Rules11

= WARNING: OBSOLETE. Use the Revised Rules Files instead =

(Minor note from Fist: There are no Generic 3 for 11- skills in 5e. RSR specifically mentions using one, but the book contradicts the wiki on this. There are probably a few other instances.)

(*mutter* Is this an error, or a house rule not documented under the house rules section? I'd assumed we were abandoning RSR-must-be-skill-made-up-for-purpose in 5th edn.  -- Stephie 08:37, 19 September 2007 (EDT))

Contents of file: limits.rules
This is what we need:

& limitation list & lim list - [CM 2.0 Rules] - The following is a list of all Limitations in the game:

Activation                Gestures                  OIHD Always On                 Gradual Effect            Only in Hero ID Charges                    Incantation               Physical Manifestation Concentrate               Increased Endurance       Range Limitations Costs Endurance           Limited Power             Reduced Penetration Duration                  Linked                    Requires Skill Roll Endurance Limitations     Lockout                   Restrainable Extra Time                No Knockback              Side Effect Focus                     No Conscious Control      Visable --

Notes:

Limitations make a Power cheaper than normal because the Power is less useful than normal. If a Limitation cuts the Power's cost in half, we would expect the Power to be half as effective as a normal Power -- it only works half the time, at least reliably. The Approval Reviewers will examine your character's Limitations very carefully. Limitations that are perceived as being thinly-veiled excuses to decrease the cost of a Power while not decreasing its effectiveness will NOT be allowed. You've been warned.

All Powers that are Always On must cost no END to use. Any Power that normally costs END must be bought with the +1/2 Advantage "0 END Cost" before it may be given the Always On Limitation.

A breakable Focus has a DEF equal to the power's Active Points/5, or the DEF provided by the Focus (by Armor, Force Field, or the like), whichever is higher. The BODY of the focus is equal to the power's Active Points/5 or the number of powers in the focus, whichever is higher.

A focus that provides defenses to the character is hit by (and risks being damaged by) every attack, even if the focus is inaccessible.

Objects of opportunity are considered to be OIF. They act like an OAF for game mechanics. However since there are many objects of opportunity available, the cost is the same as OIF. The GM determines if there are objects of opportunity available if the character loses her initial object. ie. Armstrong can use large poles as a weapon. They are treated like OAF game-wise because the weapon can be removed from him. However it is also an object object of opportunity because trees, lamp-posts, etc can simulate that type of weaponry and are found all over the city. So on his sheet, Armstrong has that power listed as an OIF.

The Only Costs End to Activate option is allowed but that cannot be combined with Increased End Cost or Costs End. It will also be disallowed for powers that are usually 'left' running rather than being switched on when needed.

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These files are DRAFT files containing proposed house rules for change to 5th edition

& limitations - [CM 2.0 Rules] - Power Limitations serve to help specify the game details of the Special Effects of a Power. They also lower the cost of the Power, but in exchange, make it less effective than it would be without the Limitation. Power Limitations are often an integral part of the character's design, representing personal or physical flaws that help define the character; you should NOT simply take a Limitation on a Power just to "get the price break," and in fact any character who is perceived to have done so will be rejected by the Approval Reviewers.

Before you take any Power Limitation, you should remember that these are LIMITATIONS, which means they make the Power weaker than it normally would be; these weakness can and will sometimes be exploited by your character's enemies, so be careful not to weight him down with too many Limitations -- only take the ones that are required to help define the Power and make it work the way it should conceptually.

For more information see RULES LIMITATIONS 2 --

& limitations 2 - [CM 2.0 Rules] - The rulebook points out, and I cannot emphasize enough here, that ALL Limitations are governed by one simple, easy to remember rule: A LIMITATION THAT DOESN'T LIMIT THE CHARACTER'S USE OF THE POWER IS NOT WORTH THE BONUS. This is a universal rule for which there is no exception. For instance, saying your Power is limited because it "doesn't work on the dark side of the moon, during a meteor shower, on April 1st each year," is not worth a bonus... after all, how many times are you going to be on the dark side of the moon during a meteor shower when the date is April 1st? At most this could affect you once per year, and that's not enough for it to be worth any price break on the Power.

Limitations make a Power cheaper than normal because the Power is less useful than normal. If a Limitation cuts the Power's cost in half, we would expect the Power to be half as effective as a normal Power -- it only works half the time, at least reliably. The Approval Reviewers will examine your character's Limitations very carefully. Limitations that are perceived as being thinly-veiled excuses to decrease the cost of a Power while not decreasing its effectiveness will NOT be allowed. You've been warned.

