Rules15

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

Contents of file: powers3.rules
All standard rulebook stuff. We need nothing from this file.

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

& power duplication - [CM 2.0 Rules] --- Duplication is a Special Power which allows a character to create extra copies of himself. Each Duplicate is free-willed, and the player who controls the original character also controls all Duplicates. The player must make up a separate full character for each Duplicate. Each new form must be built on the same guidelines as the original form (same Base points, same maximum number of points per Disadvantage type, etc).

& power ego attack - [CM 2.0 Rules] --- EGO Attack is a Mental Power which allows the character to psychically attack the mind of another character with "mental force," almost like a mental energy blast.

& power end reserve - [CM 2.0 Rules] --- END Reserve is a Special Power that acts as an extra pool of END in addition to the END Characteristic. END Reserve is intended primarily to simulate generators or power batteries (such as for a powered armor suit), the reserves in a magical wand, or any other effect where the energy for a power clearly does not come from the character himself.

Characters with END Reserve must decide which Powers draw off of the Reserve and which draw off of their personal END. A Power can normally only draw off of ONE of these sources, and this source MUST be decided at the time the END Reserve is set up (by default, any power that is not otherwise noted, is assumed to draw off of normal END, not the Reserve). If a Power can use EITHER source, that Power must be purchased with an Advantage

& power energy blast - [CM 2.0 Rules] --- Energy Blast is a Standard Power that allows a character to attack at range. To use Energy Blast, the character must make a successful ranged Attack roll. The exact nature of Energy Blast depends on the Special Effect of the Power (see RULES SPECIAL EFFECTS). Most Energy Blasts work against ED because they are energy based (lasers, lightning bolts, magic, cosmic energy, etc). However, it is completely acceptable to have a "physical energy blast." That is, your Energy Blast may work against PD instead of ED (but you must decide this when the Power is purchased and it may not change later). A good example of a physical Energy Blast is a bolt of solid ice.

& power enhanced senses - [CM 2.0 Rules] - Enhanced Senses is actually a related group of Special Powers that gives the character the ability to sense his surroundings with improved or new senses. Characters may buy as many Enhanced Senses as they wish. Senses are organized into "Sense Groups." These Sense Groups are important for Powers such as Darkness and Invisibility are defined to work against one or more sense groups. All senses listed as being "normal" are the default ones everyone has (for instance, Normal Smell is the kind of smell you and I have). Enhanced Senses cost no END to use. They are considered Persistent.

List of the senses and sense modifiers available in the rulebook:

Detect                       Radio Perception             Microscopic Active Sonar                 Spatial Awareness            Range Enhanced Perception          Ultrasonic Perception        Rapid High Range Radio Perception  Ultraviolet Perception       Sense Infrared Perception          Concealed                    Targeting Sense Mental Awareness             Discriminatory               Telescopic Night Vision                 Analyse                      Tracking N-Ray Perception             Dimensional                  Transmit Radar                        Increased Arc of Perception

& power entangle - [CM 2.0 Rules] --- Entangle is a Standard Power that allows the character to restrain a target or create a small barrier. The Special Effect of an Entangle can be netting, instant-dry super-plaster, a "Force Field" that contains the target, ice bonds, or even just turning the ground into a frictionless surface.

& power extra-dimensional movement & power edm - [CM 2.0 Rules] --- Extra-Dimensional Movement is a Standard Power that gives the character the ability to travel from one dimension to another.

Please note: Extra-Dimensional movement does NOT give the character any movement ability WITHIN a dimension. A character in Colonial Bay could not transport himself to Limbo and then re-appear on Earth in Orlando. The character always returns to the same spot he left in his home dimension.

Normally, Extra-Dimensional movement allows only the character and whatever clothes he is wearing to move into another dimension. For each +5 points, the character may transport 2x normal human mass (100 kilograms). The character must still go through himself. If he wishes to use it on others without going anywhere himself, he must buy the Usable As Attack Advantage.

 Stop sign Power -- Usable As Attack is a double STOP SIGN!

& power extra limbs - [CM 2.0 Rules] --- Extra Limbs is a Special Power that gives the character 1 or more usable extra limbs. This can be a tail, the arms of an octopus, or anything the player wants. The character can have as many limbs as he wants. The number of limbs is permanent and must be chose at the time of purchase.

Extra Limbs give no combat modifiers, but can be use to perform some maneuvers that would not normally be possible (such as hold three people's hands at the same time). All limbs except the primary limb are considered the "off" hand. Extra Limbs do not give extra attacks per Phase. They cost no END to use but using STR with them costs normal STR-based END.

& power faster-than-light travel & power ftl travel - [CM 2.0 Rules] --- FTL Travel is the ability to travel at greater than the speed of light (abbreviated as "c", or 300,000,000 meters/second, or 1.8 BILLION inches per turn).

Characters may ONLY travel at FTL speeds in a vacuum (i.e. in outer space) and NEVER in an atmosphere. This power may NOT be used as a cheap way to get lots of Earth-bound 'flight'. It takes some amount of time (a few minutes at least) to accelerate to FTL speeds, but this may vary with the Special Effect.

For a list of the various speeds attainable for any number of points in FTL up to 50 points, type RULES CHART FTL.

Note: This is a very uncommon power. In general, for plots requiring space travel, GMs will provide some mechanism for getting you where you're going.

 Stop Sign Power

& power find weakness - [CM 2.0 Rules] --- A character with this Power has the ability to find weak points in the defenses of an opponent with a specific attack (or group of attacks). Find Weakness takes a half-Phase action to perform, and is subject to normal Perception range modifiers. Weakness may be found in ANYTHING, including walls, Force Fields, etc. A Weakness found only applies to that particular battle.

& power flash - [CM 2.0 Rules] --- Flash is a Standard Power that allows the character to temporarily blind (like looking into a flash-bulb when having your picture taken) the senses of his target. Flash normally affects one sense group (usually Sight). For extra points it will affect additional senses and sense groups.

& power flash defense - [CM 2.0 Rules] --- Flash Defense is a Special Power that lessens or negates the effects of Flash. The Sense Group protected must be chosen when the Flash Defense is purchased. Flash Defense may be purchased more than once to protect multiple Sense Groups (if the Sense Group is not specified in your +POW we will assume it is Sight).

& power flight - [CM 2.0 Rules] --- Flight is a Movement Power that allows the character to fly though the air. Flight allows the character to hover, gain altitude, and move horizontally (parallel to the ground). The normal non-combat multiplier for Flight is 2x (you move 2x as fast out of combat as in combat). This can be increased.

Characters with Flight suffer extra Knockback in combat, and if they are knocked backward, might lose their balance and begin falling. See RULES FIGHTING for details.

Flight can have lots of different Special Effects: wings, antigravity, boot jets, etc. Flight, like all Powers that cost END, must have a visible Special Effect, but floating in the air is an acceptable visible Special Effect, and things like fiery back-trails or icy slides are acceptable but not required.