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The Very Basics

Posted: Wed Apr 24, 2024 2:25 am
by Death
In this section we will discuss the basic terminology and dice system.

**Turn** - A person's 'turn' essentially in a Round. Each character who is doing some action is granted a Turn.

**Round** - A collection of Turns, 1 each from a character, that happens. A Round is officially about 6 seconds long and each hero and villain will be granted a Turn before the Round expires.

**Initiative** - Players and the GM roll initiative to determine the order of combat actions that can be taken in Rounds. Basically, it puts characters in order based on highest rolls.
Initiative - Characters have places in combat in order of highest dice roll to lowest. This makes combat have some semblance of order. To roll for Initiative, roll the character's Agility rank in terms of number.

Dice Rolls:
Feeble 1d2
Poor 1d4
Typical 1d6
Good 1d10
Excellent 1d20
Remarkable 1d30
Incredible 1d40
Amazing 1d50
Monstrous 1d75
Unearthly 1d100

Add the roll number to the dice bot doing this command:
!init character number
Example:
!init Thor 20
!init IronMan 15

Note: Iron Man is put as 'IronMan' since no spaces can be used for the name.
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Statistics

Fighting - Rolls with this are to poke, jab, smack, hit, etc with bare hands or a melee/handheld weapon. It is also used to defend against a melee or brawling attack.

Agility - The ability to hit an opponent with a weapon that is thrown or fired. This is used to also dodge or catch a thrown or projectile attack at you. It is also used to balance, somersault, do other feats which take precision. This also works to dodge or strike with physical attacks done through magic or mutant abilities etc such as dodging Cyclops' eye beams or if Storm is shooting a bolt of lighting at Toad.

Strength - on rolls, it is used to lift, push, and do feats of strength. It is also used for damage on melee or brawling attacks. Wrestling or grappling is also rolled via Strength. The opponent in this case may roll Agility to avoid but if caught must roll Strength to break free on his/her Turn.

Endurance - Rolls for this are for stamina checks and how far a character can take physical pain or endure repetitive long lasting actions. It is also used to resist poisons, toxins or disease, as well as sleeping agents and tear gas etc. It can be used also for tasks such as holding your breath. Those with Monstrous or Unearthly Endurances can survive in space even. Unearthly individuals with Endurance may also not require much sleep at all.

Reasoning - This is a person's raw smarts. Rolls with this can be made when dealing with tasks that require someone to use his/her head to think such as repairing armor, studying things scientifically, doing a big research paper, thinking out something rationally, etc.

Intuition - Wits and commonsense. Perception to notice things others might miss. Rolls are usually for perception, chance to notice an attack, and finding clues.

Psyche - Mental willpower rolls, magical attacks and/or defense. Mental powers such as telepathy and magic work off this Statistic. If the power used locks onto a person's psyche or soul, etc, this is the roll that must be used to avoid damage.

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Powers

Powers should be listed on each sheet with rolls that can be made depending on what you wish to do with the power. It may also list limitations, which should be made aware should the instance require that limitation to be considered. Powers are commonly given ranks as to how much damage they will do. They also will work off Statistics, quite often, so as to determine whether the power will work or not on a specified target. For example, Storm's lightning does Amazing Damage (50 pts), but she has to use Agility to target a foe. If in doubt, ask what the roll is to target vs the roll to give damage.

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Talents

Talents are abilities that are not granted by powers. These are acquired skills and knacks a character has such as martial arts types, specializations in weapons they carry commonly, skills for communication, diplomacy or crafting something. In some scenarios, these commonly add +1CS (One chart slide) so that the character rolls his/her Statistic and the bonus together.

For example:
Iron Man has a Reasoning of Remarkable. However, he needs to make a physics roll and has the Talent of Physics. This grants him a slide shift so that his roll becomes Incredible.
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Variable Damage and Successes or Failures

Blue - a critical botch. Something happens and it's usually not good. (Or 1-5 on dice rolls)
White - you totally failed your planned effort or 1/4th damage if higher than a contended battle roll.
Green - is a grazing hit that does half damage or half the intended effect if the opponent rolls less in Green or White.
Yellow - does full regular damage or the full regular effect. So long as the opponent rolls in the Green or White or rolls less in Yellow.
Red - does full damage + 3d6 points more of damage so long as the other character rolls in the Yellow, Green or White. If the character opposing rolls Red but lower, the damage is full dmg.
100 - A roll of 100 does 5d10 damage + full damage.

