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Halcones de Asgard

Reglas M&M 3: Combate

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Lo básico del combate es que se efectúan 2 tiradas, primero la de ataque, en la que hay que superar la defensa activa del oponente + 10. Por ejemplo yo tengo ataque a distancia +8 y mi oponente tiene esquiva +10. Tengo que tirar contra dificultad 20.

Si impacto, el oponente tira su resistencia contra mi daño +15. Por ejemplo, tengo daño +12, así que el oponente tira contra 27.

Por cada 5 ptos en los que falle la tirada la herida tendrá peores consecuencias. Si se falla por 1 grado (fallo entre 1 y 5 ptos), el oponente tiene -1 contra las próximas tiradas de daño. Si falla por 2 grados, tiene lo mismo y además queda "dazed" (sólo puede hacer acciones tipo standar y free). Si falla por 3 grados tiene lo anterior y además "staggered", es decir, tiene "dazed" y además mueve la mitad (-1 a los movimientos). Si falla por 4, queda incapacitado.

Recalco que como habéis podido leer, este sistema d20 no tiene puntos de vida porque intenta reflejar los combates de los cómics, en los que algunos ataques no hacen nada, y otros dejan aturdidos, heridos, o incapacitados.

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Toughness vs. [Damage rank + 15]

Success : The damage has no effect.

Failure (one degree): The target has a –1 circumstance
penalty to further resistance checks against damage.

Failure (two degrees): The target is dazed until the end
of their next turn and has a –1 circumstance penalty to
further checks against damage.

Failure (three degrees): The target is staggered
and has a -1 circumstance penalty to further checks
against damage. If the target is staggered again (three
degrees of failure on a Damage resistance check), apply
the fourth degree of effect. The staggered condition
remains until the target recovers (see Recovery,
following).

Failure (four degrees): The target is incapacitated .

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CRÍTICO.

Si durante el ataque se obtiene un resultado de crítico (normalmente 20, mejorable con ventajas o ciertas armas) y el ataque es exitoso, el personaje puede elegir tres opciones:

- +5 a la dificultad para resistir el ataque.

- Añadir un efecto alternativo de valor 0. Por ejemplo salta sangre a los ojos y el jugador aplica "cegar" (dazzle) con valor 0 aparte de su daño.

- Convertir el ataque en un efecto alternativo (power stunt). El personaje imagina un efecto distinto a su ataque y es el que se aplica en lugar del original, por ejemplo el ataque da en los ojos y ciega en lugar de dañar.

 

ESFUERZO EXTRA Y HERO POINTS.

Recordad que se puede usar esfuerzo extra para repetir una tirada de resistencia, pero fatigándose en el proceso, o incluso gastar 1 hero point para repetir la tirada con +10 si es baja.

 

RECUPERACIÓN.

Cada minuto de descanso (10 turnos) se recupera un daño recibido empezando por el peor. Es decir, que los personajes se recuperan enseguida de sus heridas, tal y como pasa en los cómics. El sistema no pretende ser realista, sino divertido.

 

MURIENDO.

Si se ataca a un oponente incapacitado, pasa al estado "muriendo", en ese caso tira su defensa pasiva fortaleza (Fortitude) cada turno, dificultad 15, para evitar seguir muriendo. Si saca una de esas tiradas con 2 grados de éxito (20 o más), se estabiliza y deja de morir. Para que un superhéroe PL 10 muera, prácticamente tendría que sacar tres unos, así que no es fácil.

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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 total 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).

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MUERTO.

Si el personaje no consigue recuperarse del estado "muriendo" o es vuelto a atacar, entonces muere "definitivamente" (ya se sabe que en los cómics la muerte no es definitiva).

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INICIATIVA.

El orden de iniciativa lo determina 1d20 + agilidad. La ventaja "iniciativa mejorada" da +4 por cada punto. La ventaja "seize iniciative" permite ser el primero del turno gastando 1 hero point.

El que más saque, actúa primero.

 

RANGO DE LOS ATAQUES A DISTANCIA.

