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ACTION TYPES

The five types of actions are standard, move, full, free, and reaction. In a normal round, you can perform a standard action and a move action (or two move actions; you can always take a move action in place of a standard action), or you can perform a full action. You can also perform as many free and reactions actions as your GM allows.

In some situations (such as in the surprise round) you may be limited to taking only a standard or move action, not both.

STANDARD ACTION

A standard action allows you to do something. You can make an attack, use a skill, feat, or power (unless it requires a full action to perform; see below), or perform other similar actions. During a combat round, you can take a standard action and a move action. You can take the move action before or after, but not during, the standard action.

MOVE ACTION

A move action allows you to move your speed or perform an action taking a similar amount of time, such as climb one-quarter of your speed, draw or stow a weapon or other object, stand up, pick up an object, or perform some equivalent action (see the Actions in Combat Table).

You can take a move action in place of a standard action. For example, rather than moving your speed and attacking you can stand up and move your speed (two move actions), draw a weapon and climb one-quarter your speed (two move actions), or pick up an object and stow it in a backpack (two move actions).

If you move no actual distance in a round (usually because you have traded a move action for an equivalent action like standing up), you can take a 5-foot “step” before, during, or after the action. For example, you can stand up (a move action), take a 5-foot step, and attack (a standard action).

FULL ACTION

A full action requires all your attention during a round. The only movement you can take during a full action is a 5-foot step before, during, or after the action. Some full-round actions do not allow you to take a 5-foot step. You can also perform free actions (see below) as the GM allows.

FREE ACTION

Free actions consume very little time and, over the span of the round, their impact is so minor they are considered to take no real time at all. You can perform one or more free actions while taking another action. However, the GM puts reasonable limits on what you can do for free. A good rule of thumb is your Dexterity or Intelligence bonus +1 in free actions per round, with a minimum of one. For instance, dropping an object, dropping to a prone position, speaking a sentence or two, and ceasing to concentrate on maintaining a power are all free actions.

REACTION

A reaction is something that happens in response to something else, like a reflex. Like free actions, reactions take so little time they’re considered free. The difference between the two is a free action is a conscious choice made on the character’s turn to act. A reaction is a reflex or automatic response that can occur even when it’s not your turn to act. Characters can react even while unable to take normal actions, such as while stunned. A saving throw is an example of a reaction, something you instinctively do to avoid danger. Some powers and other traits are usable as reactions.

COMBAT DESCRIPTIONS

The most common actions are described here.

ABILITY DAMAGE

Certain powers and effects cause a temporary lose of ability score points. Powers such as Drain (see page 82) specify how quickly characters recover from this loss, usually 1 point per round, modified by things like Slow Fade (see page 110).

Cases where characters lose ability score points due to things like environmental conditions, illness, or similar effects is called ability damage.

Ability damage is temporary; once the condition causing it is removed, the character recovers lost ability score points at a rate of 1 per day. The Healing power can speed this recovery, as can ranks in Regeneration. If an ability score is lowered to 0, it is considered debilitated (see page 31)

AID STANDARD ACTION

If you are in position to attack an opponent, you can attempt to aid a friend engaged in melee with that opponent as a standard action. Make an attack roll against Defense 10. If you succeed, you don’t actually damage the opponent—but your friend gains either a +2 bonus on an attack roll against that opponent or a +2 bonus to Defense against that opponent (your choice) on the friend’s next turn. Multiple aid bonuses stack.

AGGRESSIVE STANCE

You can improve your chances of hitting with an attack by sacrificing your defense. Take up to a –4 penalty on your Defense to gain half that amount (up to +2) on your attack rolls for that round

ATTACK ACTION

With a standard action, you can make an attack against any opponent within the attack’s range.

ATTACK AN OBJECT
Size Defense
Colossal (jetliner) -3
Gargantuan (army tank) 1
Huge (typical car) 3
Large (big door) 4
Medium-size (dirt bike) 5
Small (chair) 6
Tiny (laptop computer) 7
Diminutive (paperback book) 9
Fine (pencil) 13

Sometimes a character needs to attack or break an object

Strike an Object: Objects are easier to hit than characters because they usually don’t move, but many are tough enough to shrug off some damage from each blow.

Object Defense and Bonuses to Attack: Objects are harder or easier to hit depending on their size and whether they are immobile or being held, carried, or worn by opponents. The base Defense of objects is shown on Table: Size and Defense of Objects.

If a character uses a full-round action to make an attack against an inanimate, immobile object, the character gets an automatic hit with a melee weapon, or a +5 bonus on his or her attack roll with a ranged weapon.

An object being held, carried, or worn has a Defense equal to the above figure + 5 + the opponent’s Dexterity modifier + the opponent’s class bonus to Defense. Striking a held, carried, or worn object provokes an attack of opportunity from the character who holds it. (If a character has the Sunder feat, he or she doesn’t incur an attack of opportunity for making the attempt.)

Substance Hardness Hit Points
Paper 0 20inch of thickness
Rope 0 20inch of thickness
Plastic, soft 0 30inch of thickness
Glass 1 10inch of thickness
Ceramic 1 20inch of thickness
Ice 0 30inch of thickness
Plastic, hard 2 50inch of thickness
Wood 5 100inch of thickness
Aluminium 6 100inch of thickness
Concrete 8 150inch of thickness
Steel 10 100inch of thickness

Hardness: Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points (see Table: Substance Hardness and Hit Points and Table: Object Hardness and Hit Points).

Hit Points: An object’s hit point total depends on what it is made of or how big it is (see Table: Substance Hardness and Hit Points and Table: Object Hardness and Hit Points).

 

Energy Attacks: Acid and sonic0concussive attacks deal normal damage to most objects. Electricity and fire attacks deal half damage to most objects; divide the damage by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage by 4 before applying the hardness.

Ineffective Weapons: The GM may determine that certain weapons just can’t deal damage effectively to certain objects.

Immunities: Objects are immune to nonlethal damage and to critical hits.

Saving Throws: Unattended objects never make saving throws. They are considered to have failed their saving throws. An object attended by a character (being grasped, touched, or worn) receives a saving throw just as if the character herself were making the saving throw.

Object     Toughness Break DC
Lock
Cheap     +0 10
Average     +2 15
High Quality     +4 20
High Security     +12 35
Ultrahigh Security     +16 40
Manufactured objects1
Fine     +1 10
Diminutive     +1 10
Tiny     +2 10
Small     +3 12
Medium-size     +5 15
Large     +8 15
Huge     +8 20
Gargantuan     +12 30
Colossal     +16 50
Gargantuan     +14 30
Colossal
    +18 50
Gargantuan     +16 30
Colossal     +18 50
Firearm, Medium-size     +9 17
Rope     2 23
Simple Wooden Door     +8 13
Strong Wooden Door     +12 23
Steel Door     +14 35
Cinderblock Wall     +16 35
Chain     +5 26
Handcuffs     +4 30
Metal Bars     +5 30
1 Figures for manufactured objects are minimum values. The GM may adjust these upward to account for objects with more strength and durability.

Breaking Objects: When a character tries to break something with sudden force rather than by dealing damage, use a Strength check to see whether he or she succeeds. The DC depends more on the construction of the object than on the material.

If an object has lost half or more of its hit points, the DC to break it decreases by 2.

Repairing Objects: Repairing damage to an object takes a full hour of work and appropriate tools. (Without the tools, a character takes a –4 penalty on his or her Repair check.) At the end of the hour, make a Repair check (DC 20). Success restores 2d6 hit points. If damage remains, the character may continue to make repairs for as many hours as it takes to restore all the object’s hit points.

 

SHOOTING OR THROWING INTO MELEE

If you make a ranged attack against an opponent engaged in melee with an ally, you take a –4 penalty on your attack roll because you have to aim carefully to avoid hitting your ally. Two characters are engaged in melee if they are opponents and adjacent to one another. (An unconscious or otherwise immobilized character is not considered engaged unless he or she is actually being attacked.) If the target is two or more size categories larger than any allies in melee, you ignore the –4 penalty

AIM FULL ACTION

By taking a full action to aim and line up an attack you get a bonus to hit when you make the attack. If you’re making a melee or unarmed attack, or a ranged attack at melee range, you get a +5 bonus on your attack roll. If you’re making a ranged attack from a greater distance, you get a +2 bonus on your attack roll. If you aim to hit an immobile object, you hit automatically with a melee attack and get a +4 bonus on a ranged attack.

