quarta-feira, 24 de julho de 2013

Livros da DC no M&M 3º


Vale a pena comprar, material de primeira qualidade. Fiz questão de te-los.
http://www.mediafire.com/?c5ep1nmmdtc1t5q


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Regras - Exemplo de combate - Superboy Vs Nocaute

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!




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Regras - Ficha da Nocaute


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Regras - Ficha Superboy



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Regras 3º parte

Action!

When things really start happening in a DC Adventures
game, time is broken down into six-second segments
called rounds (sometimes “action rounds”). A round isn’t
very much time. Think of it like a page in a comic book,
just long enough to go around the table once, with each
character doing something. Each character’s portion of
the round is called their turn.
On your turn, your character can move and do something
else like make an attack or use a power. So, for example,
on his turn, Superboy could fly (or run at super-speed) and
also throw a punch, use his heat vision, lift a heavy object,
or some other action.

Moving

A normal person can move about 30 feet per turn (twice that
if doing nothing other than moving). Heroes and villains often
have powers that allow them to move much faster. Superboy,
for example, has both the Flight and Speed powers,
making him faster than a fighter jet! Such characters can
move up to the listed speed for their power each turn.



Attacking

DC Adventures characters can attack in various ways, from a
simple punch to using weapons or amazing powers, but it
is all handled the same way: characters have an attack bonus,
based off Fighting for close attacks and Dexterity for
ranged attacks, modified by the character’s Close Combat
or Ranged Combat skill. Superboy, for example, has Fighting
4 and Close Combat: Unarmed 5, giving him a bonus
of (4 + 5) or 9 when throwing a punch. His Dexterity 2 and
Ranged Combat 7 skill also give him a 9 bonus with his
heat vision.
When making an attack, roll a check using the attack’s
bonus against a Difficulty Class equal to 10 plus the target’s
appropriate defense: Parry for close attacks, Dodge
for ranged attacks. A check total (the die result plus the
bonus) that equals or exceeds the DC is a success, while a
total that is less than the DC is a failure.

Damage

An attack that hits causes damage, which is ranked like all
other traits in DC Adventures. Unarmed damage is based
on Strength rank, while the damage caused by powers is
based on the power’s rank (such as Superboy’s heat vision,
which does Ranged Damage 12).
A character hit by a successful attack can avoid some or
all of the damage with a damage resistance check. This is
a check of Toughness rank against a difficulty class equal
to 15 plus the damage rank. So, for example, Superboy resisting
a punch from Knockout is a check of his Toughness
15 against a DC of (Knockout’s Strength 15 plus the base
difficulty class of 15) or 30. The results of a damage resistance
check are shown on the accompanying table:

Damage Resistance Check

Toughness vs. [Damage rank + 15]

Success: The damage has no effect.

Failure (one degree): The target has a –1 circumstance
penalty to further resistance checks against damage.

Failure (two degrees): The target is dazed until the end
of their next turn, able to move or attack, but not do
both. The target has a –1 circumstance penalty to further
checks against damage.

Failure (three degrees): The target is staggered: able
to move or attack, but not both, each turn, and moving
at only half speed. The target has a –1 circumstance
penalty to further checks against damage. If the target
receives three degrees of failure on a Damage resistance
check again, apply the fourth degree of effect.

Failure (four or more degrees): The target is incapacitated
: knocked out and unable to act.

Hero Points

Heroes have a resource called hero points, representing
the determination and strength of spirit that helps them
accomplish the impossible when they have to. The Gamemaster
awards players hero points for facing difficulties
in the game and generally behaving heroically. You can
spend your hero points to do one of the following:
• Re-roll a die roll and take the better of the two rolls.
If the second roll is a 10 or less, add 10 to it so the
result is 11–20.
• Immediately remove a dazed condition from damage,
allowing your hero to act normally.
The DC Adventures Hero’s Handbook describes many other
uses for hero points, but these two are the basics for this
Quick-Start.
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Regras 2º parte


Checks

Actions in DC Adventures are all resolved through checks,
a roll of a 20-sided die, plus a modifier derived from a
character’s trait ranks. If the total of the check equals or
exceeds the Difficulty Class, the action is a success. If it
doesn’t, then it’s a failure.
So, for example, an unarmed attack check for Superboy
is his Fighting ability rank (4), plus his Close Combat: Unarmed
skill rank (5), for a total of 9, plus the result of a roll
of the die. The DC is the Parry of his target, plus 10 (19, in
the case of Knockout).

Degrees

Checks often have degrees of success or failure: Just rolling
a success or failure counts as one degree. Every five full
points a check result is over or under the difficulty class
adds a degree. Fractions are ignored. So DC 10 check with
a result of 13 is one degree of success, just as a result of 8 is
one degree of failure. A result of 16 is two degrees of success
(6 over DC 10, ignoring the fraction) whereas a result
of 5 is two degrees of failure (5 under DC 10).

Resistance Checks

Avoiding an effect is a resistance check, with a Difficulty
Class of the effect’s rank plus 10 or 15 depending on the
effect. A successful resistance means you avoid the effect,
a failed check means you suffer some (or all) of the effect.

Circumstance Modifiers

Some circumstances make checks easier or harder, resulting
in a positive or negative modifier to the check. Characters
at an advantage are said to have a circumstance bonus
for the check, while those at a disadvantage have a circumstance
penalty. Apply a modifier of +2 if the character has
a bonus (+5 for a major bonus) and a modifier of -2 for a
penalty (-5 for a major penalty).





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Regras 1 º Parte


Rank

Every trait in DC Adventures—abilities, skills, powers, and
so forth—has an associated rank, a value telling you how
strong (or weak) that trait is. Ranks run from –5 (very weak)
all the way up to 20 (incredibly strong) or more, with an
average of 0. Superboy’s Strength, for example, is rank
15, far above the greatest Strength of an ordinary human
(around rank 5). The Kid’s Intellect, on the other hand, is
rank 1; above average, but it doesn’t break the bank.

Difficulty Class

Every task—from making an attack to avoiding harm to
figuring out a gadget—has a Difficulty Class or DC, a number
that tells you how hard that task is to perform. DCs
range from 0 (automatic, so easy it’s not worth rolling) to
40 (nearly impossible):

Check Examples

Difficulty (DC)       Example (Traits Used)
Very easy (0)        Notice something in plain sight (Awareness + Perception)

Easy (5)                Climb a knotted rope (Strength+ Athletics)

Average (10)         Hear an approaching security guard (Awareness +Perception)

Tough (15)            Disarm an explosive (Intellect + Technology)

Challenging (20)     Swim against a powerful current (Strength + Athletics)

Formidable (25)     Climb a wet, slippery rock-face
                             (Strength + Athletics)

Heroic (30)             Overcome a sophisticated security system (Intellect + Technology)

Super-heroic (35)     Convince the guards even though you have no credentials, they should let you into the
                                  building (Presence + Deception)

Nigh-impossible (40)   Track a trained commando through the jungle on a moonless night after 12 days of
                                      rainfall (Awareness + Perception)

Fonte: http://mutantsandmasterminds.com/dc_adventures/2010/08/dc-adventures-quick-start.php
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