Rules21

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

Contents of file: hrules2.rules
These files are DRAFT files containing proposed house rules for change to 5th edition

& hr format description & hr format bg & hr format background - [CM 2.0 Rules] --- @DESCRIBE (aka. @DESC) Characters need to have available an @desc and short_desc for both normal and super identities. The setup mentioned in +HELP CHANGE-ID is what is checked first, if you have multidesc capability, please &comment on how to access the specifics.

Your @desc should always be appropriate to the Theme and Rating of the MUSH. It should be sufficient to describe the character but not overly long. (Obvious Foci, Always On abilities, and Distinctive Features need to be mentioned.) Some things to consider including are skin, hair, and eye color; height, weight and apparent age, and clothing. Remember, this is the only picture you present to the MUSH!

BACKGROUND (aka. BG) Of all parts of a character, this is the single most important. Make it clear and easy to read, and watch the typos! Your background should explain the character's history, motivation, reasons for their superhuman abilities, extraordinary skills and their disadvantages.

The best way to see what is accepted is to look at the sheets that are in the Example Library in the Character Generation Zone.

& hr format multipowers & hr format mp - [CM 2.0 Rules] --- For a multipower, the top line should always contain the word "multipower" or abbreviation "MP". It should also list the "theme" or "special effect", and comply with the other formatting guidelines for advantages, limitations and active point cost.All slots under it should be denoted with either an "m" or a "u" (for "multi" and "ultra" slots). Also, please leave a blank line between the Multipower and the rest of your Powers (using POW/SET //).

An example of a good multipower entry:

50 Multipower - Weather Control <50 AP> 5 u: Lightning Bolt: 10D6 EB <50 AP> 10 m: Wind Riding: 25" Flight <50 AP> 5  u: Drought: 5d6 EB NND vs Life Support, Heat(+1) <50 AP>  5  u: Ice Storm: 3d6 Entangle Area Effect, Hex(+1/2) <45 AP>  6  m: Wind Shield: Force Field +15 PD/+15 ED <30 AP>

The best way to see what is accepted formatting is to look at the sheets that are in the Example Library in the Character Generation Zone.

& hr format ec & hr format elemental control - [CM 2.0 Rules] --- For an Elemental Control, the top line should always contain the words "Elemental Control" or abbreviation "EC" and what the theme or special effect is. The active point cost of the EC is the cost subtracted from the other powers, per the Elemental Control rules. All slots in the Elemental Control should be annotated (numbered, lettered, etc) to show they belong to the EC.

An example of a good EC:

15 Elemental Control: Plasma Form (15 Active) 15 a) Plasma Heat: 4D6 Energy Blast, Damage Shield(+1/2) <30 AP> 15 b) Lighter than Air: 15" Flight <30 AP>  15 c) Semi-solid: +12 PD/+12 ED Force Field @ 1/2 END(+1/4) <30 AP>

The best way to see what is accepted formatting is to look at the sheets that are in the Example Library in the Character Generation Zone.

& hr format variable power pool & hr format vpp - [CM 2.0 Rules] --- For a Variable Power Pool, the Pool Cost and the Control cost should be listed as separate entries in +powers. The VPP Pool should list the name and special effects of the pool. The Control cost must list any advantages and limitations on the control cost. Remember that any limitations on the Control Cost limit all of the powers listed inside the VPP.

When listing VPP powers in +VPP, the cost must be the 'real' cost of the power, including limitations - the number of points it costs the pool to have this power selected. Powers listed should conform to all other format guidelines for powers.

An example of a VPP:

50 Imagination Ring VPP <50 AP> SFX: Creates solid images/effects of anything the wearer imagines. 50 VPP Control: Instantly Change(+1), requires Active Imagination skill roll(+0) OIF Imagination Ring(-1/2). <50 AP>

33 Moving Images: Telekinesis 27 STR, Fine Control <50 AP> 33 Attack Images: Energy Blast 10d6 <50 AP> 33 Solid Images: Force Wall 10 PD/10 ED <50 AP> 17 Protective Image: Force Field +10 PD/+10 ED, 1/2 END(+1/4)<25 AP>

The best way to see what is accepted formatting is to look at the sheets that are in the Example Library in the Character Generation Zone.

& hr hunted & hr watched - [CM 2.0 Rules] --- Players may play other players' hunted/watcheds with permission. You may have at most 1 Hunted and/or 2 Watched that gives you points. If a lot more people hunt you, you are free to take them as 0 point Hunted/Watcheds. Please, however, do not over-clutter your sheet with 0 point Disadvantages. They can always be noted in your +finger or +bg, or simply role-played.

