Sistema.   Posted by Mestre.Group: 0
 GM, 10 posts
Tue 7 Nov 2017
at 22:19
Ações são resolvidas com um rolamento de:

Atributo + habilidade + 1d10

O resultado indica o número de sucessos da ação.


O  dado tem chance de abrir pra cima e pra baixo.

Ao rolar 1, rola-se novamente o dado, subtraindo 5. Se o resultado for zero ou positivo, vale o rolamento original. Se for negativo, vale o novo valor. Se o segundo rolamento for 1 novamente, a penalidade é de -5 e o dado abre de novo pra baixo. Repita o processo.

Ao rolar 10, rola-se novamente o dado, subtraindo 5. Se o resultado for zero ou negativo, vale o rolamento original. Se for positivo, some o novo valor a 10 e use esse resultado. Se o segundo rolamento for 10 novamente, o resultado final é 15 e o dado abre de novo pra cima. Repita o processo.

Os personagens podem fazer um ataque e uma defesa de graça por turno. Ataques e defesas adicionais podem ser empregados, mas incorrem num pênalti cumulativo de -2 para todas as ações extras, independentemente de serem ofensivas ou defensivas.

Modificadores de ataque
Short Range: No modifier.
Medium Range: -1 to Strike Tasks.
Long Range: -3 to Strike Tasks, and reduce Damage Multiplier by 1.
Extreme Range: -6 to Strike Tasks, and reduce Damage Multiplier by 2.
Poor Lighting Conditions (A dark alley, candlelight, moonlight): -1 to Strike Tasks.*
Bad Lighting Conditions (Moonless night): -4 to Strike Tasks.*
Total Darkness: Use a D10 roll with no other modifiers; only a natural roll of 9 or higher strikes the target. If a character makes a Difficult Perception Test, he can add each Success Level to the D10 roll, accounting for the use of senses other than sight to spot the target.*
* Lighting modifiers also apply to close combat attacks.

Atacando partes do corpo

These rules can be used for dramatic purposes, but add more complexity to combat. The following chart deter- mines the penalty to the attack, and the modifier to the damage inflicted. Damage bonuses occur after penetration (if the target is not wearing armor, all damage is modified accordingly).

Head: -4 to hit. Blunt damage is doubled; slashing/piercing and bullet damage is tripled. Bullet damage is modified by two levels (i.e., armor-piercing bullets inflict triple damage, normal bullets inflict four times dam- age, etc.). Endurance Point damage (in non-lethal combat) is quadrupled.
Neck/Throat: -5 to hit. Blunt damage is doubled; slashing/piercing damage is quadrupled. A slashing attack on this area that does enough damage to kill the victim results in decapitation. Bullet damage is modified by one level (armor-piercing bullets inflict double damage, and so on).
Arms/Legs: -2 to hit. Damage in excess of Life Points/3 cripples the limb; extra damage is lost.
Hand/Wrist/Foot/Ankle: -3 to hit. Damage in excess of Life Points/4 cripples the area. Extra damage is lost.
Vital Points (heart in front, kidneys in back): -2 to hit. Blunt damage is doubled; slashing/piercing damage is tripled. Bullet damage is modified by one level (see Neck/Throat bullet damage).

Msg 2: Manobras de combate
Msg 3: Tabelas de força
Msg 4: Magia
Msg 5: Ranks
Msg 6: Condições
Msg 7: Teste de Medo
Msg 8: Equipamento
Msg 9: Reputação

This message was last edited by the GM at 17:58, Wed 29 Nov 2017.

 GM, 13 posts
Tue 7 Nov 2017
at 22:54
Essas são as manobras qu epodem ser usadas em combate. Cada uma tem um efeito e um modificador associado a ela. Esse modificador é aplicado na soma do seu atributo com a habilidade.

Seria interessante vocês escolherem as mais usadas pelos seus personagens e listá-las na ficha com o valor apropriado (atributo + habilidade - modificador).

Aiming: Aiming delays the shot action until near the end of a Turn.  The player adds Perception and the appropriate skill to the roll.  The shot action (which occurs that same Turn) gets a bonus equal to the Success Levels of the Aiming roll.

Bow Shot: A character can fire a bow as fast as he can draw and shoot; multiple shots use the multiple actions penalties .  A Bow Shot uses a Dexterity and Hand Weapons (bow).

Brain Shot: Attacking the brain specifically uses the appropriate Combat Maneuver with a -4 penalty, or the Combat Score - 4.  Bash damage is doubled for a Brain Shot, Slash/stab damage tripled,.

Break Neck: Before this maneuver may be attempted, the character must succeed at a Grapple .  After that, the attacker rolls and adds Strength and Brawling, or just uses the Muscle Score.  The defender rolls and adds Strength and Constitution.  If the attacker’s roll is higher, the base damage is (D8 x Strength) points (Bash type).  If the total damage reduces the defender to -10 Life Points, he must pass a Survival Test  with an added penalty equal to the Success Levels of the Break Neck attack (in addition to any normal Survival Test modifiers; this is due to the very sensitive nature of the neck area for us normal human types).  If he fails, you get that telltale crunching sound with fatal results.

Catch Arrow:
This cinematic maneuver is an attempt to snatch a missile weapon (arrows, or thrown weapon, catching bullets are Superhuman Maneuvers, described below). This maneuver uses Dexterity and Kun-Fu (or Combat Score), at -8 to the roll. On a success, he grabs the missile.

Catch Weapon: This maneuver uses a Dexterity and Brawling - 5 roll, or the Combat Score - 5.  If the catcher’s roll is not greater or equal to the shooter’s (if an archaic weapon, we’re not talking bullets here) or thrower’s roll, the weapon attack does an additional +5 base damage (nothing like jumping into the flight path of an object built for harm).  On the other hand, if the catcher’s roll works, everyone around goes “woah!” and maybe “hey, you ain’t human!”  That’s bad.

Choke: Before this maneuver may be attempted, the character must succeed at a Grapple .  After that, the attacker rolls and adds his Strength and Brawling, or just uses his Muscle Score.  The defender rolls and adds his Strength and Constitution (or again uses the Muscle Score).  If the attack result is higher, the base damage is (Strength - 1) points (Bash type).  Furthermore, the defender cannot breathe (see Asphyxiation, p. [?]).  He is at -2 to all actions—being choked to death can be quite distracting.

