Page 3 of 3 FirstFirst 123
Results 21 to 28 of 28

Thread: A Fistful of Nazis

  1. #21
    Keeper of Secrets
    Join Date
    Jan 2015

    Re: A Fistful of Nazis

    This second scenario uses a character that I've had several comments on. He's a duplicator who, with this latest build, actually has no Summon effect. Instead, he uses descriptors and Complications to round out the effects that actually do what he does.

    The Cast vs. Nazis

    All of The Cast waited quietly for the simulator to start up, eyeing the large, empty hall, scanning for clues and only seeing seemingly-plain metal paneling everywhere. Finally, a voice broke in over the sound system:

    "The simulation has been set up. Are you ready?"

    "Yes," replied all five of him in unison, in a flat, straight-to-business tone.

    "One thing," the voice continued. "I'll need you to pare down to just one instance."

    The response was swift and defensive.

    "Excuse me?!"

    "Just a minor point," the voice went on. "Shouldn't slow you down much, if at all, but be honest... starting with as many of you as you like is a bit much, don't you think?"

    The five instances of The Cast all looked at each other, grimacing. He hated not having "backups" nearby. Still, if it was only for a moment....

    "Fine," came the unified resignation.

    All five tried to uninstantiate at once. At random, four of him disappeared, soundlessly, without even a ripple of air, as if... they'd never been there. Quantum phase shifts were, indeed, spooky. Only one remained, with the full memories of all of them now residing with him.

    "Let's get a move on," he blandly demanded, eager to be back in a position, even combat, where he didn't have to only have one of himself around.

    "Of course," replied the voice before disengaging.

    The paneling on the walls, floor and ceiling faded; the WWII-era landscape typical to this simulation came into view. The unnamed, demolished European city appeared in the near distance, while right in front of him, roughly 60 feet away--Nazis.

    They startled... apparently, it was set so that, to their perspective, he faded into view in front of them. The harsh war shouts from the commanding officer began, and the soldiers quickly moved into action.


    Officer -> 1d20 + 5 = 25
    Tank -> 1d20 + 0 = 17 (includes gunner & soldiers inside)
    The Cast -> 1d20 + 2 = 16
    Soldiers -> 1d20 + 1 = 11

    The Cast starts with 1 Hero Point.
    The officer was the first to level his rifle at the obviously-out-of-place stranger. The Cast could only think that, for an immediate attack to make sense, the "story" behind the sim had to have the soldiers be given shoot-on-sight orders. Regardless, an immediate attack was indeed what he now faced.

    Ranged Multiattack Damage 5 from the rifle. At this range, no penalties for distance.

    Officer -> 1d20 + 7 = 23, miss!
    Just as the officer fired, The Cast instantiated several more of himself in a huddle in front of his initial self, each ready for the assault. A few took bullets, but, prepared for the impact, they immediately uninstantiated before destabilizing. The rest of the Cast grit their teeth as the painful memories of having just been shot integrated in with their own.

    The Cast's Expendable Targets adds to his Dodge for a total +14 Dodge save. He just barely avoided getting shot. Sort of.
    The tank gunner also swung his gun toward The Cast, seemingly not reacting to the sudden appearance of multiples of him. He fired his weapon, while the tank cannon itself lowered toward The Cast and fired as well.

    The tank's heavy machine gun is Ranged Multiattack Damage 6. The cannon is Ranged Damage 10, with Burst Area 6. I'm giving both a +5 to their attack rolls.

    Gunner -> 1d20 + 5 = 6, definitive miss with a roll of 1!

    Cannon -> 1d20 + 5 = 6, also a definitive direct miss with a roll of 1! However, DC 16 Dodge to minimize the damage of the burst area.

    The Cast -> 1d20 + 14 = 34, success! (I can't prove it, but no, I'm not making these rolls up.) DC 18 Toughness save.
    The Cast -> 1d20 + 6 = 9, use 1HP to re-roll, 1d20 + 6 = 21, no damage!
    The gunner fired too early in his eagerness, and the cannon shot was wide, with no effect.

    "Now!" yelled two of the remaining instances just as soon as the cannon blast subsided.

    All four of the remaining instances ran full-speed toward the tank and the soldiers. They multiplied as they ran... Eight. Sixteen. Thirty. By the time they collided, there were dozens of The Cast. Each soldier found himself surrounded by at least two instances. Several more quickly jumped on the tank and rushed the gunner. They tried their best to make quick work of the situation.

