County Fair Knockout!
Now you get to play a short DC Adventures encounter, using the character sheets for Superboy and Knockout in the
center of this booklet. Give Superboy to one player, another player can run Knockout or the Gamemaster may do so.
Note that while these are the full character sheets for these characters, space does not permit the explanation of all of
the abilities of these characters. This basic encounter is meant to be a brawl, and you can learn more about individual
powers and advantages in the Hero’s Handbook.
A Day at the Fair
Go over the information in The Rules with the player(s)
and give them the opportunity to look over the character
sheets. You might want to have them make a few test dierolls
and checks to get the feel of it. When you’re ready to
begin, read the following to Superboy’s player:
The county fair is being held in Smallville this year
and Superboy, the town’s famous local hero, is invited
as the guest of honor! You’re supposed to put
on a big of a show for the crowd: lift a tractor or two,
do some fly-bys, then the mayor is supposed to give
a speech and offer you thanks for all your help. All
things considered, you’d rather be just Conner Kent,
enjoying the fair on your own, but you should be
able to do that later. Right now, it’s showtime!
Ask Superboy’s player to describe his arrival at the fair
and what sort of stunts he does to entertain and impress
the crowd. Encourage the player to be imaginative and to
ham things up a bit. After all, it’s not every day one gets to
be the Boy of Steel!
You do not need to ask the player to make any checks during
this display; things like lifting a tractor are well within
Superboy’s capabilities. Once the player has had a chance
to talk a bit about what Superboy does, give the player a
token for a hero point and read the following:
The applause and hollers of approval from the
crowd die down as the mayor takes the stage and
approaches the microphone at the podium, he
clears his throat to speak but, before he can do so,
a loud voice cuts interrupts. “You call those feats of
strength?” the booming female voice says. “I’ll show
ya strength. Here, pup, catch!”
Suddenly, a heavy tractor is lifted off the ground
by a curvaceous figure in green with flaming red
hair: Knockout! She hefts the massive piece of farm
equipment as if it were almost weightless and
throws it right at you!
Catching the Tractor
Good thing we established earlier that Superboy can lift a
tractor, because now he has to catch one! While the Teen
of Steel is invulnerable enough not to be seriously hurt
by tons of hurtling metal, the stage and the people on it
are not so lucky! If Superboy’s player doesn’t think of it,
you may want to gently mention that. Ideally, he needs to
catch the tractor and prevent it from hitting anyone.
This is a test of Superboy’s Dexterity, made possible by
his Super-Strength and Speed. Ask the player to roll the
die and add Superboy’s Dexterity rank (2) to the result. A
check total of 10 or more (a roll of 8 or better) means he
catches the tractor. A lower check total (a roll of 7 or less)
means it hits him instead! Superboy’s player can spend
the hero point awarded right before Knockout showed up
to ensure success: the hero point guarantees a roll of 11.
If Superboy catches the tractor, he can set it down safely or
prepare to toss it back at Knockout. If it hits him, have the
player make a Toughness resistance check against rank 10
damage as described under Damage in The Rules. (Hint:
Superboy’s player needs to succeed at a DC 25 Toughness
check.) Either way, award Superboy’s player a hero point
for the heroic effort of trying to protect the crowd.
Knockout Punch
Knockout uses the momentary distraction to move in and
try and land a punch. After Superboy has caught the tractor
(or failed to do so), roll an attack check for Knockout
against Superboy’s Parry Defense + 10. A total less than
the DC means Knockout misses. A total that equals or exceeds
the Defense Class hits, requiring Superboy’s player
to make a Toughness resistance check against Knockout’s
Strength damage (15 + 15, or 30).
If Superboy is still holding the tractor when Knockout hits
him, and she manages to daze him (or worse) he needs to
make another Dexterity check (DC 10) to avoid dropping it.
Hit Me With Your Best Shot
For the rest of the fight, alternate turns between Superboy
and Knockout, letting each make an attack and move (if
desired). Things go back and forth until one combatant
gets taken out of the fight. If Superboy staggers Knockout,
she tries to make a run for it. The specific tactics are up to
the player and the Gamemaster, but here are a few things
to keep in mind:
The High Ground
Superboy can fly, and Knockout can’t, so he may try to stay
out of her reach, maybe even using his heat vision from
a distance. Knockout doesn’t hesitate to either throw big,
heavy things at the Teen of Steel, or even to grab a hostage
from the crowd to use as a human shield so the Kid
will fight her close up (the way she likes it).
Let’s Take This Upstairs
Speaking of flying, Superboy might try grabbing Knockout
and flying her quickly away from the Fair, either out
into the abandoned fields or straight up into the air. Grabbing
her takes a successful unarmed attack check against
her Parry. If it succeeds, Knockout makes a Strength check
against a DC of Superboy’s Strength+10 (25). If she loses,
Superboy has grabbed her in a hold and can move her. If
she wins, she breaks out of the hold. Knockout gets a new
Strength check each round to get loose. Of course, if she’s
thousands of feet up in the air when she does.... well, sufficient
to say that she is incapacitated by the fall.
Rattled
Knockout certainly isn’t above using flirtation and forcefulness
to rattle Superboy’s confidence. She’s fond of taking
a punch and laughing, “My Granny hits harder than
that!” She can make an Intimidation check (with a total
bonus of +10 to the die roll with her skill and Attractive
advantage) against Superboy’s Will+10 (21) with success
demoralizing him and imposing a –2 penalty to all of his
checks until the start of Knockout’s next turn. Of course,
Superboy can also taunt Knockout, using his Deception
(+6) in the same way against her Will+10 (19).
Blue Ribbon Battle
Feel free to use elements of the surrounding County Fair
as props. Knockout is likely to grab vehicles, booths, even
prize heifers to use as weapons! Plus there are likely generators,
power cables, kerosene, metal drums, and similar
things around. If she’s losing, Knockout might cause an explosion
or topple over a carnival ride to cover her escape.
Speaking of which, why did Knockout show up and come
after the Teen of Steel in the first place? That’s an opportunity
for you to continue the adventure, Gamemaster,
maybe once you’ve gotten your hands on the DC Adventures
rulebook and have a chance to get a whole group of
heroes together!