Rules13

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

Contents of file: powers1.rules
This is what we need:

& powers list - [CM 2.0 Rules] - Below is a list of all the Powers in use on the Mush:

Absorption                  Faster-than-Light Travel   Missile Deflection Aid                         Flash                      Multiform Armor                       Flash Defense              Power Defense Change Environment          Flight                  ** Regeneration Characteristics             Force Field                Running Clairsentience              Force Wall                 Shapeshift Clinging                    Gliding                    Shrinking Damage Reduction            Growth                     Skills Damage Resistance           Hand-to-Hand Attack        Stretching Darkness                    Images                     Summon Density Increase         ** Instant Change             Superleap Desolidification            Invisibility               Suppress Dispel                      Killing Attack (HKA)       Swimming Drain                       Killing Attack (RKA)       Swinging Duplication                 Knockback Resistance       Telekinesis EGO Attack                  Lack of Weakness           Telepathy END Reserve                 Life Support               Teleportation Energy Blast                Mental Defense             Transfer Enhanced Senses             Mental Illusions           Transform Entangle                    Mind Control               Tunnelling Extra-Dimensional Movement  Mind Link Extra Limbs                 Mind Scan

** These powers have been reintroduced in our version of 5th ed. rules. --

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==================================== Everything else can be deleted.

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

& powers - [CM 2.0 Rules] --- Powers are abilities far beyond those of normal humans -- for instance, the ability to fly under your own power, or to fire bolts of energy from your eyes. Powers are designed to simulate the wild abilities of Four Color superheroes and supervillains such as Superman, Wonder Woman, Captain America, and so on. The complete definition of a character's superhuman ability may simply be defined by the Power itself, or it may consist of a Power, combined with certain Advantages or Limitations, or placed within a Power Framework. Powers define the basic structure of an ability. For instance, Energy Blast determines how much damage the attack does, how far its maximum range is, and how tired you become when using it.

For more information, see one of the following files:

POWERS GENERAL       General information about Powers POWERS BUYING        How you "buy" a Power POWERS ICP           The meaning of Instant, Constant, and Persistent SPECIAL EFFECTS      How to customize powers with Special Effects POWERS CATS          Menu of the general types or categories of Powers POWERS LIST          The List of All Powers in the Game POWER   A detailed explanation of the Power POWER MODIFIERS      How to customize your character with Advantages, Limitations, and Power Frameworks. REGULATED POWERS     Explains regulated Powers, Limitations, etc.

For more information, type RULES. Example: RULES POWERS LIST --

& powers list - [CM 2.0 Rules] - Below is a list of all the Powers in Champions. For detailed information on any one particular power, type RULES POWER. Note: these files are based on 4th edition rules. If you have a 5th edition rulebook to hand that is the preferred source of information.

Absorption                  Faster-than-Light Travel   Missile Deflection Aid                         Flash                      Multiform Armor                       Flash Defense              Power Defense Change Environment          Flight                  ** Regeneration Characteristics             Force Field                Running Clairsentience              Force Wall                 Shapeshift Clinging                    Gliding                    Shrinking Damage Reduction            Growth                     Skills Damage Resistance           Hand-to-Hand Attack        Stretching Darkness                    Images                     Summon Density Increase         ** Instant Change          ** Superleap Desolidification            Invisibility               Suppress Dispel                      Killing Attack (HKA)       Swimming Drain                       Killing Attack (RKA)       Swinging Duplication                 Knockback Resistance       Telekinesis EGO Attack                  Lack of Weakness           Telepathy END Reserve                 Life Support               Teleportation Energy Blast                Mental Defense             Transfer Enhanced Senses             Mental Illusions           Transform Entangle                    Mind Control               Tunnelling Extra-Dimensional Movement  Mind Link Extra Limbs                 Mind Scan

** These powers have been removed or completely changed in 5th edition. --

& powers buying - [CM 2.0 Rules] - A character buys powers by paying the Character Points cost listed under each Power (see RULES POWERS LIST for a list of them). These are exactly the same points used to buy Skills, Talents, or Characteristics (see RULES POINTS for more help on this somewhat confusing topic). The number of Character Points paid usually determines what you can do with a Power; for instance, if you spend 30 points on Flight, you can move about 60 meters in a combat Phase (maximum). The more Character Points spent on a Power, the "better" it is.

