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Sing TIME AND VALUE PROGRESSION

Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Time
3 seconds (1 action)
6 seconds (1 round)
1 minute (10 rounds)
5 minutes
20 minutes
1 hour
5 hours
1 day
1 week
1 month
3 months
1 year
5 year
10 years
50 years
100 years
500 years
1.000 years
5.000 years
10.000 years

EXTENDED RANGE
Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Range
10 feet
100 feet
1,000 feet
1 mile
5 miles
20 miles
200 miles
2,000 miles continental
20,000 miles anywhere on Earth
200,000 miles Earth to the Moon
(approximately)
2 million miles
20 million miles
200 million miles
2 billion miles
Anywhere in the same solar system
Nearby star systems
Distant star systems
Anywhere in the same galaxy
Nearby galaxies
Anywhere in the universe

Value
1
2
5
10
25
50
100
250
500
1,000
2,500
5,000
10,000
25,000
50,000
100,000
250,000
500,000
1 million
2,5 millions

SUBSTANCE TOUGHNESS
SUBSTANCE
Paper
Soil
Glass
Ice
Rope
Wood
Stone
Iron
Steel
Titanium
Super-Alloys

TOUGHNESS
0
0
1
1
1
3
5
8
10
15
20+

These scores are for about an inch of the material. Heavier objects
lower their thresholds on the Toughness Saving Throw Table by 1
per increase in thickness on the Time and Value Progression Table

Thickness

Damaged (-1)

Disabled

Destroyed

1-9

10-14

15+

1-10

11-15

16+

1-11

12-16

17+

10

1-12

13-17

18+

2 1

1-13

14-18

19+

42

1-14

15-19

20+

8 4

1-15

16-20

21+

20 10

1-16

17-21

22+

41 8

1-17

18-22

23+

83 4

1-18

19-23

24+

208 4

1-19

20-24

25+

Break Object: If you want to attack an object that you have in-hand
or that no one is preventing you from attacking, you can apply force
more effectively. Assume the objects Toughness save result is
equal to (5 + Toughness), +1 per Super-Strength. If your damage
bonus is equal to the objects Toughness, you break it, 5 or more
than the objects Toughness, you destroy it automatically.
Improvised Weapons: The object should be no more than a light
load. The damage bonus is equal to the wielders Strength bonus. If
the weapons Toughness exceeds your Strength, you get a damage
bonus equal to the difference, up to +2 (like a club). If you inflict
damage with an improvised weapon greater than its Toughness, the
impact of the attack breaks it.
Area Attacks: Large objects that miss the attack for an amount
equal or less than their size modifier hit anyway, target can make a
Ref. save for damage.
Throwing Objects: The base range increment is one-fifth the
characters maximum throwing distance. Each additional increment
is a 2 penalty on the attack roll.

CARRYING CAPACITY
EF.
STR
1

EXTENDED CARRYING CAPACITY

LIGHT
LOAD

MEDIUM
LOAD

HEAVY
LOAD

MAXIMUM
LOAD

PUSH/
DRAG

EF.
STR

10

20

50

35

13

20

40

100

10

20

30

60

150

13

26

40

80

200

16

33

50

100

250

20

40

60

120

300

23

46

70

140

350

26

53

80

160

400

30

60

90

180

450

10

33

66

100

200

500

11

38

76

115

230

575

12

43

86

130

260

650

13

50

100

150

300

750

14

58

116

175

350

875

15

66

133

200

400

1000

16

76

153

230

460

1150

17

86

173

260

520

1300

18

100

200

300

600

1500

19

116

233

350

700

1750

20

133

266

400

800

2000

21

153

306

460

920

2300

22

173

346

520

1040

2600

23

200

400

600

1200

3000

24

233

466

700

1400

3500

25

266

533

800

1600

4000

26

306

613

920

1840

4600

27

346

693

1040

2080

5200

28

400

800

1200

2400

6000

29

466

933

1400

2800

7000

30

532
x4

1064
x4

1600
x4

3200
x4

8000
x4

+10

Light: Max. Dodg. = normal, Check Penalty +0, normal speed


Medium: Max. Dodge = +3, Check Penalty = -3, 2/3 speed.
Heavy: Max. Dodge = +1, Check Penalty -6, 1/3 speed.
Max: Max. Dodge = +0, no actions, Speed 5 ft.