Hunteds and watcheds should be groups and not individual villains. It is too difficult to get individuals out of jail once a week to hunt you. You can always play that a specific individual in a group is out to get you more then the rest of the group, but having a group hunting your character allows GMs to handle hunted and watched disads easily.

& hr only in hero id & hr ohid - [CM 2.0 Rules] --- OHID will now be allowed in CM 2.0. However there will need to be some difficulty or time delay in changing from SID to HID. Also, OHID cannot be used for those with PUBLIC ID in most cases.

& hr cvk & hr code vs killing & hr psych lim - [CM 2.0 Rules] --- "CVK, Code vs Killing (Common, Moderate)" is an Everyman Disadvantage. Everyone in his right mind is reluctant to kill. Only murderers, cold psychopaths, or weirdos don't mind killing other human beings. This is, again, an Everyman Disadvantage. Thus, you get 0 points for it. If you want to get points for a CVK it must be at the Strong or Total level.

& hr package deals - [CM 2.0 Rules] --- Package Deals that provide price breaks are not used in CM 2.0. Do not submit a character with such a 'Package deal'. It will be automatically rejected. The Martial Arts "package deals" are allowed.

Instead of Package Deals we require that PCs who belong to certain groups or organizations such as the police, military, Starguard, etc, as REGULAR members of the organizations, to have certain skills and talents. You will need to look at the proper THEME files for those requirements. Auxiliary members and citizen volunteers in an organization do not need the skills.

& hr rivalry - [CM 2.0 Rules] --- A Rivalry is a rivalry you have with a SPECIFIC individual.

Rivalry: any villain, or Rivalry: any archer, or Rivalry: any martial artist (we've had these all attempted), are unacceptable. You need things like Rivalry: Black Archer, or Rivalry: Barbarian, or Rivalry: Lifeline.

You must SPECIFY these individuals. You MUST get permission from a PC's player if you have a Rivalry with a PC.

Rivalry is a two way street. If the other person does not know of the rivalry its worth less points.

The your character feels rivalry towards a group, it's more of a Psych Lim and should be written as such.

& hr very common & hr common & hr uncommon - [CM 2.0 Rules] --- UNCOMMON: Occurs once every 5 or more scenes (i.e. the character has to deal with it in 20% or less of the scenes he RPs in). Note that "Uncommon" does not mean "almost never" and something that occurs less than one in a hundred scenes is not worth points.

COMMON: Occurs once every 3-4 scenes (i.e. the character has to deal with it in 25-50% of the scenes he RPs in).

VERY COMMON: Occurs once every 2 scenes or more (i.e. the character has to deal with it in more than 50% of the scenes he RPs in).

& hr ha & hr hka - [CM 2.0 Rules] --- If your STR has Advantages on it, HA/HKA need not have the same advantages. However, if it doesn't, you might not get any benefit from the STR advantages when you use the HA/HKA, depending on the advantage. This ruling will be made at chargen time. This combination may slow down character acceptance. Example: given 20 STR at zero END (30ap) + 3d6 HA (9ap), a 7d6 strike costs 1 END -- you get a benefit from the zero-END STR. But given 20 STR armor piercing +3d6 HA, you get 7d6 normal... no benefit from the armor piercing. (Of course, you can choose not to use the HA, for 4d6 armor piercing.) Similar things are true of HKA.

Additionally, HAs may not have more dice than STR+2. Example: given STR 10, max HA is 4d6 (total 6d6). Given STR 20, max HA is 6d6 (total 10d6). (Given STR 50, max HA would be 12d6 for a total of 22d6, but that exceeds caps so would not be allowed.)

For both HA and HKA, we treat the power as an attack to which STR contributes. STR contributes 1d6 to the attack for every N points (NOT AP, actual STR points) of STR you have, where N is the AP cost of 1d6 of attack. So if the attack is 20 AP/d6, every 20 points STR you have adds 1d6. For example, HKA autofire costs (15 at +1/2 =) 22.5 ap/d6, and STR therefore adds to it at a rate of 22.5 ap/d6. So 1d6 autofire HKA costs 22ap, and 22 STR brings it up to 2d6. 2d6 HKA autofire costs 45ap and STR 22 brings it up to 3d6.

