Post by Claire Redfield on Mar 19, 2014 14:32:49 GMT -8
Okay, this should be a good one, and I hope will demonstrate the system a little more than my previous example did, as well as be a fun encounter. If you're placing wagers, I'm not sure which way my money's going. I'm pretty sure Wesker has enough resources to escape this fight, one way or another, but as to which one of them will prevail, I'm uncertain. They're certainly some evenly matched opponents.
Scene Distinctions are Volatile Chemicals and High-Tech Equipment. The latter especially will be most useful in creating assets and complications, or even resources. There are a few Scene effects the Watcher can activate for the following costs:
Fabrication Laser D8: This cutting laser will attack each Panel using the Doom pool, causing physical stress if it strikes. Cost: 1D6 Doom. The Laser D8 can be targeted with actions like an asset or complication and eliminated.
Chemical Explosion D6: With their storage compromised, these chemicals will explode and attack both Spider-Man and Wesker. This starts a countdown, with a Chemical Fire D6 that steps up by 1 each Panel. Once it steps up past D12, the entire lab is destroyed and Connors will die (meaning that Spider-Man will have to grab him and get out by then). The fire functions as a complication that affects both parties. Cost: 2D6 Doom.
Finally, there's a third one that also costs 2D6, one that you all might be able to predict...
Scene Distinctions are Volatile Chemicals and High-Tech Equipment. The latter especially will be most useful in creating assets and complications, or even resources. There are a few Scene effects the Watcher can activate for the following costs:
Fabrication Laser D8: This cutting laser will attack each Panel using the Doom pool, causing physical stress if it strikes. Cost: 1D6 Doom. The Laser D8 can be targeted with actions like an asset or complication and eliminated.
Chemical Explosion D6: With their storage compromised, these chemicals will explode and attack both Spider-Man and Wesker. This starts a countdown, with a Chemical Fire D6 that steps up by 1 each Panel. Once it steps up past D12, the entire lab is destroyed and Connors will die (meaning that Spider-Man will have to grab him and get out by then). The fire functions as a complication that affects both parties. Cost: 2D6 Doom.
Finally, there's a third one that also costs 2D6, one that you all might be able to predict...
It was a cool evening, right at that periphery between evening and night when the sun was no longer visible in the sky but the light had not faded. Peter loved that time of day. It was rife with the potential of the day before it and tingling with the possibilities the night brought with it. For Spider-Man, few hours were as good to swing over New York City as that fringe hour. He let go one web-line and sailed through the air for a moment before casting another. Anchored to the middle of a high-rise, he swung out wide, almost horizontally, both feet together.
Peter Parker may have it rough, but tonight, it's good to be Spider-Man!
Spider-Man swung his way over to Empire State University. Peter Parker had an assignment due on Monday and he needed to use some of the lab equipment. Besides, Curt Connors was always good for a unique perspective, he'd be willing to help Peter—
Something was wrong. He landed upon the roof of Connors' laboratory with nary a thump and crouched down. The lights were off but the front door was open; broken was more like it, smashes almost completely off the hinges.
If the Lizard is back, it's gonna be a long weekend. Can't I just watch a nature documentary about geckos or something?
Carefully Spider-Man crept down the front of the building, reaching one of the windows high above the front door. He pushed open the window with ease and crawled inside on the ceiling like his namesake. Slowly he made his way into the darkened laboratory, pausing near the center of the room.
There, over in the corner near his monitoring station was a man in a white lab coat, lying unmoving on the floor. Curt! Damn, I hope he's just hurt...
Standing at Connors' workstation was a man clad all in black, a long coat and short hair, looked blonde in the pall cast by the monitor. Spider-Man couldn't see the man's face from his vantage point behind the workstation... but neither could the stranger see Spider-Man.
He sure ain't here to give Curt fashion advice. What's his goal?
A rival, perhaps? Someone Curt or the Lizard had crossed somehow? Spidey couldn't imagine anyone else having a reason to sneak into Curt Connors' lab to steal data, which was presumably what the man in black was doing. Only one way to find out! Let's see what this refugee from The Matrix is up to.
He crawled over to the wall by Connors and slowly down, making sure to stay behind the stranger, out of his field of vision. So far, so good. He got down to ground level and put his fingers to Connors' neck, relieved to feel a pulse. The good doctor wast just incapacitated. Just gotta take care of this guy real quick...
