8
DEGREES OF SUCCESS & FAILURE Check Result than… Degree Damage Resistance Toughness vs. [Damage Rank +15] DC+15 Four (Success) DC+10 Three (Success) DC+5 Two (Success) DC One (Success) No Effect DC-5 One (Failure) -1 Penalty to further Damage Resistance DC-10 Two (Failure) Dazed until end of next Turn -1 Penalty to further Damage Resistance DC-15 Three (Failure) Staggered until Recovered -1 Penalty to further Damage Resistance DC-20 Four (Failure) Incapacitated HERO POINTS Edit Scene Add or change details to gain an advantage Heroic Feat Gain 1 Advantage until end of next turn Inspiration Gain a clue or hint from the GM Instant Counter Counter an Effect as a Reaction Recover (use Extra Effort) Remove Daze, Fatigue, or Stun, convert Exhausted into Fatigued Improved Roll Re-roll and take better roll. On a 1-10 add 10 to the result EXTRA EFFORT Action Additional Standard Action Bonus Add +2 Circumstance Bonus or Improve Circumstance Bonus to +5 Power Increase +1 Power Rank until next Turn Resistance Additional Resistance Check Retry Used with some Powers Speed or Strength +1 Rank until next Turn Power Stunt Gain Alternate Effect for Scene DEBILITATE ABILITIES D Ability Effect Agility, Dexterity, Strength Defenceless, Immobilized, Stunned Conscious & Aware Awareness, Intellect, Presence Unaware (until restored to -5 Rank) Fighting Dazed, Defenceless, cannot make close attacks Stamina Dying, -5 to Fortitude to avoid Death FALLING Damage Check = 4 + (Distance Rank fallen x2) *Fallen Targets are Prone Note: Maximum rank 16 Damage. A fall 15’ inflicts 0 Damage GRAB (Grapple) Standard Action ESCAPE (Grapple) Move Action Attack Check vs. Target to hit Target makes a Resistance Check (best of Strength or Dodge) vs. DC 10 + Strength (or Grab Rank) [+/- any other bonus] Success = Target escapes Grab Failure = Target Restrained (Immobile and Vulnerable) 2+ Degree Failure = Target Bound (Defenseless, Immobile, and Impaired) Grab can be improved each Turn (degrees of success are cumulative) Attacker = Hindered and Vulnerable (while grabbing). Require Free Action & Limbs to maintain (release is Free Action) Inflict Strength Damage as Standard Action (no Attack Check) Drag Grabbed Target = Target makes a Resistance Check (Strength) vs. DC 10 + Strength [+/- any other bonus] Success = Attacker Immobilized Failure = Target moved Target (Escapee) Resistance Check vs. DC 10 + Strength (or Grab Rank) [+/- any other bonus] Resistance Check is Athletics, Acrobatics or Slight of Hand Check Success = end the Grab and can move Speed Rank -1 Fail = still Grabbed.

DC Adventures GM Screen

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Page 1: DC Adventures GM Screen

DEGREES OF SUCCESS & FAILURE

Check Result ≥ than… Degree Damage Resistance

Toughness vs. [Damage Rank +15] DC+15 Four (Success) DC+10 Three (Success) DC+5 Two (Success)

DC One (Success) No Effect DC-5 One (Failure) -1 Penalty to further Damage Resistance

DC-10 Two (Failure) Dazed until end of next Turn -1 Penalty to further Damage Resistance

DC-15 Three (Failure) Staggered until Recovered -1 Penalty to further Damage Resistance

DC-20 Four (Failure) Incapacitated

HERO POINTS Edit Scene Add or change details to gain an

advantage

Heroic Feat Gain 1 Advantage until end of next turn

Inspiration Gain a clue or hint from the GM Instant Counter Counter an Effect as a Reaction

Recover (use Extra Effort)