    The Cast activates Decoys as a Free Action, obscuring "himself" among the numerous instances of himself. Next he moves, then attacks with Instant Mobs, a Close Range Selective Burst Area Damaging Move Object 6 effect. After running 30 ft. toward everyone, all targets should be in range, and all are attacked simultaneously. As a +0 custom extra, a DC 16 Parry save is required to minimize damage instead of Dodge.

    Officer -> 1d20 + 7 = 9, fail! DC 21 Toughness save, 1d20 + 5 = 8, +1 Bruise (1 total) +Staggered!

    Soldier A -> 1d20 + 5 = 21, success! DC 18 Toughness save, 1d20 + 5 = 9, fail; KO!
    Soldier B -> 1d20 + 5 = 20, success! DC 18 Toughness save, 1d20 + 5 = 8, fail; KO!
    Soldier C -> 1d20 + 5 = 19, success! DC 18 Toughness save, 1d20 + 5 = 7, fail; KO!
    Soldier D -> 1d20 + 5 = 15, fail! DC 21 Toughness save, 1d20 + 5 = 20, fail; KO!
    Soldier E -> 1d20 + 5 = 9, fail! DC 21 Toughness save, 1d20 + 5 = 19, fail; KO!
    Soldier G -> 1d20 + 5 = 19, success! DC 18 Toughness save, 1d20 + 5 = 13, fail; KO!

    Soldier R -> 1d20 + 5 = 22, success! DC 18 Toughness save, 1d20 + 5 = 15, fail; KO!

    Again... no, I didn't fake the rolls.
    The teams of The Cast attacking each soldier operated smoothly, efficiently; he of course knew what he was doing, and what he was going to do, so there was no stuttering. Feint, instantiate a new instance behind the target, grab an arm or shirt, simultaneous punches to finish. The bulk of the soldiers went down within seconds.

    ROUND 2

    Several of The Cast uninstantiated. Less chance of spontaneous disappearance with fewer of them standing around. The twenty or so remaining turned toward the officer, beaten and barely hanging on. With a roar of frustrated impotence, he fired his rifle wildly at several of the hero standing about.

    Decoys means the "true" location of The Cast is hidden, but with so many instances surrounding the officer, his Complication kicks in; considering the rifle has Multiattack, I'll rule the attack will automatically target the "real" one.

    Officer -> 1d20 + 7 = 25, hit! DC 20 Toughness save

    The Cast -> 1d20 + 6 = 24, no damage!
    The bullets fly, and two instances were hit dead on, instantly disappearing. Fortunately, the damage didn't ripple through the rest.

    The cannon only hesitates a second, before swinging toward a cluster of The Cast furthest from the tank. It fires, hoping to hit at least some of the multiplying interlopers.

    With just a single target, there will be a 1-in-20 chance of hitting the "real" hero if a direct hit lands. However, for the Burst Area, I'll rule that any damage will affect multiple instances, and so will ripple through all of them.

    Cannon -> 1d20 + 5 = 19, direct miss! DC 16 Dodge save to minimize damage from the Burst Area.

    The Cast -> 1d20 + 14 = 16, success! (Barely.) DC 18 Toughness save.
    The Cast -> 1d20 + 6 = 14, fail by 1deg; +1 Bruise (1 total.)
    While the cannon round failed to land on an instance, the blast knocked back three instances, damaging them heavily and forcefully destabilizing them, causing them to uninstantiate. Some of the damage rippled through the rest of The Cast; most of them grabbed at their suddenly-wounded left arms, with only a few managing to stoically resist showing any weakness.

    Quickly recovering, The Cast went into action. Several still on top of the tank opened the hatch and dove in to attack the soldiers inside, while several more surrounding the officer attempted to deliver the finishing blow.

    Move Action to use Instant Mobs to open the hatch. Then, use Instant Mobs to attack the officer and the soldiers inside the tank. DC 16 Parry save to minimize damage.

    Officer -> 1d20 + 7 = 22, success! DC 18 Toughness save, 1d20 + 5 - 1 = 8, fail by 2deg; +1 Bruise (2 total,) ignore the Dazed.

    Soldier W -> 1d20 + 5 = 21, success! DC 18 Toughness save, 1d20 + 5 = 21, success; no damage!
    Soldier X -> 1d20 + 5 = 19, success! DC 18 Toughness save, 1d20 + 5 = 13, fail; KO!
    Soldier Y -> 1d20 + 5 = 16, success! DC 18 Toughness save, 1d20 + 5 = 12, fail; KO!
    Soldier Z -> 1d20 + 5 = 15, fail! DC 21 Toughness save, 1d20 + 5 = 8, fail; KO!
    The officer was a tough veteran; despite repeated blows, he still stood. The rest of the outside instances of The Cast disappeared, leaving only five surrounding the Nazi.