For more information see RULES LIMITATIONS 3 --

& limitations 3 - [CM 2.0 Rules] - There is a rule of thumb that tends to come in very handy when thinking about Limitations, and it is this: Any Limitation that is worth +1/4 should affect the character RARELY; this would mean, about one out of every 8 adventures. A +1/2 Limitation should be UNCOMMON; that is, it should affect the character detrimentally about once in every four adventures (or, as in the case of something like Activation, once in every four times the Power is used, which is about what a 14 or Less Activation roll would mean). Thus, if your Power has an OIF, you should expect that Focus to be taken away once every 4 adventures -- it might not happen *exactly* every four adventures (in fact, it will probably never be exact), but this gives you a rough idea of how often it should become a problem for the character. A +1 Limitation should come into play COMMONLY; that is, the character will probably have to deal with the detrimental effects of the Limitation about half the time he uses the Power -- it'll bother you once out of ever two Role-Play sessions, once out of every two times you fire the Power off, etc. Finally, any Limitation that is more than a +1 will probably rear its ugly head almost all the time.

These are general guidelines to give you an idea of just how limiting a given Limitation will be, but keep it in mind as you think about which one(s) will affect your character.

For more information see RULES LIMITATIONS 4 --

& limitations 4 - [CM 2.0 Rules] - To determine the final, real cost of a Power with a Limitation, first figure out its Active Cost (do this by applying all Advantages FIRST). Then total up all Limitation(s) on the Power, and apply the following formula:

Real Cost = Active Cost / (1 + total of all Limitations)

The Real Cost is how many points you pay for the Power. The Active Cost is how many it's worth with all Advantages added in, but before Limitations are applied. The Active Cost is how powerful the Power is if none of the Limitations are affecting you.

Example: Starfire buys his Energy Blast on the +1 Limitation Activation (11 or Less). This means the Energy Blast will only work if he rolls 11 or Less on 3D6 (statistically, half the time he tries to fire this EB, it will not work). He buys 10D6 of EB, which has an Active Cost of 50 Points. Then he applies the Limitation, and finds that his Real Cost is 50 / (1 + 1) = 50 / 2 = 25 points. He pays 25 Character Points for the Power. Half the time he will probably roll higher than 11, and the Power will not work (effectively being worth the equivalent of a 0 point Power), but when the roll is 11 or less, the Power will work at full strength and will be just as painful to his opponents as a normal 50-point Power. Therefore, it is a 50 Active Point Power that costs only 25 Points.

You can simplify these calculations by using +PTCALC. See +HELP +PTCALC.

For a list of all Power Limitations, type RULES LIMITATION LIST --

& limitation list & lim list - [CM 2.0 Rules] - The following is a list of all Limitations in the game:

Activation                Gestures                  OIHD Always On                 Gradual Effect            Only in Hero ID Charges                    Incantation               Physical Manifestation Concentrate               Increased Endurance       Range Limitations Costs Endurance           Limited Power             Reduced Penetration Duration                  Linked                    Requires Skill Roll Endurance Limitations     Lockout                   Restrainable Extra Time                No Knockback              Side Effect Focus                     No Conscious Control      Visable

For details on any one Limitation type RULES LIM . Example: for Variable Limitation type RULES LIM ACTIVATION. --

& lim activation - [CM 2.0 Rules] - A Power with Activation will only work some of the time, and is never 100% dependable. To use a Power with Activation, you must roll less than or equal to the Activation number (that is, if the Power Activates on a 11 or less, you must roll a 1 or lower on 3D6 or it will fail to work).

The character ALWAYS PAYS END for using the Power, whether it Activates or not. Whenever the character uses the Power, he rolls his Activation and pays his END costs. If the roll is successful, the Power works as normal. If the roll fails, the Power fails. Activation may only be rolled ONCE per Phase (if you try to turn on your Force Field and it fails, you can't keep trying over and over again until it succeeds). If the Power is an attack Power, the character uses up his attack (and a half Phase action) that Phase, whether the Activation works or not.

Activation rolls are excellent at representing armor that does not cover the entire body (so the character is only protected by it some of the time), or equipment that is prone to failure at random times (like a moody and undependable computer).

See RULES CHART ACTIVATION for modifiers. See RULES LIM ACTIVATION 2 for more details. --

& lim activation 2 - [CM 2.0 Rules] - Activation has two additional options:

Burnout: This is an unusual form of Activation where the Activation is rolled AFTER each successful use of the Power. If the roll is made, everything is fine. But if the roll is failed, the Power burns out and cannot be used for the rest of the adventure. Burnout is worth 1/4 less than the amount listed on the table (so a Power with Burnout Activation on 11 or Less is worth +3/4 instead of +1). Powers with Burnout will always work at least once in an adventure... but might not work ever again thereafter!

