Spider Three
I want to up the ante for the final spider. I’m going to give some upgrades. It’s going to have evade +4 (2 CPs), counter attacks as an application (see below) @ 2 CPs, and 1 resolve point. This makes it the equal of Judah, and should pose a more viable threat. Judah has 2 resolve remaining going into this fight.
Judah has to make a DR 10 tracking roll to find the spider’s lair. He rolls 4+3=7, failing the roll. He will have to spend 1 of his 2 resolve points now, adding his might +4 to track; he pushes large fallen limbs out of the way, following the spider through exceptionally tricky overgrowth and into a lair that would normally be inaccessible to a human-sized creature. His new result of 11 is enough to succeed, and he arrives in the web-covered lair of the spider.
We’re going to add a complication to this encounter; every turn that Judah makes, he has to make a DR 10 might roll to keep from getting caught up in webbing. He subtracts the margin of error from the action he takes if he fails the roll.
The spider attempts to use stealth to strike, and rolls 10+2=12 to surprise Judah; Judah rolls 3+3=6 to notice the spider; from its stealth margin of success, the spider gets to take +6 to its action roll, and leaps on him, biting at 5+3+6=14 to hit, and Judah rolls 10+2=12 to evade; his quick reflexes keep the spider from completely driving its mandibles into him, but it lands a solid hit at +2. For damage, it rolls 2 (oh come on!) +3+2=7 wounds; Judah rolls 10+4=14 to soak; the spider fails to harm him. It’s sequence.
Judah rolls 8+3=11 and the spider rolls 8+0=8; Judah goes first.
Round 1
Judah has to roll might (DR 10) to keep from getting bound up in all the webbing; he rolls 11+4=15, and has no trouble shaking himself loose and swinging his sword. He rolls to hit, getting 4+4=8. The spider rolls to evade, getting 3+4=7. I’d have it spend its resolve point, but it’s still early in the battle, and there’s no guarantee that avoiding this strike will guarantee it a solid hit on the back end. Judah hits by +1. For damage, he rolls 5+8+1=14 wounds, and the spider rolls 5+1=6 to soak; it suffers 8 wounds, and is down from 30 wounds to 22. It strikes back, rolling 8+3=11 to hit, and Judah rolls 9+2=11 to evade. The spider hits by +0, but unless Judah rolls poorly to soak, it’s not likely to do much to him; the spider rolls for damage, getting 5+3=8 wounds, but Judah rolls 4+4=8 to soak. It deals 0 wounds, but does manage to inflict its poison upon him, forcing him to roll to might to soak 10 wounds each round for the next 3. For this round, Judah rolls 8+4=12, and soaks the full damage from the poison.
Round 2
Judah rolls might to keep from getting stuck in webbing; he rolls 6+4=10, and barely keeps from getting tangled up in webs. Judah attempts to hit again, rolling 8+4=12 to hit, and the spider rolls 6+4=10 to evade; Judah hits by +2. For damage, Judah rolls 6+8+2=16 wounds, and the spider rolls 9+1=10 to soak; it suffers 6 wounds, and is now down to 16 wounds remaining; on its turn, it bites, rolling 8+3=11, and Judah rolls 6+2=8 to evade; the spider hits by +3. It rolls for damage, getting 10+3+2=15 wounds, and Judah rolls 8+4=12 to soak; it deals 3 wounds to him. He actually suffers damage, and is now down to 27 wounds. He rolls might to soak the poison damage, and gets 9+4=13; he doesn’t take any damage from poison.
Round 3
Judah rolls might again to keep from getting stuck in webs, rolling 8+4=12 and keeps from getting bogged down. He swings his sword, getting 7+4=11 to hit, and the spider rolls 8+4=12 to evade. Its counter attacks give it +1 to its following attack roll; it bites back, getting 7+3+1=11 to hit, and Judah rolls 5+2=7 to evade; the spider hits by +4. For damage, it rolls 8+3+4=15 wounds, and Judah rolls 8+4=12 to soak; he suffers 3 more wounds, and is now down to 24 wounds; it rolls to soak the poison again, and gets 8+4=12. He suffers no poison damage. The poison has run its course, but if the spider bites again, he’ll have to roll 3 more times to resist.
