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DC UNIVERSE S11u l1sT COMMON WEAPONS ACTIONS IN ROUNDS

Item Base Damage Value (BDV) Bash: Hit an opponent with a blunt weapon . .(melee weapons)
REflWS PHYSIQUE Weapon BDV Range
City mailbox 60
PERCEPTION Catch: Stop the movement of a thrown or d ropped object or person. (The
Acrobatics Flying Artist Axe 3D (edge)*/ PHYS-2/PHYS-1/- t catc her must act later in the ro und than the person doing the throwing or
Fire hydrant 6D Boating Leap Engineering 2D (handle/flat of head)* dropping.) (catch)
Manhole cover SD Brawling Lifting Hide Baseball bat, large s tick 3D* Choke: Grab a person's neck and grip tightly. (brawling or martial arts)
Park statue SDx2 or more Climbing Resistance Invent Baton, nightstick PHYS-2/PHYS-1/- r Communicate: Relay plans or exchange complex ideas and information
3D*
(depending on size and material) Dodge Running Know-how Bo staff with other characters (more than a few words or one sentence).
2D*
Parking mete r 30 Driving Swimming Repair Boulder, small PHYS-4/ PHYS-2/PHYS-1 t Disarm: Remove an object from an opponent's hand. This action is
3D*
Street sign 3D Martial arts Search Bullwhip 20 * 6/-/-(to strike) treated as a called shot. (brawling, martial arts, melee weapons, marksman-
Streetlight 4Dx2 Melee weapons
KNOWLEDGE ship, or thrown weapons)
Arcane lore Shadowing Composite bow
Telephone pole 8Dx2 Piloting Streetwise with target arrows 30 * 30/ 7S/130 Dodge: Actively evade a n attack. (dodge)
Computer ops Entangle: Throw an entangling weapon at an opponent. (thrown weapons)
Tree SD or more Riding Surveillance Dagger 20* 15/30/50
Criminology Escape: Break a hold. (Physique or lifting)
(depending on size) Sneak Survival Escrima fighting stick 3D* PHYS-I/PHYS/ PHYS+ 1t
Demolitions Grab: Latch onto an opponent. Depending on where the opponent was
Note: Use the Base Damage Value as the Passive Defense Value of the item. Its total CIORDINATIDN Forgery Tracking Handgun, large SDx3 30/90/ 16S
SDx2 grabbed, he can take other actions. (brawling or martial arts)
number of Body Points equals 10 times the Base Damage Value. Modify these values Catch Languages PRESENCE Handgun, small 30/7S/ lSO
Kick: Strike out at an opponent with a foot. (brawling or martial arts)
depending on the circumstances. Lockpicking Medicine Animal handling Laser pistol 6Dx3 75/22S/4SO Leap: Jump over an opponent or onto a table or any other such maneuver.
Marksmanship Navigation Bluff Laser rifle SDx4 7S0/3000/6000 (leap)
Missile weapons Research Charm Nunchaku 20* Lunge: Stab forward with a pointed weapon, such as a sword or a knife.
COMMON ARMOR Sleight of hand Scholar Command Pocket knife O* PHYS-1/PHYS/- t (melee weapons)
Armor Armor Value (AV) Thievery Science Disguise Rifle 4Dx4 60/22S/600 Move: Maneuver around the area up to your Speed .
Thrown weapons Security Interrogation Rifle, assault 6Dx3 60/ 180/S40 Parry: Block an opponent's blow. (brawling, martial arts, or melee weap-
Bulletproof vest 16 Intimidation Rock, large 10* PHYS-2/PHYS-1/PHYSt ons)
Flak jacket 18 Persuasion Rock, small O* PHYS-1/PHYS/PHYS+ 1t Pin: Pin an opponent by either holding him to the ground or tacking a
Leather, light 6 Willpower Shotgun 4Dx4 60/90/22S piece of his clothing to a wall or other nearby object. When pinning clo thing,
Leather, heavy 10 this is a called shot. When pinning t he whole opponent , use the t ackling rules.