Spider-Man attempts to be stealthy, but Wesker might notice him, so let's roll for it. Spidey: Solo D8, Friendly Neighborhood Hero? D4 (his concern for Connors could spell trouble here; +1 PP, giving Spidey 2), Wall-Crawling D6, Covert Expert D8. Ouch. 1d8, 1d4, 1d6, 1d8=[5], [1], [3], [7]. Not a great roll. He can't use the opportunity, which the Watcher activates and puts the Doom pool at 3D6. Result: 7+5=12, effect D6.
Wesker rolls Solo D10, Raccoon City Survivor D8 (they're prepared for anything, and Wesker especially), Senses D6, Covert Master D10 (the reason I use this is to oppose a use of Covert Specialty for stealth, it makes sense to me that one skilled in covert operations would be prepared for them). 1d10=6, 1d8=4, 1d6=6, 1d10=9. Result: 9+6=15, effect d8. Wesker notices Spider-Man, but chooses not to act on it yet.
Spider-Man reaches Connors and quickly sees that he's alive, but unconscious, for now...
Summary
Spider-Man: 3 PP
Wesker:
Doom: 3D6
Wesker rolls Solo D10, Raccoon City Survivor D8 (they're prepared for anything, and Wesker especially), Senses D6, Covert Master D10 (the reason I use this is to oppose a use of Covert Specialty for stealth, it makes sense to me that one skilled in covert operations would be prepared for them). 1d10=6, 1d8=4, 1d6=6, 1d10=9. Result: 9+6=15, effect d8. Wesker notices Spider-Man, but chooses not to act on it yet.
Spider-Man reaches Connors and quickly sees that he's alive, but unconscious, for now...
Summary
Spider-Man: 3 PP
Wesker:
Doom: 3D6
Spider-Man crawled away, in the shadows of tables and computer banks, up the wall beside a tall stasis tube, moving into position to catch Wesker unawares. He descended from the ceiling on a web line until he was hanging only a few feet above the black-clad man. "Hey, Duke Nukem, aren't you about twelve years too late?"
His Spider-Sense screamed an electric-hot warning just before the shot fired.
BLAM!
Spider-Man dropped and twisted in midair to avoid the shot. He'd barely even seen the guy move before there was a gun pointed at his face. He could actually feel the round whipping past his head, inches away. Even the proportionate speed of a spider was only barely enough to get him out of the way. The blonde man turned to face him with a smirk.
"You must be the one they call Spider-Man. I suspected you might show up." His voice dripped with pure arrogance.
Spider-Man opts for a wisecrack to try to unnerve the stranger, who surely won't be expecting an appearance by the amazing Spider-Man! In game terms, he's actually trying to give Wesker emotional stress. He uses Solo D8, Wisecracker D8, Swingline D8 (the unnatural spidery perspective really helps here), Psych Expert D8. 1d8=7, 1d8=2, 1d8=5, 1d8=6. Spider-Man is good at this sort of thing, so he'll spend a PP to add another die to the result. Result: 7+6+5=18, effect d8.
Wesker is difficult to shake, sure in his own power and in his destiny to be a god. Plus, unknown to Spider-Man, he's not actually surprised. His dice pool: Solo D10, Wesker Child D8 (he's the scion of a project designed to breed a new race of gods, damn it!), Superhuman Durability D10 (his own power will protect him from anything this flippant fool can throw at him), Menace Master D10 (hard to scare guys who are themselves real scary bastards). 1d10=8, 1d8=7, 1d10=9, 1d10=7. He does, however, have to beat Spider-Man's total, so he needs a 19 or higher. He'll spend D6 Doom to keep an extra result die. Result: 9+7+8=24, effect D10. In fact, Wesker is going to spend a D6 from the Doom pool to use his effect die, inflicting the same emotional stress back on Spider-Man as he rattles the web-slinger! Even worse, because he got an extraordinary success, he steps up his effect die to D12. Spidey is shaken bad from a nearly fatal slip-up!