MEDIUM
LOAD

HEAVY
LOAD

MAXIMUM
LOAD

PUSH/
DRAG

1t

2t

3t

7.5 t

40

LIGHT
LOAD
1,064
lb
1t

2t

3t

6t

15 t

45

2t

4t

6t

12 t

30 t

50

4t

8t

12 t

24 t

60 t

55

8t

16 t

24 t

48 t

125 t

60

16 t

32 t

50 t

100 t

250 t

65

32 t

64 t

100 t

200 t

500 t

70

64 t

125 t

200 t

400 t

1000 t

75

125 t

250 t

400 t

800 t

2000 t

80

250 t

500 t

800 t

1600 t

4000 t

85

500 t

1000 t

1600 t

3200 t

8000 t

90

1000 t

2000 t

3200 t

6400 t

16 Kt

95

2000 t

4000 t

6400 t
12.5 Kt
32 Kt
12.5
100
4000 t
8000 t
25 Kt
64 Kt
Kt
+5
x2
x2
x2
x2
x2
Lift: Characters can lift up to the maximum load off the
ground, but can only stagger around with it. While
overloaded in this way, characters lose any dodge bonus to
Defense and can move only 5 feet per round as a full action..
Throw: You can throw your heavy load 5 feet. For every 5
points of Strength you have over the minimum required to
lift an object as a heavy load, move the distance you can
throw it one step up the Time and Value Progression Table
So, a Strength 40 character has 30 points more Strength than
needed to lift 100 lbs. as a heavy load. That means (30
divided by 5) 6 steps up the Time and Value Progression
Table. So a Strength 40 character can throw a 100-lb. object
up to 500 feet!.

NON LETHAL DAMAGE


Saving Throw
Succeeds
Fails
Fails by 5-9
Fails by 10-14
Fails by por 15+

EFFECT
No Effect
Bruised
Stunned + Bruised
Staggered + Stunned
Unconscious

LETHAL DAMAGE
Saving Throw
Succeeds
Fails
Fails by 5-9
Fails by 10-14
Fails by por 15+

EFFECT
No Effect
Bruised + Injured
Stunned + Bruised + Injured
Staggered + Stunned + Injured
Unconscious + Dying

POWER DURATION
Duration

Description
The powers effect occurs and ends instantly, although its results may linger. Most attack effects are
Instant.

Instant

Concentration

Sustained

Continuous

Lasting

Permanent

The power lasts as long as you concentrate on maintaining it. Concentration is a standard action (see
Standard Actions, page 154) and distractions may cause your concentration to lapse (see the
Concentration skill, page 44, for details). If your concentration lapses (voluntarily or because of a failed
Concentration check) the power stops working. You can maintain a Concentration power as a move
action rather than a standard action with a Concentration skill check (DC 10 + power rank) once per
round. A failed check means the power lapses.
The power lasts as long as you wish, requiring only a free action each round to maintain it. If you are
incapable of taking free actions (stunned or unconscious, for example), the power turns off. You can
maintain a Sustained power as a reaction (allowing you to attempt to maintain it if you are stunned, for
example) with a Concentration skill check (DC 10 + power rank). A failed check means the power lapses.
The power lasts as long as you wish, without concentration or effort on your part. Once activated, it
stays that way until you deactivate it, even if stunned or knocked out.
A Lasting duration denotes a power with a lasting effect the target must recover from by making
additional saving throws, with a cumulative +1 bonus per previous save. A successful save ends the
powers effect. An Instant Lasting power allows a new saving throw each round on the initiative count
when the effect occurred. A Concentration Lasting power allows a new save for each interval on the
Time and Value Progression Table (see below) that passes, starting one minute after the power takes
effect. A Sustained Lasting power allows new saves at the same intervals, except it requires only a free
action to maintain, and if you concentrate during a time inter-val (taking a standard action each round),
the subject does not gain the cumulative +1 save bonus for that interval. If you stop maintaining a
Sustained Lasting power, its effects continue until the target successfully saves to shake off the powers
effects. A Continuous Lasting power does not allow new saves against it at all; it lasts until the powers
effect is countered or reversed in some way, even if you switch to an Alternate Power (see page 108).
Always active even if you dont want to, cant be deactivated.

POWER RANGES
Range
Personal
Touch

Ranged

Perception
Extended

Description
The power only affects yourself, the one using it
Any person of thing that you can touch. You need to make an unarmed attack against
the target.
The power works at a distance with a range increment of (rank 10 feet) and a
maximum range of ten increments. So a ranged rank 10 power has a range increment
of 100 feet and a maximum range of 1,000 feet. A ranged power suffers a 2 penalty
to attack rolls for every range increment past the first.
The power works on any target you can perceive with an accurate sense, such as sight,
without any need for an attack roll.
The power works at a fixed range determined by its rank, as shown on the Extended
Range Table.

