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Victorian Justice League: A Tale of Two Cities
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== Setting Rules == '''Born a Hero''' - ignore Rank requirements for edges during character creation '''Comic Book Combat''' - a bunch of little add-ons including ''Combined Attacks'' (Support can add to damage instead of skill), ''Knockback'' (powerful attacks send people flying), ''Power Stunts'' (spend a benny to use a power in an enhanced or non-standard way) and ''Synergy'' (different types of attacks hitting the same target in the same round can help or hinder each other) '''Conviction''' - token earned for a great triumph or tragedy, spend to add d6 to all trait and damage rolls for 1 round, can pay a benny to keep it going for an extra round '''Creative Combat''' - if you win a Test with a raise, instead of the target being Shaken roll for a random effect (table on page 137 of the core rules) '''Death & Defeat''' - replaces the Incapacitation table with one on page 34 of the SPC; instead of just dying you gain a point of Conviction, ignore all wound and fatigue penalties for one round, and ''then'' you die '''Fanatics''' - dedicated villain minions can take a hit instead of their boss '''Gritty Damage''' - when you take a Wound, also roll on the injury table for a temporary injury (goes away with the Wound) '''Hard Choices''' - GM starts with no bennies, Jokers give no bennies, used player bennies are given to the GM '''High Adventure''' - spend a benny to gain temporary use of a combat edge '''Larger than Life''' - can take an extra major hindrance, for a maximum total of 6 points, at character creation '''Never Surrender''' - if an incapacitated character is dealt a Joker, they can instantly get back up Shaken '''Throwdown''' - ignore the Unarmed Defender rule
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