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MHR: Spider-Man vs. Doctor Doom

March 6, 2017

ASM 05_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 those forums were suddenly and unexpectedly taken offline, never to return. Luckily I had an old draft! And now I’ve finally finished pounding the draft into shape.

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

This issue is pretty much one long fight scene – well, two fight scenes, one of which takes up the bulk of the issue – which can get boring to read. With only two combatants, there’s a lot of back-and-forth. Nevertheless, Dr. Doom pulls out a lot of different tricks, and Spider-Man uses some of his own in response. So altogether I think that, despite its length, this report does a good job of illustrating how MHR can handle all sorts of comic book craziness.


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. Activate an opportunity to recover or 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.


Doctor Doom Datafile
Victor Von Doom [public]

Affiliations:
Solo D10, Buddy D8, Team D6

Distinctions:
Doom’s Genius Knows No Equals!
Failure Is for Lesser Beings
Ruler of Latveria

Power Sets:
BEHOLD THE GENIUS OF DOOM!
Cybernetic Senses D6, Energy Blast D10, Flight D6, Superhuman Durability D10, Superhuman Strength D10

SFX: Always Prepared. Spend a doom die to step up a Tech Master stunt or resource and recover mental or emotional stress.

SFX: Plans within Plans. When using Doom’s Genius Knows No Equals to create assets, add a d6 and step up the effect die.

SFX: Trapped Lair. While in one of Dr. Doom’s lairs, you can create Tech Master resources in an Action scene without needing to activate an opportunity. If you do create a Tech Master resource by activating an opportunity, step up the resource die.

SFX: Versatile. Split Energy Blast, Superhuman Durability, or Superhuman Strength into 2d8 or 3d6.

SFX: You Are Not Worthy of Doom! Spend 2d8 from the doom pool and reveal that the heroes have been fighting a Doombot instead of the real Dr. Doom.

Limit: Epic Arrogance. Step up the lowest die in the doom pool or add a d6 doom die to step up emotional stress from opponents that offend or otherwise anger Dr. Doom.

Specialties:
Business Expert D8, Combat Expert D8, Cosmic Expert D8, Crime Expert D8, Medical Master D10, Menace Master D10, Psych Expert D8, Science Master D10, Tech Master D10


Amazing Spider-Man #5

Starting Doom Pool: 2D6

Issue Milestone
Marked For Destruction By Doctor Doom!
1 XP when you evade or are caught by one of Dr. Doom’s insidious traps.
3 XP when you capture Dr. Doom, or allow him to escape in order to rescue innocents.
(there is no 10 XP milestone for this issue)

For his two milestones, Spider-Man will select Marked For Destruction By Doctor Doom! and his own Secret Identity milestone.

Issue 5, Scene 1: NYC Bowling Alley

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

The high school gang is hanging out at a bowling alley when a TV on the wall catches their attention. J. Jonah Jameson has bought time on a local TV station to air a program that he apparently produced himself: “Spider-Man… A Force for Good or Evil?” No doubt the show will be a fair and balanced one! Peter Parker is there, which is sorta interesting – he seemingly has no school friends and is often the target of ridicule, so why is he hanging out with his tormentors? Maybe he’s following around Liz Allan to ask her out on a date again? (see last issue, true believers! – Editor) Maybe he was there bowling on his own when the cool kids arrived?

Anyway, Peter figures he can keep his identity safe (and earn some XP) by bad-mouthing Spider-Man. Flash Thompson, who after the Sandman encounter at the school is turning into quite the Spider-Man fan, lays into Peter. And Liz gushes about how dreamy Spider-Man is. Flash really gets under Peter’s skin this time…

Flash is taunting Peter, looking to cause some emotional stress.

Flash: Team D8 + Bully D8 + Menace Rookie D6 = D6 (4) + 2D8 (7, 5) = 12 total, D6 effect.

Peter: Solo D10 + Hard-Luck Hero D8 = D8 (8) + D10 (1) = 8 total, D4 effect.
Spider-Man gains 1 PP (2 total) for the opportunity, and the Doom Pool adds a D6 (3D6 total).

Peter takes D6 emotional stress. He also earns 1 XP (30 total) from his Secret Identity milestone, as he invites humiliation upon himself to ensure that no one will suspect his alter ego.

Peter: “Jameson may be right! Nobody really knows Spider-Man!”

Flash: “It’s a cinch you don’t, panty-waist! You’d probably faint if you ever caught sight of ‘im!”

Liz: “I would, too! …from sheer excitement! I’ll bet he’s real handsome under that silly mask of his!”

Flash: “G’wan, Parker, get lost! You’re in the wrong place, anyhow! This is a bowling alley, not a knitting parlor!”

Peter: “That’s it, Flash! Keep it up! One of these days you’ll go too far, and you’ll never know what hit you! There’s even a limit to Spider-Man’s patience!”

Someone else is watching Jonah’s exposé… and that someone is Doctor Doom! As an out-of-towner, Doom doesn’t realize that Jameson’s “reporting” is bunk and that Spider-Man isn’t really a menace to society. Instead, Doom swallows the premise whole and calculates that if he can recruit Spider-Man, he can finally defeat the Fantastic Four! It’s a fair bet, seeing as Spidey has fared pretty well just by himself against the entire team (see ASM #1 – Editor). We get treated to a flashback of Doom’s last escape from the FF before Doom pulls out his first nutty gadget of the evening:

Dr. Doom: “With the aid of that imprisoned spider, I will transmit a message to Spider-Man, using his own wavelength! In some strange way, he has the sensory powers of a spider… and so, it was a simple matter for one of my genius to create this spider-wave transmitter!”

Peter is practicing his spider-moves in his room when Doom’s message (“Calling Spider-Man! I must contact you at once!”) beams into his head. Parker suits up and heads out, using his Spider-Sense to “follow the sensory impulses to their source!”

Issue 5, Scene 2: Dr. Doom’s Dockside Hideout

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

Spider-Man follows the signal to Dr. Doom’s hideout and sneaks in, crawling on the ceiling. When he spots Doom he immediately recognizes him as a super-villain and tyrant, but boldly announces his presence anyway.

Spider-Man: “So it was you who tried to contact me, Doom? But why?”

Dr. Doom: “Together we could rule the world! You’re an outcast, the same as I! You dare not reveal your true identity! And yet, right under your nose, the Fantastic Four basks in the limelight, while you are shunned and hunted!”

Spider-Man: “Me team up with you, huh? Jonah Jameson would really have something to howl about then!”

Nevertheless, Spider-Man says no, and Doom vows that they are now deadly foes. Spidey responds by covering the Latverian ruler in webbing.

