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The Danger Room (Combat Simulator)

Posted by The WatcherFor group 0
The Watcher
GM, 16 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 26 Jun 2014
at 19:00
  • msg #1

The Danger Room (Combat Simulator)

The purpose of this room is to practice your abilities and get familiar with the system. The entire room consists of only a single area, with no obstacles. You cannot die, and nothing that happens here is permanent. You may take your character for a spin here before locking in your choices for powers, talents, FEATs, and abilities.

***

When you enter the room, you do so alone. On the other side of the room stands the day's opponent: Bobby Fistpunch.

quote:
Bobby Fistpunch
F: Ex (20)
A: Gd (10)
S: Am (50)
E: Gd (10)
R: Ty (6)
I: Ty (6)
P: Ty (6)

HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)

Powers:
• Body Armor: Rm (30)
• Super Speed: In (40)
-- Tornado Sprint: In (40) damage from buffeting winds, which travel along a set path
-- Defying Gravity: Can run up vertical surfaces
-- Burn Rubber: Can ignite flammable surfaces through friction

Talents:
Martial Arts A, B


After a moment, he acknowledges your presence and invites you to make the first move.
This message was last edited by the GM at 19:01, Thu 26 June 2014.
Batallion
player, 1 post
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 00:37
  • msg #2

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 1):

J.J. steps toward Bobby, hauls back and takes a swing at him.

[OOC: Fighting roll (skill 10): 89 = yellow

Result: slam?  However, Strength is 6 so damage is 6 and negated by armor 30.  Therefore "slam" roll can be ignored by Bobby.]

J.J. bounces back, shaking his injured wrist and making sucking noises between his teeth.

[OOC: let me know if I did that right or missed any considerations.  This system seems terribly simple but 'uppity'.]
This message was last edited by the player at 00:37, Fri 27 June 2014.
Observer 3
player, 2 posts
Fri 27 Jun 2014
at 01:43
  • msg #3

Re: The Danger Room (Combat Simulator)

WHY IS THIS NOT NAMED THE DANGER ZONE?!?
Batallion
player, 2 posts
One-man Crowd
Ex-villian
Fri 27 Jun 2014
at 11:17
  • msg #4

Re: The Danger Room (Combat Simulator)

In reply to Observer 3 (msg # 3):

No reason I can think of.

So, power rolls....  Are rolls needed for powers only in combat/when it's critical?  Does Wolverine's healing factor fail sometimes?  Does Invisible Woman sometimes 'fail' to turn invisible, or just 'fail' in that it isn't effective at what she wanted to do (i.e. evading an attack by being invisible)?  Is Dazzler ever effective?
The Watcher
GM, 17 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 12:54
  • msg #5

Re: The Danger Room (Combat Simulator)

In reply to Batallion (msg # 4):

The Danger Room is the name of the combat simulator used by the X-men. I suppose we could discuss changing it to the Danger Zone :P

Powers, as it were, do not fail, but things you are attempting to do with them can. Recall that Green is a basic success for something easy, yellow is basic success for something moderately difficult, and red is basic success for something really hard. White is never good.

Take Cyclops: His eye beams will never fail to fire, and they will always deal Monstrous (75) damage in their basic form to one target within 3 areas. But that's only if he hits them, and that requires an agility roll.

Wolverine's healing factor is always on, and its power value represents how much health he can regenerate each turn. A FEAT for him would involve something really atypical, like having it adapt to help him survive for 30 seconds in the cold vacuum of space.

Invisible Woman would always turn invisible, but being able to do so at a critically effective moment (such as to evade an attack) would require a roll, because it involves timing and skill beyond just "turning it on".

Dazzler can be effective, but is easily countered by sunglasses.

In Batallion's case, you can't fail to activate your power to create a basic duplicate. That's so easy for you it's an automatic success. You could, however, fail to equip them properly using your Arsenal feat (ie: soldier with a mop), or fail to have the bodyguard power activate appropriately.
The Watcher
GM, 18 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 27 Jun 2014
at 13:09
  • msg #6

Re: The Danger Room (Combat Simulator)

In reply to The Watcher (msg # 5):

Bobby grins menacingly as J.J. nurses an injured fist.

"You're gonna have to do better than that, boy," he sneers.

J.J. resolves to do just that...

Tactical Options

Bobby has much stronger body armor than J.J. can typically handle on his own, and multiple attacks won't help. 100 J.J.'s all hitting Bobby will still break their collective knuckles and deal him exactly zero damage... unless they intentionally strike the same spot. This is called a Combined Attack, and is a great way to deal with highly armored enemies.

quote:
Combined Attack
- Everyone involved must be within 1 rank of each other's Strength and adjacent to the target.
- Each assistant makes an agility FEAT. On green or better, the "finisher" gets +1CS for damage against the target that round.
- Only the "finisher" needs to make a Fighting roll to hit the target.


J.J.'s other options include trying to disable Bobby by pinning him or trapping him somehow; finding a weapon to help with the fight; or attempting to disable/bypass Bobby's armor. Called shots for brawling attacks aren't in the basic rules, but I'd be willing to allow a yellow or red FEAT to allow your fist to punch a guy's unarmored face, provided you said you were aiming for it before you rolled.
This message was last edited by the GM at 13:11, Fri 27 June 2014.
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