Decapitation: Your basic samurai killing slash—it needs a sword, axe, or similar large scale cutting implement.  Decapitation uses a Dexterity and Melee - 5 roll, or the Combat Score - 5, but damage is multiplied by five (after Success Level bonuses are added and armor effects subtracted; damage type is not applied; weapon damage is listed on p. [?]).  If the damage is enough to reduce the victim to -10 Life Points or less, a Survival Test is in order.  If that fails, the head comes off, and the rating of the show goes up to TV-M.  Flashy way to dust vampires .

Disarm: Great for those times when a character needs to borrow someone’s knife and its current owner isn’t in the mood to share, or only wants to let him have it pointy-end first.  Disarm uses a Resisted Action with a Dexterity and Melee - 2, or Dexterity and Brawling - 3 roll, or the Combat Score - 2 against the target’s Parry action.

Dodge: This is where the hero ducks, somersaults or leaps out of the way of an attack.  Dodging hand-to-hand attacks can be done once per Turn without penalty; dodging missile attacks (bullets, ninja stars, harpoons) suffers a -2 penalty on top of any other modifiers.  Dodge adds Dexterity and the highest appropriate skill (Acrobatics, Melee, or Brawling) to the roll, or just uses the Combat Score.

Double Jump Kick: The hero jumps high in the air and kicks with both legs (either at the same time or in quick succession), nailing two enemies at once.  This works like a Jump Kick with a -4 instead of a -3 penalty on the roll, but two opponents can be targeted at once.  Each target defends normally against the attack.  This move is reserved for those with Dexterity 4 or better.  The clumsy need not apply.

Feint: The art of faking out the adversary and smacking him from an unexpected direction.  A Feint counts as a Resisted Action.  It uses an Intelligence and Brawling or Melee roll, or the Brains Score, and is resisted by the target’s roll adding Perception and either of those skills, or just the Brains Score.  If the attacker wins, he can add the Success Levels of the Feint roll to her next attack action roll against the same opponent.

Grapple: Sometimes a character wants to grab someone and shake ‘em until his teeth rattle in their head.  He has to grapple them first, though.  Grabbing people is fairly easy; use a Dexterity and Brawling + 2 roll, or the Combat Score + 2.  The victim resists with a Dodge action.  Vampires and other goon types often try to grab their victims either to capture them or set them up for some necking action.  The attacker has to decide what part of the body to grab: limbs, the whole body, or the neck.  When Grappled, the target is at -2 to actions that involve the grappled limb, or -1 to all actions if grappled around the body.  If both arms are grappled by two attackers, the victim is at -4 to most rolls, and cannot Dodge.  A neck grapple doesn’t impair the target, but sets him up for either the Break Neck or Choke action.  The victim can try to break free the next Turn with a Strength (doubled) roll, or the Muscle Score versus another Grapple action.

Groin Shot: Hitting below the belt may be frowned upon by the old-school pugilists, but they’ve been dead like forever, so who cares what they think?  This attack employs another attack Combat Maneuver, with a -3 penalty to the roll or score.  Damage is normal, but a male victim must gain at least one Success Level with a Willpower (doubled) roll (or the Brains Score) minus double the Success Levels of the attack.  If not, he is knocked down and unable to do anything for the Turn.  Females aren’t completely unscathed, either, but the Willpower roll (or Brains Score) suffers only a -1 penalty.  Every Turn after the first, the character can make a new roll with a cumulative +1 bonus to recover. The groin shot can be used with several different maneuvers.  Kicks are the most common, but depending on the relative positions of the characters, punches, weapon attacks (nobody wants a baseball bat impacting on his nads) and even a head butt (the mental picture ain’t pretty).

Head Butt: Sometimes, a character has to use the old noggin in ways not recommended by the Surgeon General.  Head butts are very effective if the butt-or is a grappler or grapplee, or in other very close action, because the victim cannot really dodge out of the way.  Even so, a Head Butt may be attempted against anyone who’s close enough.  If the Head Butt misses though, the attacker hits with the wrong part of the head and he takes the damage instead of the defender.  Head Butts use a Dexterity and Brawling - 2 roll, or the Combat Score - 2, and do (2 x Strength) base points of damage (Bash type).

Jump Kick: To impress friends and smite foes, few things beat a jump kick.  It’s not easy to do, but when done right, it puts the kick back into “butt-kicking.”  Jump Kicks require two rolls, but count as a single action.  The first is a Dexterity and Acrobatics roll, or use the Combat Score, to get airborne; the second is a Dexterity and Brawling - 3 roll (or Combat Score - 3).  The kick does 3 x (Strength + 1) base points of damage (Bash type), and gains an additional damage bonus equal to the Success Levels of the Dexterity and Acrobatics roll or Combat Score.  Of course, if either of the rolls miss, the Jump Kick becomes a Jump Stumble (Cast Member fall down and go boom).  A Jump Kick is the only attack action the character can attempt on that Turn (no multi-actions with this puppy).

Kick: The plain vanilla kick is a simple, yet effective way to put the hurt on someone.  If a kick is parried, the target has a golden chance to try and Grapple the leg, though.  The Kick uses a Dexterity and Brawling - 1 roll , or the Combat Score - 1, but football and soccer players can replace Brawling with Sports if they like.  Ditto for ballet dancers (use Art instead of Sport) if they aren’t too busy acting all graceful to fight.  The Kick’s base damage is 2 x (Strength + 1) points (Bash type).

Knockout: Sometimes a character wants to take somebody out without inflicting permanent damage.  Any Bash attack (Punches, Kicks, sledgehammers, and so on) can be turned into a Knockout attack, using a Dexterity and Brawling - 2, or Dexterity and Melee - 2 roll, or the Combat Score - 2.  The total damage of the attack is halved, but the victim has to make a Constitution (doubled) roll (or use the Muscle Score) with a penalty equal to the Success Levels of the Knockout roll, or she goes down for the count.  Recovery from a knockout is in your fiendish hands; the victim may recover in a few turns, or wake up an hour later . . . possibly bound tighter than Doyle’s purse strings.

