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DOGFACES Rule Alterations
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==MISCELLANIOUS== ===LETHAL KNOCKBACK=== For greater realism, lethal attacks use only half their damage bonus when determining knockback. This reflects that lethal attacks tend to have less overall “push” compared to nonlethal attacks. ===TOUGHER MINIONS=== A failed Toughness save normally leaves a minion unconscious or dead. In this campaign, (some) minions suffer only a stunned result from a failed Toughness save and must fail by 5 or more to be rendered unconscious or dead. This allows for occasions when heroes merely stun minions with an attack and makes minions a bit more difficult to take out in combat. Some minions are supposed to be a bit more of a threat. ===TACTICAL MOVEMENT=== Mutants & Masterminds combat is fairly freeform in terms of character movement. Using the basic M&M rules, but characters with movement powers can easily go anywhere in the map in a single move action! This does not suit a tactical style; in this case, this campaign implements the following. Characters have three modes of movement under the tactical variant: normal, accelerated, and all-out. These are the same for most characters (30 feet, 60 feet, and 120 feet). The difference is for movement powers. The power’s movement rank becomes its all-out movement. Its normal movement is 30 feet, plus 5 feet per rank, and its accelerated movement is twice that, 60 feet plus 10 feet per rank. So a character with Flight 6 has a normal tactical movement of 60 feet ((6 x 5) + 30), accelerated movement of 120 feet, and allout movement of 500 MPH. ===HOW FAR CAN YOUR CHARACTER MOVE?=== Generally, you can move your speed in a round (as a move action) and still do something, such as making an attack. You can move double your speed as a full action (two move actions). If you move all out (also a full action), you can quadruple your movement rate or more, but lose your dodge bonus to Defense. If you do something else requiring a full action, you can only take a 5-foot step. Encumbrance: A character carrying a large amount of additional weight moves slower than normal (see Carrying Capacity in the Abilities chapter of M&M). ===FLIGHT DRAWBACKS=== As a halfway option between using the Flight Maneuverability system and not using it at all, this campaign takes elements of maneuverability into optional drawbacks for the Flight power, as follows: As a default, Flight has essentially perfect maneuverability. Limitations of a flier’s maneuverability are handled as drawbacks, with the usual requirement that the total value in drawbacks cannot equal the Flight power’s cost (that is, cannot reduce its effective cost below 1 power point). The following drawbacks are each worth –1 point. * '''Minimum Speed''': You must fly no less than half your maximum speed or you stall and begin falling. You can restart your Flight power as a move action unless other circumstances prevent it (including other drawbacks). * '''Forward Only''': You cannot back up while flying; you can only fly ahead. * '''Wide Turns''': You cannot execute a greater than 45 degree turn per move action while flying, although you can slow your flying speed while turning, if you wish. * '''Runway Required''': You need a level runway to take off and land. You can’t take off or land vertically or hover. ---- [[DOGFACES]]
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