Summary
Spider-Man: 3 PP, D12 emotional stress
Wesker:
Doom: 1D6
Wesker is difficult to shake, sure in his own power and in his destiny to be a god. Plus, unknown to Spider-Man, he's not actually surprised. His dice pool: Solo D10, Wesker Child D8 (he's the scion of a project designed to breed a new race of gods, damn it!), Superhuman Durability D10 (his own power will protect him from anything this flippant fool can throw at him), Menace Master D10 (hard to scare guys who are themselves real scary bastards). 1d10=8, 1d8=7, 1d10=9, 1d10=7. He does, however, have to beat Spider-Man's total, so he needs a 19 or higher. He'll spend D6 Doom to keep an extra result die. Result: 9+7+8=24, effect D10. In fact, Wesker is going to spend a D6 from the Doom pool to use his effect die, inflicting the same emotional stress back on Spider-Man as he rattles the web-slinger! Even worse, because he got an extraordinary success, he steps up his effect die to D12. Spidey is shaken bad from a nearly fatal slip-up!
Summary
Spider-Man: 3 PP, D12 emotional stress
Wesker:
Doom: 1D6
Wesker pulled his flash drive from the computer an slipped it into his inside coat pocket. He quickly considered his options as he looked upon the colorful so-called "superhero". Spider-Man was a formidable foe, and there was little sense in jeopardizing his plans. He had what he needed from Connors' files. Yet if I can subdue him, he would make a perfect test subject for Uroboros. "Seven minutes, Spider-Man. Seven minutes is all I can spare to play with you." Wesker had already alerted the authorities to the break-in himself, to account for just such a distraction.
"What do you wanna play?" said Spider-Man, crouched near an examination table. "Back when your last game came out, Pong was your biggest competitor, wasn't it? I'll admit I'm a little rusty. Maybe Tetris, instead?" He tried not to let on, but Spider-Man was deeply shaken. He could have been killed and this guy hadn't even broken a sweat. All he could think about was Mary Jane having to find out that he'd died that way...
Immediately his Spider-Sense tingled in his skull.
Wesker grinned. "Tsk, Spider-Man. Your dialogue is as bad as the first game in the Indigenous Maleficence series." He lunged forth, moving so fast he became a streak of inky black.
More thankful than ever for his spider-powers, Spider-Man leaped up, somersaulting over Wesker and punching him in the same motion. He twisted and landed in a crouch.
Since Wesker went last in the last Panel, he goes first in this action order. He makes a physical attack. Dice pool: Solo D10, Wesker Child D4 (+1D6 Doom), Superhuman Strength D10 (Speed would work here, too), Samurai Edge D8, Combat Expert D8. 1d10=4, 1d4=1, 1d10=6, 1d8=7, 1d8=7. Result: 7+7=14, effect D10 physical stress. Oops, forgot the stress die! It gets a 3.
Spider-reaction: Solo D8, Wisecracker D4 (+1 PP, 4 total), Superhuman Reflexes D10, Enhanced Durability D8, Acrobatic Master D10. 1d8=4, 1d4=1, 1d10=5, 1d8=5, 1d10=5. Not a great roll, so Spider-Man will spend a PP to reroll his reaction and add Enhanced Senses D8 to the roll. 1d8=3, 1d4=3, 1d8=5, 1d10=10, 1d8=7, 1d10=4. Result: 7+10=17, effect D10. Spidey turns the tables by spending a Plot Point to use his effect die to inflict physical stress on Wesker, though it's stepped back by one to D8.
Summary
Spider-Man: 3 PP, D12 emotional stress
Wesker: D8 physical stress
Doom: 2D6
Spider-reaction: Solo D8, Wisecracker D4 (+1 PP, 4 total), Superhuman Reflexes D10, Enhanced Durability D8, Acrobatic Master D10. 1d8=4, 1d4=1, 1d10=5, 1d8=5, 1d10=5. Not a great roll, so Spider-Man will spend a PP to reroll his reaction and add Enhanced Senses D8 to the roll. 1d8=3, 1d4=3, 1d8=5, 1d10=10, 1d8=7, 1d10=4. Result: 7+10=17, effect D10. Spidey turns the tables by spending a Plot Point to use his effect die to inflict physical stress on Wesker, though it's stepped back by one to D8.
Summary
Spider-Man: 3 PP, D12 emotional stress
Wesker: D8 physical stress
Doom: 2D6
Wesker's sunglasses clattered on the floor in pieces. He slowly turned to face Spider-Man, growling angrily. All trace of humor was gone from his expression. "You'll pay for that, Spider-Man." His eyes were slitted, reptilian, burning with a fiery red glow.
