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MHR: Spider-Man vs. the Vulture

December 28, 2015

ASM 02_00This was a writeup of an “actual play” report that I did back in the day for the Marvel Heroic Roleplaying RPG. I had hosted them on the publisher’s forums, but they’ve been having all sorts of issues, so I’m re-hosting the reports here.

I apologize for the formatting, which is a little wonky over here.


Welcome to a Marvel Heroic Roleplaying “actual” play report! Rather than a transcript of a real game experience, I am taking early issues of Amazing Spider-Man (by Stan “the Man” Lee and Steve Ditko) as a script and translating them into MHR game stats. The point of all of this is to (a) figure out how the MHR rules work – the Operations Manual is a bit confusing and seeing it in action may clear things up, and (b) to put MHR through the paces – can it successfully emulate actual comics?

I am attempting to stay as true to the rules as possible. I am using the errata/clarification that you can use one of your opponent’s stress dice and one complication die in your pool (instead of one or the other, as suggested in the original Operations Manual). As a house rule, I am allowing “Rookie” D6 specialties, which are mentioned on OM115 but intended only for “specialty” Watcher characters, as well as some D6 power traits that are not normally in the rules, such as for Strength. I will need those D6s to reflect an amateur Spider-Man and his relatively low-powered Silver Age foes.

A quick note on combat order: Since most of the conflicts only involve 1 hero and 1 villain, I assume that in such cases the order goes back-and-forth, rather than engaging in a “I go twice, you go twice” that can happen by the rules.

Why ASM? Why start with #2? Well, Spider-Man was always my favorite super-hero, and this comic is Spider-Man’s first encounter with a real super-villain – the Vulture! OK, he’s not much of a super-villain, but everyone’s got to start somewhere. As this is early in Spider-Man’s career, I am using a slightly different datafile for him. This early Spider-Man is a loner (Solo D10), a moody and often angry teenager, and a kid with great power but whose power never seems to do him much good. He hasn’t invented his spider-tracers yet, is using mechanical web-shooters, and hasn’t yet come up with his belt for carrying additional web-cartridges. His skills/specialties are also not as developed as the modern Spider-Man’s.


Spider-Man Datafile
Peter Parker [secret]

Affiliations:
Solo D10, Buddy D8, Team D6

Distinctions:
Hard-Luck Hero
Wisecracker
With Great Power Comes Great Responsibility

Power Sets:
SPIDER-POWERS
Enhanced Senses D8, Enhanced Stamina D8, Superhuman Reflexes D10, Superhuman Strength D10, Wall-Crawling D6

SFX: Spider-Sense. Spend 1 PP to add Enhanced Senses (or step up if already in your pool) and reroll all dice on a reaction.

SFX: Second Wind. Before you make an action including a Spider-Powers power, you may move your physical stress die to the doom pool and step up the Spider-Powers power for this action.

Limit: Exhausted. Shutdown any Spider-Powers power to gain 1 PP. Activate an opportunity to recover or during a Transition Scene.

WEB-SHOOTERS
Swingline D8

SFX: Grapple. When inflicting a web-related complication on a target, add D6 and step up your effect die.

SFX: Web Constructs. When creating web-related assets, add D6 and step up your effect die.

Limit: Out of Web Fluid. Shutdown Web-Shooters to gain 1 PP. Recover during a Transition Scene.

Specialties:
Acrobatics Expert D8, Combat Rookie D6, Covert Rookie D6, Science Expert D8, Tech Expert D8

Milestones:
Secret Identity
1 XP when you lie or accept humiliation in order to protect your secret identity, or when you act in such a way as to jeopardize your secret identity.
3 XP when you skip a social engagement to fight crime, or let criminals get away so that you can keep a social engagement.
10 XP when you decide to tell someone that you are Spider-Man, or decide that you can never tell anyone of your double life.

