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
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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.
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