[icons] Unconventional Heroes. [OOC]


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Relique du Madde

Adventurer
ACTIONS​

ACTION TYPES

Reactions
You may be called upon to make various tests during or outside of your panel in reaction to something someone else does. These tests require no effort on your character’s part and generally impose no penalties. You can perform as many reactions in a page as the Game Master requires.

Supplemental Actions
You may only perform one active test in your panel (the exception is the Fast Attack power) and as many reactions as the GM requires. It is possible to perform supplemental actions during a page, doing additional things that do not require a test, but you suffer a –1 penalty to your active test for each supplemental action in that page.


COMBAT ACTIONS

Bashing
Any unarmed attack or attack with a blunt weapon or object is a bashing attack. Test Prowess against a difficulty of the target’s Prowess. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, slam, or stun the target.


Bending and Breaking
To break through or damage an inanimate object, make a Strength test against the object’s Strength: success bends, breaks, or puts a hole through the object.

If the material is less than two inches think, reduce its effective Strength by 1. If it is more than a foot thick, increase Strength by 1; if more than two feet thick, increase Strength by 2.


Blasting
A blasting attack s a blunt force ranged attack. or a simple blunt object. Test Coordination against a difficulty of the target’s Coordination. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, can hit a precise target (or slam), or stun the target.


Blocking
Blocking involves bracing for an attack, resisting damage with sheer Strength. Blocking is only effective against Bashing, Blasting, and Rushing attacks. When blocking, roll a Strength test against the attack’s damage level: reduce damage inflicted on you by the amount equal to the effect (the effort minus the difficulty). So if you exceed the
attack’s damage by 3, for example, you reduce the damage inflicted by 3.

If you have the Invulnerability power, you can also block Slashing and Shooting attacks! Use the lesser of your Invulnerability power level or your Strength for the blocking test in these cases. Your normal level of Invulnerability applies to any unblocked damage.


Catching (Supplementary)
On occasions when characters need to catch a falling or thrown object, roll a Coordination test. The usual Difficulty is 3, modified by the object’s size. You must be able to lift an object to catch it. A failure on the catching test means you miss. If the object was being thrown at you, you’re automatically hit by it. A moderate success means you catch the object, but inflict your Strength in damage on it in doing so. Alternately, you can choose to suffer damage equal to the object’s Strength to prevent harming the object, a useful option if you’re Invulnerable and able to easily absorb the damage. A major or better success means you catch the object easily and without harm.


Dodging (Reaction)
Dodging is the art of not being there when an attack arrives. Roll a Coordination test against the attacker’s ability. With a success, the attack misses. On a failure, the attack hits and the effect and outcome depends on the margin of failure.


Escaping (Reaction)
When you’re being held by an opponent, you can attempt to escape the hold with a Prowess or Strength test against the attacker’s Strength. Depending on the degree of success you can escape a partial hold, an complete hold, or escape a complete hold and place your opponent into a partial hold!


Evading (Reaction)
You use your Prowess to evade attacks through a series of feints and maneuvers. Evading only works against Prowess and Strength attacks, not Coordination (ranged) attacks. With a success, the attack misses. On a failure, the attack hits and the effect and outcome depends on the margin of failure.


Grabbing
When you want to grab or wrest something out of an opponent’s grasp, make a Strength test, limited by your Prowess, against the opponent’s Strength level. Depending on the degree of success you may grab the object, but not remove it from the target; grab the object away from the target; grab object away from the target but it suffers damage equal to your and your opponent's combined strength.


Shooting
Shooting attacks are lethal ranged attacks. Test Coordination against a difficulty of the target’s Coordination. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, can hit a precise target (even to the point of stunning), or kill the target.


Slashing
Any melee attack with a sharp, or pointed weapon/object is a slashing attack. Test Prowess against a difficulty of the target’s Prowess. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, stun, or kill the target.


Throwing
If you have two levels of Strength above the level required to lift an object, you can throw it out to close distance. Every two additional Strength levels let you throw it one more step distance.

Hitting someone with a thrown object is a test of Coordination against the target’s Coordination: ona failure, the object misses the target. Depending on the level of success, the object hits and deals its damage in stamina, or may also stun the target (massive) if its a blunt object. If the object is sharp or pointed then it may stun or potentially kill a target on a massive success.


Rushing
A charging attack. To rush an opponent you must be at close or greater distance. Roll a Strength test limited by Prowess against the target’s defensive ability. On a failure, you miss and rush right past the target. Depending on the degree of success you can hit the target and inflict damage equal to your strength, slam the target, or stun the target.


