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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.

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