DC Universe RPG - Narrators Screen.pdf

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Item
Base
Damage Value
(BDV)
DC UNIVERSE S11u l1sT
REflWS
Acrobatics
Boating
Brawling
Climbing
Dodge
Driving
Martial
arts
Melee weapons
Piloting
Riding
Sneak
COMMON WEAPONS
PERCEPTION
Artist
Engineering
Hide
Invent
Know-how
Repair
Search
Shadowing
Streetwise
Surveillance
Survival
Tracking
BDV
Range
3D (edge)*/
PHYS-2/PHYS-1/-
t
Axe
2D
(handle/flat of
head)*
Baseball
bat,
large s
tick
3D*
PHYS-2/PHYS-1
/- r
Baton,
nightstick
3D*
Bo staff
2D*
PHYS-4/ PHYS-2/PHYS-1
t
Boulder,
small
3D*
6/-/-(to
strike)
Bullwhip
20 *
Composite bow
30 *
30/ 7S/130
with target
arrows
20*
15/30/50
Dagger
PHYS-I/PHYS/ PHYS+ 1
t
3D*
Escrima fighting stick
30/90/ 16S
Handgun,
large
SDx3
SDx2
30/7S/
lSO
Handgun,
small
75/22S/4SO
6Dx3
Laser pistol
7S0/3000/6000
SDx4
Laser
rifle
20*
Nunchaku
O*
PHYS-1/PHYS/-
t
Pocket
knife
4Dx4
60/22S/600
Rifle
6Dx3
Rifle,
assault
60/ 180/S40
10*
PHYS-2/PHYS-1/PHYSt
Rock, large
O*
PHYS-1/PHYS/PHYS+
1t
Rock, small
4Dx4
Shotgun
60/90/22S
5Dx3
30/60/l SO
Submachine
gun
Shuriken
10*
l
S/30/45
40
(edge)*/2D (flat)*
Sword
BDV
Range
Explosives
PHYS-2/ PHYS-l/PHYS
t
Dynamite
SDx3
Fragmentation grenade
PHYS-1/
PHYS/PHYS+ 1
t
6Dx3
Plastic explosive
SDx3
0
:j:
PHYS-1/PHYS/PHYS+ 1t
Smoke grenade
PHYS-1/PHYS/PHYS+
1t
:j:
Tear
gas
Weapon
1
Range
ACTIONS IN
ROUNDS
Bash:
Hit
an opponent with a blunt
weapon
.
.(melee weapons)
Catch:
Stop
the
movement of a
thrown
or d
ropped
object or
person.
(The
catc
her
must act
later
in
the ro und
than
the person
doing
the
throwing or
dropping.)
(catch)
Choke:
Grab
a
person's
neck
and
grip
tightly.
(brawling
or
martial arts)
Communicate:
Relay plans or
exchange complex
ideas
and
information
with
other
characters (more
than
a
few words or one
sentence).
Disarm:
Remove an object from an opponent's hand. This action is
treated as a called
shot.
(brawling, martial arts, melee weapons, marksman-
ship,
or
thrown
weapons)
Dodge:
Actively evade a
n
attack.
(dodge)
Entangle:
Throw an
entangling
weapon at an opponent.
(thrown
weapons)
Escape:
Break a hold.
(Physique
or
lifting)
Grab:
Latch onto
an
opponent. Depending on where the opponent was
grabbed,
he
can
take
other
actions.
(brawling
or
martial arts)
Kick:
Strike out at an opponent with
a
foot.
(brawling
or
martial arts)
Leap:
Jump over an opponent or onto a table or any other such
maneuver.
(leap)
City
mailbox
60
Fire hydrant
6D
Manhole
cover
SD
Park statue
SDx2 or more
(depending on size
and
material)
Parking mete
r
30
Street
sign
3D
Streetlight
4Dx2
Telephone pole
8Dx2
Tree
SD or more
(depending
on size)
Note:
Use
the
Base Damage
Value
as the
Passive
Defense Value of the
item.
Its total
number
of
Body
Points
equals 10 times
the
Base
Damage
Value.
Modify these values
depending on the circumstances.
