Combat Assistance
Melee
- Your team outnumbers your foes: Gang Up – page 101
- You are pretty strong and can move before acting and/or have a shield: Push to knock them prone- page 104
- You are OK with lowering your defense: Wild Attack – page 109
Ranged
- You can miss a turn and you can stand still in your position: Aim – page 97
- You are using a ranged weapon and you can shorten the distance and engage in melee: Switch to melee attacks
Both
- You can help an ally: Support – page 106
- You can hinder your foe though a clever tactic: Test to make foe Vulnerable or Distracted (your choice) a raise makes them Shaken – page 108
- You are OK with sacrificing your movement: Grapple – page 101
- You aren’t having problems hitting the foe: Called Shot – page 99
- You are OK with lowering your defense: Wild Attack – page 109
- You are engaged in melee
- And don’t want to risk rolling dice: Withdraw – page 109
- Defend: Takes a full turn and increases Parry by +4 – page 100
- You are engaged by a single enemy
- You are pretty strong and/or have a shield: Push to knock them prone- page 104
- You can hinder your foe through a clever tactic: Test to make foe Vulnerable or Distracted (your choice) a raise makes them Shaken – page 108
- You are being attacked at range: Find Cover – page 99 or go Prone – page 104
Soak: Page 96. After rolling damage but before applying wounds, a character may spend a Benny to make a “Soak” roll. This is a Vigor check, with each success and raise reducing the number of Wounds suffered from that attack by one.
If the character Soaks all of the Wounds from an attack, he removes his Shaken condition too (even from a previous source). Don’t count the Wound modifiers he’s about to suffer when making this roll—that hasn’t happened yet.
Characters can’t Soak more than once per attack, but may spend Bennies as usual to reroll the Vigor check if they aren’t satisfied with the results.
Shaken: Page 94. Shaken characters are nicked, bruised, or otherwise rattled. They may only take free actions, such as moving (including running). At the start of their turn, Shaken characters must attempt to recover from being Shaken by making a Spirit roll. This is a free action. FAILURE: The character remains Shaken. She can only perform free actions. SUCCESS: The character is no longer Shaken and may act normally.
A character can also spend a Benny to immediately eliminate a Shaken condition. This can be done at any time.
Bound – page 98
The victim may not move, is Distracted and Vulnerable as long as he remains Bound, and cannot make physical actions other than trying to break free.
Distracted – page 100
Characters may be Distracted or made Vulnerable by Tests, powers, or creature effects. Both states last until the end of the character’s next turn. If a hero becomes Distracted or Vulnerable during her current turn, it lasts until the end of her next turn. The hero subtracts 2 from all Trait rolls until the end of his next turn.
Entangled – page 98
The victim can’t move and is Distracted as long as he remains so.
Prone – page 104
Ranged attacks suffer a −4 penalty to hit prone characters from a range of 3″ or greater (this does not stack with Cover) and subtract four points of damage from Area Effect attacks. If a prone defender is caught in melee, his Parry is reduced by 2 and he must subtract 2 from his Fighting rolls. Standing costs a character 2″ of movement.
Shaken – page 94
Shaken characters are nicked, bruised, or otherwise rattled. They may only take free actions, such as moving (including running). At the start of their turn, Shaken characters must attempt to recover from being Shaken by making a Spirit roll. This is a free action. FAILURE: The character remains Shaken.
Stunned – page 106
- Can’t move or take any actions
- Fall prone (or to their knees, GM’s call)
- Are Distracted (and remain so as long as they’re Stunned)
- Don’t count toward the Gang Up bonus
- Are subject to the Drop
Recovery: At the start of a Stunned character’s turn, he makes a Vigor roll. Success means he’s no longer Stunned but remains Distracted and is now Vulnerable (these fade at the end of his next turn). A raise on the Vigor roll removes all ill effects
Vulnerable – page 100
Characters may be Distracted or made Vulnerable by Tests, powers, or creature effects. Both states last until the end of the character’s next turn. If a hero becomes Distracted or Vulnerable during her current turn, it lasts until the end of her next turn. Actions and attacks against
the target are made at +2 until the end of his
next turn. This doesn’t stack with The Drop
(see below)—use only the highest.
The Drop – page 100
The Drop adds +4 to a character’s attack and damage rolls against that target for one action.
Knockout Blow: If a character takes enough damage to be Shaken or worse from an attacker with The Drop on him, he must make
a Vigor roll (at −2 if the attack was to the head) or be knocked unconscious.
Wounded – page 95
Each Wound a character suffers causes a −1 cumulative penalty to his Pace (minimum of 1″) and all Trait rolls—up to a maximum penalty of −3
Fatigue – page 100
Some hazards, stress, powers, or circumstances may cause Fatigue instead of damage. This represents mental stress or minor but
lingering injuries that make a person less effective. Fatigue stacks until the victim is Incapacitated.
FATIGUED: The victim subtracts 1 from all Trait rolls. If he takes another level of Fatigue, he’s Exhausted.
EXHAUSTED: The victim subtracts 2 from all Trait rolls. If he takes another level of Fatigue, he’s Incapacitated.
INCAPACITATED: The victim cannot perform actions and may be unconscious (GM’s call).
