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<blockquote data-quote="Davies" data-source="post: 8402897" data-attributes="member: 30538"><p>House Rules in Effect.</p><p></p><p>* Any Feint or Demoralize maneuver can be performed as a move action instead of a standard one if the character accepts a -5 penalty to their check.</p><p></p><p>* Only one attack bonus adjusting maneuver (Accurate Attack, All-Out Attack, Defensive Attack, or Power Attack) can be used on any given attack. </p><p></p><p>* Initiative is rerolled every round, and a natural 20 on an Initiative roll allows the character to make a Surprise Attack on the subsequent round of combat. (In the unlikely event of two natural 20s on Initiative, the character with the higher total gets a Surprise Attack; if it's tied, nobody does.) </p><p></p><p>* If a Hero Point reroll on an attack roll produces a 20, even if it is not a natural 20, it still counts as a threat.</p><p></p><p>* If using the Defend maneuver, and a natural 20 is rolled on the Defend check, a character can make an additional standard action, usually used for an immediate counterattack on whoever just attacked you (sometimes called a Riposte). Note that a roll of 10 (adding 10 as usual for a Defend action) does <em>not</em> count as a natural 20 for these purposes, unless a Hero Point is spent before the roll, also allowing a reroll.</p><p></p><p>* The DC for any resistance check is 15+effect rank, rather than 10+effect value. The DC to overcome a condition is still 10+effect rank, <em>but</em> overcoming a condition requires the afflicted character to take a Recover action, unless the condition has an Instant Recovery flaw. (Exception: Conditions that have a built-in automatic recovery, such as those resulting from Feints, Demoralizes or Damage, work the same as they did before.)</p><p></p><p>* A character does <em>not</em> get an automatic check to overcome conditions at the end of their turn, <em>but</em> you can spend a Hero Point to get an additional Recovery action in a conflict, in addition to a Hero Point <em>automatically</em> removing dazed, fatigued and stunned or converting exhausted into fatigued.</p><p></p><p>* A Damage effect with the Alternate Resistance extra inflicts a -1 cumulative penalty to all subsequent resistance checks of that type on a failure, not to Toughness resistance checks, and it is therefore always a +1 per rank extra for those effects.</p><p></p><p>* (Specific to the tournament.) All competitors start out with 1 Hero Point, plus 1 additional Hero Point per PL their opponent has over them. Additional Hero Points may be triggered by Complications as usual. Unspent Hero Points do not transfer to subsequent fights.</p></blockquote><p></p>
[QUOTE="Davies, post: 8402897, member: 30538"] House Rules in Effect. * Any Feint or Demoralize maneuver can be performed as a move action instead of a standard one if the character accepts a -5 penalty to their check. * Only one attack bonus adjusting maneuver (Accurate Attack, All-Out Attack, Defensive Attack, or Power Attack) can be used on any given attack. * Initiative is rerolled every round, and a natural 20 on an Initiative roll allows the character to make a Surprise Attack on the subsequent round of combat. (In the unlikely event of two natural 20s on Initiative, the character with the higher total gets a Surprise Attack; if it's tied, nobody does.) * If a Hero Point reroll on an attack roll produces a 20, even if it is not a natural 20, it still counts as a threat. * If using the Defend maneuver, and a natural 20 is rolled on the Defend check, a character can make an additional standard action, usually used for an immediate counterattack on whoever just attacked you (sometimes called a Riposte). Note that a roll of 10 (adding 10 as usual for a Defend action) does [i]not[/i] count as a natural 20 for these purposes, unless a Hero Point is spent before the roll, also allowing a reroll. * The DC for any resistance check is 15+effect rank, rather than 10+effect value. The DC to overcome a condition is still 10+effect rank, [i]but[/i] overcoming a condition requires the afflicted character to take a Recover action, unless the condition has an Instant Recovery flaw. (Exception: Conditions that have a built-in automatic recovery, such as those resulting from Feints, Demoralizes or Damage, work the same as they did before.) * A character does [i]not[/i] get an automatic check to overcome conditions at the end of their turn, [i]but[/i] you can spend a Hero Point to get an additional Recovery action in a conflict, in addition to a Hero Point [i]automatically[/i] removing dazed, fatigued and stunned or converting exhausted into fatigued. * A Damage effect with the Alternate Resistance extra inflicts a -1 cumulative penalty to all subsequent resistance checks of that type on a failure, not to Toughness resistance checks, and it is therefore always a +1 per rank extra for those effects. * (Specific to the tournament.) All competitors start out with 1 Hero Point, plus 1 additional Hero Point per PL their opponent has over them. Additional Hero Points may be triggered by Complications as usual. Unspent Hero Points do not transfer to subsequent fights. [/QUOTE]
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