    Meanwhile, the fight inside the tank was brief and fierce. Without much room to maneuver, being able to disappear and reappear at will became quite the advantage. Surprisingly, one soldier remained standing. One man now faced five.

    ROUND 3

    The officer turned this way and that, not sure which of the cloaked men to shoot. He cursed in German, then at random, fired at one.

    Shooting at a manifestation of The Cast's power invokes his Complication, so even though The Cast is technically concealed, if the roll lands there's a chance it will still do damage to the "real" hero.

    Officer -> 1d20 + 7 = 15, miss!
    Inside the tank, the lone soldier feinted, then swung at one of the five instances around him.

    Unarmed Damage 1 from the soldier's Strength. Again, if the hit lands, 1-in-5 chance of hitting the "real" hero.

    Soldier W -> 1d20 + 5 = 24, hit! If the soldier rolls 1-4, the damage will actually stick.
    Soldier W -> 1d20 = 5. Close.
    The punch landed solid on the jaw of the instance, knocking him back into the tank wall and causing a ring to echo out as he hit and uninstantiated.

    The four remaining instances glanced at each other. Without words, they settled on their next plan of attack, then dove towards the soldier.

    Outside, the five instances slowly circled the officer clockwise. They waited for their opening, and with one man surrounded, it didn't take long for it to appear. They attacked.

    Area Damage 6. DC 16 Parry save to minimize damage.

    Officer -> 1d20 + 7 = 10, fail; DC 21 Toughness save, 1d20 + 5 - 2 = 6, fail by 3deg; since second Staggered, Incapacitated!

    Soldier -> 1d20 + 5 = 9, fail; DC 21 Toughness save, 1d20 + 5 = 24, no damage!
    The officer went down. It wasn't without a fight, but he really stood no chance. The same thought, not for the first time, briefly entered the mind of each of the five: it was almost cheating, being able to have as many of you as needed. But it was what it was; and it's not like his powers helped much against villainous paragons. The five turned and walked towards the tank.

    Inside the tank, despite several well-coordinated blows, the soldier got back up, fists up. He spat a bit of blood. "Ich kann dies tun den ganzen Tag."

    The four instances looked at each other, somewhat confused. Who was this kraut?

    ROUND 4

    One of the five outside the tank chose to uninstantiate. The memories of the fight with the officer instantly became part of the memories of the four instances inside the tank. They knew the soldier before them was the last one. They readied themselves, just as the soldier bobbed, faked, and threw another punch.

    Soldier W -> 1d20 + 5 =23, miss!
    In response, two more instances filled the tank, and they all jumped onto the soldier, attempting to restrain him.

    Use Instant Mobs to Grab and hold. First, DC 16 Parry for half-effect.

    Soldier W -> 1d20 + 5 = 25, success!

    DC 13 resistance check vs. better of Dodge or Strength (Dodge in this case.)

    Soldier W -> 1d20 + 5 = 15, success!
    The soldier managed fight off the assault, even delivering a good, swift elbow to the head of one instance. He pulled away into a corner of the tank.

    ROUND 5

    Reaching down, the soldier undid his holster and pulled his pistol. It was in German, but it was clear his sharp statements were a threat, one that could be potentially risky inside the tank.

    Soldier draws his gun, then threatens to shoot if approached. He readies an action; he will shoot at the first instance to come at him.
    The Cast knew he had the upper hand. Despite the clear threat, he again rushed the soldier.

    The soldier fired.

    Soldier W -> 1d20 + 5 = 11, miss!
    This sound of the shot was painfully loud inside the tank. And, missing it's target, the bullet ricocheted.

    I'll rule that even if the ricochet hits an instance (and it's far more likely to hit one than the soldier,) it won't take him out, so might as well have it miss entirely. However, there is a Rank 5 Area Affliction due to the noise: Hearing Impaired, Disabled and Unaware. No Dodge save, since everyone is engaged; just the Fortitude save (DC 15.)

    Soldier W -> 1d20 + 5 = 16, success; no effect!

    The Cast -> 1d20 + 2 = 7, fail by 2deg; Hearing Impaired! (all instances are affected)
    However, The Cast latched onto the soldier, and they struggled for control.

    Another Grab attempt. DC 16 Parry to minimize the effect.

    Soldier W -> 1d20 + 5 = 16, success! DC 13 resistance check vs. Dodge
    Soldier W -> 1d20 + 5 = 8, fail

    Soldier W is Bound!
    With the soldier safely restrained on the floor inside the tank, one of the remaining instances uninstantiated. The instances outside the tank knew the outcome of the fight immediately. One called out, "That's a win, right?"