However, while aiming you lose your dodge bonus, and if you are struck or distracted in any way before your attack, you have to make a Concentration check to maintain your aim (see Concentration, page 44). This tends to make aiming melee attacks—or ranged attacks while adjacent to an enemy—extremely unwise.

Once you aim, your next action must be to make the attack. Taking another standard or move action spoils your aim and you lose the aiming bonus.

ATTACKING MULTIPLE TARGETS WITH ONE ATTACK

When a character absolutely must take down a number of targets but he or she does not have enough Extra Attacks to do so, the character may attempt to use one attack to strike multiple targets. For each additional target beyond the first, the character suffers a -4 check penalty. Only one attack check is made, not one check per target. Each target, however, is allowed to make a defence check as normal. Additionally, the damage inflicted to each target is reduced by one half. For example, if a character attempted to swing his sword and strike three people in one blow, he would make one attack check with a -8 penalty (-4 for each of the two extra targets). If he successfully hits any of the targets, his damage is reduced by half. Characters with certain Feats (for example, Cleave or Whirlwind Attack) are exempt from these penalties

FINESSE ATTACK

Most attacks rely on sheer power to overcome the Toughness of a target’s armor. Finesse attacks target the weak points of an opponent’s defenses. Characters can normally make finesse attacks with melee weapons. Characters with the Improved Precise Shot feat can also make finesse attacks with ranged weapons, so long as they are within one range increment of their target.

To make a finesse attack, increase the Difficulty of your attack roll by an amount equal to the Toughness bonus of your opponent’s armor. If your attack hits, the target does not get the armor’s bonus on the Toughness save; the attack bypasses it altogether. If your attack roll fails, however, your attack glances harmlessly off the target’s armor or, if you would have missed the target’s normal Defense, misses entirely.

Creatures immune to critical hits are also immune to finesse attacks; their Toughness doesn’t have any significant weak points to exploit. Also note that finesse attacks only affect the Toughness bonuses from armor and similar defenses. The natural Toughness bonuses from Constitution, size, and creature type are unaffected.

AREA ATTACK

UNDER THE HOOD: AREA ATTACKS

Area attacks have their advantages and their drawbacks, and may require some Gamemaster management in play.

The primary advantage of area attacks is they essentially always hit, although cover and a successful Reflex save can blunt their effects. Covering a large area with an attack is an almost certain way of hitting a target you can’t hit directly, due to the target’s high Defense.

The downside of area attacks is they’re difficult to use with any precision. The attacker can only limit the affected area so much, and the attack hits everyone and everything in that area. This may include allies, bystanders, or just nearby buildings and property. Heroes fighting in any sort of urban environment should be cautious about using area attacks, and you should feel free to remind them of the potential repercussions of doing so.

Area attacks, particularly ones in crowded or urban areas, offer plenty of opportunities for complications in the adventure (see page 122): an area attack may damage a building’s foundation or a bridge’s supports, for example; tear up pavement, burst water or gas mains, overturn cars, or shatter windows.

A particular issue is area attacks with the Selective Attack extra (page 113), allowing the attacker to hit only some targets in the area. This removes most of the downside of an area attack, although there may still be repercussions for potential targets the attacker can’t perceive (and therefore can’t exclude). As GM, you should be cautious about allowing players to have Selective Area Attack powers, as they can prove too effective and may dominate the game.

Super-attacks sometimes consist of powerful explosions, bursts of energy, or simply throwing really big things at opponents. These area attacks cover a much larger area than a normal attack, so they’re much harder to avoid. See the Area extra, page 111, for more information on creating area attacks. An area attack automatically hits an area the attacker can accurately target, filling the area with its effect. Targets in the area get a Reflex saving throw against a DC of (10 + attack’s rank). If the save is successful, halve the area attack’s rank or bonus (rounding any fractions down) before applying it to the target, who then makes the normal saving throw against the attack. Targets with the Evasion feat (see page 60) suffer no effect if they make their Reflex save. Targets with Evasion 2 suffer only half effect even if they fail the save, and no effect if they succeed.

If you delay (see page 156) or ready (see page 158) a move action you can try to avoid an area effect entirely. If you move before the attack and have sufficient movement to get out of the area, then you’re safe. You must choose how far you move before the GM tells you the result of the area attack, so be sure you move far enough!

You can also spend a Conviction to gain the Evasion feat for one round, allowing you to suffer no effect from an area attack if you succeed on your Reflex saving throw (see Conviction, page 121). Area effects which don’t normally require an attack roll do not allow for a Reflex save, they simply affect all targets in the specified area

GANGING UP

Typically, up to eight attackers can gang up on an individual target, provided they have room to maneuver. If the defender can fight side by side with allies, back into a corner, fight through a doorway, and so forth, attackers can’t gang up as easily.

Picture the eight attackers as evenly spaced out surrounding the defender. The defender can reduce the opportunity for attackers to gang up based on how much of the area around himself he can block off. Backed against a wall, a character only allows five attackers to get at him. Backed into a corner, only three attackers can get at him at a time. If the defender is standing in a doorway, the opponent in front of him can attack normally and one opponent on either side can attack as well, but the defender benefits from cover (see Cover, page 160). If the defender is fighting in a 5-foot-wide corridor, only one attacker can get at him (unless attackers are coming at him from both directions).

The above rules are for Medium and Small characters. Larger characters present room for more attackers to get at them and combatants with ranged weapons can get at defenders more easily.

SURPRISE ATTACKS

An attack may come from an unexpected quarter, especially when dealing with super-powered opponents. An attack that catches the target off-guard in some way is called a surprise attack.

To make a surprise attack, you must catch your target unawares. You can make a surprise attack in the following situations:

• When you have total concealment from your target or the target otherwise hasn’t noticed your presence.

• When you use an interaction skill to throw your target off-balance, such as making a feint using Bluff. • When your target is stunned.

• When you surprise a target at the beginning of combat.

• When you do something unexpected (in the GM’s judgment).

Characters with the Uncanny Dodge feat (see page 65) cannot be surprise- attacked so long as they are capable of taking free actions (not stunned or helpless).

The target of a surprise attack loses any dodge bonus to Defense against the attack and suffers an additional –2 Defense penalty

Table: Defense Modifiers

Circumstance Melee Ranged
Defender sitting or kneeling -2 +21
Defender prone -4 +41
Defender stunned or cowering -22 -22
Defender climbing -22 -22
Defender flat-footed +02 +02
Defender running +02 +22
Defender grappling (attacker not) +02 +03
Defender pinned -44 4
Defender helpless (such as paralyzed, sleeping, or bound) +02 +02
Defender has cover —–— See Cover —–—
Defender concealed or invisible — See Concealment —
1 Does not apply if target is adjacent to attacker. This circumstance may instead improve bonus to Defense granted by cover. See Cover, below.
2 The defender loses any Dexterity bonus to Defense.
3 Roll randomly to see which grappling combatant the character strikes. That defender loses any Dexterity bonus to Defense.
4 Treat the defender’s Dexterity as 0 (–5 modifier).

Table: Attack Roll Modifiers

Circumstance Melee Ranged2
Attacker flanking defender1 +2 -
Attacker on higher ground +1 +0
Attacker prone -4 -2
Attacker invisible +23 +23
1 A character flanks a defender when he or she has an ally on the opposite side of the defender threatening the defender.
2 Some ranged weapons can’t be used while the attacker is prone.
3 The defender loses any Dexterity bonus to Defense.

 

 

TWO-WEAPON FIGHTING

Table: Two-Weapon Fighting Penalties

Circumstances Primary
Hand
Off Hand
Normal penalties –6 –10
Off-hand weapon is light –4 –8
Two-Weapon Fighting feat –4 –4
Off-hand weapon is light and
Two-Weapon Fighting feat
–2 –2

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways:

  • If your off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

  • The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.

    Table: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.

  • Double Weapons: You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon were a light weapon.

  • Thrown Weapons: The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon.
  • Strength Bonus and Damage Saves: You must split your Strength Bonus between your Main and Off Hand attacks. So if you have a total of +6 in your Strength you can apply any comination to the Damage Save equalling +6, so +4 and +2 or +3 and +3 or any other combination. The full bonus still applies to the attack roll, but you may still not exceed the damage or attack bonus allowed at the campaigns current power level.

BEGIN/COMPLETE FULL ACTION STANDARD ACTION

This action lets you start a full action (such as those listed on the Actions in Combat Table) at the end of your turn, or complete a full action by using a standard action at the beginning of your turn the round after starting the action.

If you start a full action at the end of your turn, the next action you take must be to complete it.

