RankEvery trait in DC Adventuresabilities, skills, powers, andso forthhas an associated rank, a value telling you howstrong (or weak) that trait is. Ranks run from 5 (very weak)all the way up to 20 (incredibly strong) or more, with anaverage of 0. Superboys Strength, for example, is rank15, far above the greatest Strength of an ordinary human(around rank 5). The Kids Intellect, on the other hand, isrank 1; above average, but it doesnt break the bank.Difficulty ClassEvery taskfrom making an attack to avoiding harm tofiguring out a gadgethas a Difficulty Class or DC, a numberthat tells you how hard that task is to perform. DCsrange from 0 (automatic, so easy its not worth rolling) to40 (nearly impossible):Check ExamplesDifficulty (DC) Example (Traits Used)Very easy (0) Notice something in plain sight (Awareness + Perception)Easy (5) Climb a knotted rope (Strength+ Athletics)Average (10) Hear an approaching security guard (Awareness +Perception)Tough (15) Disarm an explosive (Intellect + Technology)Challenging (20) Swim against a powerful current (Strength + Athletics)Formidable (25) Climb a wet, slippery rock-face (Strength + Athletics)Heroic (30) Overcome a sophisticated security system (Intellect + Technology)Super-heroic (35) Convince the guards even though you have no credentials, they should let you into the building (Presence + Deception)Nigh-impossible (40) Track a trained commando through the jungle on a moonless night after 12 days of rainfall (Awareness + Perception)Fonte: http://mutantsandmasterminds.com/dc_adventures/2010/08/dc-adventures-quick-start.php ChecksActions in DC Adventures are all resolved through checks,a roll of a 20-sided die, plus a modifier derived from acharacters trait ranks. If the total of the check equals orexceeds the Difficulty Class, the action is a success. If itdoesnt, then its a failure.So, for example, an unarmed attack check for Superboyis his Fighting ability rank (4), plus his Close Combat: Unarmedskill rank (5), for a total of 9, plus the result of a rollof the die. The DC is the Parry of his target, plus 10 (19, inthe case of Knockout).DegreesChecks often have degrees of success or failure: Just rollinga success or failure counts as one degree. Every five fullpoints a check result is over or under the difficulty classadds a degree. Fractions are ignored. So DC 10 check witha result of 13 is one degree of success, just as a result of 8 isone degree of failure. A result of 16 is two degrees of success(6 over DC 10, ignoring the fraction) whereas a resultof 5 is two degrees of failure (5 under DC 10).Resistance ChecksAvoiding an effect is a resistance check, with a DifficultyClass of the effects rank plus 10 or 15 depending on theeffect. A successful resistance means you avoid the effect,a failed check means you suffer some (or all) of the effect.Circumstance ModifiersSome circumstances make checks easier or harder, resultingin a positive or negative modifier to the check. Charactersat an advantage are said to have a circumstance bonusfor the check, while those at a disadvantage have a circumstancepenalty. Apply a modifier of +2 if the character hasa bonus (+5 for a major bonus) and a modifier of -2 for apenalty (-5 for a major penalty). " The Legion of Super-Heroes is an ideal made reality. A