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Japan New Generation: Heroes Reborn

Resumen de M&M 3ª edicion

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Devil Master

Manuales

 

Manual principal

Manual de poderes

Manual de armas, vehiculos y herramientas

Como funcionan las tiradas?

DC Difficulty Class

Es la dificultad que debemos superar en las tiradas. Esta puede ser especifica o ser la tirada opuesta del rival.

SKILLS

1d20 + Skill rank + Ability Modifier + Others modifiers VS DC

Informacion: Manual pagina 113, WEB

PODERES

Ataques y defensas

Defensas activas

Son las que marcan la dificultad para asester un golpe. DC dodge/parry +10

  • Dodge: Sirve para esquivar los ataques a distancia
  • Parry: Sirve para esquivar los ataques mele, cuerpo a cuerpo.

NOTA: Los efectos que afectan a las denfesas activas, solo tocan Dodge y Parry

Defensas pasivas

  • Toughness: Sirve para la resistencia contra el daño
  • Fortitude: Sirve para la resistencia contro los otros efectos que no son mentales ni daño.
  • Will: Sirve para defenderse de los ataques mentales.

 

Rutina de combate

Characters can take the following actions during a given round:
 

  • 1 accion estandar: atacar, manipular un objeto, sacar un arma, etc. Se puede cambiar por una de movimiento.
  • 1 accion de movimiento: correr, trepar, saltar, etc.
  • 2 acciones de comunicacion: 2 parrafos para hablar.
  • 3 acciones menores: sentarse, dejar un objeto, coger un objeto, gritar, etc.

Resolving Combat 

1. Determine Initiative (Initiative = Agility + Advantage {Improved Initiative} + Power Modifiers)
2. Perform Actions and/or Attacks

Attack Check = D20 + Attack Bonus +/- Modifiers vs. target’s Defense Class
Defense Class 
=Appropriate Active Defense + 10 

3. Is the Attack Check higher than the target’s Defense Class?

Yes – Target is hit, determine damage/effects. Go to step 4.
No – Target is missed, no effect.

4. Target makes a Resistance Check against the attack/effect

Resistance Difficulty Target = Effect Rank + 10 (others)  or 15 (damage) {as stated in the power’s description}
Resistance Check = Appropriate Defense D20 

5. Determine Success or Degrees of Failure:
 

Check Result Equal

or Greater Than

Degree Equal or Greater
Than (DC20) *
DC + 15 (15 or higher) 4 Successes 35 or higher
DC + 10 (10 a 14) 3 Successes 30-34
DC + 5 (5 a 9) 2 Successes 25 -29
DC (0 a 4) 1 Success 20 -24
DC - 1 (-1 -4) 1 Failure 16-19
DC -5 (-5 a -9) 2 Failures 15-11
DC – 10 (-10 a -14) 3 Failures 6-10
DC – 15 (-15 or less) 4 Failures 5 or less
 

* The column to the left is placed for example purposes only on a DC20 check. If the DC is different, compute accordingly by adding or subtracting the DC to or from the numbers in 
the first column.

6. Did the Resistance Check succeed?

Yes – No effect, target has resisted and is unaffected.
No – Target is affected, apply Conditions based on the power’s description.

 

ROUTINE CHECKS

A check normally represents performing a task under a certain amount of pressure, in the midst of the furious action of super-heroic adventure. When the situation is less demanding, you can achieve more reliable results.

Under routine circumstances—when you are not under any pressure—instead of rolling the die for the check, calculate your result as if you had rolled a 10. This ensures success for average (DC 10) tasks with a modifier of +0 or more. More capable characters (with higher bonuses) can succeed on more difficult checks on a routine basis: a +10 bonus, for example, means a routine check total of 20, able to succeed at DC 20 tasks on a routine basis, and achieve three degrees of success on average (DC 10) tasks on a routine basis.

The GM decides when circumstances are suitable for performing a task as a routine check. Certain game traits also change what tasks or situations are considered “routine” for a character. Routine checks help speed-up game play and smooth-out some of the variability of die rolling in situations where a character would be expected to perform at a steady, reliable level.

If a character’s routine check result is not up to a task, the player still has the option to roll the die, since the task is by definition not routine for that character. The idea behind routine checks is to eliminate die-rolling (and possible failures) for things competent characters should be able to accomplish on a regular basis, while still having a good idea of the characters’ capabilities.

RANGE

 

El sistema distingue entre estas distancias en los ataques:

  • Close: El atacante debe hacer contacto con el adversario.
  • Range: Se establecen tres distancias cerca-media-lejos. Para las distancia media (penalizador -2) y larga ( penalizador -5) se aplica un penalizador. En la ficha viene especificada las distancias de un ataque.
  • Perception: El atacante debe poder ver claramente o percibirlo de alguna forma para golpear directamente. No necesitan tirada.

Generalmente el sistema no determina las distancias entre personajes. Queda a gusto del master determinar los personajes adyacentes o que medidas se usarán.