& hr passing strike & hr sacrifice lunge & hr flying tackle - [CM 2.0 Rules] --- The Martial Maneuvers Passing Strike, Sacrifice Lunge, and Flying Tackle are allowed. However, they are too easily abused in a superheroic setting. So any character trying to apply for a sheet with one or more of these Maneuvers will be carefully scrutinized for balance and theme. You may not have more than max damage with these manuevers.

& hr swinging & hr gliding - [CM 2.0 Rules] --- Swinging and Gliding cost 2 AP per 1", with automatic (-1) Limitations of being Swinging and Gliding. No NCM or Megascale is allowed for these movement modes.

& hr movement - [CM 2.0 Rules] --- Movement in combat is capped at 30" per Phase. There is no maximum for non-combat movement (NCM).

The Megascale advantage is allowed on Running, Flight, Swimming, Superleap and Teleportation. It cannot be taken on Swinging, Gliding, or Tunneling.

Extra Dimensional Movement is a discouraged power. EDM Time Travel is not allowed for characters. It can only used in GM plots.

& hr body altering powers & hr growth & hr shrinking & hr density increase & hr always on - [CM 2.0 Rules] --- In CM 2.0 the body altering powers such as Growth, Shrinking, Density Increase, etc, can have the Always On limitation IF they are bought to zero endurance and Persistent.

Before a power can have the Always On limitation it must be bought to 0 End and Persistent with advantages if it is not naturally those. There must be a limitation or negative effect to having a power Always On before the limitation is worth points. If you want a power to be always on but there is no negative consquence you may take the limitation at -0.

& hr damage shield - [CM 2.0 Rules] --- The Damage Shield Advantage costs +3/4 on CM 2.0. You do not have to buy Continous for the base power in order to take the Damage Shield advantage. For an additional +1/4 advantage the Damage Shield will do damage when you successfully attack an opponent with a HTH attack.

Cost Multiplier: +3/4 for base damage shield on any attack power +1/4 for doing damage when attacking in HTH

& hr nnd & hr no normal defense - [CM 2.0 Rules] --- Characters are usually allowed to have only one type of NND attack. They may purchase more than one NND but all their NND attacks should have the same set of "defenses". So a character could, for example, have a Sonic pistol (Energy blast with NND) and a Sonic Grenade (AoE EB with NND) but not any other NND attacks that have a different set of defenses to those of the two previous attacks.

& hr uncontrolled & hr Continuing charges & hr fuel charges - [CM 2.0 Rules] --- Combinations of Uncontrolled and Reduced or Zero Endurance advantages will get the double <> threatment during character approval review. These are not prohibited but will be examined extremely carefully for all possible effects on game balance.

Continuing Charges and Fuel Charges will get the same threatment as above, although more leeway may be shown since such limited/advantaged powers are not able to be used more often then you have have charges for.

& hr charges - [CM 2.0 Rules] --- Inside a Multipower: Charges inside a multipower get 1 step less of a limitation than normal. Thus, instead of 8 charges being worth a +1/2 Limitation, when placed on a slot inside a multipower, 8 Charges would be worth a +1/4 Limitation.

Inside a VPP: Charges may normally not be used inside of a Variable Power Pool (for obvious reasons). If you want to take Charges as a Limitation, you must place the ENTIRE pool on Charges. You may place Powers within the Pool on Charges, but they must also cost END (if applicable), and NO BONUS is given (even if it's only 1 charge).

& hr lowering cha - [CM 2.0 Rules] --- You may buy down as many Primary characteristics as you wish, but only ONE (1) Figured Characteristic may be lowered. No characteristic may be taken lower then 5 in any event.

& hr skills - [CM 2.0 Rules] --- The smallest Regular Skill Level that can have limitations and advantages applied to it is the 5pt Group Skill Level.

The smallest Penalty Skill Level that can have limitations and advantages applied to it is the 2pt Group Skill Level.

The smallest Combat Skill Level that Limitations and Advantages can be applied to is the 5pt Skill Level.

& hr saved actions - [CM 2.0 Rules] --- If a character has a saved action it will last until her next phase. So if she saves an action on segment 3 at her DEX of 23, she can use it at any time until her next phase at DEX 23 on segment 6. If she uses it before the end of segment 5 she will get her next action on segment 6. She can use her saved action on segment 6 before she would normally act of DEX 23. If she does that also counts as her segment 6 action as well as using up the saved action. A character can NEVER have two actions in a segment.

& hr mind control - [CM 2.0 Rules] --- A character under the influence of Mind Control will ALWAYS get an attempt to break free of mind control before he is able to act on the command, no matter what the circumstance or timing of the mind control attempt.