For more information, see RULES POWERS BUYING 2 --

& powers buying 2 - [CM 2.0 Rules] - Once your character has completed buying Powers and has been approved by the admins for game play, he cannot shift his points from one Power to another. However, because Champions is a complex game with lots of Powers and many ways to use such Powers, the staff may, at our discretion, allow newbies to slightly alter their powers (to, essentially, re-define them) once they know what they're doing.

No character will ever be all-powerful when you first build him. However, experience points will allow your character to improve as time goes on. During role-play, players may vote to give Experience Points (XP) to you. These may be stored until you wish to use them, and may be expended exactly like a regular Character Point. With them, you can slowly improve your Powers. This is highly in-genre... think about Superman. Initially, all he could do was lift steel girders and jump (literally) over tall buildings. Now he can fly through outer space, LIFT whole buildings, etc. He's become much more powerful than initially -- over time, over learning to develop his powers. Your character can do the same thing. It may not start out being as powerful as you envisioned, but eventually, it will probably grow into your initial concept... and beyond. --

& powers general - [CM 2.0 Rules] - There are some general rules that are true of all Powers, beyond the specifics listed in the details of each Power. Every Phase a Power is turned on (a Phase is a round of combat in which your character goes), it costs the character 1 END for every 10 Character Points of Power being used (see RULES END). Powers that state "costs no END" to use never cost any END to use. Powers that normally cost END to use have VISIBLE, OBVIOUS Special Effects (see RULES SPECIAL EFFECTS). It's up to the player to decide exactly what the Power looks like, but it MUST be obvious that the Power is being used, and where it comes from. This is true of Powers bought down to 0 END cost (see RULES ADV REDUCED END) however, powers listed in the RULES files as "costs no END" generally are not visible and have no obvious Special Effect.

A character does not have to use his Power at its maximum capacity. He can use any amount from 0 up to the maximum allowed by the number of Character Points paid for in the Power. For example, if you spend 50 points on a 10D6 Energy Blast, you can do up to 10D6 of damage at a cost of 5 END. If you wished, you could choose to do only 8D6 of damage, at a cost of 4 END. However, regardless of costs, you must ALWAYS use all of the Advantages and Limitations on a power. For instance, if you buy a 10D6 EB with the Armor Piercing Advantage, you could throw 5D6 of the EB (Armor Piercing), but you couldn't throw the attack without the Armor Piercing on it. It will always be Armor Piercing, even if reduced to 1D6.

For more information see RULES POWERS GENERAL 2 --

& powers general 2 - [CM 2.0 Rules] - Powers that "cost no END" to use always function at full strength, even when the character is unconscious or otherwise not thinking about them. Powers that normally cost END to use will TURN OFF if the character is Stunned or Unconscious (or runs out of END). When a character is Stunned or Knocked Out,all END-using Powers turn off at the end of that segment.

Example: Astron has the Power Force Field. This costs him 20 Points, and gives him +10 PD and +10 ED. He has a 10 PD/10 ED normally (in his Characteristics), so his total defenses are 20 PD/20 ED. On Segment 3, when Astron normally goes, he turns on his Force Field. Since it's a 20 point Power, this costs 2 END. He fires an Energy Blast and misses his opponent, the villain Overlord. Overlord then goes, also on Segment 3, and he punches Astron. The punch does 60 STUN damage. Astron's 20 PD block 20 damage, and the other 40 get through. Poor Astron only has 34 STUN, so he is knocked unconscious from the attack. The punch does 6" knockback into a wall. Since Astron's Force Field costs END, his Force Field will turn off at the end of the segment. Fortunately it's still active when he hits the wall. --

& powers icp & powers constant & powers instant & powers persistent - [CM 2.0 Rules] - All Powers are defined as either Instant, Constant, or Persistent.