Spider-Man held up his hands and waggled his fingers like a bad imitation of a ghost. "Ooo-oooh! Trust me, that's completely original. I have really, seriously, truly never heard that one before!" He thrust his hands forth with sudden speed and cast webs like a net over Wesker. Sticky webbing enveloped Wesker, surprisingly strong as he strained against it.
"Does whatever a spider can!" sang Spider-Man. "Hey, you know, you should try some Visine. It gets the red out™."
Spider-Man is going to attempt to create a Webbed complication on Wesker, and has an SFX that will help him with that. Solo D8, Wisecracker D4 (he really shouldn't spend so much time running his mouth, but hey, he's Spider-Man, it's what he does), Superhuman Reflexes D10, Weapon D8, Grapple SFX D6, Combat Expert D8. 1d8=3, 1d4=1, 1d10=7, 1d8=3, 1d6=3, 1d8=6. Stress die: 5. Spider-Man gains a Plot Point, Watcher activates the opportunity. Spider-Man spends 1 PP to keep an additional die. Result: 7+6+5=18, effect D8, but Grapple SFX steps that up to D10.
Wesker reaction: Solo D10, Raccoon City Survivor D4 (+1D6 Doom; He faced worse than this in Raccoon City, what are webs gonna do that actual giant spiders couldn't?), Superhuman Speed D10, Acrobatics Expert 2D6. 1d10=4, 1d4=1, 1d10=5, 1d6=3, 1d6=6. Stress die: 2. 1 opportunity, which Spider-Man spends a Plot Point to use as a stunt on his next action. Result: 6+5=11, effect D10. He could burn up the entire Doom pool to beat Spidey's roll, but Wesker isn't too stressed. Yet. He'll spend 1D6 Doom to add an extra die for total (adding the 3 on the D6), to avoid the extraordinary success.
NOTE: I forgot to use the stress dice again on each of their rolls here. I'll add those in now.
Spider-Man inflicts a Webbed D10 complication on Wesker. The benefit to doing this is that he can add it to his rolls in addition to the stress die.
Summary
Spider-Man: 2 PP, D12 emotional stress
Wesker: D8 physical stress, webbed complication D10
Doom: 4D6
Wesker reaction: Solo D10, Raccoon City Survivor D4 (+1D6 Doom; He faced worse than this in Raccoon City, what are webs gonna do that actual giant spiders couldn't?), Superhuman Speed D10, Acrobatics Expert 2D6. 1d10=4, 1d4=1, 1d10=5, 1d6=3, 1d6=6. Stress die: 2. 1 opportunity, which Spider-Man spends a Plot Point to use as a stunt on his next action. Result: 6+5=11, effect D10. He could burn up the entire Doom pool to beat Spidey's roll, but Wesker isn't too stressed. Yet. He'll spend 1D6 Doom to add an extra die for total (adding the 3 on the D6), to avoid the extraordinary success.
NOTE: I forgot to use the stress dice again on each of their rolls here. I'll add those in now.
Spider-Man inflicts a Webbed D10 complication on Wesker. The benefit to doing this is that he can add it to his rolls in addition to the stress die.
Summary
Spider-Man: 2 PP, D12 emotional stress
Wesker: D8 physical stress, webbed complication D10
Doom: 4D6
Wesker strained, the webs creaking as they frayed. Finally they snapped and he raised his gun to shoot; the shot went wide, but he was free. He let out an arrogant chuckle. "Impressive, Spider-Man." Wesker pulled another pair of sunglasses out of a coat pocket. "Or should I say... amazing?"
He donned the shades.
Spider-Man sputtered. "No way. No way. Did I just get Horatio Caine'd? Seriously? Man, that's the worst thing anyone's ever done to me. That's low, man. Real low."
Wesker only laughed and dashed over to Connors' workstation. Before Spider-Man could stop him, Wesker's fingers flew over the keyboard. Nearby, a high-tech cutting laser whirred to life, its thin orange beam drilling down into the sheet of metal in the tray below. Again with superhuman speed, Wesker moved to it and forcibly yanked it upward, breaking the mechanisms that moved it. Now it cut wildly across the room, while Wesker stood behind it.