BLOCK STANDARD ACTION

Instead of attacking, you can choose to actively defend yourself against incoming melee attacks for the round. To block an attack, make an attack roll against your opponent’s attack roll. If your attack roll is higher, you block or deflect the attack. Each additional attack you block after the first in a round applies a cumulative –2 penalty on your attack roll.

BLOCKING WEAPON ATTACKS UNARMED

The default assumption is characters can block any sort of melee attack, whether armed with a weapon or not. Gamemasters wanting a greater level of realism may restrict unarmed characters from blocking armed attacks (it’s more difficult to block a sword blow with your bare hands than it is with a weapon or shield). Characters with a high enough Toughness save (say equal to the weapon’s damage bonus) may be able to block weapon attacks unarmed, at the GM’s discretion.

BLOCKING RANGED ATTACKS

Characters with the Deflect power (see page 81) can block certain types of ranged attacks, this includes Deflect granted by shields (see page 141). Otherwise, characters cannot block ranged attacks.

BULL RUSH

A character can attempt a bull rush as an attack action made during his or her move action, or as part of a charge. (In general, a character can’t make an attack action during a move action; this is an exception.) In either case, the character doesn’t get a 5-foot step before, during, or after the bull rush attempt. When the character bull rushes, he or she attempts to push an opponent straight back instead of attacking the opponent. A character can only bull rush an opponent who is one size category larger than the character, the same size, or smaller.

Initiating a Bull Rush: First, the character moves into the target’s square. Moving in this way provokes an attack of opportunity from each foe that threatens the character, probably including the target.

Second, the character and the target make opposed Strength checks. If the character and the target are different sizes, the larger combatant gets a bonus on the Strength check of +4 per difference in size category. The character gets a +2 bonus if he or she was charging. The target gets a +4 stability bonus if he or she has more than two legs or is otherwise exceptionally stable.

Bull Rush Results: If the character beats the target’s Strength check, the character pushes the opponent back 5 feet. The character can push the target back an additional 5 feet for every 5 points by which the character exceeded the target’s check result, provided the character moves with the target. A character can’t, however, exceed his or her normal movement for that action. (The target provokes attacks of opportunity if moved. So does the character, if he or she moves with the target. The target and the character do not provoke attacks of opportunity from each other as a result of this movement.)

If the character fails to beat the target’s Strength check, the character moves 5 feet straight back to where the character was before the character moved into the opponents square. If that square is occupied, the character falls prone in the square

CHARGE FULL ACTION

Charging allows you to move more than your speed and attack as a full action. You must move at least 10 feet and may move up to twice your speed. You must stop as soon as you are within striking range of your target (you can’t run past the target and attack from another direction). During the surprise round you can use the charge action, but you are only allowed to move up to your speed (instead of up to twice your speed). This is also true in other cases where you are limited to a single attack or move action per round.

After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and also take a –2 penalty to your Defense for 1 round (until the beginning of your action the following round).

COMBINED ATTACK STANDARD ACTION

Multiple attackers can attempt to combine their attacks to overwhelm an opponent’s defenses. The attackers must all delay to the same point in the initiative order (that of the slowest character). Each attacker makes a normal attack roll against the target. Take the largest save DC modifier of the attacks that hit, and for each other attack within 5 points of that attack’s bonus that hits, add +2. The attacks must all require the same type of saving throw in order to combine, for example attacks doing damage (requiring a Toughness save) can combine, but not with a Mental Blast or a Stun effect, which do not call for Toughness saves.

Although a combined attack is similar to aiding someone (see page 154) it is not the same, and bonuses applying to aid do not apply to combined attacks.

COMMAND MOVE ACTION

Issuing a command to a minion or a character under the influence of Mind Control requires a move action. If you want to issue different commands to different groups of minions, each one requires a move action (so you can issue two commands per round as a full action).

CONCENTRATE STANDARD ACTION

Concentrating to maintain a particular power or effect, or focusing intently on a task, count as standard actions, meaning you cannot attack while concentrating, although you can still take move actions and free actions. If anything happens that may disrupt your concentration, you have to make a Concentration check to maintain it. See the Concentration skill, page 44, for details.

COVER

Taking cover behind a wall, tree, or other obstacle provides a +4 bonus to Defense. Cover is measured relative to the attacker. For example, hiding behind a low wall provides no cover against an opponent hovering above you, but does provide cover against an opponent on the other side of the wall.

Table: Cover Modifiers

Degree of Cover (Example) Cover Bonus to Defense Reflex Saves
One-quarter (standing behind a 3-ft. high wall) +2 +1
One-half (fighting from around a corner or a tree; standing at an open window; behind a creature of same size) +4 +2
Three-quarters (peering around a corner or a big tree) +7 +3
Nine-tenths (standing at an arrow slit; behind a door that’s slightly ajar) +10 +41
Total (on the other side of a solid wall) - -
1 Half damage if save is failed; no damage if successful.

Cover and Reflex Saves

Cover grants you a +2 bonus on Reflex saves against attacks originating from a point on the other side of the cover from you.

Cover and Stealth Checks

You can use cover to make a Stealth check to avoid being seen. Without cover, you need concealment (see Concealment later in this chapter) to make a Stealth check.

Total Cover

If you cannot draw a line between you and a target without intersecting cover, the target has total cover. You can’t make an attack against a target with total cover.

Varying Degrees of Cover

In some cases, cover may provide a greater bonus to Defense and Reflex saves. In such situations, the normal cover bonuses to Defense and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover gains a +10 bonus on Stealth checks.

Striking Cover

If it ever becomes important to know whether the cover was actually hit by an incoming attack, the Narrator should determine if the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target with cover but high enough to hit the target if there had been no cover, the cover is hit. This can be particularly important to know in cases when a character uses another character as cover.

In such a case, if the cover is struck and the attack roll exceeds the Defense of the covering character, the covering character takes the damage intended for the target. If the attack roll is lower than the Defense of the covering character, but higher than the Defense of the covered character, the original target is hit instead. The covering character avoided the attack and didn’t provide cover after all! Covering characters can voluntarily lower defense bonus to ensure they provide cover.

CONCEALMENT

Concealment includes circumstances where nothing physically blocks an attack, but something interferes with the attacker’s accuracy. Typically, concealment is provided by things like fog, smoke, shadows, darkness, foliage, and so forth.

Table: Concealment

Concealment (Example) Miss Chance
One-quarter (light fog; light foliage) 10j
One-half (shadows; dense fog at 5 ft.) 20j
Three-quarters (dense foliage) 30j
Nine-tenths (near total darkness) 40j
Total (attacker blind; total darkness; smoke grenade; dense fog at 10 ft.) 50j and must guess target’s location

Concealment Miss Chance

Concealment gives the subject of a successful attack a 20j chance (a roll of 17 or higher on 2d10) that the attacker missed because of the concealment. If the attack roll hits, the defender makes a miss chance roll to avoid being struck. Multiple concealment conditions do not stack.

Concealment and Stealth Checks

You can use concealment to make a Stealth check to avoid being seen. Without concealment, you usually need cover to make a Stealth check.

Total Concealment

A target you cannot perceive with any of your accurate senses has total concealment from you. You can’t directly attack an opponent with total concealment, though you can attack into the area you think he occupies. A successful attack into an area occupied by a target with total concealment has a 50j miss chance (a 2d10 roll of 11 or higher).

Ignoring Concealment

Concealment isn’t always effective. Characters with Night Vision can see clearly for a greater distance with the same light source than other characters, for example.

Concealment

Concealment Example Miss Chance: Partial Fog; moderate darkness; foliage; precipitation 17 or higher Total Total darkness; invisibility; attacker blind; dense fog 11 or higher

CONDITIONS

Generally speaking, any situational modifier created by the attacker’s position or tactics applies to the attack roll, while any situational modifier created by the defender’s position, state, or tactics applies to the defender’s Defense. The GM judges what bonuses and penalties apply, using the Combat Modifiers Table as a guideline.

FATIGUE

Characters can suffer from fatigue as well as damage. This usually results from tasks requiring great effort, such as moving all out, exertion in difficult environments, and extra effort (see page 120). The Fatigue power (see page 85) also causes fatigue. There are two fatigued conditions: fatigued and exhausted.

Fatigue

Characters can suffer from fatigue as well as damage. This usually results from tasks requiring great effort, such as moving all out, exertion in difficult environments, and using powers. There are three fatigue levels: winded, fatigued, and exhausted.

Winded

The character suffers a –1 penalty to effective Strength and Dexterity, and cannot move all out or charge. A winded character who suffers an additional fatigue result becomes fatigued.

