Rules17

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

Contents of file: powers5.rules
This is what we need from this file:

& power regeneration - [CM 2.0 Rules] - This power has been formally dropped from 5th edition rules but is returned to life in CM 2.0. It's a simple straight forward way to achieve the effect without messing around with limited and advantaged Healing, etc.

Regeneration is a Special Power that allows the character to quickly recover BODY. Normal characters recover their REC in BODY every month. Regeneration allows the character to recover 1 BODY per Turn for every 10 Points spent. Regeneration is automatic and does not require the character to consciously decide to do it. Regeneration heals BODY taken from any form of attack, including Drains and Transforms.

Cost: 10 Character Points for 1 BODY recovered per Turn. +1 BODY Regeneration for +10 points. Minimum cost: 10 points Special: +1/4 Limitation per level down the Time Chart END cost: Costs no END to use

& power skills - [CM 2.0 Rules] --- With special admin permission, characters may purchase Skills with Power Limitations and Advantages. If this occurs, the Skill is considered to be the equivalent of a Special Power. Skills may NEVER be placed into any sort of Power Framework.

& power summon - [CM 2.0 Rules] - Summon is a Standard Power that allows the character to summon a creature from another universe, dimension, or another location on earth.

ALL SUMMONED CREATURES MUST BE APPROVED BY THE STAFF AHEAD OF TIME.

Summoned creatures must be written up beforehand and approved by the Staff before you may summon them.

The Summon Power is strongly discouraged on CM 2.0. This game is all about player characters and not NPC's, Followers, or Summoned creatures.

 Stop Sign Power

=
=============================================== Everything else is standard rulebook and can be deleted.

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

& power missile deflection & power reflection - [CM 2.0 Rules] --- Missile Deflection allows a character to block incoming ranged attacks. Missile Deflection does not work against EGO-based attacks (EGO Attack, Mind control, etc), nor does it work against attacks that target the character's hex rather than the character himself.

For an additional cost the character can reflect an attack back at the attacker.

Missile Deflection requires a half-Phase action to perform. It must be declared BEFORE the attacker makes his Attack roll, and it can be aborted to. However, unlike Block, Missile Deflect has no affect on the order of action in combat.

 Missile Deflection is a Magnifying Glass Power

& power multiform - [CM 2.0 Rules] --- Multiform is a Special Power that allows the character to have several completely different forms, each with its own Powers and personality. The player must make up a separate full character for each form. The new form(s) must be built with the same guidelines as the original.

Multiform only allows the character to be in one form at a time, and these forms must be pre-set at the time of character generation. If the player wants to be able to have several forms at once or vary his forms, he should buy Duplication or Shapeshift.

& power power defense - [CM 2.0 Rules] --- Power Defense is a Special Power that makes the character resistant to Adjustment Powers (Drain, Transfer, etc). The character can choose whether to use Power Defense against Aid (since Aid usually helps you, most people don't usually want to do this). When an Adjustment Power is used against the character, Power Defense is subtracted from the effect before it is applied to the character. This is a Persistent Power.

& power regeneration - [CM 2.0 Rules] - This power has been formally dropped from 5th edition rules but is returned to life in CM 2.0. It's a simple straight forward way to achieve the effect without messing around with limited and advantaged Healing, etc. Characters can choose either this or the 5th edition version as desired.

Regeneration is a Special Power that allows the character to quickly recover BODY. Normal characters recover their REC in BODY every month. Regeneration allows the character to recover 1 BODY per Turn for every 10 Points spent. Regeneration is automatic and does not require the character to consciously decide to do it. The recovery period can be slowed one level down the Time Chart (see RULES CHART TIME) for a +1/4 Limitation per level (+1/4 for 1 BODY per Minute, +1/2 for 1 per 5 Min, etc). Characters can never Regenerate more quickly than once per Turn. Regeneration heals BODY taken from any form of attack, including Drains and Transforms.

Cost: 10 Character Points for 1 BODY recovered per Turn. +1 BODY Regeneration for +10 points. Minimum cost: 20 points Special: +1/4 Limitation per level down the Time Chart END cost: Costs no END to use

& power running - [CM 2.0 Rules] --- Running is a Movement Power that allows a character to run faster than the normal 6" per Phase. The character gains +1" Running per 2 Character Points spent. This adds to the 6" you start with, so if you spend 10 points to get +5" running, you have 11" total running per Phase. Non-combat velocity is normal double the combat speed. Non-combat velocity can be doubled again for +5 points, and this may be done repeatedly.

& power shapeshift - [CM 2.0 Rules] --- Shapeshift is a Standard Power that allows the character to change his outward appearance without changing his Powers, Disadvantages, etc. However this Power does NOT allow the character to change his size, ONLY his shape. Therefore, a 100 kg person could shift into a 100 kg airplane, but he would still be the size of a human being. To add mass or size, or become smaller, the character must buy Density Increase, Growth or Shrinking.

& power shrinking - [CM 2.0 Rules] --- Shrinking is a Size Power that allows the character to decrease his size. This makes him more difficult to hit and perceive. To view the Shrinking table which shows the various stats for up to 100 points in Shrinking, type RULES CHART SHRINKING.