Wesker's turn again. He gets to add Spider-Man's stress die to his rolls (if it makes sense, which in most cases it does), but so does Spider-Man get to use one of Wesker's stress or complication dice. First thing he wants to do is bust out of the webs. Dice pool: Solo D10, Wesker Child D8, Superhuman Strength D10, Gun D8, Acrobatics Expert D8 (to help twist and get an arm free). 1d10=9, 1d8=2, 1d10=10, 1d8=1, 1d8=8. Pretty good roll. 1 opportunity which Spider-Man elects not to activate at the moment (he might need all the Plot Points he can get). Result: 10+8=18, effect D10. I didn't roll Spidey's emotional stress there because it doesn't really fit the action. Wesker spends 1D6 Doom to keep an extra effect die for recovery (with Regeneration SFX), the D8. In this case, it's equal to or higher than the stress die (as talked about on OM28), so Wesker removes the stress die entirely.
Since he doesn't roll against the Doom pool (Watcher characters don't), he rolls against Spider-Man, the traits that apply. In this case, Solo D8, Enhanced Durability D8 are about all I see that would apply much here. None of his Distinctions or Spider-Powers would really help much, but Spider-Man also gets to roll the Webbed D10 die. Ugh. 1d8=1, 1d8=1, 1d10=7. Bad, bad news for Spidey... so fitting. Result: 7, effect D4. Watcher activates both opportunities, giving the Doom pool +1D6 and stepping up a D6 to a D8.
Wesker spends 1D6 from the Doom pool to activate the Fabrication Laser.
Summary
Spider-Man: 4 PP, D12 emotional stress
Wesker:
Doom: 3D6+1D8
Since he doesn't roll against the Doom pool (Watcher characters don't), he rolls against Spider-Man, the traits that apply. In this case, Solo D8, Enhanced Durability D8 are about all I see that would apply much here. None of his Distinctions or Spider-Powers would really help much, but Spider-Man also gets to roll the Webbed D10 die. Ugh. 1d8=1, 1d8=1, 1d10=7. Bad, bad news for Spidey... so fitting. Result: 7, effect D4. Watcher activates both opportunities, giving the Doom pool +1D6 and stepping up a D6 to a D8.
Wesker spends 1D6 from the Doom pool to activate the Fabrication Laser.
Summary
Spider-Man: 4 PP, D12 emotional stress
Wesker:
Doom: 3D6+1D8
What's with this guy? thought Spidey. He's not even slowing down. Where did he come from with those powers? Spider-Man certainly hadn't tackled a foe like him anytime recently. He was way too cool and collected to just be hired muscle. Whoever he was, the man in black was not just your average super-criminal. Playtime was over. Things had gotten entirely too dangerous.
Spider-Man leaped upward, dodging the sweeping laser, simultaneously casting a web balls at the laser and at Wesker. "Enough fun and games, Duke! You're going to a prison made just for people like you!" Wesker reeled as the web ball smashed into his face like a punch from Chris Redfield, shattering his glasses as well as smashing the cutting laser beyond repair. The ruined machine spit sparks and noxious smoke.
"Damn you!" hissed Wesker.
Spider-Man is going to try to slow up Wesker a bit and take out the laser. Solo D8, Great Power D8, Superhuman Reflexes D10, Weapon D8, Combat Expert D8. His single total will apply to each target. 1d8=7, 1d8=8, 1d10=3, 1d8=2, 1d8=1. Watcher activates the opportunity to step up a Doom die, Spider-Man gains another Plot Point. Ack, wait! I forgot, Spider-Man gets his D10 stunt die! A ten, boom! 1d10=10. He also spends 1 PP to keep an extra effect die and 1 to keep an extra result die. Result: 10+7+8=25, effect D10+d8.
First, the laser's reaction. It rolls the Doom pool +1D8, so 2D6+3D8. 1d6=2, 1d6=5, 1d8=2, 1d8=8, 1d8=6. Result: 8+6=14, effect D8. The laser is destroyed!
Wesker gets to react now. Solo D10, Raccoon City Survivor D8, Superhuman Speed D10, Acrobatics Expert 2D6. 1d10=8, 1d8=2, 1d10=3, 1d6=6, 1d6=3. Wesker spends D6 Doom to keep an extra die. Result: 8+6+3=17, effect D12. Spider-Man beats him by 5+ and gets an extraordinary success, stepping up his effect by +1! The D12 stress die I forgot comes up as a 4, so Wesker uses it for effect, which makes Spider-Man step back his effect by 1, breaking even.