Spider-Man is going for a web-related complication here, which allows him to use his Grapple SFX to boost his die pool and effect die.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Swingline D8 + Combat Rookie D6 + Grapple SFX D6 = 2D6 (1, 3) + 2D8 (7, 1) + 2D10 (10, 3) = 17 total, D10 effect, 2 opportunities.
The effect is stepped up because of the Grapple SFX, making it 17 total, D12 effect, 2 opportunities.
Spider-Man gains 2 PP (4 total) for the opportunities, and the Doom Pool steps up 2D6 (D6+2D8 total).
Normally, Spider-Man would get 1 PP for the opportunities and the Doom Pool would add a D8 (or step up a D6 to a D10), but the Watcher is choosing to “touch” two dice, and gives Spidey 1 PP for each. Why is the Watcher doing that? Read on!
Dr. Doom: Solo D10 + Failure Is for Lesser Beings D8 + Cybernetic Senses D6 + Spider-Man’s Stress D6 = 2D6 (3, 1) + D8 (8) + D10 (4) = 12 total, D6 effect, 1 opportunity.
Spider-Man’s total is 5 greater than Dr. Doom’s, which steps up his effect die to D12+. Dr. Doom takes a D12+ Webbed Up complication, taking him out of the fight! But the Watcher will spend 2D8 from the Doom Pool (D6 remaining) to use Doom’s You Are Not Worthy of Doom! SFX. It turns out that Spidey only webbed up a Doombot!

Dr. Doom is webbed up securely… or is he? The real Dr. Doom emerges from behind a hidden panel and throws a switch, causing a pit trap to open up under Spider-Man!

Dr. Doom has booby-trapped his lair to heck and back, of course, which is represented by his Trapped Lair SFX. The Watcher will use that and spend a D6 from the Doom Pool (empty) to create a pit trap Tech resource. Since Doom is a Tech Master, the pit trap is a D8 resource.

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Tech Master D10 + Pit Trap resource D8 + Spider-Man’s Stress D6 = D6 (5) + 2D8 (4, 6) + 2D10 (1, 7) = 13 total, D8 effect, 1 opportunity.

Spider-Man will spend 1 PP (3 remaining) to activate the opportunity for a D10 stunt, which he will use on his next action.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Acrobatics Expert D8 = 2D8 (5, 7) + 2D10 (3, 1) = 12 total, D10 effect, 1 opportunity.
Spider-Man will spend 1 PP (2 remaining) to add the 3 to the total, making it 15 total, D4 effect, 1 opportunity.
Spider-Man gains 1 PP (3 total) for the opportunity, and the Doom Pool gains a D6 (D6 total).

Spider-Man avoids the trap, and earns 1 XP (31 total) for his Marked For Destruction By Doctor Doom! milestone.

Before he can fall, Spider-Man gets his hands on the edge of the floor and propels himself into an aerial somersault, attempting to land on top of Dr. Doom!

Spider-Man will use his D10 stunt here as an Acrobatics stunt. In response to Spider-Man’s acrobatic assault, Dr. Doom will try to grab, and then toss, the wall-crawler.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Acrobatics Expert D8 + Super-Stunt D10 = 2D8 (1, 5) + 3D10 (5, 1, 2) = 10 total, D10 effect, 2 opportunities.
Spider-Man gains 1 PP (4 total) for the opportunities, and the Doom Pool gains a D8 (D6+D8 total).

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D8 + Strength D10 + Combat Expert D8 + Spider-Man’s Stress D6 = D6 (3) + 2D8 (6, 3) + 2D10 (2, 5) = 11 total, D10 effect.

The Watcher will spend a D6 from the Doom Pool (D8 remaining) to keep Dr. Doom’s effect die.

Spider-Man’s attack fails, and Dr. Doom inflicts D10 physical stress on the wall-crawler.

As Spider-Man gets close, Dr. Doom forcefully grabs him and tosses him across the room. Spidey just barely manages to twist around and land on his feet. Before he can act further, Doom shoots at Spidey with his “miniature finger-gun”!

Dr. Doom is looking to cause more physical stress. Spider-Man will attempt to dodge.

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Energy Blast D10 + Tech Master D10 + Spider-Man’s Stress D10 = D8 (5) + 4D10 (8, 5, 2, 9) = 17 total, D10 effect.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Acrobatics Expert D8 = 2D8 (3, 8) + 2D10 (4, 2) = 12 total, D10 effect.

Spider-Man is unable to get his total high enough to avoid the hit. He takes D10 physical stress, which steps up his existing stress to D12. Things are looking a bit dicey, so Spider-Man will narrate the hit as knocking him through the window; i.e. he’s running away.

Spider-Man dodges one blast of Doom’s finger-gun, but a second hits him full-on and knocks him through a window! He falls out of the dock-side building and into the waters below.

Dr. Doom laments Spider-Man’s escape, but concocts a back-up plan as he strolls to his helicopter: He will learn Spider-Man’s identity, capture him, and then use him as bait to lure the Fantastic Four into a trap! That’s a mad genius for you, always trying to spin disappointments into successes.

Spider-Man springs out of the water, eager to get revenge on Doom, but as he climbs back up to the hideout, the building explodes! Peter snaps a few pictures of the fire for the Bugle before heading back home. As he’s swinging away, a passerby spots him…

Guy on Street: “Look! There’s Spider-Man! It must have been him who blew up the building!”

Spider-Man: “Just my luck! Now I’ll probably be blamed for the fire, too!”

Issue 5, Scene 3: The Daily Bugle (Transition)

Doom Pool: D8
Spider-Man: 4 PP, D10 physical stress, D4 emotional stress

As a Transition scene, Spider-Man’s D12 physical and D6 emotional stress gets stepped back, to D10 and D4. He can attempt to recover both overnight at his home. He will spend 1 PP (3 remaining) for a “push” die to recover his physical stress.

Spider-Man: Solo D10 + Aunt May’s House D8 = D8 (5) + D10 (10) = 15 total, D4 effect.

Doom Pool: D8 + Spider-Man’s Stress D4 = D4 (1) + D8 (3) = 3 total, D4 effect, 1 opportunity.

Spider-Man’s emotional stress is recovered.

Spider-Man: Solo D10 + Aunt May’s House D8 + Stamina D8 + Push D6 = D6 (4) + 2D8 (3, 7) + D10 (7) = 14 total, D8 effect.
Spider-Man will spend 1 PP (2 remaining) to add the 4 to the total, making it 18 total, D8 effect.

Doom Pool: D8 + Spider-Man’s Stress D10 = D8 (3) + D10 (8) = 11 total, D4 effect.

Spider-Man is hoping an extraordinary success will step up his effect die and wipe out his stress, and the gamble pays off. As his total is more than 5 (but less than 10) greater than the Doom Pool’s, his effect die is stepped up to D10. Spider-Man’s physical stress is recovered.

The next day, Peter Parker stops by the Daily Bugle to drop off his photos. J. Jonah Jameson takes them but reminds Peter that he really wants pictures of Spider-Man, so that Jonah can pin the docks fire on the old web-head. Peter sticks up for Spidey here (“People are beginning to say you attack [Spider-Man] too much!”) and gets an unexpected assist from Betty Brant. It’s at this moment that Peter suddenly notices that Betty is actually pretty cute! But Jameson shuts them down. The head honcho doesn’t take direction from a freelance photog or a secretary! Besides, Spider-Man sells papers, and that’s what counts.

Issue 5, Scene 4: Queens, NYC

Doom Pool: D8
Spider-Man: 2 PP, no stress

Back in Forest Hills, Flash Thompson is trying on a Spider-Man costume (sewn for him by “the gals”) for his gang of high school buddies. He is planning on using the costume as part of some plan to scare Peter Parker.

