I am re-working Resolve to be simpler - it is a pool of points you have to use at your discretion, refreshing every turn. I am adding a new layer, Stunts, for the special things you try to do that are extra super heroic. Here's the first draft of the section on Stunts. I really like this... and it follows a section on sacrificing actions. For every action you give up, you add +2 to the first action you take. I am liking the action rules... I can think of Hawkeye using one action to slide down a pitched rooftop as he fires three arrows, or Spidey leaping between walls as he fires webs at the pistols of four common criminals.
Stunts
A stunt is an exceptional, fantastic, outside-the-box use of a power or ability. A stunt pushes your attributes and gifts beyond their normal boundaries, in order to achieve something spectacular. You may attempt one stunt per turn. When you attempt a stunt, you must sacrifice at least one action, and commit at least 1 die from your resolve pool (to be spent as needed or desired). Describe what you are trying to do, and the GM sets a CR. For each action you sacrifice, add +2 to your action. If a stunt is successful, you must attempt a Feat, CR 24. If successful, you suffer no ill effects. If you fail this Feat, you suffer a consequence, as the stunt took something out of you.
Stunt Consequences (Roll 1d4)
1. Suffer half of your current hit points in
damage.
2. Be stunned and unable to act for 1d4
rounds.
3. Suffer -4 to the attribute or gift you
used for the rest of the turn.
4. Suffer a penalty as if you had a hex (page xx) for the rest of the turn.
In Play: Doc Stalwart has been battling a huge robot for several rounds. He has had trouble damaging it, as its thick armor plating (Invulnerability 8) largely pushes aside his blows. He decides to perform a stunt, attempting to break open the armor plating so that he can damage it. He has 8 actions per round. He uses 1 action to rip the claw from a nearby backhoe, and another action to leap at the robot. He will then try to gouge the armor open with this found weapon. He gives up five actions, so receives +10 to his attack roll. He rolls 13 +11 (his attack modifier) +10 (the bonus from the sacrificed actions). He gets 34. While the AC for the robot is only 22 (meaning he hits easily), the GM determines that the action itself is CR 36. It’s a very powerful robot. He needs to use one of the dice from his resolve pool, rolling 1d10 and getting 3. This is enough to meet the DT, and he’s successful. He rips open the armor, and can dig the claw into the core of the creature’s central processing system. Doc decides to spend the rest of the resolve on this, dealing his normal 1D10+5 damage, but adding his full remaining resolve pool, 4d10, to the damage. He rolls a total of 24 damage, dealing significant internal damage to the robot. Doc must attempt a Feat, rolling a botch – a natural 1; he has no resolve left, and couldn’t use it here anyway because of the botch. He rolls 1d4 and gets 3. He suffers -4 to his MGT for the rest of the turn, having pulled muscles in his back and shoulders in the mighty effort. The GM decides that the robot now has no invulnerability, and it suffers a penalty of -2 to AC until it can be repaired.
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