The Age of Apocalypse
I love it when people describe their actions with a little creativity. Jumping off a building doesn’t sound as cool as jumping off a ledge, tumbling off a fire escape, leaping to a clothesline, and swinging down to the ground. Doing stunts like these (it’ll be by GM’s judgment) will give you a bonus on your roll: an extra d4 to roll. After playing D&D for a while, I’ve found that rolling extra dice is pretty damn fun for some reason. So yeah
Critical Hit Bonuses
You know how when you roll a natural 20, you get an extra 5 damage? Well, I’m changing that. Instead of getting an extra 5, you roll a d6 and add that amount to your damage.
Double Critical Hits
Normally, rolling a 20 on an attack roll gives you a single bonus to the attack’s damage. Now, after you roll a 20, you roll a second time and if by chance you roll a second 20 in a row, you’ll receive an extra d6 to the attack’s damage! Holy shit!
One action in combat that most players don’t know about is Total Defense. Essentially, you use a standard action to give yourself a +4 to your Dodge Bonus for defense. With this new rule, you can actually use Total Defense when you’re attacked (even though it’s not your turn). What happens is, if you’re attacked, you can decide before the attack roll that you want to assume a defensive position, thus giving yourself the +d6 Total Defense bonus until your turn arrives. The drawback is that you forfeit your actions for that turn. So let’s say Apocalypse kicks you in the groin, you can skip your next turn and give yourself +d6 to Dodge Bonus.
Going up against high Toughnesses or Impervious is rough. So I’m implementing a rule that essentially goes like this: Anytime an attack lands (thus anytime a Toughness roll must be made), there will always be at least a minimum result of damage. A successful Toughness roll will constitute a Bruise. All failed Toughness rolls will still apply their normal results. Characters with Impervious will also suffer bruises, but failed Toughness rolls only apply when their Impervious Toughness is ineffective. This hurts everyone, but I honestly believe it benefits the players more than it does the NPC’s. For one thing, only a couple players have Impervious, and pretty soon you all will be facing multiple villains with Impervious. The only way I see it helping NPC’s (but helping the campaign’s feel in general) is by making the Infinites less of a joke. In this way, they become more of a threat and make encounters with them more interesting.
Building off that last thought, I’ve decided to make Infinites (who I’ve been using the Minion rules for) just a little harder to take out. The way it previously worked was that Minions always dropped after any failed Toughness save. No bruises, no stuns, no staggers. With this rule, Minions that fail Toughness by less than 5 are only Stunned. They have to fail by 5 or more to become Unconscious or Dead. This won’t be gamebreaking, it will just make fights with Infinites hopefully a bigger deal.
Save vs. Stun
Doesn’t it suck to get hit so hard that you’re Stunned and you can’t act during your next action? Wouldn’t it be cool to somehow prevent that? Well here’s a way! Whenever you might become Stunned, you may now roll a Fortitude save to avoid it. The DC for this roll is 10 + the attack’s damage bonus. Not only does this make combat a little less aggravating, it also gives us a use for Fortitude saves! Hooray for useful point spending!
You know what would suck? Getting hit really hard for the first time in a combat encounter, and failing at your Toughness so badly that you go unconscious. Then you’d have to sit through a long encounter, unable to act. To prevent this, your first failed Toughness save in a combat encounter can’t be worse than a Bruise result, essentially giving you “one-hit insurance.” You have to beware though, that this doesn’t apply when you’re flat-footed or surprise attacked.
At the end of a combat encounter, everyone immediately rolls recover checks for all damage conditions. If the roll fails, the condition stays, but you get the chance to try and recover right away as opposed to waiting the full period of time.
For the most part, we’ve done combat on grids and anyone with high speed pretty much was able to move anywhere without counting. I’m sure this won’t change much, but in an effort to keep things under some sort of rules governance, here are the defined movement guidelines:
- One hex equals 5 feet.
- One normal Move Action for a character with standard speed is 30 feet, or 6 hexes.
- A character can take two Move Actions, and move a total of 12 hexes in one turn.
- A character can take a Full Action to Move All-Out, which quadruples your standard speed, allowing you to move a total of 24 hexes in one turn. The drawback to this is that you lose your Dodge Bonus for the turn.
- You can freely move through squares occupied by friendly characters, or unfriendly characters who are not an obstacle (dead, unconscious, bound, stunned, grappling, etc.).
- You can make an Acrobatics check to move through an area occupied by an enemy.
- If you have a movement power (such as Flight or Speed), it is calculated like this: your normal movement is 5 times the power’s rank, plus 30. So if you have Speed 5, your normal speed is 5×5 + 30, or 55 feet. One Move Action would let you move 11 hexes. When you Move All-Out, you use the speed given on the Time and Progression Table in the book.