Toku Tabletop Example of Play

Joebe

Member
'Examples of Play' are common in tabletop RPG products to introduce players to the feel of the game via a short narrative of a 'typical' (read: ideal) game session.

I'm going to drop down my own version of an Example of Play using Kamen Rider characters I've created with the Mutants and Masterminds system, hopefully exposing more of forum-goers here to it.

The actual stats used here are admittedly long and a bit complicated, and results from trying to accurately portray a canonical character rather than the norm of the games. If you don't want to be burdened with the rules, just think of this as a short RP fiction piece I'm writing. :sweat:

First off, our protagonist: Kamen Rider Double.

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Kamen Rider Double

Real Name: Hidari Shotaro
Occupations: Private Detective
Identity: Private
Gender: Male
Eyes: Black
Hair: Black
Place of Residence: Fuuto
Ethnicity: Japanese
Marital Status: Single
Allies: Philip, Narumi Akiko, Terui Ryu
Enemies: Museum, Dopants
Base of Operations: Narumi Detective Agency

PL: 12 (205pp)

Hero Points: 2

Abilities: STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3)

Skills: Acrobatics 4, Bluff 4, Climb 4, Disable Device 4, Drive 4, Escape Artist 4, Gather Information 8, Intimidate 4, Investigate 8, Knowledge

[Current Events] 4, Knowledge [Streetwise] 4, Notice 8, Pilot 4, Profession (Private Detective) 4, Sense Motive 4, Sleight of Hand 4, Stealth 4

Feats: Connected, Contacts, Defensive Attack, Dodge Focus 2, Equipment 13, Improved Block, Improved Initiative, Luck, Move-By Action, Power Attack, Sidekick [6, Philip] Well-Informed

Powers:
Device 24 [“Double Driver” 120pp pool; 96pp]
o Super Senses 1 (Communications Link [mental] with Philip; 1pp)
o Alternate Form 24 (“Kamen Rider Double”; Extras: Duration [continuous]; Flaws: Projection; Drawbacks: Power Loss – if Philip is unconscious or unwilling [-1]; 119pp)
--- Enhanced Strength 2 (2pp)
--- Enhanced Dexterity 2 (2pp)
--- Enhanced Constitution 2 (2pp)
--- Enhanced Intelligence 6 (6pp)
--- Enhanced Wisdom 4 (4pp)
--- Enhanced Charisma 2 (2pp)
--- Enhanced Feat 3 (Assessment, Eidetic Memory, Master Plan; 3pp)
--- Immunity 9 (Life Support; 9pp)
--- Leaping 1 (1pp)
--- Protection 4 (4pp)
--- Speed 1 (1pp)
--- Super Strength 1 (2pp)
--- VPP 1 (“Gaia Library”, multiple skills at a time, 5pp pool; 6pp/rank, 6pp)

--- Container 4 (“Left Slot Memory” 20pp pool; Power Feats: Alternate Power [2]; 22pp)
*****Joker Memory (20pp, Default Form)*****
Enhanced Attack 2 (4pp)
Enhanced Defense 2 (4pp)
Enhanced Feat 6 (Accurate Attack, All-Out Attack, Blind-Fight, Evasion, Improved Initiative, Uncanny Dodge; 6pp)
Enhanced Strength 4 (4pp)
Leaping 1 (1pp)
Protection 1 (1pp)
*****Metal Memory (20pp)*****
Enhanced Strength 4 (4pp)
Impervious Protection 8 (8pp)
Protection 2 (2pp)
Strike 3 (“Metal Shaft”; Power Feats; Extended Reach, Mighty; Flaws: Disarmable; 4pp)
Super Strength 1 (2pp)
*****Trigger Memory (20pp)*****
Blast 8 (“Trigger Magnum”; Extras: Autofire; Power Feats: Precise; Flaws: Disarmable; 17pp)
Enhanced Feat 3 (Attack Focus [ranged] 2, Dodge Focus; 3pp)