Los ataques a distancia tienen un rango relativamente bajo, pero se puede aumentar con extras. Hasta 10 metros se ataca sin penalización. Entre 11 y 20 metros con malus de -2 y hasta 30 con malus de -5. A partir de 30 metros ya es fallo automático. Esto parece estar diseñado así para combatir más o menos cerca.

 

MINIONS (ESBIRROS).

Los esbirros de los supervillanos, o criaturas invocadas sin el extra "heroico", son fáciles de abatir. No pueden obtener críticos, y cuando son heridos, automáticamente pasan a incapacitado.

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ACCIONES DURANTE EL TURNO.

Un turno dura 6 segundos (valor de tiempo 0). Durante el turno se puede hacer 1 acción estándar, 1 acción de movimiento, "infinitas" acciones libres e "infinitas" reacciones. La acción estándar se puede convertir a voluntad en acción de movimiento, esto significa normalmente que corres. La acción de movimiento se hace antes o después de la estándar (aunque hay una ventaja que permite hacer la acción estándar en cualquier punto del movimiento).

Las acciones estándar suelen ser ataques, o levantar algo, o cualquier cosa significativa.

Las acciones libres suelen ser cosas que apenas ocupan tiempo, como soltar un objeto, tirarse al suelo...

Las reacciones suelen ser poderes de defensa.

Si un personaje tiene supervelocidad (quickness) sigue estando limitado a 1 acción estándar significativa (como atacar), pero podría efectuar varias acciones estándar menos significativas (apartar a varias personas de la zona, por ejemplo).

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LISTA DE ACCIONES (EN INGLÉS).

AID - STANDARD ACTION --------------------

If you are in position to attack an opponent, you can attempt
to aid an ally engaged in melee with that opponent
as a standard action. This is like a team check (see
Team Checks in The Basics chapter): You make an attack
check against DC 10. If you succeed, you don’t actually
hit or affect the opponent, but success grants your
ally gains a +2 circumstance bonus on an attack check
against that opponent or a +2 circumstance bonus to
Defense against that opponent (your choice) until the
end of your ally’s next turn. Three or more degrees of
success grant a +5 bonus.

AIM - STANDARD ACTION --------------------

By taking a standard action to aim and line up an attack,
you get a bonus to hit when you make the attack. If you’re
making a close attack, or a ranged attack at close range,
you get a +5 circumstance bonus on your attack check.

If you’re making a ranged attack from a greater distance,
you get a +2 circumstance bonus.

However, you are vulnerable while aiming and it requires
a free action to maintain your aim before you make your
attack. If you are unable to maintain it, you lose its benefit.
Once you aim, your next action must be to make the attack.
Taking a different action spoils your aim and you lose
the bonus.

ATTACK STANDARD ACTION --------------------

With a standard action, you can make an attack check
against any opponent within the attack’s range. If the attack
is an area effect or perception range, no attack check
is needed. It affects the area or target automatically.

CHARGE STANDARD ACTION --------------------

You rush forward to attack. You move your speed rank in a
mode of movement available to you in a relatively straight
line towards your target. At the end of your movement,
you perform a close attack against your opponent with a
–2 circumstance penalty to the attack check.

You can combine a charge action with a move action, allowing
you to move up to twice your speed (your speed rank as a
move action, then your speed rank again when you charge).

COMMAND - MOVE ACTION --------------------

Issuing a command to a character under your control—
a minion or a thrall—requires a move action. If you want
to issue different commands to different characters or
groups, each one requires a move action (so you can issue
two commands per round as two move actions).

CRAWL - MOVE ACTION --------------------

While prone, you can only move by crawling. You crawl at
your normal ground speed –1 rank (or half your normal
speed).

Characters with the Slither effect of Movement crawl at
their normal ground speed. See Movement in the Powers
chapter for details.

DEFEND - STANDARD ACTION --------------------

Rather than attacking, you focus on defense. Make an opposed
check of your appropriate active defense versus
any attack made on you until the start of your next turn.
Add 10 to any roll of 10 or less that you make on these
checks, just as if you spent a hero point (thus ensuring a
minimum roll of 11). The attacker must equal or exceed
your opposed check result in order to hit you.