Remove Daze, Fatigue, or Stun, convert Exhausted into Fatigued

Improved Roll Re-roll and take better roll. On a 1-10 add 10 to the result

EXTRA EFFORT

Action Additional Standard Action

Bonus Add +2 Circumstance Bonus or Improve Circumstance Bonus to +5

Power Increase +1 Power Rank until next Turn

Resistance Additional Resistance Check Retry Used with some Powers

Speed or Strength +1 Rank until next Turn Power Stunt Gain Alternate Effect for Scene

DEBILITATE ABILITIES D

Ability Effect

Agility, Dexterity, Strength Defenceless, Immobilized, Stunned Conscious & Aware

Awareness, Intellect, Presence Unaware (until restored to -5 Rank)

Fighting Dazed, Defenceless, cannot make close attacks

Stamina Dying, -5 to Fortitude to avoid Death

FALLING

Damage Check = 4 + (Distance Rank fallen x2) *Fallen Targets are Prone Note: Maximum rank 16 Damage. A fall ≤ 15’ inflicts 0 Damage

GRAB (Grapple) Standard Action

ESCAPE (Grapple) Move Action

Attack Check vs. Target to hit Target makes a Resistance Check (best of Strength or Dodge) vs. DC 10 + Strength (or Grab Rank) [+/- any other bonus] Success = Target escapes Grab Failure = Target Restrained (Immobile and Vulnerable) 2+ Degree Failure = Target Bound (Defenseless, Immobile, and Impaired) Grab can be improved each Turn (degrees of success are cumulative) Attacker = Hindered and Vulnerable (while grabbing). Require Free Action & Limbs to maintain (release is Free Action) Inflict Strength Damage as Standard Action (no Attack Check) Drag Grabbed Target = Target makes a Resistance Check (Strength) vs. DC 10 + Strength [+/- any other bonus] Success = Attacker Immobilized Failure = Target moved

Target (Escapee) Resistance Check vs. DC 10 + Strength (or Grab Rank) [+/- any other bonus]

Resistance Check is Athletics, Acrobatics or Slight of Hand Check Success = end the Grab and can move Speed Rank -1 Fail = still Grabbed.

Page 2: DC Adventures GM Screen

ACROBATICS DC Acrobatic Difficulties - Task 5 Lessen damage from a fall (-1/ degree)

15 Acrobatic manoeuvre 20 Move from prone to standing as a free action 30 Contort to fit through a tight space

Balancing Difficulties - Surface 0 A meter or more wide 5 Wide ledge (1-3ft.)

10 Narrow ledge (less then 1 ft.) 15 Balance beam 20 Tightrope

Balancing Difficulties Circumstance Modifiers +2 Surface slightly slippery +5 Surface very slippery +2 Surface slightly uneven +5 Surface very uneven or angled +5 Move at normal speed rank +5 Not vulnerable while balancing

SLIGHT OF HAND

DC Escaping Difficulties 15 Ropes 20 Handcuffs 25 Straightjacket

15+rank Power Effect Other Uses

30 Contorting through a smaller space 10 Legerdemain (“vanish” a small item) 20 Steal an item (Perception contested to notice)

PERCEPTION

DC Hearing Difficulties 0 Normal Conversation

10 Soft Noise 20 Very quiet (hidden) noise +5 Listen through a door

+15 Listen through a solid wall +10 Wake up from sleep

ATHLETICS DC Climbing Difficulties - Surface 0 Ladder 5 Knotted rope

10 Rope 15 Uneven surface (rock-face) 20 Rough surface (brick wall)

Climbing Difficulties - Circumstance Modifiers -10 Air duct, chimney, a brace against 2 opposite walls -5 Corner, a brace against 2 perpendicular walls -5 Climb less then 10’ total +2 Surface slightly slippery +5 Surface very slippery +5 +1 speed rank (up to full speed) +5 Not vulnerable while climbing