    The landscape, the soldiers, and the tank faded as the projectors powered down, leaving behind only The Cast and the barren room. The Cast left only the four that were outside the tank standing.

    "Congratulations!" came the voice over the sound system. "Yes, that's a win! Hopefully you found the sim challenging enough?"

    "It'll do."

    The voice went on, "We are working on another, more ambitious scenario. We can inform you once it's completed if you like."

    The Cast looked at each other, and collectively shrugged their shoulders.

    "Sure," they replied in unison, before heading for the exit together.
    Last edited by Rush; 07-06-2017 at 09:05 AM. Reason: Changed hero build link to Roll Call forum
    My builds can be found in the Roll Call forum here. And, here's the latest version of The Cast.
    Currently playing in: Xenoforce: Earth's Strangest Heroes and The New All-Star Squadron.

  2. #22
    Keeper of Secrets
    Join Date
    Jun 2017

    Re: A Fistful of Nazis

    May I try this? I'd like to test my new character.

  3. #23
    Keeper of Secrets betterwatchit's Avatar
    Join Date
    Apr 2014
    London, UK

    Re: A Fistful of Nazis

    Go ahead, it's open to everyone!

    Only advice I can give is that the Gamemaster's Guide contains basic stats for WW2-era weapons and vehicles.

  4. #24
    Keeper of Secrets
    Join Date
    Jun 2017

    Re: A Fistful of Nazis

    Okay, so can you be the GM for my test using this?

  5. #25
    Hierophant FuzzyBoots's Avatar
    Join Date
    Apr 2014
    Pittsburgh, PA

    Re: A Fistful of Nazis

    Quote Originally Posted by RMD48 View Post
    Okay, so can you be the GM for my test using this?
    It's traditionally self managed.

  6. #26
    Hierophant FuzzyBoots's Avatar
    Join Date
    Apr 2014
    Pittsburgh, PA

    Re: A Fistful of Nazis

    Using Chainsaw Monk, because who wouldn't?

    Initial confrontation, the soldiers ask him what he's doing there. He, not understanding German, responds in Chinese. Since the Chinese are enemies, this means hostilities. I'm going to give Chainsaw Monk an initial Hero Point on top of the default starting one for his inability to try to settle things diplomatically.

    Panzerfaust Soldier 19+1 = 20
    Chainsaw Monk 4+15 = 19
    Tank 15+1 = 16
    Soldier Squad 2+1 = 3

    I'm going to say that initially, the rocket launcher guy isn't going to go straight into blasting what might just be a normal person, so he readies an action to blast Chainsaw Monk the moment he looks preternatural. Chainsaw Monk knows enough to know that having a rocket launcher pointed at you doesn't mean friendliness, so he runs straight to it, looking to Smash. This triggers the Panzerfaust guy to fire. 7+5 misses, which means splash damage of 7. Chainsaw Monk's Dodge roll of 3+13 squeaks by due to Evasion, so it's only half damage. 13+7 is good for only a Bruise. Chainsaw Monk closes the distance and 7+13 just hits with the -5 penalty for striking a held object. I'll go with a Toughness of 7 for the rocket launcher (it's probably steel, but Toughness 9 on a PL 5 minion...). It rolls a 20 and is unharmed. The other soldiers, unwilling to fire into melee, move in to hit him with their rifle butts for strength+1 damage. The six of them roll 20, 5, 8, 20, 16, and 1. The two (!) 20s will hit, albeit without crits since they're minions, for DC 17. Rolls of 15 and 20 for Toughness means he tanks it easily. And then the tank... he yells at the others to clear the way, and then backs up.

    Round 2, the Panzerfaust guy backs up, drops the rocket launcher, and draws his submachine gun. That's both of his actions this turn. Chainsaw Monk will lay into the soldiers, using PA 5. He can easily hit by Taking 10, so it's just a matter of whether anyone makes the save against DC 27 damage. Which... none of them can do, so that's the squad of six down. With a clear shot, the tank opens up with its machine gun. 16+5 misses.

    Round 3, the Panzerfaust guy backs up again and fires his submachine gun. 3+5 will miss. Chainsaw Monk will use a Charge action to cross the distance and attack. Taking 10 and using Power Attack, there's no real way for a minion to withstand that, so he's down. The tank, realizing that it's all that's left, radios in that they're in trouble, and opens up with the cannon. An 18 will hit for DC 25 Toughness (also obliterating the fallen Panzerfaust guy and his weapon). A roll of 6 is too low, so Chainsaw Monk uses a Hero Point. 3 gets 10 added to it, plus 6, leaves him Dazed and with another Bruise.