FORMULAS
Initiative Check
Attack Bonus
Defense
Melee Damage Bonus
Power Damage Bonus
Toughness Save DC

Combat
d20 + Dex modifier + miscellaneous modifiers
Base attack bonus + size modifier + miscellaneous modifiers range penalty
10 + defense bonus + size modifier + miscellaneous modifiers
Strength modifier + weapon damage
Power rank
15 + attacks damage bonus

Toughness Saving Throw

d20 + Toughness save modifier

Knockback

Attacks damage bonus one-half Toughness save bonus modifiers


GENERIC CHECKS
d20 + modifiers vs. Difficulty Class
d20 + skill rank + ability modifier + miscellaneous modifiers
d20 + power rank + modifiers vs. Difficulty Class
10 + power Rank ::: [NOT FOR THOUGHNES SAVES]
1d20 + the appropriate ability modifier + base save bonus+ bonuses for powers
MODIFIERS

Check
Skill
Power
Power Saving Throw DC
Saving Throw
Ability Modifier

(Ability Score 10) / 2 [Round Down] ::: E.g. 20-21 = +5

KNOCKBACK
Dato
When
Distance
Modifiers

Damage

Descripcin
A character who is stunned (or worse) by an attack may be knocked back.
Attacks damage bonus one-half Toughness save bonus modifiers
Rank of the targets Immovable power + 4 for each size category larger than Medium
1 for each size category smaller than Medium
The character suffers damage equal to the knockback result or the Toughness of any obstacle (such as a
wall), whichever is less. The obstacle suffers damage equal to the knockback result (which may damage or
break it). If the character breaks through the obstacle, he keeps going the remainder of the knockback
distance. If the obstacle is another character, treat the result as a slam attack (see page 158) doing damage
equal to the knockback result to both parties.

Stand Up

The character suffering knockback falls prone and needs to stand up in that characters turn.

SIZE
Awesome

ATK/DEF GRAPPLE STEALTH INTIMIDATE


HEIGHT
MOD
MOD
MOD
MOD
12
+20
20
+10
128 ft. +

Colossal

+16

16

+8

64-128 ft. 250K- 2 mil. lb 30 ft. 15 ft.

+20 Str

48

16

Gargantuan 4

+12

12

+6

32-64 ft.

32K-250K lb

20 ft. 15 ft.

+15 Str

36

12

Huge

+8

+4

16-32 ft.

4K 32K lb.

15 ft. 10 ft.

+10 Str

24

Large

+4

+2

8-16 ft.

500-4K lb.

10 ft. 10 ft.

+5 Str

12

Medium

+0

+0

+0

+0

4-8 ft.

60-500 lbs.

5 ft.

5 ft.

x1

Small

+1

+4

2 ft.-4 ft.

8-60 lbs.

5 ft.

5 ft.

Tiny

+2

+8

1-2 ft.

1-8 lbs.

2.5 ft. 0 ft.

Diminutive

+4

12

+12

6 in.-1 ft.

0.25-1 lb.

1 ft.

0 ft.

12

Fine

+8

16

+16

3 in.-6 in.

0.9-0.1 lb.

6 in.

0 ft.

x1/8

16

Miniscule

+12

20

+20

10

3 in. or less 1 oz. or less

3 in.

0 ft.

x1/16

20

SIZE

WEIGHT
2 mil lbs. +

SPC

REACH

40 ft. 20 ft.