Melee Weapon: This covers swinging swords and axes, stabbing, and other close combat actions that involve sticking or smashing foreign objects into bad folks.  It uses a Dexterity and Melee roll, or the Combat Score.  Baseball or hockey players can substitute Sports to swing stick-like weapons (fencers and archery enthusiasts use Melee, though).  Since weapons do different types and amounts of damage (see pp. [?]), each weapon should have its own listing in the Combat Maneuver List.

Parry: Your basic blocking move, used to deflect punches, kicks, and other close combat attacks.  Weapons may only be Parried by weapons; Parrying a weapon with a hand-to-hand attack is just asking for injury.  A hand-to-hand attack may be Parried by a weapon but you have to find a bonehead stupid enough to take a punch at an armed defender.  A Parry uses a Dexterity and Brawling, or Dexterity and Melee roll, or the Combat Score.  Thrown weapons can be parried at a -2 penalty.  Arrows and crossbow bolts are parried at a -6 penalty.  No character can parry bullets unless she arrived in L.A. on a transparent plane from some Amazon island.

Punch: Closed fist, traveling quickly towards the target.  Uses a Dexterity and Brawling roll, or the Combat Score, and does 2 x Strength points of damage (Bash type).  ‘Nuff said.

Slam-Tackle: The All-American football maneuver that can stop touchdowns or bring down fleeing demons.  Tackles use Strength and Athletics/Brawling rolls, or Muscle Scores, and can be Dodged, but not Parried.  On a successful hit, the target takes D4 x Strength base points of damage (Bash type) and, if he fails to resist with a Strength (not doubled) roll or the Muscle Score divided by two, he goes down hard.  At the end of a successful Tackle, the attacker can Grapple the victim’s legs or torso without rolling.  Tackling is the only attack that can be attempted on that Turn (no multi-actions here either, nice try).

Spin Kick: This is a spinning or roundhouse kick, harder to execute but delivering more damage.  When a character really wants to leave a mark, he should use a Spin Kick.  This move has the same potential problems as the regular Kick, described above.  It uses a Dexterity and Brawling - 2 roll, or the Combat Score -2, and does 2 x (Strength + 2) points of base damage (Bash type).

Sweep Kick: Just the thing to slow down a charging demon, the Sweep Kick does little damage but sends foes to the ground by kicking their feet out from under them.  This special kick uses a Dexterity and Brawling - 1 roll, or the Combat Score - 1.  If it hits, the defender takes Strength points of base damage (Bash type).  Further, he must resist with a Dexterity and Acrobatics roll, or the Combat Score to keep her feet. If not, he falls down.

Takedown: This includes judo throws, wrestling moves, trips, and similar methods of making an enemy kiss the ground.  The Takedown uses a Strength and Brawling roll, or the Muscle Score.  If the target fails to Parry or Dodge, he hits the mat and takes Strength points of Bash damage.  Otherwise, the defender takes no damage and the Takedown fails.

Target Limb: Sometimes you want to break a leg, and not in a show biz good luck kind of way.  Targeting a limb (arm, leg, or tentacle) uses the appropriate Combat Maneuver with a -2 penalty, or the Combat Score - 2.  Damage over half the target’s maximum Life Points cripples or severs that limb; excess damage is lost.  Combine that with Slash/stab weapons and you’ve got some serious problems.  Playing with large, sharp things is really only for the pros . . . and those with lots of Drama Points.

Vital Points:
This attack targets vital organs like the heart or kidneys. This Maneuver requires a sharp-pointed weapon (knife, sword, spear, arrow or the like). Attacking the heart uses the appropriate Combat Maneuver with a -3 penalty, or the Combat Score - 3.  Damage is quadrupled (after applying the base damage, Success Levels, and armor; this multiplier replaces the damage type modifier).

Throw Weapon: The art of taking a properly balanced weapon and throwing it at a target.  The range of this attack is two yards plus two yards per Strength level.  Throw weapon uses a Dexterity and Melee - 1 roll, or the Combat Score - 1, and the base damage varies by the weapon tossed .

Toss: Your basic “pick up victim, then hurl victim across the room just to prove how badass you are” move.  The defender must be Grappled first and the attacker must have a minimum Strength 4.  Then, the attacker uses a Strength (doubled) - 4 roll, or the Muscle Score - 4, and the defender resists using a Strength (not doubled) roll or the Muscle Score divided by two.  If the attack succeeds, it does Strength points of base damage (Bash type).  Also, the defender is tossed one yard for each Success Level in the roll, and is automatically knocked down.  If the attack fails, the defender remains Grappled, but takes no damage and doesn’t go anywhere.  Oh, and the attacker looks pretty silly.

Wall Smash: Grabbing someone and slamming him into a wall or other nearby surface is rarely confused for a friendly or familial gesture.  Then again, characters generally only do that to non-friends and non-family, except in Angel and Conner’s case (and that relationship has never been one to model behavior on).  The attacker must have sufficient Strength to lift his opponent without much effort .  He must also succeed in a Grapple roll first.  If so, he can swing the defender around and introduce him bodily to a nearby surface.  That requires only a Strength and Acrobatics roll or the Muscle Score.  The grabee defends with a similar roll or Score (assume he has defense actions available).  Damage is 3 x Strength in Bash type.

Whirling Sword: This is a complex maneuver, swinging a sword or other balanced weapon (staff, fighting sticks, and so on) in a complex and non-self-debilitating pattern.  Anybody who steps into range of the whirling sword is attacked.  Even better, any close attack made against the character can be parried.  The character uses a Dexterity and Melee - 4 roll, or his Combat Score -4 to attack and defend for the Turn.  This is a great maneuver against multiple opponents, but has a couple of drawbacks.  It’s the only action the character can attempt that Turn, and it does squat against ranged attacks (you might have heard of an archeologist who simply shoots whirling blades masters).  The other problem is the maneuver cannot be used for long before the character gets tired.  Every Turn after the first, the penalty for this maneuver is increased by another two.