Fatigued

The character cannot move all out or charge, and suffers a –2 penalty to effective Strength and Dexterity. A fatigued character who suffers an additional fatigue result becomes exhausted.

Exhausted

The character is near collapse. Exhausted characters move at half normal speed and suffer a –3 penalty to effective Strength and Dexterity. An exhausted character who suffers an additional fatigue result falls unconscious (and must recover from it normally before recovering from fatigue; see Damage Conditions).

Recovery

Every hour of rest, a character makes a Constitution check (Difficulty 10) to recover from fatigue. Success reduces the character’s fatigue condition by one level (from exhausted to fatigued, from fatigued to winded, winded to normal). A full ten hours of rest allows any character to completely recover from all fatigue conditions.

Condition Summary

This section describes the different adverse conditions that can affect characters. If multiple conditions apply to a character, apply all of their effects. If effects conflict, apply the most severe.

Ability Damaged

The character has temporarily lost 1 or more ability score points. Lost ability score points return at a rate of 1 per day.

Ability Drained

The character has permanently lost 1 or more ability score points. Points lost to ability drain do not recover.

Blinded

The character cannot see at all, and thus everything has total visual concealment from him. He has a 50% chance to miss in combat, loses his dodge bonus to Defense, and suffers an additional –2 modifier to Defense. He moves at half speed and suffers a –4 penalty on most Strength and Dexterity-based skill checks. He cannot make Notice (spot) skill checks or perform any other activity (such as reading) requiring vision.

Bruised

The character has suffered some minor damage. Each bruised condition imposes a –1 penalty on Toughness saves to resist further non-lethal damage.

Dazed

A dazed character can take no actions, but retains dodge bonus to Defense.

Dead

The character is dead. A dead body generally starts to decay, but effects allowing a character to come back from death restore the body to full health or to its condition immediately prior to death. Either way, characters that have come back from the dead needn’t worry about rigor mortis, decomposition, and other similar sorts of unpleasantness.

Deafened

A deafened character cannot hear and suffers a –4 penalty to initiative checks. He cannot make Notice (listen) checks.

Debilitated

The character has one or more ability scores lowered below –5. A character with debilitated Strength falls prone and is helpless. A character with debilitated Dexterity is paralyzed. A character with debilitated Constitution is dying. A character with debilitated Intelligence, Wisdom, or Charisma is unconscious.

Disabled

A disabled character is conscious and able to act, but is badly injured. He can take only a single attack or move action each round, and if he performs any strenuous action, his condition changes to dying after the completing the action. Strenuous actions include moving all out, attacking, or using any ability requiring physical exertion or mental concentration.

Dying

A dying character is unconscious and near death. Upon gaining this condition, the character must immediately make a Constitution check (Difficulty 10) at the beginning of each round. On a failed check, the character dies. On a successful check, the character lives for another round (and must make a check the following round). If the check succeeds by 10 or more (Difficulty 20), the character’s condition becomes disabled and unconscious.

Entangled

An entangled character suffers a –2 penalty to effective Dexterity. If the bonds are anchored to an immobile object, the entangled character cannot move. Otherwise, he can move at half speed, but can’t move all out or charge. An already entangled character that is entangled again becomes helpless.

Exhausted

Exhausted characters are near collapse. They move at half normal speed and suffer a –3 penalty to effective Strength and Dexterity. An exhausted character suffering another fatigue result falls unconscious (and must recover from it normally).

Fascinated

A fascinated character has been entranced by an effect. They stand or sit, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. The character takes a –4 penalty on checks made as reactions, such as Notice checks. Any potential threat allows the fascinated character a new saving throw or resistance check to overcome the fascination. Any obvious threat, such as someone drawing a weapon or aiming an attack at the fascinated character, automatically breaks the fascination. An ally can shake a fascinated character free of the effect with an aid action.

Fatigued

Fatigued characters cannot move all out or charge and suffer a –2 penalty to effective Strength and Dexterity. A fatigued character who does something else that would normally cause fatigue becomes exhausted.

Flat-Footed

A character who has not yet acted during a combat is flat-footed, not yet reacting to the situation. A flat-footed character loses his dodge bonus to Defense, Dexterity bonus to Reflex Saves, and Reflex bonus to Damage Saves if they use Defensive Roll or something similar.

Frightened

A frightened character tries to flee from the source of the fear as quickly as possible. If unable to flee, the character is shaken .

Grappled

A grappled character is engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. They cannot move or take any action more complicated than making a barehanded attack, using a small weapon, or attempting to break free from the grapple. In addition, grappled characters lose any dodge bonus against opponents they aren’t grappling.

Helpless

Sleeping, bound, paralyzed or unconscious characters are helpless. Enemies can make advantageous attacks against helpless characters, or even deliver a coup de grace. A melee attack against a helpless character is at a +4 bonus on the attack roll (equivalent to attacking a prone target). A ranged attack gets no special bonus. A helpless character’s Defense score is 5, the same as an inanimate object.

Hurt

The character has suffered minor damage. Each injured condition imposes a –1 penalty on Toughness saves to resist further lethal damage.

Incorporeal

An incorporeal character has no physical body. Incorporeal characters are immune to attacks from corporeal sources. They can be harmed only by other incorporeal beings or supernatural attacks.

Invisible

An invisible character is virtually undetectable. Invisible characters gain a +2 bonus to hit defenders unaware of them, and such defenders lose their dodge bonus to Defense. Attacks against invisible characters have a 50% miss chance.

Nauseated

Nauseated characters can only take a single move action each round, meaning they are unable to attack (or take other standard actions) or move all out (or take other full-round actions).

Normal

The character is unharmed and unaffected by other conditions, acting normally.

Panicked

A panicked character flees as fast as possible or cowers, dazed, if unable to get away. A panicked character defends normally but cannot attack.

Paralyzed

A paralyzed character stands rigid and helpless, unable to move or act physically. Strength and Dexterity are debilitated, but the character may take purely mental actions. A paralyzed character’s Defense score is 5, the same as an inanimate object.

Pinned

A pinned character is held immobile (but not helpless) in a grapple. Pinned characters lose their dodge bonus and suffer a –4 penalty to Defense.

Prone

The character is lying on the ground. He suffers a –4 penalty on melee attack rolls. Opponents receive a +4 bonus on melee attacks against him but a –4 penalty on ranged attacks. Standing up is a move action.

Shaken

A shaken character has a –2 penalty on attack rolls, saving throws, and checks.

Sickened

A sickened character has a –2 penalty on attack rolls and checks.

Slowed

A slowed character can only take a standard or move action each round (not both). The character takes a –1 penalty on attack rolls, Defense, and Reflex saves. A slowed character moves at half normal speed. A slowed character can move at full speed and attack only by charging (see Charge in this chapter).

Stable

A stable character is no longer dying, but is still unconscious and disabled and must recover from those conditions normally.

Staggered

A staggered character can take a single move or standard action each round, not both. Any further damage to a staggered character shifts the character’s condition to unconscious.

Stunned

The character loses any dodge bonus to Defense, takes a –2 modifier to Defense, and cannot take actions other than reactions.

Unconscious

An unconscious character has been knocked out and is helpless.

Winded

A winded character suffers a –1 penalty to effective Strength and Dexterity and cannot move all out or charge. A winded character suffering an additional fatigue result becomes fatigued.

Wounded

The character has suffered damage. Each wounded condition imposes a –1 penalty on Toughness saves to resist further damag

COVERING STANDARD ACTION

Covering is a variation on the Ready action (see page 158). The attacker takes a standard action to use a ranged attack against a valid target within range. Make the attack roll normally, however, the attack does not go off. Instead, the attacker chooses to withhold the attack and “cover” the target. This is like someone with a gun pointing it at a target and shouting “freeze!” If the initial attack roll is successful, the attacker may use the readied attack at any time against the target with the normal result from the initial attack roll. If the initial attack roll was a critical hit, then the covering attack is also a critical hit, if it is made.

The target can escape from being covered by distracting the attacker in some way. Most distractions require a Concentration check by the attacker (see Concentration, page 44). If it fails, the covering attack is lost. The target can also make a Bluff or Intimidate check against the attacker to gain a momentary distraction and escape from being covered. An Intimidate check suffers a –2 penalty (since the attacker is clearly in a superior position).

DAMAGING OBJECTS

Nonliving objects are affected by damage somewhat differently than characters. Each object has a Toughness score representing how well it resists damage. An object’s Toughness works like a character’s Toughness save bonus. To determine how much damage an object takes from an attack, roll a Toughness save as normal.

