WHAT | THIS MEANS | Required Ranges |
---|---|---|
Skills: | Ability + Skill | up to max 18 |
Attack: | Attack Bonus + Power Rank | up to max 18 |
Effect: | Neither an attack nor resistance check | no limit |
Effect: | Effect allows a resistance check, but not an attack check | up to max 9 |
Defense: | All Defenses | min 5* |
Defense Trade-offs: | Dodge + Toughness | up to max 18 (Max trade-off +2) |
Parry + Toughness | up to max 18 (Max trade-off +2) | |
Fortitude + Will | up to max 18 (Max trade-off +2) |
Rank | Mass | Time | Distance | Volume |
---|---|---|---|---|
-5 | 1.5 lbs | 1/8 second | 6 inches | 1/32 cft |
-4 | 3 lbs | 1/4 second | 1 foot | 1/16 cft |
-3 | 6 lbs | 1/2 second | 3 feet | 1/8 cft |
-2 | 12 lbs | 1 second | 6 feet | 1/4 cft |
-1 | 25 lbs | 3 seconds | 15 feet | 1/2 cft |
0 | 50 lbs | 6 seconds | 30 feet | 1 cubic ft |
1 | 100 lbs | 12 seconds | 60 feet | 2 cft |
2 | 200 lbs | 30 seconds | 120 feet | 4 cft |
3 | 400 lbs | 1 minute | 250 feet | 8 cft |
4 | 800 lbs | 2 minutes | 500 feet | 15 cft |
5 | 1,600 lbs | 4 minutes | 900 feet | 30 cft |
6 | 3,200 lbs | 8 minutes | 1,800 feet | 60 cft |
7 | 3 tons | 15 minutes | 1/2 mile | 125 cft |
8 | 6 tons | 30 minutes | 1 miles | 250 cft |
9 | 12 tons | 1 hour | 2 miles | 500 cft |
10 | 25 tons | 2 hours | 4 miles | 1,000 cft |
11 | 50 tons | 4 hours | 8 miles | 2,000 cft |
12 | 100 tons | 8 hours | 16 miles | 4,000 cft |
13 | 200 tons | 16 hours | 30 miles | 8,000 cft |
14 | 400 tons | 1 day | 60 miles | 16,000 cft |
15 | 800 tons | 2 days | 120 miles | 32,000 cft |
16 | 1,600 tons | 4 days | 250 miles | 64,000 cft |
17 | 3.2 ktons | 1 week | 500 miles | 125,000 cft |
18 | 6 ktons | 2 weeks | 1,000 miles | 250,000 cft |
19 | 12 ktons | 1 month | 2,000 miles | 500,000 cft |
20 | 25 ktons | 2 months | 4,000 miles | 1 million cft |
21 | 50 ktons | 4 months | 8,000 miles | 2 million cft |
22 | 100 ktons | 8 months | 16,000 miles | 4 million cft |
23 | 200 ktons | 1.5 years | 32,000 miles | 8 million cft |
24 | 400 ktons | 3 years | 64,000 miles | 16 million cft |
25 | 800 ktons | 6 years | 125,000 miles | 32 million cft |
26 | 1,600 ktons | 12 years | 250,000 miles | 64 million cft |
27 | 3,200 ktons | 25 years | 500,000 miles | 125 million cft |
28 | 6,400 ktons | 50 years | 1 million miles | 250 million cft |
29 | 12,500 ktons | 100 years | 2 million miles | 500 million cft |
30 | 25,000 ktons | 200 years | 4 million miles | 1 billion cft |
+1 | x2 | X2 | x2 | x2 |
Distance Rank | Time Rank + Speed Rank |
Time Rank | Distance - Speed Rank |
Throwing Distance | Strength Rank - Mass Rank |
Material Toughness | Base Rank + (Thickness-Rank+7) |
Device Toughness | Points in Device / 5 (round down) |
Basic Check | d20 + ability vs. difficulty class |
Resistance Check | d20 + defense bonus + modifiers vs. hazard’s DC (generally 10 + rank) |
Team Check | +2 circumstance bonus for one total degree of success |
Attack Check | d20 + attack bonus + modifiers vs. defense class |
Skill Check | d20 + skill rank + ability modifier + miscellaneous modifiers |
Design Check | DC 10 + invention’s point cost |
Construction Check | DC 10 + invention’s point cost |
Difficulty | DC | Modifier needed for 55% |
---|---|---|
Very Easy | DC 0 | None (automatic) |
Easy | DC 5 | -5 |
Average | DC 10 | +0 |
Tough | DC 15 | +5 |
Challenging | DC 20 | +10 |
Formidable | DC 25 | +15 |
Heroic | DC 30 | +20 |