Round 4
Judah has to roll to keep from getting stuck in webs, and rolls 4+4=8; he fails by -2, and takes a -2 penalty to his action this round. He rolls to hit, getting 7+4-2=9 to hit, and the spider rolls to evade, getting 9+4=13… the spider sees its big opportunity here, taking +4 to its attack roll because of its counter attacks. It rolls to hit, getting 7+3+4=14 to hit, and Judah rolls 5+2=7 to evade; it hits by +7. For damage, it rolls 10+3+7=20 wounds, and Judah rolls 4+4=8 to soak. It deals a whopping 12 wounds to him, leaving Judah at 12 wounds! He has to roll to soak the poison, getting 3+4=7, and suffering 3 more wounds from the toxins… he’s down to 9 wounds. Ack! If this was a boxing match, the referee just awarded the round to the spider!
Round 5
Judah needs the luck to turn back his way this round! He rolls might to extricate himself from the webbing, and gets 9+4=13. He succeeds! Have at you, dastardly spider! He rolls 5+4=9 to hit, and the spider rolls 6+4=10 to evade. D’oh. He keeps playing right into the spider’s hands. Stupid, stupid stupid! The spider gets to attack at +1 from counter attacks, rolling 7+3+1=11 vs. Judah’s evade roll of 6+2=8. It hits by +3, rolling 5+3+3=11 wounds, and Judah’s armor soaks 4+4=8 wounds; he suffers 3 more wounds, and is down to 6 wounds. He has to soak the poison again, and rolls 10+4=14. At least he shrugs off the poison this round.
Round 6
Judah hasn’t dealt damage to the spider since round 2, and he’s starting to doubt that he can! He has to first fight through the webs, but only rolls 2+4=6. He’s really struggling, having staggered back into a large wall of webs after the last hit he took. He is hesitant to spend his last resolve point, but a poor attack followed by the spider’s counter attacks will leave him in bad shape; he spends the resolve point, using his arms ability to cut through the webs quickly and free himself before swinging at the spider. He rolls to attack, getting 3+4=7 to hit; the spider rolls 6+4=10 to evade; gah! The spider will get to take +3 to its attack; it rolls 11+3+3=17 to hit. Judah is done. I’m going to have to definitely find a creative way to save his bacon here, since he’s got very little statistical chance now of winning… Judah rolls to evade, getting 10+2=12. The spider hits by +5. For damage, the spider rolls 4+3+5=12 wounds, and Judah rolls to soak, getting 4+4=8… he suffers 4 more wounds, now down to 2 wounds… he has to roll to soak the poison, and gets 7+4=11. He shakes it off… for now.
Round 7
Judah rolls to keep out of the webbing, getting 2+4=6. He will take a -4 penalty to his attack, and he can’t do anything about it. He rolls to hit, getting 7+4=4=7 to hit, and the spider rolls 8+4=12 to evade. It gets to take +5 to its next attack. It rolls to bite, getting 8+3+5=16 to hit against the staggering Judah, and he rolls 8+2=10 to evade. The spider hits by +6. For damage, it rolls 5+3+6=14 wounds, and Judah rolls to soak, getting 7+4=11… he suffers 3 wounds, and is now down to -1. He rolls to soak the poison, getting 7+4=11… he succeeds. Since he’s a hero, he can continue on at negative wounds, but not for too long… and without resolve, a single bad roll will be the end of him.
