Notebook LM – Batman in the bank

I had the idea this work to upload my superhero games to Notebook LM – it seems they all wouldn’t work at once – maybe a total words limit or size limit or something – so I split them into Licensed and others.

I decided to ask a question:can you run through a combat example of d20 M&M 3e DC Adventures of Batman vs a gang of street thugs robbing a bank?

This example uses the ruleset for the d20 Mutants & Masterminds 3rd Edition (M&M 3e) DC Adventures game, focusing on the core mechanics of Initiative, Attack Checks, and the special rules for Minions.

The Scene: First National Bank, Gotham City (PL 12 Scenario)

The Gamemaster (GM) sets the scene: It is late night in Gotham City. A bank alarm splits the quiet, signaling a robbery in progress at the First National Bank. Batman (PL 12) is perched on a nearby rooftop, observing four Street Thugs (PL 3 Minions) loading bags of cash into an idling getaway van.

Combat Setup

Batman (PL 12):

  • Initiative Bonus: +11
  • Active Defenses (Dodge/Parry): 14
  • Unarmed Attack Bonus: +20 (Close)
  • Offensive Gear: Explosive Batarang (Ranged Burst Area Damage 4)

Thugs (4 Minions, PL 3):

  • Initiative Bonus: +1
  • Toughness Defense: 3
  • Ranged Attack (Pistol) Bonus: +1 (Ranged Damage 3)

Round 1: Interruption and Initiative

The GM declares that the moment the thugs finish loading the last bag, they will drive off. Batman’s player declares he leaps into action, aiming to incapacitate the thugs before they can flee.

  1. Initiative Check:
    • Batman rolls d20 + 11. (Result: 10 + 11 = 21).
    • The GM rolls once for the four Thugs (Minions). (Result: 4 + 1 = 5).
    • Result: Batman acts first (Initiative 21).
  2. Batman’s Turn (Initiative 21):
    • Declaration: Batman uses a move action to drop stealthily behind the thugs (using Hide in Plain Sight and Stealth 13) and throws an Explosive Batarang designed to incapacitate, not kill, aiming for the center of the group.
    • Attack Action: Since the Explosive Batarang is a Burst Area effect, no attack check is required; it automatically affects the area. The thugs are subject to a Damage Resistance Check (DC 14, based on 10 + Damage Rank 4).
    • Thugs’ Resistance Checks: Each Thug must resist Damage DC 14 with their Toughness Defense (Toughness 3). They roll d20 + 3.
      • The GM rolls for the four minions:
        • Thug 1 rolls 8 + 3 = 11 (Failures by 3).
        • Thug 2 rolls 1 + 3 = 4 (Failures by 10).
        • Thug 3 rolls 12 + 3 = 15 (Success by 1).
        • Thug 4 rolls 7 + 3 = 10 (Equaling the DC).
    • Minion Rule Resolution: In M&M 3e DC Adventures, if a minion fails a resistance check, they immediately suffer the worst degree of the effect. For a damaging attack, the worst degree of effect is being incapacitated.
      • Thug 1 and Thug 2 clearly fail their check, so they are incapacitated and fall unconscious, stunned by the blast.
      • Thug 3 and Thug 4 successfully resisted the damage (15 and 10, respectively, against DC 14), so they remain standing.
    • Batman’s Narrative: Batman throws the specialized Batarang, which detonates with a non-lethal burst. Two of the thugs collapse immediately, clutching their ears and eyes (effects consistent with the Flash Bombs variant found in Batman’s equipment, often Affliction or Dazzle effects). The GM narrates that the sudden action causes the remaining Thugs to instinctively draw their pistols.
  3. Thugs’ Turn (Initiative 5):
    • Only Thug 3 and Thug 4 are conscious and draw their light pistols. Thug 4 opens fire on Batman.
    • Attack Action (Thug 4): Thug 4 uses his pistol (Ranged Damage 3, Attack Bonus +1) against Batman’s Dodge Defense Class (DC 24, based on Dodge 14 + 10).
    • Attack Check: Thug 4 rolls d20 + 1. (Result: 15 + 1 = 16).
    • Result: The check total of 16 is less than Batman’s DC 24, so the attack misses.

Round 2: Cleanup and Submission

  1. Initiative Check: Batman (21) still acts first over the Thugs (5).
  2. Batman’s Turn (Initiative 21):
    • Declaration: Batman uses All-out Attack (taking a minor penalty to defense for extra power) and a Takedown Advantage to quickly neutralize the remaining two thugs. He engages Thug 3 in close combat.
    • Maneuver: Batman uses All-out Attack 1 (taking -1 penalty to Dodge/Parry 14, setting them to 13, and gaining +1 to his attack bonus, making it +21).
    • Attack Check: Batman uses his Unarmed attack (+21) against Thug 3’s Parry Defense Class (DC 12, based on Parry 2 + 10). Batman rolls d20 + 21. (Result: 3 + 21 = 24).
    • Result: The attack hits easily. Since Thug 3 is a Minion, he immediately suffers the worst degree of effect and is incapacitated.
    • Takedown Advantage: Because Batman successfully incapacitated Thug 3 with a close attack, he immediately makes a free action attack against Thug 4, who is adjacent.
    • Attack Check (Takedown): Batman uses his Unarmed attack (+21) against Thug 4’s Parry Defense Class (DC 12). Batman rolls d20 + 21. (Result: 18 + 21 = 39).
    • Result: The attack hits. Thug 4 is also a Minion and is incapacitated.
    • Batman’s Narrative: Batman delivers a precise series of strikes (Thug 3 collapses). Leveraging his Takedown capability, he pivots instantly, dropping the final thug with a swift, non-lethal blow to the jaw before the criminal can pull the trigger.

Outcome: All four Thugs are incapacitated. Batman can now use his Investigation skill (rank 14, bonus +22) to check for clues or his Technology skill (rank 8, bonus +16) to neutralize the getaway van or check for tracking devices. The GM may award the players Hero Points for overcoming the challenge.

So apparently the answer is yes!

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