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General note: unless otherwise stated, all rules from Volume 1 are extant.

Table-less Resolution

We will no longer use the Action/Result Tables because players were getting too focused on the break points.

Target Number = 11 + OV - AV
Shift = MAX(Dice Roll - MAX(Target Number, 10), 0)
Result APs = EV - RV + Shift


Attacker Options

Critical Blow:      -4 AV, +6 EV
Devastating Attack: -8 AV, +12 EV
Flailing Attack:    +4 AV, -6 EV
Multi-Attack:       -1 AV and -1 EV per additional target
Team Attack:        +1 AV per subsequent attack on target


Defender Options

Dodge:              +MAX(Acrobatics:Dodge, 2) to OV

Unified Hero Point Costs

As with the Action/Result Tables, players were starting to realize that you can munchin a bit based on the fact that there are two different AP cost charts for attributes. This is significant because I occasionally allow heroes to redefine themselves using the character creation cost charts.

Eliminate the Increaing Attributes Chart (page 32). Continue to use the regular AP Purchase Chart (page 30) to increase attributes after character creation. Reduce Hero Point Awards by a factor of 5 (i.e. award one-fifth the hero points). Buying new powers is cheaper, so they can only be done by GM approval.

Hero Point Costs

Increase Initiative:  1 HP per +4
Increase Dice Action: 1 HP per +2
Last Ditch:           1 HP per 3 APs
Desperation Recovery: 4 or 6 HPs (1 HP if below 0)


Gadget costs are unchanged. This makes gadgets effectively 5x more expensive than in the regular rules, though still somewhat to significantly cheaper than the equivalent power. This makes up for the fact that I don't destroy gadgets as much as I should.

Copyright (c) 2003 Kevin C. Wong
Page Created: December 10, 2003 Page Last Updated: December 10, 2003