 

AREA ATTACKS

 

Los ataques de area no necesitan tirada alguna para ser ejecutados. Para ser evitados hemos de mirar en la definicion del poder que defensa se usa para esquivarlo y que defensa para superar su efecto. Los potenciales objetivos deben hacer una tirada de resistencia, por defecto dodge, (DC 10 + rango ataque). Si tenemos exito, el efecto recibido será la mitad (rendodeado hacia abajo) (por defecto fortitude o toughness).

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Devil Master

ADVANTATGES

Mas informacion:

  • Manual page 132
  • Web
COMBAT ADVANTATGES
Advantatge Effect
Accurate Attack Trade effect DC for attack bonus
All-out Attack Trade active defense for attack bonus
Chokehold Suffocate an opponent you have successfully grabbed.
Close Attack +1 bonus to close attack checks per rank
Combat Clarity (Ranked) +2 checks to resist Feints. 2nd rank increases to +5.
Combat Leader Spend a Destiny Point for you and allies in 9m radius to get a +2 bonus on Initiative rolls.
Conceal Efforts Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.
Cunning Fighter (Ranked) You can use your Attack Bonus instead of Deception to Feint in combat. A 2nd rank allows you to use your Attack Bonus instead of Insight for Assessment checks.
Damaging Escape When you escape from a grab, you get an unarmed attack against the opponent who grabbed you as a free action. You still have to roll to hit.
Defensive Attack Trade attack bonus for active defense bonus
Defensive Roll +1 active defense bonus to Toughness per rank.
Fast Grab Make a free grab check after an unarmed attack.
Favored Environment Circumstance bonus to attack or defense in an environment.
Fighting Climb You are not vulnerable when climbing.
Follow-Up Strike If you score a critical hit on an opponent, you get an immediate attack against the same opponent as a free action. You still have to roll to hit.
Grabbing Finesse Substitute Dex for Str when making grab attacks.
Improved Aim Double circumstance bonuses for aiming.
Improved Critical +1 to critical threat range with an attack per rank.
Improved Defense +2 bonus to active defense when you take the defend action
Improved Disarm No penalty for the disarm action
Improved Grab Make grab attacks with one arm. Not vulnerable while grabbing.
Improved Hold –5 circumstance penalty to escape from your holds
Improved Initiative +4 bonus to initiative checks per rank
Improved Smash No penalty for the smash action
Improved Trip No penalty for the trip action.
Improvised Weapon Use Unarmed Combat skill with improvised weapons, +1 damage bonus
Last Stand By spending a Destiny Point, you can ignore all damage conditions and penalties for 1 round. You are Fatigued the following round after.
 
Move-by Action Move both before and after your standard action
Power Attack Trade attack bonus for effect bonus
Precise Attack Ignore attack check penalties for either cover or concealment
Prone Fighting No penalties for fighting while prone
Quick Draw Draw a weapon as a free action
Ranged Attack +1 bonus to ranged attack checks per rank.
Redirect Use Deception to redirect a missed attack at another target.
Set-up Transfer the benefit of an interaction skill to an ally.
Takedown Free extra attack when you incapacitate a minion
Throwing Mastery +1 damage bonus with thrown weapons per rank
Uncanny Dodge Not vulnerable when surprised or caught off-guard
Weapon Bind Free disarm attempt when you actively defend
Weapon Break Free smash attack when you actively defend
Withstand Damage Reduce active defenses by up to 5 ranks to increase Toughness by the same number of ranks.

 

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Devil Master
FORTUNE ADVANTATGES
Advantatges Effect
Beginner’s Luck Spend a hero point to gain 5 temporary ranks in a skill
Inspire Spend a hero point to grant allies a +1 circumstance bonus per rank.
Leadership Spend a hero point to remove a condition from an ally.
Luck Re-roll a die roll once per rank
Seize Initiative Spend a hero point to go first in the initiative order
Ultimate Effort Spend a hero point to get an effective 20 on a specific check

 

GENERAL ADVANTATGES
Advantatges Effect
Assessment Use Insight to learn an opponent’s combat capabilities.
Benefit Gain a significant perquisite or fringe benefit
Diehard Automatically stabilize when dying
Eidetic Memory Total recall, +5 circumstance bonus to remember things.
Equipment 5 points of equipment per rank.
Extraordinary Effort Gain two benefits when using extra effort.
Fearless Immune to fear effects.
Great Endurance +5 on checks involving endurance.
Instant Up Stand from prone as a free action
Interpose Take an attack meant for an ally.
Minion Gain a follower or minion with (15 x rank) power points.
Second Chance Re-roll a failed check against a hazard once
Sidekick Gain a sidekick with (5 x rank) power points
Teamwork +5 bonus to support team checks
Trance Go into a deathlike trance that slows bodily functions

 

