DC Adventures Quick Start.pdf
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dc Adventures QuIck stArt
tm
With the DC A
D v e n t u r e s
roleplaying game, you can create your own super hero and take your place amongst
the legendary characters of DC Comics. Have you ever wanted to team-up with
Batman, thwart Lex Luthor’s schemes, or defend the universe
as part of the Green Lantern Corps? Now you can with
DC A
D v e n t u r e s
!
Powered by the award-winning M
u t A n t s
& M
A s t e r M i n D s
game system, the 280-page DC A
D v e n t u r e s
Hero’s
Handbook
provides you with everything you need
to create your own fantastic stories set in the DC
Universe. Lavishly illustrated by DC Comics artists,
the full-color, hardcover
Hero’s Handbook
contains
hero creation and game play information, advice on
creating your own adventures and series, an overview
of the DC Universe, and 28 of its most famous heroes
and infamous villains.
A STRONG
FOUNDATION
DC A
D v e n t u r e s
is built on the M
u t A n t s
& M
A s t e r M i n D s
game system, winner of multiple awards and the lead-
ing super-hero RPG for nearly a decade. DC A
D v e n t u r e s
is a complete, stand-alone game, but it is also fully
compatible with the third edition of the M&M game
rules.
EASY TO USE
Everything your hero does in DC A
D v e n t u r e s
is resolved
with a simple system of action checks: a twenty-sided die roll, plus or
minus modifiers based on your hero’s traits and the situation. Compare the result to a number that
rates the difficulty and you immediately know if your attempt succeeded or failed and by how much.
HEROIC ACTION
DC A
D v e n t u r e s
uses hero points to give characters the opportunity to really pull out all the stops when it counts. Play-
ers can spend hero points to improve die rolls and help their heroes shake off damage. Hero points put the keys to
success in the players’ hands and give the Gamemaster a way to reward them for successful and heroic play.
GET INTO THE GAME!
You don’t have to wait to try out the DC A
D v e n t u r e s
game for yourself. This
Quick Start
gives you everything you need to
take the game out for a spin, complete with a super-hero slugfest between Superboy, the Teen of Steel, and the brawl-
ing bombshell Knockout!
Check out
DC A
D v e n t u r e s
on the web at
mutantsandmasterminds.com/dc_adventures
IntroductIon
1
tm
THE RULES
Games have rules, and DC A
D v e n t u r e s
is no different in that respect. The essence of the M
u t A n t s
& M
A s t e r M i n D s
game sys-
tem that powers DC A
D v e n t u r e s
is actually quite simple. The vast majority of the rules expand upon the core mechanics of
the system, providing special-case rules or situational modifiers. So long as you understand the essentials of the game,
you can handle just about any situation that comes up; just choose an appropriate type of check, a Difficulty Class, and
make a roll to see if the character succeeds or not! It’s that simple.
RANK
CHECKS
Every trait in DC A
D v e n t u r e s
—abilities, skills, powers, and
so forth—has an associated
rank
, a value telling you how
strong (or weak) that trait is. Ranks run from –5 (very weak)
all the way up to 20 (incredibly strong) or more, with an
average of 0. Superboy’s Strength, for example, is rank
15,
far
above the greatest Strength of an ordinary human
(around rank 5). The Kid’s Intellect, on the other hand, is
rank 1; above average, but it doesn’t break the bank.
Actions in DC A
D v e n t u r e s
are all resolved through
checks
,
a roll of a 20-sided die, plus a
modifier
derived from a
character’s trait ranks. If the total of the check equals or
exceeds the Difficulty Class, the action is a success. If it
doesn’t, then it’s a failure.
So, for example, an unarmed attack check for Superboy
is his Fighting ability rank (4), plus his Close Combat: Un-
armed skill rank (5), for a total of 9, plus the result of a roll
of the die. The DC is the Parry of his target, plus 10 (19, in
the case of Knockout).
DIFFICULTY CLASS
DEGREES
Every task—from making an attack to avoiding harm to
figuring out a gadget—has a
Difficulty Class
or
DC
, a num-
ber that tells you how hard that task is to perform. DCs
range from 0 (automatic, so easy it’s not worth rolling) to
40 (nearly impossible):
Checks often have
degrees
of success or failure: Just rolling
a success or failure counts as one degree. Every five full
points a check result is over or under the difficulty class
adds a degree. Fractions are ignored. So DC 10 check with
a result of 13 is one degree of success, just as a result of 8 is
one degree of failure. A result of 16 is two degrees of suc-
cess (6 over DC 10, ignoring the fraction) whereas a result
of 5 is two degrees of failure (5 under DC 10).
CHECK EXAMPLES
Difficulty (DC)
Example (Traits Used)
Very easy (0)
Notice something in plain sight
(Awareness + Perception)
RESISTANCE CHECKS
Easy (5)
Climb a knotted rope (Strength
+ Athletics)
Avoiding an effect is a
resistance check,
with a Difficulty
Class of the effect’s rank plus 10 or 15 depending on the
effect. A successful resistance means you avoid the effect,
a failed check means you suffer some (or all) of the effect.
