Rules1

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

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

This is all we need from this file:

& advantage list & adv list [ Champions MUSH 2.0: RULES ] The following is a list of all Advantages allowed in our game.

Affects Desolid      Duration Advantages        Penetrating Area Effect          Explosion                  Persistant Armor Piercing       Hardened                   Personal Immunity AVLD                 Hole in the Middle         Range Advantages Autofire             Increased Maximum Range    Ranged BOECV                Increased STUN Multiplier  Reduced Endurance Based on ECV         Indirect                   Sticky Charges              Inherent                   Time Delay Continuous           Invisible Power Effects    Transdimensional Cumulative           IPE                        Trigger Damage Shield        Limited Defense            Uncontrolled Delayed Effect       Megascale                  Usable As Attack Difficult to Dispel  No Normal Defense          Usable By Others Does Knockback       NND                        Variable Advantage Double Knockback     No Range Modifier          Variable Special Effect

For details on any one Advantage type RULES ADV

Notes for house rules:

The Area of an Area Effect attack depends on the number of points in the Power WITHOUT COUNTING AREA EFFECT.

Characters may only prepare ONE version of the Power that is set on this advantage (if you have 10 Powers all on Delayed Effect, then each could be stored once, for a total of 10 stored Powers).

The Megascale Scaleback option is allowed.

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All the rest is covered in the 5th edition rulebook and thus can be deleted.

& advantages [ Champions MUSH 2.0: RULES ] Power Advantages modify Powers to make them more effective or useful. This will increase the cost (Active Points) of the Power. Think of Active Points as a way of representing the "effective" power level of a Power.

For instance, a 5D6 Energy Blast costs 25 points. If you add the Advantage "Area Effect" to it, that Energy Blast will now hit EVERYONE in a 2" radius instead of a single person. Therefore, even though it is still only doing 5D6 of damage, it is doing it much more effectively. The number of dice it oes remains the same, but the Active Point cost becomes higher (50 AP) reflecting that the energy blast now does 5D6 to everyone in an area nstead of a single person.

Each Advantage has a cost multiplier that is used to determine the Active Point of the Power the Advantage is applied to. All Advantages of a Power are added up together to determine its active point cost.

For more information see RULES ADVANTAGES 2

& advantages 2 [ Champions MUSH 2.0: RULES ] Advantages on a Power must ALWAYS be used every time the Power is used. That is, you can't buy Area Effect for your Energy Blast, and then decide you don't want your Energy Blast to be an Area Effect some times. It will ALWAYS be an Area Effect once you buy it that way.

The END cost of a Power is based on its ACTIVE POINTS. Therefore, a 5D6 EB (25 AP) costs 2 END to use. A 5D6 EB - Area Effect (2" radius) is 50 AP and therefore costs 5 END to use. However, Powers that normally do not use END still do not use it if they have Advantages. If you buy your PD with the Hardened advantage it won't suddenly start costing END.

Advantages should usually be attached to a Power. Naked advantages will be carefully scrutinised during character approval reviews. You cannot have "naked" advantages in a Power Framework.

For a list of all Power Advantages type RULES ADVANTAGE LIST

& adv affects desolid [ Champions MUSH 2.0: RULES ] A Power bought with the Affects Desolid Power Advantage can affect targets that are desolidified. A Power with this Advantage also works against normal non-desolidified targets. This Advantage is normally applied to attack powers (such as Energy Blast) but can also be given to Force walls, base walls and doors, and so on.

& adv area effect [ Champions MUSH 2.0: RULES ] A Power with the Area Effect advantage will affect all of the targets in an area. Area Effect Powers do not target individual characters but target a specific hex. All you have to do is hit the target hex and everyone within the appropriate Area of Effect will be hit with the Power. (but see Selective and Non-Selective options)

If the character misses the target hex, the blast will "bounce" a random distance and land in a random hex (potentially hurting your team mates instead of your enemies, so be careful!). There are several ways in which Area Effect can be purchased, and each has its specific cost multiplier.