Summary
Spider-Man: 3 PP, D12 emotional stress
Wesker: D10 physical stress
Doom: 1D6+2D8
First, the laser's reaction. It rolls the Doom pool +1D8, so 2D6+3D8. 1d6=2, 1d6=5, 1d8=2, 1d8=8, 1d8=6. Result: 8+6=14, effect D8. The laser is destroyed!
Wesker gets to react now. Solo D10, Raccoon City Survivor D8, Superhuman Speed D10, Acrobatics Expert 2D6. 1d10=8, 1d8=2, 1d10=3, 1d6=6, 1d6=3. Wesker spends D6 Doom to keep an extra die. Result: 8+6+3=17, effect D12. Spider-Man beats him by 5+ and gets an extraordinary success, stepping up his effect by +1! The D12 stress die I forgot comes up as a 4, so Wesker uses it for effect, which makes Spider-Man step back his effect by 1, breaking even.
Summary
Spider-Man: 3 PP, D12 emotional stress
Wesker: D10 physical stress
Doom: 1D6+2D8
Broken by one of Wesker's gunshots, a case storing Volatile Chemicals spilled out onto the floor... and one of the sparks from the ruined Fabrication Laser landed upon the growing pool, igniting it. Other chemicals caught in the chain reaction exploded, sending shards of glass flying ahead of a ball of flame. Vanishing briefly in a smoky black burst, Wesker reappeared closer to the lab's front door, easily avoiding the explosion. He withdrew yet another pair of shades from a pocket and donned them.
Tipped off by his Spider-Sense, Spidey leaped high over the explosion and shielded himself with a quickly-spun web shield. Heat and smoke washed harmlessly over him. He landed and spotted Wesker looking like he was ready to make a break for it. Sirens wailed in the distance, growing ever closer.
"I told you, Spider-Man, I only had seven minutes to spare. I wish I could have tested Uroboros on someone of your... unique abilities. But no matter. There will be time yet for just such a test."
Spider-Man cleared most of the sixty feet or so to Wesker in a single bound. "You're not going anywhere, pal! Not unless it's in cuffs!"
Wesker shook his head in mock pity. "Tsk, tsk, Spider-Man. The fire will soon consume this place and the good doctor. Do you really think you have enough time to defeat me and save Doctor Connors?"
Spend 2D6 Doom (well, 1D6+1D8) to activate Chemical Fire D6. Normally I wouldn't make a Watcher character roll against a Doom pool, but here we'll do it. Both must react vs. 2D6 or take physical stress. 1d6=4, 1d6=3. Result: 4+3=7, effect D4.
Wesker's turn now, so his roll first: Solo D10, Raccoon City Survivor D4 (+1D6 Doom), Superhuman Reflexes D10, Acrobatics Expert D8. 1d10=9, 1d4=1, 1d10=7, 1d8=8. Result: 9+8=17, effect D10. Wesker easily avoids the explosion. He then spends an action to recover with his Regeneration SFX, spending a D6 and comparing his Stamina, D10, with his stress, D10. Since it's equal, the stress is eliminated.
Spider-Man: Solo D8, Great Power D4 (It's sure gotten him into trouble here!), Superhuman Reflexes D10, Enhanced Durability D8, Acrobatics Master D10. 1d8=6, 1d4=2, 1d10=3, 1d8=2, 1d10=1. Result: 8+6=14, effect D10. Watcher hungrily activates that opportunity, Spidey gains another Plot Point.
There's technically a Chemical Fire D6 complication on both parties now, but neither uses it this Panel.
Summary
Spider-Man: 5 PP, D12 emotional stress
Wesker: D10 physical stress
Doom: 1D8
Wesker's turn now, so his roll first: Solo D10, Raccoon City Survivor D4 (+1D6 Doom), Superhuman Reflexes D10, Acrobatics Expert D8. 1d10=9, 1d4=1, 1d10=7, 1d8=8. Result: 9+8=17, effect D10. Wesker easily avoids the explosion. He then spends an action to recover with his Regeneration SFX, spending a D6 and comparing his Stamina, D10, with his stress, D10. Since it's equal, the stress is eliminated.