Average (10)
Hear an approaching
security guard (Awareness +
Perception)
Tough (15)
Disarm an explosive (Intellect +
Technology)
CIRCUMSTANCE MODIFIERS
Challenging (20)
Swim against a powerful
current (Strength + Athletics)
Some circumstances make checks easier or harder, result-
ing in a positive or negative modifier to the check. Charac-
ters at an advantage are said to have a circumstance bonus
for the check, while those at a disadvantage have a circum-
stance penalty. Apply a modifier of +2 if the character has
a bonus (+5 for a major bonus) and a modifier of -2 for a
penalty (-5 for a major penalty).
Formidable (25)
Climb a wet, slippery rock-face
(Strength + Athletics)
Heroic (30)
Overcome a sophisticated
security system (Intellect +
Technology)
Super-heroic (35)
Convince the guards even
though you have no credentials,
they should let you into the
building (Presence + Deception)
ACTION!
When things really start happening in a DC A
D v e n t u r e s
game, time is broken down into six-second segments
called
rounds
(sometimes “action rounds”). A round isn’t
very much time. Think of it like a page in a comic book,
just long enough to go around the table once, with each
Nigh-impossible (40)
Track a trained commando
through the jungle on a
moonless night after 12 days of
rainfall (Awareness + Perception)
2
the rules
tm
character doing something. Each character’s portion of
the round is called their
turn
.
a check of Toughness rank against a difficulty class equal
to 15 plus the damage rank. So, for example, Superboy re-
sisting a punch from Knockout is a check of his Toughness
15 against a DC of (Knockout’s Strength 15 plus the base
difficulty class of 15) or 30. The results of a damage resis-
tance check are shown on the accompanying table:
On your turn, your character can move and do something
else like make an attack or use a power. So, for example,
on his turn, Superboy could fly (or run at super-speed) and
also throw a punch, use his heat vision, lift a heavy object,
or some other action.
DAMAGE RESISTANCE CHECK
MOVING
TOUGHNESS VS. [DAMAGE RANK + 15]
Success:
The damage has no effect.
A normal person can move about 30 feet per turn (twice that
if doing nothing other than moving). Heroes and villains of-
ten have powers that allow them to move
much
faster. Su-
perboy, for example, has both the Flight and Speed powers,
making him faster than a fighter jet! Such characters can
move up to the listed speed for their power each turn.
ATTACKING
Failure (one degree):
The target has a –1 circumstance
penalty to further resistance checks against damage.
Failure (two degrees):
The target is dazed until the end
of their next turn, able to move or attack, but not do
both. The target has a –1 circumstance penalty to fur-
ther checks against damage.
Failure (three degrees):
The target is staggered: able
to move or attack, but not both, each turn, and mov-
ing at only half speed. The target has a –1 circumstance
penalty to further checks against damage. If the target
receives three degrees of failure on a Damage resistance
check again, apply the fourth degree of effect.
DC A
D v e n t u r e s
characters can attack in various ways, from a
simple punch to using weapons or amazing powers, but it
is all handled the same way: characters have an attack bo-
nus, based off Fighting for close attacks and Dexterity for
ranged attacks, modified by the character’s Close Combat
or Ranged Combat skill. Superboy, for example, has Fight-
ing 4 and Close Combat: Unarmed 5, giving him a bonus
of (4 + 5) or 9 when throwing a punch. His Dexterity 2 and
Ranged Combat 7 skill also give him a 9 bonus with his
heat vision.
Failure (four or more degrees):
The target is incapaci-
tated : knocked out and unable to act.
HERO POINTS
Heroes have a resource called
hero points
, representing
the determination and strength of spirit that helps them
accomplish the impossible when they have to. The Game-
master awards players hero points for facing difficulties
in the game and generally behaving heroically. You can
spend your hero points to do one of the following:
When making an attack, roll a check using the attack’s
bonus against a Difficulty Class equal to 10 plus the tar-
get’s appropriate defense: Parry for close attacks, Dodge
for ranged attacks. A check total (the die result plus the
bonus) that equals or exceeds the DC is a success, while a
total that is less than the DC is a failure.
DAMAGE
•
Re-roll a die roll and take the better of the two rolls.
If the second roll is a 10 or less, add 10 to it so the
result is 11–20.
An attack that hits causes damage, which is ranked like all
other traits in DC A
D v e n t u r e s
. Unarmed damage is based
on Strength rank, while the damage caused by powers is
based on the power’s rank (such as Superboy’s heat vision,
which does Ranged Damage 12).
•
Immediately remove a dazed condition from dam-
age, allowing your hero to act normally.
The DC A
D v e n t u r e s
Hero’s Handbook
describes many other
uses for hero points, but these two are the basics for this
Quick-Start.
A character hit by a successful attack can avoid some or
all of the damage with a damage resistance check. This is
the rules
3
superboy
tm
When Superman was
believed killed by
Doomsday, Project
Cadmus attempted
to replace him with
a clone, grown from a
combination of Krypto-
nian and human DNA. When
Superman returned, he gave the
young man the name “Kon-El” and
the secret identity of “Conner Kent.”
Since then, Superboy has worked to live
up to the legacy of the Man of Steel, including attend-
ing school in Smallville and working with the Teen Titans.
