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GENERAL RULES
Of course, ground speed determines other movement
abilities. Climbing and Swimming have a speed of ground speed -2
I have a few changes to the rule set provided in the DC
Ranks. However, Strength now also has a more powerful effect on
Adventures Heroʼs Handbook. They may have any effect on the
Jumping.
stats for existing characters or Archetypes. Simply make any
Normal characters (Strength 0) start with the ability to
necessary adjustments, reallocating points as necessary.
jump -1 Ranks of distance (15 feet) for a running long jump. Each
+3 Ranks of Strength improves this jumping distance by 1 Rank,
GROUND SPEED AND STRENGTH and each -3 Ranks of Strengths worsens this distance by 1 Rank.
Divide that measured distance by 2 for a standing long jump, by 5
The game rules stipulate that all normal characters (those for a running vertical jump, and by 10 for a standing vertical jump.
without the Speed power or other form of movement power) have a
ground speed of 0 Rank (30 feet per Round). In order to move any
faster, the character must purchase the Speed Power. STRENGTH-BASED LEAPING IN FEET
In my campaign, high levels of Strength grant an increase
in ground speed, while low levels of Strength lower your ground Strength Running Standing Running Standing
speed. For every three Ranks of Strength above 0, increase the Rank Long Long Vertical Vertical
characterʼs ground speed by 1 Rank. Jump Jump Jump Jump
Also, for purposes of measuring who would win in a race
or other similar test of ground speed not requiring a Check, each 1 -3 6 3 1.2 0.6
1 0 40 feet 20 feet
Based on the above, Batman can jump 40 feet at a
2 0 50 feet 25 feet running long jump, while Superman can leap 1,200 feet on a
running long jump or 240 feet on a running vertical jump.
3 1 60 feet 30 feet
The various movement Powers (Speed, Swimming,
4 1 80 feet 40 feet
Leaping) use the Strength-based abilities as their base, rather than
5 1 100 feet 50 feet a flat 0 Rank. This makes us have to recalculate how fast
Supermanʼs Speed 15 lets him travel. Starting at Rank 6 ground
...and so on. speed, that makes his ground speed Rank 21, or over 2 million
miles per hour. Since this doesnʼt match the comics, the
Any use of the Ranks and Measures Table to solve a Gamemaster may force Supermanʼs player to reduce Supermanʼs
calculation (miles per hour, etc) use the Rank below the x/3 Rank Speed Rank by 6, and allow him to spend those points elsewhere.
Level as the starting Rank. After solving the formula, insert the x/3
back into the AP. So our Strength 1 hero, wanting to know his
Based on the above, some GMʼs may consider Strength to
speed in miles per hour, starts at 0 Rank, adds 9 to find the speed have acquired more value than a cost of 2 points per Rank
of 2 miles per hour, then adds in his 1/3 between 2 and 4 miles per warrants. Such GMʼs can increase the cost of Strength to 3 points
hour to find his actual speed of 2 2/3 miles per hour. per Rank to justify this. Others may only allow the above rules to
apply if the character takes an Advantage for all Strength called
The above would mean that Batman has a ground speed Strength-Based Movement for +1 points per Rank.
of 80 feet per Round, while Superman would have a ground speed
of 2,080 feet per Round (163 mph) before applying his Speed
Power. Athletics Checks for Jumping
Example Complications
COMBAT IS DEADLY
Sprains and Breaks
Yes, I know that the authors designed this system for
Name Affliction Recovery Time
simulating comic book action, and that in comics characters rarely
die. I want a more realistic version of combat, so Iʼve adjusted the
Sprain Impaired 1 day
rules a bit.
If you want to use this optional rule, replace the Damage
Minor Break Disabled 1 week
Resistance Check Table on page 93 of the Heroʼs Handbook with
this one:
Major Break Debilitated 1 month
Failure (One Degree) Target suffers -1 Circumstance to Toughness Slow Bleed / Small Impaired Fortitude Check vs.
vs. Damage Burn DC 15 on Damage
Chart.
