quarta-feira, 24 de julho de 2013

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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