6th Edition House Rules Draft: 6E2

Entering Combat
(6E2 5)

Senses
(6E2 7)

Mystic Sense Group
(cf. Sense Groups, 6E2 8)

There is a Mystic Sense Group, very similar to the Mental Sense Group, to which senses of the Unusual and Mental Sense Groups may be assigned (typically with the addition of the word "Mystic" or a change of "Mental" to "Mystic", as in "Mystic Awareness". The only Sense Modifier the group provides is Range.

Clairsentience and Targeting
(6E2 10)

Clairsentience will not generally be allowed with Targeting, since it can allow attacks with impunity, especially in combination with Indirect. Exceptions may be granted if restricted to noncombat uses (e.g. to establish a teleportation lock).

Aid and Healing versus Flash
(6E2 13)

These are allowed as described.

Drain and Suppress vs Senses
(6E2 13)

Partial Drain/Suppress of Senses is not in use.

Holding an Action
(6E2 20)

Characters cannot take more than one Action in a Segment. However if a character has a Held Action and keeps it Held until the character's next Phase, the character can use the Held Action at any time in the Segment before the character's Dexterity. This will count as the character's Action for his current Phase as well as using up the Held Action. (Cf. The "Null Zone", 6E2 20.)

Aborting an Action
(6E2 21)

One may Abort and Action to defend someone else (although of course one can't move beyond taking a step or two to perform such an action, a Dive for Cover excepted).

One may not usually Abort to perform one of the GM's permission actions (6E2 21) - that is, not only do they require GM permission, but such permission should only be given in unusual circumstances. However, Aborting to create a defensive Barrier is allowed, unless the GM rules otherwise.

Movement
(6E2 24)

Velocity-Based DCV
(6E2 24)

One's DCV is the higher of one's normal DCV or one's velocity-based DCV, unless the GM rules otherwise. Note, however, that this depends on the angle as well as the speed of the movement - for instance, two characters running straight for each other will gain no benefit from velocity - so GM discretion is needed.

Gravity
(6E2 25)

Except for Leaping (which is halved for a vertical leap) and Gliding (which has its own special rules) the gravity rules are not in effect: upward movement is no slower and downwards movement gains you no extra movement.

Movement and Strength
(6E2 25)

Characters may use Movement as Strength as appropriate to stop moving objects and in similar situations (which should generally be broadly speaking defensive).

Turn Mode
(Flight, 6E2 28)

The Turn Mode rules are not in use on this MUSH. There is therefore no reason to buy No Turn Mode (+1/4).

Movement Skill Levels
(6E2 32)

Movement Skill Levels may be used as described, including increased acceleration or deceleration, but not including adding to DCV under any circumstances.

Fighting
(6E2 33)

Optional Range Modifiers
(6E2 38)

The optional less granular range modifiers may be used at GM's option.

Area Effecting Autofire Attacks
(6E2 43)

If staff have been generous and/or foolish enough to allow you an Area of Effect Autofire power, you can expect any misses to cause collateral damage and/or hit you, even if this stretches the rules about how much an attack can miss by. Collateral damage is after all the balancing factor of Area of Effect attack, and Aufofire is not usually subtle either.

Firing into Melee
(6E2 43)

See Missed and Random Shots.

Bouncing An Attack
(6E2 44)

Cannot Be Bounced is a -0 Limitation.

Coordinated Attacks
(6E2 45)

People who train together regularly may Coordinate attacks on an 6- roll, even if lacking the Teamwork skill. People who have not so trained together normally cannot; however, a special training session for a particular mission against a single for will allow participants to Coordinate their attacks against that foe on a 6- roll.

Encumbrance
(6E2 45)

The encumbrance rules are not in use, except for reducing movement rates when carrying loads (a quarter of a character's lifting ability or more). Even so, the GM may waive them in the interest of simplicity.

Environmental Conditions: Water
(6E2 47)

TF: SCUBA does not negate underwater penalties. Buy the appropriate Environmental Movement.

Multiple Attackers
(6E2 49)

The Multiple Attackers penalty on a victim's DCV is limited to a maximum of -2 DCV: superhero characters should be able to handle large numbers of henchmen and thugs. Use of the Multiple Attackers penalty in a scene is optional; the GM may ignore the penalty if desired.