SKILL ADVANTATGES
Advantatges Effect
Agile Feint Feint using Acrobatics skill or movement speed.
Animal Empathy Use interaction skills normally with animals
Artificer Use Expertise: Magic to create temporary magical devices
Attractive Circumstance bonus to interaction based on your looks
Connected Call in assistance or favors with a Persuasion check
Contacts Make an initial Investigation check in one minute
Daze Use Deception or Intimidation to daze an opponent
Fascinate Use an interaction skill to entrance others
Favored Foe Circumstance bonus to checks against a type of opponent
Hide in Plain Sight Hide while observed without need for a diversion
Improvised Tools No penalty for using skills without tools
Inventor Use Technology to create temporary devices.
Jack-of-all-trades Use any skill untrained.
Ritualist Use Expertise: Magic to create and perform rituals.
Skill Mastery Make routine checks with one skill under any conditions
Skill Supremacy (Ranked) Spend a Destiny Point to gain 5 temporary ranks in a skill you have Skill Mastery in.
Startle Use Intimidation to feint in combat.
Speed of Thought Use your Intellect modifier instead of your Agility modifier for Initiative checks.
Taunt Use Deception to demoralize in combat.
Tracking Use Perception to follow tracks
Well-informed Immediate Investigation or Persuasion check to know something
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Devil Master

Acciones de combate

 

 

ACCIONES

 

  • 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): 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 Powers 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 victory 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. Like-wise, 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 to 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.

  • 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.

 

 

MANEUVERS

 

  • 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).

  • 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). 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: Your hero 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 his 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: Your hero 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, his 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).

  • 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) 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 for more.

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Devil Master

RECUPERACION

 

 

Recuperacion estandar

 

Los seres vivos se recuperan de una condicion de daño por cada minuto de reposo. Se empieza por incapacited -> staggered -> dazed -> -1 toughness sucesivamente hasta recuperarse del todo. Curar y la regeneracion ayudan a acelerar este proceso.

 

Resistencia al daño

 

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 Damageresistance 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 .

The circumstance penalties to Toughness checks are cumulative, so a target who fails three resistance checks against Damage, each with one degree of failure, has a total –3 penalty.

If an incapacitated target fails a resistance check against Damage, the target’s condition shifts to dying. A dying target who fails a resistance check against Damage is dead.

 

Resistencia a un efecto

 

 

Fortitude or Will vs. DC [Affliction rank + 10]
 
Success: No effect.
 
Failure (one degree): The target is dazed, entranced, fatigued, hindered, impaired, or vulnerable (choose one). Potential descriptors include coughing or sneezing, creeping mental influence, drowsiness, euphoria, fear, itchiness, lethargy, nausea, pain, or tipsiness.
 
Failure (two degrees): The target is compelled, defenseless, disabled, exhausted, immobile, prone, or stunned (choose one). Potential descriptors include agonizing pain, confusion, ecstasy, momentary emotional or mental influence, paralysis, seizure, terror, or vomiting.
 
Failure (three degrees): The target is asleep, controlled, incapacitated, paralyzed, transformed or unaware (choose one).
The target of an Affliction makes a resistance check at the end of each of his turns to remove first and second degree conditions. Third degree conditions require a minute of recovery time or outside aid, such as the Treatment skill or Healing effect (DC 10 + rank).
 
The exact nature and descriptors of the Affliction are up to you, chosen when you acquire the effect, with the GM’s approval; some examples are provided, but feel free to make up your own.
 
DEATH
 
Es difícil morir en este sistema. Para poder matar a alguien primero debe estar incapacited. Si se le golpea otra vez pasa a estar en dying condition, y si se le da otra vez, muere. En el caso de un incapacited, si al resistir un golpe obtiene un cuarto grado de fallo, muere sin pasar por la condicion previa. Uno puede estabilizar su condicion de moribundo haciendo una tirada Fortitude VS DC 15. Entonces pasa al estado incapacited. Si al hacer una tercera tirada, es fallida, muere.
 

HEALING

 
You can heal Damage conditions by touching a subject and taking a standard action to make a DC 10 Healing check. Each degree of success healing one Damage condition, starting with the subject’s worst condition, and working down, as if the subject were recovering rapidly. If the subject is dying, the highest degree of success stabilizes the subject, removing the dying condition. If the Healing check fails, you must wait one minute or use extra effort in order to try again.
You can also grant a subject a bonus equal to your Healing rank on resistance checks against effects with disease or poison descriptors. The bonus applies to the subject’s next resistance check against the effect.
You can use Healing on yourself, provided you are still capable of taking the standard action needed.
Healing does not work on subjects unable to recover on their own, such as creatures with no Stamina rank or inanimate objects.
 

REGENERATION

 
You recover quickly from damage. Remove penalties to your Toughness checks due to damage equal to your Regeneration rank each minute. You then recover other damage conditions equal to your Regeneration rank each minute, starting from your most severe condition. Spread this recovery out evenly over a minute (10 action rounds). So with Regeneration 5, you remove a –1 Toughness penalty every other round (every round with Regeneration 10, and up to a –2 penalty per round with Regeneration 20).
Cargando editor
11/04/2017, 22:17
Devil Master

CONDITIONS

 

Nota: Ligeramente diferentes del manual.