And over at Dr. Doom’s new hideout, Doom is putting the finishing touches on another nutty spider-gizmo…

Dr. Doom: “There! I’ve devised an instrument which will react to a spider’s impulses the way a Geiger counter reacts to uranium! All I need do is scour the city until the dial registers positive, and I will have found Spider-Man’s real identity!” (wouldn’t that lead him to every spider in the city, instead?)

Doom boards his 1-man helicopter to canvas the city. Does the FAA know about this?

Naturally, right around the time that Doom is passing over Forest Hills, Peter Parker is about to walk into Flash & the gang’s prank. Flash is in costume, hiding behind a wooden fence that Parker is walking past, while everyone else is watching from across the street. Doom’s spider-scanner goes crazy, as it picks up Peter’s “spider impulses.” As Doom closes in, he sees (what looks like) Spider-Man hiding behind a fence! He quickly lands (without anyone noticing a 1-person helicopter landing nearby?) and gets close to Flash before he’s noticed. Just as Peter is walking by the fence and the gang is waiting for Flash to jump out, Doctor Doom is putting Flash to sleep with a knockout gas. Peter walks by, completely unaware, as Doctor Doom drags away the costumed hooligan.

Issue 5, Scene 5: Aunt May’s House

Doom Pool: D8
Spider-Man: 2 PP, no stress

The next day, Aunt May and Peter Parker are watching the Ed Sullivan show when Dr. Doom interrupts the broadcast! Doom shows off the captive Spider-Man, and demands that the Fantastic Four disband and surrender to him, one at a time. If they don’t comply within one hour, Doom will kill his hostage!

Peter is busy wondering who the heck Doom has captive, when Liz calls to tell him that Flash is missing – and dressed up as Spider-Man! “To play a joke on somebody,” she lamely explains. Peter figures out the rest and gives Liz a verbal shrug. What’s a high school student going to do about Dr. Doom? (and indeed, what does Liz think Peter is going to do about it?) At first, Peter is elated – the FF won’t surrender and Flash will be out of Peter’s life, forever. But then his conscience kicks in, and he realizes that he will have to save Flash as Spider-Man.

“See you later, Aunt May! I have to… um… go out on an errand!” It’s weak stuff, and even Aunt May isn’t buying it. She forbids Peter from leaving, what with all of those Dr. Dooms and Spider-Men running around out there… So Peter pulls the master fuse to create a power outage, then lies to May about needing to go get a replacement, earning himself 1 XP (32 total) in the process for lying to his dear old Aunt about his secret identity.

While the FF argue about how to respond to Doom’s ultimatum, Spider-Man is swinging around the city, trying to locate Doom’s hideout. He reasons that Doom needed a lot of power to override all the TV broadcasts, so he goes cruising by power plants and utility companies, hoping that his spider-sense will tell him when he’s found the evil Doctor. It’s getting down to the wire when he gets a spider-tingle from an abandoned factory.

Issue 5, Scene 6: Abandoned Factory

Doom Pool: D8
Spider-Man: 2 PP, no stress

Spider-Man lands on the roof of the factory. Reasoning that Dr. Doom has probably booby-trapped the place to heck and back to prepare for the Fantastic Four’s arrival, Spidey looks for some inconspicuous way to enter the building. He spots an almost man-sized exhaust pipe and squeezes into it. After some crawling around, he finds the evil Doctor, and uses his belt-light to announce his presence.

Spider-Man surprises Dr. Doom, hoping to cause him some grief over being fooled by Flash’s costume. This is an attempt to cause emotional stress. Doom, angry at being fooled, will take his Failure Is for Lesser Beings distinction as a D4. This has the side-benefit of pumping up the almost-empty Doom Pool.

Spider-Man: Solo D10 + Wisecracker D8 + Wall-Crawling D6 + Covert Rookie D6 = 2D6 (2, 5) + D8 (4) + D10 (8) = 13 total, D4 effect.

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D4 + Cybernetic Senses D6 + Menace Master 2D8 = D4 (2) D6 (4) + 2D8 (3, 2) + D10 (10) = 14 total, D8 effect.
The Doom Pool adds a D6 (D6+D8 total) for the D4 distinction.

Doom is not so easily rattled.

Dr. Doom: “Spider-Man! But… you’re my prisoner! How…?”

Spider-Man: “Correction, Doc! I’m the real Spider-Man! You just captured yourself a phony Brand-X in there!”

Doom shoots his finger-blaster at Spider-Man, who leaps down from the ceiling to dodge.

Doom will continue to use a D4 distinction to increase the Doom Pool. He will need those dice to spring some traps on the wall-crawler!

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D4 + Force Blast D10 + Tech Master D10 = D4 (1) + 3D10 (1, 7, 9) = 16 total, D4 effect, 2 opportunities.
The Doom Pool adds a D6 (2D6+D8 total) for the D4 distinction.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Acrobatics Expert D8 = 2D8 (8, 5) + 2D10 (5, 2) = 13 total, D10 effect.
Spider-Man will spend 1 PP (1 remaining) to add the 5 to the total, making it 18 total, D10 effect.

Doom’s attack has no effect.

Spider-Man leaps over the blast, and then uses his webbing to create a column to hide behind – that attack was too close for comfort!

Spider-Man is creating a web-related asset, which allows him to use his Web Constructs SFX. Creating an asset is a roll against the Doom Pool.

Spider-Man: Solo D10 + Wisecracker D8 + Swingline D8 + Web Constructs SFX D6 = D6 (5) + 2D8 (8, 1) + D10 (10) = 18 total, D6 effect, 1 opportunity.
The effect is stepped up because of the Web Constructs SFX, making it 18 total, D8 effect, 1 opportunity.
Spider-Man gains 1 PP (2 total) for the opportunity, and the Doom Pool adds a D6 (3D6+D8 total).

Doom Pool: 3D6+D8 = 3D6 (6, 5, 2) + D8 (8) = 14 total, D6 effect.

Spider-Man successfully creates a D8 Web Column asset.

Dr. Doom fires his finger blaster at Spider-Man once again, who ducks behind the web column.

Spider-Man will use his newly-created asset in his reaction roll.

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Energy Blast D10 + Tech Master 2D8 = 3D8 (3, 7, 2) + 2D10 (4, 8) = 15 total, D10 effect.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Combat Rookie D6 + Web Column asset D10 = D6 (2) + D8 (3) + 3D10 (6, 3, 10) = 16 total, D10 effect.

Doom’s attack fails.

Dr. Doom’s blaster fire hits the column of webbing, harming no one. While Spidey sits safely behind the column, he whips up a sling and a gooey web ball, and hurls the ball at Doom’s finger-blaster!

Spider-Man spends 1 PP (1 remaining) for a stunt based on his webbing – he’s creating a gooey blob of web-fluid to clog Dr. Doom’s blaster. This is an attack that targets Dr. Doom’s Energy Blast trait.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Swingline D8 + Combat Rookie D6 + Stunt D8 = D6 (1) + 3D8 (5) + 2D10 (6, 6, 7, 3) = 13 total, D10 effect, 1 opportunity.
Spider-Man spends 1 PP (0 remaining) to add the 6 to the total, making it 19 total, D10 effect, 1 opportunity.
Spider-Man gains 1 PP (1 total) for the opportunity, and the Doom Pool steps up a D6 (2D6+2D8 total).
Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Force Blast D10 + Tech Master 2D8 = 3D8 (6, 4, 3) + 2D10 (6, 1) = 12 total, D8 effect, 1 opportunity.
Since Spider-Man’s total is more than 5 (but less than 10) greater than Dr. Doom’s, his effect die is stepped up to D12. But it’s not important – he only needed a D10 to shutdown Doom’s Energy Blast power trait.
Dr. Doom’s Energy Blast power trait is shutdown.