Spreading an Attack
(6E2 49)

Spreading an Attack (6E2 49), only for use against multiple targets (that is, not to increase OCV against a single target), is expanded as follows.

You can substitute -2 OCV for -1 DC to fill a 1m radius area.

Spreading may be used with HTH attacks. You still have to pay for "empty areas" between two targets. Although it notionally works by 1m areas, in HTH you don't hit everyone in the target area; targets are individual. (Ranged attacks could also be defined as working this way if it makes sense with the SFX.)

It is possible to used different Combat Maneuvers on each target while spreading. In this case your DCV is the worst of all Maneuvers, while the OCV is reckoned normally for each attack.

Spreading is usable with Stretching and Reach, though of course you have to pay for each 1m area between targets as usual.

You may not buy Combat Skill Levels, Only For Spreading. Any dice in a Power bought with "Only For Spreading" will count toward DC for balance purposes, as normal.

Unfamiliar Weapon
(6E2 51)

Since Weapon Familiarities aren't in use, penalties to use weapons are at GM discretion, generally based on the character's knowledge of similar weapons and/or game/scenario balance. That said, -3 should generally be the maximum penalty for anything designed as a weapon.

Combat & Martial Maneuvers
(6E2 53)

Applicability of Maneuver Modifiers
(cf. 6E2 54)

The modifiers from Maneuvers apply to Ranged Combat as well as to HTH.

END cost of Maneuvers
(cf. 6E2 54 and 131)

Using a maneuver costs the END of the STR (or Power) it's used with; if there is no such STR or Power (e.g. as with Block or Dodge) it costs 1 END.

Maneuvers Involving Movement
When a character makes an attack with a movement component (including Move By, Move Through, certain Martial Arts Maneuvers and attacks with Movement Powers on Triggers which allow movement after an attack), anyone with a Held Action or anyone who goes later in the same Segment is allowed an attack on him, even if he finished his movement out of Line of Sight.

Unless the attacking person taking such "opportunity fire" had a Held Action and won the DEX rolloff, this attack must be made at the last point of the move when the moving character is in Line of Sight, with an attack that can reach him at that point.

Example: ''The speedster Turbocharge attempts a Multiple Move By in which he attacks Spirit, runs out of the room (and out of sight of Spirit) and attacks Sable, and then runs across that room and out of sight of both of them! Neither Spirit nor Sable has a held action, but both go later in the same Segment. Spirit gets a chance to attack Turbocharge as he leaves the room despite the fact that he hasn't finished his maneuver by attacking Sable yet! Sable could attack Turbocharge as he leaves the second room, but doesn't have a ranged attack to do so with.''

If Sable had had a Held Action and had won the DEX rolloff, she could of course have attacked him when he was in hand-to-hand range, before or after he made his attack on her.

Standard Combat Maneuvers
(6E2 57; table 6E2 56)

All Standard Combat Maneuvers except Multiple Attack are in use; see subsections for particular notes.

Block
(6E2 57)

Although Target Size is treated as an OCV modifier for the attacker, it is not counted when determining the OCV one has to "hit" to Block (which would mean small people could Block almost anything and large people almost nothing).

One may Block attacks against other people, according to the rules at 6E2 58.

One may Block armed and ranged attacks unarmed, just like unarmed HTH attacks - however one's pose should be sensible (that is, you must provide plausible SFX). Unless you're really tough or reflective, just blocking a laser beam with your hands makes no sense.

Multiple Blocks
(6E2 58)

If one Blocks one component of a Multiple Move By, the attacker should still roll to see if the attack would have hit; if not, the Move By ends there, just as it would if the attack hadn't been Blocked.

One may mix Blocking HTH and Ranged attacks in the same Phase, without penalty.

Disarm
(6E2 60)

There is no penalty for unarmed Disarms.

Holding a Focus in two hands generally gives a +5 STR bonus for purposes of holding on.

In the event of a tie on the attackers and defenders dice, the Characteristic-based tiebreak rule applies. If still tied, attacker wins.

