Rules16

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

Contents of file: powers4.rules
This is what we need:

& power instant change - [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 transforms, etc.

Instant Change is a Special Power that allows the character to instantly change from one identity to another and back again. For 5 Character Points, the character can change into one other set of clothing (and then back to whatever he was wearing when he changed). The character can change into any set of clothes he owns for 10 Character Points. This Power helps your character change from mild-mannered-reporter to crimebuster without having to look for that annoyingly hard to find phone booth.

Cost: 5 points to change into one other outfit 10 points to change into any outfit Minimum Cost: 5 points END cost: Costs no END to use

CM ruling: The target of Mind Control ALWAYS gets an attempt to break free before s/he has to act on the command given, no matter what.

In CM 2.0 the Mind Scan power can also be used to gain an idea of how many minds are in an area. The area is declared and an attack roll is made by the owner of the power. If the ECV attack roll would hit a mind that is in the area, allowing for standard modifiers for the number of minds in that area the owner of the power is aware of the presence of that mind. The only information gained is the number of minds that have been "touched". Minds which were not hit by the attack roll are not detected and no location other than "in the area" is obtained.

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

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

& power force field - [CM 2.0 Rules] --- Force Field is a Standard Power that allows the character to create a field of energy around himself that absorbs damage (the field may also be physical in nature if the Special Effect is appropriate). The combination of PD and ED in the Force Field must be chosen at the time the Power is purchased and the ratio of PD to ED must remain constant even if the Force Field is used at less than maximum power.

Force Fields protect the character with the Power only. It doesn't protect anyone or anything being held by the character (though it would protect his skin-tight costume). Force Fields are transparent from within; that is, they do not hinder the character's ability to fire attacks outward. Force Field is a Constant Power.

& power force wall - [CM 2.0 Rules] --- Force Wall is a Standard Power that allows the character to set up a wall of his own creation. The size of the wall can be increased without also increasing its defenses by spending extra points. Force Walls act like normal walls, except they only last as long as the character pays END for them. A character cannot shoot through his own Force Wall... the wall defends against attacks from either side.

Force walls are normally visible but transparent (like red or blue glass). A Force Wall can be made opaque to any one sense for +5 points, and to any one sense group for +10 points.

& power gliding - [CM 2.0 Rules] --- Gliding is a Movement Power that allows a character to glide through the air. A Gliding character has some control over movement, but not total control such as with Flight.

Gliding works best if there is some way to start out with a high initial altitude (like jumping off of a roof top). Altitude may be gained slowly using thermal updrafts, depending on GM discretion.

& power growth - [CM 2.0 Rules] --- Growth is a Size Power that allows a character to increase his height and width. This has the side effect of increasing his STR, BODY, STUN, mass, and reducing his DCV and how much Knockback he takes in combat. Bonuses to Primary characteristics DO NOT affect figured ones.

For a nice summary of Growth every 15 points from 0 to 90 points, type RULES CHART GROWTH.

In addition to size, weight, etc, Growth also increases the character's reach. Normal characters (0 points of Growth) can only affect targets in the hexes adjacent to their own. With large amounts of Growth, the reach is such that the character can attack targets at quite a distance away.

Characters are never required to use all of their Growth. They may use as much or as little as they wish up to the maximum in the Power.

& power hand-to-hand attack & power ha - [CM 2.0 Rules] --- Hand-to-hand attack (HA) is a Standard Power that increases the amount of normal damage done in hand-to-hand combat. Normally, a character does 1D6 per 5 points of STR. This Power augments that. HA can only be used for normal HTH attacks. It cannot be used to augment NNDs, HKAs, etc. Also, it can't be used naked. It must be used along with the character's normal STR.

HA damage is applied after bonuses and penalties for any Combat maneuver.

& power images - [CM 2.0 Rules] --- Images is a Standard Power that produces images visible to the senses (usually normal sight) of everyone who is close enough to sense them. Images cannot cause physical harm or physical effects because they are completely intangible.

& power instant change - [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 transforms, etc. Characters can choose either this or the 5th edition version as desired.

Instant Change is a Special Power that allows the character to instantly change from one identity to another and back again. For 5 Character Points, the character can change into one other set of clothing (and then back to whatever he was wearing when he changed). The character can change into any set of clothes he owns for 10 Character Points. This Power helps change from mild-mannered-reporter to crimebuster without looking for that annoying phone booth.

Cost: 5 points to change into one other outfit 10 points to change into any outfit Minimum Cost: 5 points END cost: Costs no END to use

& power invisibility - [CM 2.0 Rules] --- Invisibility is a Standard Power that allows the character to be invisible to one sense (most commonly normal sight). Additional senses can be added, as can additional Sense Groups.