Jammed: This is an Activation roll that represents an attack that can "jam" when used (such as a machine gun). The Activation roll is made as normal. If successful, the Power functions normally. If it fails, however, not only does the Power fail that time, but it is "jammed" and will not work until the adventure is over and the character has time to "unjam" and repair it. This is worth an additional +1/2 Limitation (a power with Jamming Activation on 14 or Less is worth +1).

See RULES CHART ACTIVATION for modifiers. --

& lim always on - [CM 2.0 Rules] - A Power that is Always On can NEVER be turned off, no matter whether the character wants to or not. It works even when he is unconscious or stunned. All Powers that are Always On must cost no END to use. Any Power that normally costs END must be bought with the +1/2 Advantage "0 END Cost" before it may be given the Always On Limitation. Always On will usually make things difficult for the character. If your Force Field is Always On, it will make you look odd, for one thing... and might prevent you from doing ordinary things like eating.

Limitation: +1/2 Also see RULES HR ALWAYS ON for more information. --

& lim charges & lim limited uses - [CM 2.0 Rules] - The Charges limitation has been significantly enhanced in 5th edition Hero Games rules. You should read the rulebook or ask a staff member or another player if you don't have a rulebook to hand.

A Power that has Charges has a limited number of uses. Usually, the Power can only be used a certain number of times per game day, but the Power may be defined by its special effects to be that the charges don't recover till the end of the week, end of the adventure, etc. The exact nature of the "recharging" will depend on the Special Effect. The value of the Limitation depends on how many Charges the character has... each Charge represents one single time that the Power may be used.

Example: Nightshade, a ninja assassin, has a Ranged Killing Attack, with a Special Effect of small metal throwing stars destroyed on impact. Nightshade defines the recharge rate of the Charges as "whenever he can get back to the base" to refill his pouch of stars. This might be the same day, or it might be a long time if the adventure ends up taking them to another dimension.

For more information, see RULES LIM CHARGES 2. --

& lim charges 2 - [CM 2.0 Rules] - The modifier for different numbers of charges is listed in RULES CHART CHARGES.

Powers placed on Charges work only for the Phase the Charge is expended. They also cost no END to use once they are on Charges... the character expends one single Charge each time he fires off the Power, rather than expending his END. Because of this, any charge that costs END as well as a Charge to use, is at an additional +1/2 Limitation beyond that listed in RULES CHART CHARGES.

Because Powers with Charges cost no END to use, Powers with lots and lots of Charges will be better in many ways that Powers that cost END to use. Therefore, for more than 16 Charges, Charges is considered an ADVANTAGE, not a Limitation. Again, see RULES CHART CHARGES for specific modifiers.

For more information see RULES LIM CHARGES 3 --

& lim charges 3 - [CM 2.0 Rules] - Charges have three options, listed below. Each option has an effect on the final value of the Limitation.

Clips: Clips are several "sets" of Charges that the character can have on him at a time. Clips are usually smaller than the total number of Charges by quite a bit, but they generally add up to more in the long run. Normal Charges come in a "single clip" -- all charges are available at all times. To have several "clips", the character can double the number of sets of Charges for each 1 level less of bonus on the chart. For instance, 8 Charges is normal worth +1/2. You can have two clips of 8 Charges (for a total of 16) for a +1/4 Advantage. Yeah, this sounds like you're getting 16 Charges for a bonus, but wait... Each clip takes a full Phase to change. Even so clips tend to be a bargain... this means the staff is going to be wary, and only characters who have conceptions that are conducive to the idea of clips (like a man who uses a 9 mm pistol of some sort) will be allowed to have clips.

Recoverable Charges: These are Charges that can be picked up again after use (like arrows after firing them). Recoverable Charges are 2 levels less of a bonus than the listed chart bonus. For instance 4 Charges is normally a +1 Limitation. If you have 4 Recoverable Charges, it's a +1/2 Limitation. This is the only sort of Charge that can be recovered in less than 1 day.

For more information see RULES LIM CHARGES 4 --

& lim charges 4 - [CM 2.0 Rules] - Continuing Charges: This and Fuel Charges (see the Hero Games rulebook) are the only kind of Charges that can last for more than 1 Phase (for instance, a smoke grenade might be Darkness bought on one continuing charge that lasts a whole Turn). All Powers with Continuing Charges must include a reasonable and obvious way of turning them off before the time is up (for instance, high wind would blow the smoke from the grenade away). Once the Power is used, a Continuing Charge is used up, no matter how long it lasts for.