DELAY - NO ACTION --------------------

When you delay, you choose to take your turn later in the
initiative order. You must delay your entire turn. You cannot
delay if you have already taken an action on your turn,
or if you are unable to take actions.

At any point after any other character in the conflict has
acted, you can choose to take your turn. Your initiative
moves into the new place in the order where you act, and
you take your normal allocation of actions. If you do not
act before your initiative comes up in the next round, your
turn ends, you lose your delayed turn, and your initiative
remains where it is.

Beneficial effects lasting until the end of your turn end
when you choose to delay, but harmful effects that last
until the end of your turn last until after you act. Likewise,
you do not make resistance checks until after you
have taken your turn, so delaying can draw out some effects.

DISARM - STANDARD ACTION --------------------

You attempt to knock an item—such as a weapon or device—
out of an opponent’s grasp. Make an attack check
against the defender with a –2 penalty. If you attempt to
disarm with a ranged attack, you are at –5 penalty. If your
attack succeeds, make an opposed check of your attack’s
damage against the defender’s Strength. If you win, the
defender dropped the held object. If you made the disarm
unarmed, you can grab the dropped object as a free action.
If you make a disarm attempt with a melee weapon
and lose the opposed check, the defender may immediately
make an attempt to disarm you as a reaction; make
another opposed damage vs. Strength check. If this disarm
attempt fails, you do not, however, get an additional
attempt to disarm the defender.

DROP AN ITEM - FREE ACTION --------------------

Dropping a held item is a free action (although dropping
or throwing an item with the intention of hitting something
with it is a standard attack action).

DROP PRONE - FREE ACTION --------------------

Dropping to a prone position is a free action, although
getting up requires a move action (see Stand).

ESCAPE - MOVE ACTION --------------------

You attempt to escape from a successful grab (see Grab).
Make a check of your Athletics or Acrobatics against
the routine check result of your opponent’s Strength or
grab effect rank. If you succeed, you end the grab and
can move away from your opponent, up to your normal
ground speed minus one rank, if you choose. If you fail,
you are still grabbed.

GRAB - STANDARD ACTION --------------------

You attempt to grab a target. Make an attack check
against the target. If successful, the target makes a resistance
check against your Strength (or the rank of a grabbing
effect) using the better of Strength or Dodge. If you
win with one degree of success, the target is restrained
(immobile and vulnerable). Two or more degrees leave
your opponent bound (defenseless, immobile, and impaired).
You can attempt to improve an existing hold
with another grab action on a following turn. Any resulting
degrees of success are cumulative, but if you lose,
the target escapes.

You are hindered and vulnerable while grabbing and
holding an opponent. You can maintain a successful grab
as a free action each turn, but cannot perform other actions
requiring the use of your grabbing limb(s) while doing
so. Since maintaining a grab is a free action, you can
take a standard action to inflict your Strength damage to
a grabbed target on subsequent turns after the grab is established.

You can drag a restrained or bound target along with you
when you move. The target gets a Strength resistance
check against your Strength. If it fails, you move and the
target moves along with you. If the target resists, you are
immobilized that turn unless you release your hold on the
target.

You can end a grab (releasing your target) as a free action.
If you are unable to take the free action maintain the hold,
the target is automatically released. A target can attempt
to escape from a grab as a move action (see Escape).

MOVE - MOVE ACTION --------------------

You can move up to your normal speed rank in any movement
mode available to you as a move action. Normally
this is rank 0 ground speed for most people (up to 30 feet).
If you choose to move twice on your turn (taking two
move actions) then you move your speed rank each time.

You can make a DC 15 Athletics check as a free action to
run faster: one or more degree of success increases your
ground speed rank by +1 for one round.

READY - STANDARD ACTION --------------------

Readying lets you prepare to take an action later, after you
would normally act on your initiative, but before your initiative
on your next turn. Readying is a standard action, so
you can move as well.