Wrestling Hold: This is a half-nelson, full-nelson, or Twister finale, in which the character immobilizes the enemy, usually by grabbing him from behind and twisting one or both arms.  This requires a successful Grapple .  After that, the attacker must make a Strength and Brawling - 2 (or Muscle Score - 2) roll.  The defender then resists with a Strength or Dexterity (whichever is better) and Brawling roll, or the best of his Combat or Muscle Scores.  If the attacker wins, the defender suffers a -1 penalty to all actions for every Success Level in the Wrestling Hold attack until he breaks free or the attacker lets go.  Otherwise, the defender remains Grappled.

Attacking from Behind:Only the most dishonorable, low-down, cattle-rustling, son of a dog would take someone from behind.  That’s why it’s such a great move.  A distracted opponent (someone otherwise engaged with another opponent, for example) cannot defend (defense roll is zero) against attacks from behind.  Targets with Situational Awareness (see p. [?]) are the exception; they can defend, but at a -2 penalty.  At your discretion, other would be-victims may get a Perception and Notice roll before they are bushwhacked; in that case, they can also defend with a -2 penalty.

Full Defense:
Sometimes, fighting is not the best option and running is no option.  Going fully defensive gives the character an additional defensive action (if the Realistic rules are used; see p. [??]), and gives him a +3 bonus to all defensive moves (Dodges and Parries, for the most part).  No attacks are allowed on the Turn the character goes into Full Defense mode.  This is a good idea for relatively weaker characters that want to keep their enemies busy until help arrives.

Full Offense: Here, the character attacks recklessly, without worrying about defense.  Best reserved for surprise attacks, suicide troops, or extreme sports enthusiasts.  It’s also good when several attackers are going after one target.  The character gets a +2 bonus on all attacks on that Turn, but cannot defend against any attacks (defense rolls all equal zero).  Note that for the feeblest of Guest Stars and Adversaries (Combat Score 8 or lower), the only way to have any chance of landing a blow is to go Full Offence (or use a Drama Point, see p. [?]).

Invisibility: Invisible characters are very hard to hit with ranged weapons.  If someone is shooting at an invisible character without knowing exactly where he is, the attacker must make a roll.  If the result is ten, roll again.  If the second roll result is a nine or a ten, the shot hit the invisible character by sheer chance.  A Heroic Feat Drama Point adds +5 to both rolls; if the total is ten or higher, treat it as if the die roll had been a ten.  As similar rule applies for melee attacks against invisible targets who seek to avoid combat.

No-see-ums who engage in close combat have to stay relatively near their victim.  That allows the visible character to concentrate for a Turn and make a Perception (not doubled) roll, or a Perception and Notice roll.  Two or more Success Levels grants the searcher some clue about where the invisible person is.  The combatant can then attack his transparent assailant, but does so at a -4 penalty.  Once the attack is done, another Turn of concentration and a successful roll is necessary to strike again.

For those who don’t mind a bit more complexity, you could allow very good Perception rolls to modify the attack penalty.  For each additional Success Level (over the two needed to get an idea where the invisible person is) decrease the to-hit melee penalty by one. Thus, if a melee attacker’s Perception result is a 15, he gains two additional Success Levels.  The penalty to hit the invisible character becomes -2 instead of -4.

Defending against invisible attacks is usually impossible (defense total is zero).  If the defender knows an invisible person is around (he’s been popped once already), he can make a Perception roll as described above.  Success grants a defense roll during the next turn at -4.  Note that a character can concentrate on defending or attacking an invisible character in a single Turn, not both.

The to-hit or to-defend Perception roll can be dispensed with in a smoky, steamy, or other environment where the invisible person can be at least partially seen.  Throwing a sheet over, pouring flour on, or otherwise marking an invisible character also eliminates the Perception roll, but is far from easy to do (such marking may only occur as part of an attack).  A melee (not ranged) attacks against a partially visible no-see-um suffer only a -2 penalty.

Knockback: Bash attacks (including explosions) are likely to not only hurt the target but bodily move him. Other types of damage can also produce knockback, but to a lesser extent. Bullets, for example, rarely move people around in real life, although in a cinematic game they can be treated as blunt attacks for knockback purposes. In game terms, the strength and mass of the target determines how much damage is needed for knockback. For human-sized characters, each set of Strength x 4 points of damage inflicted in a Bash attack (or double that for Slash/Stab and Bullet attacks) will knock the character backwards for 1 yard. Treat any Strength above 10 as 10 for Knockback purposes. For characters that weigh more than normal humans, use (Weight in lbs/200) as the basic Knockback unit or the Strength formula above, whichever is greater. Characters have a to make a Dexterity and Acrobatics roll to stay on their feet if they are knocked back, with a penalty of -1 per yard of knockback. If the character hits a solid object he suffers half the amount of damage he took originally; so does the object, and if the damage inflicted is enough to destroy the object (a section of wall, for example), the character is knocked through the object or wall.

Knockdowns and Fighting While Lying Down: Getting knocked on one’s butt is a bad thing.  When a character is knocked down, he cannot attack for the remainder of the Turn and any defenses suffer a -4 penalty.  Further, as long as the character is on the ground, attacks and defenses incur a -4 penalty.  Getting up usually takes a Turn.  Doing it in an action requires two Success Levels in a Dexterity and Acrobatics roll.  A number of Combat Maneuvers result in a knockdown; also, any blow that inflicts more than triple the victim’s Strength in damage (before accounting for damage type or maneuver modifiers) may result in a knockdown (if it seems dramatically appropriate).

Mounted Combat: the rider can attack or direct the mount to attack in a Turn. This assumes that the mount is the attacking-on-command type (a warhorse or a demon). If the rider directs the mount to attack, he has to pull off a Riding roll (this is considered part of the mounts attack and doesn’t count as a multiple action). If he fails, the mount ignores him unless attacked itself. If the rider wants to both attack and direct his mount, he suffers multiple actions penalties.

Both the rider and the mount get to defend once per Turn (without suffering multiple action penalties) but they suffer a –1 penalty each (one may be dodging one way and the other the other way). The rider can work with his mount to defend against one single attack but has to make a Riding roll. If he succeeds, no penalty is applied to the defense roll.