SUBSTANCE TOUGHNESS

Paper 0

Soil 0

Glass 1

Ice 1

Rope 1

Wood 3

Stone 5

Iron 8

Steel 10

Titanium 15

Super-Alloys 20+

DAMAGE TO OBJECTS

Objects are only affected by lethal damage. They do not suffer nonlethal damage conditions.

• An “injured” object is damaged and suffers the normal –1 penalty per condition further Toughness saves.

• A “disabled” object is badly damaged. Disabled equipment and devices no longer function, while disabled barriers have holes punched through them, and other disabled objects may be bent, deformed, or otherwise damaged.

• A “dying” object is destroyed. Damaged and disabled objects can be repaired. It’s up to the GM whether or not a destroyed object is repairable; if it is, the difficulty of the Craft check is the same as creating an entirely new item.

 

The GM may want to simply have objects effectively “take 10” on Toughness saves to simplify matters, as if the object’s save result was (10 + Toughness). If the attacker’s damage bonus equals the object’s Toughness, it’s damaged, if it is 5 greater, it’s broken, and it it is 10 greater, it is destroyed automatically.

INEFFECTIVE ATTACKS

The GM may decide certain attacks just can’t effectively damage certain objects. For example, it’s very difficult breaking down an iron door with a knife, or cutting a cable with a club. In these cases the GM may rule an attack inflicts no damage to the object at all (the object effectively has Immunity to that form of damage).

EFFECTIVE ATTACKS

The GM may likewise rule certain attacks are especially effective against some objects. For example, it’s easy to light a curtain on fire or rip a piece of cloth. In these cases the GM may increase your damage bonus against the object or simply say the object is automatically destroyed by a successful attack (the object effectively has a Vulnerability to that form of damage).

HEAVY OBJECTS

The Toughness scores given on the Substance Toughness Table are for approximately one inch of the material. Heavier objects lower their thresholds on the Toughness Saving Throw Table (see page 70) by 1 per increase in thickness on the Time and Value Progression Table. So one level of increase means the object is “disabled” if it fails the save by 11 or more and destroyed if it fails by 16 or more. So a foot-thick stone wall has Toughness 8, but it must fail a Toughness save by 13 or more to be disabled, 18 or more to be destroyed. This means heavy objects can generally suffer more hits and heavier damage before they’re disabled or destroyed.

DAMAGING DEVICES

Devices have a Toughness of 10 + the device’s rank for damage purposes. See Chapter 7 for more information.

BREAKING OBJECTS

If you want to attack an object that you have in-hand or that no one is preventing you from attacking, such as smashing down a door, bending a metal bar, snapping bonds, or cutting through a wall with a Blast power, you can apply force more effectively. This requires a full-round action. Instead of rolling, assume the object’s Toughness save result is equal to (5 + Toughness). Super-Strength adds +1 per rank to your normal Strength bonus for damaging objects in this way (and only in this way). If your damage bonus is equal to the object’s Toughness, you break it, 5 or more than the object’s Toughness, you destroy it automatically.

DELAY FREE ACTION

By choosing to delay, you act at a later point in the initiative order than your rolled initiative. When you delay, you voluntarily reduce your initiative for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative total or just wait until some time later in the round and act then, fixing your new initiative at that point.

Delaying is useful if you need to see what your friends or enemies are going to do before deciding what to do yourself. The price you pay is lost initiative. You never get back the time you spent waiting to see what was going to happen.

DELAYING LIMITS

The lowest you can voluntarily lower your initiative is –10 minus your initiative bonus. When the initiative count reaches that point, you must act or forfeit any action for the round. For instance, a character with an initiative bonus of 3 could wait until the initiative count reached 0, then wait for it to reach –10, but would have to act on –13 or forfeit any action for the round. This is primarily an issue when multiple characters delay.

DELAYING WITH MULTIPLE CHARACTERS

If multiple characters are delaying, the one with the highest initiative bonus (or higher Dexterity, in case of a tie) has the advantage. If two or more delaying characters want to act on the same initiative count, the one with the highest bonus goes first. If two or more delaying characters are trying to go after each other, the one with the highest initiative bonus gets to go last. You can also Refocus (see page 158) to move to the top of the initiative count.

DEMORALIZE STANDARD ACTION

You can make an Intimidate check to demoralize an opponent as a standard action. By taking a –5 penalty on the check, you can attempt to demoralize as a move action. See Intimidate, page 49, for details.

DISARM STANDARD ACTION

As a melee attack, a character may attempt to disarm his or her opponent. If the character does so with a weapon, he or she knocks the opponent’s weapon out of his or her hands and to the ground. If the character attempt the disarm while unarmed, the character ends up with the weapon in his or her hand.

If a character is attempting to disarm the wielder of a melee weapon, follow the steps outlined here. Disarming the wielder of a ranged weapon is slightly different; see below.


Step One: The character provokes an attack of opportunity from the target he or she is trying to disarm.

Step Two: The character and the target make opposed attack rolls with their respective weapons. If the weapons are different sizes, the combatant with the larger weapon gets a bonus on the attack roll of +4 per difference in size category. If the target is using a weapon in two hands, he or she gets an additional +4 bonus. Also, if the combatants are different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.

Step Three: If the character beats the target’s attack roll, the target is disarmed. If the character attempted the disarm action unarmed, he or she now has the weapon. If the character was armed, the target’s weapon is on the ground at the target’s feet.

If the character fails the disarm attempt, the target may immediately react and attempt to disarm the character with the same sort of opposed melee attack roll. The opponent’s attempt does not provoke an attack of opportunity from the character. If the opponent fails to disarm, the character does not get a free disarm attempt against the opponent.

Ranged Weapons: To disarm an opponent wielding a ranged weapon, the character makes a melee attack or unarmed attack to strike the weapon in the opponent’s hand (see Attack an Object). If the weapon is held in two hands, it gets a +2 bonus to its Defense. If the character’s attack succeeds, the ranged weapon falls to the ground or winds up in the character’s hands (if the character made the attack unarmed). This kind of disarm attempt provokes an attack of opportunity, but if the character fails, the target does not get to make a disarm attempt against him or her.

DISTRACT STANDARD ACTION

Characters with the Distract feat can make a Bluff or Intimidate check to distract an opponent as a standard action. See Distract, page 60, for details.

DROP AN ITEM FREE ACTION

Dropping a held item is a free action (although dropping or throwing an item with the intention of accurately hitting something is a standard action).

DROP PRONE FREE ACTION

Dropping to a prone position is a free action, although getting up requires a move action (unless you have the Instant Up feat).

FEINT STANDARD ACTION

You can make a Bluff check to feint as a standard action. By taking a –5 penalty on the check, you can attempt to feint as a move action. See Bluff, page 42, for details.

FIRE ARMS ATTACK

The most basic form of attack with a firearm is a single shot. One attack is one pull of the trigger and fires one bullet at one target.

The Personal Firearms Proficiency feat allows a character to make this sort of attack without penalty. If a character isn’t proficient in personal firearms, he or she takes a –4 penalty on attacks with that type of weapon.

A number of other feats allow a character to deal extra damage when he or she fires more than one bullet as part of a single attack at a single target. (If a character doesn’t have those feats, he or she can still fire more than one bullet—but the extra bullets don’t have any effect, and are just wasted ammunition.)

As with all forms of ranged weapons, attacking with a firearm while within a threatened square provokes an attack of opportunity.

Because of the weapon’s unwieldy shape and size, an attacker using a longarm takes a –4 penalty on attacks against adjacent opponents

AUTOFIRE ATTACK

An autofire attack is a volley of multiple shots with a single standard action. To use an autofire attack against a single target, make your attack roll normally. The amount by which your attack roll succeeds applies a bonus to the attack’s saving throw Difficulty: +1 per 2 points the attack roll exceeds the target’s Defense.

If a target’s defense (involving special resistance or immunity) would normally ignore the attack before any increase in the save Difficulty, then the autofire attack has no effect as usual; a volley of multiple shots is no more likely to penetrate than just one

MULTIPLE TARGETS

You can use autofire to attack multiple targets at once as a full action by “walking” the autofire attack from target to target. Choose a line of 5-foot squares no greater in number than your attack bonus. You may make attack rolls to hit targets, one target at a time, starting at one end of the line and continuing to the other end. You suffer a penalty to each of your attack rolls equal to the total number of squares. If you miss one target, you may still attempt to hit the others.