STR bonuses to Disarming from Martial Maneuvers also apply to resisting Disarming.

Remember that the defender rolls full STR unless Surprised, when Casual STR is used.

Ranged Disarm
(6E2 61)

The penalty to hit any Accessible Focus with a ranged attack is -4 (unless the player whose character bought the focus defines it as less); if the penalty is any greater the Focus isn't considered Accessible. For objects not defined in game terms, GMs may use -4 or vary the penalties by the guidelines on 6E2 61. Of this penalty to hit, -2 is considered part of the maneuver; the rest is a penalty for the size of the focus, as so may be reduced by Targeting Penalty Skill Levels.

The alternative ranged Disarm (shooting hands) is not in use.

Grab
(6E2 62)

In the event of a tie on the attackers and defenders dice, the Characteristic-based tiebreak rule applies. If still tied, attacker wins.

The rule that if the Grabber's STR exceeds the Grabbed's STR by 20 or more points then the Grabber suffers only reduced penalties (6E2 66) is in use. These reduced penalties are also used when a Grabbed character is not resisting.

Remember that one cannot attack using a Grabbed character as a weapon in the same Phase he was originally Grabbed; one can however throw him in an untargeted manner for damage.

Grab By
(6E2 67)

Teleport Grab Bys are not allowed; if you want to get this effect, however, you could build a Teleport with a Trigger to teleport away after the Grab.

Haymaker
(6E2 68)

One may not Haymaker a Presence Attack.

Haymakers may not be used to escape Grabs or Entangle, unless the GM considers it appropriate given the SFX.

Offensive Haymaker (6E2 69) is not in use.

Move By
(6E2 70)

As stated at 6E2 71, STR Advantages that affect damage don't apply to Move By (because they don't apply to the additional dice for velocity). However, one could buy a Naked Advantage on dice from velocity as if they were STR.

Move Bys at Noncombat Movement do damage based on the full velocity; be warned such damage can easily be lethal.

Hand-to-Hand Attacks (HAs), like STR add only half their dice to a Move By.

Multiple Move By
A character may, as a Full Phase action, perform multiple Move Bys in a Phase. All attacks are at the same OCV penalty, which is -2 times the number of attacks attempted (replacing the usual Move By OCV penalty). DCV remains at -2. If any attack misses, all subsequent attacks also miss (see Block for the interaction on this and Block). More than one of these attacks may be against the same target, but a mimimum of 12m distance must be traversed between the attacks. END is paid for both the STR and the movement, but only once for all the attacks.

Move Through
(6E2 70)

As stated at 6E2 71, STR Advantages that affect damage don't apply to Move Through (because they don't apply to the additional dice for velocity). However, one could buy a Naked Advantage on dice from velocity as if they were STR.

Move Throughs at Noncombat Movement do damage based on the full velocity; be warned such damage can easily be lethal. Don't even attempt Megascale Move Throughs unless you're thinking of a new career as a pancake.

You can Grab a character and (in a subsequent Phase) perform a Move-Through on him, as described at 6E2 72.

Multiple Attack
(6E2 73)

Multiple Attack is not in use, but see the expanded rules on Spreading an Attack and Multiple Move By.

Combined Attacks
(6E2 74)

When you submit your character, list all combinations of Powers, if any, that can be used as Combined Attacks (which is rather like a Linked attack, except that each power may also be used independently). Each Combined Attack will be scrutinized for balance and conception and must be approved to be used. Be sure to follow any restrictions concerning such powers and Power Frameworks.

Combinations may be shown on the character sheet with the Powers themselves, as a footnote to the Powers section of the character sheet, or in the character +notes, according to how many there are.

Shove
(6E2 79)

When a character with Clinging is shoved, the Clinging might come into play in several ways: it might already be on, or the character might Abort to turn on Clinging, or the character might manage to activate Clinging by making a DEX roll at -1 per 10 STR of Shoving. In any of these cases, roll 1D6 for each 5 pts of Clinging STR and reduce the distance shoved by 1m for each BODY rolled; the character is unbudged if this reduces it to 0m.

There is not an additional -1D6 to the Shove because of the Knockback Table's "Target is using Clinging".