For each step down the Time Chart (see RULES CHART TIME) above 1 Phase, the Charge has a bonus of 1 level less down the Charges Limitation Chart. For instance, a Charge that lasts +1 Phase is -1 level down the Charges Chart, a Charge that lasts 1 Turn is -2 levels; if it lasts one minute it's -3 levels, etc. --

& lim concentrate - [CM 2.0 Rules] - A Power with the Concentrate Limitation requires the character to partly or completely concentrate on what he is doing, which makes him vulnerable to attack. If the character is at 1/2 DCV when he uses the Power this is a +1/4 Limitation. If the character is at 0 DCV when using the Power, this is a +1/2 Limitation. Once the character starts using the Power, he notices nothing about his surroundings while the Power is on. Once he has turned the Power on, he cannot turn it off voluntarily for any reason until the Power has "run its course." Concentration is interrupted if any Power requiring an attack roll successfully gets through the character's defenses. The character must always concentrate from the time the Power is turned on at least until the beginning of his next Phase, even if the Power is Instant.

The bonuses listed above are for Powers that require concentration to be turned on only (thus, they take the full Phase of concentration, but after that, they may remain on if such is the Power's nature, and the user is free to do other things). If a Power requires concentration throughout its duration AND is Constant or Persistent (but NOT Instant), then the bonus is doubled (+1/2 for 1/2 DCV, and +1 for 0 DCV). In this case, the character must set a predetermined time for turning off the Power, since once it is on he is oblivious to all external stimuli.

Limitation: +1/4 for 1/2 DCV when the Power is turned on           +1/2 for 0 DCV when the Power is turned on            Double the limitation if the Power is Constant and Concentration must be maintained throughout. --

& lim extra time - [CM 2.0 Rules] - The Extra Time limitation has been significantly enhanced in 5th edition Hero Games rules. You should read the rulebook or ask a staff member or another player if you don't have a rulebook to hand.

A Power that takes Extra Time takes longer to turn on than normal. During the time the Power takes to turn on, the character may take other actions, but the Power will only turn on after the amount of time has passed. Attacks are an exception. If the character makes an attack with this Power, he cannot make any other attacks until the Power has been used. The character can abort the Power at any time before it is turned on if he wishes to change his mind -- however, any "preparation" for the Power has been lost, and it will have to be re-started from scratch if the character wants to turn it on again.

The Extra Time limitation chart is listed in RULES CHART EXTRA TIME.

If the Power takes extra time to startup, but once started may be used every Phases thereafter, the value of the limitation is halved. In this case, as soon as the Power is turned off, the Extra Time to restart it applies once more. --

& lim focus - [CM 2.0 Rules] - A Power that has a Focus works through some sort of object or device that is not a part of the character's body (usually). This is a very common Limitation that can represent guns, knives, swords, rings, shields, etc. There are four basic types of Foci which will be discussed first, and then there are four modifiers that make the focus worth even more of a limitation.

Obvious vs. Inobvious: All Foci must be defined as either Obvious or Inobvious. An Obvious Focus is clearly the source of the Power being used -- no PER roll is necessary, no INT roll... anyone with half a brain can tell that's where the Power is coming from. An example is a ray gun. It shoots rays out of its nozzle. Thus, it is an Obvious Focus. An Inobvious Focus is something that is not clearly the source of the Power, at least at a glance. For example, if you wear a pendant underneath your clothing that gives you the Power, no one would see it without strip-searching you, so it is Inobvious. An Inobvious Focus must have some set of circumstances under which it could be discovered. Ssearching, metal detector, etc.

For more information, see RULES LIM FOCUS 2 --

& lim focus 2 - [CM 2.0 Rules] - Accessible vs. Inaccessible: All Foci must also be defined as either Accessible or Inaccessible. An Accessible Focus is one that can be easily taken away... the opponent may do so with a successful Grab maneuver. Accessible Foci may be hit by a ranged attack as well ("shooting the gun out of someone's hand", for instance) if the attacker takes a -2 OCV penalty. The Focus is taken away if the attacker rolls more BODY for his attack than the defender rolls BODY on a Strength roll (see RULES DISARM). Additionally, any character with a handheld Accessible Focus (like a gun), must make a DEX roll any time he takes Knockback in a battle. If he fails the DEX roll, the blow has jarred him enough that he has dropped the Focus. The Focus will land in a "bounce" hex (see RULES COMBAT) from the spot where the character was originally hit. An Inaccessible Focus can't be taken away or knocked loose with a Grab or a ranged attack while the character is in combat. However, an Inaccessible Focus can be taken away if someone expends a full Turn out of combat on removing it. Inaccessible Foci can only be removed if the character is not struggling (having your suit, if Inaccessible Armor, removed by a villain while you were unconscious is a good example). If removing a Focus would require surgery, it is not really a Focus, and there is no Limitation for it (for instance, having a metal-laced skeleton that gives you more PD and ED would not be considered a Focus, because it can't be removed without killing you).

