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Genre Rules

Genre:                Mock-Real
Killing Combat:       Yes
Dice Actions:         +1 AP per 3 HP, max x2 APs
Last Ditch Defense:   -1 AP Damage per 2 HP
Desperation Recovery: 20 HP, 30 for Powers/Attrs
Pushing:              Unlimited
Recovery:             15 APs (1 day)

Optional Advanced Rules Used

Action Table +/- 1 TN for small differences [p86]
Result Table +/- 1 AP for small differences [p87]
Optional Turn Order (modified, see Combat) [p97]
Stunning [p99] (only lose one set of actions)
High Speed Movement [p106]
Reliability and Damage for Gadgets [p113]
Dividing Omni-Gadget APs [p118]
Savings and Loan [p124]

Non-Combat

Modifiers can bring Factor Costs below 1. The progression is 3, 2, 1, 1/2, 1/3, 1/4, 1/5, etc.

If a Gadget is destroyed, the replacement HP cost is 1/2 the original cost.

Penalty for failing a Gadgetry roll is HPs of improvement, max of 10 (instead of a flat 10).

Gadgetry Modifiers

-2 CS if Scientist >= APs
   -- Schematics and Scholar bonuses apply

+2 CS if Lab < APs
+2 CS if enhancing an existing item

Powers

Invulnerability: APs act as extra BODY for taking damage. Can't be recovered unless Invulnerability power is recovered.

Copyright (c) 2003 Kevin C. Wong
Page Created: December 2, 2003 Page Last Updated: December 6, 2003