Throw
(6E2 80)

A Running Throw requires that one move 6m, no matter what one's Half Move is.

Note that one has to be able to pick up any missiles with one's Casual STR if one wants to throw them in the same Phase. Otherwise it's one Phase to Grab and another to Throw.

Refer to the Clinging rules (6E1 182) for resisting Throw with Clinging.

Trip
(6E2 83)

Refer to the Clinging rules (6E1 182) for resisting Trip with Clinging.

If the target of the Trip has Knockback Resistance (as such or through Growth or Density Increase) and is stationary he resists Tripping by the same rule, counting each 2m Knockback Resistance as 5 Clinging STR. Knockback Resistance doesn't stop one from being tripped while moving, however: there is already momentum for the attacker to work with.

Optional Combat Maneuvers
(6E2 84; table 6E2 56)

Of the Optional Combat Maneuvers, only Choke, Cover, Dive For Cover, Pulling A Punch, Rolling With A Punch and Strafe are in use; see subsections for particular notes.

Choke
(6E2 84)

This can also represent grabbing a target with one's hand over his mouth to stop him shouting a warning, which seems a bit less unheroic.

Dive For Cover
(6E2 85)

Multiple Dive For Cover is allowed (like multiple Blocks are, on the same Aborted Action), as stated at 6E2 86, though given one starts prone the options are limited by the situation (and so the GM may apply penalties as appropriate).

One may Dive For Cover for up to half your Noncombat (but not Megascale) distance, as stated at 6E2 86, despite the fact that this incurs no extra penalty (still half DCV) - though of course one is less likely to make the required roll successfully, and acceleration rules apply (so unless one is already moving or has improved acceleration of some variety this is of little use).

Pulling A Punch
(6E2 87)

Pulling A Punch is allowed, even with Ranged attacks.

The variant allowing one to do no Knockback by taking -2 to OCV (6E2 88) may also be used.

Roll With A Punch
(62E 88)

One may Roll With A Punch against attacks beyond the first one, as with Block, taking a cumulative -2 to each attempt, until one is missed.

Martial Maneuvers
(6E2 90)

We use the same set of Martial Maneuvers we used for 5th Edition, which is a superset of the Martial Maneuvers in the 6th Edition rulebooks. For a full list of maneuvers available, look in the appropriate character generation room. We may expand (possibly even alter, though this seems unlikely) this selection when full martial arts rules for 6th Edition are published.

Martial Block
(6E2 91)

Bonuses from Martial Block (or other Martial Maneuvers that block) apply to Deflection (6E1 187) but not Reflection.

Martial Disarm
(6E2 92)

If you have this maneuver you may also use the STR bonus to resist disarms; the same is true of any other Martial Maneuvers that give a bonus to disarming.

Damage and its Effects
(6E2 95)

Determining Damage
(6E2 96)

How Many Dice Do I Roll?
(6E2 96)

Fractions of Dice
You may buy fractions of dice in your Powers. For Killing Attacks, the Base Cost is 15 for 1D6, but you

can get 1/2 D6 for only 10 points and +1 (that is, one pip) for 5 points. So for 35 points, for instance,

you can have a 2D6+1 Killing Attack.

For other Powers, only half dice are in use (there is no way to buy nd6+1 in these Powers). The amount a each D6 of a Power costs is listed in 6E1. For half that amount, rounding up, your can have and extra 1/2 D6. So a D6 of Blast costs 5, and 1/2 D6 of Blast costs 3; a D6 of Severe Transform costs 15, and 1/2 D6 costs 8.

Advantages that Directly Affect Damage
(6E2 98)

Area Of Effect, Armor Piercing, AVAD, Autofire, Boostable Charges, Constant, Continuous Charges, Cumulative, Damage Over Time, Does BODY, Does Knockback, Double Knockback, Increased STUN Multiplier, MegaScale, Penetrating, Sticky, Time Limit, Transdimensional, Trigger, Uncontrolled, Usable As Attack and Variable Advantage (but only at the rate of the Advantages it provides, not at the full cost of Variable Advantage) are all considered Advantages that directly affect damage. So are all the Advantages specifically for Adjustment Powers listed in 6E1 141-3.