Wrestling
When you want to grab and restrain an opponent, roll a Strength test limited by Prowess against the greater of the target’s Prowess, Coordination, or Strength. With a moderate success, you achieve a partial hold. The target can perform actions, but at a –2 penalty, and can’t move away from you. On a major or better success, you put the target into a complete hold. The target is fully restrained and can take no physical action except to escape from the hold. In your panel, you can automatically inflict Strength damage on a character in a complete hold, if you wish.
 


Relique du Madde

Adventurer
ACTIONS (continued)​

MOVEMENT ACTIONS

Climbing
You can automatically climb stairs, a ladder, a knotted rope, or something similar, assuming you have Strength and Coordination of 2 or better (those with only 1 in either or both find climbing anything but a flight or two of stairs too difficult).

If you’re climbing a difficult or treacherous surface (a wall, for example), you have to make a Coordination test with the difficultly based on the surface you’re climbing. Failure means you fall and may suffer damage. Success means you climb the surface. Only one test is required when making long climbs.


Jumping (Supplemental)
The distance you can jump is based on your Strength: personal for levels 1-3, close for levels 4-6, extended for levels 7-8, and out to visual distance for levels 9-10. With a Strength test against your own Strength level and a major
success you can jump one extra step.

The leaping power allows you to jump much greater distances than your Strength allows.


Moving (Supplemental)
Your Coordination determines the distance you can cover in one page: personal for Coordination 1, close for Coordination 2-5, and extended for Coordination 6 or more sprinting speed). No test is required unless you’re moving over difficult or dangerous terrain, in which case you either have to slow down by one step or make a Coordination test (difficulty based on the terrain) to avoid slipping and falling.


Swimming (Supplemental)
Without a special power, a character covers only close distance each page while swimming.

Characters underwater must make a Strength test each page: failure means you’re unconscious and begin losing Strength levels. Moderate success means you’re winded and lose 2 points of Stamina. A major or better success means there’s no effect that page. Continue rolling once each page, with a cumulative +1 difficulty per page, until the character reaches breathable air.



OTHER ACTIONS

Exhaustion (Reaction)
Characters can move continuously for a number of pages equal to (Strength x 10) before running the risk of suffering from exhaustion. Make a Strength test: on a failure, the character collapses and must rest for at least ten minutes. On a moderate success, the character collapses and must rest for one minute. A major or better success means there’s no effect that page. The player continues rolling once each page, with a cumulative +1 difficulty level per page, until the character rests for at least one minute.


Inventing
You make Intellect tests to invent and modify equipment.

The GM sets the difficulty for making any necessary repairs or modifications to existing technology. So tuning up a car might be based entirely on the effort of your Intellect test, while fixing a time machine could be difficulty 6 or even higher.

If you have a level 6 or higher Intellect, or specialties giving you an effective level that high, the GM may allow you to perform stunts to whip-up temporary inventions to overcome problems in an adventure. So, for example, you might be able to modify a device to do something different, or make a temporary device, like short-term psionic shields that provide the Mind Shield power against a villain’s Mind Control, for example. In general, the level of the stunt is the difficulty of your Intellect test. The GM sets the requirements in terms of time and resources for the invention


Knowing (Reaction)
To see if your character knows a particular piece of information, make an Intellect test against a difficulty set by the GM based on how obscure the information is: success reveals the information, with greater levels of success providing more detail.

Common knowledge is based on your Intellect level without a test, using it as a benchmark of how much your character can be expected to know. Various specialties are useful in this regard, since they increase your effective Intellect level.


Languages
All characters can speak (and read and write) in their native language.

Assume everybody speaks the same language, unless there’s a dramatic need for the language barrier to arise.

An Intellect 4 character is fluent in one additional language. Each additional level of Intellect doubles the number of additional languages, and each level of the Languages specialty counts as a level of Intellect in terms of known
languages.


Lifting (Supplemental)
Your Strength level determines the amount you can lift.

You can increase the amount you can lift with a Strength test against your own Strength level; a major or better success lets you lift something one category higher for one page.


Learning
You also make Intellect tests to figure out puzzles and riddles and to learn about new things your character encounters.

Noticing (Reaction)
Make an Awareness test to notice things, from subtle clues to the villain trying to sneak up on you from behind. Noticing tests involving static things use a difficulty set by the GM while noticing what someone else is doing usually involves a difficulty based on the effort of their test. Success means you notice something, with higher levels providing more detail and accuracy.

Tests to notice things are often rolled in secret.


Searching
This is the active counterpart of noticing: you are searching, looking for particular things. Searching involves the same kind of test as noticing, except you can declare it a determined effort and it takes a bit more time to search than just to notice something; searching consumes an action, while noticing happens automatically.


