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Batman is Well-Informed and he rolls Gather Information to see what he knows about the Boss, whom he recognizes, and Pyscho Mantis. He gets a 34 and a 26, he knows who both of them are, but not as much about Mantis.
Initiative is rolled, the Boss gets a 27 total. Batman gets a 13. They’re on a large rooftop, with adjoining rooftops, some five feet away, some ten. The one they’re on has lots of cover-air conditoning, doorways leading into the building, that sort of thing. They’re thirty feet apart. Neither has a weapon in their hands. I’m gonna rule that its bright enough, here near the heart of Gotham, that the darkness does not provide Concealment. Batman gets another HP for being a lower PL than his enemy.
The Boss moves to Batman and attacks unarmed. There is literally no way she can miss here, cause he’s flat-footed. DC 21, Batman just passes with a 22 total, and takes no damage
Batman’s gonna Quick Draw a smoke pellet, he drops it for his standard action and then use Stealth and move to cover. I’m not sure if the Boss should even get to make a Notice check, cause of the Obscure, but just in case, I’ll roll a Notice check for listening. She fails and Bats is now hidden from her behind an air conditioner.
The Boss, not being able to see Bats, also hides. She rolls a 31, Bats gets a 19 Notice. So, they’re both hidden from each other, and I think that means that when combat resumes, it’ll only be once someone is Noticed. So, opposing Notice checks as they move around the rooftop, using cover. The Boss rolls Notice of 12, Bat’s Stealth check is an 18. She then moves to a new place of cover at half speed, and Bat’s rolls Notice, getting a 28 against the Boss’ 33. Next try, Bat’s gets a 26 stealth, Boss gets a 12 Notice. He rolls Notice 15 against 29. Finally, Batman spots her with a nat 20 on his Notice, beating her 29 by four. At this point, he’s in front of her, and she has half cover. He’s gonna draw a Batarang and rolls a 28 to attack, the Boss Defense (flat-footed but behind cover) is 18, so he hits handily. She rolls Toughness against DC 23, and passes with a 15. His next Stealth check takes a -2 penalty cause she can deduce from where the B-rang came from where he is now. He gets a 15, she gets a 24. Now they resume combat normally, rolling init again. She wins again, 22 against 10.
She moves and attacks again, I’m gonna rule Batman is not flat-footed this time, just because he Noticed her first. The Boss will Power and Defensive Attack for 2 each, so her damage bonus rises to +8, her defense to +14 and her attack drops to plus +14. She hits with a 31 total, Bats fails by 5. He’s Bruised and Stunned, Knockback sends him ten feet back and on his back, Knockback dc is 19, he passes with an adjusted 22. Bat’s turn, he uses an HP to act, rolls Acrobatics to stand up as a free action, he passes easily with a 32. Now he’ll close and attack unarmed, he just hits with a 24. She passes her toughness save easily.
Batman- 1 Bruise, 1 HP
The Boss attacks again, she just hits with a 5. Batman fails by 10, uses a Hero Point to re-roll, passes completely. The Boss’ll choose to initiate a Grapple as a free action, so he counts as grabbed, now opposed Grapple checks. The Boss’ bonus is +24, Batman’s is +18. They both roll 37. I’m gonna rule this as a success for the Boss, because in attack rolls, if you equal you hit. Now Boss will deal damage. This time, Batman fails by 10 and is Staggered and stunned. Knockback dc 18, Batman gets another Bruise from that. On Batman’s turn, he does nothing but recover from being stunned.
Batman-2 Bruise, Staggered
The Boss attempts to demoralize Batman as a standard action. She gets a 32, Batman gets a 34. She doesn’t move and on Batman’s turn, he rolls Acrobatics to instant up, but fails with a 14. He then stands as a move action and Surges to attack. The Boss rolls a 3 and takes a Bruise.
Batman-2 Bruises, Staggered,
Batman becomes fatigued. The Boss attempts to demoralize again, as a move action this time, she rolls a 22, Batman gets a 32. She then Power Attacks for 3, just hitting with an 8. Batman has to save against DC 24, he rolls badly, getting a 6, for a total of 12, he fails by 12 and is Staggered again, which makes him Unconscious.
Batman-2 Bruises, Staggered, Unconscious
Wuji makes his will save to escape Psycho Mantis' Mind Control.
Dominus gets 21
Wuji gets 29
Wuji uses assessment, gets 28. Dominus' unskilled bluff resistance can only get a 10. Wuji reads Dominus like a book.