For more information, see RULES ADV AREA EFFECT 2

& adv area effect 2 [ Champions MUSH 2.0: RULES ] Area Effect (One Hex): This Area Effect will affect the entire target hex, and no more. It has no impact on the surrounding hexes (but it will affect every target that occupies the hex).

Area Effect (Radius): This Area Effect creates a spherical area in which the Power will work. All targets within the radius of effect will be affected by the Power.

Area Effect (Line): This affects all hexes in a straight line starting in the target hex and moving outward in any single direction chosen by the attacker.

Area Effect (Hexes): This Area Effect option allows a character to define any (simple) shape for his Area of Effect. The shape can be changed each time the power is used.

Area Effect (Cone): This Area Effect creates a 60-degree cone of effect.

For more information, see RULES ADV AREA EFFECT 3

& adv area effect 3 [ Champions MUSH 2.0: RULES ] Non-Selective: An Area Effect that is Non-selective will affect the normal area, but the attacker, in addition to having to hit the target hex to "center" the attack, must also roll an individual attack roll against EVERY target within the area.

Selective: An Area Effect that is Selective requires a normal targeting roll against the target hex, as well as an attack roll against the normal DCV of any target in the area, just as Non-selective does. However, with this option added in, the attacker can CHOOSE his targets (this is great for hitting lots of bad guys in a large battle but not going after your buddies).

& adv armor piercing & adv ap [ Champions MUSH 2.0: RULES ] A Power with Armor Piercing (AP) acts against 1/2 of the appropriate defenses of the target. Damage for AP attacks is rolled normally and the target's entire defenses are then halved and then subtracted from the amount rolled (STUN and BODY both). Each level of the Power Advantage Hardened Defenses will negate the effects of one level of Armor Piercing.

& adv autofire [ Champions MUSH 2.0: RULES ] Autofire Powers can hit a target more than once in a single Phase, or more then one target at a time. Against a single target autofire gives an extra hit for each +2 the roll to hit is made by. For multiple targets the user has a -1 OCV for each hex fired into and must roll to hit each target.

& adv based on ecv & adv based on ego combat value [ Champions MUSH 2.0: RULES ] A Power that is Based on ECV makes its attack roll against the Ego Combat Value (ECV) of the target. By definition, any Power that is Based on ECV is line-of-sight and takes no range modifier (it's basically like a Mental Power once you buy this advantage). Powers that have some form of normal defenses (such as Energy Blast or Drain) can apply to either that defense, or Mental Defense -- this is chosen at the time the Power is purchased and cannot be altered thereafter.

& adv charges [ Champions MUSH 2.0: RULES ] Powers bought with Charges cost no END to use. Normally Charges is a Limitation, but if a Power has lots of Charges, it can actually be more efficient than a normal Power, and therefore it is considered an Advantage. However, Charges are covered under RULES LIM CHARGES and we won't say any more about them here. See that file for details.

& adv damage shield [ Champions MUSH 2.0: RULES ] A Power bought as a Damage Shield sets up a field around a character that causes the effect of the Power to hit anyone that touches the character. Any offensive Power may be purchased as a Damage Shield. Damage Shield may be used to set up a Mental Defense Field. This option allows the character to buy any Mental Power as a Damage Shield, and when the character is attacked by a Mental Power the attacker suffers the effect of the Shield (as if it were a backlash).

& adv delayed effect [ Champions MUSH 2.0: RULES ] A power based on Delayed Effect allows the character to go through lengthy preparations (as in for a spell) ahead of time, and then have the Power "ready" to throw. This works well if the character has a 1 hour "turn on" time, for instance. You could set it up ahead of time and then throw it during battle, which a 1-hour Power would not normally be useful for.

Characters may only prepare ONE version of the Power that is set on this advantage (if you have 10 Powers all on Delayed Effect, then each could be stored once, for a total of 10 stored Powers).