Spider-Man: “And now, while I’m all comfy and cozy back here, I’ll just spin myself a little weapon of my own! Here we are! Hope I didn’t keep you waiting too long, rustpot! But it takes a few seconds to make a web ball filled with web fluid! It’s a great way to teach someone that it’s not polite to point!”

The web-ball explodes when it hits Doom’s finger, clogging the barrel of his finger-blaster!

Dr. Doom turns tail and runs, with Spider-Man in pursuit. Doom isn’t really trying to get away; he’s just trying to get Spider-Man in position for his next trap.

Doom is attempting to create a Right Where I Want You! Asset. The Watcher decides that the Psych Specialty is the best way to represent Doom’s trickery. Spider-Man doesn’t have any Psych rating, but his Spider-Sense might warn him of the danger of the trap. Because Doom is using his Doom’s Genius Knows No Equals! distinction to create an asset, he gets to add a D6 and step up the effect die, thanks to his Plans Within Plans SFX.

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Psych Expert D8 + Plans Within Plans SFX D6 = D6 (4) + 2D8 (2, 6) + D10 (7) = 13 total, D8 effect. The effect die is stepped up, making it 13 total, D10 effect.

Spider-Man: Solo D10 + Wisecracker D8 + Senses D8 = 2D8 (5, 1) + D10 (6) = 11 total, D4 effect, 1 opportunity.
Spider-Man gains 1 PP (2 total) for the opportunity, and the Doom Pool adds a D6 (3D6+2D8 total).

Doom creates a D10 Right Where I Want You! asset.

As Spider-Man chases Doom, he spins up some hard web-spheres and throws them at his quarry, just as the evil Doctor reaches a high-tech console.

This is another web-stunt, costing Spider-Man 1 PP (1 remaining). Doom uses the scene distinction High-Tech Machinery in his reaction, as he uses the clutter of his lair to avoid the attack.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Swingline D8 + Combat Rookie D6 + Stunt D8 = D6 (5) + 3D8 (2, 8, 1) + 2D10 (1, 5) = 13 total, D8 effect, 2 opportunities.
Spider-Man gains 2 PP (3 total) for the opportunities, and the Doom Pool steps up a D6 (2D6+3D8 total) for the first opportunity. The second opportunity is activated by the Watcher in order to create a resource, which will be used on Doom’s next action.

Dr. Doom: Solo D10 + High-Tech Machinery D8 + Durability D10 + Combat Expert D8 = 2D8 (4, 7) + 2D10 (8, 8) = 16 total, D8 effect.

The web-balls hit the scenery instead of Doom.

Spider-Man: “Here’s a little stunt inspired by the Human Torch, but I use web-balls instead of fire-balls!”

Dr. Doom: “I have found your juvenile antics mildly amusing until now! But I begin to grow bored, and so…”

Doom reaches the console just as Spider-Man is standing in the exact right spot – just as he planned! The evil dictator presses a button, and a panel in the ceiling above Spidey’s head quickly slides away, revealing a vertical tube. Liquid gushes out of the tube, turning to ice as it hits the air. If Spider-Man doesn’t move fast, he’ll be trapped!

The Watcher creates a liquid ice trap Tech resource using one of Spider-Man’s opportunities on the previous roll. Thanks to Dr. Doom’s Trapped Lair SFX, the resource die is stepped up from D8 to D10. Doom will also get to include his Right Where I Want You! asset in his die pool.

Spider-Man will spin some web-shields to block the flow of the liquid ice. This is a web-related stunt.

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Tech Master D10 + Right Where I Want You! asset D10 + Liquid Ice Trap resource D10 = D8 (5) + 4D10 (5, 3, 8, 1) = 13 total, D10 effect, 1 opportunity.
The Watcher will spend a D8 from the Doom Pool (2D6+2D8 remaining) to add the 5 to the total, making it 18 total, D10 effect, 1 opportunity.

Spider-Man will spend 1 PP (2 remaining) to activate the opportunity and use it for his web shield stunt.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Swingline D8 + Super-Stunt D10 = 2D8 (4, 2) + 3D10 (1, 4, 8) = 12 total, D10 effect, 1 opportunity.

Spider-Man is unable to boost his total high enough to avoid the attack, so he will spend 1 PP (1 remaining) to use his Spider-Sense SFX. This allows him to add his Senses power to his die pool and re-roll his reaction.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Senses D8 + Swingline D8 + Super-Stunt D10 = 3D8 (8, 1, 3) + 3D10 (10, 5, 7) = 18 total, D10 effect, 1 opportunity.
Spider-Man will spend 1 PP (0 remaining) to add the 7 to the total, making it 25 total, D10 effect, 1 opportunity.
Spider-Man gains 1 PP (1 total) for the opportunity, which the Watcher will activate in order to create another resource.

The web-shields block the trap, and Spidey earns 1 XP (33 total) for his Marked For Destruction By Doctor Doom! milestone.

But instead of moving, Spider-Man rapidly spins two web-shields that he holds overhead to block the liquid.

Spider-Man: “Well, a miss is as good as a mile! Ready to talk turkey yet, Doom??”

Doom is not. He runs behind his next nutty invention – a large round metal base with a short vertical pole sticking out of it, and a dozen large metal globes lying nearby – and turns it on. The globes lift into the air and begin to rapidly and chaotically orbit around the pole. Doctor Doom stands on the other side of the device and gloats.

Dr. Doom: “You’ll find your web cannot stop the irresistible motion of my little playthings! They are far too powerful!”

Spider-Man: “They’re whirling faster and faster! Can’t dodge ‘em for much longer! Only one chance…”

The Watcher creates a spinning spheres device Tech resource using Spider-Man’s opportunity on the previous roll. Thanks to Dr. Doom’s Trapped Lair SFX, the resource die is stepped up from D8 to D10. Spider-Man wants to get to Doom on the other side of the device, so he will make a roll to dodge the metal spheres while trying to shut the device down by covering the base with his webbing.

Spider-Man is using the scene distinction High-Tech Machinery as a D4, to represent the difficulty in dodging the fast-moving metal spheres.

Spider-Man: Solo D10 + High-Tech Machinery D4 + Reflexes D10 + Swingline D8 + Science Expert D8 = D4 (2) + D8 (8, 1) + 2D10 (6, 4) = 14 total, D10 effect, 1 opportunity.
Spider-Man gains 2 PP (3 total) for the D4 distinction and the opportunity, and the Doom Pool adds a D6 (3D6+2D8 total).

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Tech Master D10 + Spinning Spheres Device resource D10 = D8 (4) + 3D10 (6, 3, 2) = 10 total, D10 effect.

Spider-Man successfully avoids the metal globes, and uses his effect die to target and shut down Dr. Doom’s Spinning Spheres Device. He also earns 1 XP (34 total) for his Marked For Destruction By Doctor Doom! milestone.

