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Posted: Sun Apr 03, 2011 10:30 am
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Posted: Sun Apr 03, 2011 1:55 pm
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Posted: Sun Apr 03, 2011 2:13 pm
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Virulent Lover I snagged intimidate for interactions? >> As far as the other characters, what do we have? I know there's one dex based... I had another idea but if this character fills a potential 'gap', why bother. Toughness or defense... I'm not too familiar with the system, so is there a preference, as far as what's best? How many points would the immunity for not needing to breath be?
When you make an attack roll, you roll a d20 + your attack bonus, vs a DC of 10+defense bonus(+size,+other, but those are rare).
So if you have a +5 attack bonus and attack someone with a +5 defense bonus, you hit them on a 10+.
Then the target who's hit makes a saving throw. For an attack that requires a Fortitude, Reflex, or Will save, the DC is 10+attacker's damage bonus. For an attack that requires a Toughness save, the DC is 15+attacker's damage bonus.
So a straight up Strength 20 punch (+5 modifier) requires the person to roll a DC 20 Toughness check. With a +5 toughness modifier, they need to get a 15+.
It is NORMALLY assumed that, being superheroes, you are always doing nonlethal damage. If the target fails their Toughness save by 1-4, they are 'Bruised'. Each time they are Bruised, they suffer a cumulative -1 penalty on their Toughness saves vs nonlethal damage.
If they fail by 5-9, they are Bruised + Stunned (unable to take actions, losing your dodge bonus to Defense (1/2 your defense bonus), and suffering an additional -2 penalty to defense) until just before the attacker's turn in initiative order (so Stunned benefits everyone but him/her).
Failure by 10-14 means that they are not only Stunned, but also Staggered, which means for the rest of combat, they can take either a single standard OR move action each round, but not both.
Failure by 15+ means the person is knocked Unconscious.
A Critical hit increases the damage (and save Fort/Ref/Will/Tough DC) by 5.
If you choose to do Lethal damage, a failure by 1-9 also adds Injured, and failure of 10-14 adds Disabled. Failure by 15+ adds Dying. Injured is the same as Bruised, except the penalty is for Toughness saves vs Lethal damage. Disabled knocks the character to Dying the following round if they take any strenuous actions, which is pretty much anything that's not crawling to safety out of combat or calling for help. Dying forces Fortitude saves every half hour against an increasing DC, until you beat it by 10 or roll a natural 20 (no longer dying) or fail (you die).
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Posted: Sun Apr 03, 2011 2:39 pm
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Posted: Sun Apr 03, 2011 2:50 pm
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Posted: Sun Apr 03, 2011 2:52 pm
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Posted: Sun Apr 03, 2011 2:53 pm
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Posted: Sun Apr 03, 2011 2:59 pm
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Posted: Sun Apr 03, 2011 9:54 pm
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Virulent Lover Oooh, alright. Nevermind, things are good. Gonna go ahead and pick-up the one eye disability, as long as you're okay with it. I'll type up a sheet tonight. Can someone simplify regeneration for me? Specifically, the practicality of it with sparing increases. I'm debating taking a few ranks. Sheet is started. I'll finish it off tomorrow. Thing meets Marrow
Looked over your character sheet. The attack bonus for melee should be +5 due to your feat.
Regarding healing and regeneration: Normal Healing: Make a Constitution roll (+3, with a +1 for each failed check for the same condition) against a DC10 to recover from damage conditions, after a specified period of rest. For Bruised condition, you make this roll once per 10 rounds of rest, with a minimum of 1 success per 10 minutes. You cannot recover from Bruised in you have any other damage. For Staggered, it's once per hour of rest, but you cannot recover from Staggered if you are Disabled. For Unconscious, once per 10 rounds, but you must stabilize first if you are Dying. For Injured, roll once per hour of rest, with a minimum of 1 success per 10 hours. For Disabled, one roll per day is allowed. Ability Damage recovers normally at the rate of 1 point per day.
Regeneration: Each rank of Regeneration can do one of four things: * Give a +1 bonus to your Constitution rolls to recover from damage. * Reduce the amount of rest required between recovery rolls for a specific damage condition. * Increase the rate of Ability Damage recovery. * Allow recovery from death. 1 rank allows a roll after 1 week, additional ranks reduce this wait time.
Ranks are allocated between these four abilities at time of purchase.
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Posted: Tue Apr 05, 2011 8:11 am
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Posted: Tue Apr 05, 2011 4:02 pm
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Posted: Tue Apr 05, 2011 9:46 pm
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Posted: Wed Apr 06, 2011 9:06 am
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Posted: Wed Apr 06, 2011 4:06 pm
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