PHYSIQUE
Flying
Leap
Lifting
Resistance
Running
Swimming
KNOWLEDGE
Arcane
lore
Computer ops
Criminology
Demolitions
Forgery
Languages
Medicine
Navigation
Research
Scholar
Science
Security
CIORDINATIDN
Catch
Lockpicking
Marksmanship
Missile weapons
Sleight of
hand
Thievery
Thrown weapons
PRESENCE
Animal handling
Bluff
Charm
Command
Disguise
Interrogation
Intimidation
Persuasion
Willpower
COMMON ARMOR
Armor
Bulletproof vest
Flak jacket
Leather, light
Leather,
heavy
Armor
Value
(AV)
16
18
6
10
Lunge:
Stab forward
with
a pointed
weapon,
such as a sword
or
a
knife.
(melee
weapons)
Move:
Maneuver around the area up to your Speed .
Parry:
Block an
opponent's
blow.
(brawling,
martial
arts,
or
melee
weap-
ons)
COMBAT BASICS
Defense Total
=
Defense Value +
defense modifiers
Defense
Value
=
Passive Defense Value or any active defense
skill
roll
Passive
Defe
nse Value=
(Reflexes
or
acrobatics
or
dodge+
modifiers)/2
Damage
Total
=
Base Damage
Value
+ attack
modifiers
-Armor
Value
Effect Value
=
skill roll
-
Defense
Total
Note:
Defense modifiers include range,
cover, scale,
and
other
Narrator
options. Attack modifiers
include
the Effect Value, the
Physique/lifting
bonus, and
other Narrator-chosen
modifiers.
,
GENERIC
DIFFICUlTIES
Number
Level
Very Easy
1
2
Easy
Moderate
3
Difficult
4
Very
Difficult
S
Extremely Difficult 6
Heroic
7
Very Heroic
8
Super-Heroic
9
Legendary
10
DIE CODE COMPUISON
Die Code
Description
Below average
Average human
Average hero
Competent
Skilled
Professional
Exceptional
Brilliant
Nationally
renowned
World
renowned
Grand
master
Sector renowned
Galactically
renowned
Legendary
Mythical
Blast Radius
2/S/10
3/8/ 16
10
20
3D
40
SD
60
70
8D
90
lOD
110
120
130
140
15D
1/-/-
86 square
feet
86
square
feet
DAMAGE BASICS
Brawling
damage
equals
20
plus the hero's
Physique/lifting
bonus for fists, feet, and
other such
equals
the total times 10,
in feet.
~:Smoke
grenades and
tear
gas give all within
blast
areaa-1Dpenalty to
all
Reflexes, Coordination,
and sight-based
Perception
rolls.
*These
weapons
get
a
Physique/lifting
bonus
as their
attack
modifiers.
body parts.
Martial arts
damage equals
ID
plus the hero's
Physique/lifting
bonus for
fists,
feet,
and other
such body parts.
Unarmed
damage without using a
skill
is
ID
plus
the
hero'sPhysique/li
fting
bonus
for fists,
feet,
and
other such body parts.
Thrown
weapons, melee weapons, and
most
missile weapons do
their
listed damage plus the
hero's
Physique/lifting
bonus. Other weapons do
the
damage listed.
For powers that
do
damage,
see
Chapter
3.
The Physjque/lifting
bonus equals
the
Physique
or
lifting
die code divided
by 2,
rounded
down.
GENERIC MODIFIERS
Significance
Slight
Significant
Decisive
Overpowering
Modifier
+/-1
+/-2
+/-3
+/-4
VILLAINOUS ACTS
o
r
ganizing
a
crime
minor c
rimes
(fo
rgery,
selling
s
to len
material)
rut hless dest ructio n of p
roper
ty
theft
•murder
Pin:
Pin an
opponent
by either holding
him
to
the
ground
or tacking a
piece of his clothing to a wall or other nearby
object.
When pinning
clo thing,
this
is a called shot.
When pinning t
he
whole
opponent , use the
t
ackling
rules.
(brawling, martial arts, melee weapons, marksmanship,
or
thrown weapons)
Punch:
Strike
out
at an
o
pponent with a fist.
