The following setting rules will be in effect. I know we've fiddled with these, but lets cement them here:
Critical Failures When a character rolls double 1’s on a Trait roll, he can’t spend a Benny—he’s stuck with the critical failure.
Gritty Damage This variation on damage works well for settings such as gritty detective scenarios or “realistic” military adventures. It can be very lethal so use it cautiously.
Treat Extras’ wounds normally. For Wild Cards, count wounds as usual and go through the normal steps for Incapacitation should he accumulate more than three wounds.
In addition, every time the hero suffers a wound, roll on the Injury Table and apply the results immediately (but roll only once per incident regardless of how many wounds are actually caused). A hero who takes 2 wounds from an attack, for example, still only suffers one roll on the Injury Table. Injuries sustained in this way are cured when the wound is healed. (Injuries sustained via Incapacitation may be temporary or permanent as usual.)
A Shaken character who’s Shaken a second time from a damaging attack receives a wound as usual but does not have to roll on the Injury Table.
Joker’s Wild When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
The Special Each character at the beginning of play will be dealt a special benny. This benny is used a little differently and replaces one of the 3 received. It does not provide an extra re-roll. It is an automatic success!
Last Edit: Nov 15, 2014 20:15:25 GMT -6 by Rigil Kent