Instant Powers last just for the brief moment in which they are used. An example is Energy Blast, which lasts just long enough for an attack (picture a laser beam in the Star Wars movie).

Constant Powers can be maintained over time. Once they are turned on, the character must simply pay END each Phase to maintain them. An example is Force Field. Once you turn your Force Field on, it stays on until you turn it off. You don't have to ignite it every time someone attacks you. If a Constant Power works against a target, the attack roll need be made only once, initially. After that, as long as the target stays in the range AND line-of-sight of the Power's owner, and as long as the owner pays END each Phase, the power continues to work against the target.

Persistent Powers stay on unless the character actively, wilfully shuts it off. An example is the Enhanced Sense Ultraviolet Vision. Characters never have to turn on a Persistent Power; it is assumed to be on unless otherwise stated. The character CAN turn it off if he chooses, and it will then remain off until it is turned back on.

These categories are set by default for each Power (listed in the RULES files for each Power), but may be altered by buying the Constant or Persistent Power Advantages (see RULES ADV DURATION). --

& special effects - [CM 2.0 Rules] - Powers in the Champions system are defined in game terms only -- they do a certain number of Dice of Damage per so many points, etc. A character who buys 20 points of Energy Blast will ALWAYS do 4D6 with it. What the Powers don't tell you is what the powers look/sound/smell like. This is called the Special Effect of the Power, and it has been left unstated on purpose; it's up to YOU, the player, to decide what your Power looks like.

The Special Effects of a Power define exactly how the Power works ICly. They determine what other people see and hear when the Power is used, and determine any side effects that might occur from using the Power. All Powers that cost END to use MUST have a visible, obvious Special Effect (exceptions are noted in the text of the Power). If you want a Power to be undetectable by one or more senses, you must by the Power Advantage Invisible Power Effects (See RULES ADV INVISIBLE POWER EFFECTS).

For more information type RULES SPECIAL EFFECTS 2 --

& special effects 2 - [CM 2.0 Rules] - A "visible" Power can be detected by at least three different Sense Groups. Two of these are usually Sight and Hearing. The third Sense Group is up to the player and depends on how the Power is defined. If the power is based on energy, perhaps the Radio Sense Group is appropriate. If it is based on chemicals, perhaps the Smell Sense Group is appropriate. This is generally NOT listed in your +powers, but is assumed based on common sense, and if for some reason the "common sense" default Sense Groups do not apply, then this MUST be noted somewhere in your +powers and must be approved by the staff.

The Special Effects of a Power can take any form you want. The only rule is that it has to be clear that the Power COMES FROM YOUR CHARACTER. For instance, when you buy Energy Blast, the attack can come from your hands, eyes, forehead, feet, belly button... whatever. The energy might be lightning, fire, ice, heat, cold, wind, rain... you name it. Rather than try to list every Power they could think of, the good folks at Hero Games have left it up to YOU to decide.

For more information type RULES SPECIAL EFFECTS 3 --

& special effects 3 - [CM 2.0 Rules] - When choosing Powers in Champions, you should ALWAYS start from the Special Effect and then work back to the appropriate Power that defines it. For example, suppose you want a Fire Bolt. You won't find Fire Bolt on the list of Powers, so you have to ask, "What do Fire Bolts do?" Their primary affect is to cause energy-based damage at range. Looking through the list of Powers (RULES POWERS LIST) and reading their details, the most reasonable candidates seem to be Flash, Energy Blast, and Ranged Killing Attack. After reading through the specific details of each Power, you might decide that Energy Blast is the one that most closely describes what you want.