COVERING FIRE

An autofire attack can provide cover for an ally. Take a full action and choose an ally in your line of sight, who receives a +4 dodge bonus against enemies in your line of sight and in range of your autofire attack. (You have to be able to shoot at them to get them to keep their heads down or this maneuver won’t work.) You cannot lay down covering fire for an ally in melee. Each character after the first who lays down covering fire for the same individual grants an additional +1 dodge bonus. All covering fire attackers receive a free attack if an opponent chooses to ignore the dodge bonus granted to the protected target.

SUPRESSOIN FIRE

An autofire attack can lay down a volley to force opponents to seek cover. Take a full-round action and choose an opponent, who receives a –4 penalty to attack rolls and checks for one round while in your line of sight and in range of your attack. An opponent who chooses not to seek cover ignores the attack modifier from suppression fire, but is automatically attacked (a free action for you). You cannot lay down suppression fire on an opponent in melee. Each character after the first who lays down suppression fire for the same target imposes an additional –1 penalty. All suppression fire attackers receive a free attack.

GRAPPLE STANDARD ACTION

Grappling is wrestling and struggling hand-to-hand. It’s tricky, but it can be useful to pin a foe rather than simply pummeling him unconscious.

Size (Example) Grapple Modifier
Colossal (blue whale [90 ft. long]) +16
Gargantuan (gray whale [40 ft. long]) +12
Huge (elephant) +8
Large (lion) +4
Medium-size (human) +0
Small (German shepherd) -4
Tiny (housecat) -8
Diminutive (rat) -12
Fine (horsefly) -16

Grappling means wrestling and struggling hand-to-hand.

There are three stages to grappling: grabbing, holding, and pinning.

Grabbing: Normally, a grab is just the first step to starting a grapple. If the character grabs an opponent, but fails to go on to hold him or her, the character doesn’t actually start a grapple. However, sometimes all a character wants to do is grab the target.

Holding: Once a character has established a hold, he or she is involved in a grapple. From a hold, a character can attempt a number of actions, including damaging the opponent or pinning the opponent. A character can’t get a hold on any creature more than two size categories larger than the character. (However, such a creature can get a hold on the character—so while a character can’t initiate a grapple with a creature more than two size categories larger than, a character can still end up in one.)

Pinning: Getting the opponent in a pin is often the goal of a grapple. A pinned character is held immobile.

Grapple Checks: When a character is involved in a grapple, he or she will need to make opposed grapple checks against an opponent—often repeatedly. A grapple check is something like a melee attack roll. A character’s attack bonus on a grapple check is:

Base attack bonus + Strength modifier + grapple modifier

Grapple Modifier: A creature’s size works in its favor when grappling, if that creature is Large or larger in size. Conversely, a creature of Small or smaller size is at a disadvantage because of its size when grappling. Instead of using a creature’s size modifier on a grapple check (as would be done for a melee or ranged attack roll), use the appropriate grapple modifier from Table: Grapple Modifiers.

Starting a Grapple: To start a grapple, a character first needs to grab and hold his or her target. Attempting to start a grapple is the equivalent of making a melee attack. If the character gets multiple attacks in a round, he or she can attempt to start a grapple multiple times (at successively lower base attack bonuses). Follow these steps.

  1. Attack of Opportunity: A character provokes an attack of opportunity from the target he or she is trying to grapple. If the attack of opportunity deals the character damage, the character fails to start the grapple. If the attack of opportunity misses or otherwise fails to deal damage, proceed to step 2.

  2. Grab: The character makes a melee touch attack to grab the target. If the character fails to hit the target, the character fails to start the grapple. If the character succeeds, proceed to step 3.

  3. Hold: Make an opposed grapple check. (This is a free action.) If the character succeeds, the character has started the grapple, and deals damage to the target as if with an unarmed strike.

    If the character loses, he or she fails to start the grapple. The character automatically loses an attempt to hold if the target is two or more size categories larger than the character is (but the character can still make an attempt to grab such a target, if that’s all he or she wants to do).

  4. Maintain the Grapple: To maintain the grapple for later rounds, the character must move into the target’s square. (This movement is free and doesn’t count as part of the character’s movement for the round movement.) Moving, as normal, provokes attacks of opportunity from threatening enemies, but not from the target. The character and the target are now grappling.

    If the character can’t move into the target’s square, the character can’t maintain the grapple and must immediately let go of the target. To grapple again, the character must begin at step 1.

Grappling Consequences: While a character is grappling, his or her ability to attack others and defend him or herself is limited.

No Threatened Squares: A character doesn’t threaten any squares while grappling.

No Dexterity Bonus: A character loses his or her Dexterity bonus to Defense (if the character has one) against opponents the character isn’t grappling. (The character can still use it against opponents he or she is grappling.)

No Movement: A character cannot move while held in a grapple.


If the Character is Grappling: When a character is grappling (regardless of who started the grapple), he or she can attempt any of several actions on his or her turn. Unless otherwise noted, each of these options is equivalent to an attack. (If the character normally gets more than one attack per attack action, he or she can attempt as many of these options as he or she has attacks available, using his or her successively lower attack bonus for each roll.) The character is limited to these options only; he or she cannot take any other actions.

  • Damage the Opponent: Make an opposed grapple check; if the character succeeds, he or she deals damage as with an unarmed strike.

  • Pin: Make an opposed grapple check; if the character succeeds, he or she holds the opponent immobile for 1 round. The opponent takes a –4 penalty to Defense against all attacks from other people (but not from the character); however, the opponent is not considered helpless.

    A character can’t use a weapon on a pinned character or attempt to damage or pin a second opponent while holding a pin on the first.

    A pinned character can’t take any action except to attempt to escape from the pin.

  • Escape from Grapple: Make an opposed grapple check. If the character succeeds, he or she can escape the grapple. If more than one opponent is grappling the character, the grapple check result has to beat all their check results to escape. (Opponents don’t have to try to hold a character if they don’t want to.)

    Alternatively, the character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the grapple. This is an attack action that the character may only attempt once per round, even if the character gets multiple attacks.

    If the character has not used his or her move action for the round, the character may do so after escaping the grapple.

  • Escape from Pin: Make an opposed grapple check. If the character succeeds, he or she can escape from being pinned. (Opponents don’t have to try to keep the character pinned if they don’t want to.) The character is still being grappled, however.

    Alternatively, a character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the pin.

  • This is an attack action that the character may only attempt once per round, even if the character gets multiple attacks.

  • Break Another’s Pin: Make an opposed grapple check; if the character succeeds, he or she can break the hold that an opponent has over an ally.

  • Draw a Light Weapon: A character can draw a light weapon as a move action.

  • Attack with a Light Weapon: A character can attack with a light weapon while grappling (but not while pinned or pinning). A character can’t attack with two weapons while grappling.

If the Character is Pinned: When an opponent has pinned the character, he or she is held immobile (but not helpless) for 1 round. (the character can’t attempt any other action.) On the character’s turn, he or she can attempt to escape from the pin. If the character succeeds, he or she is still grappling.

Joining a Grapple: If the target is already grappling someone else, a character can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against the character, and the character’s grab automatically succeeds. The character still has to make a successful opposed grapple check and move in to be part of the grapple.

If multiple enemies are already involved in the grapple, the character picks one against whom to make the opposed grapple check.

Multiple Grapplers: Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one size category smaller than the character count as one-half creature each; creatures that are one size category larger than the character count as two creatures; and creatures two or more size categories larger than the character count as four creatures.

When involved in a grapple with multiple opponents, the character chooses one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to escape, a character’s grapple check must beat the check results of all opponents.

GRABBING OBJECTS

A character can also use disarm to snatch away an object worn by a target. Doing this works the same as a disarm attempt (see above), except for the following.

Attack of Opportunity: If the target’s attack of opportunity inflicts any damage, the attempt to grab the object automatically fails.

Modifiers: If the object is well secured or otherwise difficult to grab from the target, the target gets a +4 bonus. On the other hand, if the object is poorly secured or otherwise easy to snatch or cut away, the attacker gets a +4 bonus.

Failed Attempts: Failing an attempt to grab an object doesn’t allow the target to attempt to disarm the character.

 

GRENADES AND EXPLOSIVES
% Corner of targeted square
25 Upper left
50 Upper Right
75 Lower Right
100 Lower Left

An explosive is a weapon that, when detonated, affects all creatures and objects within its burst radius by means of shrapnel, heat, or massive concussion. Its effect is broad enough that it can hurt characters just by going off close to them.

Some explosives, such as grenades, can be thrown, and they explode when they land. Others are planted, with fuses or timers, and go off after a preset amount of time elapses.