, GENERIC Submachine gun 5Dx3 30/60/l SO
(brawling, martial arts, melee weapons, marksmanship, or thrown weapons)
Shuriken 10* l S/30/45
DIFFICUlTIES Sword 40 (edge)*/2D (flat)* Punch: Strike out at an o pponent with a fist. (brawling or martial arts)
COMBAT BASICS Level Number DIE CODE COMPUISON Explosives BDV Range Blast Radius
Push: Forcibly move an opponent. Use the charging attack/knock-back
Defense Total = Defense Value + defense modifiers rules to determine the result. (brawling or martial arts)
Very Easy 1 Die Code Description Dynamite SDx3 PHYS-2/ PHYS-l/PHYS t 2/S/10 Quick Draw: Act rapidly in a round, such as draw a nd fire a weapon in one
Defense Value = Passive Defense Value or any active defense skill roll Easy 2 Fragmentation grenade 6Dx3 PHYS-1/ PHYS/PHYS+ 1t 3/8/ 16 smooth motion. This option counts as all the actions for hero's turn. (any
Moderate 3 10 Below average
Passive Defe nse Value= (Reflexes or acrobatics or dodge+ modifiers)/2 Plastic explosive SDx3 0 1/-/- attack skill)
20 Average human Smoke grenade :j: PHYS-1/PHYS/PHYS+ 1t 86 square feet Ready a We apon: Draw a gun, unsheathe a knife, reload a rifle, and s imilar
Damage Total = Base Damage Value + attack modifiers -Armor Value Difficult 4
Very Difficult S 3D Average hero Tear gas :j: PHYS-1/PHYS/PHYS+ 1t 86 square feet actions.
Effect Value = skill roll - Defense Total Extremely Difficult 6 Run Away: Flee from the scene. (running)
40 Competent 1Range equals the total times 10, in feet.
Note: Defense modifiers include range, cover, scale, and other Narrator options. Attack modifiers Shoot. Fire a missile weapon. (marksmanship)
include the Effect Value, the Physique/lifting bonus, and other Narrator-chosen modifiers. Heroic 7 SD Skilled ~:Smoke grenades and tear gas give all within blast areaa-1Dpenalty to all Reflexes, Coordination,
Very Heroic Slash: Swing an edged weapon. (melee weapons)
8 60 Professional and sight-based Perception rolls.
Super-Heroic Tackle: Overcome an opponent by attacking him with your body. Once
9
DAMAGE BASICS 70 Exceptional *These weapons get a Physique/lifting bonus as their attack modifiers. tackled, the opponent can do nothing ot her t han attempt to break t he
• Brawling damage equals 20 plus the hero's Physique/lifting bonus for fists, feet, and other such Legendary 10 Brilliant attacker's grip. (brawling or martial arts)
8D
body parts. Nationally renowned Throw a Weapon: Toss a weapon at an oppo ne nt. (thrown weapons)
90
• Martial arts damage equals ID plus the hero's Physique/lifting bonus for Trip: Quickly force one or both of an opponent's legs upward . (brawling
such body parts.
fists, feet, and other GENERIC MODIFIERS lOD World renowned VILLAINOUS ACTS or martial arts)
• Unarmed damage without using a skill is ID plus the hero'sPhysique/lifting bonus for fists, feet, Significance Modifier 110 Grand master Use a Skill or Power: Perform an action related to a power t he hero
• o r ganizing a crime
and other such body parts. Slight +/-1 120 Sector renowned possesses or a skill she wants to use.
• minor c rimes (fo rgery, selling s to len material)
• Thrown weapons, melee weapons, and most missile weapons do their listed damage plus the Significant +/-2 Vehicle Maneuver: Pe rform a stunt in a moving vehicle. (driving or
130 Galactically renowned • rut hless dest ructio n of p roper ty
hero's Physique/lifting bonus. Other weapons do the damage listed. piloting)
Decisive +/-3 140 Legendary • theft
• For powers that do damage, see Chapter 3.
Overpowering +/-4 15D Mythical •murder
• The Physjque/lifting bonus equals the Physique or lifting die code divided by 2, rounded down.