    Round 4, I'm going to say that the tank is 60 feet away. Chainsaw Monk will use an Athletics check to try to sprint to the tank. 9+11 is sufficient to double his speed. He uses a Move action to get to the tank, then revs up the chainsaw and uses Extra Effort to use a Multiattack attack with full Power Attack. 11+8 results in only a +2 on damage, so it's DC 26. 12+12 is just enough to secure a Bruise. The tank will use its machine gun. A 20 (!) gets the benefit of a crit (I don't think tanks should be minions) for a DC 26 Toughness save (no extra damage for Multiattack). 9+13-2 inflicts Dazed again. The tank rolls back a hundred feet, well aware of the range advantage. Chainsaw Monk uses his remaining Hero Point to remove Fatigued.

    Round 5, Chainsaw Monk, realizing that he might be in trouble here, sprints for cover, using Athletics to double his speed. 13 easily secures that. The tank is going to shell his general position. Fortuantely, between cover, Evasion, and his Dodge bonus, he's guaranteed half damage. An 18 means no damage.

    Round 6, Chainsaw Monk is going to try to stealthily maneuver his way to where he can try another dodge to the tank. 2+13 isn't great, but the tank is operating from a distance, and the soldiers don't have much of a bonus. 6 means they don't know where he is. They'll try to randomly blast the area. I'll say that rolling 1-4 on the d20 means they pick the right area. 7 means they're out of luck.

    Round 7, I'm going to say that Chainsaw Monk has worked his way to the edges of the building. He's going to try Athletics to close the distance, this time attempting to board the top of the tank, which I'll say is a DC 15 Athletics check (since the tank is likely trying to move to prevent people from doing that). He fails the Athletics check (!) and is only able to close a little over half the distance. He'll use his other Move action to get to the tank and clambor up. A roll of 16+11 handily gets him atop it and holding on, and is high enough that I'll say he's not Vulnerable. The tank should still be able to aim the machine gun at him. 16+5 is insufficient to hit him.

    Round 8, he rolls to stay on. 7+11 is close enough that he's Vulnerable, but he's going to again try to chainsaw the tank using PA 5. 17+8 gets him his +5, so that's DC 29. The tank rolls 14+12-1, so it's just another Bruised status. The tank attempts to machine-gun him. 3+5 will miss even his Vulnerable defenses.

    Round 9, he again attempts to cut into the tank. He rolls 5+11 to stay on, but vulnerable. 12+8 is only sufficient for the +2. The tank rolls 17+12-2 for no damage. It fires the machine gun at him and rolls a 3, which misses.

    Round 10, rinse and repeat. Athletics check of 7+11. 8+8 to hit, DC 26. 13+12-3 is another Bruised condition. At this point, the tank's operators have had enough of this and begin at full-speed back to headquarters, which they'll reach in two rounds.

    Round 11, A roll of a 1 means Chainsaw Monk falls off! He'll use his Move action to run off into the rubble around him, and the tank continues on, glad to survive.

    This actually went better than I expected. Usually, martial artists have a lot of difficulty against things like tanks due to the whole "hitting more accurately generally doesn't do more damage", but he did pretty alright. The main issue was that, in the end, the tank had far superior mobility such that it could just keep retreating out of range and shelling him from a distance.