--- Container 4 (“Right Slot Memory” 20pp pool; Power Feats: Alternate Power [3]; 23pp)
*****Cyclone Memory (15pp, Default Form)*****
Enhanced Attack 1 (2pp)
Enhanced Feat 5 (Dodge Focus [2], Improved Critical [Metal Shaft, Trigger Magnum, Unarmed]; 5pp)
Enhanced Strength 2 (2pp)
Leaping 1 (1pp)
Speed 1 (1pp)
Air Control 6 (Power Feats: AP; Flaws: Action [Full Action], Distracting; 4pp)
oo AP Blast +1 (“Air Bullet” Extras: Autofire; Power Feats: Improved Range; Flaws: Disarmable; 3pp)
*****Heat Memory (15pp)*****
Enhanced Attack 1 (2pp)
Enhanced Strength 4 (4pp)
Protection 1 (1pp)
Energy Aura 6 (“Flame Aura”; Power Feats: AP, Selective; Flaws: Action x3 [Full Action]; 8pp)
oo AP Blast +3 (“Fire Bullet” Extras: Autofire; Flaws: Disarmable; 6pp)
*****Luna Memory (15pp)*****
Enhanced Feat 1 (Dodge Focus 1; 1pp)
Enhanced Strength 2 (2pp)
Elongation 3 (25 feet elongation; Extras: Action [Free Action]; Power Feats: AP; 7pp)
AP Blast +2 (Extras: Autofire; Power Feats: Homing, Ricochet; Flaws: Disarmable; 6pp)
Protection 2 (2pp)
Insubstantial 1 (Liquid-like Form; Flaws: Action [Standard Action]; 3pp)
*****Fang Memory (20pp, only with Joker Memory)*****
Enhanced Feat 3 (Attack Focus [melee] 1, Dodge Focus [2]; 3pp)
Enhanced Strength 6 (6pp)
Speed 1 (1pp)
Strike 3 (“Arm Saber”; Extras: Penetrating; Power Feats: AP, Improved Critical 2, Mighty; 10pp)
oo AP Strike 5 (“Shoulder Blade”; Power Feats: Mighty, Thrown [3]; 9pp)

--- Container 5 (“Maximum Drive” 25pp pool; Power Feats: AP [9]; Drawbacks: Limited – to current memory combination [-3]; 31pp)
*****Examples*****
oo Strike 6 (“Joker Extreme”; Extras: Linked [+0],Power Feats: Mighty, Split Attack; Flaws: Unreliable (1/encounter); 5pp) linked to Trip 10 (Extras: Area Burst, Knockback, Linked [+0], Selective Attack; Flaws: Range [Touch], Unreliable (1/encounter); 20pp)
oo Strike 5 (“Metal Branding”; Extras: Targeted Area Burst, Linked [+0], Selective Attack; Power Feats: Mighty; Flaws: Unreliable (1/encounter); Drawbacks: Require Metal Shaft [-1]; 18pp) linked to Ignite 5 (Extras: Targeted Area Burst, Linked [+0]; Flaws: Range [Touch, -2], Unreliable (1/encounter); 5pp)
oo Blast 12 (“Trigger Full Burst”; Extras: Targeted Area Cone, Autofire; Power Feats: Homing, Progression; Flaws: Action [Full Action], Unreliable (1/encounter); Drawbacks: Require Trigger Magnum [-1]; 25pp)
oo Strike 4 (“Fang Strizer”; Extras: Autofire, Targeted Area Burst; Power Feats: Improved Critical 2, Mighty, Progression [3, Reduction]; Flaws: Unreliable (1/encounter); 23pp)

