by Rip » Fri Feb 20, 2015 1:33 pm
(sample of play)
"Doom does not set aside his time for trifles, Modred. Speak your piece, and do try to surprise me."
Modred the Mystic gathered his enchanted viridian cloak about himself, though it did not seem to be from the chill of the flagstones here in Castle Doom. Indeed, Doom had noted the eldritch energies practically seeping from the old mage as soon as he had crossed the Latverian border; it was not like Modred to appear this pallid and powerful, unless of course his old master...
"I will not treat with you as if I were some lowly fortune teller from your gypsy hordes come to grovel at your feet, Doom. You have guessed why I am here, and your wasting time is not what drives me." Modred pointedly ignored Doom's tightening grip on the arms of his throne as he continued, a blacker-than-black sheen slowly growing over his eyes, "Strange has not been active in many months. The walls are thinning. Soon, very soon now, someone will take the opportunity. You know as well as I do that my master, Great Chthon, deserves this plane. Serve him, as I do, and turn your earthly resources to his will, and all that you have striven for, and all that you have failed to gain, will be yours."
The air practically crackled with electric tension as Doom slowly rose from his throne. His voice was low and steady as he glowered down at Modred, eldritch power popping and hissing to punctuate his words, "Your decades of bowing and scraping have finally ground away that fetid dungpile in your skull, Modred. You have truly forgotten your place: Doom. Serves. No one."
Doctor Doom
AFFILIATIONS:
Solo - d10, Buddy - d8, Team - d6
DISTINCTIONS:
Doom's Genius Knows No Equals!
Failure is for Lesser Beings
Ruler of Latveria
POWER SETS:
Behold The Genius of Doom!
d10 Superhuman Strength
d10 Superhuman Durability
d10 Energy Blast
d6 Cybernetic Senses
SFX: Always Prepared. Spend a 1 PP to step up a Tech Master stunt or resource and recover mental or emotional stress.
SFX: Impervious Force Field. Spend 1 PP to ignore physical stress or trauma.
SFX: Multipower. Add more than one Behold the Genius of Doom! power die to a pool. Step back each Behold the Genius of Doom! power die in that pool once for each die beyond the first.
SFX: Plans within Plans. When using a Behold the Genius of Doom! power to create assets, add a d6 and step up the effect die.
SFX: Versatile. Split Energy Blast into 2d8 or 3d6.
SFX: You Are Not Worthy of Doom! Spend 2d8 from the doom pool and reveal that the heroes have been fighting a Doombot instead of the real Dr. Doom.
Limit: Epic Arrogance. Step up the lowest die in the doom pool or add a d6 doom die to step up emotional stress from opponents that offend or otherwise anger Dr. Doom.
The Indomitable Will of Doom!
d10 Master Sorcery
d10 Psychic Resistance
SFX: Iron Will. Split Psychic Resistance into 2d8 or 3d6.
SFX: Practiced Ritualist. When inflicting a magical complication on a target, add a d6 and step up the effect die.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Master Sorcery. Recover that stress or wake up to recover that Master Sorcery. If physical trauma received, shutdown Master Sorcery until trauma recovered.
SPECIALTIES:
d10 Mystic Master
d10 Science Master
d10 Menace Master
d10 Medical Master
d10 Tech Master
d8 Combat Expert
d8 Psyche Expert
d8 Business Expert
d8 Crime Expert
d8 Psych Expert
Modred the Mystic (Empowered by Chthon)
AFFILIATIONS:
Solo - d10, Buddy - d8, Team - d6
DISTINCTIONS:
Magician Out of Time
Seeker of the Darkhold
Unwilling Servant of The Great Shadow
POWER SETS:
Disciple of Great Chthon
d10 Supreme Sorcery
d10 Mystic Blast
d10 Mystic Resistance
d10 Transmutation
d8 Enhanced Durability
d8 Telepathy
SFX: Eldritch Invocations. When creating magical assets or complications, add a d6 and step up your effect die.
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and keep an additional effect die.
SFX: Multipower. Add more than one Disciple of the Ancient One power to your pool. Step back each Disciple of the Ancient One die in your pool once for each die beyond the first.
Limit: The Extent of Sorcery. When you add Supreme Sorcery to any pool, you may only create assets and complications as your effect.