Spider-Man manages to not get hit by the metal spheres, and covers the base of his device with his webbing. The webbing blocks whatever force was holding the balls aloft and in motion, and they fall to the ground in a chorus of loud clangs!

Dr. Doom’s response, naturally, is to pull a lever and set the floor on fire! Spider-Man leaps upwards in an attempt to avoid the flames.

One of these traps is going to do the trick… right? Right?! Well, the Watcher spends a D6 from the Doom Pool (2D6+2D8 remaining) to use Doom’s Trapped Lair SFX and create a flaming floor trap, another Tech resource for Dr. Doom. And Doom will use that resource to attack Spider-Man.

Spider-Man will spend 1 PP (2 remaining) to add his Wall-Crawling trait into his die pool, as he leaps to the ceiling to avoid the fires.

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Tech Master D10 + Flaming Floor Trap resource D8 = 2D8 (3, 8) + 2D10 (6, 8) = 16 total, D10 effect.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Wall-Crawling D6 + Acrobatics Expert D8 = D6 (5) + 2D8 (6, 8) + 2D10 (3, 9) = 17 total, D8 effect.

Spider-Man successfully dodges the flames, earning another 1 XP (35 total) for his Marked For Destruction By Doctor Doom! milestone.

Spider-Man climbs to the ceiling over the flames, locates Doctor Doom, and jumps down the floor to confront him. Of course, that’s exactly where Doom wanted him! Doom activates the electrified floor panel that Spider-Man is now standing on.

The Watcher is going to be a bit of a jerk and have Dr. Doom choose himself to start off the new round, effectively acting twice. The Watcher spends another D6 from the Doom Pool (D6+2D8 remaining) to use Doom’s Trapped Lair SFX and create an electrified floor panel trap, another Tech resource for Dr. Doom. And Doom will use that resource to attack Spider-Man.

The Watcher will also throw a D8 from the Doom Pool into Dr. Doom’s roll (D6+D8 remaining), and will give Spider-Man 1 PP (3 total) to keep the die.

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Tech Master D10 + Electrified Floor Panel resource D8 + Doom Pool D8 = 3D8 (3, 4, 5) + 2D10 (10, 8) = 18 total, D8 effect.
The Watcher will spend a D8 from the Doom Pool (D6 remaining) to keep a D8 as an additional effect die, making it 18 total, D8+D10 effect.

Spider-Man: Solo D10 + Wisecracker D8 + Stamina D8 + Acrobatics Expert D8 = 3D8 (5, 8, 2) + D10 (3) = 13 total, D10 effect.
Spider-Man will spend 1 PP (2 remaining) to add the 3 to the total, making it 16 total, D4 effect.

Dr. Doom wins the exchange, although Spidey avoids the extraordinary success. Spider-Man takes D8 physical stress from the electricity, and suffers a D8 Muscle Paralysis complication. He also earns 1 XP (36 total) for being caught in the trap, thanks to the Marked For Destruction By Doctor Doom! milestone.

Doom: “You outsmarted yourself that time! I tricked you into landing where you did! And now…”

Spider-Man: “He’s increasing the current! Can’t take much more of it! Lucky I loaded up with plenty of web fluid before coming here!”

Peter decides to shoot a webline at Dr. Doom, which will… conduct the electrical current into the mad inventor?! Crazy? Ridiculous? Or is it… science!

Spider-Man spends 2 PP (0 remaining) for a Science stunt and to use his Muscle Paralysis complication as an asset for this roll. Doing so will step up the complication after the action, but Peter is hoping that it will be gone by then.

Spider-Man: Solo D10 + Hard-Luck Hero D4 + Reflexes D10 + Swingline D8 + Science Expert D8 + Muscle Paralysis complication D8 + Stunt D8 = D4 (3) + 4D8 (7, 1, 8, 6) + 2D10 (10, 7) = 18 total, D10 effect, 1 opportunity.
Spider-Man gains 2 PP (2 total) for the D4 distinction and the opportunity, and the Doom Pool adds a D6 (2D6 total).
Spider-Man will spend 1 PP (1 remaining) to keep a D8 as an additional effect die, making it 18 total, D8+D10 effect, 1 opportunity.

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D4 + Durability D10 + Combat Expert D8 + Spider-Man’s Stress D8 + Muscle Paralysis complication D8 = D4 (4) + 3D8 (4, 3, 6) + 2D10 (1, 8) = 14 total, D8 effect, 1 opportunity.
The Doom Pool steps up a D6 (D6+D8 total) for the D4 distinction.

The first effect die is used to inflict D10 physical stress on Dr. Doom from the electrical current. The second effect die is used to remove Spider-Man’s Muscle Paralysis complication, as Doom shuts down the machine before he himself suffers more damage.

Narrator: “And as the web strikes the startled Doctor Doom, the same charge of electricity runs through his body, magnified many times by his metal garb!”

Dr. Doom shuts down the electricity before it fries him. Now free of the electrical current, Spidey covers Doom’s machinery in webs so that Doom cannot activate any more wacky gadgets… at least not from that particular console.

Spider-Man is using his webbing to attack Doom’s Electrified Floor Panel resource.

Spider-Man: Solo D10 + Wisecracker D8 + Reflexes D10 + Swingline D8 + Tech Expert D8 = 3D8 (4, 3, 1) + 2D10 (7, 5) = 12 total, D8 effect, 1 opportunity.
Spider-Man gains 1 PP (2 total) for the opportunity. The opportunity is activated by the Watcher in order to create a resource, which will be used on Doom’s next action.

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Tech Master D10 + Electrified Floor Panel resource D8 + Spider-Man’s Stress D8 = 2D8 (2, 1) + 3D10 (5, 5) = 10 total, D8 effect, 1 opportunity.

Spider-Man shuts down the resource, removing it from play.

Spider-Man: “Now we’ll play it my way, Doom! Without any of your kookie gadgets!”

Dr. Doom: “Not yet, Spider-Man! I am still in control here! Ah – just in case you don’t believe me – here’s something to convince you!”

Spider-Man: “Huh? Behind me? Who? What?”

The Watcher uses the opportunity from Spidey’s last roll to spontaneously create a Doombot Tech resource. Thanks to Doom’s Trapped Lair SFX, the resource is stepped up to a D10 because it was created from an opportunity. The Doombot attempts to grab the surprised Spider-Man!

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Tech Master D10 + Doombot resource D10 + Spider-Man’s Stress D8 = 2D8 (4, 7) + 3D10 (8, 5, 2) = 15 total, D10 effect.

Spider-Man: Solo D10 + Hard-Luck Hero D4 + Reflexes D10 + Acrobatics Expert D8 + Doom’s Stress D10 = D4 (3) + D8 (3) + 3D10 (4, 3, 5) = 9 total, D10 effect.
Spider-Man gains 1 PP (3 total) for the D4 distinction.

Victor’s total is 5 greater than Peter’s, which steps up his effect die to D12. Doom inflicts a D12 Grabbed by Doombot complication on Spider-Man.

A Doombot appears and grabs our friendly neighborhood webhead! Spider-Man struggles against the mechanical man!

Spider-Man strives to break free.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Strength D10 + Combat Rookie D6 + Doom’s Stress D10 = D6 (1) + D8 (7) + 3D10 (3, 4, 7) = 14 total, D10 effect, 1 opportunity.
Peter gains 1 PP (4 total) for the opportunity, and the Doom Pool gains a D6 (2D6+D8 total).