Combat:
----Normal----
Attack +8 [Unarmed +3], Defense 18 (13 flat-footed), Init +7
Toughness +3
----Cyclone-Joker----
Attack +11 [Unarmed +7], Defense 22 (14 flat-footed), Init +11
Toughness +9
----Heat-Metal----
Attack +9 [Unarmed +8, Metal Shaft +11], Defense 18 (13 flat-footed), Init +7
Toughness +11 (+8 Impervious)
----Luna-Trigger----
Attack 8 (+10 ranged) [Unarmed +5, Trigger Magnum +10], Defense 20 (13 flat-footed), Init +7
Toughness +10
----Fang-Joker----
Attack +10 (+11 melee) [Unarmed +9, Arm Saber +12, Shoulder Blade +10], Defense 22 (14 flat-footed), Init +11
Toughness +9

Saves:
----Normal----
Fort +5, Refl +5, Will +4
----Rider Forms----
Fort +6, Refl +6, Will +6

Equipment: [65ep total]
- Hard Boilder
- RevolGarry
- Memory Gadgets

Complications: Enemy, responsibility, secret

Abilities 30 + Skills 20 (80 Ranks) + Feats 27 + Powers 96 + Combat 28 + Saves 6 =205/205

Trade Off: -1 Max Attack Bonus; +1 Max Save DC
[/hide]

And secondly, our villain du jour, the IceAge Dopant

[hide]
IceAge Dopant

PL: 9 (143pp)

Hero Points: 0

Abilities: STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0)

Skills: Bluff 8, Climb 4, Escape Artist 4, Intimidate 4, Knowledge [Streetwise] 4, Notice 4, Sense Motive 4, Sleight of Hand 4, Stealth 4

Feats: Improved Initiative, Power Attack, Sneak Attack, Taunt

Powers:
Alternate Form 19 (“IceAge Dopant” 95pp pool; Drawbacks: Power Loss – Gaia Memory removed [-1], Vulnerability – Fire and Heat [very common, minor; -3]; 91pp)
o Enhanced Attack 6 (12pp)
o Enhanced Defense 2 (4pp)
o Enhanced Strength 12 (12pp)
o Enhanced Dexterity 4 (4pp)
o Enhanced Constitution 4 (4pp)
o Enhanced Feat 3 (Dodge Focus [2], Favored Environment [Extreme Cold]; 3pp)
o Immunity 7 (Cold Damage, Disease, Poison; 7pp)
o Leaping 1 (1pp)
o Protection 6 (6pp)
o Speed 1 (1pp)
o Super Strength 1 (2pp)
o Snare 9 (“Freeze Jet”; Extras: Area Cone; Power Feats: AP [32]; Flaws: Range [Touch]; 20pp)
--- AP Snare Aura 4 (“Freeze Shield”; As Energy Aura but with Snare effect against Fortitude save; 16pp)
--- AP Flight 4 (“Ice Slides”; Drawbacks: Can be Tripped [-1], Low-Ceiling [-1]; 6pp)
o Summon 8 (“Ice Clone” 120pp summon; Power Feats: Mental Link, Sacrifice; 18pp)

Combat:
----Normal----
Attack +4 [Unarmed +2], Defense 14 (12 flat-footed), Init +6
----Dopant Form----
Attack +9 [Unarmed +9], Defense 18 (13flat-footed), Init +8

Saves:
----Normal----
Toughness +2, Fortitude +4, Reflex +4, Will +4
----Dopant Form----
Toughness +10, Fortitude +6, Reflex +6, Will +4

Complications: Enemy, reputation, secret, temper

Abilities 16 + Skills 10 (40 Ranks) + Feats 4 + Powers 91 + Combat 16 + Saves 6 =143/143

Trade Off: -1 Max Defense Bonus; +1 Max Toughness Save
[/hide]
 
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Part 1

(Jake is running a game of Mutants and Masterminds for his player Joebe. Jake assumes the role of GameMaster (GM), the person who sets up the story, manages the background, and control the antagonists and NPCs the players will meet. In this game, Joebe is playing the role of Hidari Shotaro, one-half of the legendary Kamen Rider Double. Shotaro has just been informed by his contacts that a dopant is running amok in the local amusement park, and rushes to investigate.)