With Great Power Comes Great Responsibility
1 XP when you protect innocents from harm, or when innocents come to harm through your actions or inaction.
3 XP when you defeat a villain that has harmed innocents, or when you chose not to defeat such a villain.
10 XP when you have a crisis of faith and decide to hang up your webs for good, or when you decide that you have a responsibility to protect innocents as Spider-Man.


The Vulture Datafile
Adrian Toomes [secret]

Affiliations:
Solo D10, Buddy D6, Team D8

Distinctions:
Flying Criminal
Middle-Aged
Skilled Inventor

Power Sets:
MAGNETIC FLIGHT HARNESS
Enhanced Reflexes D8, Flight D6

SFX: Silent and Swift. When including a Magnetic Flight Harness power in an action or reaction to avoid detection, step up or double Covert Expert. Spend a doom die to do both.

Limit: Anti-Magnetism. Shutdown Magnetic Flight Harness in response to anti-magnetic disruption and add D6 to the Doom Pool. Recover during a Transition Scene.

Specialties:
Covert Expert D8, Crime Expert D8, Tech Expert D8


Amazing Spider-Man #2

Starting Doom Pool: 2D6

Issue Milestone
Duel to the Death with the Vulture!
1 XP when you prevent the Vulture from committing a crime.
3 XP when you capture the Vulture, or let him go in order to save innocents.
(there is no 10 XP milestone for this issue)

For his two milestones, Spider-Man will select Duel to the Death with the Vulture! and his own Secret Identity milestone.

Issue 2, Scene 1: NYC

Doom Pool: 2D6
Spider-Man: 1 PP, no stress

Narrator: “For days, a new and ominous danger has menaced the vast city of New York! Without the slightest sound, he strikes! For this is – the Vulture!”

The Vulture swoops in and steals a businessman’s briefcase.
Businessman: “He stole my briefcase – with a fortune in bonds! Help!”

Issue 2, Scene 2: Now Magazine Offices

J. Jonah Jameson: “No more excuses! Get me pictures of the Vulture!”

Issue 2, Scene 3: Forest Hills High School; Science Lab

Doom Pool: 2D6
Spider-Man: 1 PP, no stress

Peter Parker is working on a delicate chemistry experiment while the rest of the class gushes over the latest issue of Now magazine.
Liz: “A photo of the Vulture would be worth a fortune! But no one can get close enough to him to snap one!”
Flash throws the magazine at Peter. “Here bookworm! Take a look at what’s going on in the world – or can’t you read anything but scientific formulas?”

Flash tries to inflict emotional stress on Peter. In response, Peter attempts a wisecrack…

Flash: Team D8 + Bully D8 + Menace Rookie D6 = D6 (2) + 2D8 (3, 3) = 6 total, D6 effect.
Peter: Solo D10 + Wisecracker D8 = D8 (4) + D10 (1) = 4 total, D4 effect, 1 opportunity.
Since Peter cannot use the D10 (because of the opportunity), he only has one die for his total and nothing for his effect die. He gets a D4 effect die for free.
Peter gains 1 PP (2 total) for the opportunity and the Doom Pool gains a D6 (3D6 total).
…but he comes up with nothing. Peter loses the exchange and takes D6 emotional stress.

Peter: “Very funny, Flash!” Nevertheless, Peter realizes the opportunity and starts looking through the magazine. But his neglected chemistry experiment blows up, and the teacher scolds Peter for not paying attention. How humiliating!

Issue 2, Scene 4: Aunt May’s House (Transition)

Doom Pool: 3D6
Spider-Man: 2 PP, D6 emotional stress

Peter is rummaging through his Uncle Ben’s possessions in the attic, looking for his old camera. He finds it! Now he is ready to go out and earn some money by taking pictures that no one else can get – those of the Vulture!

This is a transition scene, so Peter’s emotional stress is stepped down to D4, and he has a chance to recover it. He has to beat a doom pool roll + his D4 stress die. His effect die doesn’t matter much; any successful result will get rid of a D4 stress die.