Tracking
You can use Awareness to pick up on subtle signs people and vehicles leave behind in order to follow their trail and track them. This is considerably easier (or at least possible) if you have one or more Supersenses to pick up on signs other people can’t.


Performing
If you give a performance with the intent of impressing an audience, make a Willpower test, with the effort determining how impressive your performance is. The GM may apply a difficulty depending on the circumstances of your performance and the overall attitude of your audience.


Persuading
Make a Willpower test to persuade someone of your side of an argument. The difficulty is based on whether or not the subject is set against you. If they are, then the difficulty is their Willpower. If not, then the GM sets the difficulty based on how persuasive an argument you need to give.

If you’re arguing against someone else, you need to exceed their persuasive effort as well as achieving the difficulty. The outcome determines whether the subject disagrees, grudgingly agrees, or whole-heartedly sides with your case.
 

Relique du Madde

Adventurer
ACTIONS (continued)​

SPECIAL MANUEVERS

Aerial Combat
Airborne targets can be slammed regardless of comparative Strength levels, and a flying character executing a rushing attack by diving at the ground gets a +2 bonus to the test.


Aiming
A character taking a full page to aim a ranged attack, taking no other actions, gets a +1 bonus on the attack test on the following page.


Called Shots
A precise ranged attack. Called shots require a major success or better. Called shots do not stun or slam targets, as those effects have specific success requirements already.


Combined Attacks
Characters may attempt to combine attacks to overcome the armor of a target they can’t otherwise damage. So long as the attacks’ damage levels are within 1 point of each other, the highest damaging attack gets a +1 bonus.


Immobile Targets
The difficulty level to attack an immobile target is generally 0. This includes opponents in a complete hold, or ensnared in a Binding.


Interposing
You can choose to give up your next action in order to jump in front of another character within close range targeted by an attack, even when it’s not your turn to act. Test Coordination difficulty 3. If you succeed, you become the target if the attack intended for the other character and defend against it normally. If the attack misses you, it also misses the original target.


Limited Visibility
If darkness, heavy fog, or similar obstacles impair visibility, attacks beyond close range suffer a –2 penalty.


Luring
In some situations, you may want to try and get an opponent to attack you. If you take an action to lure, your foe gets a +2 bonus to attack you, but you get a defensive test, as usual.

If your defensive test is successful, you avoid the attack and the attacker hits something behind you, your choice as to what. It could be another foe, an electrical junction box, a support beam, or what have you, depending on the circumstances.


Multiple Targets
When there are multiple targets at close range, a character may elect to attack everyone at once. Roll the attack test with a –4 modifier and apply the effort to all the targets.


Pulling Punches
You can choose to mitigate the damage done by your attacks. Prior to attacking you state the maximum outcome of your attack. If your attack hits, any outcome over your limit is reduced to the outcome you set when you made the attack.

When using an attack capable of a killing outcome, such as slashing or shooting, you can’t pull your punches, although you can attempt to shoot to stun with a shooting attacks.


Shooting to Stun
A character may attempt to use a shooting attack to simply stun a target. This requires a major success, treated like a stun result for a blasting attack. A massive success may still kill the target. Note that when using Determined Effort, you declare your desired success, and do not achieve more than it.


Surprise Attack
If you manage to surprise an opponent unaware of your presence, you get a +2 bonus on your attack test.




TABLES

Lifting
STR........Strong enough to lift...
1 ..........a heavy sack
2 ..........a child
3 ..........a couple heavy sacks
4 ..........an adult man
5 ..........a motorcycle
6 ..........a car
7 ..........a tank
8 ..........a jet or train
9 ..........a building
10 ........a mountain


Object Strengths

STR .......... Material
1 ..........Paper
2 ..........Plastic
3 ..........Aluminum
4 ..........Brick
5 ..........Concrete
6 ..........Stone
7 ..........Iron
8 ..........Steel
9 ..........Diamond
10 .......Magical or super-science material


Catching Difficulty
Size ..........Difficulty
atomic ....... —
microscopic. —
insect........ +3
3 inches..... +2
1 inch........ +3
6 inches..... +2
1 foot........ +1
2 feet........ +1
3 feet........ +0
4 feet........ +0
9 feet........ -0
12 feet...... -1
15 feet...... -1
18 feet...... -1
21 feet...... -1
24 feet...... -2
27 feet...... -2
30 feet...... -2
60 feet...... -3
120 feet.... -3
 


Relique du Madde

Adventurer
Lol.

No, it's your group vs. some goons hired by this issue's main villain.

Any similarity between Captain Superior and Crackshot's giant ego is hilariously ironic. Though I think I made him Captain Superior sound smarter then he actually is since he is considered below average in intelligence.
 



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