CARRY
PT GROWTH
CAPACTY COST RANK
+25 Str
60
20

COMBAT ACTIONS
Name

Action
Standard

Effect
Atk Check vs. Armor 10 If success, give a friend a +2 to hit or +2 defense against that
AID
opponent
Full
+5 next attack for melee, +2 for rang, loose dodge bonus. If struck or distracted before an
AIM
attack, a Concentration check is made to maintain the aim.
BLOCK
Standard Atk roll vs. the ennemy atk roll, if you win, you block, each others blocks in round at -2.
CHARGE
Full
Move at least 10fts. One attack at -2 defense, +2 to hit, move up to twice your speed.
Standard The attackers must all delay to the same point in the initiative order (slowest character).
COMBINED ATTACK
Each attacker makes an attack roll against the target. Take largest save DC modifier that
hit, for each other attack within 5 points of that attacks bonus that hits, add +2.
COMMAND
Move
Issuing a command to a mind Controlled creature.
CONCENTRATE
Standard Concentrating to maintain a particular power or effect, cannot attack but can move.
Standard Normal RA. Delay until whenever. If distracted (by a failed concentration check), you lose
COVERING
your attack.
DEMORALIZE *
Standard Intimidate check to demoralize an opponent.
Standard Attack, RAB at -4. Attacks damage vs the defenders STR.
DISARM
A disarm attempt with a melee weapon that fails, the defender may immediately make a
disarm check as a reaction, without an attack roll.
FEINT *
Standard Make bluff check to feint as a standard action
Standard Grapple check : Attack bonus + Str + Super Str + Size ; Melee atk to grab, opposed grapple
check. Choose effect : Damage : deal normal unarmed damage. Throw : Throw the ennemy
as a inanimate object. Pin : Hold opponent immobile for one round. Break : Break a hold of
GRAPPLE
an ally. Escape : escape the grapple or a pin. While grappling, you lose your dodge bonus
against opponents youre not grappling. Up to four can grapple an opponent at the same
time
MANIPULATE OBJECT
Move
In most cases, moving or manipulating an object is a move action.
Full
Move up to four times your speed in straight line, no dodge bonus. Movement powers, +2
MOVE ALL OUT
for each rank in the power to the defense. Move all out up to your constitution score
rounds. After, constitution check (DC10) to continue with +1 each. Fatiguated.
Standard Can only make one overrun attempt per action. Move action or part of a Charge.
Must move => 10 feet in a straight line toward the target. Target avoids or blocks.
Avoids = keep moving, target lets you pass.
Blocks = make a trip attack (page 159). Using a movement power = +1 bonus per rank on
OVERRUN
the trip check. If successful continue movement as normal.
Fail and tripped in return = fall prone. Fail but not tripped = move 5 feet back, end the
movement there (i.e. stopping directly in front of your opponent). If that space is occupied,
fall prone**.
REFOCUS
Full
Take 20 on your initiative check.
Standard Move adjacent to the target as Move action or part of a Charge. Opposed STR, each rank of
Super-STR & movement power = +1. If different sizes, larger gets +4 per difference. Target
RUSH
gets +4 for more than two legs. If the check is won, opponent pushed back up to speed.
Amount won by read as a rank on Time & Value Progression Table.
If lost = move 5 feet back, end the movement there. If that space is occupied, fall prone**.
Full
Like a charge, make melee attack without the +2 bonus from a charge. Damage bonus is +2
for normal move, +4 for accelerated move, use this in place of your normal strength.
SLAM
Movement power add to damage bonus (provided you move this distance). You suffer half
the damage (round down).
TOTAL DEFENSE
Standard Instead of attacking, you get a +4 to dodge bonus for the round
Standard Melee attack. If successful, a STR or DEX vs STR, DEX, or Acrobatics (highest modifier).
Combatants get a +4 each size over Medium or 4 each size below. The defender gets +4 if
TRIP
theyve more than two legs. If won, the defender trips. If lost, defender may immediately
trip with no attack roll.
Tripped character is prone**, 4 on melee attack rolls.
* This Action can be performed as a Move Action instead of Standard Action with a -5
** Prone characters have 4 Defense against attacks from adjacent opponents and +4 Defense against ranged attacks.

CONDITION SUMMARY
BLINDED
BRUISED
DAZED
DEAFENED
DISABLED ATTACK
DYING
ENTANGLED
EXHAUSTED
FASCINATED
FATIGUED
FLAT-FOOTED
FRIGHTENED
GRAPPLED
HELPLESS
INCORPOREAL
INJURIED
INVISIBLE
NAUSEATED
PANICKED
PARALYZED
PINNED
PRONE
SHAKEN
SICKENED
SLOWED
STAGGERED
STUNNED

50% miss in combat, no dodge, -2 def, half speed, -4 str/dex rolls.