Thrown Explosives: An attack with a thrown explosive is a ranged attack made against a specific 5-foot square. (A character can target a square occupied by a creature.) Throwing the explosive is an attack action. If the square is within one range increment, you do not need to make an attack roll. Roll % and consult the table to see which corner of the square the explosive bounces to.

% Location Struck
12 upper right corner, one square beyond target
24 upper right corner, one square right of target
36 lower right corner, one square right of target
48 lower right corner, one square short of target
60 lower left corner, one square short of target
72 lower left corner, one square left of target
84 upper left corner, one square left of target
96 upper left corner, one square beyond target

If the target square is more than one range increment away, make an attack roll. The square has an effective Defense of 10. Thrown weapons require no weapon proficiency, so a character doesn’t take the –4 nonproficient penalty. If the attack succeeds, the grenade or explosive lands in the targeted square. Roll % and consult the table above to see which corner of the square the explosive bounces to.

After determining where the explosive landed, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.

Planted Explosives: A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off.

% Location Struck
8 upper right corner, two squares beyond target
16 upper right corner, one square beyond and right of target
24 upper right corner, two squares right of target
32 lower right corner, two squares right of target
40 lower right corner, one square short and right of target
48 lower right corner, two squares short of target
56 lower left corner, two squares short of target
64 lower left corner, one square short and left of target
72 lower left corner, two squares left of target
80 upper left corner, two squares left of target
88 upper left corner, one square beyond and left of target
96 upper left corner, two squares beyond target

When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.

Splash Weapons

A splash weapon is a ranged weapon that breaks apart on impact, splashing or scattering its contents over its target and nearby creatures or objects. Most splash weapons consist of liquids in breakable containers.

To attack with a splash weapon, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so characters don’t take the –4 nonproficient penalty. A hit deals direct hit damage to the target and splash damage to all other creatures within 5 feet of the target.

A character can instead target a specific 5-foot square, including a square occupied by a creature. Use the rules for thrown explosives. However, if a character targets a square, creatures within 5 feet are dealt the splash damage, and the direct hit damage is not dealt to any creature.

If the character misses the target (whether aiming at a creature or a square), check to see where the weapon lands, using the rules for thrown explosives. After determining where the object landed, it deals splash damage to all creatures within 5 feet

HELPLESS DEFENDERS

A helpless foe—bound, sleeping, unconscious, or otherwise at your mercy— is an easy target. You sometimes can approach a target unawares and treat the opponent as helpless if the GM allows.

A helpless character loses any dodge bonus and takes a –9 penalty to Defense against attacks from adjacent opponents, and a –5 penalty to Defense against ranged attacks.

COUP DE GRACE

As a full-round action, you can deliver a coup de grace to a helpless opponent adjacent to you. You automatically hit and score a critical hit. If the defender takes damage but is not knocked out or dying, he must make a Fortitude save (DC 10 + damage bonus) or be knocked out (for a nonlethal attack) or dying (for a lethal attack). You can’t deliver a coup de grace against a target immune to critical hits. You can deliver a coup de grace against a target with total concealment, but doing this requires two consecutive full-round actions (one to feel around and accurately perceive the target and another to deliver the coup de grace)

IMPROVISED WEAPONS

Supercharacteres and villains often use the most unlikely objects as weapons. Use the following guidelines for improvised weapons:

Weight: The object should be no more than a light load for the wielder to use it as a weapon.

Damage Bonus: The damage bonus of an improvised weapon is equal to the wielder’s Strength bonus. If the weapon’s 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. At the GM’s option, tougher weapons may have their Toughness reduced by 1 for each successful attack, breaking when their Toughness drops below the wielder’s Strength bonus.

Area Attacks: Large weapons area treated as area attacks based on their size modifier (see the Size table, page 34). If the weapon attack misses by an amount less than or equal to the object’s size modifier, it still hits, but the target can make a Reflex save (DC 10 + damage bonus) to halve the attack’s damage.

Critical: Most improvised weapons only score a critical hit on a natural 20.

Damage Descriptor: Usually bludgeoning, although sharp or pointed improvised weapons may inflict lethal slashing or piercing damage at the GM’s discretion.

Range Increment: See Throwing (page 36) for the distance a character can throw an object. The base range increment is one-fifth the character’s maximum throwing distance. Each additional increment is a –2 penalty on the attack roll.

KNOCKBACK

Super-powerful attacks can send opponents flying. A character who is stunned (or worse) by an attack may be knocked back. The distance is based on the power of the attack and the target’s mass and durability. Take the attack’s damage bonus and subtract half the target’s Toughness save bonus (round down). Impervious Toughness save bonus is not halved, subtract the full amount instead. Subtract the rank of the target’s Immovable power, if any (see page 89). Subtract 4 for each size category larger than Medium (a Huge character subtracts 8, for example). Add 1 for each size category smaller than Medium (a Small character adds 1, for example).

Knockback = attack’s damage bonus – one-half Toughness save bonus – modifiers

You can determine most of the modifiers for knockback in advance (adding together the character’s Toughness save, size, and Immovable modifiers) and note a single knockback modifier on the character sheet. Then simply compare the attack’s damage bonus against the knockback modifier to determine if there’s any knockback.

If the result is positive, the target is knocked back. Find the knockback result on the value column of the Time and Value Progression Table (see page 70). That’s the distance (in feet) the character is knocked back. A result of less than 5 feet means the character falls prone in roughly the same spot (although a short knockback distance may matter if the character is standing on a ledge, for example). So a knockback result of 8, read on the Time and Value Progression Table, means the character is knocked back 250 feet. 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. The character ends up prone and must get back up normally.

You can always choose to inflict less than your attack’s maximum knockback (just like you can choose to do less than your attack’s maximum damage). Targets failing a Toughness save by less than 5 suffer no knockback.

SIZE MODIFIER

Your size modifier for a grapple check is +4 for every size category you are above Medium-size or –4 for every size category you are below Mediumsize. Like all size modifiers this one cancels out so opponents of the same size grapple each other normally.

To start a grapple, you first need to grab and hold your target. Make a melee attack to grab the target. If you don’t hit the target, you fail to start the grapple. Once you hit, you have grabbed your opponent, make an opposed grapple check. If you lose, the target is not grappled. If you succeed, you can apply one of the following effects:

• Damage: You deal damage like an unarmed strike.

• Throw: You can pick up and throw your opponent like an inanimate object (see Throwing, page 36). The throw occurs as a move action as part of the grapple (grabbing, grappling, and throwing an opponent is a full-round action). The distance you can throw an opponent is based on weight like any other object and a throw automatically ends the grapple.

• Pin: You hold your opponent immobile for one round. You can’t use a weapon on the pinned character or attempt to damage or pin another opponent while pinning the first unless you have the Improved Grapple feat or the Additional Limbs power. When an opponent has pinned you, you are immobile (but not helpless) for one round. You have a –4 Defense modifier and lose your dodge bonus against attacks while pinned.

• Break: You can break the hold an opponent has over an ally.

• Escape: You can escape the grapple or a pin. If you are grappled and escape, you are no longer grappling and can take whatever movement you get as your move action. If you’re pinned and escape, you are still grappling, but no longer pinned. If more than one opponent is grappling or pinning you, your grapple check result has to beat all of their checks to escape. You also can make an Escape Artist check (opposed by your opponent’s grapple check) to escape.

While you’re grappling, your ability to attack others and defend yourself is limited. You lose your dodge bonus to Defense against opponents you aren’t grappling. You can still use it against opponents you are grappling. You can use powers while grappling, subject to the requirements of the grapple. If you use a power requiring a standard action, you forfeit your grapple check that round (meaning you automatically lose the opposed grapple check). This may be worth it if the power helps you get out of the grapple or otherwise deals with your opponent. The GM may require a Concentration check (see page 44) to use some powers while grappled, while other powers (those requiring freedom of movement or the ability to access a device, for example) may not be usable at all, at the GM’s discretion.

MANIPULATE OBJECT MOVE ACTION

In most cases, moving or manipulating an object is a move action. This includes drawing or holstering a weapon, retrieving or putting away a stored object, picking up an object, moving a heavy object, and opening a door.

MENTAL GRAPPLE STANDARD ACTION

Characters with the Mind Reading power (see page 93) can grapple an opponent mentally rather than physically, a struggle of mind against mind. Mental grappling uses the same system as physical grappling, with the following differences:

• A mental grapple requires a successful use of Mind Reading to establish mental contact. Mental grapples do not require physical contact, but do require a standard action each round, as usual. This action is part of the attacker’s maintenance of Mind Reading, so mental grappling is an option even if the attacker’s Mind Reading power has a duration of Concentration. If the attacker stops maintaining Mind Reading at any time, the mental grapple ends.