Adding Damage
(6E2 99)

Methods of Adding Damage
(6E 99)

Appropriate Combat Skill Levels (and 12-pt Skill Levels) may be used to add damage, as well as Combat Maneuvers and STR; Pushing has a similar efffect but isn't strictly "adding damage" in the usual sense.

In most cases, there is no limit to the amount of damage that can be added by these means (unless the GM rules otherwise - it might not be appropriate to allow a 2-year-old +4 DC for a Haymaker for instance - but a major character should generally be allowed to Haymaker even with moderate STR). However, in the case of HA with Advantages that directly affect damage, or of HKA even without such Advantages, damage cannot be raised to more than double base damage bought. (HA without such advantages simply adds its damage to STR without such a cap, following the usual rule.)

Pushing and HAPs and Adding Damage
Extra damage from Pushing or from spending HAPs applies after the damage caps for HKA or Advantaged HA have been applied. It therefore does not increase the Base Damage of the attack, but nor is it limited by the damage cap.

Adding Damage to Attacks with Advantages
(6E 100)

To determine the number of dice to roll when adding damage, first add up all the allowable Active Points in the attack.

Separately add up all the Advantages that directly affect damage and add 1 to the total. This is known as the Damage Divisor or DD; if you have a complicated Power for which it's hard to work out it is advisable to show your DD on your character sheet.

Then


 * Dice to Roll = (Total Active Points) / ((Base Power cost per D6) × (1 + Advantages that Directly Affect Damage))

or more written briefly


 * Dice to Roll = (Total APs) / ((Cost per D6) × DD)

Half-dice (most attacks) and half-dice and dice+1 (Killing attacks) are allowed, as usual.

Important: round down.

Adding Damage to HKA and Advantaged HA
(cf. Advantages for STR, 6E2 102)

This is a special case, because the damage is not just being added but converted - e.g. if you add to your HKA with your STR, the damage is being converted from Normal to Killing; if you add to your HA, Armor Piercing (+1/4) your STR is being made Armor Piercing. For this reason the damage is capped at twice the base paid for (as specified above).

Note that if you have an Advantage on your STR matching an Advantage on your HKA or HA, you don't take it into account in calculating the Damage Divisor (DD) for any added APs derived from the STR (though you would still have to include it in the DD for APs from another source - in this very uncommon occurrence you would have to calculate the dice rolled in two parts). That is, Armor Piercing STR applies to Armour Piercing HA as if the HA had no Advantage, because it has already been paid for (indeed, it wouldn't even suffer the from being capped).

Taking Damage
(6E2 103)

Stunning
(6E2 104) Stunning is generally known as Constunning on Champions MUSH, to avoid confusion with STUN.

Recovering from Being Stunned
(6E2 105)

You cannot stop someone from recovering from being Stunned (a.k.a. Constunned) by striking them before their DEX in the Segment that they would otherwise recover and doing a mere 1 STUN or BODY, although you may do so by doing the same and doing enough STUN to Stun them again under the same circumstances.

Stunning and Movement
(6E2 106)

When you're Stunned (Constunned) or Knocked out so that your movement power shuts off when moving, you decelerate (out of control) at your normal rate (which is in most cases is 5m of movement per 1m travelled).

Breaking Limbs
(6E2 107)

The Breaking Limbs rule is not in effect as written. However, the GM may rule that a character taking half his or her BODY or more from a single attack suffers from an additional penalty (a temporary Physical Complication, for instance) and that such a wound requires the Can Heal Limbs Adder for purposes of Healing and Regeneration. This is especially appropriate for NPCs.

Paramedics Rolls to Stabilize
(cf. Death, 6E2 107)

There is no penalty for the amount of BODY taken when making a Paramedics roll to stop someone "bleeding to death".

Optional Effects of Damage
(6E2 108)

The rules for Wounding, Hit Location, Placed Shots, Impairing, Disabling, Knockdown and Bleeding are not generally in use, although at GM discretion it may be appropriate to use some of them for special cases (e.g. Placed Shots against a monster with a weak point). Knockdown may be in use if someone has a Power that does Knockdown instead of Knockback as a Limitation.