-1 cumulative to toughness savec against nonlethal.
no action, keep dodge.
-4 ini.
half-action, stenuous action = dying
fortitude DC10, fail = die, DC 20 = unconscious and disabled, 1 jet par heure bonus +1/heure.
-2 atk, -2 def, -4 effective Dex. If bond fixed. immobilised, else speed.
speed, -6 Str, -6 Dex -3 Atk, -3 def.
-4 checks as reaction.
no all out move or charge. -2 str, -2 dex, -1 atk, -1 def.
lose dodge bonus to Def
flee as fast as possible, else shaken.
no move, or take action else unarmed, small weapon, power or break-free. lost dodge against all
enemies that arent grappling.
Def 5 + size, +4 bonus to hit.
immune to attack from corporeal
-1 toughness against further lethal damage
+2 bonus to hit unaware targets and they lose their bonus to dodge. 50% miss chances.
single move action only.
flee as fast as possible, dazed if unable to get away
helpless, but can take mental actions.
Held immobile (but not helpless) in a grapple. No dodge bonus and -4 defense.
-4 melee attak rolls. +4 for opponents to their melee attack but -4 to ranged attack. Standing is a move.
-2 atk rolls, saves and checks
-2 atk and checks
half action, -1 attack, def, reflex. Half speed.
half action.
no dodge bonus, -2 def and cannot take actions other than reactions.

CONDITION SUMMARY
IMPROVE ROLL
HEROIC FEAT
DODGE
INSTANT COUNTER
CANCEL FATIGUE

RECOVER
ESCAPE DEATH
INSPIRATION

Re-roll any dire roll you make and take the better. On a result of 1-10 on the 2nd roll, add +10 to the
result. You must use this option before the DM announce the result.
You can gain the benefits of a feat (regular or power) for 1 round. No fortune feats.
Double the dodge bonus for one round OR retain your dodge bonus if still able to take an action.
Attempt to counter a power used against you as a reaction. (p70).
Any time you would suffer fatigue, you can spend a hero point to reduce the amount of fatigue by one
level.
Allow to shake off a stunned or fatigued condition. Immediate recovery check as a full-round action
(165) 2 rounds for a staggered hero.
While disabled, you can take 1 strenuous action without dying. If used for injuried or bruised, they all
are removed.
Automatically stabilize a dying character.
Tip, hint, clue. Take control of the environment

EXTRA EFFORT
Check bonus
+2 on ability, skill or power check, does not include attack rolls.
Increase carrying capacity +5 str for carrying capacity, pour un round
Increase movement
Double the movement for a round
Increase power
Increase a power by 2 ranks for a round
Power stunt
Add a power feat to a power temporarily for an encounter until you stop maintaining it.
Willpower
Gain another saving throw against a power with a lasting effect.
Gain another action before or after your normal actions for the round (your choice)
Surge
At the beginning of the round immediately after extra effort, the hero becomes fatigued (see Fatigue, page 167). A fatigued hero
becomes exhausted and an exhausted hero becomes unconscious the round after using extra effort. If you spend a hero point at
the start of the round following extra effort to shake off the fatigue, the hero suffers no adverse effects.

INTERACTION ABILITIES
CHANGE ATTITUDE WITH DIPLOMACY
Hostile

Will take risks to


hurt or avoid you

Unfriendly

Wishes you ill

Indifferent

Doesnt much
care

Friendly

Wishes you well

Helpful
Initial
Attitude
Hostile
Unfriend
Indiff.
Friendly
Helpful

INTERACTION DURING COMBAT


Standard Action*
Trick

Attack, interfere, berate,


flee
Mislead, gossip, avoid,
watch suspiciously, insult
Act as socially expected
Chat, advise, offer limited
help, advocate

Will take risks to


Protect, back up, heal, aid
help you
New AttitudeDifficulty
Host. Unfri Indif Friend Helpf Fanatic
1920
25
35
45
150
45
15
25
35
120
01
15
25
90
01
15
60
01
50

USOS DE LA HABILIDAD ENGAAR


Diversion

Feint

Innuendo

Trick

Bluff

Bluff. Mislead an opponent into taking a potentially unwise


action without regard for consequences or personal safety.

Startle - Feat

Standard Action*
Intimidate vs. Bluff, Sense Motive, or Will +1 per Startle
attempt. You can make an Intimidate check rather than a
Bluff check to Feint in combat.
Standard Action *
Demoralize
Intimidate vs Intimidate, Sense Motive, or Will in combat to
demoralize an opponent. If it succeeds, your target is Shaken
(2 on all attack rolls and checks) for one round.

Distract - Feat

Standard Action*
Bluff or Intimidate vs. same skill, Sense Motive, or Will +1
per attempt to make target dazed for 1 turn (defending
normally, but taking no action).
Standard Action*
Feint

Bluff to help you hide. A successful Bluff


check gives you the momentary diversion
needed to attempt a Stealth check while
people are aware of you

Bluff vs. Bluff or Sense Motive. If succeeds, the next attack


against target is considered a surprise attack.