Dominus all-out attacks (+4/-4), netting him a total result of 23. not only does this not beat Wuji's defense, but Wuji uses Altered Universe first stage, and with a deflect roll of 31, reflects Dominus' attack back at him.
Dominus has to make a DC 29 TOU save. 15. Dominus is staggered, disabled and stunned. He's not getting back up.
Mantis Fiats a sneak attack from The End. The End's all out power attacking for 28.
Wuji spends an HP to stunt danger sense off his spatial awareness, and since it's a reaction, he takes no penalty to use first stage again. and with a roll of 32, he's got nothing to worry about.
There are fifteen Genome soldiers, some forty feet away from Marv and the dead soldier.
Marv ducks behind a few handy dandy cargo containers and rolls Stealth. He gets a 20, the Genomes get an 8. He then attacks the nearest one with Gladys, rolling a natural 20 to hit, so that’s a critical. The Genome has to save at DC 24, he doesn’t, so as per Minion rules, he’s dead. We then proceed to normal combat.
For init, the Genomes roll amazingly well, getting a 29 ( the best they could do) against Marv’s ten.
The Genomes all move closer (they’re now ten feet away) in a large row, two wide. Five of them have shots, and He’s slightly behind cover, so if they hit, but Marv rolls a 15-20, it counts as a miss. Three of them hit, but one misses due to cover. Marv has to make two saves, one at DC 20, the other at DC 25, due to Autofire. He rolls a 10, and then a 19, so he’s unharmed. On his turn, he charges, Power Attacking for +2, reducing the Charge bonus, so he’s still at +9 to hit unarmed and at Defense 14 until his next turn. He hits with a 17, and the Genome has to save against DC 24. He fails, and I say two others are within five feet of both the dead Genome and Marv, so he can attack them with Takedown attack. Same bonuses, he hits em both, they both drop.
Marv-unharmed, 1 HP
Genomes-4 Unconscious, Dying, 11 unharmed.
The Genomes spread out some this time, they’re in between two cargo containers. They’re staggered, but only so more of them can target Marv 5. They fire, and three of them hit. Marv has to save against two DC 20s and one DC 22. He takes two levels of injured and bruised. On his turn he moves and attacks, hitting. He drops one, uses Takedown, hits another, who makes his save. He uses Move-by action to move enough to put himself in the middle of them, with four in arm’s reach, one of whom is adjacent to two others. Then he Surges to attack again. Nat 1, he re-rolls with his HP. He rolls a 1 again, but that’s an adjusted 20. He drops all 3 that he can reach.
Marv-2 injured, 2 bruised
Genomes-8 Unconscious, Dying, 7 unharmed.
Marv becomes fatigued. The remaining Genomes all have clear shots, and open fire. Four hits. DC 20, DC 21, DC 22, and DC 23. Marv rolls really well and only takes one more Bruised and Injured status. On his turn he’ll move and attack, with a -1 for being fatigued. He hits with an 18, the Genome has to save against DC 21. He drops, as do the other two Marv can reach.
Marv-3 injured, 3 bruised. Fatigued
Genomes-11 Unconscious, Dying, 4 unharmed.
I’m gonna say that losing more than half of their comrades to one guy is scary, so the Genomes will make a DC 15 Will save or be shaken. Two pass, two don’t. They all attack again, and two hit. Marv has to save against DC 20, and DC 21. He fails by seven and three, so he’s stunned and takes two more Injured and Bruised levels. He drops prone. On his turn he does nothing but recover from being stunned.
Marv-5 Injured, 5 Bruised
Genomes-11 Unconscious, Dying, 4 unharmed.
The two Genomes that were shaken turn and walk thirty feet away, putting them out of sight of Marv and the other two, who open fire, just to make sure. Cause he’s Prone, they take -4 on their rolls, so they only have +1 to hit. One just hits and Marv has to save against DC 20. He rolls a natural 20! Marv’s turn. He stands up on his turn, then attacks, cause they’re right next to him. +8 to hit He hits one, misses one, the one he hit drops. He Surges again, and connects, and the Genome fails his save by five. He’s now Exhausted but the other two guards have moved away for the moment, oblivious, so he gets a chance to escape. As GM, I’ll give him a HP for triumphing, which he’ll promptly use to recover from his Exhaustion. He'll also grab one of their rifles.
