Judges Cheet Sheet

Combat


Initiative:
Intuition rank              Initiative modifier

                    0-10                            0
                   11-20                            1
                   21-30                            2
                   31-40                            3
                   41-50                            4
                   51-75                            5
                   75+                              6
plus any you gain from Talents i.e. Weapon Specialist = 1

Groundstrike: Used by individuals to attack without worrying about instant death. The idea is to use the power to bowl over an opponent and do damage with the rock and earth brought up b the attack. If the material strength is less that damage, the target takes the Material strength as damage. also if the material is thin it could cause a hole. The chief function is that damage is inflicted on the Force column.

Shockwave: Version of the Ground strike used by those with blunt or edged attacks. Attacker must have strength 2cs higher than Material he is standing on. He then strikes, Hard, setting up a shockwave that travels 2 areas away in any direction. Those in the path are attacked as if charge of the characters strentgh. No damage is done (to people not buildings, bridges, etc.) but targets may be slmmed and stunned.

Shooting to Neutralize: Shooting a weapon or such out of targets hand. Requires a bullseye, and while it inflicts damage, a Kill result is treated as a bullseye as well.

Shooting to stun: A Trick shot Grazing an opponents in such a way as to knock him out. This is a bullseye result for shooting. A bullseye is treted as a stun, but a kill is still a kill.

Fastball Special: Throwers agility to hit, or the throwns Fighting ability (whichever the players decide)damage as slugfest gaining charging benefits

Moving Targets: -1cs at five or less areas per round, -2cs/10 areas pr rd, -4cs/11+ areas per round. Only exception is if the target is moving straight towards attacker.

Holding Fire: Just because you won initiative Doesn't mean you have to go first. You may jump in at any time and interupt with your action.

Night and Dark

Night is the reduction of light.(Central park with street lights on a clear moonlit night.) Dark is the elimination of light. (a dark cave, windowless room, Darkforce Generation powers

Night: is TY intensity Darkness. Max sight is 5 areas.Firing weapons is -1cs

Dark: is EX intensity Darkness (unless stated). Sight is limited to same area. ALL FEATs are -2cs


Health Character is unconcious for 1-10 rounds and consults the Kill Chart. If you are not dying at the end of the 1-10 rds you make an End Feat. Failure means continued unconciousness, while success means you wake up with Health equal to endurance.

Recovery: 10 turns after takes damage he regains health equal to Endurance rank. If Character is injured again only Healing works.

Healing: Characters heal their end Rank within the hour after last injury. If they take further damage than the time is started over. The Rate is doubled by bedrest and Medical supervision

Impaired abilities: A character who has lost endurance Rnks has a -2cs until the Endurance is returned. One rank is healed per week in normal action. One rank is healed per day at a hospital.

Disabilities: A character who slips to Sh0 is in danger of having one or more of his abilities impaired. For the such a character roll for each physical ability above Good (green FEAT) Failure indicates that the ability is now reduced to the next lowest printed number (from a MN{61} to an Am{50})These may only be modified by experience.


Weather

Fog: reduces sight to 1 area. Distance weapons -1cs

Rain: -1cs penalty to distance weapons. Heavy rain extends the -1cs to all FEATs. Rain slickens surfaces, causing a -1cs to wall crawling and Control FEATs for Vehicles.

Heat: Temperatures over 90 degrees Fahrenheit (GD intensity) result in -1cs to all FEATs. Higher heat causes everyone to make an End. FEAT every ten rds to avoid Heast Prostration if intensity is greater than Endurance.

Cold: Temperatures below 0 degrees (Gd intensity) All FEATs and damage are -1cs. Material strengths are reduced -1cs

Fire: Intensity is inflicted in same area, -3cs next area, -6cs 2areas away. Force fields and body armor can resist the heat energy. Fire spreads one area per round. Effects on materials is; if fire is weaker thatn material thanfire will not damage it but will send heat through it(an iron bar with one end in the fire will burn someone hoding the other), if fire is greater than material make a FEAT roll to see if it is "Broken" (burned or melted) The material strength of a burning substance is -1cs for FEATs against it.

Ice: Ty strength material up to 6 inches, Gd for greater thicknesses. Ice and Cold generation may produce "stronger Ice". This is good for Physical attacks only. Ice is -cs against Fire. Prolonged exposure to ice and cold is dangerous. Characters in icebound situations may resist for as many rounds as Endurance rank Numbers. after that make an Endurance FEAT every 10 minutes against GD intensity (greater if in colder areas). Failure indicates character passes out and must make End FEATs every round or lose End ranks


Fighting in odd places

Space and Zero Gravity: All missle wepons have line of sight range. Any character may be slammed or stunned in zero-gee, everyone experiences MN cold and total lack of air.

Astral dimensions: Individuals in astral form (either Mental or Magical based) may enter the astral plane by making a Power FEAT. Mages and Mentalist choose to duel here to avoid serious damage to surrounding area. Magic operates at -1cs ability here. magical items have astral representantions, and may be used as well. Menta powers are unaffected but other superhuman powers may not be used. Damage in the Astral Plane is reflected in reductions of the individuals health. Should the body die, the astral form must make a Psyche FEAT or dissipitate.

Mystic Dimensions: (olympus, Asgard, Dark Dimension) Access to any particular dimension is a Power FEAT. Mages are at -1cs due to different natural laws of magic.

Underwater: Reduces thrown weapons and powers by Half range. Missle weapons are useless. Combat FEATs are -1cs to hit.

Misc. Information

Poison & Toxins: Poisons have an Intensity. Failing an Endurance FEAT against that rank means immediate Unconciousness for 1-10 rds and loss of an End rank. At the end of the 1-10 turns, the hero makes another FEAT at the lowered rank with the effects ending with success.

Diseases: Minor diseases (colds, flu, etc.) last 1-10 days, the hero feels rotten, and all FEATs are -1cs. Spending the full day resting reduces the effect 2 days. Major diseases may be the result of Long term exposure to radiation, exposure to carcinogen substances, Exposure to diseases, exposure to alien enviroments. Major diseases should be rare. Major disese has a cycle of 1-10 months, during which time the character must make weekly End.FEATs. Failing the FEAT means the loss of one rank. If the rank reaches Below Feeble, he dies. All FEAT rolls fall at the same rate as End. If the character is still alive at the end of 1-10 months they will make a full recovery in 1-10 weeks. Player characters also have a TY chance of catching the disease.

Holding Breath: Each round a character holds his breath, make an End FEAT. Take the number of Rounds already held as intensity.Failure mean the hero will breath next round or pass out for 1-10 rounds (and breathing will resume anyway.)

Drowning: If a character trys to breath water he drowns. Loses one End rank per round until Sh0 and Death. Recovery happens if rescued before Sh0 and a successful End FEAT at the reduced level. Otherwise someone with First aid or Medicine is needed.