Check Jumping Distance Roll Running Long-jump

Roll /2 Standing Long-jump Roll /5 Running Vertical-jump

Roll /10 Standing Vertical-jump DC Running 15 +1 Speed rank for 1 Turn

Swimming Difficulties – Modifiers +5 Rescuing someone who cannot swim +5 Rough, choppy water +5 +1 Speed rank (up to full ground speed)

+10 Stormy, turbulent water TREATMENT

DC Security Difficulties 10 Diagnose injuries and ailments 15 Provide long-term care 15 Revive Dazed or Stunned target 15 Stabilize Dying target 15 Treat Disease or Poison (provide +2 Bonus) 25 Treat Disease or Poison (proved +5 Bonus)

Conditional Modifiers +5 No Medical Equipment or supplies +2 Alien or unfamiliar metabolism +5 Very alien or unfamiliar metabolism +5 Treating self

Page 3: DC Adventures GM Screen

TECHNOLOGY

DC Security Difficulties 10 Simple lock or home alarm system 15 Quality lock or advanced home alarm system 20 Business and corporate security 25 High security: branch bank vault or museum 30 Very high security: bank HQ vault, medium prison 35 Maximum security: high security prison 40 Super-max security: super-prison

Conditional Modifiers +5 Prevent tampering from being noticed

+1 Fail Sets off security or trap TECHNOLOGY – BUILDING ITEMS

DC Time Rank Complexity

15 10 (2 hours) Simple – electronic timer or detonator, tripwire trap

20 12 (8 hours) Moderate – radio direction finder, lock, engine component

25 14 (1 day) Complex – cell phone, combustion engine

30 16 (4 days) Advance – computer, vehicle +5 -1 build time Build or repair faster -5 -2 build time Repair damaged items

-5 Std action Jury-Rig – quick fix one problem for a scene

CONDITIONAL MODIFIER (ALL SKILLS) +/–2 for Bonus / Penalty

+/–5 for Major Bonus / Penalty PERCEPTION

DC Hearing Difficulties 0 Normal Conversation

10 Soft Noise 20 Very quiet (hidden) noise +5 Listen through a door

+15 Listen through a solid wall +10 Wake up from sleep

INVESTIGATION

DC Search Difficulties – Sample 10 Ransack an area to find a certain object

20 Notice a secret Compartment, simple tap or obscure clue

25+ Find a well-hidden secret compartment, trap or extremely obscure clue

Evidence Difficulties – Task 15 Analyze Evidence 15 Gather Evidence

Evidence Circumstance Modifiers +2 Every day since event (max +10 modifier) +5 Crime scene is outdoors +2 Crime scene is disturbed +5 Crime scene is highly disturbed

Gather Information Results – Type 10 General 15 Specific 20 Restricted 25 Protected

DECEPTION

DC Circumstance -5 Target wants to believe you +0 Believable and doesn’t affect target much +5 Hard to believe or puts the target at risk

+10 Difficult to believe or puts the target at serious risk +20 Unbelievable, almost too incredible to consider

Innuendo Difficulties 10 Basic message 15 Complex message 20 Message with new or detailed information

PERSUASION

DC Changing Attitude ≤10 Decrease Attitude 1 step 15 Improve Attitude 1 step 25 Improve Attitude 2 steps 35 Improve Attitude 3 steps

Page 4: DC Adventures GM Screen

DISTANCE & TIME MEASUREMENT TABLE

Rank Time Distance (Imperial)