RANGE MODIFIERS INANIMATE OBJECTS DIE CODE COMPARISON llFTIN6 DIFFICULTIES & MODIFIERS COMMON WuPONS MAKESHIR WUPONS
Defense Total = Defense Value + defense modifiers Die Code Description Difficulty Weapon BDV Range Item Base Damage Value (BDV)
Defense Value = Passive Defense Value or any active defense skill roll
Defense PASSIVE DEFENSE VALUES REFLEXES KNOWLEDGE lconll
Range Modifier Acrobatics Forgery 1D Below average Human Metahuman Superhuman Weight Axe 3D (edge)*/ PHYS-2/PHYS-1/-f City mailbox 60
Passive Defense (ID-SD) (6D-10D) (11D-15D) 20 (handle/flat of head)*
Passive Defense Value = (Reflexes or acrobatics or dodge + modifiers)/2 Boating Languages 2D Average human Fire hydrant 60
Point Blank -1 Material Examples Value I 20 pounds Baseball bat, large stick 3D*
Damage Total= Base Damage Value+ attack modifiers -Armor Value Brawling Medicine Manhole cover 50
3D Average hero
Short 0 Cotton cloth, gold, Climbing Navigation 2 50 pounds Baton, nightstick 3D* PHYS-2/PHYS-1/-t Park statue 5Dx2 or more
Effect Value = skill roll - Defense Total Dodge Research 4D Competent 3 100 pounds Bo staff 2D*
Medium +1 window glass, soft wood 1 (depending on size and material)
Note: Defense modifiers include range, cover, scale, and other Narrator Driving Scholar 5D Skilled 4 200 pounds Boulder, small 30* PHYS-4/PHYS-2/PHYS-I 1 Parking meter 30
options. Attack modifiers include the Effect Value, the Physique/lifting bonus, Long +2 Hard wood, plastic siding 2 Martial arts Science 5 400 pounds
6D Professional Bullwhip 20* 6/-1- (to strike) Street sign 30
and other Narrator-chosen modifiers. Ice, brass, ceramic, Melee weapons Security 6 1,000 pounds
7D Exceptional C0mposite bow Streetlight 4Dx2
bicycle tire 3 Piloting
PERCEPTION 7 1,500 pounds with target arrows 30* 30/75/130
DAMAGE BASICS COVER MODIFIERS Sheet aluminum, asphalt, Riding 8D Brilliant 8 lton Dagger 2D* 15/30/50
Telephone pole 8Dx2
Artist Tree 50 or more
• Brawling damage equals 20 plus the hero's Physique/lifting bonus for fists, Defense Sneak 9D Nationally renowned 9 2tons
hard plastic 4 Engineering Escrima fighting stick 3D* PHYS-I/PHYS/PHYS+ It (depending on size)
feet and other such body parts. Cover Modifier Bulletproof glass, concrete COORDINATION Hide IOD World renowned 10 1 3 tons Handgun, large 5Dx3 30/90/165
• Martial arts damage equals lD plus the hero's Physique/lifting bonus for
Catch Invent 11 2 4 tons Handgun, small 5Dx2 30/75/150 Note: Use the Base Damage Value as the Passive Defense Value of the item.
fists, feet, and other such body parts. +1 sidewalk, cast iron 5 110 Grand master
Light smoke/fog Lockpicking Know-how 12 3 5 tons Its total number of Body Points equals IO times the Base Damage Value.
120 Sector renowned Laser pistol 6Dx3 75/225/450
• Unarmed damage without using a skill is lD plus the hero's Physique/lifting Thick smoke/fog +2 Car door, reinforced concrete 6 Marksmanship Repair 13 4 6tons Laser rifle 5Dx4 750/3000/6000
Modify these values depending on the circumstances.
bonus for fists, feet and other such body parts. 13D Galactically renowned
Very thick smoke/fog +3 Shale, quartz, reinforced steel 7 Missile weapons Search 14 5 7 tons Nunchaku 20*
• Thrown weapons, melee weapons, and most missile weapons do their listed Sleight of hand Shadowing 14D Legendary 8tons
damage plus the hero's Physique/lifting bonus. Other weapons do the +l Granite, bank vault door 8 15 6 Pocket knife 0* PHYS-I/PHYS/-t COMMON ARMOR
Dim light, twilight Thievery Streetwise 150 Mythical
damage listed. Diamond, titanium 9 16 7 9 tons Rifle 4Dx4 60/225/600
Moonlit night +2 Thrown weapons Surveillance Armor Armor Value (A\I)
• For powers that do damage, see Chapter 3. 17 8 IO tons Rifle, assault 6Dx3 60/180/540
Promethium metal 10 Survival 18 9 20 tons Bulletproof vest 16
• ThePhysique/ liftingbonus equals the Physique or lifting die code divided by Complete darkness +4 PHYSIQUE Tracking Rock, large ID* PHYS-2/PHYS-1/PHYSt
2, rounded down. Note: For Body Points, multiply the Pas- Flying 19 10 1 30 tons Rock, small 0* PHYS-I/PHYS/PHYS+ 1t Flak jacket I8
25% covered +1 Leap PRESENCE 20 11 2 40 tons Shotgun 4Dx4
sive Defense Value by 5 to 10, depending 60/90/225 Leather, light 6
50% covered +2 on size, thickness, quality, and so on. The Lifting Animal handling GENERIC 21 12 3 50 tons Submachine gun 5Dx3 30/60/150 Leather, heavy IO
75% covered +4 Passive Defense Value can also be used Resistance Bluff 22 13 4 IOO tons Shuriken ID* 15/30/45
as a quick Base Damage Value, modified
Running Charm DIFFICUlTIES 23 14 5 150 tons Sword 40 (edge)*/20 (flat)*
NATURAL HULING by the shape and length of the material.