None of his personal distinctions really apply here, so he will use the Aunt May’s House scene distinction – it’s his home, his sanctuary; a place where he can go to forget about his humiliation at school.

Peter: Solo D10 + Aunt May’s House D8 = D8 (3) + D10 (9) = 12 total, D4 effect.
Doom Pool: 3D6 + Peter’s Stress D4 = D4 (3) + 3D6 (6, 2, 3) = 9 total, D6 effect.
Normally, the reaction effect die would step back Peter’s effect die because it is larger (D6 vs D4). However, I don’t think you can actually have less than a D4 effect die, so I am going to rule that that does not happen in this case.

Peter recovers his emotional stress.

Issue 2, Scene 5: NYC

Doom Pool: 3D6
Spider-Man: 2 PP, no stress

The Vulture is flying through the air, planning his next conquest. On a nearby rooftop, Spider-Man fools with his camera when his Spider-Sense alerts him that danger is nearby!

Spider-Man goes first. He attempts to hide and follow the Vulture discreetly, using his Spider-Sense to warn him of being spotted. The Vulture is flying around and not really expecting trouble, but his own experience with stealth might cause him to notice the wall-crawler.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Senses D8 + Covert D6 = D6 (2) + 2D8 (7, 5) + D10 (10) = 17 total, D8 effect.Vulture: Solo D10 + Flying Criminal D8 + Flight D6 + Covert D8 = D6 (5) + 3D8 (2, 8, 7) = 15 total, D8 effect.Spider-Man successfully hides, and creates a D8 Unseen asset. The Vulture will go next.

The Vulture, unaware of Spidey’s presence, throws rocks with notes attached to them through the windows of Now Magazine, a news radio station, and the police chief. The notes read, “I shall steal the diamond shipment from under your noses! The Vulture.” Spider-Man elects to remain hidden rather than interrupting, hoping that the Vulture will slow down so that Spider-Man can take a photograph.

The Vulture is grandstanding by inflicting property damage and spreading fear. I will add a D8 (from the Vulture’s Crime Expert specialty) to the Doom Pool (3D6+D8 total) to represent that.

The Vulture lands on a rooftop, elated with his successful rock throwing. Now is Spider-Man’s chance to set up a photograph without being seen!

Spider-Man is still trying to avoid detection by the Vulture.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Senses D8 + Covert D6 + Unseen asset D8 = D6 (2) + 3D8 (3, 2, 2) + D10 (9) = 12 total, D8 effect.
Vulture: Solo D10 + Flying Criminal D8 + Covert D8 = 2D8 (5, 3) + D10 (9) = 14 total, D8 effect.The Vulture is aware of Spider-Man! The Watcher spends D6 from the Doom Pool (2D6+D8 remaining) to keep the Vulture’s effect die, creating a D8 Surprise Attack asset for the Vulture.

While Spider-Man is distracted with setting his camera up, the Vulture swoops over and behind him, executing a loop-de-loop dive bomb attack!

