RolePlay onLine RPoL Logo

, welcome to Imminent Ascension - CLOSED

23:29, 3rd May 2024 (GMT+0)

Mechanics - A Bunch of Tables.

Posted by ControlFor group 0
Control
GM, 162 posts
Thu 9 Jul 2020
at 22:29
  • msg #1

Mechaincs - A Bunch of Tables

Message #02: Game-Settings
Message #03: Measurements & Measurement Ranks
Message #04: Difficulty Class (DC) & Degrees of Success
Message #05: Combat Actions & Maneuvers
Message #06: Size Rank Modifiers
Message #07: Ability Benchmarks & Skills
Message #08: Combat Conditions
Message #09: Extra Effort
Message #10: Using Hero Points
--
Red  Orange   Coral   Rose   Pink    Purple   Royalred   Lavender   Periwinkle    Blue   DarkBlue   Aqua   Green   Seagreen   DarkGreen    Yellow   Goldenrod    Brown  Gray
Control
GM, 163 posts
Thu 9 Jul 2020
at 22:30
  • msg #2

Game Settings

Game Settings
Information/specifics will be revealed once we have a player-base.

PL9 / 135pp

WHATTHIS MEANSRequired Ranges
Skills:Ability + Skillup to max 18
Attack:Attack Bonus + Power Rankup to max 18
Effect:Neither an attack nor resistance checkno limit
Effect:Effect allows a resistance check, but not an attack checkup to max 9
Defense:All Defensesmin 5*
Defense Trade-offs:Dodge + Toughnessup to max 18 (Max trade-off +2)
 Parry + Toughnessup to max 18 (Max trade-off +2)
 Fortitude + Willup to max 18 (Max trade-off +2)
* Note: Minimum Defenses may be lower than 1/2 PL only with GM approval.

It is probably in your best interest to hold back some points to evolve the power-profile, introduce new powers and make changes.


Source Material
I will be using HeroLab to verify builds.  I will allow elements from the following books:
  • Hero Handbook  (HH)
  • Deluxe Hero Handbook (DHH)
  • DC Heroes Core-book (DCH)
  • GMs Guide (GMG)
  • Cosmic Handbook (CH)
  • Power Profiles (PP)


Of course, these will all be subject to discussion and adjudication.

I do not have a physical copy of the Deluxe hero's Handbook, but I do have the PDF.  If we get into discussions about powers, please reference your sources.

Hero-Lab
I will be using Hero-Lab for verifying builds and tracking conditions, stats. etc.   If you have Hero Lab and have the capability to save a .por file, it'll be much easier for us to transfer that file rather than  having me laboriously re-enter everything.  Less mistakes that way, too.

If you don't have Hero Lab, when it comes time to look at math for the sheet, please make sure it is absolutely clear what's being spent on what, and how you got your numbers.  I will ask questions, of course.  But the clearer it is, the less likely I am to make stupid mistakes.
This message was last updated by the GM at 22:31, Thu 09 July 2020.
Control
GM, 164 posts
Thu 9 Jul 2020
at 22:31
  • msg #3

Measurements & Mesurement Ranks

Measurements
RankMassTimeDistanceVolume
-51.5 lbs1/8 second6 inches1/32 cft
-43 lbs1/4 second1 foot1/16 cft
-36 lbs1/2 second3 feet1/8 cft
-212 lbs1 second6 feet1/4 cft
-125 lbs3 seconds15 feet1/2 cft
050 lbs6 seconds30 feet1 cubic ft
1100 lbs12 seconds60 feet2 cft
2200 lbs30 seconds120 feet4 cft
3400 lbs1 minute250 feet8 cft
4800 lbs2 minutes500 feet15 cft
51,600 lbs4 minutes900 feet30 cft
63,200 lbs8 minutes1,800 feet60 cft
73 tons15 minutes1/2 mile125 cft
86 tons30 minutes1 miles250 cft
912 tons1 hour2 miles500 cft
1025 tons2 hours4 miles1,000 cft
1150 tons4 hours8 miles2,000 cft
12100 tons8 hours16 miles4,000 cft
13200 tons16 hours30 miles8,000 cft
14400 tons1 day60 miles16,000 cft
15800 tons2 days120 miles32,000 cft
161,600 tons4 days250 miles64,000 cft
173.2 ktons1 week500 miles125,000 cft
186 ktons2 weeks1,000 miles250,000 cft
1912 ktons1 month2,000 miles500,000 cft
2025 ktons2 months4,000 miles1 million cft
2150 ktons4 months8,000 miles2 million cft
22100 ktons8 months16,000 miles4 million cft
23200 ktons1.5 years32,000 miles8 million cft
24400 ktons3 years64,000 miles16 million cft
25800 ktons6 years125,000 miles32 million cft
261,600 ktons12 years250,000 miles64 million cft
273,200 ktons25 years500,000 miles125 million cft
286,400 ktons50 years1 million miles250 million cft
2912,500 ktons100 years2 million miles500 million cft
3025,000 ktons200 years4 million miles1 billion cft
+1x2X2x2x2