Distance (Metric) Example Distance

-5 1/8 second 6 inches 15 cm Dollar Bill -4 1/4 second 1 foot 30 cm Length of a License Plate -3 1/2 second 3 feet 1 m Average length of a sword -2 1 second 6 feet 2 m Average height of a person -1 3 seconds 15 feet 4 m Average length of a car 0 6 seconds 30 feet 8 m Length of a stretch limo 1 12 seconds 60 feet 16 m Length of a semi trailer or train car 2 30 seconds 120 feet 32 m Length of a tennis court 3 1 minute 250 feet 64 m Length of the Space Shuttle 4 2 minutes 500 feet 125 m Approximate height of the St. Louis Arch 5 4 minutes 900 feet 250 m Length of a WWII Aircraft Carrier 6 8 minutes 1,800 feet 500 m Taipei 101 building 7 15 minutes 1/2 mile 1 km Six City Blocks 8 30 minutes 1 mile 2 km Average length of a airport runway 9 1 hour 2 miles 4 km Length of the Golden Gate Bridge 10 2 hours 4 miles 8 km Depth of the Atlantic Ocean 11 4 hours 8 miles 16 km Height of Mt. Everest 12 8 hours 16 miles 32 km Width of the Grand Canyon 13 16 hours 30 miles 64 km Length of the Panama Canal 14 1 day 60 miles 125 km Distance from Earth to Space 15 2 days 120 miles 250 km Width of Lake Superior 16 4 days 250 miles 500 km Length of the Grand Canyon 17 1 week 500 miles 1,000 km Length of Great Britain 18 2 weeks 1,000 miles 2,000 km Distance from London to Rome 19 1 month 2,000 miles 4,000 km Length of the Mississippi River 20 2 months 4,000 miles 8,000 km Length of the Great Wall of China 21 4 months 8,000 miles 16,000 km Diameter of the Earth 22 8 months 16,000 miles 32,000 km Circumference of Mars 23 1 1/2 years 32,000 miles 64,000 km Diameter of Uranus 24 3 years 64,000 miles 125,000 km Diameter of Saturn 25 6 years 125,000 miles 250,000 km Diameter of Saturn's Rings 26 12 years 250,000 miles 500,000 km Distance from the Earth to the Moon 27 25 years 500,000 miles 1 million km The Moon's Orbit 28 50 years 1 million miles 2 million km Circumference of Saturn's Rings 29 100 years 2 million miles 4 million km Circumference of the Sun 30 200 years 4 million miles 8 million km Total amount of highways in the USA +1 x2 x2 x2 x2 50 192 million years 4.2 x1012 miles 8.4 Tm 56 AU - Distance beyond Pluto 75 7 x1015 years 1.3 x1020 miles 256 Pm 25 million light years – Distance to Messier 106

MATERIAL TOUGHNESS TABLE

Toughness Material Toughness Material 0 Cloth, Paper, Soil 11 Volcanic Rock 1 Ceramic, Glass, Ice, Leather, Rope 12 Gemstones, Kryptonite, Sivanium 2 Crystal, Plastic, Sand, Drywall 13 Diamond, Industrial Tools, Shazamium 3 Silicon, Tempered Glass, Wood 14 Marvelium, Zuunium 4 Average Wall, Ice, Rubber, Soft Metals 15 Eternium, Titanium, Vibranium (start) 5 Kevlar, Stone 16 Omnium Steel, Plasti-Steel 6 Asphalt, Brick, Machinery, Exterior Wall 20 Orichalcum, Element 152 7 Bullet-Proof Glass, Industrial Wall, Iron 25 Nth metal, Veridium 8 Reinforced Concrete 30 Mithril, Amazonium (Feminum) 9 Steel 35 Adamantium, Vibranium (hardened)

10 Granite Stone 40 Supermanium, Dilustel, Inertron

Page 5: DC Adventures GM Screen

MASS & VOLUME MEASUREMENT TABLE

Rank Mass (Imperial)