Sy,rimming Command Level Number 24 15 6 200 tons
SCALI VALUES Disguise Explosives BDV Range Blast Radius
Activity Body Points Healed Per Day KNOWLEDGE 25 I6 7 250 tons
Interrogation Very Easy I Dynamite 5Dx3 PHYS-2/PHYS-l/PHYSt 2/5/10
Full rest 5 Object Value Arcane lore Easy 2 26 17 8 300 tons
SURl/ElllANCE DIFFICULTIES
Intimidation 27 18 9 400 tons Fragmentation grenade 6Dx3 PHYS-1/PHYS/PHYS+ 1t 3/8/16
Light activity 3 Computer ops Moderate 3
Eight-story building 5 Persuasion Plastic explosive 5Dx3 0 1/-/- Situation Difficulty
Criminology 28 19 10 500 tons
Heavy activity 1
4
D1E Rou CHART Demolitions
Willpower Difficult 4 Smoke grenade :~ PHYS-I/PHYS/PHYS+ l t 86 square feet Noticing obvious, generic facts; casual glance l
Four-story building Very Difficult 5 Note: The chart on which a player rolls depends on the value of the
Result Standard Die Hero Die Tear gas =t- PHYS-I/PHYS/PHYS+ l r 86 square feet Noticing obvious details, number of people 2
hero's Physique. If a hero has 40 in Physique, she rolls on the "Human"
MEDICINE HutlNG RATE Two-story house 3 Extremely Difficult 6 Noticing a few less· obvious details, gist of conversation 4
Die Face
Critical failure
Body Points Healed
Aid fails
City bus 2
1
Failure 1-2 8 SNEAK, HIDE, &SHADOWING MODIFIERS
Heroic
Very Heroic
7
8
column. If she has 60, she rolls on the "Metahuman" column, while a
hero with 120 in Physique and lifting rolls on the "Superhuman" column.
Additionally, heroes must roll regardless of the difficulty, because a
tRange equals the total times 10, in feet.
=i=Smoke grenades and tear gas give all within blnst area a-1 Dpenalty to all Reflexes, Coordination,
Spotting a few specific details, identities of individuals
Spotting a few obscure details, specifics of conversation
6
8

~
Average car Super-Heroic 9 critical failure on the Wild Die means that the hero failed to get a good and sight-based Perception rolls.
Failure 2 Success 3-6 Condition Difficulty Modifier
Noticing many obscure details 10
Average person 0 Legendary 10
grip on the object or that he dropped it. *These weapons get a Physique/lifting bonus as their attack modifiers.
Success 4 Heavy rain or snow -1
Small child 1 Result Wild Die Wild Hero Die Time Difficulty Modifier
Critical success 6 (and another roll) Dawn, dusk, fog, trees, crowd, etc. -1

~
Bread box 2 Critical -2 1-6 rounds 0
failure 1
Night GENERIC MODIFIERS 7 rounds to 3 minutes +1 KNDWLEa111-BASED S11us DIFFICULTIES
HULING POWER RATE Fashion doll 3 Inattentive observer -2 Significance Modifier
Die Face
Critical failure
Body Points Healed
2
Action figure 4
5
Failure 2 8 Dense concealment (such as thick jungle)
Many distractions (party, parade, combat)
-2
-2 Slight +/-1
3-10 minutes
10-30 minutes
+2
+3
Amount of Information
Basic or common information; unconfirmed rumors
Difficulty
1
• organizing a crime
• minor crimes (forgery, selling stolen material)

~
Plastic army figure Attentive observer Significant +/-2 30-60 minutes +4 Theories; generalities 3
Failure 4 Success 3-5 Decisive +/-3
• ruthless destruction of property
Ant Open terrain Note: After the first hour, the hero must make a check once per hour at the Complex concepts; moderately detailed information 5
6 • theft
Success Critical Good lighting Overpowering +/-4 same difficulty as one hour. If the hero fails the roll,then he must rest for twice Professional level; extensive (though not complete) information
Critical success c:!) Several observers as long as he was lifting the weight. · Cutting-edge topics; extensive information, including peripheral details and extrapolations
•murder

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