Measurement Ranks
Distance RankTime Rank + Speed Rank
Time RankDistance - Speed Rank
Throwing DistanceStrength Rank - Mass Rank
Material ToughnessBase Rank + (Thickness-Rank+7)
Device ToughnessPoints in Device / 5 (round down)
Basic Checkd20 + ability vs. difficulty class
Resistance Checkd20 + defense bonus + modifiers vs. hazard’s DC (generally 10 + rank)
Team Check+2 circumstance bonus for one total degree of success
Attack Checkd20 + attack bonus + modifiers vs. defense class
Skill Checkd20 + skill rank + ability modifier + miscellaneous modifiers
Design CheckDC 10 + invention’s point cost
Construction CheckDC 10 + invention’s point cost

This message was last updated by the GM at 22:31, Thu 09 July 2020.
Control
GM, 165 posts
Thu 9 Jul 2020
at 22:32
  • msg #4

Difficulty Checks (DC) & Degrees of Success

Difficulty Classes
DifficultyDCModifier needed for 55%
Very EasyDC 0None (automatic)
EasyDC 5-5
AverageDC 10+0
ToughDC 15+5
ChallengingDC 20+10
FormidableDC 25+15
HeroicDC 30+20
Super-HeroicDC 35+25
Nearly ImpossibleDC 40+30

Degrees of Success
Check Result
Equal or Less than
Degree (type)Equal or Greater than
(DC20)
DC +15four (success)35
DC +10Three (success)30
DC +5Two (success)25
DCOne (success)20
DC -5One (failure)15
DC -10Two (failure)10
DC -15Three (failure)5
DC -20Four (failure)0

Control
GM, 166 posts
Thu 9 Jul 2020
at 22:33
  • msg #5

Combat Actions & Maneuvers

Actions/ManueverAttackDefenseTypeRangeEffect
Aid----StdCloseAttack check (DC10) grants ally +2 on attack
Aim+5--StdRanged+2 bonus if longer than close range
Charge-2--StdCloseSpeed rank in straight line, then attack
Defend----Std--Opposed check vs attack, add 10 to roll < 10
Disarm-2--StdClose
-5 @ Ranged
Opposed check , Damage vs Target's STR
Escape----StdCloseOpposed Athletics or Sleight-of-Hand vs Opponents routine STR or Grab effect
Grab----StdCloseAttack check, if successful target resists with STR or Dodge (pp 196)
Recover--+2Std--Remove highest level of damage or fatique or make resistance check one per combat
Smash----StdClose-5 Attack if vs a held object
Trip-2--StdCloseAttack vs Parry, if successful make opposed acrobatics or Athletics vs targets Acrobatics or Athletics:  Defender is prone
-     
Accurate Attack+1/+2--Std---1 or -2 to Effect
All-Out Attack+1/+2-1/-2Std-- 
Defensive Attack-1/-2+1/+2Std-- 
Demoralize----Std--Opposed by better of Insight or Will. Success == Target impaired.  4+ degrees of success means Target disabled until end of next round
Feint----Std--Opposed by better of Deception or Insight.  Success = Target vulnerable against next attack until end of your next round
Finishing Attack----Std--Auto-hit or attack vs DCV10, if successful, treat as critical
Power Attack-1/-2--Std--+1 or +2 to Effect
Slam Attack-1/-2+1/+2Std--Charge, Damage is Damage or Speed ranks _1, full-speed is +2.  You make toughness check vs 1/2 damage (rounded down)
Team Attack----Std--Must be simultaneous, must be vs same defense(pp 199)