Mass (Metric) Example Mass Volume

(Imperial) Volume (Metric) Example Volume

-5 1.5 lbs 750 g Flower Pot, Frying Pan 1 pints 0.8 L Draft beer -4 3 lbs 1.5 kg Brick, Textbook 1 quart 1.5 L Milk jug -3 6 lbs 3 kg Cinder Block 3 quarts 3 L Large pot -2 12 lbs 6 kg Street Sign, Car Tire 1 gal 6 L Small gas can -1 25 lbs 12 kg Parking Meter, Sack of 5000 Pennies 3.5 gal 13 L Bucket 0 50 lbs 24 kg Bicycle, Toilet, Television 7 gal 25 L Large gas can 1 100 lbs 50 kg Manhole Cover, Fire Hydrant 14 gal 50 L Car gas tank 2 200 lbs 100 kg Railroad Tie 28 gal 100 L Bathtub 3 400 lbs 200 kg Lion, Portable Generator, Piano 49 gal 200 L Barrel of oil 4 800 lbs 400 kg Motorcycle, Lamp Post 105 gal 400 L Hot water tank 5 1,600 lbs 800 kg Compact Car, Horse, Cow, Satellite 210 gal 800 L Backyard Pond 6 3,200 lbs 1600 kg Mid-Size Car, Ski Boat 350 gal 1700 L Home Propane Tank 7 3 (long / metric) tons Luxury Car, Van, Saturn V Rocket 875 gal 3.5 kL 3 Tons of Ice or Coal 8 6 tons Truck, Steel Girder, Anchor 1750 gal 7 kL Septic Tank 9 12 tons Lear Jet, Subway Car, Killer Whale 500 cft 15 kL Cement Truck

10 25 tons Fighter Jet, Semi, Streetcar 1,000 cft 30 kL Tanker Truck 11 50 tons APC, Humpback Whale 2,000 cft 60 kL Building Water Tower 12 100 tons Tank, Locomotive 4,000 cft 120 kL Large backyard Pool 13 200 tons 767, Cargo Jet, Space Shuttle, Blue Whale 8,000 cft 250 kL Olympic Pool 14 400 tons 747, Fishing Trawler, Statue of Liberty 15,000 cft 500 kL Big Ben 15 800 tons Drilling Rig 32,000 cft 1 ML Massive Redwood 16 1,600 tons Small Bridge, Nuclear Stack 65,000 cft 2 ML Whale Aquarium 17 3.2 k-tons Destroyer, Missile Silo 125,000 cft 4 ML Hot Air Balloon 18 6 k-tons Freight Train, Nuclear Submarine 250,000 cft 8 ML Goodyear Blimp 19 12 k-tons Cargo Freighter (Empty) 500,000 cft 15 ML BP oil spill per day 20 25 k-tons Cruiser, Cargo Freighter (Full), Oil Derrick 1 MCF 30 ML Parthenon 21 50 k-tons Ocean Liner, Large Bridge 2 MCF 60 ML Small Iceberg 22 100 k-tons Battleship, Gateway Arch 4 MCF 120 ML Hockey Arena 23 200 k-tons Aircraft Carrier 8 MCF 250 ML Oil Tanker 24 400 k-tons Small Spaceship, Oil Tanker (Full) 15 MCF 500 ML Super Oil Tanker 25 800 k-tons Empire State Building 32 MCF 1 GL Empire State Building 26 1.6 M-tons Golden Gate Bridge 65 MCF 2 GL Sports Superdome 27 3.2 M-tons Large Spaceship 125 MCF 4 GL White House 28 6.4 M-tons Great Pyramid of Giza 250 MCF 8 GL Niagara Falls 1 hour 29 12.5 M-tons Three Gorges Dam 500 MCF 15 GL Average Cloud 30 25 M-tons Small Asteroid 1000 MCF 30 GL Lake Mead -Hover Dam +1 x2 x2 x2 x2 44 400 G-tons Haley's Comet 111 miles3 491 TL Lake Erie 62 105 Peta-tons 15,000' Mountain 2.7 x107 miles3 130 EL 1/10th Earth’s water 69 13 Exa-tons The Moon 3.7 x109 miles3 16 ZL Planet Mercury 82 110 Zetta-tons The Earth 2.7 x1013 miles3 130 YL 130 x Earths

SI Measurements

1024 Yotta (Y) 1021 Zetta (Z) 1018 Exa (E) 1015 Peta (P) 1012 Tera (T) 109 Giga (G) 106 Mega (M) 103 Kilo (k)

Page 6: DC Adventures GM Screen
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ActionsAction AttAck Defense type effect

Aid - - Std Close; Attack check (DC 10), success grants +2 attack or defense, four degrees grants +5.

