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    Thread: DC DV Games - Rules and Events

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      Il Buoиo Siиdяed's Avatar
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      DC DV Games - Rules and Events

      For those who have played the game already, this will be something of a retcon in terms of rules and combat. It should make the game quicker and more enjoyable.

      Character Stats

      HEALTH ----> Hit-points, if you will. The limit for the average human is 50. Super-strength allows it to go higher. Alien races may have a different limit.
      ARMOUR ----> Wearing certain costumes may grant you additional hit-points.
      DEX ----> Speed and agility. The limit for the average human is 10. Super-speed allows it to go higher. Alien races may have a different limit.
      PER ----> Perception and noticing. The limit for the average human is 10. Enchanced senses allows it to go higher. Alien races may have a different limit.
      INT ----> Intelligence and mental resilience. The limit for the average human is 10. Super-intelligence allows it to go higher. Alien races may have a different limit.
      STR ----> Strength and hardiness. The limit for the average human is 5. Super-strength allows it to go higher. Alien races may have a different limit.
      WILL ----> Will-power and determination. The limit for the average human is 10. Being one of few human individuals able to wield a power-ring allows it to go higher. Alien races may have a different limit.

      Where these may commonly apply

      HEALTH ----> Damage received is deducted from here. Being reduced to 0 will kill the character.
      ARMOUR ----> Damage received is deducted from here, and not from health. Being reduced to 0 means further damage will be deducted from health.
      DEX ----> Running speed and DEX are tied, and so in terms of movement it will be accounted for (but not rolled for). Attempting a close-quarter attack will get your DEX added to your roll to hit.
      PER ----> Searching or having the chance to spot something will have PER added to your roll to succeed. Attempting a ranged attack will get your PER added to your roll to hit.
      INT ----> Attempting to invent or experiment will have INT added to your roll to succeed. Attempting to use high-tech equipment will also have INT taken into account (and may be rolled for).
      STR ----> Any damage dealt at close-quarters will have STR added to it.
      WILL ----> Any time fear, insanity or doubt is artificially enhanced (fear gas, Joker toxin) and an attempt is made to break free of its effects, WILL will be added to your roll to succeed.


      Common Combat System

      Combat is done in turns, with the highest DEX character (player or otherwise) moving first, and then in turn based on DEX until the lowest DEX character moves last. This is the case for any action during a combat section (including fleeing) except for attempts to dodge or block an oncoming attack (which count as an action) or counter-attacks (which come with certain skills and are a free action).

      In most cases, if it is a standard attack on a standard target with no environmental modifiers, then an attempt to attack either ranged or at close-quarters will be resolved through:

      d20, 1-7 is a miss, 8-18 a hit, 19-20 a hard hit

      The attacker rolls, and gets + their DEX. If the defending character chooses to dodge/block, this is their action for the turn, and the attacker has to - the defender's DEX from their attack.

      Example: Batman is attacking one of the Penguin's goons in an unmoving room where they are both stood facing one another. Batman gets +4 for his DEX, but has to -1 for the goon's dodging action based on his DEX. Thus, Batman must roll with only +1 to his roll. The goon has used up his action this turn and cannot attack back.

      For a hit, the attacker then rolls a d6 for damage and has + his STR. For a hard hit, the attacker rolls a d10 for damage and has + his STR. Various weapons and armaments can modify this damage, but this is the standard unarmed attack.

      For ranged attacks, the above is the same except it is PER not DEX, and there is no + for STR.

      The usual weapon modifiers include: Bullets (+8 to damage), Explosive (+8 to damage).
      zebrah and Erii like this.

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      Il Buoиo Siиdяed's Avatar
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      Issues of DC DV 1.0

      Atom/Flash
      Spoiler for Atom/Flash #1 (Battle with the Bug-Eyed Bandit):

      Spoiler for Atom/Flash #2 (Battle with the Bug-Eyed Bandit) ft. the Bat-Man:


      Bat-Man
      Spoiler for Bat-Man #1 (Cold Winter of the Calender Man):

      Spoiler for Bat-Man #2 (Cold Winter of the Calender Man) ft. Catwoman:

      Spoiler for Bat-Man #3 (Cold Winter of the Calender Man) ft. Catwoman/Green Lantern:

      Spoiler for Bat-Man #4 (Cold Winter of the Calender Man) ft. Catwoman:


      Bat-Man/Robin Nightwing
      Spoiler for Bat-Man/Robin #1 (Menace of the Mad-Hatter) ft. Atom/Flash:

      Spoiler for Bat-Man/Nightwing #2 (Menace of the Mad-Hatter) ft. Deathstroke II:


      Superman
      Spoiler for Superman #1 (That Wily Wizard, Colonel Future) ft. Atom/Flash:

      Spoiler for Superman #2 (The Fiend Faora) ft. Atom/Deathstroke:


      Catwoman
      Spoiler for Catwoman #1 (Friend in Firefly) ft. Green Lantern/Bat-Man:

      Spoiler for Catwoman #2 (Money for Nothing) ft. Bat-Man/Deathstroke:

      Spoiler for Catwoman #3 (Bat, Cat and Bullock) ft. Bat-Man/Robin/Deathstroke:


      JLA
      Spoiler for JLA #1 (Chaos in Smallville):

      Spoiler for JLA #2 (Mighty Miniatures) ft. Catwoman:

      Spoiler for JLA #3 (JLA: Year One, CSA) ft. Batman of the CSA universe:

      Spoiler for JLA #4 (JLA: Year One, CSA):


      Events
      Spoiler for Genesis Crisis #1:




      Super Groups

      The Justice League Association
      The Atom (leader) ; The Flash ; Bat-Man ; Green Lantern
      Last edited by Siиdяed; 09-08-2011 at 04:17 AM.

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