• Mental grapple checks are 2d10 + the character’s Will save or mental power rank (whichever is greater). Size and Strength modifiers do not apply.

• You cannot throw an opponent using a mental grapple.

• Damage inflicted by a mental grapple is based on the attacker’s Wisdom bonus rather than Strength bonus. If the attacker has a damaging mental power (like Mental Blast) its damage may substitute for Wisdom bonus.

• Anyone in a mental grapple loses their dodge bonus against all opponents, even the one they are mentally grappling, due to the distraction.

• Anyone involved in a mental grapple must make a Concentration check (DC 20) to use another power or do anything else without first escaping the mental grapple. A character can take a different standard action by forgoing the mental grapple check for that round, but then automatically loses the opposed mental grapple check for the round.

• The winner of a mental grapple can choose to break off mental contact, even if another character established it.

MINIONS

Minions are minor characters subject to special rules in combat, and generally easier to defeat than normal characters. The following rules apply to minions:

• Minions cannot score critical hits against non-minions.

• Non-minions can take 10 on attack rolls against minions (attackers normally cannot take 10 on attack rolls).

• If a minion fails a Toughness saving throw, the minion is knocked unconscious (nonlethal damage) or dying (lethal damage). Attackers can choose a lesser effect, if desired.

• The Impossible Toughness Save rule (see at right) does not apply to minions.

• Certain traits (like Takedown Attack) are more effective against minions

MOVE MOVE ACTION

The simplest move action is moving your speed. Many nonstandard modes of movement are also covered under this category, including climbing and swimming (up to one-quarter the character’s speed), crawling (up to 5 feet), and entering or exiting a vehicle. Various powers grant additional movement abilities, with speed determined by the power’s rank.

MOVE ALL OUT FULL ACTION

You can move all out as a full action. When you do so, you move up to four times your speed in a fairly straight line.

You lose your dodge bonus while moving all out, since you can’t easily avoid attacks. However, if you’re using a movement power (see Chapter 5) you gain a +2 bonus to Defense per rank in that power; so a character with Flight 5 moving all out gets a +10 Defense bonus for his speed (it’s harder to hit a fast-moving target).

You can move all out for a number of rounds equal to your Constitution score. After that you must succeed at a Constitution check (DC 10) to continue moving all out. You must check again each round, and the DC increases by +1 for each check. When you fail a check, you become fatigued and must drop to an accelerated or normal pace (see Fatigue, page 167).

OVERRUN STANDARD ACTION

You can attempt an overrun as a standard action following a move action or as part of a charge. With an overrun, you plow past, or over, your opponent (and move through his area) as you move. You can only make one overrun attempt per action.

First, you must move at least 10 feet in a straight line toward your target. The target chooses to avoid or block you. If he avoids you, you keep moving, since you can always move through an area occupied by someone who lets you pass. If he blocks you, make a trip attack against him (see Trip, page 159). If you are using a movement power, you gain a +1 bonus per rank on the trip check. If you succeed in tripping your opponent, you can continue your movement as normal.

If you fail and are tripped in return, you fall prone. If you fail but are not tripped, you have to move 5 feet back the way you came, ending your movement there (essentially, you stop directly in front of your opponent). If that space is occupied, you fall prone as well.

RUSH STANDARD ACTION

You can attempt a rush as a standard action made after a move action, or as part of a charge. (You normally can’t make a standard action during a move action; this is an exception.) When you rush, you attempt to push an opponent straight back instead of damaging them.

First, you move adjacent to your target. You and the target make opposed Strength checks, with each rank in Super-Strength providing a +1 bonus and each rank of your movement power (if you are using one) providing a +1 bonus. If you and the target are different sizes, the larger one gets a +4 bonus per difference in size category. The target gets a +4 bonus for having more than two legs or being otherwise exceptionally stable (see Additional Limbs, page 75) and may also get a bonus from the Immovable power (see page 89).

If you win the opposed Strength check, you push the opponent back. Read the amount by which you won the check as a rank on the Time and Value Progression Table, that’s how many feet you push the target back. So winning the check by 7 pushes your opponent back 100 feet, for example. You can’t, however, exceed your normal movement speed, so any additional distance is ignored.

If you lose, you move 5 feet back the way you came, ending your movement there (essentially, you stop directly in front of your opponent). If that space is occupied, you also fall prone

READY STANDARD ACTION

Readying lets you prepare to take an action later, after you would normally act on your initiative, but before your initiative on your next turn. Readying is a standard action, so you can move as well.

You can ready a single standard or move action. To do so, specify the action you will take and the circumstances under which you will take it. Then, any time before your next action, you may take the readied action as a reaction to those circumstances. For the rest of the fight, your initiative result is the count on which you took the readied action.

Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again).

REFOCUS FULL ACTION

Refocus is a full action during which you cannot move. You do nothing that round except refocus your attention and appraise the situation. On the following round, you move up in the initiative order and are positioned as though you rolled a 20 on your initiative check. The usual modifiers to Initiative checks apply to your new initiative total.

SPEAK FREE ACTION

In general, speaking is a free action. Some Gamemasters may limit the amount you can say during your turn, although supercharacteres and villains can generally say quite a bit in the midst of combat. Issuing orders to followers or minions in combat is a move action.

STAND UP MOVE ACTION

Standing up from a prone position requires a move action.

STARTLE STANDARD ACTION

With the Startle feat (see page 64), you can make an Intimidate check to startle an opponent as a standard action. By taking a –5 penalty on the check, you can attempt to startle as a move action.

SWITCH ARRAY FREE ACTION

You can switch between Alternate Powers in an array, or reallocate points among dynamic Alternate Powers, as a free action once per round (see Alternate Power, page 108, for details on how Alternate Powers work).

TAUNT STANDARD ACTION

With the Taunt feat (see page 64), you can make a Bluff check to demoralize an opponent as a standard action. By taking a –5 penalty on the check, you can attempt to taunt as a move action.

TOTAL DEFENSE STANDARD ACTION

Instead of attacking, you can use your standard action to avoid attacks that round. You don’t get to attack or perform any other standard action, but you get a +4 to your dodge bonus for the round.

TRICK STANDARD ACTION

You can make a Bluff check (see page 42) to trick an opponent as a standard action. By taking a –5 penalty on the check, you can attempt to trick as a move action.

TRIP STANDARD ACTION

A character can try to trip an opponent, or otherwise knock him or her down, as an unarmed melee attack. A character can only trip an opponent who is one size category larger than the character, the same size, or smaller.

Making a Trip Attack: Make an unarmed melee touch attack against the target. Doing this provokes an attack of opportunity from the target as normal for unarmed attacks.

If the attack succeeds, make a Strength check opposed by the target’s Dexterity check or Strength check (using whichever ability score has the higher modifier). If the character and the target are different sizes, the larger combatant gets a bonus on the Strength check of +4 per difference in size category. The target gets a +4 stability bonus on his or her check if he or she has more than two legs or is otherwise exceptionally stable. If the character wins, he or she trips the target. If the character loses, the target may immediately react and make a Strength check opposed by the character’s Dexterity check or Strength check to try to trip the character.

Being Tripped (Prone): A tripped character is prone (see Table: Defense Modifiers). Standing up from a prone position is a move action.

Tripping with a Weapon: Some weapons, such as the chain and the whip, can be used to make trip attacks. A character doesn’t incur an attack of opportunity when doing so. If the character is tripped during his or her own trip attempt, the character can drop the weapon to avoid being tripped.

TURN OFF A POWER FREE ACTION

You can deactivate a power as a free action. However, you can’t activate and deactivate the same power in the same turn, the power’s activation lasts until your next turn, when you can then deactivate it, if you choose. You can’t turn off Permanent powers.

MISCELLANEOUS ACTIONS

For actions not covered in any of this material, the GM determines how long the action takes.

• Skills: Most uses of skills in a combat situation are standard actions, but some might be move or full actions. The description of a skill provides the time required to use it. See Chapter 3.

• Feats: Certain feats allow you to take special actions in combat. Other feats are not actions in themselves, but grant a bonus when attempting something you can already do. Some feats aren’t meant to be used within the framework of combat. The individual feat descriptions tell you what you need to know about them. See Chapter 4.

• Powers: The description of a power provides the type of action required to use it. See Chapter 5.

• Recover: You can spend Convictions to use a full action to recover from damage in combat (see Conviction, page 121) top

Seth Blevins