Knockback is in use.

Knockback
(6E2 114)

Aerial and Upward Knockback
(6E2 116)

Upward Knockback distance is halved by gravity.

Knockback and Mass
(6E2 117)

Knockback Resistance from any source reduces Knockback both for distance and damage. The extra Knockback from Shrinking only affects distance.

When a Shrunk character is struck, the extra distance is added to be raw Knockback determined by the MUSH dice to determine final Knockback; if the result is less than 0m there is no Knockback.

Other Damage Effects
(6E2 118)

The Mystery Damage and STUN Damage in Heroic Campaign options are not in use (except perhaps exceptionally at GM discretion). The critical hits and healing rules are used in modified form.

Critical Hits
(6E2 118)

Critical hits as described at 6E2 118 (on a half-roll) aren't in effect; however usual GM practice is to award a critical effect of some sort on a 3 and a fumble effect on an 18.

Healing and Recovering Damage
(6E2 121)

Though these rules aren't generally in effect, a Paramedics roll might, at GM discretion, restore 1 BODY or perform similar minor healing. Generally, however, Healing should be bought for any such effects.

Other Combat Rules & Effects
(6E2 123)

Other Combat Effects
(6E2 124)

Breaking out of Entangles and Grabs
(6E2 124)

Characters may, at GM discretion, attempt to free one limb at +5 STR, as per the optional rule.

Inability to Sense an Opponent
(6E2 125)

A character may only use a Nontargeting Sense to reduce the CV penalties for not being able to perceive someone if that person can be perceived by one of he character's Nontargeting Senses.

However, it is often possible, depending on the surrounding environment, to get the same reduction by indirect means: someone may be Invisible to sight and sound, and yet their location could still be betrayed by objects disturbed by their passing, for instance. In this case, make a Sense roll at -2, opposed by the unperceived character's Stealth, to get the usual "Nontargeting Sense" reductions.

In cases of no sensory data at all about the target character at all (e.g. she is amidst Darkness against all senses) it might still be possible to deduce the location of the unperceived target based, for instance, from the angle of a Blast fired from the Darkness. This requires an INT roll with penalties as determined by the GM.

Large Targets
(6E2 126)

Being large per se gives you no extra protection; you must pay for it if you want such an effect.

Missed and Random Shots
(6E2 127)

If the GM rules that a missed shot might strike someone else, roll the attack on the unintended target at OCV 3 or the attackers OCV, whichever is less (instead of at the attacker's base OCV).

If the situation arises because of "firing into melee" (6E2 43), roll the attack on the unintended target at OCV 6 or the attackers OCV, whichever is less - of course, only if the margin on the miss was enough for such a roll to be made, according to the normal firing into melee rules.

Note that if one is firing into a very crowded area there are many possible targets for a stray shot to hit, making it almost certain someone will be hit.

Optional Combat Rules
(6E2 127)

The Groundfighting and Sucker Attack rules are appropriate. Guarding Areas and Ignoring Opponents generally isn't in use, though a GM might use it in special circumstances. Interposing is not in use.

Sucker Attack
(6E2 128)

The character tricked into attacking the wrong target makes the attack roll at full OCV (including Levels, maneuver bonuses, etc.) -2.

Recovery
(6E2 129)

BODY recovers at REC points of BODY per month, or twice that rate in hospital. This recovery is spread evenly over the month (which is to say, if your REC is 15, you recover 1 BODY every other day, or every day in hospital). In practice, one can often find another hero with a healing power to speed things along.

Endurance
(6E2 131)

Standard Superheroic Endurance rules are in use.

Usually one need not keep track of END outside combat; everyone begins a fight at full END unless the GM rules otherwise, despite any recent END use. The exception is for sustained heavy use: if you are calculating, for instance, your sustainable Flight speed, limit yourself to spending your REC in END every turn.

Optional Long Term Endurance Loss
(6E2 132)

The LTE rules are not in use; under normal circumstances characters are assumed to be able to spend their REC in END indefinitely. If there is a matter of a contest of endurance to settle, the GM may resolve it with a CON roll contest.