& power skills - [CM 2.0 Rules] --- With special admin permission, characters may purchase Skills with Power Limitations and Advantages. If this occurs, the Skill is considered to be the equivalent of a Special Power. Skills may NEVER be placed into any sort of Power Framework.

& power stretching - [CM 2.0 Rules] --- Stretching is a Standard Power that allows the character to extend parts of his body, attack with his fists at range, reach for things at a long distance, and so on. Attacks made at a distance using Stretching to bridge the distance are considered hand-to-hand combat. Stretching does not give the character any extra movement, or does it give him the ability to squeeze under doors. Running and Desolidification are the appropriate Powers for such effects.

& power summon - [CM 2.0 Rules] - Summon is a Standard Power that allows the character to summon a creature from another universe, dimension, or another location on earth.

ALL SUMMONED CREATURES MUST BE APPROVED BY THE STAFF AHEAD OF TIME.

Summoned creatures must be written up beforehand and approved by the Staff before you may summon them.

The Summon Power is discouraged on CM 2.0. This game is all about player characters, not NPC's or Followers, or Summoned creatures.

 Stop Sign Power

& power superleap & power leaping - [CM 2.0 Rules] --- The Leaping Power (this used to be called Superleap in 4th edition rules) is a Movement Power that allows the character to leap much further than a normal person. In combat, leaps are similar to flight, except a target hex must be chosen at the time of take-off, and it is not possible to turn once in the air. A character may leap half his maximum distance (equivalent to a "half move") and still attack.

& power suppress - [CM 2.0 Rules] --- Suppress is a Standard Power that can partly or wholly negate a Power or Characteristic of the target. To use Suppress, the character must make a successful ranged Attack roll against the target. If successful, the Suppress effect dice are rolled, and the target's Power Defense is then subtracted from the total. The remaining amount is the number of Active Points in the Power or Characteristic that do not work. This Suppression remains in effect as long as the attacker continues to pay END for it.

& power swimming - [CM 2.0 Rules] --- Swimming is a Movement Power that allows the character to move faster through water than a normal human. Normal characters start with 2" swimming per Phase. Normally swimming operates at any depth. Swimming may be bought such that the character can only use it on the surface as a Limitation.

& power swinging - [CM 2.0 Rules] --- Swinging is a Movement Power that allows the character to swing around on a line like Spider Man. The character may swing by attaching his swing line to nearby structures (flag poles, lamp posts, etc).

To use Swinging, the character must be able to attach a swinging line to high buildings, trees, etc. This isn't that much of an issue in an urban setting, which is where we are most of the time on CM... but if you're out on a farm in Kansas somewhere, you probably won't be able to use swinging much. Swinging does NOT need to be bought with a Focus Limitation. If it is not bought on a limitation, the swing line is assumed to come from within the character and she may produce as many as she wishes.

& power telekinesis &power tk - [CM 2.0 Rules] --- Telekinesis is a Standard Power that allows the character to manipulate objects from a distance. This Telekinesis can be used to grab, crush, punch, or do most anything else normal STR could do on a coarse scale.

Telekinesis works as a normal ranged power with all normal range modifiers.

& power telepathy - [CM 2.0 Rules] --- Telepathy is a Mental Power that allows the character to read the mind of someone else. To do this, an Attack Roll is made against the target. If it is successful, then the character declares how deeply he wishes to read the target's mind. Then, after declaring, the character rolls the Telepathy dice. 1D6 of Telepathy costs 5 Character Points.

After making the roll, the Mental Defense of the target is subtracted, and the remaining amount is compared to the amount needed for the declared level of mind reading on the Telepathy Chart (see RULES CHART TELEPATHY).

& power teleportation - [CM 2.0 Rules] --- Teleportation is a Movement Power that allows the character to vanish from one spot and reappear in another, without travelling physically over the distance in between. The character may prepare for 1 full extra Phase and teleport 2x his normal distance.

Normally, characters with Teleport may only Teleport themselves and their clothing. For every +5 Character Points the character can teleport 2x normal human mass (100 kg). If the character wishes to Teleport others without Teleporting himself, he must buy the Usable By Others or Usable As Attack Power Advantage.

& power transfer - [CM 2.0 Rules] --- Transfer is an Adjustment Power that allows the character to temporarily take points from an opponent's Characteristics or Powers and add them to his own. The Transferred points may be added to any Characteristic or Power, it need not be the one(s) they were taken from. However, the Characteristic or Powers must be stated at the time of character approval.

& power transform - [CM 2.0 Rules] --- Transform is a Standard Power that allows the character to change a target into something else. The caster must decide what the type of target and what the result is when the Power is bought. You could change someone's skin color to green, for instance, or change poor food into better fare. Or you can turn a Prince into a frog or a boat into an aircraft.

 Stop Sign Power

& power tunnelling - [CM 2.0 Rules] --- Tunnelling is a Movement Power that allows the character to move through the ground by creating a tunnel roughly his own size. He may be able to tunnel faster than he can walk - that's fine. Tunnelling cannot be used on living creatures and cannot cause any damage to them.