Marv- Fatiuged. 5 Injured, 5 Bruised,
Genomes-13 Unconscious, Dying, 2 unharmed.
Leon rolls stealth, getting a one, for a total of ten. The Comedian rolls 9, for a 19 total. He knows he's coming...
Okay, so the Comedian knows Leon’s coming, so to avoid being surprised, Leon has to roll Notice against Stealth. The Comedian rolls badly, only getting a 14. Leon rolls a 12, plus 9 that’s a 21, he sees the Comedian and is not surprised. Leon is holding his pistol, the Comedian has his shotgun. They’re about twenty-five feet apart, and we roll inish. Comedian rolls really well, getting a 26. Leon only rolls a 2, for a 9 total.
Round 1. The Comedian fires with his shotgun, staying in his partial cover. Despite Leon being flat-footed, he still misses. He then tries to demoralize (via taunting) as a move action. He takes -5 penalty, rolls a 1, for a 6 total. Leon’s Sense Motive bonus is a 9, there’s no way he can fail. For a sense of completeness, he rolls a 13. On his turn, Leon fires and then moves behind cover of one of the Metal Gear’s legs himself, now about ten feet from Blake. He rolls a 26, beating the Comedian’s adjusted defense of 22 (+4 for being behind cover). Comedian rolls Toughness and gets a 19, passing easily.
Round 2. The Comedian tries to Startle as a move action, but he only gets a 10, Leon beats him with a 15. The Comedian attacks and hits with a 29 total. Leon fails his toughness save by four, and is injured/bruised. On Leon’s turn he holsters his pistol, Quick Draws his MP and attacks, rolling a 7. He uses his Hero Point to re-roll, rolling a 9, for an adjusted total of 29. He hits by 7, so Autofire raises the damage bonus up to +6. The Comedian fails by 3, marking an injured/bruised.
Leon-Injured 1, Bruised 1, 1 HP
Comedian- Injured 1, Bruised 1
Round 3 The Comedian All-out Power Attacks for 2 each, and fires. He needs a 13 or more, but he only rolls a 7, so he misses. On Leon’s turn, he drops his MP, Quick Draws his knife, and moves to attack. Without the benefit of cover, Leon needs a 9 or better to hit. He gets an 14, so he hits. Blake fails his save by 11, Fiat to re-roll, he passes completely with an adjusted 27. Leon gets a Hero Point.
Leon-Injured 1, Bruised 1, 2 HP
Comedian- Injured 1, Bruised 1
Round 4 Comedian drops his shotgun and Quick Draws his knife, Taunting as a move action again before attacking. He gets a 15, Leon a 22. For his attack roll, he hits with a 15. Leon has to save against DC 22, he fails by one, takes another level of bruised and injured. Leon uses a Hero Point for Inspiration, he is suddenly aware of the fuel drums for REX nearby. They’re thirty feet away to the right of Blake and Leon (who are in a straight line). He moves against the far wall with the barrels ten feet from him on the adjacent wall. As a standard action, Trick attempt on Blake, he gets a 17, uses a Hero Point to re-roll, while Blake rolls a 19 total. He’s tricked.
Leon-Injured 2, Bruised 2.
Comedian-Injured 1, Bruised 1
Round 5. Cause he’s tricked, the Comedian is going to move to attack Leon in melee rather than shooting at him (or the fuel). Attack roll 16, he hits and Leon has to roll (at +6) against DC 22. He fails by 4, rolling a ten, taking another wound. Leon Quick Draws his pistol, moves thirty feet away and shoots at the fuel drum. He its it automatically (I think inanimate objects can be hit automatically, but since this is pretty much indirect attack, a roll should be necessary. Fortunately its Large, so it has a -2 to defense, so its Defense is 8 and Leon’s attack bonus is higher than that.) The drum rolls toughness 10 against DC 19, failing by 1, its injured, I’m gonna rule that’s enough to ignite the fuel, so it explodes. It’s a rank 8 Explosion. Comedian fails Reflex save, so he has to save against DC 23. He fails by 13, and is now Disabled, Stunned, and Staggered. Knockback sends him ten feet, so now he has to roll against DC 19, he fails by 2, and takes a bruise. Leon is thirty feet away so he has to roll Reflex against DC 15. He fails with a 9, but rolls a 19 toughness, for a total of 25, so he passes the DC 20 check. I’m gonna call this fight.
Leon-Injured 2, Bruised 2
Comedian-Disabled, Staggered, Bruised 2, Injured 1
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