Pushing
(6E2 133)

When Pushing, one does not get the Advantages on Pushed Powers for free: calculate this as for Adding Damage as normal.

Pushing is limited to 5 points if one fails an EGO roll, or to 10 points plus the amount the EGO roll was made by if one makes it. The GM may modify the EGO roll according to the desperation of the situation.

One should only Push for crucial, heroic or life-saving actions, or when one is desperate (typically when one's unPushed powers can't affect one's opponent). The GM may deny the use of Pushing.

0-END Powers may not be pushed.

Presence Attacks
(6E2 135)

All Presence Attacks should be RPed; it's not just a roll with an attempt to get an effect. GMs may rule a Presence Attack inadequate, and of course may assign bonuses or penalties based on its quality.

Note that a Presence Attack is used on a single primary target; anyone else the Presence Attack is "intended for" are affected at one level lower, and other people are simply unaffected. If the Presence Attack is used against a group but with no primary target, treat the entire group as secondary targets.

EGO rolls may be used to avoid the long-term effects of Presence Attacks, as detailed at 6E2 137.

Presence Attack Modifiers Table: Negative Reputation
(6E2 136)

The Negative Reputation Modifiers (6E2 136) don't make much sense against a single target or group for whom it's known whether or not they have heard the reputation. Instead, apply -2D6 for a normal Negative Reputation or -4D6 for an Extreme one, only if they have heard the reputation. Use the modifiers as in the table, however, for a group some of whom have heard the reputation and some of whom have not, to reflect an average impression.

PRE +40
(6E2 137)

The PRE +40 level of the Presence Attack Effects table is not in general use (it's more suited to the horror genre); however effects of this magnitude may be achieved if the target has a Psychological Complication or the like supporting the Presence Attack. (There may be certain creatures out there in the Infiniverse - elder gods or the like - who can achieve such levels of effect, even against heroes, but this is very rare, and would take an Advantage on their PRE.)

Extending the Duration
(6E2 137)

This rule is in effect. If target level is not declared, then the duration is extended as if the level were PRE +30 (or PRE +40, if that level is possible).

The Environment
(6E2 139)

Falling
(6E2 140)

One may apply appropriate CSLs when one attempts to catch hold of things to break one's fall (cf. Reducing Velocity, 6E2 141).

Environmental Effects
(6E2 142)

Establish the Temperature Level
(6E 145)

The description of the range of a temperature level in Celsius is incorrect: it should be about 5.5 to 11 degrees Celsius (10-20 degrees Fahrenheit).

Living in a Dangerous World
(6E2 147)

Electricity
(6E2 148)

The Optional Electricity Table (6E2 149) is not in use.

Real Electricity (6E2 150) is not in use.

Fire
(6E2 150)

Note that the changes to Sticky (6E1 345) mean it's no longer very good for modelling fire; use Contagious instead (see Sticky).

Requires Oxygen (6E2 152) may be taken at -1/4 - but note this means that drenching in heavy rain or a building's sprinkler system will stop Powers working. If it's not so easily blocked it's only worth -0.

Underwater Adventuring
(6E2 158)

Life Support: High Pressure protects one to any depth (cf. 6E2 158).

TF: SCUBA does not allow one to ignore the penalties for being underwater (cf. 6E2 168); buy the appropriate Environmental Movement.

Breaking Things
(6E2 170)

Objects as Weapons
(6E2 173)

GMs should note the improvised weaponry rules at 6E2 173-4, in particular that the "free" Area of Effect attacks from wielding large objects may be Dodged (though they target DCV 3 as usual), and the OCV penalties associated with improvised weapons.

Of course, all this property belongs to someone too, who might not be happy having it smashed in a fight!

Equipment
(6E2 179)

Characters are entitled to have possessions appropriate to their standard of living (as represented by their Wealth) without paying any points for them: this includes clothing, a vehicle, a place to live, etc. They can be reasonably equipped too: for instance your house can have a security system - so long as it's not too special and affordable on your income. The condition is that this must be essentially non-adventuring equipment: if your house has useful laboratories or is heavily fortified and used as a stronghold, for instance, you should be paying for it as a Base. It's reasonable to pose reaching the site of an adventure in your car, but if you use it within adventure scenes, at least with any frequency, you should buy it as a Vehicle.