Control
GM, 167 posts
Thu 9 Jul 2020
at 22:33
  • msg #6

Size Rank Modifiers

Size Rank Modifiers
Size RankHeightActive DefenseStealthIntimidationSTRSTASPEED
-71 inch+10+20-10-50-2
-63 inches+8+16-8-40-2
-56 inches+6+12-6-30-1
-41 foot+4+8-4-20-1
-33 feet+2+4-2-100
-26 feet000000
-115 feet-2-4+2+4+40
-030 feet-4-8+4+8+8+1
160 feet-6-12+6+12+12+1
2120 feet-8-16+8+16+16+2
3250 feet-10-20+10+20+20+2

Control
GM, 168 posts
Thu 9 Jul 2020
at 22:34
  • msg #7

Ability Benchmarks & Skill Types

Ability Benchmarks
RANKDESCRIPTION
–5Completely inept or disabled
–4Weak; infant
–3Younger child
–2Child, elderly, impaired
–1Below average; teenager
0Average adult
1Above average
2Well above average
3Gifted
4Highly gifted
5Best in a nation
6One of the best in the world
7Best ever; peak of human achievement
8Low superhuman
10Moderate superhuman
13High superhuman
15Very high superhuman
20Cosmic

Skills
SKILLABILITYUNTRAINED?ACTION
AcrobaticsAglNomove or free
AthleticsStrYesmove
Close CombatFgtYesstandard
DeceptionPreYesstandard
ExpertiseIntNo*
InsightAweYesfree
IntimidationPreYesstandard
InvestigationIntNo
PerceptionAweYesfree
PersuasionPreYes
Ranged CombatDexYesstandard
Sleight of HandDexNostandard
StealthAglYesmove
TechnologyIntNostandard
TreatmentIntNostandard
VehiclesDexNomove

Control
GM, 169 posts
Thu 9 Jul 2020
at 22:34
  • msg #8

Combat Conditions

Basic Conditions
ConditionDefinition
Normal--
CompelledSingle standard action determined by another
ControlledAnother character determines your actions
DazedMay only take a single standard action
DebilitatedOne or more abilities at -5
DefenselessActive defenses = 0; often prone supercedes vulnerable
Disabled-5 penalty on checks, supercedes impaired
FatiguedHindered, recover after 1 hour of rest
HinderedMove at -1 speed rank
ImmobileNo movement speed
Impaired-2 on penalty checks
StunnedCannot take actions
TransformedTraits altered by an outside agent, depends on effect
UnawareUnable to make interaction or perception checks or perform actions based on them
VulnerableActive defences are halved (round up)
WeakenedTemporarily lost power points in a trait, depends on effect

Combined Conditions
Combined ConditionDefinition
AsleepDefenceless, Stunned and Unaware
BlindHindered visually Unaware, Vulnerable may be Impaired or Disabled for visual tasks
BoundDefenseless, Immobile, and Impaired
DeafAuditory Unaware
DyingIncapacitated, may die
EntrancedStunned but may only pay attention to entrancing effect Break free if threatened or from allies interaction skill check (DC10+Effect rank)
ExhaustedImpaired and Hindered, recover after 1 hours rest
IncapacitatedDefenseless, Stunned and Unaware Usually Prone
ParalyzedDefenceless, Immobile, and Physically Stunned  May be able to take mental actions
ProneHindered, -5 penalty on close attack checks, -5 penalty to attackers ranged attack checks, requries move action to stand
RestrainedHindered, and Vulnerable, Immobile if restraints are anchored
StaggeredDazed and Hindered
SurprisedStunned and Vulnerable

This message was last edited by the GM at 23:07, Tue 11 May 2021.
Control
GM, 170 posts
Thu 9 Jul 2020
at 22:35
  • msg #9

Extra Effort

EXTRA EFFORT
Heroes are sometimes called upon to perform feats beyond even their amazing abilities. This calls for extra effort. Players can use extra effort to improve a hero’s abilities in exchange for the hero suffering some fatigue. The benefits of extra effort are not limited by power level due to their extraordinary nature.

