Zealot
Paragon Hero (D8/4[2]); Hits 16; Move 30’; HP 4
Might D8 (4); Mind D6 (3); Power D6 (3); Reflex D10 (5)
Armor (4); Jump (swingline 120’) Melee Weapon (battle staves
D10)
Brawl (+2); Infiltration (+1); Stealth (+1)
Goonsquad Brawler
Normal Thug (D6/3[1]); Hits 12
Might D6 (3); Mind D4 (2); Power D4 (2); Reflex D6 (3)
Machine Pistol (D8); Kendo Stick (D8)
In Play:
Zealot enters the warehouse where he believes Sudoku has been
holed up. He is immediately approached by three goonsquad brawlers. Zealot
offers not to break their arms and legs if they will let him go see Sudoku. They
clearly decline. Initiative.
Zealot rolls 5; thugs roll 5; Zealot gets win for higher
tier. He attacks four times at D6 in a quick barrage of his battle staves. He
gets 6, 6, 5, 5 (which are 8, 8, 7, 7 with his brawler tag). Wow. Hits four
times. He deals 4, 1, 6, 1. One of the thugs suffers 12 hits and falls. The
other two draw their sticks and attack. They attack with 5 and 3. The 5 hits,
and he deals 1. This bounces off of Zealot’s armor.
Round 2: Zealot turns to the one who just hit him
(unsuccessfully) and unleashes a flurry of hits with his two staves. He rolls
6, 5, 4, 1 (8, 7, 6, 3).
The three would
hit, but I think by rule a 1 always should fail. Going to add that. Zealot hits
three times. He deals 8 and 6, dropping the second, and another 8, knocking the
third backward. That one shakes his head and pulls out his pistol, unleashing a
burst of small arms fire. He misses, and Zealot spins away and behind some
crates. The first tries to struggle to his feet, and gets 3. He fails.
Round 3: Zealot throws one of his staves, hitting with 6+2=8.
He deals 8, knocking that thug backwards and the pistol from his hand. The
first thug rolls a 3, and fails again to rise. The second gets a 5, and
stumbles to his feet at 6 hits.
Round 4: Zealot spins at him, hitting with 8+2=10. He deals
5 hits. He kicks up the staff that was thrown, smacking the thug in the chin.
He barely hits (2+4=6) and deals 8 points, knocking that guy out. The others
two get up and run away.
Zealot squares his armor chest plate, cracks his neck, and
moves towards the doorway that leads into the basement…
Analysis:
-
Well THAT was pretty cinematic. Yes, a big part
is how I’m interpreting the dice, but since he was facing relatively weak foes,
Zealot was comfortable taking the -1 die shift to get lots of extra attacks. The
dice and the way they fell felt accurate for this sort of encounter.
-
I immediately re-worked armor on the fly when I
realized that even a mook is going to soak 2 or 3 points, and you are going to
roll 2 or 3 for damage pretty regularly. Armored foes are going to be much
harder to deal damage to and will require him to start burning hero points. I
changed it so that ‘endure’ (linked to might) is now the resistant ability for
areas of effect and indirect attacks (which makes sense), I’ll just have to
re-work some powers so that’s how they operate. It should be simple enough to
make the change (even if I have to add a few AOE-specific powers to the options
to give this some value).
-
I absolutely love the rules for being felled and
getting back up. THIS is the part of superhero fights that I’ve always been
missing; you get knocked down but you get up again was philosophically there,
but never this directly mechanically supported. It’s pretty awesome; that was
the piece that made this encounter feel like a genuine fight sequence. He can
knock a foe down pretty quick, and then as he fights, those he has already
knocked down get back up again. As tier D6 characters, they can only do this
once, so that makes a lot of sense.
-
I officially like this game.
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