RULES

- – Turn Mechanics
1. Judge describes environment and determines NPC actions
2. Players announce their actions
3. Roll Initiative
4. Pre-Action rolls are made (like defensive actions)
5. Initiative winner executes actions
6. Initiative loser executes actions

- – Initiative: d100 + Init Modifier; Init Modifier is based on Intuition (0-10 = +0, 11-20 = +1, 21-30 = +2, 31-40 = +3, 41-50 = +4, 51-75 = +5, >75 = +6)
- – Changing Actions: Yellow Agility FEAT, -1CS on all FEATs

- – Movement (based upon concept of one city block, Excellent Endurance can move two blocks per turn)
- – Feats (Standard Feats just consult chart, Intensity Feats require RED to hit above ability, Yellow if they match, and Green if they are below.)
- – Health (If you get to 0 Health, you are at least unconscious for 1d10 rounds, make an Endurance check against the Kill chart)
- – Karma Rolls (When manipulating rolls you say your are going to spend, and after your roll you must spend a minimum of 10. You can also spend 50 points at any time to reduce the result of a roll, like when you unintentionally get a kill roll)
- – Karma Stunts (Make up a new use for your power like Cap’n America’s Shield Bounce for 100 Karma. First time you need RED, second through fourth you need YELLOW, after that you only need GREEN. After ten tries, it becomes a normal ability and you don’t need to spend Karma anymore).

RULES

StupidZero deshelbr