Jake the GM: Okay Joebe, Shotaro arrives to the entrance of the amusement park. You've barely gotten off your motorcycle before the screaming starts, as groups of civilians run away from a monstrous humanoid creature in white.

Joebe: Shotaro faces the Dopant and stands ready, he tells his partner Philip telepathically back at the detective agency to get ready, "Philip, it's a Dopant, time to get to work."

Jake the GM: The Dopant notices you before your partner can respond, looks like we need to roll initiative to see who gets to go first.


(Success in contests between characters or between a character and the environment are resolved through a the roll of a 20-sided dice in M&M, with each participant adding their respective bonuses to the trait being contested to determine the final outcome.)

Joebe rolls a d20 and gets a 15, adding his Initiative bonus of +7 results in a 22. He tells Jake the GM, who has rolled for the IceAge Dopant and gets an 18, with a final total of 26. The IceAge Dopant beats out Joebe's initiative roll and goes first.

Jake the GM: Alright, before your partner could get back to you, the Dopant notices your intrusion and casually picks up a park bench nearby and tosses it at you...

(One of the most common contests in M&M is that of Attack versus Defense. The Attacking character rolls a d20, adding his Attack Bonus, and attempts to meet or exceed the defending character's Defense Bonus in order to land the hit.)

Jake rolls for the Dopants attack with a throwing object and gets a 3, for a total of 12. Luckily for Joebe, Shotaro's flat-footed (ie. surprised) Defense score is 13, and the attack fails.

Jake the GM: Although Shotaro was caught by surprise, he ducks narrowly under the flying bench as it crashes into pieces behind him. It's now your turn.

Joebe: That was close, I hate getting surprised. Right, now I'm going to get even by activating my two memory slot powers and transforming into Kamen Rider Double.

Jake the GM: *nods* Okay, which form are you going to take right now?

Joebe: I'll just stick with good ol' Cyclone-Joker until I can get a better read on this guy.

Jake the GM: Sounds good. With a flourish of wind and leaves accompanying the announcement from the Double Driver, Shotaro is instantly transformed into the half-green, half-black, Cyclone-Joker form of Double. You feel your body strengthened by the power and your mind is augmented by the spirit of your partner Philip as he joins the transformation. What do you do next?

Joebe: "That was close, you jerk!" Shotaro is going to shout as he runs up and delivers a roundhouse kick to the Dopant.


Joebe rolls for his unarmed attack against the Dopant, getting a total result of 18.

Joebe: Dang, only an 18, do I hit?

Jake checks the Dopant's Defense, which is exactly 18.

Jake the GM: Yup, your kick lands solidly in the Dopant's side. Let's see how much that hurts...


(Damage in M&M is determined by a Toughness check made by the defender against the Damage bonus of the attack that hit.)

Jake rolls for the Dopant's Toughness save against a difficulty of 15 plus the Damage bonus of the kick, a 7. He'll need to beat a 22 to avoid any damage, but he only gets a total of 21 with the Dopant's +11 Toughness score. The Dopant takes on a Bruise condition, which will penalise any further Toughness check it makes.

Jake the GM: The Dopant flinches back as your attack kicks up a spray of what looks like snow, and it starts to shiver in anger. At this point, your partner Philip speaks in your mind, "Shotaro, I have a vague idea of the identity of the Dopant, but I don't think you'll like it..."
 
Part 2

Continuing from last time...

Joebe: "What is it Philip? Hurry it up!"

Jake the GM: "According to my research, the Gaia Memory in question is an ice-type memory. A very powerful one too." And with that, the Dopant backs as it raises its arms towards you, blasting you with a stream of frigid air... you're going to need a Reflex save.

Joebe: Okay, with my +6 bonus I get... *sigh* a 14.

Jake the GM: That won't be able to beat a Difficulty Class of 10 + the Freeze Jet's Rank. In fact, since you failed it by 5 or more, the frigid air coming in contact with your body begins to freeze the air around you until you're rooted completely in the ground in a layer of ice. You are now considered bound and helpless until you can get out of this Snare effect somehow.