The Vulture is attempting to cause physical stress to Spider-Man. Spidey will try to dodge, if he notices the attack in time.
As the Vulture’s attack depends on not being seen, he will use his Silent and Swift SFX to double his Covert Expert die. The Vulture will also boost his pool with a D6 form the Doom Pool (D6+D8 remaining). Spider-Man will spend 1 PP (1 remaining) to add in an extra power trait (his Superhuman Reflexes) to his pool.Vulture: Solo D10 + Flying Criminal D8 + Flight D6 + Covert 2D8 + Surprise Attack asset D8 + Doom Pool D6 = 2D6 (6, 3) + 4D8 (6, 4, 8, 4) + D10 (3) = 14 total, D10 effect.
The Watcher will spend D6 from the Doom Pool (D8 remaining) to add the 6 to the total, bringing it up to 20 total, D10 effect.
Spider-Man: Solo D10 + Hard-Luck Hero D4 + Senses D8 + Reflexes D10 + Acrobatics D8 = D4 (1) + 2D8 (4, 5) + 2D10 (4, 1) = 9 total, D10 effect, 2 opportunities.
What an awful roll! Spider-Man will spend 1 PP (0 remaining) to use his Spider-Sense SFX, allowing him to step up his Senses die and reroll his pool.
Spider-Man: Solo D10 + Hard-Luck Hero D4 + Senses D10 + Reflexes D10 + Acrobatics D8 = D4 (1) + D8 (5) + 3D10 (3, 4, 6) = 11 total, D10 effect, 1 opportunity.Spider-Man will earn 2 PP from this roll (for the D4 distinction and the opportunity), which he could use to boost his total to 18 – not enough to turn the hit into a miss, but enough to avoid an extraordinary success on the Vulture’s part. However, he decides to hold onto his PP for now.Peter gains 2 PP (2 total) for the D4 distinction and the opportunity, and the Doom Pool gains a D6 (D6+D8 total).The Vulture succeeds, and his effect die is stepped up to D12, as his total of 20 is more than 5 (but less than 10) more than Spider-Man’s total of 11. Spider-Man takes D12 physical stress.

Spider-Man is nearly knocked out by the dive bomb kick to the back of his head! Peter elects to stay down, rather than fight an unknown foe with such a large handicap. For his part, the Vulture picks up Spider-Man and drops him into a water tower, and seals the opening.

“Once I drop him into the water below, he’ll never bother me again!” Oh, Vulture… you silly super-villain.

Issue 2, Scene 6: Inside the Water Tower

Doom Pool: D6+D8
Spider-Man: 2 PP, D12 physical stress

The nearly unconscious Spider-Man has been tossed into the icy cold water of a rooftop water tower. How will he escape from this dastardly trap? Spider-Man raises an arm upwards, pointing his wrist at the roof…

Scene Distinctions for the water tower are Cold, Deep Water, Slimy Walls, and Sealed Hatch.

Spider-Man tries to create a swingline to the roof. But the Watcher decides to activate the Out of Web Fluid Limit on Spider-Man’s web-slingers – they’re empty! Spider-Man receives 1 PP (3 total) for the inconvenience. He could have declined the PP and forced the Watcher to spend a doom die instead, but he has a feeling he will need the points…

…but nothing happens. Out of web fluid! Luckily he has the power of a spider, and he attempts to climb the walls…

The Watcher will use the D8 in the Doom Pool (D6 remaining) in order to turn the Slimy Walls scene distinction into a D8 scene complication (this is an optional rule found in Civil War; CW06). Spider-Man must succeed on a roll vs the Doom Pool + the complication + his stress.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Wall-Crawling D6 = D6 (1) + D8 (2) + D10 (8) = 10 total, D4 effect, 1 opportunity.
Peter gains 1 PP (4 total) for the opportunity and the Doom Pool gains a D6 (2D6 total).
Doom Pool: 2D6 + Slimy Walls D8 + Spider-Man’s Stress D12 = 2D6 (6, 6) + D8 (1) + D12 (8) = 14 total, D4 effect, 1 opportunity.

Spidey will spend 1 PP (3 remaining) to activate the Watcher’s opportunity. He will use it as a D10 stunt on his next action.

…but slides back down into the water – they are too slippery for him. Peter starts to worry – eventually he will drown or run out of air… unless! “There’s one little trick only the Spider-Man can perform! All I have to do is reach the bottom, squat down, and prepare to hurl myself upward…”

As part of his action, Spider-Man will use his Second Wind SFX to move his physical stress to the Doom Pool (2D6+D12 total). He can also step up one of his Spider-Powers dice, allowing him to boost his Strength trait to D12 for this action.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D12 + Super-Stunt D10 + Acrobatics D8 = 2D8 (3, 2) + 2D10 (4, 10) + D12 (4) = 14 total, D12 effect.
Spidey will spend 1 PP (2 remaining) to add the 4 to the total, bringing it up to 18 total, D8 effect.
Doom Pool: 2D6+D12 = 2D6 (2, 6) + D12 (9) = 15 total, D6 effect.

