Rules12

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

Contents of file: perks.rules
This is all we need from this file:

& perk list - [CM 2.0 Rules] --- Perks are useful privileges and contacts that a character has special access to. Unlike skills, Perks can be transitory. Characters can gain or lose Perks during the course of game play. This must be adjudicated during game play by a staff GM, and during Experience spending, by the approval reviewers. Although the Hero System has multiple perks we only use some of them and some of those allowed are restricted:

Access            Computer Link     Fringe Benefit Anonymity         Contact *         Money Bases *           Deep Cover        Reputation Computers *       Follower          Vehicles *

Starred (*) items have additional pages. Type RULES PERK

& perk bases - [CM 2.0 Rules] --- Characters who purchase this perk have a Base. Bases should supplement a character at most, and must not be a substitute for him. Bases providing Living accomodation, including Life Support, Communication facilities, enough armor to remain relatively intact when bad guys call around, are fine. Bases can house computers and have laboratories (giving bonuses to knowledge/science/etc skills. Bases can have defensive weaponry. Because a Base is immobile there is more leeway in base design than vehicles.

Several characters can band together to buy a base. If they do the points put into the base are permanently committed. If one or more players later leaves the team that has the base he will not gain the points back.

Bases will need a sheet created for them. Speak to staff first. There is a degree of time and effort required to create a base sheet and it's best to get outline approval in advance before spending that time and effort.

& perk computers - [CM 2.0 Rules] --- Characters who purchase this perk have a computer. Computers should supplement a character at most, and must not be a substitute for her own skills. Computers will be looked at carefully by approval reviewers. Computers are automations. If you want an Artifical Intelligence (AI) that can act independantly of the character you should buy it as a follower.

Computers will need a sheet created for them. Speak to staff first. There is a degree of time and effort required to create a sheet and it's best to get outline approval in advance before spending time and effort.

& perk contact - [CM 2.0 Rules] --- This perk is restricted in our game. Characters should solve the problems they face with their own skills and abilities, not depend on contacts or followers to do so.

Rather than set hard and fast rules on what contacts are allowed, approval reviewers will examine each contact on a case-by-case basis. The general rule of thumb is that contacts may provide helpful support and resources, but must not "tread on the toes" of any PC. The game is about players, not NPC's.

& perk followers - [CM 2.0 Rules] --- This perk is restricted in our game. Characters should solve the problems they face with their own skills and abilities, not depend on contacts or followers to do so. Followers are restricted to a maximum of 150 base points and up to 100 points of disadvantages. Followers are created and paid for like characters, with Characteristics, skills, powers, etc. The cost is 1 character point per 5pts in the follower (excluding disadvantage points). Followers are by default Normals and may not get points for the Normal CHA Maxima disadvantage.

Rather than set hard and fast rules on what followers are allowed, approval reviewers will examine each on a case-by-case basis. The general rule of thumb is that followers may provide helpful support and resources, some assistance in combat, but must not "tread on the toes" of any PC. The game is about players, not NPC's.

& perk vehicles - [CM 2.0 Rules] --- Characters who purchase this perk have a vehicle. Vehicles should supplement a character at most, and must not be a substitute for him. Vehicles providing movement ability with enough armor to remain in one piece are fine. If the vehicle has any weapons or can provide or increase skills the approval reviewers will be looking carefully at it, and will reject any vehicles that provide skills and/or powers that should come from a character.

Vehicles will need a sheet created for them. Speak to staff first. There is a degree of time and effort required to create a vehicle sheet and it's best to get outline approval in advance before spending time and effort.

The Licence to Kill fringe benefit is prohibited. High level security clearance will be looked at carefully by approval reviewers for possible game unbalancing effects. Oh, yes, Head of State is right out!

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

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

& perks - [CM 2.0 Rules] --- Perks are useful privileges and contacts that a character has special access to. Unlike skills, Perks can be transitory. Characters can gain or lose Perks during the course of game play. This must be adjudicated during game play by a staff GM, and during Experience spending, by the approval reviewers. Although the Hero System has multiple perks we only use some of them and some of those allowed are restricted:

Access            Computer Link     Fringe Benefit Anonymity         Contact           Money Bases             Deep Cover        Reputation Computers         Follower          Vehicles

For information on a specific Perk, type RULES PERK.

& perk access - [CM 2.0 Rules] --- This perk allows a character to gain access to heavily secured areas and buildings without having to sneak or trick their way past the security for that area or building. It may be via hidden passages, forged access cards, bribing a security guard, or any one of many other means.

& perk anonymity - [CM 2.0 Rules] --- Characters buying this perk have no official identity. They do not exist on any databanks or in official records. This perk is often combined with Deep Cover to provide a false identity and a Social Limitation. Getting a driving licence when you don't exist in the computer is not a trival task.

& perk bases - [CM 2.0 Rules] --- Characters who purchase this perk have a Base. Bases should supplement a character at most, and must not be a substitute for him. Bases providing Living accomodation, including Life Support, Communication facilities, enough armor to remain relatively intact when bad guys call around, are fine. Bases can house computers and have laboratories (giving bonuses to knowledge/science/etc skills. Bases can have defensive weaponry. Because a Base is immobile there is more leeway in base design than vehicles.

Several characters can band together to buy a base. If they do the points put into the base are permanently committed. If one or more players later leaves the team that has the base he will not gain the points back.

Bases will need a sheet created for them. Speak to staff first. There is a degree of time and effort required to create a base sheet and it's best to get outline approval in advance before spending that time and effort.