USING EXTRA EFFORT
Players can have their heroes use extra effort simply by declaring they are doing so. Extra effort is a free action and can be performed at any time during the hero’s turn (but is limited to once per turn). A hero using extra effort gains one of the following benefits:

ActionEffect
ACTIONGain an additional standard action during your turn, which can be exchanged for a move or free action, as usual.
BONUSPerform one check with a bonus (+2 circumstance bonus) or improve an existing bonus to a major bonus (+5 circumstance bonus). This bonus can also negate a penalty (–2 circumstance penalty), allowing you to perform the check with no modifier, or reduce a major penalty from a –5 penalty to a –2 penalty.
POWERIncrease one of your hero’s power effects by +1 rank until the start of the hero’s next turn. Permanent effects cannot be increased in this way.
POWER STUNTTemporarily gain and use an Alternate Effect (see Alternate Effect in Powers). The Alternate Effect lasts until the end of the scene or until its duration expires, whichever comes first. Permanent effects cannot be used for power stunts.
RESISTANCEGain an immediate additional resistance check against an ongoing effect. If you’re compelled or controlled, the fatigue from the extra effort doesn’t affect you until you’re free of the effect; this is so you can’t resist yourself to exhaustion as a way of avoiding being controlled!
RETRYCertain effects (see the Powers) require extra effort to retry after a certain degree of failure. The extra effort merely permits another attempt to use the effect; it grants no other benefits.
SPEEDIncrease the hero’s speed rank by +1 until the start of the hero’s next turn.
STRENGTHIncrease the hero’s Strength rank by +1 until the start of the hero’s next turn.


THE COST OF EXTRA EFFORT
At the start of the turn immediately after using extra effort, the hero becomes fatigued. A fatigued hero who uses extra effort becomes exhausted and an exhausted hero who uses extra effort is incapacitated. If you spend a hero point at the start of the turn following the extra effort to remove the fatigue, the hero suffers no adverse effects. In essence, spending a hero point lets you use extra effort without suffering fatigue.
Control
GM, 171 posts
Thu 9 Jul 2020
at 22:36
  • msg #10

Hero Points

Hero Points
Unless otherwise noted, spending a hero point is a reaction, taking no time, and you can spend as many hero points as you have. You can spend hero points for any of the following:

Earning Hero Points
At the start of every Chapter, the Characters regenerates one Hero Point.
The heroes gain additional hero points as an adventure progresses. Heroes get hero points from complications, acts of heroism, and roleplaying.  Unspent hero points don’t carry over to the next adventure; the heroes start out with 1 point again. Use them or lose them!

Spending Hero Points
ActionDescription
EDIT SCENEYou can “edit” a scene to grant your hero an advantage by adding or changing certain details.  Hero Points cannot change what's already been written.
HEROIC FEATYou can spend a hero point to gain the benefits of one rank of a advantage you don’t already have until the end of your next turn. You must be capable of using the advantage and cannot gain the benefits of fortune advantages, only other types. If the advantage has any prerequisites, you must have them to gain the benefits of the advantage as a heroic feat.
IMPROVE ROLLOne hero point allows you to re-roll any die roll you make and take the better of the two rolls. \\ On a result of 1 through 10 on the second roll, add 10 to the result. You must spend the hero point to improve a roll before the GM announces the outcome of your initial roll.
INSPIRATIONYou can spend a hero point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM.
INSTANT COUNTERYou can spend a hero point to attempt to counter an effect used against you as a reaction.
RECOVERYou can spend a hero point to recover faster. A hero point allows you to immediately remove a dazed, fatigued, or stunned condition, without taking an action. Among other things, this option allows you to use extra effort without suffering any fatigue. Spending a hero point to recover also lets you convert an exhausted condition into a fatigued condition
TEMP ADVANTAGEAny advantage can be added on the fly (at rank 1, if ranked) by spending a hero point, as long as prerequisites are met and it makes narrative sense!

Control
GM, 233 posts
Sun 2 Aug 2020
at 09:47
  • msg #11

Regeneration

Here's when regeneration kicks in:

Rank12345678910
Every No. Rnds:1053.332.521.671.431.251.111
Round 1     XXXXX
Round 2    X XXXX
Round 3   X X XXX
Round 4  X X X XX
Round 5 X X XXXXX
Round 6    XX XXX
Round 7  X   XXXX
Round 8   XXXXXXX
Round 9         X
Round 10XXXXXXXXXX

Sign In