For more information see RULES LIM FOCUS 3 --

& lim focus 3 - [CM 2.0 Rules] - Obvious/Inobvious and Accessible/Inaccessible may be combined in the following ways for the listed Limitation:

Type of Focus                          Bonus      Example Inobvious, Inaccessible Focus (IIF)    +1/4       Small ring on finger Inobvious, Accessible Focus (IAF)      +1/2       Hat Obvious, Inaccessible Focus (OIF)      +1/2       Suit of Armor Obvious, Accessible Focus (OAF)        +1         Gun

In addition to the bonuses listed above, there are four modifiers that are less common but make the Limitation worth more. An Immobile Focus is something that does not move. A good example would be a computer that fills up a whole room in your base. Immobile is an additional +1 Limitation (beyond the OIF or other limitation bonus for the Focus). A focus can also be Bulky (large and unwieldy), but still movable. This gives the user a 1/2 DCV, and is worth an extra +1/2 Limitation (a Focus cannot be BOTH Immobile and Bulky, and need not be either -- indeed, most are not either one). A Focus may be Expendable, that is one that loses its Power after its END reserve or Charges are used up -- the character cannot use it again until he finds another object of the same type (e.g. a magic wand). This is an additional +1/4 to +1 Limitation, depending on how common the item is (consult the staff for assistance figuring this out).

For more information see RULES LIM FOCUS 4 --

& lim focus 4 - [CM 2.0 Rules] - Some focuses are unbreakable, however there must still be some way defined to destroy it completely (throwing Sauron's ring into the fires of Mordor, for instance). A breakable Focus has a DEF equal to the power's Active Points/5, or the DEF provided by the Focus (by Armor, Force Field, or the like), whichever is higher. The BODY of the focus is equal to the power's Active Points/5 or the number of powers in the focus, whichever is higher. If the Focus is Fragile, this is worth an additional +1/4 limitation, as the focus has only 1 DEF and 1 BODY. A focus that provides defenses to the character is hit by (and risks being damaged by) every attack, even if the focus is inaccessible.

For more information see RULES LIM FOCUS 5 --

& lim focus 5 - [CM 2.0 Rules] - Some notes: Some objects can be Obvious for one character and Inobvious for another. If Green Lantern's power ring glows incredibly when he exerts his powers, then it's an Obvious focus. If the ring just sits there and doesn't seem to do anything, then it's Inobvious. Furthermore, not all objects are Foci. If you have a magical hammer that transforms you into a superhero, but the hammer can always teleport into your hand from anywhere whenever you call for it, it's not a focus -- it's just a Special Effect. Why? Because it can never realistically be taken away. If the Focus can't be realistically taken away or lost under any circumstances, than it's NOT A FOCUS.

Think carefully before taking Focus as a limitation (even Inaccessible ones). Foci WILL be taken away by the bad guys at some point. OAF's can be dropped, grabbed, etc. Clever villains will realize that if they steal Iron Man's armor, they might be able to sell it on the black market for a LOT of money, or even "hold it for ransom" to get wealthy Tony Stark to pay them for its safe return. NEVER base everything your character can do on a single Focus; when it's taken away, your character won't be able to do anything at all.

For more information see RULES LIM FOCUS 6 --

& lim focus 6 - [CM 2.0 Rules] - Objects of opportunity are considered to be OIF. They act like an OAF for game mechanics. However since there are many objects of opportunity available, the cost is the same as OIF. The GM determines if there are objects of opportunity available if the character loses her initial object.

ie. Armstrong can use large poles as a weapon. They are treated like OAF game-wise because the weapon can be removed from him. However it is also an object object of opportunity because trees, lamp-posts, etc can simulate that type of weaponry and are found all over the city. So on his sheet, Armstrong has that power listed as an OIF. --

& lim gestures - [CM 2.0 Rules] - A Power with Gestures requires the character to make some gestures that are clearly unusual and visible at a distance. The character must be able to move freely -- if his arms or legs are pinned, he cannot use the Power at all. Gestures must be clearly visible and may NOT be usable for any purpose other than turning on the Power (a Gesture can't include your Martial Kick, for instance). Any Power that uses an attack roll and gets through the character's defenses will disrupt the Gesture and the Power on Gestures is turned off immediately. Powers that require Gestures only to be turned on have a +1/4 Limitation. Powers that are Constant or Persistent and require Gestures to be made during their entire duration get a +1/2 Limitation.