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D4 + Tech Master D10 + Doombot resource D10 + Grabbed by Doombot complication D12 + Spider-Man’s Stress D8 = D4 (4) + D8 (8) + 4D10 (1, 4, 5) + D12 (5) = 13 total, D12 effect, 1 opportunity.
The Doom Pool steps up a D6 to D8 for using the D4 distinction (D6+2D8 total).
Peter spends 1 PP (3 left) to activate the opportunity.

Spider-Man’s D10 effect die is stepped back to D8, because Doom’s effect die is bigger. But either way, it’s less than D12, so his Grabbed By Doombot complication is reduced to D10.

Dr. Doom: “And now, even though you are breaking free, it is too late! Even you will find no defense against this machine!”

Doom runs over to another bank of machinery and pulls a lever. A strange orb raised above the machine emits a wide and dangerous looking energy beam, directed at the floor. It also emits several smaller beams that randomly move about. The main beam slowly starts to move towards the trapped Spider-Man.

There are different ways to handle a slow-moving laser beam of death, but in this case I am going to use a regular asset. Why not a resource, as with previous traps? In this case it’s because the resource die is fixed, while Doom could theoretically use later actions to step up an asset (representing the beam getting ever closer!). Assets are also potentially better than resources since they go in their own “bin” in the die pool, while resources share space with stunts.

Dr. Doom uses his action to create a Tech asset. For a player, creating an asset is a roll vs. the doom pool, but Watcher characters don’t roll against the pool, so I will just use his Tech Master D10 as an appropriate effect die. Doom creates a D10 Slow-Moving Energy Beams asset.

Now Spider-Man really needs to break free of the Doombot! He attempts to flip it overhead and hurl it at Doom!

Spider-Man: “Before I worry about any new machines of yours, here’s your playmate back, with my regards!”

Peter is going to spend 1 PP (2 left) to use his Grabbed by Doombot complication as an asset of his own. If he can’t get rid of it, it will get stepped up afterwards. He will also make use of the opportunity that he activated in the last go-round to add a D10 stunt to his pool.

Spider-Man: Solo D10 + Wisecracker D8 + Strength D10 + Acrobatics Expert D8 + Super-Stunt D10 + Grabbed by Doombot complication D10 + Doom’s Stress D10 = 2D8 (3, 8) + 5D10 (8, 5, 5, 7, 8) = 16 total, D10 effect.
Peter spend 2 PP (0 left) to add a 2D10 as additional effect dice.

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D4 + Durability D10 + Combat Expert D8 + Grabbed by Doombot complication D10 + Spider-Man’s Stress D8 = D4 (3) + 2D8 (6, 3) + 3D10 (4, 5, 7) = 13 total, D10 effect.
The D6 in the Doom Pool is stepped up to D8 for using a D4 distinction (3D8 total).

Spider-Man uses one D10 effect die to remove his Grabbed by Doombot complication, one to target and shutdown the Doombot asset, and the other to give Doom a D10 Trapped Under Doombot complication!

Doctor Doom is hit by the flying Doombot and knocked down!

Dr. Doom: “Still you rely on brute strength, Spider-Man! That will be your undoing!”

Doom tries to untangle himself from the Doombot.

So, Doom has a complication that doesn’t have much to do with Spider-Man anymore. Should Spider-Man be opposing the roll? Or the Doom Pool (in which case I shouldn’t roll at all)? It doesn’t feel right to have Spider-Man roll so I will just have it take up Doom’s action – his D10 Strength removes the Trapped Under Doombot complication.

Spider-Man is eager to get rid of the Energy Beams, so he grabs the base of the flying ball machine (which I thought was in a different room by this point, but oh well) and throws it at the beams’ source. Doom reaches up to pull a lever in an attempt to aim the main beam at the hunk of machinery!

Spider-Man: Solo D10 + High-Tech Machinery D8 + Strength D10 + Combat Rookie D6 + Doom’s Stress D10 = D6 (3) + 2D8 (1, 6) + 3D10 (2, 3, 7) = 13 total, D10 effect, 1 opportunity.
Spider-Man gains 1 PP (1 total) for the opportunity, and the Doom Pool steps up a D8 (2D8+D10 total).

Dr. Doom: Solo D10 + High-Tech Machinery D8 + Tech Master D10 + Slow-Moving Energy Beams complication D10 + Spider-Man’s Stress D8 = 2D8 (1, 7) + 3D10 (5, 9, 3) = 16 total, D10 effect, 1 opportunity.

Doom’s total is higher, and Spider-Man’s action is blocked.

Spider-Man: “My Spider-Strength will enable me to smash your new gizmo by tossing your own satellite machine at it!”

Dr. Doom: “Not if I can flip this lever first!”

Spider-Man: “Holy smoke! His machine is some sort of disintegrator! It vaporized the metal on the spot! I haven’t a chance against it!”

Victor mans the controls and attempts to reorient the energy beams in order to fry Spider-Man!

Dr. Doom: Solo D10 + High-Tech Machinery D8 + Tech Master D10 + Slow-Moving Energy Beams complication D10 + Spider-Man’s Stress D8 = 2D8 (4, 6) + 4D10 (1, 7, 3) = 13 total, D10 effect, 1 opportunity.

Spider-Man: Solo D10 + High-Tech Machinery D4 + Reflexes D10 + Acrobatics Expert D8 + Doom’s Stress D10 = D4 (4) + D8 (8) + 3D10 (2, 4, 6) = 14 total, D10 effect.
Peter gains 1 PP (2 total) for using the D4 distinction.

Spidey’s total is greater, and so Peter dodges the beam! He also earns 1 XP (37 total) for evading the trap, thanks to the Marked For Destruction By Doctor Doom! milestone. For his action, Spidey wants to close the distance between himself and Doom while trying to determine the pattern of the beams, creating an asset to help him avoid them in the process.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Acrobatics Expert D8 = 2D8 (6, 1) + 2D10 (7, 10) = 17 total, D8 effect, 1 opportunity.
Peter gains 1 PP (3 total) for the opportunity, and the Doom Pool steps up a D8 (D8+2D10 total).

Doom Pool: D8 + 2D10 + Slow-Moving Energy Beams complication D10 + Spider-Man’s Stress D8 = 2D8 (1, 6) + 3D10 (1, 9, 5) = 15 total, D10 effect, 2 opportunities.

Spider-Man creates the asset, although the Doom Pool’s superior effect die steps back his effect die to a D6. The wall-crawler creates a D6 Analyzed Beam Pattern asset.

When Spider-Man closes with the console, Doom slugs him! Not very dignified, but that’s Victor Von Doom when the chips are down for ya.

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D4 + Strength D10 + Combat Expert D8 + Slow-Moving Energy Beams complication D10 + Spider-Man’s Stress D8 = D4 (1) + 2D8 (7, 4) + 3D10 (5, 8, 9) = 17 total, D10 effect, 1 opportunity.
The Doom Pool gains a D6 (D6+D8+2D10 total) from the D4 distinction.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Acrobatics Expert D8 + Analyzed Beam Pattern asset D6 + Doom’s Stress D10 = D6 (4) + 2D8 (5, 2) + 3D10 (5, 6, 8) = 14 total, D10 effect.