He has his work cut out for him, since he learned his human
DNA came from none other than Superman’s arch-foe Lex Luthor!
Superboy’s tactile telekinesis
seems
like superhuman strength
(along with invulnerability and flight) but allows him to do some
things sheer strength cannot. He can disassemble machines and
other objects he is touching simply by willing it, extend the protection
of his telekinetic field over someone else, or project force down into the
ground to create a powerful shockwave.
SUPERBOY
PL12
SKILLS
Close Combat: Unarmed 5 (+9), Deception 4 (+6), Insight 4 (+6),
Perception 6 (+8), Ranged Combat: Heat Vision 7 (+9)
STR
STA
AGL
DEX
FGT
INT
AWE
PRE
15
10
2
2
4
1
2
2
POWERS
Flight:
Array (26 points)
Flight 13 (30 miles per round) •
OFFENSE
InITIaTIVE +2
•
26 points
Speed 13 (30 miles per round) •
Unarmed +9
Close, Damage 15
•
1 point
Heat Vision:
Ranged Damage 12 (heat) •
24 points
Invulnerability:
Protection 5, Impervious Toughness 12;
Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum)
•
22 points
Super-Senses:
Senses 7 (Acute and Extended Hearing,
Extended Vision 3, Infravision, Ultra-Hearing) •
7 points
Super-Speed:
Quickness 6 •
6 points
Super-Strength:
Enhanced Strength 3, Limited to Lifting
(Lifting Str18; 6,000 tons) •
3 points
Tactile Telekinesis:
Array (15 points), Alternate Effects of
Strength Damage, Feature 1: Can exert Strength without
moving •
1 point
Disassemble:
Heat Vision +9
Ranged, Damage 12
DEFENSE
DODgE
9
FOrTITUDE
13
Parry
9
TOUgHnESS
15
WIll
11
COMPLICATIONS
Identity:
Conner Kent, Smallville High School Student.
relationship:
Conner has been romantically involved with
Cassie Sandsmark (Wonder Girl).
Secret:
His connection to Lex Luthor sometimes makes
Superboy doubt himself.
Weakness:
Kryptonite leaves Superboy impaired, disabled,
and eventually debilitated in terms of Strength and powers. His
condition becomes dying after a few minutes of exposure.
•
Transform 5 (assembled into disassembled),
Continuous •
1 point
Shield Others:
•
Protection 15, Affects Others Only •
1 point
•
Shockwave:
Burst Area Affliction 12, Extra Condition,
Limited Degree (Resisted by Fortitude; Dazed and
Vulnerable, Stunned and Defenseless), Limited (Superboy
and targets must be touching the ground) •
1 point
POWER POINTS
abIlITIES
76
SkIllS
13
ADVANTAGES
All-out Attack, Extraordinary Effort, Move-by Action, Second
Chance (resist mind control), Taunt
POWErS
93
DEFEnSES
24
aDVanTagES
5
TOTa l
211
4
superboy
knockout
tm
A former Female Fury from Apokolips, Knockout (“Kay” to her friends) rebelled against Granny Goodness and escaped to
Earth. She became a dancer in a Hawaiian club called the BoomBoom Room before the challenge of Earth foes like the
Boy of Steel drew her attention. Unable to resist a challenge (or a pretty face), Knockout has committed crimes largely
for the challenge and the opportunity to fight worthy opponents. In spite of her flirtatious, devil-may-care attitude and
her escape from the fire-pits of Apokolips, Knockout is a stone-cold killer.
KNOCKOUT
PL12
POWER POINTS
abIlITIES
STR
STA
AGL
DEX
FGT
INT
AWE
PRE
15
15
3
3
9
0
1
2
96
SkIllS
15
POWErS
17
DEFEnSES
14
POWERS
Fast Healer:
Regeneration 3 (Knockout removes a –1 penalty
due to damage every three rounds) •
3 points
Strong:
Enhanced Strength 4, Limited to Lifting (lifting Str 19;
12,000 tons) •
4 points
Tough:
Immunity 2 (Aging, Disease), Impervious Toughness 8
•
10 points
aDVanTagES
6
TOTa l
148
ADVANTAGES
All-out Attack, Attractive, Fast Grab, Improved Initiative, Power
Attack, Takedown
SKILLS
Acrobatics 4 (+7), Expertise: Dancer 6 (+8), Insight 4 (+5),
Intimidation 6 (+8), Perception 4 (+5), Ranged Combat:
Throwing 6 (+9)
OFFENSE
InITIaTIVE +7
Unarmed +9
Close, Damage 15
Throwing +9
Ranged, Damage 15
DEFENSE
DODgE
9
FOrTITUDE
15
Parry
9
TOUgHnESS
15
WIll
9
COMPLICATIONS
Competitive:
Knockout likes to
win.
She lives
for the fierce competition of battle.
Flirtatious:
Knockout is a notorious flirt,
often mixing it with her fighting.
Power loss:
At least some of
Knockout’s tremendous Strength
seems to come from her confidence.
Occasions when she has been
dispirited have weakened her considerably.
knockout
5
5
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