(brawling
or
martial arts)
Push:
Forcibly move an opponent. Use the charging
attack/knock-b ack
rules
to determine the result.
(brawling
or
martial arts)
Quick
Draw:
Act
rapidly in a round, such as draw a
nd fire
a
weapon
in
one
smooth
motion. This option counts as
all
the actions for hero's turn. (any
attack
skill)
Ready a We apon:
Draw
a
gun, unsheathe
a knife, reload
a
rifle, and
s
imilar
actions.
Run
Away:
Flee from the scene.
(running)
Shoot. Fire
a missile weapon.
(marksmanship)
Slash:
Swing
an edged
weapon.
(melee
weapons)
Tackle:
Overcome an opponent
by attacking
him with your body. Once
tackled, the opponent can do nothing ot her t
han
attempt
to break
t
he
attacker's grip.
(brawling
or
martial arts)
Throw a
Weapon:
Toss
a
weapon
at an
oppo ne nt.
(thrown weapons)
Trip: Quickly
force one
or
both of an opponent's
legs
upward .
(brawling
or
martial arts)
Use
a Skill or Power: Perform
an
action
related
to
a
power
t
he hero
possesses or
a
skill she wants to use.
Vehicle Maneuver: Pe rform
a
stunt
in
a moving vehicle.
(driving
or
piloting)
Defense Total
=
Defense Value
+
defense modifiers
Defense Value =
Passive Defense Value or any active defense skill roll
Passive Defense
Value
=
(Reflexes
or
acrobatics
or
dodge
+
modifiers)/2
Damage Total=
Base Damage Value+ attack modifiers -Armor Value
Effect Value
=
skill roll - Defense Total
Note:
Defense modifiers include range, cover, scale, and other Narrator
options. Attack modifiers include the Effect Value, the
Physique/lifting
bonus,
and other Narrator-chosen modifiers.
RANGE MODIFIERS
Range
Point
Blank
Short
Medium
Long
Defense
Modifier
INANIMATE OBJECTS
PASSIVE DEFENSE VALUES
Material
Examples
Passive Defense
Value
Cotton cloth,
gold,
window
glass, soft wood
Hard
wood,
plastic
siding
Ice,
brass,
ceramic,
bicycle
tire
Sheet
aluminum, asphalt,
hard plastic
Bulletproof
glass, concrete
sidewalk,
cast
iron
Car door,
reinforced
concrete
Shale,
quartz,
reinforced steel
Granite, bank
vault
door
Diamond, titanium
Promethium
metal
DIE CODE COMPARISON
REFLEXES
Acrobatics
Boating
Brawling
Climbing
Dodge
Driving
Martial arts
Melee weapons
Piloting
Riding
Sneak
llFTIN6
DIFFICULTIES
&
MODIFIERS
Superhuman
Weight
Human
(11D-15D)
(ID-SD)
20
pounds
I
50
pounds
2
100 pounds
3
200 pounds
4
400 pounds
5
1,000 pounds
6
1,500 pounds
7
lton
8
2tons
9
10
1
3
tons
4
tons
11
2
5 tons
12
3
4
6tons
13
7 tons
14
5
8tons
15
6
9 tons
16
7
IO
tons
17
8
20 tons
18
9
19
10
1
30 tons
2
40
tons
20
11
50
tons
21
12
3
22
13
4
IOO
tons
150
tons
23
14
5
200 tons
24
15
6
250 tons
25
I6
7
300 tons
17
26
8
27
18
9
400 tons
28
19
10
500 tons
Note:
The chart on which a player rolls depends on the value of the
hero's
Physique.
If
a hero has
40
in
Physique,
she rolls on the "Human"
column.
If
she has
60,
she rolls on the
"Metahuman"
column, while a
hero with
120
in
Physique
and
lifting
rolls on the "Superhuman" column.
Additionally,
heroes
must roll regardless of the difficulty, because a
critical failure on the
Wild
Die means that the hero failed to get a good
grip on the object or that he dropped
it.
Time
Difficulty Modifier
1-6 rounds
0
+
1
7
rounds to 3 minutes
3-10 minutes
+2
10-30
minutes
+3
30-60 minutes
+4
Note:
After the first hour, the hero must make a check once per hour at
the
same difficulty as one
hour.
If
the hero fails the roll,then he must rest for twice
·
as
long
as he was lifting
the
weight.
Difficulty
Metahuman
(6D-10D)
COMMON WuPONS
Weapon
Axe
BDV
Range
PHYS-2/PHYS-1/-
f
3D (edge)*/
20 (handle/flat of head)*
3D*
Baseball
bat, large
stick
3D*
PHYS-2/PHYS-1/-
t
Baton, nightstick
2D*
Bo staff
Boulder, small
30*
PHYS-4/PHYS-2/PHYS-I
1
20*
Bullwhip
6/-1-
(to
strike)
C0mposite bow
with
target arrows
30*
30/75/130
2D*
Dagger
15/30/50
3D*
PHYS-I/PHYS/PHYS+
It
Escrima fighting stick
Handgun,
large
5Dx3
30/90/165
Handgun,
small
5Dx2
30/75/150
Laser pistol
6Dx3
75/225/450
Laser
rifle
5Dx4
750/3000/6000
Nunchaku
20*
Pocket knife
0*
PHYS-I/PHYS/-
t
Rifle
4Dx4
60/225/600
Rifle, assault
6Dx3
60/180/540
ID*
PHYS-2/PHYS-1/PHYSt
Rock, large
0*
PHYS-I/PHYS/PHYS+
1
t
Rock,
small
Shotgun
4Dx4
60/90/225
Submachine gun
5Dx3
30/60/150
ID*
Shuriken
15/30/45
40 (edge)*/20 (flat)*
Sword
Explosives
Dynamite
Fragmentation grenade
Plastic explosive
Smoke grenade
Tear gas
BDV
5Dx3
6Dx3
5Dx3
:~
=t-
MAKESHIR
WUPONS
Item
City mailbox
Fire
hydrant
Manhole cover
Park statue
(depending on size and material)
Parking meter
Street sign
Streetlight
Telephone pole
Tree
(depending on size)
Base
Damage
Value
(BDV)
60
60
50
5Dx2
or
more
30
30
4Dx2
8Dx2
50 or more
KNOWLEDGE lconll
Forgery
Languages
Medicine
Navigation
Research
Scholar
Science
Security
Die Code
Description
Below average
Average
human
Average hero
Competent
Skilled
Professional
Exceptional
Brilliant
Nationally renowned
World renowned
Grand master
Sector renowned
Galactically renowned
Legendary
Mythical
1D
2D
3D
4D
5D
6D
-1
0
+1
+2
1
2
3
DAMAGE BASICS
Brawling
damage equals
20
plus the hero's
Physique/lifting
bonus for fists,
COVER
MODIFIERS
Cover
Light
smoke/fog
Thick
smoke/fog
Very thick
smoke/fog
Dim
light, twilight
Moonlit night
Complete darkness
Defense
Modifier
PERCEPTION
Artist
Engineering
Hide
Invent
Know-how
Repair
Search
Shadowing
Streetwise
Surveillance
Survival
Tracking
7D
8D
9D
IOD
110
120
13D
14D
150
feet and other such body parts.
Martial arts
damage
equals
lD
plus the hero's
Physique/lifting
bonus for
fists, feet, and other such body parts.
Unarmed damage without using a skill is
lD
plus the hero's
Physique/lifting
bonus for fists, feet and other such body parts.
Thrown weapons, melee weapons, and most missile weapons do their listed
damage plus the
hero's
Physique/lifting
bonus. Other weapons do the
damage
listed.
• For powers that do damage, see Chapter
3.
ThePhysique/ liftingbonus
equals the
Physique
or
lifting
die code divided by
2,
rounded down.
4
COORDINATION
5
6
7
8
Catch
Lockpicking
Marksmanship
Missile weapons
Sleight of hand
Thievery
Thrown weapons
25%
covered
50%
covered
75%
covered
+1
+2
+3
+l
+2
+4
+1
+2
+4
Note:
Use
the Base Damage Value as
the
Passive
Defense Value
of the
item.
Its
total number
of Body Points equals IO times the Base Damage Value.
Modify these values depending on
the
circumstances.
COMMON ARMOR
Armor
Bulletproof vest
Flak jacket
Leather,
light
Leather, heavy
Armor
Value
(A
\I)
16
I8
9
10
PHYSIQUE
Flying
Leap
Lifting
Resistance
Running
Sy,rimming
Note:
For
Body
Points,
multiply the Pas-
sive
Defense Value by
5
to
10,
depending
on size,
thickness,
quality, and
so on.
The
Passive
Defense
Value
can
also be
used
as a quick Base Damage Value, modified
by the shape and length
of
the material.
PRESENCE
Animal handling
Bluff
Charm
Command
Disguise
Interrogation
Intimidation
Persuasion
Willpower
NATURAL
HULING
Activity
Full rest
Light activity
Heavy activity
Body
Points Healed Per Day
GENERIC
DIFFICUlTIES
Level
Number
Very
Easy
Easy
Moderate
Difficult
Very Difficult
Extremely Difficult
Heroic
Very Heroic
Super-Heroic
Legendary
6
IO
SCALI VALUES
Object
Eight-story building
Four-story
building
Two-story
house
Value
KNOWLEDGE
Arcane lore
Computer ops
Criminology
Demolitions
Range
PHYS-2/PHYS-l/PHYSt
PHYS-1/PHYS/PHYS+
1t
0
PHYS-I/PHYS/PHYS+
l
t
PHYS-I/PHYS/PHYS+
l
r
Blast
Radius
2/5/10
3/8/16
1/-/-
86 square feet
86 square feet
5
3
1
I
MEDICINE
HutlNG RATE
Die Face
Critical failure
Failure
Success
Critical success
Body
Points Healed
Aid
fails
City bus
Average car
Average person
Small child
Bread box
Fashion doll
Action figure
Plastic army
figure
Ant
5
4
3
2
1
2
3
4
5
6
7
8
9
10
SURl/ElllANCE
DIFFICULTIES
Situation
Noticing
obvious, generic facts; casual glance
Noticing
obvious details, number of people
Noticing
a
few less· obvious details, gist of conversation
Spotting a few specific details, identities of individuals
Spotting
a
few obscure details, specifics of conversation
Noticing many obscure details
Difficulty
l
D1E Rou CHART
Result
Failure
Success
Result
Critical
failure
Failure
Success
Critical
Standard
Die
Hero Die
1-2
3-6
Wild Die
2
4
6 (and another roll)
0
1
~
Wild
Hero
Die
8
SNEAK,
HIDE,
&
SHADOWING
MODIFIERS
Difficulty
Modifier
Condition
Heavy
rain or snow
-1
-1
Dawn,
dusk, fog,
trees,
crowd, etc.
Night
-2
Inattentive
observer
-2
Dense concealment (such as thick jungle)
-2
Many distractions (party, parade, combat)
-2
Attentive observer
Open terrain
Good lighting
Several observers
tRange
equals the total times 10, in feet.
=i=Smoke grenades and tear gas give all within blnst area a-1 Dpenalty
to
all
Reflexes, Coordination,
and
sight-based
Perception
rolls.
*These weapons get a
Physique/lifting
bonus
as their attack modifiers.
2
4
6
8
10
2
3
HULING POWER RATE
Die Face
Critical failure
Failure
Success
Critical success
Body Points Healed
1
4
5
2
2
4
3-5
6
~
c:!)
8
~
GENERIC MODIFIERS
Significance
Slight
Significant
Decisive
Overpowering
Modifier
+/-1
+/-2
+/-3
+/-4
KNDWLEa111-BASED
S11us DIFFICULTIES
Amount
of Information
Basic
or
common information; unconfirmed rumors
Theories; generalities
Complex concepts; moderately
detailed information
Professional level; extensive (though
not
complete) information
Cutting-edge
topics; extensive
information, including peripheral details and extrapolations
Difficulty
1
3
5
• organizing a crime
minor
crimes (forgery,
selling
stolen
material)
• ruthless
destruction of property
• theft
•murder
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