Limitation: +1/4 for Instant Powers or for Gestures only when the Power is           turned on; +1/2 for Constant or Persistent Powers in which Gestures must be made throughout. --

& lim incantation - [CM 2.0 Rules] - A Power with Incantation requires the character to speak loud, strange phrases that are CLEARLY AUDIBLE at a distance and CLEARLY UNUSUAL. If the Power is an Instant or Constant Power that only requires Incantations when it is turned on, it is a +1/4 Limitation. If the Power is Constant or Persistent and requires Incantations throughout it is a +1/2 Limitation. Constant Incantation means that the character must continuously speak out loud, and he can use no other Power that requires Incantations at the same time. The character must be able to speak clearly -- this means he can't Incant with his mouth full, or while he is gagged, etc. The Incantation cannot be whispered. It must be spoken loudly.

If any Power that requires an attack roll gets through the defenses of the character while he is speaking the Incantations, the Power on this Limitation either fails to turn on, or in the case where it is already on (a Constant Incantation), the Power is turned off immediately.

Limitation: +1/4 for Instant Powers or Incantations only when the Power is            turned on; +1/2 for Constant or Persistent Incantation --

& lim increased end & lim endurance limitations & lim costs endurance - [CM 2.0 Rules] - The Endurance limitations have been enhanced in 5th edition Hero Game rules. You should refer to the rulebook or ask a staff member, or another player, if you don't have a rulebook to hand.

The Costs Endurance limitation causes powers that don't usually cost END, such as Life Support, etc, to start costing Endurance. It can be combined with Increased END cost if you wish. The Only Costs End to Activate option is allowed but that cannot be combined with Increased End Cost.

A Power with Increased END Cost is more tiring than normal to use. Most Powers cost 1 END per 10 Active Points used. If the character uses more than 1 END per 10 points, this is worth a Limitation, and the Power costs less to buy. This Limitation DOES NOT apply to any Power that normally costs no END to use. Also, a Power CANNOT have both Increased AND Reduced END costs... it must be one or the other (or neither). Powers can be partially placed on Increased END Cost.

Example: Impulse has Telepathy, which costs 5 points per 1D6. She buys the first 6D6 at normal cost for 30 points. This is 30 Active Points worth of Telepathy and therefore costs her 3 END to use. She then decides to add another 4D6 Telepathy (10D6 total), but this additional 4D6 she can only use by really pushing her power to the limit. Impulse buys this 4D6 extra at x3 END cost. +4D6 to Telepathy would normally cost 20 Points and 2 END. But the Limitation makes it cost 6 END to use this extra 4D6, and since it's a +1 Limitation, the 4D6 only costs 10 more points. Thus, for 40 Points, Impulse has Telepathy of up to 10D6. If she uses 6D6, it costs her 3 END. If she uses 10D6, it would cost her 9 END.

Increased END Limitation depends on how much Increased END Cost you have. The more END a Power costs you, the higher the Limitation. See RULES CHART INCREASED END for a chart. --

& lim limited power - [CM 2.0 Rules] - The Limited Power category is not a specific Limitation per se... rather, this is the catch-all category for anything that you can't find among the other Limitations. If you want a Limitation not listed, you should consult the Approval Reviewers as to what level of Bonus (+1/2, +3/4, etc) is most appropriate. In general, these guidelines should be followed:

+1/4 The Power loses 1/8 of its effectiveness (only works 7 out of every    8 battles, is only 7/8 as Powerful as an un-limited Power, the     circumstances      that bring about the Limitation are Uncommon)

+1/2 The Power loses 1/4 of its effectiveness (only works 3 out of every 4    battles, doesn't work in one out of every 4 adventures, the     circumstances that bring about the Limitation are Common)

+1  The Power loses 1/2 of its effectiveness (only works in 1 out of every     2 battles, only works in half of the adventures you play in, the      circumstances that bring about the Limitation are Very Common)

+2  The Power loses almost all of its effectiveness (Only works 1 out of     every 4 times you try to use it, the circumstances that bring about     the limitation are around almost all the time)

For more information see RULES LIM LIMITED POWER 2 --

& lim limited power 2 - [CM 2.0 Rules] - Below is a list of Limited Power examples. These are not everything possible; they are just some common examples of Limited Powers.