& perk computers - [CM 2.0 Rules] --- Characters who purchase this perk have a computer. The computer is paid for from their character points according to the rules in the 5th edition rulebook (p459 onwards). Computers should supplement a character at most, and must not be a substitute for her own skills. Computers will be looked at carefully by approval reviewers. Computers are automations. If you want an Artifical Intelligence (AI) that can act independantly of the character you should buy it as a follower.

Computers will need a sheet created for them. Speak to staff first. There is a degree of time and effort required to create a sheet and it's best to get outline approval in advance before spending time and effort.

& perk computer link - [CM 2.0 Rules] --- The Computer Link perk gives your character permanent access into highly secured computer systems without the risk of using computer programming to "hack" into them each time. Such systems might include, but are not limited to, the FBI datanets, or Starguard's computer systems. Note the sys-ops of the system you are invading may be watching for intruders, so gaining access is only one step, although a big step, in a successful data extraction. Usually, however, passive data searching is going to be undiscovered. It's when you start changing data that alarms might ring.

& perk contact - [CM 2.0 Rules] --- This perk is restricted in our game. Characters should solve the problems they face with their own skills and abilities, not depend on contacts or followers to do so.

Rather than set hard and fast rules on what contacts are allowed, approval reviewers will examine each contact on a case-by-case basis. The general rule of thumb is that contacts may provide helpful support and resources, but must not "tread on the toes" of any PC. The game is about players, not NPC's.

& perk deep cover - [CM 2.0 Rules] --- A character with this perk has an established and documented alternative identity they can use. Note this alternative identity cannot have more non-combat influence than the character has. So a deep cover as a General in the US Army is out. (unless the charater has the background, and has bought the skills and perks of a General) Also note that maintaining a deep cover may require IC time and roleplay sessions. This perk may be bought multiple times to give more than one deep cover (or legend in spycraft speak) for the character.

& perk followers - [CM 2.0 Rules] --- This perk is restricted in our game. Characters should solve the problems they face with their own skills and abilities, not depend on contacts or followers to do so. Followers are restricted to a maximum of 150 base points and up to 100 points of disadvantages. Followers are created and paid for like characters, with Characteristics, skills, powers, etc. The cost is 1 character point per 5pts in the follower (excluding disadvantage points). Followers are by default Normals and may not get points for the Normal CHA Maxima disadvantage.

Rather than set hard and fast rules on what followers are allowed, approval reviewers will examine each on a case-by-case basis. The general rule of thumb is that followers may provide helpful support and resources, some assistance in combat, but must not "tread on the toes" of any PC. The game is about players, not NPC's.

& perk fringe benefit - [CM 2.0 Rules] --- This is not a perk, it's a collection of many minor perks. Everything from an International driving licence to the ultimate security clearence so you can stroll casually into the White House. For details read the rulebook or ask a staff member, or another player, if you don't have a rulebook close to hand.

The Licence to Kill fringe benefit is prohibited. High level security clearance will be looked at carefully by approval reviewers for possible game unbalancing effects. Oh, yes, Head of State is right out!

& perk money & perk wealthy & disad poor & disad destitute - [CM 2.0 Rules] --- Most characters are considered to be of "average" or "middle" income. If you want to be a poorer than that, you can gain a few points (as Disadvantages, to be listed in +disads), or if you want to be well off, you can buy that for points. The Levels of Perks used in CM 2.0 are as follows:

Destitute: Income of less than $3,000 pa. The character does not know where his next meal comes from, has no home, etc. This is a 10 point Disadvantage and should be listed in +disads as a Social Limitation.

Poor: Income of less than $10,000 pa. The character is probably unemployed or works only temporary odd jobs, is in debt, and can't purchase large items such as a car. This is a 5 point Disadvantage and should be listed in +disads as a Social Limitation.

Middle class: Income of $11,000 to $75,000 pa. This is "standard" income. You don't want for necessities, but you can't buy major luxuries like a yacht. This is the default and should NOT BE LISTED -- it's automatic.

Well off: Income of $76,000 - $500,000 pa. This character supports himself well and can take lots of cruises, vacations, and so on. He might own a fancy hovercraft, or something else luxurious. This costs 5 points and should be listed in the "Perks" section of your skills.

Wealthy: Income of $500,000 - $5,000,000 pa. This character is wealthy. He doesn't have to worry before buying significant items such as a pleasure yacht or small personal jet. This costs 10 points and should be listed in the "Perks" section of your skills.

Perk Cost: -10 points (Disadvantage) for Destitute -5 points (Disadvantage) for Poor +5 points (Perk) for Well Off +10 points (Perk) for Wealthy

& perk reputation - [CM 2.0 Rules] --- Reputations can both hinder and help a character depending on the nature of the reputation. Reputations that hinder a character are disadvantages and discussed in RULES DISAD REPUTATION. A Reputation that instead helps a character is a perk and has to be paid for. It might be the exactly the same reputation in both cases, whether a help or hinderance depending on the audience at the time.

& perk vehicles - [CM 2.0 Rules] --- Characters who purchase this perk have a vehicle. The vehicle is paid for from their character points according to the rules in the 5th edition rulebook (p462 onwards). Vehicles should supplement a character at most, and must not be a substitute for him. Vehicles providing movement ability with enough armor to remain in one piece are fine. If the vehicle has any weapons or can provide or increase skills the approval reviewers will be looking carefully at it, and will reject any vehicles that provide skills and/or powers that should come from a character.

Vehicles will need a sheet created for them. Speak to staff first. There is a degree of time and effort required to create a vehicle sheet and it's best to get outline approval in advance before spending time and effort.