your turn, your character can move and do somethingelse like make an attack or use a power. So, for example,on his turn, Superboy could fly (or run at super-speed) andalso throw a punch, use his heat vision, lift a heavy object,or some other action.MovingA normal person can move about 30 feet per turn (twice thatif doing nothing other than moving). Heroes and villains oftenhave powers that allow them to move much faster. Superboy,for example, has both the Flight and Speed powers,making him faster than a fighter jet! Such characters canmove up to the listed speed for their power each turn.AttackingDC Adventures characters can attack in various ways, from asimple punch to using weapons or amazing powers, but itis all handled the same way: characters have an attack bonus,based off Fighting for close attacks and Dexterity forranged attacks, modified by the characters Close Combator Ranged Combat skill. Superboy, for example, has Fighting4 and Close Combat: Unarmed 5, giving him a bonusof (4 + 5) or 9 when throwing a punch. His Dexterity 2 andRanged Combat 7 skill also give him a 9 bonus with hisheat vision.When making an attack, roll a check using the attacksbonus against a Difficulty Class equal to 10 plus the targetsappropriate defense: Parry for close attacks, Dodgefor ranged attacks. A check total (the die result plus thebonus) that equals or exceeds the DC is a success, while atotal that is less than the DC is a failure.DamageAn attack that hits causes damage, which is ranked like allother traits in DC Adventures. Unarmed damage is basedon Strength rank, while the damage caused by powers isbased on the powers rank (such as Superboys heat vision,which does Ranged Damage 12).A character hit by a successful attack can avoid some orall of the damage with a damage resistance check. This isa check of Toughness rank against a difficulty class equalto 15 plus the damage rank. So, for example, Superboy resistinga punch from Knockout is a check of his Toughness15 against a DC of (Knockouts Strength 15 plus the basedifficulty class of 15) or 30. The results of a damage resistancecheck are shown on the accompanying table:Damage Resistance CheckToughness vs. [Damage rank + 15]Success: The damage has no effect.Failure (one degree): The target has a 1 circumstancepenalty to further resistance checks against damage.Failure (two degrees): The target is dazed until the endof their next turn, able to move or attack, but not doboth. The target has a 1 circumstance penalty to furtherchecks against damage.Failure (three degrees): The target is staggered: ableto move or attack, but not both, each turn, and movingat only half speed. The target has a 1 circumstancepenalty to further checks against damage. If the targetreceives three degrees of failure on a Damage resistancecheck again, apply the fourth degree of effect.Failure (four or more degrees): The target is incapacitated: knocked out and unable to act.Hero PointsHeroes have a resource called hero points, representingthe determination and strength of spirit that helps themaccomplish the impossible when they have to. The Gamemasterawards players hero points for facing difficultiesin the game and generally behaving heroically. You