Super-Heroic | DC 35 | +25 |
Nearly Impossible | DC 40 | +30 |
Check Result Equal or Less than | Degree (type) | Equal or Greater than (DC20) |
---|---|---|
DC +15 | four (success) | 35 |
DC +10 | Three (success) | 30 |
DC +5 | Two (success) | 25 |
DC | One (success) | 20 |
DC -5 | One (failure) | 15 |
DC -10 | Two (failure) | 10 |
DC -15 | Three (failure) | 5 |
DC -20 | Four (failure) | 0 |
Actions/Manuever | Attack | Defense | Type | Range | Effect |
---|---|---|---|---|---|
Aid | -- | -- | Std | Close | Attack check (DC10) grants ally +2 on attack |
Aim | +5 | -- | Std | Ranged | +2 bonus if longer than close range |
Charge | -2 | -- | Std | Close | Speed rank in straight line, then attack |
Defend | -- | -- | Std | -- | Opposed check vs attack, add 10 to roll < 10 |
Disarm | -2 | -- | Std | Close -5 @ Ranged | Opposed check , Damage vs Target's STR |
Escape | -- | -- | Std | Close | Opposed Athletics or Sleight-of-Hand vs Opponents routine STR or Grab effect |
Grab | -- | -- | Std | Close | Attack check, if successful target resists with STR or Dodge (pp 196) |
Recover | -- | +2 | Std | -- | Remove highest level of damage or fatique or make resistance check one per combat |
Smash | -- | -- | Std | Close | -5 Attack if vs a held object |
Trip | -2 | -- | Std | Close | Attack 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/-2 | Std | -- | |
Defensive Attack | -1/-2 | +1/+2 | Std | -- | |
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/+2 | Std | -- | 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) |
Size Rank | Height | Active Defense | Stealth | Intimidation | STR | STA | SPEED |
---|---|---|---|---|---|---|---|
-7 | 1 inch | +10 | +20 | -10 | -5 | 0 | -2 |
-6 | 3 inches | +8 | +16 | -8 | -4 | 0 | -2 |
-5 | 6 inches | +6 | +12 | -6 | -3 | 0 | -1 |
-4 | 1 foot | +4 | +8 | -4 | -2 | 0 | -1 |
-3 | 3 feet | +2 | +4 | -2 | -1 | 0 | 0 |
-2 | 6 feet | 0 | 0 | 0 | 0 | 0 | 0 |
-1 | 15 feet | -2 | -4 | +2 | +4 | +4 | 0 |
-0 | 30 feet | -4 | -8 | +4 | +8 | +8 | +1 |
1 | 60 feet | -6 | -12 | +6 | +12 | +12 | +1 |
2 | 120 feet | -8 | -16 | +8 | +16 | +16 | +2 |
3 | 250 feet | -10 | -20 | +10 | +20 | +20 | +2 |
RANK | DESCRIPTION |
---|---|
–5 | Completely inept or disabled |
–4 | Weak; infant |
–3 | Younger child |
–2 | Child, elderly, impaired |
–1 | Below average; teenager |
0 | Average adult |
1 | Above average |
2 | Well above average |
3 | Gifted |
4 | Highly gifted |
5 | Best in a nation |
6 | One of the best in the world |
7 | Best ever; peak of human achievement |
8 | Low superhuman |
10 | Moderate superhuman |
13 | High superhuman |
15 | Very high superhuman |
20 | Cosmic |
SKILL | ABILITY | UNTRAINED? | ACTION |
---|---|---|---|
Acrobatics | Agl | No | move or free |
Athletics | Str | Yes | move |
Close Combat | Fgt | Yes | standard |
Deception | Pre | Yes | standard |
Expertise | Int | No* | — |
Insight | Awe | Yes | free |
Intimidation | Pre | Yes | standard |
Investigation | Int | No | — |
Perception | Awe | Yes | free |
Persuasion | Pre | Yes | — |
Ranged Combat | Dex | Yes | standard |
Sleight of Hand | Dex | No | standard |
Stealth | Agl | Yes | move |
Technology | Int | No | standard |
Treatment | Int | No | standard |
Vehicles | Dex | No | move |
Condition | Definition |
---|---|
Normal | -- |
Compelled | Single standard action determined by another |
Controlled | Another character determines your actions |
