Initiative (New Information)
Everyone rolls Initiative: The result of a [die roll + Initiative Mod]
The character with the highest Initiative performs her action first.
You may yield your character’s action until later in the Initiative queue or into the next turn.
Characters with Mega-Dexterity or Mega-Composure almost always go before other characters.
Having Mega-Dexterity adds +1 extra die to initiative rolls.
Having Mega-Composure adds +1 extra die to initiative rolls.
Attacking (New Information)
Attack Roll: [Strength + Brawl + Modifier] - [Targets Defense]
Auto-Successes: [Mega-Strength x 3] Alternative Attack Roll: [Dexterity + Brawl + Modifier] - [Targets Defense]
Auto-Successes: [Mega-Strength x 3]
Attack Roll: [Strength + Weaponry + Modifier] - [Target Defense]
Hit Roll: [Mega-Strength x 3] Some Mega-Strong Novas have been know to swing weapons so hard that they can bend and even shatter upon impact, if the now ever makes an attack higher that the durability rating of his weapon the weapon will take the excess in durability damage. Therefore a damaged weapon is easier to damage again.
Ranged Combat (Guns and Bows)
Attack Roll: [Dexterity + Firearms + Modifier] For Novas with Mega-Dexterity each dot reduces aiming penalties by -1 Difficulty. Allowing the to effortlessly shoot their enemies in the face repeatedly without penalty.
Ranged Combat (Thrown) (Wrong: Check Physical Feats)
Attack Roll = (Mega-Dexterity and Athletics) - Target's (Defense and Armor)
Ranged Combat (Heavy Thrown) (Wrong: Check Physical Feats)
Many Mega-Strong Novas don't like to waste time fighting in hand-to-hand combat and prefer eliminate their target with a well place semi-truck.
Distance Roll = [Mega-Strength - Object(Size) + Athletics]
Attack Roll = [Mega-Strength + Object(Size) + Athletics)
Short/Medium/Long Range Determined by Mega-Strength minus Object Size.
Short Range: Difference * 2 ft
Medium Range: Difference * 5 ft
Long Range: Difference * 10 ft
Ranged Combat (Guns and Bows)
Attack Roll = [Dexterity + Firearms + Modifier]
Aiming: +1 per turn to a +3 maximum
All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense
Armor Piercing: Ignores amount of target’s armor equal to item’s own rating
Auto-fire Full Clip: Only available on certain weapons. Shoot any amount of targets; +5 bonus; -1 per target.
Auto-fire Long Burst: 10 bullets at any amount of targets; +3 bonus; -1 per target.
Auto-fire Medium Burst: 5 bullets at one to three targets; +2 bonus; -1 per target.
Auto-fire Short Burst: 3 bullets at a single target; +1 bonus to the roll.
Burst-fire: 3 bullets at a single target with a +2 bonus to the roll.
Short Burst-Fire: 2 bullets at a single target with a +1 bonus to the roll.
Concealment: Barely -1; partially -2; substantially -3; fully, see “Cover”
Dodge: Double target’s Defense
Drawing a Weapon: Requires one action (one turn) without a Merit, and could negate Defense
Firing from Concealment: Shooter’s own concealment quality (-1, -2 or -3) reduced by one as a penalty to fire back.
Offhand Attack: -2 penalty
Prone Target -2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close-combat distance
Range: -2 at medium range, -4 at long range, -6 at extreme long range.
Shooting into Close Combat: -2 per combatant avoided in a single shot (not applicable to autofire)
Specified Target: Torso -1, leg or arm -2, head -3, hand -4, eye -5.
Surprised or Immobilized Target: Defense doesn’t apply
Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, Defense does apply
Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, Composure or Defense) in one roll or instance
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