If the rider has a weapon with some reach (swords, axes, spears, etc., no daggers or punches) and is attacking someone not mounted nearby, he gets a height advantage: +3 to the attack and +1 to his effective Strength for damage purposes. A rider may not use a two-handed weapon. Also, ranged weapon attack rolls are much harder from on top a mount: –1 to –4 depending on how fast the mount is moving and how uneven the ground is. Attacking up at a mounted rider imposes a –3 attack penalty unless the ground-pounder has a pole arm. In that case, the rider must close with the pole-arm wielder using a Dexterity and Ride roll against the stander’s Dexterity (doubled) or Dexterity and Acrobatics roll. If the rider fails, only the pole armer may attack. This is how several ground troopers can beat a rider. Unless the knight simply rides away and comes back with a lance charge, that is. Even then, a set pole arm attack gets initiative against a mounted charge. Without pole arms, the footman’s best bet is getting a bunch of buddies and Grappling the rider to the ground.

If both combatants are mounted, combat works as normal—rider vs. rider. Knights with a modicum of self-respect didn’t attack mounts but you never can tell with EVIL. Obviously, whoever or whatever is being attacked rolls for defense.

Jousting involves galloping full speed toward each other all the while pointing lances in menacing ways. It’s pretty serious stuff as a measure of manliness. As a measure of sanity, it’s right after taking a bath with a toaster. Dodging isn’t an option in a joust; best have a shield (the bigger, the better) and good parry skills.

Multiple Opponents: Numbers count for something.  When two or more attackers gang up against a single target, they get a +1 bonus to all actions for each attacker, to a maximum of +4 for four attackers (more than four attackers just get in each other’s way).  So, if two demons attack one hero, they get a +2 to their Combat Scores.  By the same token, if three Cast Members attack a single foe, they get a +3 bonus to their attack and defense rolls.  On top of this, if the defender doesn’t have enough actions to defend against all attacks, he resists those additional attacks with a zero defense roll.  Here is another way for below-nine Combat Score characters to have a chance of hitting their opponent—attack in numbers.

Tied Up at Work:
Sometimes, the bad guys don’t want to kill you.  Sometimes they just want to tie you up.  When a character is tied up, chained, or otherwise restrained, fighting is a lot more difficult.  If the character’s legs are free, he can kick at no penalty.  If he can move (i.e., the character isn’t bound to a stake or chained to a wall), he can also head butt people.  If his arms are bound in front of him, he can punch at a -2 penalty.  Getting free uses Dexterity and Acrobatics, with penalties from -1 (the bad guys were never in the Boy Scouts) to -6 (for a few miles of rope or police handcuffs).

Breaking Stuff Chart
Interior Door: Three Success Levels.
Reinforced Wooden Door: Four Success Levels, and the first Success Level in any one roll is ignored.
Metal Door: Six Success Levels, and ignore the first two Success Levels in any one roll.
Reinforced Metal Door: Eight Success Levels, and ignore the first five Success Levels in any one roll.
Interior Wall: Armor Value 4; 20 points of damage.
Brick Wall: Armor Value 6; 40 points of damage.
Concrete: Armor Value 10; 80 points of damage.

Inanimate objects also get busted up in combat.  Combatants toss their opponents around.  Misses wind up with fists buried in walls, particularly those cheesy plaster interior ones.  In many cases, you can just wing the FX and describe it as you see fit.  If more precision is needed, the damage done to walls and other objects varies depending on the tossed object and the Strength of the tosser (damage done to tossee is handled via the Wall Smash maneuver).  The Tossed Item Chart runs it down.  Of course, the tosser must have a Strength Attribute sufficient to lift the item or person without much effort).  Still, several folks can work together and combine their Strength levels for tossing purposes.  You get to decide if they all can fit around, and get a handle on, the object though.

Rough Weight		Damage to Wall/Object Hit	Sample Item
up to 50 kg		D4 x Strength			Chair, end table
up to 100 kg  	        D6 x Strength			Person, recliner
up to 200 kg		D8 x Strength			Heavy couch, lawnmower
up to 500 kg		D10 x Strength			Motorcycle, refrigerator
Beyond 500 kg		D12 x Strength			Small car	

This message was last edited by the GM at 19:21, Wed 27 Dec 2017.

 GM, 14 posts
Tue 7 Nov 2017
at 23:49
1-525 kg x Strength (Max: 125 kg)
6-10100 kg x (Strength-5) + 125 kg (Max: 625 kg)
11-15200 kg x (Strength-10) + 750 kg (Max: 2 tons)
16-20500 kg x (Strength-15) + 2,5 ton (Max: 5 tons)
2510 tons
3020 tons
3550 tons
40100 tons
45200 tons
50500 tons
551.000 tons
602 kilotons
655 kilotons
7520 kilotons


StrengthHigh JumpLong Jump
1-230 cm2 m
3 50 cm3 m
4-5 1 m5 m
61,5 m6 m
7-82 m8 m
9-103 m10 m
11-201 m x (STR/2)2 m x STR
2525 m75 m
3050 m200 m
35150 m 500 yards
40250 m1,5 km
45500 m3 km
501,5 km 8 km
+5+1,5 km +8 km

This message was last edited by the GM at 19:52, Tue 21 Nov 2017.

 GM, 28 posts
Wed 8 Nov 2017
at 21:51
Todo ser vivo têm uma reserva interna de mana, mas apenas magos, sobrenaturais e criaturas místicas são capazes de fazer uso dessa fonte pessoal.

Acessar e gastar o mana pessoal é uma ação instantânea e não há limite para o quanto de mana pode ser empregado de uma vez. No entanto, se a reserva de mana cair muito ou mesmo ficar negativa, o indivíduo sentirá efeitos negativos.

Quando a reserva atinge 10 ou menos pontos, o personagem fica com -1 para rolamentos. Ao chegar em zero, o pênalti aumenta para -3 e a Speed cai pela metade.

O personagem usar mais mana deposi de chegar a zero, mas, neste caso, está usando a própria força vital para energizar seus Dons. Cada ponto de mana empregado faz 1 LP de dano e força um rolamento de CON + WIL ao fim da açnao com pênalti igual ao número de pontos de mana usados. Se falhar, perde a consciência.

Se o nível de dano jogar o LP personagem para -10 ou menos, ele também terá que fazer um cheque de morte.

A reserva de mana é recuperada na taxa de CON + WIL a cada 10 minutos.

O nível de mana ambiente pode variar em determinados lugares, afetando não só os feitiços de magos e arquimagos, como também os Dons de sobrenaturais.