You would then buy the Power Energy Blast and call it a "Fire Blast". This would be visible to the Sight Sense Group (bright fire), Sound Sense Group (the crackle of the flames), and possibly the Smell Sense Group (the smell of smoke in the air). Game Masters will sometimes allow slight bonuses, or impose slight penalties, based on Special Effects. For instance, Fire needs Oxygen to burn, so if your character is in Outer Space for one adventure, the GM might rule that your Fire Energy Blast doesn't work, while at the same time allowing your team-mates Laser Energy Blast to function just fine, since light can travel in a vacuum. --

& powers cats & power categories - [CM 2.0 Rules] - Powers are divided into several categories. Each of them is listed below. Each category has its own special rules that apply just to Powers in that category. Note: The power category special rules are greatly enhanced in 5th edition rules. You should refer to the rulebook if you have one.

Power categories: (4th edition)

ADJUSTMENT             MENTAL          MOVEMENT                SIZE SPECIAL                STANDARD

For more information on a given category, type RULES POWERS --

& powers adjustment - [CM 2.0 Rules] - Adjustment powers can modify Characteristics and Powers of the character, or even another character. They do this by adding or subtracting a number of Character Points in a Power or Characteristic. These Adjustment Powers can be used to drain a target of his STR, restore lost points of STUN, or raise a Character's CON far above its normal value. All Character Points gained or lost via an Adjustment Power return to their previous value at a rate of 5 Character Points per Turn (this occurs during the Post-Segment 12 recovery).

Example: PowerSurge hits Assaulter with a 3D6 Drain of STR. PowerSurge's player rolls 3D6 and gets a 10. Assaulter's starting STR is 20. Since 10 Character Points = 10 STR, Assaulter loses 10 STR. Assaulter's STR remains at 10 for the rest of the Turn. During Post-Segment 12 Recovery, Assaulter regains 5 Character Points of STR, which means his STR goes from 10 to 15. He will have to fight another Turn at 15 STR, and then his STR will return to normal on the following Post-Segment 12 recovery.

Adjustment Powers: Absorption, Aid, Drain, Transfer

Note: Negative adjustment powers affect all powers in an EC equally.

For more information see RULES POWERS ADJUSTMENT 2 --

& powers adjustment 2 - [CM 2.0 Rules] - The return rate of an Adjustment Power can be moved 1 level down the Time Chart (see RULES CHART TIME) for a +1/4 advantage. This is cumulative (moving two levels down the Time Chart is a +1/2 advantage, etc). At a +1/2 Advantage, then, a 3D6 Drain would cost more, but the Character Points would return at 5 points per 5 game minutes.

Important: Because Defenses are so important in the Champions system, any Adjustment Power's effect on a Defense power is HALVED. Defenses include Armor, Force Field, Force Wall, Damage Resistance, Mental Defense, Flash Defense, Power Defense, PD, ED, Lack of Weakness, and Knockback Resistance.

Example: PowerSurge buys 4D6 Drain of Force Fields. Force Field is a defensive power. In combat, he attacks Astron with the Force Field Drain. PowerSurge rolls 14 on 4D6. This Drains 1/2 of 14, or 7 points of Force Field, because it is a defensive Power.

For more information see RULES POWERS ADJUSTMENT 3 --

& powers adjustment 3 - [CM 2.0 Rules] - Normally, the Power or Characteristic against which an Adjustment Power works, or into which its points are deposited, is defined when the Power is purchased. For example, you buy Drain and say it works against CON. The Adjustment Power may also, when purchased, be defined as working against any ONE Power in a particular group of Powers or Characteristics, one at a time, for a +1/4 Power Advantage. That is, suppose you buy a Drain of any cold-based Power. If your opponent has a Cold-based Energy Blast, and a Cold-based Force Field, you may apply your Drain against either one of them (but not both at the same time). You may also buy Adjustment Powers so they add, one at a time, to a related group of Powers. For example, your Cold Transfer could be applied to either your Energy Blast or your Armor, but not both.

For a +2 Advantage, the character may buy his Adjustment Power so it affects ALL Powers or Characteristics in a related group simultaneously. For instance, if you have 4D6 Drain: All Cold Powers, and attack someone who has Cold EB, Cold Force Field, and Cold Flight, and you roll a 10, ALL THREE of those Powers would be reduced by 10 Character Points.