Aim +5 - Std Close or Ranged; +2 bonus if longer than close range

Charge -2 - Std Close; Speed rank in straight line, then attack

Defend - - Std Make an opposed check vs. attack, add 10 to roll of 10 or less

Disarm -2 - Std Close; -5 at range; opposed check Damage vs. target’s STR

Escape - - Mve Opposed Athletics or Sleight of Hand vs. opponent’s routine STR or grab effect

Grab - - Std Attack check, if successful, target resists with STR or Dodge; see Grab p. 176

Recover - +2 Std Remove highest level of damage or fatigue, or make resistance check; one per combat

Smash - - Std -5 attack if vs. a held object

Trip -2 - Std Attack vs. Parry, if successful make opposed Acrobatics or Athletics vs. target’s Acrobatics or Athletics; defender is prone

compelled: Single standard action determined by another.

controlled: Another character determines actions.

Dazed: May only take a single standard action.

Debilitated: One or more abilities at -5.

Defenseless: Active defenses equal 0, often prone. Supersedes vulnerable.

Disabled: -5 penalty on checks. Supersedes impaired.

fatigued: Hindered, recover after 1hour of rest.

Hindered: Move at -1 speed rank.

immobile: Have no movement speed, cannot move, but can take actions. Supersedes hindered.

impaired: -2 penalty on checks.

normal: Unaffected by other conditions.

stunned: Cannot take actions.

transformed: Traits altered by an outside agent. Depends on effect.

Unaware: Unable to make interaction or Perception checks or perform actions based on them.

Vulnerable: Active defenses are halved (round up).

Weakened: Temporarily lost power points in a trait. Depends on effect.

MAneuversMAneUVer AttAck Defense type effect

Accurate Attack +1 or 2 - Std -1 or 2 to Effect

All-out Attack +1 or 2 -1 or 2 Std

Defensive Attack -1 or 2 +1 or 2 Std

Finishing Attack - - Std Auto hit or attack vs. DC 10, if successful treat as a crit.

Power Attack -1 or 2 - Std +1 or 2 to Effect

Slam Attack -1 or 2 +1 or 2 Std Charge, Damage is Damage or Speed ranks +1, full-speed is +2; you make Toughness check vs. 1/2 damage (round down)

Team Attack - - Std Must be simultaneous, must be vs. same defense, see page 179

coMbined conditions

bAsic conditions

Asleep: Defenseless, stunned, and unaware.

Blind: Hindered, visually unaware, vulnerable, may be impaired or disabled for visual tasks.

Bound: Defenseless, immobile, and impaired.

Deaf: Auditory unaware.

Dying: Incapacitated. May die, see p. 19.

entranced: Stunned, but may only pay attention to entrancing effect. Breaks free if threatened or from allies interaction skill check (DC

10+effect rank).

exhausted: Impaired and hindered, recover after 1hour of rest. Incapacitated: Defenseless, stunned, and unaware. Usually prone.

paralyzed: Defenseless, immobile, and physically stunned; may be able to take mental actions.

prone: Hindered, -5 penalty on close attack checks, +5 bonus to attacker’s close attack checks, but -5 penalty to attacker’s ranged

attack checks. Move action to stand.

restrained: Hindered and vulnerable, immobile if restraints are anchored.

staggered: Dazed and hindered.

surprised: Stunned and vulnerable.

DC Adventures © 2010 DC Comics. All rights reserved. Published by Green Ronin Publishing, LLC. All characters, their distinctive likenesses, and all related elements are trademarks of DC Comics