Mana alto: a abundância de energia mística faz com que efeitos mágicos sejam mais fortes (+5 níveis) e a recarga de mana duas vezes mais rápida.
Mana normal: feitiços e Dons funcionam como esperado. É o nível padrão da campanha.
Mana baixo: a deficiência de nergia mística enfraquece efeito smágicos (-5 níveis, neutralizando efeitos que cheguem em zero). A recarga de mana fica de 6 a 7 vezes mais lenta.
Sem Mana: magia que usa mana ambiente não funciona. Efeitos dependents de mana pessoal funcionam, mas são bem fracos (-10 níveis) e o mana empregado não é regenerado. Além disso, reservas pessoais são drenadas a uma taxa de 1 mana/turno.

Cristais que acumulam mana, manalitos são naturais. Seu tamanho e estrutura limita a carga máxima. Um quilate (200 mg) é capaz de armazenar 1 mana, aproximadamente.

Manalitos se recarregam drenando mana do ambiente. A taxa de recarga varia conforme o nível de mana.

Alto: 1 ponto/12 h
Normal: 1 ponto/dia
Baixo: 1 ponto/semana

Manalitos podem ser criados artificialmente, por encantamento, mas, neste caso, não se recarregam. Uma vez exaurida sua carga de mana, precisam ser encantados de novo.

Manalitos podem ser “dedicados” a um artefato. Neste caso, só podem fornecer sua energia para os efeitos mágicos do objeto ao qual foram dedicados. A vantagem é que isso dobra a eficiência do manalito. Por exemplo, um manalito de 5 pontos de mana pode fornecer até 10 pontos ao artefato dedicado.

This message was last edited by the GM at 21:59, Wed 08 Nov 2017.

 GM, 36 posts
Thu 9 Nov 2017
at 23:05
025kg16 seg (1 turno)10 m6 kph
150 kg212 seg (2 turnos)20 m12 kph
2100 kg430 seg (5 turnos)40 m25 kph
3200 kg61 min (12 turnos)80 m50 kph
4400 kg82 min150 m90 kph
5800 kg104 min250 m150 kph
61,5 ton148 min500 m300 kph
73 ton1615 min1 km600 kph
86 ton2130 min2 km1.200 kph (Mach 1)
912 ton251 h4 km2.400 kph (Mach 2)
1025 ton302 h8 km4.800 kph (Mach 4)
1150 ton354 h16 km9.600 kph (Mach 8)
12100 ton408 h30 km18.000 kph (Mach 15)
13200 ton4516 h60 km36.000 kph (Mach 30)
14400 ton501 dia120 km72.000 kph (Mach 60)
15800 ton552 dias250 km150.000 kph (Mach 125)
161.600 ton604 dias500 km300.000 kph (Mach 250)
173,2 kton651 semana1.000 km600.000 kph (Mach 500)
186 kton702 semanas2.000 km1,2 Mkph (Mach 1.000)
1912 kton751 mês4.000 km2,4 Mkph (Mach 2.000)
2025 kton802 meses8.000 km4,8 Mkph (Mach 4.000)

This message was last edited by the GM at 19:53, Tue 21 Nov 2017.

 GM, 44 posts
Sat 11 Nov 2017
at 13:13
Esta é a lista de condições do M&M 3e. Algumas têm que ser modificadas para se alinharem com o Unisystem. Aquelas listadas em laranja ainda não foram revisadas.

Compelled: A compelled character is directed by an outside force, but struggling against it; the character is limited to free actions and a single standard action per turn, with both types of action being chosen by another, controlling character. As usual, this standard action can be traded for a move action. Controlled supersedes compelled.
Controlled: A controlled character has no free will; the character’s actions each turn are dictated by another, controlling, character.
Dazed: A dazed character is limited to free actions and a single standard action per turn, although the character may use that action to perform a move, as usual. Stunned supersedes dazed.
Debilitated: The character has one or more Attributes lowered below –3.
Defenseless: A defenseless character has no active defense. Attackers can make attacks on defenseless opponents as routine checks. If the attacker chooses to forgo the routine check and make a normal attack check, any hit is treated as a critical hit (see Critical Hits, page 188). Defenseless characters are often prone, providing opponents with an additional bonus to attack checks (see Prone, later in this section).
Disabled: A disabled character is at a -3 penalty on checks. If the penalty applies to specific checks, they are added to the name of the condition, such as Attack Disabled, Perception Disabled, and so forth. Debilitated, if it applies to the same trait(s), supersedes disabled.
Fatigued: Fatigued characters are hindered. Characters recover from a fatigued condition after an hour of rest.
Hindered: A hindered character moves at half normal speed (–1 speed rank). Immobile supersedes hindered.
Immobile: Immobile characters have no movement speed and cannot move from the spot they occupy, although they are still capable of taking actions unless prohibited by another condition.
Impaired: An impaired character is at a -1 penalty on checks. If the impairment applies to specific checks, they are added to the name of the condition, such as Attack Impaired, Perception Impaired, and so forth. If it applies to the same trait(s), disabled supersedes impaired.
Normal: The character is unharmed and unaffected by other conditions, acting normally.
Stunned: Stunned characters cannot take any actions, including free actions
Transformed: Transformed characters have some or all of their traits altered by an outside agency. This may range from a change in the character’s appearance to a complete change in trait ranks, even the removal of some traits and the addition of others! The primary limit on the transformed condition is the character’s power point total cannot increase, although it can effectively decrease for the duration of the transformation, such as when a powerful superhero is turned into an otherwise powerless mouse or frog (obviously based on considerably fewer power points).
Unaware: The character is completely unaware of his surroundings, unable to make interaction or Perception checks or perform any action based on them. If the condition applies to a specific sense or senses, they are added to the name of the condition, such as visually unaware, tactilely unaware (or numb), and so forth. Subjects have full concealment from all of a character’s unaware senses.
Vulnerable: Vulnerable characters are limited in their ability to defend themselves, halving -3 to defense actions. Defenseless supersedes vulnerable.
Weakened: The character has temporarily lost power points in a trait. See the Weaken effect in the Powers chapter for more. Debilitated supersedes weakened
Asleep: While asleep, a character is defenseless, stunned, and unaware. A hearing Perception check with three or more degrees of success wakes the character and removes all these conditions, as does any sudden movement (such as shaking the sleeping character) or any effect allowing a resistance check.
Blind: The character cannot see. Everything effectively has full visual concealment from him. He is hindered, visually unaware, and vulnerable, and may be impaired or disabled for activities where vision is a factor.
Bound: A bound character is defenseless, immobile, and impaired.
Deaf: The character cannot hear, giving everything total auditory concealment from him. This may allow for surprise attacks on the unaware character. Interaction with other characters is limited to sign-language and lip-reading.
Dying: A dying character is incapacitated (defenseless, stunned, and unaware) and near death. When the character gains this condition, immediately make a Fortitude check (DC 15). If the check succeeds, nothing happens. With two degrees of success, the character stabilizes, removing this condition. If the check fails, the character remains dying. Three or more degrees of failure mean the character dies: so three failed Fortitude checks or one or two checks adding up to three degrees. Dying characters make a Fortitude check each round until they either die or stabilize. Another character can stabilize a dying character with a successful Treatment check (DC 15) or use of a Healing effect (see the Powers chapter).
Entranced: An entranced character is stunned, taking no actions other than paying attention to the entrancing effect. Any obvious threat automatically breaks the trance. An ally can also shake a character free of the condition with an interaction skill check (DC 10 + effect rank).
Exhausted: Exhausted characters are near collapse. They are impaired and hindered. Characters recover from an exhausted condition after an hour of rest in comfortable surroundings.
Incapacitated: An incapacitated character is defenseless, stunned, and unaware. Incapacitated characters generally also fall prone, unless some outside force or aid keeps them standing.
Paralyzed: A paralyzed character is defenseless, immobile, and physically stunned, frozen in place and unable to move, but still aware and able to take purely mental actions, involving no physical movement whatsoever.
Prone: A prone character is lying on the ground, receiving a –5 penalty on close attack checks. Opponents receive a +5 bonus to close attack checks but a –5 penalty to ranged attack checks (effectively giving the prone character total cover against ranged attacks). Prone characters are hindered. Standing up from a prone position is a move action.
Restrained: A restrained character is hindered and vulnerable. If the restraints are anchored to an immobile object, the character is immobile rather than hindered. If restrained by another character, the restrained character is immobile but may be moved by the restraining character.
Staggered: A staggered character is dazed and hindered.

