![]() |
|
|
|
Turbo V&VSince a significant number of the players are operating on a time limit due to public transportation and other concerns, any and all combat will be in Turbo Mode. When your character’s Initiative comes up, you will have five seconds to declare an action. If you do not declare an action, the next Initiative will be called and your character will lose their action as an Evade or a Detect Check. Holds, Tugs-O-War and Other Contests of StrengthIn keeping with the Turbo Mode rule, any contests of Strength will be settled by a dice-off using the characters’ Base HTH Damage and Damage Modifiers. Magnetic, Gravitic or Telekinetic Capacity may be substituted for Carrying Capacity, if applicable, when determining Base HTH Damage. Example: Velocity is trying to force open a metal fire door that Energon has magnetically sealed. Energon’s Magnetic Powers give him a Carrying Capacity of 2900 pounds and a Damage Base of 1d12, his INT and AGIL a +2 Damage Mod. Velocity’s INT and AGIL give him a +8 and a slight edge despite a 450-pound Carrying Capacity and 1d6 Base HTH Damage. Energon’s player rolls a 9 for a total of 11, but Velocity’s lower roll of 4 (for a total of 12) wins out. In narration, Velocity’s hyper-fast mind speeds through a recitation of laws of physics and polynomial equations based on running speed, approximate weight of the door and estimated strength rating of the latch mechanism as he identifies the exact leverage point. Attacking Multiple TargetsMultiple-target attacks end with the first result of a miss. In other words, a character attacking three villains hits the first but misses the second. That hero still hits the first target, but he or she cannot roll to hit on the third. Paralysis RayDue to the powerful nature of this attack, targets will be allowed percentile END saves to shake off the effects when struck and in between combat rounds. |