For more information see RULES POWERS ADJUSTMENT 4 --

& powers adjustment 4 - [CM 2.0 Rules] - The Character Points of an Adjustment Power are applied to the Active Points of a Characteristic or Power. To determine the effect of an Adjustment Power on the Value of a Characteristic, in the left-hand column, divided by the Characteristic's Cost Multiplier. Also, points lost by Adjustment Powers in Primary Characteristics NEVER affect Figured Characteristics.

Example: Astron has a 3D6 DEX Transfer that gives points to his Energy Blast. Astron attacks Groundare, and rolls a 12. This means that Groundare loses 15 Character Points of DEX, which translates into 15 / 3 = 5 DEX lost. Astron gains 15 Character Points of Energy Blast, which translates into +3D6 to his Energy Blast. --

& powers mental - [CM 2.0 Rules] - Mental Powers are based on a character's mental, rather than physical, abilities. They directly target another character's mind, and ignore normal defenses. Mental Powers use the mind for targeting. Therefore, they require an ECV attack roll. The formula is:

Chance to hit with ECV attack roll = 11 + attacker's ECV - Defender's ECV

The ECV is the "Ego Combat Value", which is determined by EGO / 3, just as your regular Combat Value for physical combat is determined by DEX / 3 (see RULES COMBAT). Willing targets (such as if you WANT a person to read your mind and extract information you have hidden from yourself) may set their ECV to 0, and may also lower their Mental Defense to 0, if they wish.

There are four classes of minds that the Mental Powers can affect They are Human, Alien, Animal, Machine. A mentalist must chose what class of minds they can effect. Each additional class is a +1/4 advantage. Being able to affect any type of mind is a +1 advantage.

Mental Powers: Ego Attack, Mental Illusions, Mind Control, Mind Scan, Telepathy.

For more information type RULES POWERS MENTAL 2 --

& powers mental 2 - [CM 2.0 Rules] - For Ego Attacks, the total on the dice, minus any Mental Defense of the target, is the amount of STUN done to a target. For all other Mental Powers the attacker must FIRST declare the effect he wants, and THEN roll the "damage" dice. The amount rolled is then compared to the target's EGO on the effects chart for each power (see the RULES CHART file for the power in question).

If the total roll is greater than or equal to the target's EGO + the amount extra needed for the desired affect, then the attack is successful. The target may attempt to resist a successful attack with an EGO roll, modified by how much the total exceeded the total necessary on the effects chart. END costs are paid when the Mental Power is used, no matter whether it succeeded or failed. Once a continuing Mental Power has succeeded, no more END needs to be paid. The target will continue to follow the order, see the illusion, or etc, until he resists the affect with a successful EGO roll. However, to CHANGE the order, illusion, etc, a new attack must be made, and a new effects roll must be attempted (and more END must be paid).

For more information see RULES POWERS MENTAL 3 --

& powers mental 3 - [CM 2.0 Rules] - All Mental Powers are invisible to characters who do not either have a Mental Power themselves, or Mental Awareness (see RULES ENHANCED SENSES). However, the TARGET of a Mental Attack always knows who has attacked him. This occurs immediately for Mind Scan and EGO Attack, and after the others wear off. If a Mental Power is bought with Invisible Power Effects (vs. Mental Senses), then even the target would not be able to sense where the attack is coming from.

Mental Powers have no range modifiers and work on line-of-sight only. Mental Powers are not stopped by physical barriers. You can use Mental Powers on someone you see through a window. Finally, it is possible for a Mentalist to help another character who is the victim of a Mental attack (other than EGO attack, which is too instantaneous). Once one of the Mental Powers has been used on a target, the helping Mentalist can make an ECV attack roll against the same target. The Mentalist then rolls for effect. If his roll is higher than the initial effect roll, the the target is broken free.

