New Initiative Roll Initiative =
(DEX+INT+INFL)*2 + 2d10 + (2 per 3 HP). I want charaters to be able to
roll doubles in their initiative, hence the extra d10. that means that
the old initiative score should be doubled to keep up.
Delayed Actions
Instead of acting now a character can delay their actions. Whenever
it's someone else's turn the character can preempt at these times with
the following penalties:
Before
target declares = no penalty
After
target declares = +1 Column Shift penalty
While
target conducts actions = +2 CS penalty
These penalties only apply if the target is affected by the character's
actions. Deciding to let a target move closer to you and then shooting
them is a +2 CS penalty on the shot, but letting them move closer and
then shooting someone else is not penalized (unless the target is in
turn trying to affect you).
Multi-Attacks Use
one attack roll and apply results versus each defender OV/RV (instead
of the highest OV and RV of the group).
Team Attack There
is no real team attack. Each attacker goes as normal. Keep track of how
many attacks the target has taken (resets when target moves) and apply
Team Attack bonus for that attack only. Example: First attack at
target, no bonus; second attack, -1 OV Column Shift bonus; third and
fourth attacks, -2 OV Column Shift bonus and so forth.
Critical Blow/Devastating
Attack Critical Blow takes an extra Automatica Action.
Devastating Attack takes two extra Automatic Actions, meaning it is the
only action a combatant can do in a phase.
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Saving Automatic Actions for Defense
Automatic Actions that aren't used
can later be used to switch on defensive powers or conduct defensive
maneuvers (block and dodge). Even though block is a Dice Action, it is
treated as an Automatic Action for this purpose. Dodging no longer
prohibits Dice Actions, but Dodging only works versus one attack
(unless using Full Dodge).. Both Automatic Actions can be used on the
same attack (stack the Blocks or Dodges).
Full Dodge Using
your Dice Action to Dodge is a +1 CS defense for every
attack until your next declaration. Automatic Action dodges can still
be used to increase your Dodge even more.
Bashing Damage Can Kill
Bashing Damage can bring a supervillain below 0. All such extra damage
is half as effective. Ignore for mooks, unless the damage is truly
excessive. Hero Point
penalties are as follows: -5 HPs per AP damage below 0; -1 Standard
Award for killing someone (which is in addition to the AP damage
penalty).
Resting Recovery
Since everything is Killing Combat, we use the 1st
Edition Resting Recovery rules. Characters can make a Resting Recovery
check 10 APs after the last damage taken if their current condition is
0 APs or better (instead of the last Bashing Combat damage). Characters
can make a Resting Recovery check 15 APs after the last damage taken if
their current condition is less than 0 APs (instead of the last Killing
Combat damage).
Range Use 1st
Edition Range rules. Short = Max Range APs - 3 APs,
Medium (+1 OV CS) = Max Range APs, Long (+2 OV CS) = Max Range APs + 1
AP.
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