Joebe: "I think I get the picture now, Philip! Time to put a little Heat on this guy." I'm going switch out the Cyclone Memory for Heat Memory as a free action, and use the rest of my turn to activate Heat's Flame Aura!

Jake the GM: Okay, since you are using a fire attack against the ice bindings, you can double the damage bonus of your +6 flame aura. Let me see if the ice can stand up to the heat.


Jake rolls a total of 22 to represent the ice's Toughness save against the DC 27 flame aura, failing it by 5.

Jake the GM: You strain with effort as you channel the Heat Memory's energy into a flaming aura that quickly begins to melt the ice away. You are free, but that's the end of your turn for now. The Dopant, having witnessed the power of the Heat Memory, turns and leaps into the air. As it lands, it fires a jet of freezing cloud in front of it that forms a bridge of ice. It slides along the bridge and heads deeper into the amusement park at great speeds.

Joebe: That's too fast for even Cyclone-Joker to follow, I'm going to switch out the Joker Memory this time for... hmm, Trigger, that seems like a good idea here. I'll jump onto higher ground like that hotdog stand over there and fire a volley at the Dopant.

Jake the GM: The target is over 260 feet away, you're going to have to take a -4 range penalty on the Attack roll for the two range increments in between you two.


Ranged attacks typically have 'Range Increments', where accuracy decreases the further away the target is.

Joebe: I'll take my chances. *rolls* Yes! A 17, which yields a final tally of 24. With the Autofire on my Trigger Magnum, that's +1 Damage for every +2 I make it over its Defense.

Since the Dopant's Defense is only 18, the attacks makes this target by 6, which means the attack will deal +3 more damage for a total of Toughness save difficulty of 15 + 14 = 29.

Jake the GM: Another ouch. *rolls* Well luckily for our Dopant, he rolled an 18 on his Toughness save. Your barrage of fire clips it neatly on the shoulder and it rolls to shrug of most of the damage. It looks back towards you and shudders in rage, before turning his hands towards the roller coaster tracks nearby and unleashing another stream of frozen gas, covering a section of the track in thick ice. It seems to chortle for a moment before taking off again.

Joebe: Should I ask if the roller coaster is running?

Jake the GM: It is indeed, with a train full of people heading up from the other side of the tracks.

Joebe: That's not good, I'm switching back to Cyclone-Joker and making a full sprint there. The Dopant will have to wait, those people are going to need help!

Jake the GM: You sprint over with full speed as the train inches closer to the frozen track, you have one more round before it'll head into the dangerous terrain.

Joebe: Okay, I need something to thaw this track open without blasting it to pieces. I know, I'll switch back to Heat-Trigger for now. Can I use Extra Effort to use my Trigger Magnum to thaw the tracks with some mild heat blast?

Jake the GM: Sure, I'll even let you convert all of your original Blast power into a Nullify effect against the ice blast.

Joebe: Okay, so I'll need to roll a Power Check with my +11 against the freeze jet.


Joebe rolls a 27 on his Power Check against the GM's roll of 18 and succeeds.

Jake the GM: You focus and carefully control a stream of heat towards the frozen track as the coaster train draws closer and closer. Finally, you sweep the track clean of ice and melted water just as the coaster and its occupants roar by! Good job, you saved those innocent bystanders.

Joebe: Yeah, but now I'm fatigued from overexerting myself and I lost sight of the Dopant.

Jake the GM: You gain a Hero Point for your heroic efforts, however. But it looks like you'll have to do some good old legwork to find the Dopant again.

Joebe: Looks like it's time for Shotaro to discuss a plan with Philip. I won't let the Dopant get away next time...
 
It's not that difficult to run at all with a practiced GM, even with my less-than-simple choice of characters. Of course, this example of play assumes familiarity with rules on the part of both player and GM, so you won't see much flipping through books in the middle of the game.
 

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