Spider-Man takes D10 physical stress.

As Spider-Man fights Doctor Doom with the energy beams firing all around them, Spidey tries to maneuver Doom into the path of one of the smaller beams.

Spidey will attempt to turn the tables on the evil Doctor, spending 1 PP (2 remaining) in order to use the Energy Beams complication in his pool, a tactic that has worked well for him before. The complication will be stepped up after the roll, if it’s not removed first.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Acrobatics Expert D8 + Slow-Moving Energy Beams complication D10 + Doom’s Stress D10 = 2D8 (4, 73) + 4D10 (3, 4, 1, 1) = 11 total, D10 effect, 2 opportunities.
Faced with such an awful roll (and knowing that more PP are incoming), Spider-Man will spend 1 PP (1 remaining) to add the 3 to the total, making it 14 total, D10 effect, 2 opportunities.
Spider-Man gains 1 PP (2 total) for the opportunities (as only one Doom Pool die is “touched”), and the Doom Pool steps up a D6 twice (D8+3D10 total).

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D8 + Durability D10 + Combat Expert D8 + Slow-Moving Energy Beams complication D10 + Spider-Man’s Stress D10 = 2D8 (5, 6) + 4D10 (3, 4, 3, 10) =  16 total, D10 effect.

The Watcher decides that in this case, Spider-Man succeeds at his intended task – it just has no effect on the always-prepared Victor Von Doom! And as the Slow-Moving Energy Beams complication was not removed, it gets stepped up to D12. Ulp!

Spider-Man: “That bolt! It struck you! But…”

Dr. Doom: “But what? Did you think I’d expose myself to my own weapon without taking precautions? I’m insulated against these bolts… they cannot harm me! But you, alas, are not so insulated… as you are now about to learn!”

For Doom’s turn, the mad doctor will grab Spider-Man and thrust him into the main disintegrator beam.

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D8 + Strength D10 + Combat Expert D8 + Slow-Moving Energy Beams complication D12 + Spider-Man’s Stress D10 = 2D8 (1, 7) + 3D10 (1, 2, 1) + D12 (10) = 17 total, D10 effect, 3 opportunities.
Spider-Man will spend 1 PP (1 remaining) to activate one of the opportunities.

Spider-Man: Solo D8 + Hard-Luck Hero D8 + Strength D10 + Combat Rookie D6 + Analyzed Beam Pattern asset D6 + Doom’s Stress D10 = 2D6 (6, 1) + 2D8 (3, 5) + 2D10 (7, 2) = 13 total, D10 effect, 1 opportunity.
Spider-Man will spend 1 PP (0 remaining) to add the 5 to the total, making it 18 total, D10 effect.
Spider-Man gains 1 PP (1 total) for the opportunity, and the Doom Pool adds a D6 (D6+D8+3D10 total).

A narrow miss! Spider-Man avoids getting vaporized for now!

Locked in a struggle to not get disintegrated, Spider-Man attempts to throw both himself and Doom into the console in such a way that shuts off the energy beams!

Spider-Man: “It’s unbelievable! He’s like a human machine! He seems to be tireless! Another inch and I’m done for! Spider-Strength, if I ever needed you, I need you now!”

Spidey’s aim is to get the energy beams turned off, but he’s wrestling with Doom and is perilously close to the deadly energy, so he will try to hurl both their bodies into the controls! This desperate gambit will make use of the stunt that he activated in the last roll, along with his Second Wind SFX. Second Wind will step up his Strength and move his physical stress to the Doom Pool (D6+D8+4D10 total).

Spider-Man: Solo D8 + Hard-Luck Hero D8 + Strength D12 + Combat Rookie D6 + Super-Stunt D10 + Doom’s Stress D10 = D6 (2) + 2D8 (7, 8) + 2D10 (4, 10) + D12 (5) = 18 total, D12 effect.
Spider-Man will spend 1 PP (0 remaining) to add the 7 to the total, making it 25 total, D12 effect.

The Watcher will throw the D6 and D8 from the Doom Pool (4D10 remaining) into Doom’s pool (hah!) in order to be able to directly step up the D10s in the pool. This battle has dragged on for too long, and the Watcher is aiming for 2D12 to end it.

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D4 + Strength D10 + Combat Expert D8 + Doom Pool D6+D8 = D4 (4) + D6 (3) + 2D8 (5, 3) + 2D10 (10, 8) = 18 total, D8 effect.
A D10 in the Doom Pool is stepped up (3D10+D12 total) for using a D4 distinction.

Spider-Man’s total is more than 5 (but less than 10) greater than Doom’s, so his D12 effect is stepped up to D12+ for the extraordinary success. Either way, it’s enough to remove the D12 Slow-Moving Energy Beams complication.

Spider-Man: “I did it!”

Narrator: “The amazing Spider-Man manages to twist suddenly so that both figures sprawl against the control panel, halting the deadly disintegrating bolts!”

Doom is not happy. He socks Spider-Man in the face.

As his pool is looking a little thin, Doom will use his Versatile SFX to split his Strength die into 2D8.

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D8 + Strength 2D8 + Combat Expert D8 = 4D8 (6, 3, 4, 7) + D10 (5) = 13 total, D10 effect.
The Doom Pool is pretty beefy right now, so the Watcher will spend a D10 (2D10+D12 remaining) to add the 5 to the total, making it 18 total, D8 effect.

Spider-Man: Solo D8 + Hard-Luck Hero D8 + Strength D10 + Combat Rookie D6 + Doom’s Stress D10 = D6 (1) + 2D8 (5, 7) + 2D10 (2, 4) = 12 total, D10 effect, 1 opportunity.
Spider-Man gains 1 PP (1 total) for the opportunity, and the Doom Pool steps up a D10 (D10+2D12 total).

So, Spider-Man’s superior effect die would step back Doom’s. But Doom’s total would step up his effect die, making it the equal of Spider-Man’s. Which rule do I apply first? The game manual doesn’t say, so I will go with comparing the totals first. Doom’s total is more than 5 (but less than 10) greater than Spider-Man’s, which steps up his D8 effect to D10 for the extraordinary success. Spider-Man takes D10 physical stress.

The Doom Pool now has 2D12 in it, and the Watcher could end the scene at any time. However, the player indicates that fun is still being had, so the action goes on…

Narrator: “But on the verge of exhaustion due to his Herculean effort, Spider-Man cannot prevent his older, more experienced adversary from regaining his balance first and striking the initial blow!”

Dr. Doom: “This will be your finish, you clumsy fool!”

Spider-Man: “Ooof! If I had a dime for every time some cornball predicted my finish, I’d… hey! Now what?”

Now what? It’s time for another wacky invention! Dr. Doom throws a bunch of sparkly flakes on the ground while covering his eyes with his other hand. The flakes explode in a flash of light, blinding Spider-Man!

Doom is going to be a jerk again and pick himself to go first in the next round. He’ll also grab the D10 in the Doom Pool (2D12 remaining) for his roll.

