Urban Warfare

Super melee combat in the city

While it is easy to get caught up in the thrill and chaos of melee combat, there is always the very real and very serious risk of harming innocents or destroying public and private property. A misplaced energy blast can have your hero paying of a huge debt, falling debris on the head of one person can land a hero in the very same jail as the arch nemesis they put there last week. That Ultra mega max energy beam that cuts through Adamantium like butter is probably the absolute worst thing he could use in a city.

Fighting in an urban setting requires skill and care, not brute firepower. When engaging in combat with super powered foes in a densely populated city, there are always going to be innocent bystanders; walls don't always stop bullets, energy blasts or even bodies, and when things fall off buildings, there is a good chance those things are going to hit someone down below.

Remember, negligent homicide is a serious crime, a smashed window on a high rise building can cause a shard of glass to kill someone down on the street below. Picking up a car and throwing it at your enemy... that's as good as Car Theft (larceny) and Assault with intent to maim or murder, plus destroying private property and then there's disturbing the peace and littering! So think twice before throwing that car at your enemy.. do you think they have insurance, or that it covers super hero damage?

Energy Expulsion Ricochet:
Character shoots and misses badly, the blast may bounce off an object and hit a bystander! In an Urban setting, a BLUE FEAT roll on the universal table may result in an unfortunate incident. The GM should consider the odds of the shot heading toward a bystander and rolling a percentile (taking into account the proximity, location and number of bystanders, the odds should always be less than 60%), if the result is yes, then the player must roll to hit again, no bonuses and -1CS to the roll, the object the shot ricochets off takes power rank -2CS damage, and the bystander takes power rank -3CS damage less damage than the full blast..
Flying Objects/Debris:
Same strike chances as the Ricochet blast, but multiple chunks of masonry or similar will have a much higher chance of hitting a bystander.
SizeWeightDamage
Tiny objects under 1 pound (0.45 kg) Feeble
Small objects under 2 lbs (0.9 kg) Poor
Moderate objects under 4 lbs (1.9 kg) Typical
Medium objects under 10 lbs (4.5 kg) Good
Large objects under 25 lbs (11.3 kg) Excellent
Big objects under 40 lbs (18.1 kg) Remarkable
Hurled/falling Objects and People:
Chances of hitting bystanders with large, hurled objects and thrown people can happen, with some deadly results.
CauseEffect
Person thown into another person Damage to the thrown individual is the hurling characters strength. The bystander will take double damage, plus they will be knocked down and stunned (and injured!).
Person tossed aside Feeble if relatively gently, Poor to Good tossed a short distance, Excellent to Incredible if thrown up to 100 ft or more (very likely to kill an ordinary human being).
Super throw hurling a person hard will inflict Strength damage plus material strength if they hit an object. Potential to kill an ordinary human being!
Getting hit by a small car Remarkable damage
Getting hit by a typical car Incredible damage
Getting hit by a Desk, table, couch, bed, etc Good to Incredible damage
Getting hit by a mail box, metal trash can or telephone booth Feeble to Good damage
Getting hit by a Lamp post or tree Excellent to Incredible damage
Getting picked up and smacked into something else Strength of impact plus 10. damage
Damage from Velocity 6 points per 10 mph (Varies with circumstances)
Damage from Falling Objects 6 points per 10 ft, this falling damage is ADDED to the damages listed above for objects 10 lbs (4.5 kg) or heavier, to reflect the added velocity and force of the blow from falling objects.