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Trigger: Character is target of a

ranged attack, and someone within


their reach isn’t.
Effect: Hide behind nearby character
and they become target of the
attack.
Attack’s TN is the lower of your two
defenses.
WEAPONS CORE MECHANIC CORE MECHANIC

SEQUENCE OF PLAY KNOCKBACK


1. Determine Positions CHARACTERS WITH MIGHT POWER CAN
2. Roll Initiative DEAL KNOCKBACK INSTEAD WHEN THEY
HAVE A FANTASTIC SUCCESS;
3. Start Round EQUALS DAMAGE MULTIPLIER x 5 SPACES
+ REGULAR DAMAGE
Line of sight? / Earshot? HOLDING BACK
Vigilance Check vs TN UNLESS OVERRULED, HEROES WON’T KILL
OR SHATTER ANYONE; WILL LEAVE TARGETS
Attack Range AT 1 HEALTH AND/OR 1 FOCUS
• Up to double Trouble
• More double impossible Recover a total of Roll x Rank
Spend 1 Karma to recover Health:
Bonus Round on Fantastic Resilience Check 10 Focus: Vigilance
Initiative or when Surprise. Check 10 Double if Fantastic

Rifle: <5 spaces have trouble. Attacking Objects


Shotgun: attack up to two targets in adjacent spaces. Split the TN 10+ Relative size vs PC
damage.
Submachine Gun: This weapon can attack up to three targets in
Object being used by PC/NPC Agility Def + Relative
adjacent Split the damage from that roll equally. : <5 spaces have
size
trouble
If hit, target makes a Agility check vs Damage as
Frag Grenade: make a Challenging Agility check. If it succeeds, the
TN
grenade lands in the desired space. If the check fails Roll 1d6 to see
how many spaces away it lands.
Vehicle being used by PC/ NPC
Fantastic success, (x4 Multiplier). Agility Def + Object Size
Flash-Bang Grenade: This works much like a frag grenade, but it If hit target makes a Agility check vs Damage as
does no Health damage compare the attack roll against the Vigilance TN
defense of any character within 2 spaces of it. Those who are
affected are blinded and stunned for one round.

Defense Damage Size


Power Size Height Modifier Multiplier Multiplier
Shrink 4 Microscopic ¼ inch +5 — 0
Shrink 3 Miniature 1 inch +4 — 0
Shrink 2 Tiny 4 inches +3 — 0
Shrink 1 Little 1.5 feet +2 — ¼
Grow 1 Huge 24 feet -2 +2 5
Grow 2 Gigantic 100 feet -3 +4 20
Grow 3 Titanic 400 feet -4 +6 80
Grow 4 Gargantuan 1,600 feet -5 +8 320
DEMORALIZED:
CONDITIONS Concentration ends, trouble on
PRONE: Character has trouble
on all melee; attacks against
actions have an edge; ranged attacks
ABLAZE: Lose 5 health at against have trouble
end of each turn
GRABBED: Cannot move,
unless carrying; attacks against SHATTERED: Permanently
BLEEDING: Lose 5 health character have trouble stunned; can speak only short,
simple sentences
at the end of each turn
KILLED: Character is dead, STUNNED: Concentration
BLINDED: Powers requiring and removed from play ends; can’t take actions; attacks
“permanently” against have an edge; 1 round
sight end; speed halved;
trouble on actions that
require sight; enemies have PARALYZED: Cannot move SURPRISED: Cannot act in
an edge on actions or take actions, agility defense bonus round; if later, opponents
is 10 against ranged, 0 against have an edge for one round
close attacks
DEAFENED: Powers UNCONSCIOUS:
requiring earshot end; trouble PINNED: Like grabbed, but Concentration ends; can take no
on actions requiring hearing character has trouble on melee actions; defenses reduced to 10
and agility checks

POWER EFFECTS Probability


TOKEN KEY Manipulation Hex

Anger Hellfire Chains Protection Hex

Attack Stance Immovable Shut Down Powers

Body Sphere Intangible Silence Self

Bump/Boost Invisibility Spider Pheromones


Power

Cloak Jinx Spider-Sense

Elemental Sphere Mental Shelter Telekinetic Barrier

Telekinetic
Focus Fire Phase
Protection

Fool Possession Telekinetic Sphere

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