You can ready a single standard, move, or free action. To
do so, specify the action you will take and the circumstances
under which you will take it. Then, any time before
your next turn, you may take the readied action as a
reaction to those circumstances. Your place in the initiative
order then becomes the point where you took your
readied action.

If you come to your next turn and have not yet performed
your readied action, you don’t get to take the readied action,
you just lose your previous turn. You can ready the
same action again on your next turn, if you wish, continuing
to wait for the right circumstances.

RECOVER - STANDARD ACTION --------------------

You take your entire turn to try and catch your breath and
bounce back a bit. When you recover, you can remove your
highest level of damage or fatigue. Alternately, rather than
removing a level of damage or fatigue, you can choose to
make a resistance check against an ongoing effect, in addition
to the normal resistance check at the end of your turn.
You can only recover once per conflict. Once you have
done so, you must recover from any remaining damage,
fatigue, or effects normally (or with outside assistance).
When you recover, you gain +2 to your active defenses until
the start of your next turn.

SMASH - STANDARD ACTION --------------------

You attempt to damage or break an object held or worn
by an opponent. Make an attack check against the defense
of the character with the object, with a –5 circumstance
penalty if you are attacking a held object. If your
attack check succeeds, you inflict damage on the object
rather than the character. See Damaging Objects for details
on breaking things.

STAND - MOVE ACTION --------------------

You stand up from a prone position. You can go from
prone to standing as a free action by making a DC 20 Acrobatics
check. Characters with the Instant Up advantage
can stand as a free action without a skill check.

TRIP - STANDARD ACTION --------------------

You try to trip or throw your opponent to the ground.
Make a close attack check against your opponent’s Parry
with a –2 circumstance penalty on the check. If the attack
succeeds, make an opposed check of your Acrobatics or
Athletics against your opponent’s Acrobatics or Athletics.
Use whichever has the better bonus in each case.
If you win, the defender is prone in an area adjacent to you
of your choice. If you lose, the defender immediately gets
another opposed check to try and trip you. If it fails, the
trip attempt ends.

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03/06/2015, 08:47
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LISTA DE MANIOBRAS DE COMBATE (EN INGLÉS).

ACCURATE ATTACK --------------------

When you make an attack, you can take a penalty of up to
–2 on the effect modifier of the attack and add the same
number (up to +2) to your attack bonus. Your effect modifier
cannot be reduced below +0 and your attack bonus
cannot more than double in this way. The changes are declared
before you make the attack check and last until the
start of your next turn.

ALL-OUT ATTACK --------------------

When you make an attack you can take a penalty of up
to –2 on your active defenses (Dodge and Parry) and add
the same number (up to +2) to your attack bonus. Your
defense bonuses cannot be reduced below +0 and your
attack bonus cannot more than double. The changes to
attack and defense bonus are declared before you make
the attack check and last until the start of your next turn.

DEFENSIVE ATTACK --------------------

When you make an attack you can take a penalty of up to
–2 on your attack bonus and add the same number (up to
+2) to your active defenses (Dodge and Parry). Your attack
bonus cannot be reduced below +0 and your defense bonuses
cannot more than double. The changes to attack
and defense bonus last until the start of your next turn.
This maneuver does not apply to effects requiring no attack
check or allowing no resistance check.

DEMORALIZE --------------------

You can use Intimidation in combat as a standard action
to undermine an opponent’s confidence. Make an Intimidation
check as a standard action opposed by the better
of your target’s Insight or Will defense. If your Intimidation
check succeeds, your target is impaired (a –2 circumstance
penalty on checks) until the end of your next round. With
four or more degrees of success, the target is disabled (a
–5 penalty) until the end of your next round.

FEINT --------------------

You can use Deception as a standard action to mislead an
opponent in combat. Make a Deception check as a standard
action opposed by the better of your target’s Deception
or Insight. If your Deception check succeeds, the target
is vulnerable against your next attack, until the end of
your next round (see Vulnerable in the Conditions section
of The Basics chapter).