  7. #27
    Keeper of Secrets Evolución's Avatar
    Join Date
    Apr 2014


    Ashes fall on the small japanese village raided by the army. Sanzo is kneeling to the side of a dying old man. The sound of the heavy tank turning the corner of the village block seems like from a far off world, as Sanzo leaves the now lifeless body of the man gently on the ground and sits in front of him. As the troopers approach with grins on their faces, the japanese monk warns them. "I will not be moved from this spot, as I am the immovable servant of Fudo." which only sparks laughter among the men. However when they look again, the form of Sanzo blurrs as the moves like lightning, standing up, curling his arm underneath himself and then releasing a forward punch, producing a match 5 shock-wave that surges forward. It sends the officer sprawling against the tank, ripping off the antenna and other attachments the vehicle had. The monk then sits again.
    Suddenly realizing they might be over their heads, the troopers open fire. Sanzo seems completely impervious to their attacks, until one of the soldiers shoots him with a bazooka! The explosion leaves the monk somewhat dazed and burned, but still sitting.
    The tank swirls its turret to Sanzo and shots but the shell goes wide, hitting a nearby house, and reducing it to a big flaming bunch.
    Again Sanzo blinks and attacks with his Hooken, only managing to damage the tank slightly. The retailation however, is much more dire! The soldiers, coordinated by the officer manage to perform a devastating barrage of bullets that force the monk to stand up and brace himself against the attack. Gritting his teeth, Sanzo emerges alive, but not by much. Another shell flies by detonating in the distance. The satisfaction of the well performed manoeuvre banishes from the officer's face as he glares at the tank.
    "You forced my hand..." Sanzo states, as he again blurs in the speed of motion, suddenly coming into focus as he punches the bazooka soldier in the gut, taking a jab at the officer and then a kick at the tank. As the dust settles, the soldier lies in the ground, the officer's hat is falling slowly split in two, and the tank sports a budge. His hair wild now, the officer tries to hit Sanzo while barking at his men to do the same, but the nimble monk sidesteps all the bullets. Being too close the tank is unable to attack effectively. Using this to his advantage, Sanzo's fists fly, making another two soldiers hit the ground.
    He however doesn't pay much attention to the officer who manages to slip behind him and attacks with his pistol at close range. Sanzo grunts, but as he turns to face the officer another soldier opens fire on him. With a quick slap of his hand, the bullets are deflected.
    For some more seconds the fight goes on slowly, as Sanzo is forced to concentrate on defense while the soldiers spread out of his reach. Then he has an idea. Concentrating all his ki in his arms, he punches his fists into the tank and lifts it over his head! The soldiers cant believe their eyes as the monk throws the tank over his head towards them!! Most are flattened by the tank, but the vehicle is still operating somehow. Sensing the end is near the soldiers manage to get a few more shots into Sanzo, but his retaliation is devastating.
    "I shall dispense justice with the fists of Fudo Myoo, fell the power of the Ryuseiken!" he shouts, releasing a barrage of supersonic punches, which knock out all the remaining soldiers. The tank meanwhile swivels its turret to hit the monk, as the man walks away, apparently obviviou of the fact that the vehicle was still operating. Or was he? The tank suddenly imploded by the delayed effect of a thousand hits!

    Sanzo 27
    Officer 23
    Tank 12
    Soldiers 10

    First round:
    Sanzo uses Hooken, catching the office and the tank in the area of effect:
    Officer evades, toughness dc now 20 and rolls a 6, takes one damage, is stunned.
    Tank rolls a 16 and is hit full force. Rolls a 24 and takes one damage.
    Tank attacks, missing.
    Soldiers attack (rocket launcher goes last): all miss save the rocket launcher, DC 25, Sanzo rolls a 19 for dodge save, then a 14 for toughness, he is dazed and takes 1 damage.

    Second round
    Being dazed means Sanzo looses his mobility, which seems to be a complication on how to effectively use his line area attack and melee power. I find I need to use the line attack against rocket launcher guy and tank. Soldier passes all saves, tank fails both, taking an additional damage and dazed.
    Officer is now not stunned and shouts orders. then leads a group attack: 21 hits, the soldiers attack, 4 hit, including the rocket launcher who switches to SMG at the command of the officer. +8 to toughness DC of 28. Sanzo would have rolled an 11 and taken a hard hit so he uses a HP and rerolls that, with a 11+10 so he is dazed again and with a further injury.
    Tank attacks again and misses

    Third round
    He will move. Charging forward and multiattaching the officer and the rocket guy. he hits the rocket guy, who rolls a 13 and is out. The officer dodges.
    Officer leads another combined attack but misses with a 15. Tank barely misses with a 18. Soldiers open fire since the boss missed: all miss.

    Fourth round
    Being able to move means Sanzo will multiattack all soldiers. Only manage to hit two who go down. The officer orders the soldiers to spread and shoots missing with a 18. The tank attacks again with a 21 and hits! Sanzo rolls a 20 and suffers another injury. Solders move away and shot: one lands a hit, Sanzo rolls a 26 and is unaffected.

    Fifth round
    Sanzo moves to include one soldier, the officer and the tank in the line attack. Soldier goes down, the officer is dazed and takes another injury and the tank is unfazed. The officer leads an attack: but all soldiers miss. Sanzo saves. Tank attacks and misses.

    Sixth round
    Sanzo is sick of the tank and multiattacks it. The tank fails by one and suffers a furter point of damage, and is now "grabbed." Officer tries again to lead an attack; misses with a 13. Soldiers attack: 2 hit: Sanzo takes 2 more injuries! Sanzo is at -4.

    Seventh round
    Sanzo "throws" the tank at the soldiers. Having 10 of strength, the tank counts as a damage 10 area attack: Officer fails both saves, the toughness by 11 so he is staggered. 2 of the soldiers fail the toughness save and are out, one remains. The tank somehow manages to avoid damage, rolling a 28! damnit! The officer recovers from staggered. The soldier tries to attack missing. The tank attacks also missing.