Example: Mind Warper uses his Mind Control to make Astron attack his friend Assaulter. After a successful ECV attack roll, Mind Warper rolls his 10D6 of effect and gets a 40. This is just enough to equal Astron's EGO + 30, which is enough for him to attack Assaulter. Psiana, Astron's team mate, decides to help him. After making a successful ECV roll against Astron's ECV, she rolls her own Mind Control of 12D6. She rolls a 42, which is higher than the initial roll of 40, and Psiana frees Astron of the control Astron then proceeds to pummel Mind Warper. --

& powers movement - [CM 2.0 Rules] - Movement Powers are Powers which allow a character to get from one place to another. They can be extensions of existing abilities (e.g. Running), or they can be superhuman modes of travel (such as Teleportation). ALL characters begin with 6" running, 2" swimming, and 1" of normal leap per 5 STR (in combat).

Combat movement involves ducking and watching out for enemy attacks to get full DCV. Non-combat movement halves your DCV but doubles your speed. This non-combat multiplier (NCM) can be doubled for any one movement power for +5 points. This means you really move fast outside of combat.

All modes of movement cost 1 END per 5" moved. Note that there is no round-off here: you pay 1 END for moving any amount from 1" to 5", and then another END for moving 6" to 10", etc.

The +VELOCITY command converts HERO velocity into MPH, KPH, etc.

Movement Powers: Flight, Gliding, Running, Leaping, Swimming, Swinging, Teleportation, Tunnelling

For more information type RULES POWERS MOVEMENT 2 --

& powers movement 2 - [CM 2.0 Rules] - Example: Dove wants to fly at a fast rate. She buys 20" of flight for 40 Character Points. This allows her to fly 20" per Phase in combat, and 40" per Phase out of combat. She then spends another 20 Character Points, giving her a 2 x 2 x 2 x 2 = 16x increase over her initial 2x NCM (for a total of 32x, or 640" per Phase out of combat. If she has a 5 SPD, this translates to 1,200 MPH.

The END cost for using any Movement Power is 1 point per 5" of movement. Gliding costs no END. Non-combat movement costs the same number of END as combat movement (thus, in our example above, even though she travels at 640"/Phase, Dove still only uses 4 END per Phase out of combat).

--

& powers size - [CM 2.0 Rules] - Size Powers are the only ones that allow a character to change his physical size. Growth allows a size increase, while Shrinking allows a size decrease. A target's size affects its DCV -- smaller targets are harder to hit. They are also harder to detect with a PER roll. Every 1 level of Shrinking confers +2 DCV, and -2 to others' PER roll. Larger targets are easier to hit and this gives -2 DCV and +2 PER for every 2x size increase.

Size Powers: Growth, Shrinking --

& powers special - [CM 2.0 Rules] - Special Powers are unique because, while they may be given Advantages or Limitations, they MAY NOT be placed into a Power Framework (a Multipower, Variable Power Pool, or Elemental Control). Special Powers are such because they cost no END to use, and are assumed to always be functioning unless the character wilfully turns them off. They remain functioning when a character is knocked unconscious. They also generally do not have visible Power Effects (though with Duplication or Multiform, as the power is being used it will probably be obvious).

Special Powers: Duplication, Enhanced Senses, END Reserve, Extra Limbs, Flash Defense, Instant Change, Knockback Resistance, Lack of Weakness, Mental Defense, Multiform, Mind Link, Power Defense, Regeneration, Skills --

& powers standard - [CM 2.0 Rules] - Standard Powers are the catch-all for all the Powers that don't fit into any of the other categories. These Powers can sort-of be thought of as the "normal" Powers. Each one has its own specific rules, and these are listed in the RULES file for that Power (RULES POWER ).

Standard Powers: Armor, Characteristics, Clairsentience, Clinging, Change Environment, Damage Resistance, Damage Reduction, Darkness, Density Increase, Desolidification, Dispel, Energy Blast, Entangle, Extra-Dimensional Movement, Faster-than-Light (FTL) Travel, Flash, Force Field, Force Wall, Hand-to-Hand Attack, Images, Invisibility, Killing Attack (Ranged), Killing Attack (Hand-to-Hand), Life Support, Missile Deflection & Reflection, Shapeshift, Summon, Suppress, Stretching, Telekinesis, Transform. --