FINISHING ATTACK --------------------

When you attack a defenseless target at close range, you
can choose to make the attack as a routine check (see
Routine Checks in The Basics chapter). This generally
means your attack hits automatically, since the target has
no defense bonus, and the routine check overcomes the
normal difficulty.

If you choose to make your attack check normally
(against DC 10), then a successful hit is treated as a critical
hit, with a +5 circumstance bonus to the attack’s resistance
DC. Additionally, if you hit with a damaging attack
with intent to kill, and the target’s resistance check
has three or more degrees of failure, the target dies immediately.

POWER ATTACK --------------------

When you make an attack you can take a penalty of up to
–2 on your attack bonus and add the same number (up to
+2) to the effect bonus of your attack. Your attack bonus
cannot be reduced below +0 and the effect bonus cannot
more than double. The changes to attack and effect
are decided before you make your attack check and last
until the start of your next turn. This maneuver does not
apply to effects requiring no attack check or allowing no
resistance check.

SLAM ATTACK --------------------

When you charge, you can charge right into your target,
using your momentum to strengthen your attack, but
potentially receiving some damage from the impact yourself.
The damage rank for your attack equals your movement
speed rank, or your normal damage rank, with a
+1 circumstance bonus, whichever is higher. If you move
your full speed before you charge, increase your damage
by either means by an additional +1 circumstance bonus.
The Gamemaster may limit your base slam attack damage
(before applying circumstance modifiers) by the series
power level.

Example: Slingshot flies into a foe, moving at
speed rank 10. His unarmed damage (Strength)
rank is only 2, so he uses his speed rank of 10 for the
damage. Since he also moved his full speed to build
up momentum, he increases his damage by +1 for
a total damage rank of 11. If a base damage rank
of 10 is too high for the series, the GM may impose
a lower limit on Slingshot’s slam attack damage,
applying the +1 modifier for the full speed move to
the lowered rank.

You suffer some of the impact of slamming into a target;
make a Toughness resistance check against half the damage
rank of your attack (rounded down).

Example: Slingshot hits his target, and must make
his own Toughness resistance check against damage
rank 5: his slam attack damage of 11, divided
by 2, which equals 5.5, rounded down to 5. Fortunately,
Slingshot’s helmet provides him with an
invisible electromagnetic field for protection and
the hero manages to avoid the damage, hoping
his opponent won’t be so lucky!

Bonuses to Toughness protect against slam attack damage
normally. Immunity to slam damage you inflict is a
rank 2 Immunity effect, while Immunity to all slam damage
is rank 5 (see Immunity in the Powers chapter).

SURPRISE ATTACK --------------------

On occasions when your attack catches a target by surprise,
the target is vulnerable to your attacks. Surprise
attacks occur during the surprise round of a conflict (see
Surprise earlier in this chapter) and may also occur as a
result of stealth or concealment, allowing you to sneak up
on a target. The GM can also grant you a surprise attack for
an unusual maneuver that catches the target off-guard,
such as an Indirect attack (see the Indirect modifier for
more).

TEAM ATTACK --------------------

Multiple attackers can attempt to combine their attacks in
order to overwhelm an opponent’s resistance. The attacks
to be combined must have the same effect and resistance
and be within 5 ranks of each other. So attacks all doing
Damage against Toughness can combine, but not with a
Mental Blast, for example, which is a Damage effect, but
resisted by Will rather than Toughness.

The attackers must all delay to the same point in the initiative
order (that of the slowest attacker). Each attacker
makes an attack check against the target’s defense. Effects
not requiring an attack check may be used in a team attack;
count the effect as having one degree of success, if it
is not the main attack.

Take the largest effect rank of the attacks that hit and count
the combined degrees of success for the other attacks: one
degree provides a +2 circumstance bonus to the rank of
the main attack, three or more provides a +5 circumstance
bonus. Unlike a normal team check, degrees of failure do
not reduce success; those attacks simply miss and have no
effect. See Team Checks in The Basics chapter for more.