    Eight round
    Putting all in the attack, Sanzo all out attacks 7 and power attacks 2 with multiattack vs the three targets for DC 27; hits the three of them: Tank rolls a 14 and is destroyed! The officer rolls a 4 and is incapacitted, the soldier rolls a 24 and is also down cuz he is a minion.

    Tank rolls are under "tank"
    Officer rolls are under officersanzo
    Soldier rolls are under soldiersanzo
    Sanzo rolls are under Sanzo
    心のコスモ を 抱きしめて 遥かな 銀河 へ

  8. #28
    Defender of the Word SuperZero's Avatar
    Join Date
    Jun 2016

    Re: A Fistful of Nazis


    Gremlin was eating a cookie. He was very excited to have a cookie; it was almost as big around as he was tall. He was only vaguely aware of the humans around him running and yelling, at least until one of them smacked into the table. It was a table outside of a small restaurant, and it had a big umbrella over it. Gremlin had been sitting on the umbrella with his cookie, and when the clumsy human plowed into it he nearly fell off. He dropped the cookie, which rolled off the edge of the umbrella, hit the ground, and broke into at least five pieces.

    "Hey!" shouted the little fairy angrily at the retreating woman, "Watch where you're..."
    Gosh there were a lot of humans running away from him. And what was that noise?
    Gremlin turned and looked in the other direction. He saw the men and woman. He saw the weapons they were brandishing. He saw the clothes that he'd recognized from the news on the human television.
    He saw the massive war machine. He wanted one of those! But more importantly, he couldn't let these humans have it. Obviously.

    Drawing his Zapper, he darted away from the umbrella and flitted towards the bad guys. He put his hands on his hips and glared at them.
    He wasn't certain they had noticed. "Attention bad guys!" he shouted, "I am about to beat you up, so please pay attention!"
    Now they noticed!

    They really noticed. They reacted so quickly that they caught the fairy off-guard; maybe they had noticed his approach after all!
    The man that seemed to be the leader fired a burst of machine gun fire at him, so close he felt a bullet graze his armor. That guy was good!
    Just slightly slower, the other bad people with machine guns fired at him as well. Most missed entirely as he darted about, but with so many shots Gremlin felt another graze him. And so many shots being fired into the city... Gremlin knew that all of the humans around had already fled, but that was no excuse for letting them shoot up the place!
    Which meant he had to stop them from shooting so many guns all at once. And he'd just added the perfect setting to his Zapper! Gremlin zipped closer, just enough to get them all in range, and brandished what appeared to be a bright blue Christmas tree light. The bad guys did not seem to find this threatening. Then, he pulled the trigger and unleashed a wave of blue energy. Just like that, all of the gunners except the leader were down. And he'd damaged the tank! And the one with the really scary weapon wavered on the spot... but then fired a rocket at him anyway.
    Oh. Maybe there was an advantage to being even closer to them so they wouldn't shoot bombs at him. A thought for several seconds from now.

    The rocket missed him (duh), and he rolled into a ball to endure the shockwave. That meant he didn't see the grenade fired by the tank, though, and he wasn't as quick. It kind of looked like the gunner hadn't seen it either, though, 'cuz the shot was so short they'd almost hit themselves. The tank's powerful machine gun wasn't a threat, either; Gremlin wasn't even sure how the gunners could see him in there.

    Quote Originally Posted by Mechanics
    Gremlin's a character who could conceivably go unnoticed without trying to because of his size. There's no rules for that, but conveniently he's also a character likely to draw attention to himself on purpose if he's not trying to be stealthy.

    Officer 12
    Minions 11
    Gremlin 10 (HP 1, Luck 1)
    Rocket Soldier 8
    Tank 5

    (Those are some low rolls. Huh.)

    The officer shoots at Gremlin and misses with a 17.
    The minions shoot at Gremlin. One hits with a 23, but Gremlin avoids being hurt with a 20 Toughness. The others miss.
    Gremlin attacks them all with Blue Burst. The officer and one minion make their Dodge check. The officer gets a 6 Toughness and is Staggered. The minion who succeeded on the Dodge gets a 9 and is Incapacitated. The other minions also fail and are Incapacitated. The rocket launcher-wielding soldier gets a 17 Toughness and is Dazed. The tank also gets a 17, causing a break.
    The rocket soldier fires a rocket at Gremlin (obviously) and misses with a 9. Gremlin rolls a 20 Toughness again and is unhurt.
    The tank fires at Gremlin with both of its weapons. It rolls a natural 1 with its cannon, but a 17 Toughness means Gremlin takes a hit. It misses its machine gun attack with a 21.
    Screaming obscenities Gremlin barely understood, the remaining machine gunner fired a stream of bullets at him. Darting around them, Gremlin zipped forward and jabbed the man with with the rocket launcher with his Zapper, an attack he called "stinging" that was harder to hit with but unleashed its energy directly into the opponent's body. And, with a crackle of energy and a strangled shout, it did the trick.
    The tank's machine gun fired down on him again. He was shocked that it could fire that close to itself, or that it could track him so accurately as he darted about. So shocked, in fact, that he was almost hit. Almost.

