1. Notes

Playing The Game

Table of contents

Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll below it on a d20.

Superpowers have a Grade. This acts as a bonus. When playing in Roll20, the Grade becomes a negative modifier.

Apex, hero of the people, uses his Acrobatics. It's at Grade 2, and his DEX is 10. This means he needs to roll under 10+2=12. In Roll20, this is a -2 modifier.

Stalwart is based on the Black Hack. Its base rules can be found here, and might be called upon in case of situations not covered by these rules.

Movement & Distances

Rather than track precise numbers, we use 4 abstract ranges for measuring distances. Close, Nearby, Far-Away and Distant.

Melee attacks are made at Close range.

Ranged Attacks (including Blasts) are made at targets which are Nearby. Attack can be made at Targets which are Far Away but these are made at Disadvantage.

If a target is flying and Nearby, the character cannot move Close to them unless they also have an appropriate power.

Initiative

When combat breaks out, everyone must be sorted into order so they each get to act and react in turn. Every character tests their DEX or WIS. Those that succeed, take their turn before their opponents. 

Turn-Based Play

A character can Move and perform an Action during their turn (Attack or do something that takes a few seconds). You can choose to take your action before or after Moving.

You can move somewhere Nearby, or dedicate your entire turn to moving and move Faraway instead. Anything beyond Far-Away can be classified as Distant and would take 3 moves to get to (unless you have a power that allows quicker movement, such as Flight). Some movement-related abilities such as Flight allow you to ignore verticality when moving.

Attacking, Defending & Damage

When a character attacks a creature they must roll below their STR stat for a Melee Attack or DEX for a Ranged Attack.

Likewise, when an adversary attacks, the character must roll below their STR against a Melee Attack and DEX against a Ranged Attack to avoid taking damage. The GM will usually give the stat required for the test.

The damage an attack deals is based on the character’s class or the number of Hit Dice (HD) an opponent has.

To make a Melee Attack an opponent must be Close. Ranged Attacks against Close opponents are possible, but the attacker suffers a Disadvantage.

Power Attacks

Power attacks represent going all-out against your opponent. They work as follows:

  • You deal maximum damage, as if all dice rolled max value.
  • Missing a power attack invokes consequences - either you leave yourself open to counter attack, or you cause collateral damage.

Critical Damage

If a player making an attack rolls a 1, they double the result of the damage dice they roll. If they roll a 20 when avoiding an attack, they take double damage.

Conditions

  • Blinded - You can only move Nearby this turn, no attacking or using powers.
  • Stuck - You can't move, otherwise, you act as normal.
  • Paralyzed - You cannot move or take any actions.
  • Dazed - All ability checks to attack are taken with Disadvantage.
  • Stunned - All ability checks are taken with Disadvantage.
  • Vulnerable - All damage taken is rolled with Disadvantage.
  • Ongoing Damage - The creature takes damage equal to its Level (HD) at the start of its turn, an Ability Test (GM will determine which) should be made to see if the damage continues next turn.

Protection Points

Protection Points represent your heroic luck, nimbleness, your 'plot armor', comic-book skill. When you fail to defend against a threat or attack and would take damage, you can use a Protection Point to ignore the attack (explain how you do it!). You regain your Protection Points at the end of the adventure.

Powerful Opponents

HD represents a villain's level and the number of d8 rolled to determine their HP. For every HD above the character’s level, add +1 to every roll the player makes for any attribute test that would determine the outcome of a conflict between them and an NPC.

A level 3 Hero defending against a HD 5 Villain’s attack would add +2 to their roll. 

Death & Injury

When a Character sustains damage taking them below 1 HP, they are taken Out of Action. They are considered unconscious. When the fight is over, they are out of danger or are healed the Character rolls on the table below to see what happens to them. If the blow that took you to zero HP did more than your max HP damage, roll 2d6. Otherwise, roll 1d6. If they survive they regain d4 of the lost HP. 

OUT OF ACTION

RollResult
1-5Just KO'd
6Exploding die: Roll again and add the value to the previous roll
7-8Concussed: Suffers Disadvantage for the remainder of the Issue unless Magically healed or healed to at least ½ their starting HP.
9Cracked Bones: STR, DEX & CON are at -2 until the end of the Issue or until magically healed.
10Crippled: STR or DEX permanently reduced by 1.
11Disfigured: CHA lowered by 2, permanently.
12Dead.

Leveling Up

Stalwart uses an experience and level system. Generally, you gain experience by

  1. Being a Superhero and being Heroic. This means you get experience points by
    • Completing Issues (game sessions). It doesn't matter whether you were successful or not; the greatest teacher, failure is.
    • Particularly heroic acts, such as self-sacrifice and protecting the innocent.
  2. Following your character's Motivation.
    • A scientist motivated by Knowledge might gain XP by making discoveries.
    • A fame-seeking youngster might gain XP by giving a press conference.
    • A violent vigilante might gain XP by getting his vengeance.

You require an amount of XP equal to your current level to level up. Your XP resets when you level up. You cannot gain more than 1 level per Issue.

So, completing your first issue will give you 1 XP and cause you to level up. In your second issue, you'll want to complete it (for 1 xp) and follow your character's motivation (for 1 xp) to end up at 2 xp, your current level.

When leveling up: 

  1. Roll a d20 for each of your stats. If you roll above your current stat, it increases by 1. You can reroll your primary stat. A stat cannot be higher than 20 (or, to be more specific, a 20 always remains a failure).
  2. Roll all your Hit Die (including the new one you've gained on level up!). If the result is higher than your current HP, this becomes your new HP.
  3. Choose one:
    1. Increase a Grade of a Power you have
    2. Increase the Usage Die of a Power you have
    3. Develop a new Power at Grade 1 and Usage Die 6.

Regardless of a choice, think of an in-universe explanation for your power-up or new power.

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