That is, in general, all "adventuring equipment" should be paid for. There are a couple of notable exceptions: firstly, everyone is assumed (unless the player decides otherwise) to have a PDA - these are ubiquitous, and no points are needed for them. Secondly, at staff discretion, characters who are members of teams may have access to team equipment - most commonly a team communication system, but sometimes also a base or other equipment. This depends on the team in question. You are also generally assumed to be carrying the basic portable tools for your skills: if you have Lockpicking, for instance, you can have lockpicks good enough to receive neither a bonus nor a penalty to your roll.

The 5-point doubling rule (6E2 181) is in effect, though it will be watched for abuse. There is no problem using it for backup equipment or geographically fixed equipment: it is then rare for all the duplicates to be useful simultaneously. Obviously some simultaneous use is acceptable though (if you have two cars it's fair to lend one to a friend, for instance). Multiple weapons so bought may not be used in the same attack (except as SFX): in particular, the component of a Linked or Combined attack must be paid for in full.

Automatons
(6E2 182)

"Automaton" is a misnomer; an automaton is literally something that has a mind of its own (and so the phrase "mindless automaton" in an oxymoron - and shows how much standards of artificial intelligence have shifted in the last couple of centuries or so!). In the Hero System, however, pure Automata are considered not to have minds, and so they cannot be affected by mental attacks.

Accordingly, Automata than don't have Computer minds as well should be exceedingly rare: this is a world in which there are cyberpaths who can affect computers, so anything electronically controlled should not be a simple Automaton. Possible Automata might be clockwork robots or magically animated but unintelligent skeletons, but for most robot-like things buy Computer as well.

Computers
(6E2 183)

Computers may only run at once a number of Programs equal to their INT/5 (cf. 6E2 184). INT for Computers may be bought with the Limitation Only To Run More Programs (-1/2).

Weapons and Armor
(6E2 198)

Weapons must be paid for in Character Points. However, one may use improvised weapons (see rules at 6E2 173-4) or weapons found in the scene (for instance, taken from an enemy). The GM should decide the OCV penalty for found weapons based on the character's abilities, scene balance, etc (but in general it should not exceed -3 for a non-improvised weapon). Of course, if you want to keep any such weapons you'll have to pay XP.

The Limitations introduced in this chapter for building weapons and armor are in general not in use. However, Real Weapon (6E2 200) and Real Armor (6E2 210) might be appropriate if they are genuinely limiting (for instance, if your HKA is useless at breaking though walls).

Note that Limitation values on the Armor Coverage Table (6E2 212) are incorrect (they reflect previous editions).

Weapon Length
(6E2 201)

Normally weapon length matters solely for purposes of reach, and not for OCV or initiative, though a GM could apply the rules at 6E2 202 in special cases (a duel, for instance).

Firearms Malfunctions Table
(6E2 207)

This is not generally in use, though it could be used for suggestions for an "18" result when firearms are used.

The Hero System Genre by Genre
(6E2 213)

The subgenre or flavour of Champions MUSH can be described as on the border of Silver Age and Bronze Age (cf. 6E2 218). Things aren't entirely black and white and more mature themes enter into things on occasion, but nor are things typically dark or "gritty".

Note that the statement that Only In Alternate Identity is -1/2 (6E2 214) is in error; it is -1/4.

Gamemastering
(6E2 265)

Heroic Action Points
(6E2 287)

We are using the Heroic Action Point (HAP) system. Please note that this is a new feature of the game, and staff reserve the right to change the details, or even to remove the system entirely, should it prove not to be working out.

A PDF file with the current rules is to be found at http://cm2051.dune.net/pdfs/haps_cm_101.pdf.

Experience Points
(6E2 292)

Experience points are partly awarded by GMs for run scenes; however, many also come from players +voting for each other. Don't forget to +vote for your fellow players: you may do so for as many player characters as you wish to, once per day.

GM-awarded XP are therefore typically fewer than the recommendation at 6E2 292 - don't think this reflects negatively on your RPing!