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PERCEPTION
DC Hearing Difficulties
0 Normal Conversation
10 Soft Noise
20 Very quiet (hidden) noise
+5 Listen through a door
+15 Listen through a solid wall
+10 Wake up from sleep
INVESTIGATION
DC Search Difficulties – Sample
10 Ransack an area to find a certain object
Notice a secret Compartment, simple tap or
20
obscure clue
Find a well-hidden secret compartment, trap or
25+
extremely obscure clue
Evidence Difficulties – Task
15 Analyze Evidence
15 Gather Evidence
Evidence Circumstance Modifiers
+2 Every day since event (max +10 modifier)
+5 Crime scene is outdoors
+2 Crime scene is disturbed
+5 Crime scene is highly disturbed
TECHNOLOGY Gather Information Results – Type
DC Security Difficulties 10 General
10 Simple lock or home alarm system 15 Specific
15 Quality lock or advanced home alarm system 20 Restricted
20 Business and corporate security 25 Protected
25 High security: branch bank vault or museum
30 Very high security: bank HQ vault, medium prison
35 Maximum security: high security prison
DECEPTION
DC Circumstance
40 Super-max security: super-prison
-5 Target wants to believe you
Conditional Modifiers
+0 Believable and doesn’t affect target much
+5 Prevent tampering from being noticed
+5 Hard to believe or puts the target at risk
+1 Fail Sets off security or trap
+10 Difficult to believe or puts the target at serious risk
+20 Unbelievable, almost too incredible to consider
TECHNOLOGY – BUILDING ITEMS
Innuendo Difficulties
DC Time Rank Complexity
10 Basic message
Simple – electronic timer or
15 10 (2 hours) 15 Complex message
detonator, tripwire trap
Moderate – radio direction finder, 20 Message with new or detailed information
20 12 (8 hours)
lock, engine component
Complex – cell phone, combustion
25 14 (1 day) PERSUASION
engine
30 16 (4 days) Advance – computer, vehicle DC Changing Attitude
+5 -1 build time Build or repair faster ≤10 Decrease Attitude 1 step
-5 -2 build time Repair damaged items 15 Improve Attitude 1 step
Jury-Rig – quick fix one problem 25 Improve Attitude 2 steps
-5 Std action
for a scene 35 Improve Attitude 3 steps
DISTANCE & TIME MEASUREMENT TABLE
Distance Distance
Rank Time Example Distance
(Imperial) (Metric)
-5 1/8 second 6 inches 15 cm Dollar Bill
-4 1/4 second 1 foot 30 cm Length of a License Plate
-3 1/2 second 3 feet 1m Average length of a sword
-2 1 second 6 feet 2m Average height of a person
-1 3 seconds 15 feet 4m Average length of a car
0 6 seconds 30 feet 8m Length of a stretch limo
1 12 seconds 60 feet 16 m Length of a semi trailer or train car
2 30 seconds 120 feet 32 m Length of a tennis court
3 1 minute 250 feet 64 m Length of the Space Shuttle
4 2 minutes 500 feet 125 m Approximate height of the St. Louis Arch
5 4 minutes 900 feet 250 m Length of a WWII Aircraft Carrier
6 8 minutes 1,800 feet 500 m Taipei 101 building
7 15 minutes 1/2 mile 1 km Six City Blocks
8 30 minutes 1 mile 2 km Average length of a airport runway
9 1 hour 2 miles 4 km Length of the Golden Gate Bridge
10 2 hours 4 miles 8 km Depth of the Atlantic Ocean
11 4 hours 8 miles 16 km Height of Mt. Everest
12 8 hours 16 miles 32 km Width of the Grand Canyon
13 16 hours 30 miles 64 km Length of the Panama Canal
14 1 day 60 miles 125 km Distance from Earth to Space
15 2 days 120 miles 250 km Width of Lake Superior
16 4 days 250 miles 500 km Length of the Grand Canyon
17 1 week 500 miles 1,000 km Length of Great Britain
18 2 weeks 1,000 miles 2,000 km Distance from London to Rome
19 1 month 2,000 miles 4,000 km Length of the Mississippi River