    Quote Originally Posted by Mechanics
    Officer 12 (-1 Toughness, Staggered)
    Minions (Incapacitated)
    Gremlin 10 (HP 1, Luck 1, -1 Toughness)
    Rocket Soldier (-1 Toughness)
    Tank (-1 Toughness, broken)

    The officer shoots at Gremlin again. He can't do that and move since he's Staggered. He misses with a 19.
    Gremlin moves up and attacks the rocket soldier with Sting. He rolls a natural 1. He re-rolls using Luck, rolling a 16. That's a natural roll less than 10, so it gets bumped to 26... not that it mattered. The soldier rolls a 9 Toughness, a four-degree failure; his Fortitude check is no longer relevant.
    Gremlin is too close for the tank to use its cannon, but it fires at him with its machine gun and misses with a 21.
    Ignoring the man and machine shooting at him, Boddynock moved up to the tank. He thought he had an idea how all of the components worked together, which meant some with some well-placed unluck... He touched the side of the tank as he cast the spell. He heard a small clunk from inside of the vehicle, so he'd probably had some effect, but all around it wasn't much of a success. Hrmph.

    Quote Originally Posted by Mechanics
    Officer 12 (-1 Toughness, Staggered)
    Minions (Incapacitated)
    Gremlin 10 (HP 1, -1 Toughness)
    Rocket Soldier (Incapacitated)
    Tank (-1 Toughness, broken)

    The officer fires at Gremlin and misses with an 11.
    Gremlin attempts to use Bug in the Works against the tank, getting a 23 on the Technology check. He gets to use 3 ranks of Nullify. He fails to nullify the tank's Protection, fails to nullify its speed, successfully nullifies its cannon, and fails to nullify the machine gun.
    The tank shoots at him and misses with a 20.
    Of course, while he was so close to the tank, he also noticed that he could see light through some weak spots in its armor. Maybe he hadn't slowed it down, but he had damaged it worse than he thought.

    Which meant that there was nothing stopping him from blasting the people driving it, if he did it right.
    Falling back, the little fairy menacingly brandished the little light bulb again; this time, the man he could see did seem to find it more threatening.
    Again, Gremlin unleashed a burst of blue light as the remaining villain tried, and failed, to flee. The small hole in the side of the tank was a bit more obvious as the blue light burst through it. Now, Gremlin could see four more men and a woman inside; all of them appeared to be unconscious.

    Quote Originally Posted by Mechanics
    Officer 12 (-1 Toughness, Staggered)
    Minions (Incapacitated)
    Gremlin 10 (HP 1, -1 Toughness)
    Rocket Soldier (Incapacitated)
    Tank (-1 Toughness, broken, cannon disabled)

    The officer fires at Gremlin and misses with an 8.
    I just realized I should double-check the ruled for damaging objects. Ah, that "broken" instead of Dazed bit was something I forgot--I was just ignoring the Daze. Well, that means that Gremlin can attack the Nazis inside the tank, so he uses an area attack again. Since the tank is broken, he can hit the soldiers inside (but they have total cover). Three of them make their dodge check, but all fail their Toughness checks. The tank itself gets a 6 Dodge, but a 27 Toughness and is not further harmed. The officer gets a 15 Dodge and a 12 Toughness, a three-degree failure which leaves him Incapacitated since he was already Staggered.

    Final Results:
    All Nazis: Incapacitated
    Tank: -1 Toughness, 1 break, cannon nullified but not completely destroyed
    Gremlin: 1 HP, -1 Toughness
    Gremlin took away all of the bad guys' weapons, then moved inside the broken tank to look at all the neat machines (and also to take away the rest of the bad guys' weapons). When he came out again, other humans were gathering.
    The police took away the bad people, and Gremlin told them where he'd stashed the confiscated weaponry. Soon, humans were cheering for him (he loved that!).

    He wasn't entirely sure what became of the tank, but to be honest he was only half paying attention at that point--the nice man from the restaurant had given him a brand new cookie.
    Last edited by SuperZero; 06-16-2018 at 08:46 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts