DC Adventures GM Screen
DC Adventures GM Screen
DC Adventures GM Screen
Check Result than DC+15 DC+10 DC+5 DC DC-5 DC-10 DC-15 DC-20 Degree Four (Success) Three (Success) Two (Success) One (Success) One (Failure) Two (Failure) Three (Failure) Four (Failure) Damage Resistance Toughness vs. [Damage Rank +15]
No Effect -1 Penalty to further Damage Resistance Dazed until end of next Turn -1 Penalty to further Damage Resistance Staggered until Recovered -1 Penalty to further Damage Resistance Incapacitated
HERO POINTS
Edit Scene Heroic Feat Inspiration Instant Counter Recover (use Extra Effort) Improved Roll Add or change details to gain an advantage Gain 1 Advantage until end of next turn Gain a clue or hint from the GM Counter an Effect as a Reaction Remove Daze, Fatigue, or Stun, convert Exhausted into Fatigued Re-roll and take better roll. On a 1-10 add 10 to the result Action Bonus Power Resistance Retry Speed or Strength Power Stunt
EXTRA EFFORT
Additional Standard Action Add +2 Circumstance Bonus or Improve Circumstance Bonus to +5 Increase +1 Power Rank until next Turn Additional Resistance Check Used with some Powers +1 Rank until next Turn Gain Alternate Effect for Scene
DEBILITATED ABILITIES
Ability Agility, Dexterity, Strength Awareness, Intellect, Presence Fighting Stamina Effect Defenceless, Immobilized, Stunned Conscious & Aware Unaware (until restored to -5 Rank) Dazed, Defenceless, cannot make close attacks 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
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
ESCAPE (Grapple)
Move Action
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.
ACROBATICS
DC 5 15 20 30 0 5 10 15 20 +2 +5 +2 +5 +5 +5 Acrobatic Difficulties - Task Lessen damage from a fall (-1/ degree) Acrobatic manoeuvre Move from prone to standing as a free action Contort to fit through a tight space Balancing Difficulties - Surface A meter or more wide Wide ledge (1-3ft.) Narrow ledge (less then 1 ft.) Balance beam Tightrope Balancing Difficulties Circumstance Modifiers Surface slightly slippery Surface very slippery Surface slightly uneven Surface very uneven or angled Move at normal speed rank Not vulnerable while balancing
ATHLETICS
DC 0 5 10 15 20 -10 -5 -5 +2 +5 +5 +5 Check Roll Roll /2 Roll /5 Roll /10 DC 15 +5 +5 +5 +10 Climbing Difficulties - Surface Ladder Knotted rope Rope Uneven surface (rock-face) Rough surface (brick wall) Climbing Difficulties - Circumstance Modifiers Air duct, chimney, a brace against 2 opposite walls Corner, a brace against 2 perpendicular walls Climb less then 10 total Surface slightly slippery Surface very slippery +1 speed rank (up to full speed) Not vulnerable while climbing Jumping Distance Running Long-jump Standing Long-jump Running Vertical-jump Standing Vertical-jump Running +1 Speed rank for 1 Turn Swimming Difficulties Modifiers Rescuing someone who cannot swim Rough, choppy water +1 Speed rank (up to full ground speed) Stormy, turbulent water
SLIGHT OF HAND
DC 15 20 25 15+rank 30 10 20 Escaping Difficulties Ropes Handcuffs Straightjacket Power Effect Other Uses Contorting through a smaller space Legerdemain (vanish a small item) Steal an item (Perception contested to notice)
TREATMENT
DC 10 15 15 15 15 25 +5 +2 +5 +5 Security Difficulties Diagnose injuries and ailments Provide long-term care Revive Dazed or Stunned target Stabilize Dying target Treat Disease or Poison (provide +2 Bonus) Treat Disease or Poison (proved +5 Bonus) Conditional Modifiers No Medical Equipment or supplies Alien or unfamiliar metabolism Very alien or unfamiliar metabolism Treating self
PERCEPTION
DC 0 10 20 +5 +15 +10 Hearing Difficulties Normal Conversation Soft Noise Very quiet (hidden) noise Listen through a door Listen through a solid wall Wake up from sleep
PERCEPTION
DC 0 10 20 +5 +15 +10 Hearing Difficulties Normal Conversation Soft Noise Very quiet (hidden) noise Listen through a door Listen through a solid wall Wake up from sleep
INVESTIGATION
DC 10 20 25+ 15 15 +2 +5 +2 +5 Search Difficulties Sample Ransack an area to find a certain object Notice a secret Compartment, simple tap or obscure clue Find a well-hidden secret compartment, trap or extremely obscure clue Evidence Difficulties Task Analyze Evidence Gather Evidence Evidence Circumstance Modifiers Every day since event (max +10 modifier) Crime scene is outdoors Crime scene is disturbed Crime scene is highly disturbed Gather Information Results Type General Specific Restricted Protected
TECHNOLOGY
DC 10 15 20 25 30 35 40 +5 +1 Fail Security Difficulties Simple lock or home alarm system Quality lock or advanced home alarm system Business and corporate security High security: branch bank vault or museum Very high security: bank HQ vault, medium prison Maximum security: high security prison Super-max security: super-prison Conditional Modifiers Prevent tampering from being noticed Sets off security or trap
10 15 20 25
DECEPTION
DC -5 +0 +5 +10 +20 10 15 20 Circumstance Target wants to believe you Believable and doesnt affect target much Hard to believe or puts the target at risk Difficult to believe or puts the target at serious risk Unbelievable, almost too incredible to consider Innuendo Difficulties Basic message Complex message Message with new or detailed information
PERSUASION
DC 10 15 25 35 Changing Attitude Decrease Attitude 1 step Improve Attitude 1 step Improve Attitude 2 steps Improve Attitude 3 steps
Volume (Metric) 0.8 L 1.5 L 3L 6L 13 L 25 L 50 L 100 L 200 L 400 L 800 L 1700 L 3.5 kL 7 kL 15 kL 30 kL 60 kL 120 kL 250 kL 500 kL 1 ML 2 ML 4 ML 8 ML 15 ML 30 ML 60 ML 120 ML 250 ML 500 ML 1 GL 2 GL 4 GL 8 GL 15 GL 30 GL x2 491 TL 130 EL 16 ZL
3
Example Volume Draft beer Milk jug Large pot Small gas can Bucket Large gas can Car gas tank Bathtub Barrel of oil Hot water tank Backyard Pond Home Propane Tank 3 Tons of Ice or Coal Septic Tank Cement Truck Tanker Truck Building Water Tower Large backyard Pool Olympic Pool Big Ben Massive Redwood Whale Aquarium Hot Air Balloon Goodyear Blimp BP oil spill per day Parthenon Small Iceberg Hockey Arena Oil Tanker Super Oil Tanker Empire State Building Sports Superdome White House Niagara Falls 1 hour Average Cloud Lake Mead -Hover Dam Lake Erie 1/10th Earths water Planet Mercury 130 x Earths
1,600 lbs 800 kg 3,200 lbs 1600 kg 3 (long / metric) tons 6 tons 12 tons 25 tons 50 tons 100 tons 200 tons 400 tons 800 tons 1,600 tons 3.2 k-tons 6 k-tons 12 k-tons 25 k-tons 50 k-tons 100 k-tons 200 k-tons 400 k-tons 800 k-tons 1.6 M-tons 3.2 M-tons 6.4 M-tons 12.5 M-tons 25 M-tons x2 400 G-tons 105 Peta-tons 13 Exa-tons 110 Zetta-tons
130 YL
SI Measurements
1024 10 10
21
Yotta (Y) Zetta (Z) Exa (E) Peta (P) Tera (T) Giga (G) Mega (M) Kilo (k)
1018
15
Actions
Action AttAck Defense type effect
Aid Aim Charge Defend Disarm Escape Grab Recover Smash Trip
+5 -2 -2 -2
+2 -
Std Std Std Std Std Mve Std Std Std Std
Close; Attack check (DC 10), success grants +2 attack or defense, four degrees grants +5. Close or Ranged; +2 bonus if longer than close range Close; Speed rank in straight line, then attack Make an opposed check vs. attack, add 10 to roll of 10 or less Close; -5 at range; opposed check Damage vs. targets STR Opposed Athletics or Sleight of Hand vs. opponents routine STR or grab effect Attack check, if successful, target resists with STR or Dodge; see Grab p. 176 Remove highest level of damage or fatigue, or make resistance check; one per combat -5 attack if vs. a held object Attack vs. Parry, if successful make opposed Acrobatics or Athletics vs. targets Acrobatics or Athletics; defender is prone
MAneuvers
MAneUVer AttAck Defense type effect
Accurate Attack All-out Attack Defensive Attack Finishing Attack Power Attack Slam Attack Team Attack
+1 or 2 +1 or 2 -1 or 2 -1 or 2 -1 or 2 -
-1 or 2 +1 or 2 +1 or 2 -
-1 or 2 to Effect
Auto hit or attack vs. DC 10, if successful treat as a crit. +1 or 2 to Effect Charge, Damage is Damage or Speed ranks +1, full-speed is +2; you make Toughness check vs. 1/2 damage (round down) Must be simultaneous, must be vs. same defense, see page 179
bAsic conditions
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.
coMbined 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 attackers close attack checks, but -5 penalty to attackers ranged attack checks. Move action to stand. restrained: Hindered and vulnerable, immobile if restraints are anchored. staggered: Dazed and hindered. surprised: Stunned and vulnerable.
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