Ties: If characters tie on actual number rolls and have the same matching colors, the tie goes to the person dodging. However, the dodging character may not inflict a counter move on the other opponent, if he or she has such an ability.
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Damage Chart Standard (No bonuses or Negatives)

hift 0 - you can't even attack or do crap. You are incapacitated or KO'd.
Feeble - 2 points damage.
Poor - 4 points damage.
Typical - 6 points damage
Good - 10 points damage
Excellent - 20 points damage
Remarkable - 30 points damage
Incredible - 40 points damage
Amazing - 50 points damage
Monstrous - 75 points damage
Unearthly - 100 points damage
Shift X - 150 points damage
Shift Y - 300 points damage
Shift Z - 500 points damage
Class 1000 - 1000 points damage
Class 3000 - 3000 points damage
Class 5000 - 5000 points damage.

Damage taken may be to either Mental Health or Physical Health, depending on the specific power that is being utilized.

If your Physical Health falls to 1 - you are considered incapacitated.
If your Physical Health is between 0 and -10, your character is knocked out (KO'd).
If your Physical Health goes to -11 and beyond, your character is considered dead.
If your Physical Health goes below -30, consider the character as a pile of goo or ash.

If your Mental Health falls to 1 - you are considered mentally incapacitated.
If your Mental Health is between 0 and -10, your character is in mental shock.
If your Mental Health goes to -11 and beyond, you are considered brain dead.
If your Mental Health goes below -20, consider the character's soul has passed on to the death plane.

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Actions - There are some action types characters can take in scenarios.

- Automatic Actions: Actions such as opening doors, taking out an item, picking up something that the character can easily lift, activating some device, putting up a force shield, pulling out guns, standing up after being knocked down, etc. These do not commonly take rolls to accomplish but may take the character's turn unless he/she has a Talent or Power that negates the time. No more than 1 automatic action may be done in a Turn or it is considered an action that forces the character to roll lower on the chart.

- Movement Action: The character is attempting to move from point A to point B in one area. This action takes a Turn unless otherwise specified. If the movement is a short distance away, the GM may allow the character to attack with a simple attack such as hitting a person once or shooting someone once. If the action of movement though requires concentration or an Automatic Action, the character must spend his/her turn moving. Movement can happen before a character rolls to hit someone or after in the Round. You cannot, however, do a movement, hit someone, and then go back away from the being.

- Dice Action: The character is doing something that requires some amount of concentration or is attacking a foe that can defend. There is one dice action per turn under normal circumstances and the task must be able to be completed in a set time. During that time the character may not be able to do anything else than dodge or block if it is longer than a Round. Some actions may actually make it so the character cannot dodge or the action will be forfeited.

- Multiple turns Per Round with Powers: If a character attempts to do multiple actions per Round, the character takes a loss of one shift to the left for each additional action plus the original. The powers must be able to be used more than once in a Round. Some powers just cannot or the scene won't allow for it. This is at GM discretion if not listed. Powers such as psionic blasts, Cyclops' eye beams, Magneto's magnetism, etc may fall into such categories. The character takes -1CS for the initial move and then -1CS for each additional maneuver. I.e. If the character has an Amazing for his/her Psyche, he/she would need to roll at Incredible for the first strike and then Remarkable for the second.
-- If a player wants a character to take further actions in a Round after his/her initial one has been completed at a regular roll, the player must make a FEAT check on the Character's Fighting or Agility (whichever the following actions were going to take place under). A yellow success implies the character may do additional acts starting at -2CS for the first attack and -1CS thereafter for the Round.

- Multiple Actions Per Round without Powers: The character must have Talents enabling this or the character slides one shift to the left, on any Statistic rolls. I.e. A character wishes to punch Mr. Lex Luther in the face twice. He has a Remarkable Fighting. His fighting goes to Excellent since he is doing one extra action, and then Good for the second action. This shows that doing more than one action in 6 seconds is rather tough.
-- If a player wants a character to take further actions in a Round after his/her initial one has been completed at a regular roll, the player must make a FEAT check on the Character's Fighting or Agility (whichever the following actions were going to take place under). A yellow success implies the character may do additional acts starting at -2CS for the first attack and -1CS thereafter for the Round.

Multiple Turns can never go below Good (10). Once at Good (10), the character can take no further actions in the Round, to include dodging.

- Actions Under Fire: Some automatic actions may need to be rolled for if the character is under fire or the situation is very risky. For example, if a character tries to retrieve a fallen weapon while he/she is being shot at in the round may need to roll to ensure he/she can get it. Especially, actions that fall on the same initiative may warrant rolls.
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