Dr. Doom: Solo D10 + Doom’s Genius Knows No Equals! D8 + Science Master D10 + Spider-Man’s Stress D10 + Doom Pool D10 = D8 (3) + 4D10 (8, 1, 2, 9) = 17 total, D10 effect, 1 opportunity.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Reflexes D10 + Acrobatics Expert D8 + Doom’s Stress D10 = 2D8 (2, 2) + 3D10 (8, 2, 3) = 11 total, D10 effect.

Doom’s total is more than 5 (but less than 10) greater than Spider-Man’s, which steps up his effect to D12 for the extraordinary success. Doom inflicts a D12 Blinded complication on Spider-Man.

Spider-Man: “He’s got me on the defensive again! Something in those glowing flakes has affected my eyes! I – I can’t see! Have to rely on my spider’s sense alone!”

Spider-Man struggles to overcome his inability to see. As with the Trapped Under Doombot complication, it seems more appropriate to roll using the Doom Pool rather than having Dr. Doom handle the reaction roll.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Stamina D8 = 2D8 (8, 6) + D10 (3) = 14 total, D10 effect.

Doom Pool: 2D12 + Blinded D12 = 3D12 (4, 1, 7) = 11 total, D4 effect, 1 opportunity.

Spidey’s D10 effect will step back the complication, rather than remove it, as it’s a smaller die size. Spider-Man’s Blinded complication is reduced to D10.

Meanwhile, Doctor Doom has ripped up some large piece of machinery and is going to use it to bash the sight-impaired Spider-Man’s head in!

Dr. Doom: Solo D10 + High-Tech Machinery D8 + Strength D10 + Combat Expert D8 + Blinded complication D10 + Spider-Man’s Stress D10 = 2D8 (2, 8) + 4D10 (9, 7, 2, 5) = 17 total, D10 effect.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Senses D8 + Acrobatics Expert D8 + Doom’s Stress D10 = 3D8 (2, 5, 3) + 2D10 (8, 4) = 13 total, D10 effect.
That’s no good! Spidey will spend his last PP (0 remaining) to use his Spider-Sense SFX, which will step up his Senses trait and let him re-roll.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Senses D10 + Acrobatics Expert D8 + Doom’s Stress D10 = 2D8 (3, 2) + 3D10 (10, 2, 8) = 18 total, D10 effect.

Spidey dodges the blow, barely!

Dr. Doom: “How did he manage to duck out of the way in time? Oh, I should have guessed! It’s that accursed inhuman spider’s sense of his!”

Spider-Man: “My eyes are beginning to clear! If I can just keep out of range a few seconds longer!”

Spider-Man continues to work on clearing his sight while dodging Doom’s swings. By electing to narrate the situation as a contest against Doom instead of the Doom Pool, Peter can add more dice to his pool.

Spider-Man: Solo D10 + Hard-Luck Hero D8 + Stamina D8 + Acrobatics Expert D8 + Doom’s Stress D10 = 3D8 (7, 3, 5) + 2D10 (1, 10) = 17 total, D8 effect, 1 opportunity.
Spider-Man gains 1 PP (1 total) for the opportunity, and the Doom Pool gains a D6 (D6+2D12 total).

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D8 + Strength D10 + Combat Expert D8 + Blinded complication D10 + Spider-Man’s Stress D10 = 2D8 (1, 6) + 4D10 (1, 5, 9, 7) = 16 total, D10 effect, 2 opportunities.

Doom’s superior effect die steps down Spider-Man’s, but either way it’s not enough to shut down the Blinded complication. It does, however reduce it to a D8.

Doom continues to try and smash the wall-crawler. Their fight has taken them back to where the iron balls lie on the ground, hampering Spider-Man’s ability to move.

Dr. Doom: Solo D10 + Failure Is for Lesser Beings D8 + Strength D10 + Combat Expert D8 + Blinded complication D8 + Spider-Man’s Stress D10 = 3D8 (7, 2, 5) + 3D10 (4, 7, 6) = 14 total, D10 effect.

Spider-Man: Solo D10 + High-Tech Machinery D4 + Senses D8 + Acrobatics Expert D8 + Doom’s Stress D10 = D4 (4) + 2D8 (1, 7) + 2D10 (2, 9) = 16 total, D10 effect, 1 opportunity.
Spider-Man will spend 1 PP (0 remaining) to apply his effect die against his Blinded complication.
Spider-Man gains 2 PP (2 total) for using a D4 distinction and for the opportunity, and the Doom Pool gains a D6 (D6+2D12 total).

Doom’s swings continue to miss, and Spider-Man’s Blinded complication is removed.

Dr. Doom: “You’re only prolonging the agony, Spider-Man! You haven’t a chance against me!”

Spider-Man: “Hey! What th? It’s those iron balls from the satellite machine! I didn’t notice them underfoot! Can’t keep my balance!”

Dr. Doom: “And thus shall I defeat all my mortal enemies… (by having them trip on your balls?!) including the Fantastic Four!”

Speaking of which, the Watcher is feeling that this fight has gone on long enough, so he uses the 2D12 in the Doom Pool (D6 remaining) to call an end to the scene. The Fantastic Four finally show up outside in their Fantasticar. Doom spots them through a window and runs away. Pete wonders what’s going on until he sees them, too, and then realizes that he completely forgot about Aunt May, who’s sitting home alone in the dark! So Spider-Man runs off too.

The fight damaged some “electric circuits” in the hideout, which allows Flash Thompson to escape his prison, just in time to be found (in his Spider-Man costume) by the Fantastic Four. The Human Torch realizes he’s not the real deal, and the FF wonders just where is Doctor Doom and just what the heck happened. Mr. Fantastic finds some webbing lying around, and surmises that the real Spider-Man was involved, somehow…

Act 1, Scene 7 (Transition): Aunt May’s House
Doom Pool: D6

Peter rushes back home to find it empty. Just as he starts to panic, May shows up. She was staying next door, and asks if Peter got the fuses. Oops! He forgot, but that’s okay, he can just replace the fuse he pulled out, right?

The next day at the Bugle, JJJ chews Peter out for not getting any photos of “a teenager named Flash Thompson” escaping from Doctor Doom. Peter apologizes, and Betty Brant tells him that regardless of what Jonah says, she still thinks he’s wonderful.

Over at school, Peter is mulling over how he feels about Betty when he comes across a large crowd of kids. He figures they must be gathered around Flash, who “must be the most embarrassed kid in school by now!” No such luck, Parker! Flash is regaling the crowd with the story of how he scared off Doctor Doom, and the other kids are eating it up!

Liz: “Who so gloomy-looking Peter? Although I suppose I shouldn’t blame you for being jealous of a real he-man like Flash!”

Peter: “I might as well face it! I’ve got nothing but luck – and it’s all bad!”

The End

Final Doom Pool: D6
Spider-Man: 37 XP, 2 PP, D10 physical stress

6 Comments
  1. Bit of a wall of text that. I think I caught most of it though.
    Is it normal to give out that much XPs for a single fight scene? It seemed like the good doctor could hardly do a thing without giving the wall-crawler an XP.

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    • He didn’t have to use so many traps! 🙂 As I recall, a character can hit their 1 XP triggers as many times as they can manage during a single scene. So while it’s probably not typical, it is possible. It could be that the Watcher (i.e. me!) did not design that particular Milestone very well!

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  2. Pinkius permalink

    It’s only natural one would learn a lot from facing off against the brilliant Doctor DOOM!

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