Surprised: A surprised character is stunned and vulnerable, caught off-guard and therefore unable to act, and less able to avoid attacks.
 GM, 149 posts
Sat 25 Nov 2017
at 15:33
Quando algo aterrorizante acontece, os personagens têm que fazer um cheque de WILL dobrada (Qualidades como Nerves of Steel e Fast Reaction Time podem ajudar). Isso é chamado de Teste de Medo. POssíveis modificadores incluem:

Desmorto: -1
Demônio: Half the creature’s Attractiveness, rounded down (e.g., a critter with Attractiveness -7 would give a -3 to Fear Tests)
Splatter factor: -1 for some blood; -2 for murder victim’s body; -3 for R-rated gore; -4 for cult film carnage
Sudden or unexpected encounter: Add -2 to any other applicable modifiers (e.g., the bloody corpse falls out of a locker, the horrific vampire springs from the shadows, and so on).
Familiaridade: After seeing it often enough (third or fourth encounter), eliminate the penalty to the roll.

S eo resultado for 9 ou mais, o personagem pode estar com medo ou apreensivo, ma spode agir normalmente. Se for 8 ou menos, use a Tabela de Pânico como inspiração.

Tabela de Pânico
7-8 Startled: The character is startled but not paralyzed, and can act normally.  Initiative is lost, however; the critter wins Initiative automatically on that Turn.
5-6Freak out: The character screams and/or flinches away.  Only defense actions can be attempted on that Turn, and the character cannot go on Full Defense.
3-4 Run Away!: The character takes off running like a spider-eating spine-missing Zeppo for a full Turn, unless cornered, in which case cowering in terror is on the agenda.  No attacks are possible, and defense actions are at -2.  After each Turn (or handful of seconds), a new Fear Test can be rolled (reduce any penalties by one with each successive Turn, until the character snaps out of it).
2 or less Total Terror: The character is not in control of her actions.  She may lose her lunch, pass out or suffer some other oh-so-embarrassing fate.

 GM, 159 posts
Tue 28 Nov 2017
at 13:14
Armaduras concedem diferentes níveis de proteção, mas também sobrecarregam seus usuários, diminuindo sua velocidade e reduzindo sua capacidade de ser furtivo. Há quatro níveis de sobrecarga (encumbrance):

Leve: -1 para Speed, iniciativa e ações que requerem silêncio ou velocidade
Média: como acima, mas -2
Pesada: como acima, mas -3
Extra-pesada: como acima, mas -5

A tabela abaixo lista o nível de proteção (AV) e sobrecarga de cada tipo de armadura. Mestre-armeiros, especialmente entre os anões e elfos, são capazes de produzir itens de qualidade extraordinária que possuirão maior proteção e/ou menor sobrecarga que os espécimes padrão.

Algumas armaduras são feitas com uma liga de aço e antimana que confere ao usuário resistência -- ou mesmo imunidade -- a efeitos mágicos. Ess aliga interfere com os dons de um sobrenatural, caso este venha a usar essa armadura.

O item Cobertura mostra que partes do corpo estão protegidas por uma determinada armadura parra efeito de ataques localizados. As placas completas são as únicas que incluem elmo.

É possível também montar armaduras personalizadas. Por exemplo, um colete de couro rígido, mas com placas no braço da arma. Nesse caso, o personagem tem AV 25 no braço da arma e AV 10 no torso. Nesses casos, o mestre deve avaliar se o número de itens mais rígidos é suficiente para aumentar a sobrecarga. No exemplo acima, é possível que a sobrecarga permanecesse leve.

