getting lucky today.) Next, two of the thugs will aid the last one. He hits, and D’artangnan fails his save by 3. The enemy is dealing lethal, so that’s a level of bruised and injured. The gang leader’s up next, but is stunned and can’t go.
D’artangnan will attack the gang leader yet again, getting a 17 total. The gang leader rolls a 1 and is out for the fight. (I could GM Fiat and let the gang leader re-roll, but I don’t feel like it. Besides, D’artangnan has enough Hero Points as is!) Speaking of Hero Points, D’artangnan will spend one to surge and Power Attack/Accurate Attack 3 and strike at one of the thugs, taking a 10 because the thug’s a minion. The thug fails his toughness save. D’artangnan will burn another Hero Point to temporality gain the Takedown Attack feat. He’ll attack the next one, who fails his toughness save and is out as well. This continues until we reach the last one, who makes his save. Because he’s only hanging out with the gang out of mutual benefit, he’s not fanatical. So, the last thug will run like mad. D’artangnan lets him go. And because he surged, D’artangnan is fatigued. That’s the end.
D’artangnan: 5 Hero Points, fatigued, Injured and Bruised
Gang Leader: Dieing (Stabilized), Arrested
The 7 Thugs: 6 Dieing (Stabilized), 6 Arrested
I’m surprised (and disappointed). Truth be told, the only reason D’artangnan won was because he had good rolls and the thugs got bad ones. Oh well, it’s not like this was all that important. There are only two things that matter from this. 1. D’artangnan made some friends, and a crook got away. Of course, this will affect the story. Hope you like it!
PL: 7 (95 pp)
STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (0)
Acrobatics 4 (+7), Bluff 4 (+4), Climb 4 (+6), Disable Device 4 (+5), Escape Artist 6 (+9), Intimidate 4 (+4), Notice 4 (+5), Search 4 (+5,, Sleight of Hand 4 (+7), Stealth 8 (+11), Languages 2 (Base: Chinese, Extras: French English)
All-out Attack, Ambidexterity, Defensive Attack, Defensive Roll (4), Dodge Focus (2), Equipment (3), Improved Sunder, Improved Trip, Instant Up, Interpose, Minions (9): 10 fanatically loyal ninja, Power Attack, Sneak Attack (1)
Attack 7 [Unarmed +2 (Bruise)] Defense 17 (13 flat-footed) Init 3
Toughness 7 (3 flat-footed) Fortitude 6 Reflex 8 Will 5
Abilities 20 + Skills 12 (48 ranks) + Feats 27 + Powers 0 + Combat 24 + Saves 12 – Drawbacks 0 = 95 / 95
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