Spider-Man: Solo D8, Great Power D4 (It's sure gotten him into trouble here!), Superhuman Reflexes D10, Enhanced Durability D8, Acrobatics Master D10. 1d8=6, 1d4=2, 1d10=3, 1d8=2, 1d10=1. Result: 8+6=14, effect D10. Watcher hungrily activates that opportunity, Spidey gains another Plot Point.
There's technically a Chemical Fire D6 complication on both parties now, but neither uses it this Panel.
Summary
Spider-Man: 5 PP, D12 emotional stress
Wesker: D10 physical stress
Doom: 1D8
Spider-Man clenched his fists, but Wesker was right: his first priority was to save Doc Connors, which would give someone as fast as Wesker plenty of opportunity to escape. But not wholly unscathed, if Spider-Man had anything to say about it... as Wesker turned to run, Spider-Man launched a tiny Spider-Tracer at his back. Wesker didn't even notice the device as his long coat billowed behind him. In a blur of movement, he was gone.
Meanwhile, Spidey leaped over to Doc Connors and knelt at his side. "Come on, Doc. We gotta get you to a doctor, and preferably not one that has anything to do with reptiles..." As he leaped away, Spider-Man glanced at the computers about to be consumed in the blaze. He didn't even have time to see what it was that the mysterious man in black had been after, but Spider-Man just knew it would come back to haunt him.
Chemical Fire steps up to D8. Spider-Man realizes he's running out of time, and decides to save Connors with his action. He can get over there, grab Connors, and jump, climb, run or swing to safety without needing to roll for it (the conditions aren't harsh enough), but that'll take an action or two. Meanwhile, Wesker is going to run away as fast as he can, so this one's over.
However! There is one final action to make. Spider-Man could spend a PP to do this automatically, or so it reads to me, but that would probably inflict the minimum complication of D4. So let's roll for it! Solo D8, With Great Power D8, Superhuman Reflexes D10, Covert Expert D8. He spends a Plot Points like they're going out of style: 1 to add Enhanced Senses to his roll, 1 to add a D8 stunt, 2 to keep two extra result dice. 1d8=5, 1d8=8, 1d8=3, 1d10=5, 1d8=8, 1d8=8. Result: 8+8+8=24, effect D10.
Wesker: Solo D10, Proud Like A God D4 (+1D6 Doom; he doesn't think Spider-Man has any way to challenge him at this point), Superhuman Speed D10, Acrobatics Expert D8. 1d10=10, 1d4=3, 1d10=2, 1d8=8. Result: 10+8=18, effect D10. Wesker picks up the Traced complication at D10 level, and doesn't even know it!
Final Summary
Spider-Man: 1 PP, D12 emotional stress
Wesker: Traced complication D10
Doom: 1D6+1D8
However! There is one final action to make. Spider-Man could spend a PP to do this automatically, or so it reads to me, but that would probably inflict the minimum complication of D4. So let's roll for it! Solo D8, With Great Power D8, Superhuman Reflexes D10, Covert Expert D8. He spends a Plot Points like they're going out of style: 1 to add Enhanced Senses to his roll, 1 to add a D8 stunt, 2 to keep two extra result dice. 1d8=5, 1d8=8, 1d8=3, 1d10=5, 1d8=8, 1d8=8. Result: 8+8+8=24, effect D10.
Wesker: Solo D10, Proud Like A God D4 (+1D6 Doom; he doesn't think Spider-Man has any way to challenge him at this point), Superhuman Speed D10, Acrobatics Expert D8. 1d10=10, 1d4=3, 1d10=2, 1d8=8. Result: 10+8=18, effect D10. Wesker picks up the Traced complication at D10 level, and doesn't even know it!
Final Summary
Spider-Man: 1 PP, D12 emotional stress
Wesker: Traced complication D10
Doom: 1D6+1D8
Outside, he waited for the firefighters and police to arrive before swinging away. And somewhere in the back of his mind, Peter knew Jonah would have the headlines tomorrow printed in big, bold letters about Spider-Man attacking the ESU lab...
Oh well. Tonight, for a little while more, he was still Spider-Man, and the worries of Peter Parker could wait.
We'll meet again, Nukem. Next time, I'll be prepared!