Couro5NãoJaqueta (tronco e braços)
Couro reforçado (studded)10LeveColete (tronco)
Cota (chain)/escama (scale)15MédiaTúnica e capuz (cabeça, tronco, braços e virilha)/colete (tronco)
Cota anã20LeveTúnica e capuz (cabeça, tronco, braços e virilha)
Cota élfica15NãoTúnica (tronco, braços e virilha)
Placa e cota25PesadaCorpo inteiro
Placa completa30Extra-pesadaCorpo inteiro
Placa completa anã40PesadaCorpo inteiro
Placa completa élfica35MédiaCorpo inteiro
Elmo de metal25NãoCabeça

As tabelas abaixo listam as armas disponíveis na campanha. Há quatro níveis de qualidade, mas a vasta maioria das armas são de qualidade normal.

Barata/bronze: feitas de bronze, ferro impuro ou aço pobre. -2 de dano. Possuem pontos de dano iguais ao dano máximo que podem infligir (com STR 5). Quando causam dano máximo (com qualquer STR), há uma chance de 2 in 10 de quebrarem. Se usadas par aparry, levam um terço do dano causado pelo ataque. Costumam ser mais baratas (30%-50% of the normal cost), mas, em algumas culturas, são tudo que existe.

Normal: feitas de aço ou ferro temperado. Possuem pontos de dano iguais ao dobro do dano máximo que podem infligir (com STR 5). Quando causam dano máximo (com STR 5), há uma chance de 1 in 10 de quebrarem. Se usadas par aparry, levam um terço do dano causado pelo ataque. Costumam ser mais baratas (30%-50% of the normal cost), mas, em algumas culturas, são tudo que existe.

Fina: +2 de dano. Possuem pontos de dano iguais ao triplo do dano máximo que podem infligir (com STR 6). Quando causam dano máximo (com STR 6), há uma chance de 1 in 10 de quebrarem. Geralmente feitas por anões, costumam custar 5 vezes mais caro, quando estão disponíveis.

Mestre: os mestre-armeiros capazes de forjar estas armas são famosos e, comumente são anões. +1 para o multiplicador de dano. Possuem pontos de dano iguais ao triplo do dano máximo que podem infligir (com STR 6) e só checam quebra em circunstâncias pouco ususais. Quando causam dano máximo (com STR 6), há uma chance de 1 in 10 de quebrarem. Custam, no mínimo, 20 vezes mais, quando estão disponíveis.

Armas de corpo-a-corpoDanoNotas
SocoD4 x STRBash
ChuteD4 x(STR+1)Bash
Faca pequenaD4 x (STR=1)Slash
FacaD4 x STRSlash
Espada curtaD6 x STRSlash
Espada longaD8 x STRSlash
Espada bastardaD10 x STR/STR+1Slash, 1 ou 2 mãos
Espada de 2 mãosD12 x (STR+1)Slash, 2 mãos
LançaD6 x STR/STR+1Stab, 1 ou 2 mãos
Lança de cavalaria1D8 x (STR+1)Stab, STR do cavaleiro ou do cavalo, dano duplo em carga
CajadoD6 x STR/D8 x (STR+1)Bash, 2 mãos, estocada ou corte
Maça pequenaD8 x STRBash
MaçaD10 x STR/STR+1Bash, 1 ou 2 mãos
Maça grandeD12 x (STR+1)Bash, 2 mãos
Mangual (flail)D8 x STRBash, não pode ser parried, +2 Disarm, se rolar dois 1, se fere
Axa de batalha(D8+1) x STRSlash
Axa grandeD12 x (STR+1)Slash, 2 mãos
Alabarda2D12 x (STR+2)Slash, 2 mãos, requer STR 3, parry -1

1. Use the rider’s or the mount’s Strength, whichever is greater. If you have ten yards to get your horse up to speed, lance damage is doubled. If the damage suffered from a lance charge, after mod- ification for armor and shield but before Slash/stab doubling, is greater than three times the defender’s Strength, he winds up on his butt (prone). If he happened to be on a horse, the defender can substi- tute the Riding skill for Strength. If the rider gets knocked down, he takes an extra five points of Bash falling damage (it’s an insult to injury type thing).

2. Pole arms must be used two-handed (damage bonus already factored in) and cannot be thrown. Base damage is 5 x (Strength +1) points (Slash/stab type). A pole-armed fighter can reach out and touch from a good distance and thus gets initiative automatically against any other type of weapon. Indeed, without a Resisted Dodge roll to get in close, shorter-armed combatants can’t attack at all. On the flip side, if the opponent does get in close, the pole armer can’t attack (dropping the weapon in favor of another or backing away with another Resisted Dodge roll is recommended).

O alcance das armas abaixo ainda não está listado corretamente.

Armas de longa distânciaDanoAlcanceNotas
Pedra1 x STRSTR/STRx2/STRx3Bash
FacaD4 x (STR-1)STR/STRx2/STRx3Stab
MachadinhaD6 x STRSTR/STRx2/STRx5Slash
SpearD6 x STRSTR/STRx2/STRx5Stab
Arco curtoD6 x STRSTR/STRx2/STRx5Stab, STR do arco (normalmente 3)
Arco longoD8 x STRSTR/STRx2/STRx5Stab, STR do arco (normalmente 4)
Arco élficoD10 x STRSTR/STRx2/STRx5Stab, STR do arco (normalmente 3)
BestaD10 x STRSTR/STRx2/STRx5Stab, STR do arco (normalmente 2, 4 ou 6), STR x 2 segundos para recarregar

This message was last edited by the GM at 19:28, Wed 27 Dec 2017.

 GM, 167 posts
Wed 29 Nov 2017
at 17:57
O nível de Reputação representa a fama do personagem. Aqueles com Reputação 2 ou mais são bem conhecidos nos seus círculos sociais e profissionais. A reputação será positiva ou negativa de acordo. Um cheque bem sucedido de Reputação (INT do NPC + nível de Reputação - 4) pode dar metade do nível de Reputação de bônus (ou de penalidade, se a fama for negativa) para cheques de Influence, quando o mestre achar apropriado.

Algumas situações ou circunstâncias podem dar bônus pu penalidade para o cheque de Reputação. Por exemplo, Norin ganha +4 para rolamentos em Raven Moors, já Emyric tem +4 para cheques feitos por membros da igreja furdermórica. Em Al-Feyrun ou Khitai, a penalidade para o cheque poderia ser -5 ou mais.

Todos os PCs começam com Reputação 2.