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Young Warriors (SWADE PbP)/Setting Rules
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==Comic Book Combat== ''Combined Attacks'' Heroes and villains can combine their powers for truly spectacular results. This works just like the usual Support rules except the Supporting character may enhance his ally’s skill total or damage—though he must choose which before rolling. If the latter option is chosen, success adds +2 to the ally’s damage total and a raise adds +4. A group of supers who need to take down a big foe can Support a teammate to really deal a powerful blow! ''Knockback'' Any time a character takes damage that would propel him in dramatic, comic book fashion—such as a punch or energy blast but probably not a sword slash or bullet (GM’s call)—he takes “Knockback.” There's a damage threshold that needs to be met based on the target's size/scale in order for knockback to apply: Small or Tiny - 10 damage; Normal - 20 damage; Large - 30 damage; Huge - 40 damage; Gargantuan - 50 damage. Knockback propels a target 1d6” if the threshold is met and an additional 1d6” per 10 full points of damage above the threshold. ''Power Stunts'' Heroes and villains of comics and film often use their powers in new and creative ways. Every power stunt costs a Benny and must make narrative sense in some way. This grants the character one use of an Instant power such as ranged attack; or three rounds of a passive power like armor. Different stunts may be combined, but each effect still costs a Benny. A hero could Push and Interrupt at the same time, for example, for two Bennies. ::''Aimed Knockback'' When a character causes Knockback, he may use this Power Stunt to aim his foe in any direction he chooses. ::''All Out Attack'' The hero puts everything she has into one desperate strike. She may spend a Benny to change the damage dice from damage field, explode, melee attack, or ranged attack from d6s to d10s. ::''Change Power Type/Trapping'' Sometimes a fire blaster needs to douse a foe in water, or a hulking bruiser needs to shock a robotic threat. This stunt allows a creative character to do so by temporarily changing an ability’s Power Type. ::''Interrupt'' The Interrupt power stunt allows a super to take an immediate turn just as if she were on Hold. If she hasn’t acted yet this round, she discards her Action Card, is Distracted, and is now on Hold. She may then act (and attempt to interrupt if needed) as usual. If she has already acted this round, she’s Distracted and Vulnerable then on Hold. ::''Mimic'' This stunt allows a hero to use one of her powers as if it were another. To do so, she picks a “new” power based off one of her existing abilities and describes how it’s used to gain the effects of another. ::''Overawe'' Overawe allows a super to perform a single powers-based Test on every foe in a Large Blast Template. The template may be placed anywhere within Range of whatever power she’s using. This test can distract or intimidate those in the template. All individuals in the template resist individually. ::''Push'' The super temporarily increases any one power by up to five Super Power Points. This may exceed the power point limit of the game, and lasts for one round.
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