20 2 months 4,000 miles 8,000 km Length of the Great Wall of China
21 4 months 8,000 miles 16,000 km Diameter of the Earth
22 8 months 16,000 miles 32,000 km Circumference of Mars
23 1 1/2 years 32,000 miles 64,000 km Diameter of Uranus
24 3 years 64,000 miles 125,000 km Diameter of Saturn
25 6 years 125,000 miles 250,000 km Diameter of Saturn's Rings
26 12 years 250,000 miles 500,000 km Distance from the Earth to the Moon
27 25 years 500,000 miles 1 million km The Moon's Orbit
28 50 years 1 million miles 2 million km Circumference of Saturn's Rings
29 100 years 2 million miles 4 million km Circumference of the Sun
30 200 years 4 million miles 8 million km Total amount of highways in the USA
+1 x2 x2 x2 x2
50 192 million years 4.2 x1012 miles 8.4 Tm 56 AU - Distance beyond Pluto
75 7 x1015 years 1.3 x1020 miles 256 Pm 25 million light years – Distance to Messier 106
SI Measurements
Aid - - Std Close; Attack check (DC 10), success grants +2 attack or defense, four degrees grants +5.
Aim +5 - Std Close or Ranged; +2 bonus if longer than close range
Charge -2 - Std Close; Speed rank in straight line, then attack
Defend - - Std Make an opposed check vs. attack, add 10 to roll of 10 or less
Disarm -2 - Std Close; -5 at range; opposed check Damage vs. target’s STR
Escape - - Mve Opposed Athletics or Sleight of Hand vs. opponent’s routine STR or grab effect
Grab - - Std Attack check, if successful, target resists with STR or Dodge; see Grab p. 176
Recover - +2 Std Remove highest level of damage or fatigue, or make resistance check; one per combat
Smash - - Std -5 attack if vs. a held object
Trip -2 - Std Attack vs. Parry, if successful make opposed Acrobatics or Athletics vs.
target’s Acrobatics or Athletics; defender is prone
Maneuvers
Maneuver Attack Defense Type Effect
Basic Conditions
Compelled: Single standard action determined by another. Immobile: Have no movement speed, cannot move, but can take
Controlled: Another character determines actions. actions. Supersedes hindered.
Dazed: May only take a single standard action. Impaired: -2 penalty on checks.
Defenseless: Active defenses equal 0, often prone. Supersedes Stunned: Cannot take actions.
vulnerable. Transformed: Traits altered by an outside agent. Depends on effect.
Disabled: -5 penalty on checks. Supersedes impaired. Unaware: Unable to make interaction or Perception checks or
Fatigued: Hindered, recover after 1hour of rest. perform actions based on them.
Hindered: Move at -1 speed rank. Vulnerable: Active defenses are halved (round up).
Weakened: Temporarily lost power points in a trait. Depends on effect.
Combined Conditions
Asleep: Defenseless, stunned, and unaware. Exhausted: Impaired and hindered, recover after 1hour of rest.
Blind: Hindered, visually unaware, vulnerable, may be impaired or Incapacitated: Defenseless, stunned, and unaware. Usually prone.
disabled for visual tasks. Paralyzed: Defenseless, immobile, and physically stunned; may be
Bound: Defenseless, immobile, and impaired. able to take mental actions.
Deaf: Auditory unaware. Prone: Hindered, -5 penalty on close attack checks, +5 bonus to
attacker’s close attack checks, but -5 penalty to attacker’s ranged
Dying: Incapacitated. May die, see p. 19. attack checks. Move action to stand.
Entranced: Stunned, but may only pay attention to entrancing effect. Restrained: Hindered and vulnerable, immobile if restraints are
Breaks free if threatened or from allies interaction skill check (DC anchored.
10+effect rank).
Staggered: Dazed and hindered.
Surprised: Stunned and vulnerable.
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