Maneuver Legend: AA – All Out Attack, ACA – Accurate Attack, DA – Defensive Attack, PA – Power Attack, RA – Routine Attack, SA – Standard Attack], TC - Toughness Check, WC – Will Check, FC – Fortitude Check
Intro: As much as I love Nightwing, consider this more of an Oddball test than an evaluation of Grayson. Most of what I’d be looking for with Nightwing I’m covering with Spidey and Batman tests.
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Nightwing is on patrol in Bludhaven when he comes across some suspicious activity along the docks. He swings down to a building across the alley and uses his Gadgets to pull out a set of mini-binoculars to get a better look.
Perception check is a 31.
As he suspected, some criminals are liberating some merchandise from what appears to be a sporting goods warehouse. Nightwing will drop down from the roof to teach them that crime doesn’t pay.
I’ll say he’s up about 60 ft away and 30 ft. up. He’ll stealth up to try and get the drop on them. Holy crap. He rolled a 2 on Stealth, they got a natural 20. He’s spotted. Acrobatics check to land gets him a 35 so no damage from that, of course. I guess I’ll go to Initiative. I was really expecting a surprise round. The dice are a fickle mistress …
Round 1: Initiative: Oddball – 21, Nightwing – 18, Thugs - 3. Oddball and Nightwing have an HP each. Thugs are minions. The thugs are loading crates onto your standard unmarked van. Oddball is still laying low this round, so it will just be Nightwing and the thugs. Nightwing will quick draw his Escrima Sticks and he’ll take 10 and go PA5 against the first minion and I’ll say that with his Takedown 2, he can get to 5 of the six this round if things go his way. Only having to deal with going around the van to get to the driver will keep him from getting to all of them.
Two of the thugs get close to the check with 21’s on the DC25 checks, but all 5 fall. The last thug, who was in the driver’s seat of the van, will try to make a name for himself and fires his pistol at Nightwing, but he misses with a 17. When Nightwing turns his way, he fires up the van and burns rubber.
Round 2: As Nightwing starts to give chase, suddenly a man in a garish multicolored costume comes out of the warehouse, about 30 ft away. He’s juggling 3 brightly colored balls in one hand and he introduces himself to the former Boy Wonder as Oddball. He tells him that he’s heard about Bludhaven’s protector and that he thought he might see if he’s as “on the ball” as he’s heard. As Nightwing rolls his eyes, Oddball whips the 3 balls at him, his Hard Rubber Balls attack. Standard attack gets him a 22 which misses. Seeing how skilled this guy seems to be, Nightwing figures he should take him seriously. Nightwing closes the distance and goes PA2 with his Escrima Sticks and gets a natural 1. I’m ruling he breaks one of them on the wall he stuck instead of his target. I’m saying that reduces the Strike from 2 ranks 1 for the rest of his encounter.
Round 3: Oddball’s going to get this quick dude off his feet. He moves back into the warehouse his full 30 ft and switches to his Rolling Mar-Balls, a cone area “trip” effect. Nightwing makes the initial Dodge check with a 30, then gets a natural 20 on his Dodge check to avoid the Affliction. Nightwing sheathes his lone Escrima Stick and moves up on Oddball. He’ll Agile Feint him and succeeds, 26 to 15.
Round 4: Oddball will step back about 10 ft and whip his Spiked Balls at Nightwing, AA2, and he misses with a 20. So now Oddball is vulnerable against Dick’s unarmed attack at PA5 and it didn’t matter because Dick still got a 28. DC23 TC but Elton only gets a 7. He’ll use his HP to reroll and he rolls ANOTHER 3, but with the +10 from the HP reroll, it’s a 17 so that kicks it up to a 2nd degree failure.
Round 5: Not even close to the first time he’s been kicked that hard, Oddball will try to throw Dick off balance with his Magnesium Flare Balls. He throw them with a PA2 but misses badly with a natural 2. Nightwing will to Agile Feint Oddball as a move action and does easily with a 25 to 12 that Elton also opposed with Acrobatics. Nightwing goes PA5 unarmed again and nails him with a 27. DC23 TC for Oddball and he gets a 6 for a 4th degree failure and he’s out like a light.
Status – Oddball (-2 toughness, incapacitated, 0 hp), Nightwing (fine, 1 hp), 6 Thugs (5 incapacitated, 1 fled, 0 hp)
Comments: No surprises there, really. Could have lasted longer if Oddball had rolled a little better, but considering his jobbery-ness, only really lasting 2 rounds with Nightwing feels pretty apropos. I’ll have to pick someone else to beat him soon.