Round 8
Judah is running out of time. He tries to get free of the webbing, and rolls 6+4=10; he’s finally free! He lunges at the spider, rolling 10+4=14 to hit; the spider rolls 6+4=10 to evade. Judah hits by +4! For damage, he rolls 10+8+4=22 wounds, and the spider rolls 7+1=8 to soak; he deals 16 wounds, and uses the last of his strength to drive his sword downwards through the top of the creature. It is now at 0 wounds… and the referee has a decision to make. Is this spider a boss? If so, it gets to keep fighting at negative wounds, as Judah does… it is the lord of the spiders here, and it’s pretty special. It definitely SHOULD be a boss, but making it a boss means that it’s not dead yet… as is, it still has that resolve point it hasn’t used… dang. Well, it is a boss, and it has a resolve point. The fight goes on. The spider rolls to bite, getting 6+3=9 to hit, and Judah rolls 10+2=12 to evade. He dodges the squirming spider’s mandibles. He has to soak the poison again, rolling 9+4=13. He soaks the full poison.
Round 9
Judah has to keep free of webs again, and rolls 9+4=13 to do so. He rolls to hit again, getting 4+4=8 to hit, and the spider rolls 6+4=10 to evade. It gets to add the -2 difference to its attack, and rolls 8+3+2=13 to hit; Judah rolls 3+2=5 to evade. Oh, drat. The spider gets to add +8 to damage, and rolls 7+3+8=18 wounds, and Judah’s armor soaks 6+4=10 wounds; he suffers 8 wounds, and is at -9! This is about as close to death as you can get… he rolls to soak the poison, getting 7+4=11. He shakes it off, but may not survive his next turn…
Round 10
This fight won’t end (but I don’t really mind, since it’s been pretty dramatic). First, Judah has to roll might to survive at negative wounds; he rolls 8+4=12, and is still up. He rolls to get out of the webs, and rolls 5+4=9. He’ll take a -1 penalty to his attack. He rolls to hit, getting 6+4-1=9 to hit, and the spider rolls 9+2=11 to evade. Oh, come on man! It gets to attack, rolling 6+3+2=11 to hit; Judah rolls to evade, getting 3+2=5… sigh. It hits by +6; for damage, it rolls 5+3+6=14 wounds, and Judah rolls (crossing his fingers) to soak, getting 5+4=9. He suffers 5 wounds, and is now at -14. He has to soak the poison, and gets 4+4=8. He suffers 2 more wounds, dropping to -16.
Round 11
He has to first roll to stay vertical. It’s a DR 16 roll, meaning that he has to roll a natural 12 or he falls; he rolls 6+4=10 and fails. He falls. The encounter is over, and Judah has been defeated.
Analysis
- Okay, Resolute as a system is really starting to shine for me now. When you spice up an encounter with a complication and a foe with a minor unique ability (like counter attacks), you change the whole dynamic of how the game plays. I LOVE this. I’ve had three encounters with spiders, but was able to make minor changes between encounters to make them all feel different. The numbers are very easy to keep track of.
- Counter attacks is a rocking awesome application, and it synergizes so nicely with other concepts in the game. Now, you can build a hero who’s not a tremendous attacker, but that hero can still land some pretty substantial attacks. Mechanically, Spiderman has a problem- he’s pretty strong, but not strong enough to land strikes as often as the Thing. However, spidey has very high evade; and now he has counter attacks. In a straight up slugfest, Spidey is at a disadvantage. However, when he can start using the errors his foes make against them, taking advantage of the small openings they leave on missed attacks, he becomes a very precise and capable melee fighter. In retrospect, I think that it may be a bit out of balance; it’s not hard to fix by making this an ability instead of an application. This means that the spider would have had counter attacks +2, adding the foe’s margin of failure on the attack to its next attack (capped at +2 from its rating). It wouldn’t get to take the full margin each time; your rating caps your possible bonus. This is more in line with how the ability should work, is more balanced, and makes characters with high evade and a solid counter attacks rating exceptionally deadly even when they don’t have much in the way of precision or might. I could see you having a viable build at 60 CPs with precision +4, evade +7 and counter attacks +4… you often get to attack at +8, even though you’ve only spent 12 CPs instead of 20 CPs to get this ability, because it builds off of your evade. This is a great ability when the situation arises that allows you to use it.