SPECIALTIES:
d10 Mystic Master
d10 Cosmic Master
d8 Combat Expert
d8 Psyche Expert
d8 Menace Expert
Okily Dokily! The way the game works is that you look at the situation, think about what you think your character would do, check out your sheet and roll the dice, trying with each roll to get both a high total number (to beat either a resisting opponent or The Doom Pool [fate itself]) and a high effect die category to represent the Effect of your attempt, if successful. Your dice pool is assembled by taking one die from each category on your character sheet that is appropriate to the roll. In this way, your actions are very open-ended indeed.
I've ruled that both characters start with a single Plot Point, and since Doom got the last word, Modred will act first. Nothing too subtle here: he's going to launch a blast of mystic energy right at the enraged Doom and hope to catch him off guard! He first declares his action (blast 'im!) and assembles his dice pool.
He'll be acting alone, so he gets a d10 for Modred's Solo AFFILIATION. DISTINCTIONS always offer a d8, unless you choose to represent them as Negative traits, in which case you get a d4 + 1 Plot Point, which can be used for a variety of effects. In this case, Modred is using "Magician Out Of Time" to positively represent his skill with mystic blasts, so he takes a d8 and declines the 1 PP. Modred gets one die from his Disciple of Chthon POWER SET, and he naturally chooses the d10 Mystic Blast to represent his mystic blast. Note that his SFX, Multipower, allows Modred to use more than one die from this Power Set as an exception to the rule. We're keeping it simple now, so he declines for now. Lastly, Modred gets to add a SPECIALTY, and he chooses Combat Master for a final d10.
Modred's pool is now 1d10, 1d8, 1d10, 1d10 (Affiliation, Distinction, Power Set, Specialty). He rolls, and gets the following result: d10 - 3, d8 - 8, d10 - 7, d10 - 5. He needs to choose two dice for his total, and one die for his Effect. He adds the 8 from his d8 and the 7 from one of his d10s together for an attack total of 15, and he keeps the d10 that rolled a 3 as his Effect. The number rolled on the Effect die does not matter. Therefore, Modred blasts at Doctor Doom with an Attack Total of 15, d10 Effect. If successful, Modred is hoping to do a d10 worth of Physical Damage to Doctor Doom (we'll get to Health later; just know that in this game, there are no categories above d12).
Doctor Doom now gets to react to Modred's attack. Every action faces a reaction, either from the target or from The Doom Pool. In this case, Victor gets to use his own powers to resist and, hopefully, overcome Modred's assault. He looks over his character sheet and applies the following relevant dice to his pool:
Doom is acting solo, so he gets a d10 to start. Failure is for Lesser Beings is chosen to be a d8. Doom has two Power Sets so, if he can justify it, he can add one die from each to his pool. From Behold the Genius of Doom!, Victor adds his Superhuman Durability and from The Indomitable Will of Doom! he adds his Master Sorcery, representing Doom's armor and its magickal defenses for two d10s. As this is clearly a wizard's duel, Doom opts to use his Mystic Master Specialty for yet another d10, giving the ruler of Latveria a final dice pool of 1d10, 1d8, 1d10, 1d10, 1d10.
He rolls, and gets the following: 1d10 - 1, 1d8 - 4, 1d10 - 7, 1d10 - 6, 1d10 - 3. Poor luck for the monarch!
Rolling a 1 on any Dice results in an "opportunity". If rolled by a Player, then The Watcher (yours truly) can choose to "buy the opportunity" for 1 Plot Point. This means the Player gets 1 PP, and the Watcher gets to add a d6 to the Doom Pool, which opposes all actions and aids villains. In this way, your mistakes contribute to the overall Doom in this story, but give you a little boost as well. If The Watcher or a Villain rolls a 1, then Players can activate Power Set SFXs that take advantage of this, or add to their Effect die or stunts (which we can go over more later). Regardless, any die that rolls a 1 is "canceled", and cannot be used for the action.
This means that the best Doctor Doom can hope for is a total of 13, with an Effect die of d10. This means that Modred has beaten him with his total of 15, and would apply his Effect die as a d10 of Physical Stress to Doctor Doom...except that the good doctor has that single Plot Point in his possession, and spends it now to activate his Impervious Force Field SFX under his Behold the Genius of Doom! Power Set...negating the Physical Stress!
Doom grits his teeth as the eldritch energies collide and dissipate against his armor's crackling mystical defense array, flickering with strain; it is not like Modred to wield this level of power, and for the first time today, Victor raises an eyebrow in concern....