If succeeds, the next attack against target


is considered a surprise attack
Send secret messages while apparently
talking about other things.
Basic message: DC10
Complex message: DC15
New information: DC 20

Bluff vs. Bluff, Sense Motive, or Will +1 per Taunt attempt


check to Demoralize your target. If it succeeds, your target is
Shaken (2 on all attack rolls and checks) for one round.

Mislead an opponent into taking a


potentially unwise action without regard
for consequences or personal safety.
Target wants to believe you

-5

Bluff doesnt affect target much

+0

Difficult or risky to believe

+5

Hard or very risky to believe

+10

Pretty much unbelievable

+20

Usually Bluff opposes the Sense Motive of Bluff of your


target. During combat the opposed skill varies.

Taunt - Feat

Command

Standard Action*

Move Action

Issuing a command to a minion or a character under the


influence of Mind Control requires a move action.

Recover

Full Action

You can spend hero points to use a full action to recover


from damage in combat
* This Action can be performed as a Move Action instead of
Standard Action, or a Standard Action instead of a Full Action
with a -5.

POWER LEVEL
MAX.
SAVE DC
MDFR

MAX.
TOUH
GNESS

ATTACK MODIFIERS
MAX.
SAVE/
ABILITY
BONUS

PL

MAX.
ATK/
DEF

MAX.
ABLTY
SCORE

+1

+1

+6

22

+2

+2

+7

24

+3

+3

+8

26

+4

+4

+9

28

+5

+5

+10

30

+6

+6

+11

32

+7

+7

+12

34

+8

+8

+13

36

+9

+9

+14

38

10

10

+10

+10

+15

40

11

11

+11

+11

+16

42

12

12

+12

+12

+17

44

13

13

+13

+13

+18

46

14

14

+14

+14

+19

48

15

15

+15

+15

+20

50

16

16

+16

+16

+21

52

17

17

+17

+17

+22

54

18

18

+18

+18

+23

56

19

19

+19

+19

+24

58

20

20

+20

+20

+25

60

Attacker is
Charging
Dazzled
Entangled
On higher ground
Prone
Shaken
Sickened

Difficulty

DC

Very Easy

Easy

Average

10

Tough
Challenging

15
20

Formidable

25

Heroic

30

Super-Heroic

35

Nearly
Impossible

40

Example
Notice something large in
plain sight
Climb a knotted rope
Hear a group walking 30
feet away
Disarm an explosive
Walk a thightrope
Break into a secure
computer system
Overcome a sophisticated
security system
Bluff your way past very
wary guards
Open
an
impossibly
complex lock in 1 round

50/50
Mod
(auto)
-5
+0
+5
+10
+15
+20
+25
+30

Ranged
N/A
-1
-2
+0
+0
-2
-2

DEFENSE MODIFIERS
Defender is...
Melee
Ranged
Behind cover
+4
+4
Blinded
-2
-2
Charging
-2
-2
Concealed
Special
Special
Dodging
+4
+4
Entangled
-2
-2
Flat-footed
+0
+0
Grappling
+0
+0
Helpless
-9
-4
Kneeling or Sitting
-2
+2
Moving all out
*
*
Pinned
-4
-4
Prone
-4
+4
Stunned
-2
-2
Surprised
-2
-2
* moving all-out applies a Defense modifier based on speed.

CONCEALMENT
Concealment

DIFFICULTY CLASS EXAMPLES

Melee
+2
-1
-2
+1
-4
-2
-2

Partial
Total

Example
Fog, moderate darkness,
foliage, precipitation
Total darkness, invisibility,
attacker blind, dense fog

Miss Chance
17 or higher
11 or higher

REGENERATION RECOVERY RATES


RANK
1
2
3
4
5
6
7
8
9
10

BRUISED / UNCONSCIOUS
1 Round
Standard Action
No action

INJURED / STAGGERED
20 Minutes
5 Minutes
1 Minute
1 Round
Standard Action
No Action

DISABLED / ABILITY
5 Hours
1 Hour
20 Minutes
5 Minutes
1 Minute
1 Round
Standard Action
No Action

RESURRECTION
1 Week
1 Day
5 Hours
1 Hour
20 Minutes
5 Minutes
1 Minute
1 Round
Standard Action
No Action

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