 STOP SIGN Advantage

& adv difficult to dispel [ Champions MUSH 2.0: RULES ] Powers that are Difficult to Dispel are harder than usual to Dispel or Suppress. Each time this Advantage is bought, the number of Active Points used to determine the effect of Dispel and Suppress is doubled (not for any other purpose). This can be purchased more than once to further increase the Power's difficulty to Dispel. This advantage has NO effect on Drains or Transfers.

& adv double knockback - [CM 2.0 Rules] --- A Power that has Double Knockback does more Knockback than normal. When this Power does damage to a target the BODY is doubled before the knockback roll is made for purposes of determining Knockback. (NOT for determining BODY damage done to the target). This Advantage can only be bought once.

 This is a Magnifying Glass Advantage

& adv explosion [ Champions MUSH 2.0: RULES ] A Power with the Explosion Advantage is targeted against a hex, rather than against a character (similar to an Area Effect). The character makes an attack roll against the hex to center the explosion (if the power has no range the center of the explosion is the character himself, and he will take full damage). The attack does full danage against the target hex and progressively loses damage as it extends outwards.

& adv hardened defenses [ Champions MUSH 2.0: RULES ] Defensive Powers or Characteristics that are Hardened will counteract the effect of Armor Piercing attacks, Penetrating, and Indirect. Attacks with these Advantages work as normal Powers (as if they did not have these advantages) when applied against a Hardened Defense. PD, ED, Flash Defense, Force Field, Power Defense, Mental Defense, etc, may all be Hardened. Each individual defense must be Hardened separately.

Hardened also works against Teleportation when purchased for walls, unless the Teleportation has been bought with Armor Piercing.

& adv hole in the middle [ Champions MUSH 2.0: RULES ] Powers with a Hole in the Middle are always Area Effect Powers, or Powers that normally affect a set of hexes (such as Darkness) or Powers bought with the Advantage Explosion. A Power with this Advantage has a Hole in the middle of it in which the Power has no effect.

The location of the Hole and its size are usually static for the duration of the Power, but it will move with the character if the Power would normally move with him.

& adv increased maximum range [ Champions MUSH 2.0: RULES ] A Power with Increased Maximum Range can extend further than it normally would. THIS ONLY WORKS FOR POWERS THAT DO NOT NORMALLY HAVE A WAY OF INCREASING THEIR MAXIMUM RANGE (see the files about each Power to determine if this is the case). It has no effect on chance to hit or Range Modifiers, it just increases the furthest distance you can throw the Power.

Also see the Megascale advantage, RULES ADV MEGASCALE

& adv increased stun multiplier [ Champions MUSH 2.0: RULES ] A Killing Attack with an Increased Stun Multiplier does more STUN than a regular Killing Attack. For each level of this Advantage, it will add +1 to the Stun Multiplier die. Normally, the BODY rolled in a killing attack is multiplied by (1D6 - 1) to determine STUN damage. Adding this advantage once will cause it to be multiplied by (1D6 - 1 + 1) = 1D6. This Advantage can be purchased multiple times.

 This is a Magnifying Glass Advantage

& adv indirect [ Champions MUSH 2.0: RULES ] A Power that is Indirect can ignore certain barriers or obstacles between the attacker and the target that would otherwise prevent a clear shot. This can include walls, fences, Force Walls, etc, but does NOT include personal (body-tight) defenses such as Force Field, Armor, and so on. Any barrier purchased with the Hardened Defenses advantage is immune to the effects of Indirect.

 Stop Sign Advantage

& adv invisible power effects [ Champions MUSH 2.0: RULES ] A Power with Invisible Power Effects works invisibly. Powers that normally cost END to use have visible Power Effects... this Advantage allows them to be invisible -- the source and effect of the attack is not apparent to witnesses.

