kcw | dc heroes
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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.
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.
Copyright (c) 2003 Kevin C. Wong
Page Created: December 2, 2003 Page Last Updated: December 9, 2003