BASIC CONDITIONS

 

 

  • Charmed: You cannot attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has a +5 bonus on skill checks to interact socially with you.
  • Compelled: You are limited a single attack action per turn, with both types of action being chosen by another, controlling character. 
  • Controlled: Another character determines your actions. 
  • Dazed: You may only take free actions and a single attack action per turn, although you may use that action to perform a move, as usual. Stunned supersedes dazed.
  • Debilitated: You have a –5 penalty on checks, including damage checks from Strength-based attacks. Supersedes impaired. If the penalty applies to specific checks, they are added to the name of the condition, such as Attack Debilitated, Fighting  Debilitated, Perception Debilitated, and so forth. Disabled, if it applies to the same trait(s), supersedes debilitated.
  • Disabled: One or more abilities below –5. You automatically fail all checks associated with disabled ability.
  • Defenseless: Your active defenses are reduced to 0. Supersedes vulnerable.
  • Hindered: You move at –1 speed rank and cannot run. Immobile supersedes hindered.
  • Impaired: You have –2 penalty on checks, including damage checks from Strength-based attacks. If the penalty applies to specific checks, they are added to the name of the condition, such as Attack Impaired, Fighting Impaired, Perception Impaired, and so forth. Debilitated supersedes impaired.
  • Normal: Unaffected by other conditions.
  • Shaken: You are impaired. Shaken is a less severe state of fear than frightened or panicked.
  • Stunned: You cannot take any actions, including free actions. Stunned supersedes dazed.
  • Transformed: Traits altered by outside agent. 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: Unable to make interaction or Perception checks or perform actions 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: Your active defenses (Dodge and Parry) are halved (round up). Defenseless supersedes vulnerable.
  • Weakened: Temporarily lost ranks in a trait. Debilitated supersedes weakened.

 

COMBINED CONDITIONS

 

  • Asleep: While asleep, you are defenseless, stunned, and unaware. A hearing perception check with two 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: You cannot see. Everything effectively has full visual concealment from you. You are hindered, visually unaware, and vulnerable, and may be impaired or disabled for activities where vision is a factor.
  • Deaf: You cannot hear, giving everything total auditory concealment from him and you are impaired on initiative checks. This may allow for surprise attacks on the unaware character. Interaction with other characters is limited to sign-language and lip-reading.
  • Dying: You are incapacitated (defenseless, stunned, and unaware) and near death. You must immediately make a Fortitude check (DC 15). If the check succeeds, nothing happens. With two degrees of success, you stabilize, removing this condition. If the check fails, you remain dying. Three or more total degrees of failure mean you die: so three failed Fortitude checks or one or two checks adding up to three degrees. If you are dying, you must make a Fortitude check each round until you either die or stabilize. Another character can stabilize you with a successful Expertise (Medicine) check (DC 15) or use of a Healing effect.
  • Entranced: You are stunned, taking no actions other than paying attention to 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: You are hindered, debilitated, and vulnerable. Normally, you will recover from this condition after  an hour of rest, although  some circumstances may change this recovery time. Exhausted supersedes fatigued. Doing anything that would normally cause fatigue causes you to become incapacitated.
  • Fatigued: You are hindered and impaired. Normally, you will recover from this condition after  an hour of rest, although some circumstances may change this recovery time.  Doing anything that would normally cause fatigue causes you to become exhausted.
  • Frightened: You are impaired and cannot willingly move to a position where you would end a turn closer to the source of your fear than where you started. If unable to escape, you may fight. Frightened supersedes shaken. Panicked is a more extreme state of fear.
  • Immobile: You are vulnerable and have no movement speed and cannot move from the spot you occupy, although you are still capable of taking actions unless prohibited by another condition.
  • Incapacitated: You are defenseless, stunned, and unaware. Incapacitated characters generally also fall prone, unless some outside force or aid keeps them standing.
  • Panicked: You are debilitated and must flee at top speed from the source of your fear, as well as any other dangers you encounter, along a random path. If cornered, you will cower and will not attack. A panicked creature can use special abilities, including spells or powers, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked supersedes frightened.
  • Paralyzed: You are 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.
  • Pinned: You are defenseless, immobile, and impaired. Pinned supersedes restrained.
  • Prone: A prone character is lying on the ground, receiving a –5 circumstance penalty on close attack checks. You are vulnerable to close attacks but have total cover against ranged attacks. Prone characters are hindered. Standing up from a prone position is a move action that provokes an opportunity attack. You can drop to prone as a free action.
  • Restrained: You are hindered and impaired. If the restraints are anchored to an immobile object, you are immobile rather than hindered. If restrained by another character, you are immobile but may be moved by the restraining character. Pinned supersedes restrained.
  • Staggered: You are dazed, hindered and impaired.
  • Surprised: You are stunned and vulnerable.

 

HAZARDS AND ENVIRONMENT

 

HEAT & COLD

In hot or cold conditions, you must make a DC 15 Fortitude check to avoid gaining a level of fatigue. An incapacitated character who fail a check becomes dying after another failed Fortitude check.