& power killing attack (hka) & power hka - [CM 2.0 Rules] --- Hand-to-Hand Killing Attack (HKA) is a Power that allows a character  make a Killing Attack in hand-to-hand (HTH) combat. HKA can be used to simulate many effects that do lethal damage: swords, knives, claws, lightsabers.

Remember: HKA is a KILLING ATTACK. There is a very good chance that HKAs can injure, cripple, or kill your opponent. If you don't want the chance of doing this, use some other Power.

& power killing attack (rka) & power rka - [CM 2.0 Rules] --- Ranged Killing Attack (RKA) is a Standard Power that allows the character to make a Killing Attack at range. RKA can be used to simulate many effects that do lethal damage: bullets, laser beams,etc.

Remember: RKA is a KILLING ATTACK. There is a very good chance that HKAs can injure, cripple, or kill your opponent. If you don't want the chance of doing this, use some other Power.

& power knockback resistance & power kb resistance - [CM 2.0 Rules]  - Knockback Resistance is a Special Power that allows the character to take less Knockback than normal.

& power lack of weakness - [CM 2.0 Rules] --- Lack of Weakness is a Special Power for a character who is tough all over (his defenses are spread around pretty evenly), and has less than the normal number of "chinks" in his defenses. Anything with a Defense may have Lack of Weakness (including walls, armored cars, etc). This simply represents a well-constructed defense. This is a Persistent Power.

& power life support - [CM 2.0 Rules] --- Life Support is a group of Powers that allow a character to breathe/survive in hostile environments that would otherwise be deadly. Even though the character can survive in certain environments, he will still take damage from attacks with that special effect due to the sudden shock of the attack. For example, a character who is able to survive extreme heat would still take damage from fire attacks.

Characters can mix and match any of the Life Support categories. Note that Safe Environments means a character can survive the rigors of his location (intense heat will not burn him, etc). It DOES NOT mean he can breathe in these settings. He must spend extra to be able to breathe.

& power luck - [CM 2.0 Rules] --- Characters with the Luck Talent have a knack for having things turn out in their favor. GMs will usually have a character make a Luck roll just when things are looking the bleakest, when he has no idea how to proceed with his investigation, when an opponent is about to get away and there's no way to stop him, or any other time that outrageous fortune might just end up helping the character in some way.

Luck is never allowed to control a situation. Only a GM can say when, how often, and how much Luck will affect a given circumstance. If a character does something really stupid, Luck will generally NOT be allowed to "bail him out" of it. Luck generally does not come into play often -- it is intended as a pleasant surprise for the player, not as something he can depend on.

& power mental defense - [CM 2.0 Rules] --- Mental Defense is a Special Power that represents extra resistance of the character to mental attacks. Mental Defense lessens (or may even negate) the effects of Mind Control, Ego Attack, etc. All characters start out with a base of 0 points Mental Defense. For each 1 Character Point the character gains 1 point of Mental Defense. However, in addition to the points invested, the character also gets his EGO/5 in points of Mental Defense.

& power mental illusions - [CM 2.0 Rules] --- Mental Illusions is a Mental Power that allows the character to project illusions into an opponent's mind. If the character makes a successful ECV Attack Roll, he then defines what Illusion he wants the target to see.

& power mind control - [CM 2.0 Rules] --- Mind Control is a Mental Power that allows the character to control another individual. To use Mind Control, a successful ECV Attack Roll must be made. If successful, the attacker then gives the target an order. The effect needed for the order to be successful is then determined based on the Mind Control Chart (see RULES CHART MIND CONTROL).

CM ruling: The target ALWAYS gets an attempt to break free before s/he is able to act on the command, no matter what.

& power mind link - [CM 2.0 Rules] --- Mind Link is a Special Power that is like a specific form of Telepathy. It allows the character to set up a mental link with a willing partner, through which they can mentally communicate (unwilling mental communication is covered under RULES POWER TELEPATHY).

& power mind scan - [CM 2.0 Rules] --- Mind Scan is a Mental Power that allows the character to search a defined area to find the mind of another. Each 1D6 of Mind Scan costs 5 Character Points. +1 to the ECV roll for Mind Scan only, may be purchased for 2 points.

To use Mind Scan, first the area being searched must be declared. Then, an attack roll is made against the target's ECV, modified by the number of minds being searched. The modifier chart is listed in RULES CHART MINDSCAN.

In CM 2.0 the Mind Scan power can also be used to gain an idea of how many minds are in an area. The area is declared and an attack roll is made by the owner of the power. If the ECV attack roll would hit a mind that is in the area, allowing for standard modifiers for the number of minds in that area (use RULES CHART MINDSCAN) the owner of the power is aware of the presence of that mind. The only information gained is the number of minds that have been "touched". Minds which were not hit by the attack roll are not detected and no location other than "in the area" is obtained. --