Power Loses some of its Effectiveness                   +1/4 to +2 (varies) No Range (only works if the Power normally is ranged)      +1/2 Does no STUN (only works for Powers that normally do       +3/4        STUN damage) Beam Attack (for EBs only: cannot spread, bounce, must     +1/4       attack at full damage when the EB is used)

Power only works in a Given Condition                   +1/4 to +2 (varies) Only works in Daylight                                     +1/4 Only works while on the ground                             +1/4 Only works in Darkness                                     +1/2 Only works in Twilight                                     +1 Only works in Water                                        +1 1/2 Only works during a natural rainstorm                      +1 1/2 Only works in a strong magnetic field                      +2 Only works under a full moon                               +2

Power does NOT work in a given condition                +1/4 to +2 (varies) Does not work in Darkness                                  +1/4 Does not work in water                                     +1/4 Does not work in Daylight                                  +1/2 --

& lim linked - [CM 2.0 Rules] - A Power that is Linked can only be used with another Power. If the other Power isn't turned on, than neither is the Linked Power. Linked can only be bought on the SMALLER of the two Powers. If the Linked Powers are both attacks, then they must be fired SIMULTANEOUSLY. However, the defender gets to apply his defenses separately against each of them. If one of the attacks directly affects the level of the target's defense (eg. ED Drain), then the one that doesn't affect defenses is applied first. This can be used to simulate an attack that does more than one thing at once. For instance, you might have a 6D6 EB with a 2D6 Flash (sight), to indicate a laser beam that fires off a very bright (temporarily blinding) light in addition to doing physical damage.

Limitation: +1/2 --

& lim no knockback & lim no kb [ Champions MUSH Rules ]-- An Attack Power (the only kind that may be placed on this Limitation) that does No Knockback NEVER does any Knockback, no matter what is rolled on the dice. The attack is considered to exert no pressure -- you can't use it to flip a switch, press a button, or knock a gun out of someone's hand. This Limitation can only be applied to Powers that usually do Knockback. In 5th edition this is a Limited Power limitation, but as existing characters have this we are keeping a separate file for it.

Limitation: +1/4 --

& lim no conscious control - [CM 2.0 Rules] - A Power with No Conscious Control is completely beyond the character's control. The character CANNOT consciously turn the Power on or off. It only turns on when a GameMaster chooses -- usually when it furthers the purposes of the adventure you are on. This Limitation is good for simulating a Power that your character has absolutely no control over, perhaps does not even understand. A good example is Clairsentience where you can see the future. Bought on No Conscious Control, it would mean you see random glimpses of the future at random times and cannot control when you get the visions or what you see.

Remember, when you have a Power with No Conscious Control, YOU do not control it at all. The Game Masters do. Period.

Limitation: +2 --

& lim only in hero id - [CM 2.0 Rules] - A Power usable Only In Hero ID can only be used when the character is in his costume/hero identity. This Limitation may ONLY be taken by characters who maintain two distinct identities, and should be limited to characters who have some physical or biological change that causes their hero form to be different from their normal form in some way. A good example is Thor from the comic books. His strength, invulnerability, etc, only come into play when he is Thor, and he has none of them when he is Don Blake.

Limitation: +1/4

 This is a STOP SIGN limitation. It will be carefully scrutinized for game balance and potential min-maxing gamesmanship. --

& lim reduced by range & lim range limitations & lim no range & lim subject to range modifier & lim limited range - [CM 2.0 Rules] - The 5th edition Hero Game rules enhance the limitations relating to range modifiers and introduce new options. You should read the rulebook or ask a staff member, or another player, if you don't have a rulebook to hand.

A Power that is Reduced by Range becomes weaker at a distance. The Power does full damage within the first 4" after being fired, then -2 DCs per 4" after that (-2D6 of normal damage, in other words). This Limitation may only be used with Powers that normally are Ranged to begin with (or that have the Ranged Power Advantage).

Other limitations in the range category include No Range, Limited Range, Weakened by Range, Range based on Strength, and Subject to Range Modfifier.

The details of these option can be found in the rulebook.

Limitation: Reduced by Range +1/4 Limited Range +1/4 No Range +1/2 Range Based on Strength +1/4 Subject to Range Modifier +1/4 --

& lim reduced penetration - [CM 2.0 Rules] - An Attack Power that has Reduced Penetration is less able to punch through the target's defenses than a normal Power. Reduced Penetration splits the attack into two equal parts for the purposes of determining BODY damage only. When determining STUN damage, the two attacks are added together, before applying a STUN Multiplier if applicable.