How often you have to make Fortitude checks depends on the conditions. Once per 8 hours for uncomfortable heat or cold (a hot summer day or cold winter day), once per 2 hours for intense heat or frigid cold (a blazing desert or arctic conditions), or once per 30 minutes for extreme heat or cold like the edge of a volcano or an arctic winter storm. Checks are made at the end of each period of exposure.

 

 

 

STARVATION & THIRST

When deprived of food or water, the rule of three applies. You can handle three weeks without food or three days without water. At the end of this time, you must make a DC 15 Fortitude check. Success buys you another week (if hungry) or day (if thirsty). Then the check is repeated. If you rest and conserve your energy for the majority of the period, you get a circumstance bonus on your check (+2 or +5 depending on your level of activity). If you fail a check, you gain a level of fatigue. You cannot recover from fatigue conditions until you get sufficient food or water. An incapacitated character who fail a check becomes dying after another failed Fortitude check.

 

SUFFOCATION

You can hold your breath for a number of minutes equal to your Vitality rank (minimum 1). After this time, you must make a DC 15 Fortitude check to continue holding your breath. Success buys you another minute. Failure on the Fortitude check means you are incapacitated. On the following round, you are dying and cannot stabilize until able to breathe again.

In strenuous situations, such as combat, going without air is much harder. A character holding his breath during underwater combat, for example, must make a DC 15 Fortitude check at the end of his turn in a round where he takes damage. 

 

FALLING

A fall inflicts damage equal to 2 + your mass rank + twice the distance rank fallen (maximum of distance rank 6). Falling into or onto a hard or dangerous surface may cause additional damage, at the GM’s discretion (+1 to +3).

Distance            Damage*
1,5m - 2,5m             -2
2,6m - 4,5m              0 
4,6m - 9,1m              2 
9,2m - 18,2m            4 
18,3m - 36,5m          6
36,6m - 76,2m          8
76,3m - 152m         10
153m + meters       12

* Add your mass rank to the damage rank (most people are mass rank 2).

Reducing Falling Damage: You can make a DC 10 Acrobatics or Athletics check to reduce falling damage; reduce the damage rank by the degree of success. If you fail by three degrees or more, increase the damage by +2.

Catch a Falling Person or Object: To catch a falling person or object, make an Athletics or Parry check. The DC is 15 + twice the distance rank fallen. If the falling object’s mass rank + the distance rank fallen is higher than the catcher’s Strength rank, the attempt automatically fails. Success or fail, you and the falling object or person both take damage equal to the object’s mass rank + the distance rank fallen.

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11/04/2017, 22:18
Devil Master

CRITICO

 

Si el ataque es un 20 siempre se impacta independientemente de la dificultad. Si además la suma del modificador de ataque consigue impactar en el objetivo (es decir no sólo impactas porque es un 20, sino porque le darías por la suma), el ataque es crítico. El atacante puede elegir  una de estas opciones.

  • Aumentar el efecto:  La dificultad para resistir el ataque aumenta en 5. Si el ataque es contra un minion/secuaz, este recibe automáticamente el máximo efecto del ataque.
  • Añadir un efecto al ataque: El atacante añade un efecto de rango 0 al ataque. El efecto tiene que ser algo que se pueda justificar con el ataque, una aflicción, una debilidad o un deslumbramiento.
  • Efecto Alternativo:  El crítico resulta en un efecto alternativo del ataque, como el uso de un Esfuerzo Extra o un Power Stunt. Excepto que el atacante no se queda fatigado.

 

Cuando se trata de una tirada de habilidad, se suma +5 al resultado (aumenta un grado).

Pifia: Si sacamos 1 en la tirada de un ataque, no implica fallar forzosamente si este acierta, pero habra cierto efecto negativo a discrecion del master: caerse, golpear a un compañero, se te caiga el arma, etc.

 

EXTRA EFFORT

 

Los héroes a veces necesitan realizar tareas por encima de sus increíbles habilidades. Esto son Esfuerzos Extraordinarios.  Los jugadores pueden realizar un Esfuerzo Extraordinario para aumentar las habilidades de sus personajes a cambio de quedar fatigado. Además, el usar un Esfuerzo Extraordinario para aumentar habilidades no está limitado por el nivel del héroe. Aunque sí que tiene otras limitaciones como veremos a continuación.

Los jugadores pueden usar un Esfuerzo Extraordinario simplemente declarándolo.  Es una acción gratuita que puede realizar en cualquier momento de su turno. Aunque limitada a una vez por turno.

Al usar un Esfuerzo Extraordinario puedes ganar uno de los siguientes beneficios.

Acción:  Consigues una acción estándar adicional en tú turno. Que puede ser usada para realizar una de movimiento como es habitual.

Bono:  Realizar un chequeo con un bonificador (+2 de circunstancia) o incremetar un que ya se tuviera a +5. Este bono puede igualmente eliminar un negativo al chequeo, o reducir uno mayor. Es decir los -2 los anula y los -5 los pasa a -2.