Spider-Man wins the contest, and his D8 effect die is enough to remove the Sealed Hatch scene distinction. He is free.

“…like this!” Spider-Man propels himself out of the top hatch on the water tower, collects his camera, and starts to wonder just how the Vulture manages to fly so swiftly and so silently.

Issue 2, Scene 7: Aunt May’s House (Transition)

Doom Pool: 2D6+D12
Spider-Man: 2 PP, no stress

Peter is hard at work in his room. He doesn’t want to be caught in a tight spot with no web fluid again, so he designs a belt that will hold extra web cartridges. He also has an idea as to how the Vulture’s flight works, and builds a small device to shut it down.

Peter has no stress, thanks to his Second Wind SFX. Peter also starts this scene with his Web-Shooters power set shut down (because the Watcher activated its limit in the last scene), and he can now recover it. This happens automatically.

The belt represents a modification of the Out of Web Fluid Limit on Spider-Man Web-Shooters power set. Having the extra cartridges handy will allow Spidey to recover the power set from an opportunity as well as during a Transition scene, instead of just the latter. This would probably fall under the 5 XP cost to “Add or replace a Limit in a Power Set.” While we haven’t seen Spider-Man earn any XP yet, we can assume he had some left over from Amazing Fantasy #15 and Amazing Spider-Man #1, and spent them here.

The anti-Vulture device is a Tech resource, rated at D6 because Peter is a Tech Expert. As a resource, it costs Peter 1 PP (1 remaining).

Issue 2, Scene 8: Now Magazine Offices

Doom Pool: 2D6+D12
Spider-Man: 1 PP, no stress

Apparently Peter managed to get some shots off before the Vulture knocked him out.
JJJ: “These pictures are sensational – great! But how’d a kid like you get them?”
Peter: “Sorry sir! I’ll sell them to you on the condition that you never ask me that question!”

Issue 2, Scene 9: NYC

Doom Pool: 2D6+D12
Spider-Man: 1 PP, no stress

School is over for the day, and the gang of cool kids is heading out to watch the diamond shipment, in the hopes of seeing the Vulture pull off his well-publicized theft. Flash throws some taunts at Peter, and calls him a chicken when Peter declines to accompany the group (because he has to change into Spider-Man to stop the theft). Peter doesn’t even try to respond.

Flash: Team D8 + Bully D8 + Menace D6 = D6 (5) + 2D8 (6, 7) = 13 total, D6 effect.
Peter: Solo D10 + Hard-Luck Hero D4 = D4 (3) + D10 (7) = 10 total, D4 effect.
Peter gains 1 PP (2 total) for the D4 distinction.

Peter takes D6 emotional stress. Being called a chicken when he’s trying to save the day really gets to him.

Peter also gets 3 XP (3 total) from his Secret Identity milestone, for “[skipping] a social engagement to fight crime.”

The diamond shipment is being moved from a truck to the jewelry exchange. There are guards all around, but as the courier moves past a manhole, the manhole cover flies up and the Vulture pops out! The Vulture grabs the briefcase holding the diamonds and ducks back into the sewers. Peter hasn’t even finished changing yet!

Issue 2, Scene 10: NYC

Doom Pool: 2D6+D12
Spider-Man: 2 PP, D6 emotional stress

Peter finally finishes changing into Spider-Man and is on the hunt. He knows the Vulture will have to come out of the sewers at some point in order to leverage his flying ability. Peter climbs a nearby building and starts searching for the Vulture using his Spider-Sense.

This could have been a roll… but what happens if it fails? The Vulture gets away and everyone goes home? The Watcher decides that Spider-Man is correct, and the Vulture takes to the air within sight of our hero.

Following the buzzing in his head, Spider-Man comes to a spot when he can see the Vulture take to the air. Spidey proceeds to go after him via web-swinging, and the chase is on!