Failure (Two Degrees) Dazed plus Target suffers -1 Circumstance to
Toughness vs. Damage
Normal Bleed / Bad Disabled Fortitude Check at
Failure (Three Degrees) Staggered plus Target suffers -1 Burn -2 Circumstance
Circumstance to Toughness vs. Damage. If vs. DC 15 on
Staggered again, apply Fourth Degree of
effect.
Damage Chart.
Failure (Four Degrees) Incapacitated. If Incapacitated Again, apply Gushing Bleed / Debilitated Fortitude Check at
Fifth Degree of Effect. Severe Burn -5 Circumstance
vs. DC 15 on
Failure (Five Degrees) Dying (See Heroʼs Handbook, page 19,
Combined Conditions. If Incapacitated of Damage Chart.
Dying again, apply Sixth Degree of effect.
ARGUMENT TABLE
Compare the Rank of the attacker and the Rank of the target (not
including Skills and Advantages). If the difference between them is Weight Arguments
under 4, there is no modifier. However, if the difference is between
4 and 6 inclusive, the attacker receives a +/-2 Circumstance Light 0
Modifier. For a difference of between 7 and 10, he receives a +/-5
Circumstance Modifier. For a difference of 11 or more, we enter into Moderate 2
automatic success/failure territory. See the below Ability
Circumstance Modifier Table for details. Heavy 5
Note that this only applies to checks that require a roll. It
also applies before adding in Advantage Modifiers and Skills. Very Heavy 10
Finally, it applies to Attack Checks and Resistance Checks. This
means that no matter how skilled a character gets, he simply cannot Nearly Unsupportable 20+
harm someone who is out of his league.
How much Argument you have to provide in order to reach
your Conclusion depends on the weight of the Conclusion and the
opponentʼs Attitude towards it. The Argument Table shows the
THE PERSUASION SKILL
average number of Arguments you typically need to have in order to
convince your target based on the weight of the request.
Changing a Personʼs Attitude
The DC for changing a personʼs attitude is the targetʼs
You will find a description of each Conclusion weight
Awareness Rank +10, not a flat 15. Different people are harder to
below. Use these examples to help you determine the number of
persuade than others. Also, their current attitude influences the roll.
DC ADVENTURES JAYSON’S HOUSE RULES
Arguments your target will have to accept before your character can Incorporeal, the attack ignores the Ranks of Intangible and applies
attempt to get the target to accept the conclusion. to Toughness instead.
Light: Any simple request that requires minimal threat to a You must hold your breath while passing through solid objects
personʼs happiness or well-being. Asking a stranger for directions is unless you have Immunity to Suffocation, or else you suffocate. All
a Light Persuasion Check. rules that apply to solidifying within a solid object for the Incorporeal
Moderate: Any request that requires some threat to a personʼs Insubstantial power apply to Intangible.
happiness or well-being. Asking a guard to turn a blind eye as you
walk past might be a Moderate Persuasion Check, depending on Unlike Insubstantial, Intangible does not require the character to
the circumstances. take a vulnerability to a form of attack. If the character does have
Heavy: Any request that requires serious threat to a personʼs such a vulnerability, that Flaw has a -1 / Rank reduction to the cost
happiness or well-being. Asking an honest man to risk ruining his of the power.
reputation by framing his best friend for a crime, or asking a
member of a community to stand up to that community to right
some injustice at the risk of getting ostracized might count as Heavy
Persuasion Checks, depending on the circumstances.
Very Heavy: Any request that requires certain threat to a personʼs
happiness or well-being. Asking a stranger to fight someone to the
death to protect you, or to give up their deeply-held faith to fight for
a cause that faith opposes might count as Very Heavy Persuasion
Checks, depending on the circumstances.
Nearly Unsupportable: Any request that requires someone to risk
everything they hold dear. Convincing Captain America to run a
suicide mission to steal and activate the United Statesʼ arsenal of
nuclear missiles and aim them at US targets would require a Nearly
Unsupportable Persuasion Check.
NEW POWER
INTANGIBLE GENERAL