Poder: Incrementa uno de los poderes del héroe en +1 rango hasta el principio del próximo asalto del héroe. Los efectos de duración Permanentes o de Objetos, no pueden ser aumentados de esta manera.

Power Stunt: Temporalmente puedes ganar un Efecto Alternativo de uno de los poderes del héroe. El efecto dura hasta el final de la escena o la duración del poder, lo que sea antes. Efectos de duración Permanente o de objetos no pueden ser usados de esta manera.

Resistencia: Ganas inmediatamente un nuevo chequeo de resistencia contra una afección que se tenga. Si se está controlado, no se gana la condición de fatigado hasta que se libere. Es decir, que no puedes fatigarte a propósito para ser menos útil al que te controla.

Reintentar: Ciertos efectos de poderes requieren un Esfuerzo Extraordinario para volver a reintentar usarlos después de un determinado grado de fallo. En este caso el Esfuerzo Extraordinario permite ese reintento, nada más.

Velocidad: Aumenta el rango de velocidad del personaje en +1 hasta el comienzo de su próximo asalto.

Fuerza: Aumenta el rango de fuerza del personaje en +1 hasta el comienzo de su próximo asalto.

Despues de cualquiera de estos efectos, el personaje se queda fatigado. A menos que se gaste un punto de heroe, tal y como se explica en la sección de Puntos de Heroe.

 

HERO POINTS

 

Es lo que diferencia realmente a los héroes. Es aquello que hace falta para acabar con ese enemigo tan poderoso que no ves solución posible. La habilidad de sobrevivir cuando parecía imposible. Tener una segunda oportunidad de hacer algo importante. Y esas cosas.

Todos los personajes empiezan con 1 punto de héroe.  Y pueden ganar más dependiendo de sus acciones, ideas, interpretaciones o lo que le mole al master.

Los villanos no suelen tener puntos de héroe o de villanía. A menos que sean casos especiales, malos finales o personajes importantes.

Vale, vamos a lo que os interesa. ¿Qué se puede hacer con los puntos de héroe?
A menos que se diga lo contrario, gastar un punto de héroe es una reacción, no lleva tiempo y puedes gastar tantos como tengas.

-Editar Escenas
Se pueden “editar” las escenas que estén ocurriendo en ese momento, o cambiar algunos detalles. Por ejemplo, estáis peleando contra un villano tipo planta. Y a alguien se le ocurre que puede tener debilidad contra los pesticidas. Entonces pregunta si puede haber cerca un laboratorio con componentes químicos. El master pide que se gaste un punto de héroe y resulta que hay una fabrica cerca de donde estáis peleando.
Ojo, esto no es un cambio drástico en plan. Estamos en un incendio en veranos y vendría bien que fuera invierno por si nieva. Esta opción está hecha para que los personajes puedan interactuar más con la partida y darles más posibilidades de vencer. No debería servir de sustituto para la planificación o la agudeza de los jugadores.

-Dote Héroica/Heroic Feat
Puedes gastar un punto para conseguir los beneficios de una ventaja nueva o ampliar el rango de alguna que ya tengas. Debes cumplir los prerrequisitos y ser capaz de usarla.

-Mejorar una tirada.
Gastando un punto puedes repetir una tirada que acabes de realizar y quedarte con la mejor de ellas. Además si la segunda tirada ha sido entre un 1 y un 10, añade 10 al resultado final. Así mínimo sacaras un 11. Si la tirada es de 11 o más se queda tal cual.

-Inspiración.
Puedes gastar un punto de héroe para tener una inspiración repentina en forma de pista o advertencia, o ayuda del master. Siempre queda a discreción del master, pero como estamos hablando del gasto de un recurso valioso, siempre será algo significativo y de importancia.

-Recuperarse.
Puedes gastar un punto de héroe para recuperarte más rápidamente. Gastando uno te permite recuperarte inmediatamente de una condición de atontado, fatigado o aturdido, sin necesidad de ninguna acción.  También te permite la acción de Esfuerzo Extra sin quedar fatigado. Y te pasa de estar exhausto a fatigado.

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11/04/2017, 22:18
Devil Master

EXPERIENCE

 

A diferencia de los Heroe Points que se pueden regalar a lo largo de una escena, los Power Points servirán para mejorar a un personaje. El coste para mejorar un aspecto es el siguiente:

  • Un atributo cuesta 2pp el rango.
  • Una habilidad cuesta 1pp el rango.
  • Una ventaja cuesta 1pp. Si tiene rangos, ellos cuestan 1pp.
  • Un poder costará x pp por rango. Esto varia segun los extras o defectos que se le pongan. El master designará su coste. Tambien se pueden mejorar por ello.
  • Las defensas: dodge, parry, fortitude y will cuestan 1pp por rango. Para subir toughness se deberá hacer a traves de la stamina.