Spider-Man attempts to catch up to the Vulture who, understandably, does not wish to get caught.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Swingline D8 + Acrobatics D8 = 3D8 (5, 7, 1) + 2D10 (3, 3) = 12 total, D10 effect, 1 opportunity.
Peter gains 1 PP (3 total) for the opportunity and the Doom Pool gains a D6 (3D6+D12 total).
Vulture: Solo D10 + Flying Criminal D8 + Flight D6 + Covert D8 + Spider-Man’s Stress D6 = 2D6 (4, 1) + 2D8 (8, 2) + D10 (8) = 16 total, D8 effect, 1 opportunity.

The Vulture manages to lose Spider-Man for the moment. The Watcher spends D6 from the Doom Pool (2D6+D12 remaining) to keep the Vulture’s effect die, creating another D8 Surprise Attack asset for the Vulture.

Spider-Man quickly loses sight of the Vulture, who doubles back and manages to position himself behind and above our friendly neighborhood wall-crawler. Spider-Man stands on the edge of a rooftop, looking for his prey, when the Vulture swoops down and tries to knock him off the building!

For the Vulture’s turn, he will attempt to create a falling complication on the unsuspecting Spider-Man. As before, he will use his Silent and Swift SFX, this time to both step up and double his Covert die (this costs a D6 from the Doom Pool, D6+D12 remaining). The Watcher will also spend the D12 from the Doom Pool (D6 remaining) to boost the Vulture’s die pool.

Spider-Man gets 1 XP (4 total) for the Doom Pool’s D12 being used against him.

Vulture: Solo D10 + Flying Criminal D8 + Flight D6 + Covert 2D10 + Surprise Attack asset D8 + Spider-Man’s Stress D6 + Doom Pool D12 = 2D6 (4, 6) + 2D8 (2, 6) + 3D10 (3, 4, 10) + D12 (1) = 16 total, D10 effect, 1 opportunity.
The Watcher will spend D6 from the Doom Pool (empty) to add the 6 to the total, bringing it up to 22 total, D10 effect.
Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Acrobatics D8 = 2D8 (1, 1) + 2D10 (3, 6) = 9 total, D4 effect, 2 opportunities.
That’s not going to cut it. Spider-Man will spend 1 PP (2 remaining) to use his Spider-Sense SFX, allowing him to add his Senses die to the pool, and to reroll the entire pool.
Spider-Man: Solo D10 + Hard-Luck Hero D8 + Senses D8 + Reflexes D10 + Acrobatics D8 = 3D8 (1, 5, 6) + 2D10 (1, 7) = 13 total, D8 effect, 2 opportunities.
Spider-Man will spend 1 PP (1 remaining) to add the 5 to the total, for 18 total, D4 effect, 2 opportunities.
Peter gains 1 PP (2 total) for the opportunities and the Doom Pool gains a D8 (D8 total).

The Vulture knocks Spider-Man off the roof, giving him a D10 Falling complication.

Spider-Man turns, his spider-sense buzzing, just as the Vulture barrels into him. The blow is a glancing one, but it is still enough to knock him off the roof and send him plummeting to his doom. That is, until Spidey shoots out a webline aimed at the Vulture himself!

Spider-Man will attempt to use his webbing to remove the Falling complication, and to give himself a webline asset while he’s at it. By creating the asset, he can use his Constructs SFX, which gives him an extra D6 for his die pool and steps up the effect die.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Swingline D8 + Acrobatics D8 + Construct SFX D6 = D6 (6) + 3D8 (7, 3, 7) + 2D10 (7, 9) = 16 total, D8 effect. The effect is stepped up to D10 because of the Constructs SFX.
Peter will spend 1 PP (1 remaining) to keep a D10 as an extra effect die, for 16 total, 2D10 effect.
Vulture: Solo D10 + Flying Criminal D8 + Reflexes D8 + Spider-Man’s Stress D6 + Falling complication D10 = D6 (6) + 2D8 (2, 6) + 2D10 (4, 8) = 14 total, D10 effect.

