For those who have played the game already, this will be something of a retcon in terms of rules and combat. It should make the game quicker and more enjoyable.

Character Stats

HEALTH ----> Hit-points, if you will. The limit for the average human is 50. Super-strength allows it to go higher. Alien races may have a different limit.
ARMOUR ----> Wearing certain costumes may grant you additional hit-points.
DEX ----> Speed and agility. The limit for the average human is 10. Super-speed allows it to go higher. Alien races may have a different limit.
PER ----> Perception and noticing. The limit for the average human is 10. Enchanced senses allows it to go higher. Alien races may have a different limit.
INT ----> Intelligence and mental resilience. The limit for the average human is 10. Super-intelligence allows it to go higher. Alien races may have a different limit.
STR ----> Strength and hardiness. The limit for the average human is 5. Super-strength allows it to go higher. Alien races may have a different limit.
WILL ----> Will-power and determination. The limit for the average human is 10. Being one of few human individuals able to wield a power-ring allows it to go higher. Alien races may have a different limit.

Where these may commonly apply

HEALTH ----> Damage received is deducted from here. Being reduced to 0 will kill the character.
ARMOUR ----> Damage received is deducted from here, and not from health. Being reduced to 0 means further damage will be deducted from health.
DEX ----> Running speed and DEX are tied, and so in terms of movement it will be accounted for (but not rolled for). Attempting a close-quarter attack will get your DEX added to your roll to hit.
PER ----> Searching or having the chance to spot something will have PER added to your roll to succeed. Attempting a ranged attack will get your PER added to your roll to hit.
INT ----> Attempting to invent or experiment will have INT added to your roll to succeed. Attempting to use high-tech equipment will also have INT taken into account (and may be rolled for).
STR ----> Any damage dealt at close-quarters will have STR added to it.
WILL ----> Any time fear, insanity or doubt is artificially enhanced (fear gas, Joker toxin) and an attempt is made to break free of its effects, WILL will be added to your roll to succeed.


Common Combat System

Combat is done in turns, with the highest DEX character (player or otherwise) moving first, and then in turn based on DEX until the lowest DEX character moves last. This is the case for any action during a combat section (including fleeing) except for attempts to dodge or block an oncoming attack (which count as an action) or counter-attacks (which come with certain skills and are a free action).

In most cases, if it is a standard attack on a standard target with no environmental modifiers, then an attempt to attack either ranged or at close-quarters will be resolved through:

d20, 1-7 is a miss, 8-18 a hit, 19-20 a hard hit

The attacker rolls, and gets + their DEX. If the defending character chooses to dodge/block, this is their action for the turn, and the attacker has to - the defender's DEX from their attack.

Example: Batman is attacking one of the Penguin's goons in an unmoving room where they are both stood facing one another. Batman gets +4 for his DEX, but has to -1 for the goon's dodging action based on his DEX. Thus, Batman must roll with only +1 to his roll. The goon has used up his action this turn and cannot attack back.

For a hit, the attacker then rolls a d6 for damage and has + his STR. For a hard hit, the attacker rolls a d10 for damage and has + his STR. Various weapons and armaments can modify this damage, but this is the standard unarmed attack.

For ranged attacks, the above is the same except it is PER not DEX, and there is no + for STR.

The usual weapon modifiers include: Bullets (+8 to damage), Explosive (+8 to damage).