Regras - Exemplo de combate - Superboy Vs Nocaute
Autor: André R. Toméo | Publicado: 2013-07-24T09:42:00-07:00


County Fair Knockout!



Now you get to play a short DC Adventures encounter, using the character sheets for Superboy and Knockout in the

center of this booklet. Give Superboy to one player, another player can run Knockout or the Gamemaster may do so.

Note that while these are the full character sheets for these characters, space does not permit the explanation of all of

the abilities of these characters. This basic encounter is meant to be a brawl, and you can learn more about individual

powers and advantages in the Hero’s Handbook.




A Day at the Fair



Go over the information in The Rules with the player(s)

and give them the opportunity to look over the character

sheets. You might want to have them make a few test dierolls

and checks to get the feel of it. When you’re ready to

begin, read the following to Superboy’s player:

The county fair is being held in Smallville this year

and Superboy, the town’s famous local hero, is invited

as the guest of honor! You’re supposed to put

on a big of a show for the crowd: lift a tractor or two,

do some fly-bys, then the mayor is supposed to give

a speech and offer you thanks for all your help. All

things considered, you’d rather be just Conner Kent,

enjoying the fair on your own, but you should be

able to do that later. Right now, it’s showtime!

Ask Superboy’s player to describe his arrival at the fair

and what sort of stunts he does to entertain and impress

the crowd. Encourage the player to be imaginative and to

ham things up a bit. After all, it’s not every day one gets to

be the Boy of Steel!

You do not need to ask the player to make any checks during

this display; things like lifting a tractor are well within

Superboy’s capabilities. Once the player has had a chance

to talk a bit about what Superboy does, give the player a

token for a hero point and read the following:

The applause and hollers of approval from the

crowd die down as the mayor takes the stage and

approaches the microphone at the podium, he

clears his throat to speak but, before he can do so,

a loud voice cuts interrupts. “You call those feats of

strength?” the booming female voice says. “I’ll show

ya strength. Here, pup, catch!”

Suddenly, a heavy tractor is lifted off the ground

by a curvaceous figure in green with flaming red

hair: Knockout! She hefts the massive piece of farm

equipment as if it were almost weightless and

throws it right at you!





Catching the Tractor



Good thing we established earlier that Superboy can lift a

tractor, because now he has to catch one! While the Teen

of Steel is invulnerable enough not to be seriously hurt

by tons of hurtling metal, the stage and the people on it



are not so lucky! If Superboy’s player doesn’t think of it,

you may want to gently mention that. Ideally, he needs to

catch the tractor and prevent it from hitting anyone.



This is a test of Superboy’s Dexterity, made possible by

his Super-Strength and Speed. Ask the player to roll the

die and add Superboy’s Dexterity rank (2) to the result. A

check total of 10 or more (a roll of 8 or better) means he

catches the tractor. A lower check total (a roll of 7 or less)

means it hits him instead! Superboy’s player can spend

the hero point awarded right before Knockout showed up

to ensure success: the hero point guarantees a roll of 11.

If Superboy catches the tractor, he can set it down safely or

prepare to toss it back at Knockout. If it hits him, have the

player make a Toughness resistance check against rank 10

damage as described under Damage in The Rules. (Hint:

Superboy’s player needs to succeed at a DC 25 Toughness

check.) Either way, award Superboy’s player a hero point

for the heroic effort of trying to protect the crowd.



Knockout Punch



Knockout uses the momentary distraction to move in and

try and land a punch. After Superboy has caught the tractor

(or failed to do so), roll an attack check for Knockout

against Superboy’s Parry Defense + 10. A total less than

the DC means Knockout misses. A total that equals or exceeds

the Defense Class hits, requiring Superboy’s player

to make a Toughness resistance check against Knockout’s

Strength damage (15 + 15, or 30).



If Superboy is still holding the tractor when Knockout hits

him, and she manages to daze him (or worse) he needs to

make another Dexterity check (DC 10) to avoid dropping it.

Hit Me With Your Best Shot



For the rest of the fight, alternate turns between Superboy

and Knockout, letting each make an attack and move (if

desired). Things go back and forth until one combatant

gets taken out of the fight. If Superboy staggers Knockout,

she tries to make a run for it. The specific tactics are up to

the player and the Gamemaster, but here are a few things

to keep in mind:



The High Ground



Superboy can fly, and Knockout can’t, so he may try to stay

out of her reach, maybe even using his heat vision from

a distance. Knockout doesn’t hesitate to either throw big,





heavy things at the Teen of Steel, or even to grab a hostage

from the crowd to use as a human shield so the Kid

will fight her close up (the way she likes it).













Let’s Take This Upstairs



Speaking of flying, Superboy might try grabbing Knockout

and flying her quickly away from the Fair, either out

into the abandoned fields or straight up into the air. Grabbing

her takes a successful unarmed attack check against

her Parry. If it succeeds, Knockout makes a Strength check

against a DC of Superboy’s Strength+10 (25). If she loses,

Superboy has grabbed her in a hold and can move her. If

she wins, she breaks out of the hold. Knockout gets a new

Strength check each round to get loose. Of course, if she’s

thousands of feet up in the air when she does.... well, sufficient

to say that she is incapacitated by the fall.



Rattled



Knockout certainly isn’t above using flirtation and forcefulness

to rattle Superboy’s confidence. She’s fond of taking

a punch and laughing, “My Granny hits harder than



that!” She can make an Intimidation check (with a total

bonus of +10 to the die roll with her skill and Attractive

advantage) against Superboy’s Will+10 (21) with success

demoralizing him and imposing a –2 penalty to all of his

checks until the start of Knockout’s next turn. Of course,

Superboy can also taunt Knockout, using his Deception

(+6) in the same way against her Will+10 (19).



Blue Ribbon Battle



Feel free to use elements of the surrounding County Fair

as props. Knockout is likely to grab vehicles, booths, even

prize heifers to use as weapons! Plus there are likely generators,

power cables, kerosene, metal drums, and similar

things around. If she’s losing, Knockout might cause an explosion

or topple over a carnival ride to cover her escape.

Speaking of which, why did Knockout show up and come

after the Teen of Steel in the first place? That’s an opportunity

for you to continue the adventure, Gamemaster,

maybe once you’ve gotten your hands on the DC Adventures

rulebook and have a chance to get a whole group of

heroes together!




Fonte:http://mutantsandmasterminds.com/dc_adventures/2010/08/dc-adventures-quick-start.php