& adv no normal defense & adv nnd [ Champions MUSH 2.0: RULES ] A Power that works against No Normal Defense ignores ALL conventional defenses (that is, it ignores anything that would normally be a defense against it). For instance, if you have an Energy Blast that is No Normal defense (NND) your opponent's PD or ED, Force Field, Armor, etc. would NOT work against it. Targets of NND attacks take full damage rolled on the dice (Damage Reduction -does- work against it, however). NND attacks ALWAYS do STUN ONLY -- they NEVER do BODY and they NEVER do Knockback.

& adv no range modifier & adv no range penalty & adv nrm [ Champions MUSH 2.0: RULES ] Ranged Powers with No Range Modifier (aka. NRM) have no minuses to attack targets at any distance up to their maximum range. The chance to hit the target at any range up to maximum is the same as the chance to hit it at point-blank range. This is an excellent Advantage to simulate a highly accurate rifle (the ones that project a little red "dot" onto the target to ensure a straight line of attack come to mind).

& adv penetrating [ Champions MUSH 2.0: RULES ] A Power with Penetrating will almost always does SOME amount of damage. When the character hits a target with this Power damage is calculated normally. However, no matter how high the target's defenses are, the attack always does at least 1 STUN for each 1 BODY rolled on the dice (regardless of whether or not the BODY actually got through the target's defenses).

Penetrating works on normal attacks in this fashion. It can also work on Killing attacks, drains, and so on, in a similar way. 1 BODY of "killing" damage gets through for each "BODY" rolled on the dice.

Targets with Hardened Defenses can ignore the effects of Penetrating.

& adv personal immunity [ Champions MUSH 2.0: RULES ] A Power with Personal Immunity does not affect the character who owns the Power (this makes you immune to the effect of your own power). This works great for things like Area Effects if you don't want to worry about hurting yourself when you throw them. It's also handy if your opponent has Missile Reflection. Personal Immunity also works against non-damaging Powers (like Darkness, where it would allow you to see through your own Darkness field without having any special senses).

& adv limited defenses & adv attack versus limited defenses & adv avld & adv ld [ Champions MUSH 2.0: RULES ] A Power with Limited Defenses (LD or AVLD) is affected (stopped) only by one unusual defense. The defense must be chosen when the Power is bought. The three possible choices are Power Defense, Mental Defense, and Flash Defense. All LD attacks are STUN ONLY. Such attacks do no BODY and never

 Stop Sign Advantage

& adv ranged [ Champions MUSH 2.0: RULES ] A Power that is normally not ranged, which is bought as Ranged, may be used as a ranged Power. Drain, Transfer, Transform, etc, are all normally non- ranged attacks. The maximum range of a Power bought with Ranged is 5x points in inches. The power suffers normal Range Modifiers. If the Power is not an attack Power, then the character will need to buy Usable As Attack or Usable By Others to get it to work on other people.

& adv reduced endurance [ Champions MUSH 2.0: RULES ] A Power that has Reduced Endurance costs less END than usual to use. Reduced END cost is applied like any other Power Advantage. The Power then will use 1 END per 20 active points excluding the cost of the Reduced END cost

Powers that cost no END to use are usually persistent and do not need to be turned on. Powers that cost 0 END to use must still be turned on, and will turn off if the character is stunned, asleep, etc. The only way to make a Power stay on all the time is to buy it at 0 END cost and then take the Always On limitation (see RULES LIM ALWAYS ON) or buy the Persistant Advantage (see RULES ADV DURATION).

The Costs END only to Activate option is allowed but you cannot take any increased END cost limitation with it. Any purchase of this option will be carefully scrutinised during character review ( Mag Glass Adv).

& adv sticky [ Champions MUSH 2.0: RULES ] A Power that is Sticky will "rub off" onto other characters. Any time a character touches someone or something that is being affected by the Power, the toucher is also affected by it. This Advantage ONLY works with Powers that require no conscious effort from the attacker, such as an Entangle, or a Power bought as Uncontrolled. The Power must have a physical effect.