Spider-Man uses one D10 effect die to remove his Falling complication, and the other to create a D10 Webline asset, to make it easier to get Vulture into grappling range.

The webline hits the flying thief, and Spider-Man starts to pull himself up towards the Vulture. The Vulture, in response, tries to shake loose the web-spinner.

The Vulture is attacking Spider-Man’s webline asset. Spider-Man holds on for dear life!

Vulture: Solo D10 + Flying Criminal D8 + Reflexes D8 + Spider-Man’s Stress D6 = D6 (1) + 2D8 (1, 8) + D10 (1) = 8 total, D4 effect, 3 opportunities (!).
Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D10 + Webline asset D10 = D8 (4) + 3D10 (2, 6, 2) = 10 total, D10 effect.
Peter will spend 1 PP (0 remaining) to keep his effect die.

Spider-Man wins the roll, and uses his effect die to inflict D10 emotional stress on the Vulture (representing fear at his impending defeat).

Vulture’s efforts fail, and Spider-Man climbs up the webline until he is on top of the criminal.

Vulture: “You fool! Here in the sky we’re in my element! I’ll shake you off – and be rid of you for good!”
Spider-Man: “Talk is cheap, birdman! This time I’m sticking!”

Spider-Man pulls out the device that he built to deal with the Vulture – an anti-magnetic inverter, the perfect foil to the Vulture’s magnetic flight harness!

Spider-Man tries to activate the device. The Vulture probably doesn’t realize what’s going on, but if he does, he will attempt to stop him. If Peter’s inverter works, the Vulture’s limit will be activated and the jig is up, so the Watcher will throw the doom pool into the Vulture’s die pool.

Spider-Man: Solo D10 + Wisecracker D4 + Reflexes D10 + Tech Expert D8 + Anti-Magnetic Inverter resource D6 + Vulture’s Stress D10 = D4 (4) + D6 (2) + D8 (6) + 3D10 (7, 2, 3) = 13 total, D10 effect.
Peter gains 1 PP (1 total) for the D4 distinction. Peter will spend 1 PP (0 remaining) to add the 4 to the total, for 17 total, D10 effect.
Vulture: Solo D10 + Skilled Inventor D8 + Reflexes D8 + Tech Expert D8 + Spider-Man’s Stress D6 + Doom Pool D8 = D6 (4) + 4D8 (8, 1, 5, 4) + D10 (1) = 13 total, D8 effect, 2 opportunities.
It’s impossible for the Vulture to win the roll. He could keep the D8 for the Doom Pool (giving Spider-Man 1 PP in the process), but can’t add enough to his total to beat Spider-Man’s.

The Vulture’s limit is activated, and his Magnetic Flight Harness power set is shut down.

Spider-Man manages to pull out the inverter and activate it. The Vulture’s harness stops working and he can no longer fly, but the thief manages to glide onto a rooftop before he’s picked up by a police helicopter. Spider-Man quickly snaps some parting photographs, and turns them into JJJ for a nice paycheck.

JJJ: “With pictures like these, I can almost stand living in the city with Spider-Man! Take a bonus and go out and buy yourself some twist records!” (is that what the kids are doing these days?)

The rent is paid for a year, Aunt May is so proud of her nephew, and all seems well… but the locked-up Vulture (still wearing his suit in his jail cell?!) vows revenge!

Peter gets another 4 XP (8 total), for preventing the Vulture from stealing the diamonds, and for ensuring that the Vulture was captured.

The End

Final Doom Pool: empty
Spider-Man: 8 XP, 0 PP, D6 emotional stress

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4 Comments
  1. Spiderman is and always will be my favourite superhero. Everytime I see a spider I hope it will bite me and transfer it’s inherent abilities to me. Still waiting unfortunately.

  2. Pinkius permalink

    Oh no, I hope you saved the others too, I never read past doc oct!

    • Unfortunately my copy of the later ones are in an unfinished state. 😦 It’s going to take some work to finish them again.

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