El Power level seguirá marcando los limites del personaje, con lo que no se podrá superar en ningun momento. Si deseamos aumentar el poder de un personaje, se seguirá el coste de esta escala. Una vez gastados esos pp para subir de PL, pasarán a estar disponibles para mejorar el personaje. Argumentalmente habrá subidas automaticas.

Power Level Coste en pp
10 15
11 20
12 25

 

POWER LEVEL (PL)

 

El Power Level sirve para limitar el poder de un personaje y que los puntos salgan repartidos de forma equitativa. El sistema posee estas restricciones.

Relacion atributos y otras caracteristicas.

  • Fighting -> Close Attack, Grab & Parry.
  • Dexterity -> Range Attack & Throw.
  • Strenght -> Unarmed Damage & DC Grab.
  • Stamina -> Fortitude & Toughness.
  • Agility -> Dodge & Initiative.
  • Awareness -> Will

Restricciones:

  • Close Combat + Damage <= PL x 2.
  • Range Combat + Damage <=PL x 2.
  • Fortitude + Will <= PL x 2.
  • Dodge/Parry + Toughness <= PL x 2.
  • effect rank & area <= PL.
  • Skill rank <=PL + 10.
  •  

 

Cargando editor
07/05/2017, 19:43
Devil Master

TABLA METRICA

 

Rango Masa Tiempo Distancia Volumen
-5 750 g 1/8 seg 15 cm ,0008 m3
-4 1,5 kg 1/4 seg 50 cm ,0017 m3
-3 3 kg 1/2 seg 1 m ,0035 m3
-2 6 kg 1 seg 2 m ,007 m3
-1 12 kg 3 seg 4 m ,014 m3
0 25 kg 6 seg 8 m ,025 m3
1 50 kg 12 seg 16 m ,05 m3
2 100 kg 30 seg 32 m ,1 m3
3 200 kg 1 m 64 m ,2 m3
4 400 kg 2 min 125 m ,4 m3
5 800 kg 4 min 250 m ,8 m3
6 1600 kg 8 min 500 m 1,7 m3
7 3,2 t 15 min 1 km 3,5 m3
8 6 t 30 min 2 km 7 m3
9 12 t 1 h 4 km 15 m3
10 25 t 2 h 8 km 30 m3
11 50 t 4 h 16 km 60 m3
12 100 t 8 h 32 km 120 m3
13 200 t 16 h 64 km 250 m3
14 400 t 1 dia 125 km 500 m3
15 800 t 2 dias 250 km 1000 m3
16 1600 t 4 dias 500 km 2000 m3
17 3,2 kt 1 semana 1000 km 4000 m3
18 6 kt 2 semanas 2000 km 8000 m3
19 12 kt 1 mes 4000 km 15000 m3
20 25 kt 2 meses 8000 km 30000 m3

la tabla pretende un uso aproximado de los datos  y no exacto.

 

Cuanta distancia recorro en x tiempo?

 

Rango distancia = rango de tiempo + rango de velocidad

Ejemplo:

Tenemos que una persona tiene velocidad de rango 1 corriendo (rango 0 andando) y quiere saber que distancia recorre en 4 horas (rango 11). Sumamos y nos da rango 12, que es 32km.

 

Cuanto tardo en recorrer x distancia en un tiempo determinado?

 

Rango tiempo = rango distancia - rango velocidad

Ejemplo:

Mi capacidad de vuelo es de 250 km por hora. Esto es rango 9 (tiempo) = rango 15 (distancia) - rango 6 (velocidad)

 

A que distancia puedo lanzar un objeto determinado?

 

 

Rango distancia = rango de fuerza - rango masa objeto

Ejemplo:

Puedo levantar 6 toneladas (rango 6) y deseo lanzar un coche de 1t (rango 5). Lo maximo que lo puedo lanzar es rango 1 = 16m

Cargando editor
07/05/2017, 21:37
Devil Master

APENDICE

DESCRIPCION DE FICHA DE PERSONAJE

 

Puntos de héroe

 

Los puntos de héroe o Heroe Points son puntos que se acumulan por la interpretación de tus complicaciones en la partida. El master te puede añadir más complicaciones o quitar según surja en el argumento. Una forma de compensar es dando estos puntos.

Estos sirven para que nuestro personaje supere sus límites y logre cosas que fácilmente no podría en una acción normal. A modo de idea, para hacer acciones heroicas y prodigiosas. Sus usos son variados: recuperarse de un efecto, mejorar una tirada, conseguir que una escena nos favorezca con la obtención de algo o descubrir un punto débil del enemigo, etc.

 

Puntos de poder

 

Los punto de poder o Power Points es lo que comúnmente se conoce como experiencia. Esta será una compensación por mantener un ritmo activo en la partida, fidelidad al personaje, buena narrativa, etc. Estos puntos sirven para mejorar al personaje y subir su nivel de poder para hacerse más fuerte.

 

Capacidad Atlética Base

 

Nos describe la capacidad atlética que puede realizar nuestro personaje sin uso de poderes: correr, saltar, nadar.