Dazed | May only take a single standard action |
Debilitated | One or more abilities at -5 |
Defenseless | Active defenses = 0; often prone supercedes vulnerable |
Disabled | -5 penalty on checks, supercedes impaired |
Fatigued | Hindered, recover after 1 hour of rest |
Hindered | Move at -1 speed rank |
Immobile | No movement speed |
Impaired | -2 on penalty checks |
Stunned | Cannot take actions |
Transformed | Traits altered by an outside agent, depends on effect |
Unaware | Unable to make interaction or perception checks or perform actions based on them |
Vulnerable | Active defences are halved (round up) |
Weakened | Temporarily lost power points in a trait, depends on effect |
Combined Condition | Definition |
---|---|
Asleep | Defenceless, Stunned and Unaware |
Blind | Hindered visually Unaware, Vulnerable may be Impaired or Disabled for visual tasks |
Bound | Defenseless, Immobile, and Impaired |
Deaf | Auditory Unaware |
Dying | Incapacitated, may die |
Entranced | Stunned but may only pay attention to entrancing effect Break free if threatened or from allies interaction skill check (DC10+Effect rank) |
Exhausted | Impaired and Hindered, recover after 1 hours rest |
Incapacitated | Defenseless, Stunned and Unaware Usually Prone |
Paralyzed | Defenceless, Immobile, and Physically Stunned May be able to take mental actions |
Prone | Hindered, -5 penalty on close attack checks, -5 penalty to attackers ranged attack checks, requries move action to stand |
Restrained | Hindered, and Vulnerable, Immobile if restraints are anchored |
Staggered | Dazed and Hindered |
Surprised | Stunned and Vulnerable |
Action | Effect |
---|---|
ACTION | Gain an additional standard action during your turn, which can be exchanged for a move or free action, as usual. |
BONUS | Perform 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. |
POWER | Increase 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 STUNT | Temporarily 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. |
RESISTANCE | Gain 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! |
RETRY | Certain 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. |
SPEED | Increase the hero’s speed rank by +1 until the start of the hero’s next turn. |
STRENGTH | Increase the hero’s Strength rank by +1 until the start of the hero’s next turn. |
Action | Description |
---|---|
EDIT SCENE | You 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 FEAT | You 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 ROLL | One 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. |
INSPIRATION | You can spend a hero point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. |
INSTANT COUNTER | You can spend a hero point to attempt to counter an effect used against you as a reaction. |
RECOVER | You 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 ADVANTAGE | Any 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! |
Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Every No. Rnds: | 10 | 5 | 3.33 | 2.5 | 2 | 1.67 | 1.43 | 1.25 | 1.11 | 1 |
Round 1 | X | X | X | X | X | |||||
Round 2 | X | X | X | X | X | |||||
Round 3 | X | X | X | X | X | |||||
Round 4 | X | X | X | X | X | |||||
Round 5 | X | X | X | X | X | X | X | |||
Round 6 | X | X | X | X | X | |||||
Round 7 | X | X | X | X | X | |||||
Round 8 | X | X | X | X | X | X | X | |||
Round 9 | X | |||||||||
Round 10 | X | X | X | X | X | X | X | X | X | X |