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& adv time delay [ Champions MUSH 2.0: RULES ] A Power with Time Delay can be set off at a certain time in the future, after a specified number of segments, Phases, etc. have passed. The time duration can be of any length, but the character must decide this when the Power is "set" (i.e. used).

This Advantage is great for simulating things like bombs, or for simulating things that do not have an immediate effect such as infecting someone with a disease whose symptoms don't appear for several days.

& adv trigger [ Champions MUSH 2.0: RULES ] A Power with Trigger can be set up ahead of time to go off when a given set of conditions are met. The conditions must be easily verifiable and cannot depend on any senses that the character does not possess. Triggers can be a button that must be pushed, a switch that must be thrown, a computer program that must be executed, etc. The Trigger CANNOT be "whenever I am touched" -- use Damage Shield for this effect.

& adv usable as attack & adv usable against others & adv uaa & adv uao [ Champions MUSH 2.0: RULES ] A Power that is Usable As Attack allows the character to use it against anyone else. The character who possesses this Power is always in control and pays all END costs associated with it. For example, you could buy a Teleport power with this Advantage and use it to Teleport an opponent.

 Stop Sign Advantage

& adv usable by others [ Champions MUSH 2.0: RULES ] A Power that is Usable By Others can be used by other people. For instance, a character with Flight could enable his team mate to fly. With this Advantage, the target has control over the Power. Usable By Others has no range (you have to touch the target). The continual use of the Power by the target requires constant contact. Powers with this Advantage ONLY work against willing targets. To use a Power against an unwilling target, buy Usable As Attack instead.

 Magnifying Glass Advantage

& adv uncontrolled [ Champions MUSH 2.0: RULES ] A Power that is Uncontrolled can maintain itself without the conscious thought of the character (the Power must be Constant or Continuous before you can make it Uncontrolled). To set up an Uncontrolled Power a character makes an attack roll as normal. Once successful, he "feeds" a certain amount of END into the Power (his choice how much). This creates a temporary pool that the Power will draw on. The Power will then run for as long as there is enough END to feed it.

& adv variable advantage [ Champions MUSH 2.0: RULES ] A Power with Variable Advantage can have any Advantage up to a certain value. The character can change the advantage on the Power once a Phase. This must be BEFORE each use.

 Stop Sign Advantage

& adv variable special effects [ Champions MUSH 2.0: RULES ] A Power with Variable Special Effects can change Special Effects each time it is used. This has no direct effect on combat: a 6D6 EB is still a 6D6 EB. However, this can be used to simulate a character who can do lots of slightly different things (someone who can fire a water, fire, ice, or wind blast for instance -- they might all be energy blasts but have slightly different effects).

& megascale [ Champions MUSH 2.0: RULES ] A power with this advantage works over a much larger area or range then usual. Megascale is usually bought for movement powers or senses. Megascale Area of Effect attack powers are MOST unlikely to get through approval review. Megascale can be bought multiple times for a power to increase range or area even further. The Megascale Scaleback option is allowed.

& adv duration & adv continuous & adv persistent & adv inherent [ Champions MUSH 2.0: RULES ] The Duration group consists of a group of three advantages.

The Continuous advantage turns an Instant power into a Continuous power, with all the rules relating to continuous powers now applying to the modified power.

The Persistent advantage can only be appled to a continous power that costs 0 endurance, either naturally or bought with the zero endurance advantage. Persistent powers only turn off when the owner wants them to. They do not turn off when the owner is stunned or knocked out.

The Inherent advantage can only be applied to Persistent powers and makes that power an inherent part of the character. Inherent powers cannot be Aided, Drained, etc.

& cumulative [ Champions MUSH 2.0: RULES ] This advantage makes a power have a cumulative increasing effect with each use of the base power, building up a relatively small effect to one that is much more significant.

& does knockback [ Champions MUSH 2.0: RULES ] This allows an attack power that usually does no knockback to do so. The knockback is calculated as for a normal attack (BODY-2D6) where the Body is determined in the normal manner even if the attack does no body damage to the target.