 

Atributos

 

Nos definen al propio personaje en un conjunto de características que recogen tanto su capacidad física como mental. Cuando una habilidad no define propiamente algo, a veces usaremos un atributo para ello para resolver una acción como fuerza.

 

Advantatges/ Ventajas

 

Las ventajas nos sirven para obtener ciertos bonus en algunos aspectos y romper las reglas estándares del sistema. Nos dan más acceso a todo tipo de características que alguien normal no las tendría y son de diversa índole.

El número que viene al lado de una ventaja indica el rango de esta.

Skills /Habilidades

 

Nos definen la capacidad del personaje en diferentes áreas. Esto es lo que realmente usamos en la partida y nos permite saber que tan hábil es engañando, si es sigiloso, sabe persuadir a alguien, reparar tecnología, curar heridas, etc. En las tiradas usamos el rango total

Nombre [Atributo que lo define] rango (+rango total (atributo + habilidad))

Ejemplo:

Techonology [INT] 5 (+7).

Powers

 

Este apartado es un listado de todos los poderes del personaje. Si un poder tiene alcance de área, esta vendrá antes que el propio poder que lo define y su tipo (burst, line, cone, etc.). El DC que se especifica es la potencia de este, es decir, la dificultad que debe superar el enemigo para resistir el poder (damage + 15, efecto + 10). Los descriptores sirven para describir la naturaleza del ataque: fuego, sonido, magia, misil, energía, oscuridad, etc.

Nombre: Poder que lo define rango (Modificadores: extras y fallos; descriptores)

Ejemplo:

Cone Blast: Cone Area Damage 10(fire, DC 25; Cone Area 2: 36m cone, DC 20)

En este poder tenemos un ataque de fuego que se genera desde las manos con una potente llamarada en forma de cono con un alcance de 36m. Posee un rango 10 de daño. Como efecto de área tiene un DC 20, con el que atrapar a todo lo que esté en su área de acción y un DC 25 (10+15) que indica el daño que debe resistir el enemigo.

 

Poder dinamico

 

Los poderes dinamicos nos permiten en un turno ejecutar varios a la vez, pero a costa de a menor rango, es decir, menos potentes. Esto lo reconoceremos por que en la definicion tenemos algo como esto: [0 active, 0/17 PP, 1/r+3]. Como desglosamos esto? Fácil

  • 0 active nos indica los rangos que estamos usando de ese poder. En este caso 0, es decir, no está activo.
  • 0/17 PP, pp activos/pp total. La primera parte significa la cantidad de pp (power points) que estamos gastando en ejecutar 1 solo poder o varios. Siempre contamos con la suma de todos. Los 17 nos indica el total que podemos gastar o el maximo de pp activos al ejecutar uno o varios poderes. Aqui no podemos pasar de 17pp. Si al usar un rago, la suma se nos pasa, tendremos que usar un rango menor.
  • 1/r+3. 1/r nos indica que cada rango cuesta 1pp. En este caso tenemos un sobrecoste añadido de +3, ocasionado por los modificadores del poder. Si usamos 1 rango -> 4pp; 2 rango -> 5 pp.

Ejemplo:

Agony Beam: Cumulative Affliction 9([5 active, 23/23 PP, 2/r], 1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, Resisted by: Will, DC 15; Cumulative, Extra Condition; Limited Degree)

Air Shield: Protection 10([2 active, 23/23 PP, 1/r], +2 Toughness; Sustained)

Flamethrower: Line Area Damage 10([4 active, 23/23 PP, 2/r+3], DC 19; Line Area: 5 feet wide by 30 feet long, DC 14, Penetrating 3)

Magnetic Repulsion: Move Object 10([0 active, 23/23 PP, 1/r], 25 tons; Limited: Flinging Targets Away)

En este caso tenemos que el maximo que podemos gastar es de 23pp. Tenemos 3 poderes activados y a rangos menores de su maximo potencial. 

23 pp = Agony Beam (10pp = 5* 2/r) + Air Shield ( 2pp = 2 * 1/r) + Flamethrower (11pp = 4 * 2/r+3)

 

Ofensivas

 

Aquí tenemos el listado de todos los ataques que posee el personaje. También se pueden incluir otros poderes que necesiten tirada.

Nombre rango  +X (bonus del ataque, se usa en la tirada) (DC, dificultad para resistirlo).

Si el ataque no tiene modificador, no necesita tirada (tipos area (excepcion si es de rango) y percepcion)

 

Complicaciones

 

Las complicaciones sirven para definir las debilidades, motivaciones, objetivos, obsesiones, relaciones con otros, etc. Para colocar matices personales que bien no se pueden definir con los poderes y tratándolos nos otorgan puntos de héroe para gastar.

 

Languages

 

Se colocarían aquí los lenguajes que conoce el personaje. Nosotros no haremos uso de ello.

 

Defensas

Narra la capacidad defensiva del personaje ante los ataques, resistir daños, etc.

 

NOTA: Si falta algun apartado de estos en tu ficha, solicitalo al master para que lo incorpore.