Example: StarNova has a 4D6 RKA bought on Reduced Penetration. He rolls 2D6 twice (the body is halved for damage purposes). He rolls a 6 and an 8. This is applied against his target's 10 resistant ED. No body gets through. He then adds them to get a 14 BODY and uses that for the purposes of calculating STUN.

All STUN is calculated as normal from such attacks, as is Knockback.

Limitation: +1/4 --

& lim requires a skill roll - [CM 2.0 Rules] - The 5th edition Hero Game rules significantly enhance the Requires a Skill Roll limitation. You should read the rulebook or ask a staff member, or another player, if you don't have a rulebook to hand.

A Power that Requires a Skill Roll is will only work if the character makes a Skill Roll to activate the Power. The character must buy a special skill and name it appropriately (example: Mystic Skill). He must then buy the special skill for a cost of 3 Character Points. This gives him a base roll of 11 or less. It is then +1 per +2 points spent to improve the roll.

Limitation: VARIABLE --

& lim side effects - [CM 2.0 Rules] - A Power with Side Effects will cause bad things to happen to the character if he fails to use his Power properly. Side Effects can only be taken when a Power has some (random) chance of failure -- Thus, Powers with Side Effects must also either have Activation or must Require a Skill Roll. Each time the character fails his roll, he suffers the Side Effect of the Power.

The exact nature of the Side Effect is up the the player and must be chosen at the time the Power is purchased. The Side Effect must be a Power that will work against the character when the Power fails. Common Side Effects are Drain, Energy Blast, Flash, or Summon (for instance... you fail your Power, and a Demon appears to curse you and attack you). Side Effects do not need to make an attack roll (they hit automatically) and the character gets NO DEFENSES against the STUN or BODY damage of the Side Effect (in other words, be CAREFUL what Side Effect you choose or it might kill you!).

Limitation: +1/2 for 30 Active Points of Side Effect or 1/2 of the Active Points in the Power, whichever is greater +1 for 60 Active Points of Side Effect, or Active Points in            Power, whichever is greater --

& lim variable limitation - [CM 2.0 Rules] - A Power with Variable Limitations can have different Limitations on it at different times. The Power will always have a set value to its Limitation (+1/2, +1, etc) that may not be changed, but WHICH Limitation it is can be changed. The character defines the value of the Variable Limitation when the Power is purchased. Each time the Power is used, the character must place 2x the value of the Limitation on the Power. For instance, if you have a +1/2 Variable Limitation, the Power must always have a total of +1 of Limitations on it.

Limitation: Varies  Magnifying Glass Limitation --

& lim visible - [CM 2.0 Rules] - A Power that is not normally Visible may have this Limitation. Powers such as Density Increase, Mental Powers, and most Special Powers can take this Limitation. A Visible Power is noticeable by at least 3 Sense Groups (4 if it's Mental, since Mental would not count).

Limitation: +1/4 --

& lim duration - [CM 2.0 Rules] - The two limitations grouped together under the Duration title ar new in 5th edition Hero Game rules.

Instant: This changes a Continous power to an Instant power.

Nonpersistent: The changes a Persistent power to a Continous power. It will turn off if the character is stunned or knocked unconscious, etc.

Limitation: Instant +1/2 Nonpersistent +1/4 --

& lim gradual effect - [CM 2.0 Rules] - This limitation is new in 5th edition Hero Game rules. A power with this limitation works slowly, taking time to reach full effect. You should read the rulebook for details or ask a staff member, or another player, if you don't have the rulebook to hand.

Limitation: variable --

& lim lockout - [CM 2.0 Rules] - This limitation is new in 5th edition Hero Game rules. A power with this limitation prevents the character from using some or all of her other powers while this power is in use. You should read the rulebook for details or ask a staff member, or another player, if you don't have the rulebook to hand.

Limitation: +1/2 --

& lim physical manifestation - [CM 2.0 Rules] - This limitation is new in 5th edition Hero Game rules. A power with this limitation has a physical "presence" that can be attacked, for example a telekinetic character's use of his power could have the special effect of a giant hand, in which case if someone was grabbed by the TK, the "hand" could be attacked to free the victim. You should read the rulebook for details or ask a staff member, or another player, if you don't have the rulebook to hand.

Limitation: +1/4 --

& lim restrainable - [CM 2.0 Rules] - This limitation is new in 5th edition Hero Game rules. A power with this limitation can be prevented from working by restraining, by say grabbing or entangling, the character possessing it. You should read the rulebook for details or ask a staff member, or another player, if you don't have the rulebook to hand.

Limitation: +1/2 --