Luck You have more than the natural amount of good fortune. Generic Form: Once per scene you may reroll as though spending a Fate Point.
Minion You have a supply of followers. Move-By-Action Be flexible in transporting yourself. Generic Form: You may split your movement in a turn with no game mechanic penalties up to your normal allowance. Power Attack Here you reduce your chance to hit to increase damage done. Precise Attack You are very good at hitting people that are partially hidden. Generic Form: Ignore penalties from Aspects or other circumstances to Attack Rolls with targets that are partial concealed as long as the cover is not total or they provide opportunity.
Prone Attack You can fight from any stance or lack of. Quick Draw Always have your weapons to hand. Generic Form: No rolls needed or increased difficulties for you to be capable of using your weapons, even if explicitly put away on your person.
Ranged Attack You are good at fighting from far away. Redirect You can trick an opponent into shooting someone else. Generic Form: On a successful Deceive action an attacker makes their attack against the opponent you narrated such trickery involving instead as long as they are nearby and in range.
Ritualist You can do ritual magic. Generic Form: Use Lore to perform magical rituals. Second Chance You get another try at avoiding something like animal bites, falling, electricity, etc. Generic Form: Choose any specific hazard or bad thing. Seize Initiative Automatically go first. Generic Form: Spend a Fate Point and act first, regardless. Set-Up Transfer an Attack result to an ally.
Generic Form: You Attack as normal and if successful an ally or allies may deliver the damage or effect. You can spend Fate Points for them. Skill Mastery Be very cool under pressure in one field. Generic Form: For the chosen Skill when this is bought you may choose to not Roll the dice and declare you Rolled a 0 instead, in any situation. Startle Be scary rather than sneaky.
Generic Form: You may use Provoke instead of Deceive in combat at all times when appropriate. Takedown Clean up the Mooks. Generic Form: If you Attack and successfully take out a Mook, you may attack again if there are any Mooks within range and near the first victim.
Taunt You are rather good at mockery. Generic Form: You may use Deceive rather than Provoke to make your opponents feel bad or worried. Teamwork Help out your friends well.
Throwing Mastery You are good at hurting people with missiles. Tracking You are good at following even poor trails. Trance Appear as if dead with extremely slowed body processes. Generic Form: After a turn of meditation at least you gain the ability to survive suffocation, etc.
Ultimate Effort Go for the critical. If shes losing, Knockout might cause an explosion or topple over a carnival ride to cover her escape.
Speaking of which, why did Knockout show up and come after the Teen of Steel in the first place? Shes fond of taking a punch and laughing, My Granny hits harder than. NeXT IssUe This is the games core rulebook and the real beginning of your adventures in the DC Universe!
You can make your own character and create a legend! Get started right away with a wide selection of hero archetypes, or build from scratch using a comprehensive design system.
The Heros Handbook provides everything you need for hours of adventure in the DC Universe, including all the rules of the game, an overview of the original comic book super hero setting, and details on major heroes and villains, complete with ready-to-use game information.
Its all presented in gorgeous full-color, with art by some of DCs most famous illustrators. Youll also have a comprehensive guide for modeling your own DC characters based on existing examples. Its the comprehensive guide to the heroes and villains of the DC Universe no fan should be without! Home to 75 years of the greatest tales of comic book history, this universe is now yours as a setting for endless adventures. From the famous cities and hidden places of Earth to out amongst the stars.
Even beyond the known universe to the multiverse of parallel Earths. With Universe, you too can hold worlds in the palm of your hand. All Rights Reserved. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or.
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Carousel Previous. Carousel Next. What is Scribd? DC Adventures Quick Start. Did you find this document useful? Is this content inappropriate? Instead what happens is that you accumulate injury conditions like '-1 to toughness saves' and the like. These conditions are as I said, cumulative so if you get three '-1 to toughness saves', you have a total of -3 to toughness saves. If someone makes a successful attack with a 'damage' effect, the target must make a damage resistance check.
Damage is resisted by Toughness, and the check is Toughness vs. Success means you take no damage. If you fail by a little bit, it's called a 'first degree of failure' in MM3ed, and you get a -1 penalty to all further damage resistance checks until you recover healing, or whatever. If you fail even more, it's called 'third degree of failure' and you get the -1 penalty and you get the condition 'staggered' until you recover. Four degrees of failure, and you're incapacitated.
If you are already staggered, and you get staggered again, you automatically get incapacitated. Effects really are just that, effects, they're just Lego bits you attach together and link and modify and otherwise mangle in whatever way gets you to the actual power you're trying to model. The organization could use a touch of work, for some reason certain systems are buried in odd spots, like the damage system which is covered in a single power in the Damage effect entry in the Powers chapter.
It could also use a lot more examples, and more detailed examples, of prebuilt powers, to give the player more idea of just what the system is capable of.
Also, for a game based on DC, it is absolutely bizarre that there is no knockback mechanic whatsoever. Something I will probably have to houserule somehow. I definitely like that they've basically co-opted the old MEGS scale system, though I don't like that they've grounded the scale at a Dstyle -5 instead of 1.
It makes keeping mental references for stats harder for me, and I think it would've been a perfect spot to ditch the D20 design for something simpler. The negatives really don't add anything to it. It's honestly replaced DC Heroes for me, which is something I wasn't sure any superhero system would ever do.
At the very least I think Dan might do a playtest for his review of the book, so I look forward to that. Bedroom Wall Press - Games that make you feel like a kid again. The latter has the better layout. I like the system well enough, but I still like DC Heroes better.
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