Rules22

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

Contents of file: rulebk2.rules
This can be left in NEWS. We don't need it in RULES.

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

& maneuver move by

- [CM 2.0 Rules] ---

The Move By is a maneuver in which the character makes a Full Move

directly past a target, and as he passes the target, he sticks out an

arm, leg (or other appendage) and attempts to use his forward momentum

to do some damage. The character must plot his entire movement path

and then make his attack roll -- he will follow the path whether he

hits successfully or not. The character does 1/2 of his normal STR

damage, +1D6 for each 5" of velocity (also written as v/5 D6). After

all damage is rolled and totalled, the ATTACKER takes 1/3 of the damage

himself (it hurts your arm to do this, for instance).

Example: Starfire has a 20 STR and 20" of flight. He also has a Force

Field and a total of 20 PD. He decides to fly directly past Soundwave

and do a Move By. He makes his attack roll at -2 OCV (the penalty for

how difficult a Move By is), and hits. He normally would do 4D6 STR

damage, so this is halved to 2D6. He then adds 20 / 5 = 4 more D6 of

damage for his momentum. This gives a total of 6D6 of damage. He rolls

24 STUN and 6 BODY. Soundwave will take that damage against his PD,

and Starfire takes 1/3 of it himself, or 8 STUN and 2 BODY. This won't

affect him, since both are much lower than his 20 PD.

For more information see RULES MANEUVER MOVE BY 2

& maneuver move by 2

- [CM 2.0 Rules] ---

Characters may perform more than one Move By maneuver in a single Phase,

this is called a Multiple Move By. Characters can do a multiple Move By

on the same target (several times), or to two or more single targets. The

character takes a cumulative -2 to his OCV for each separate attack he

makes, and this penalty applies to ALL attacks (if you attack 3 targets,

you have a -6 to hit each of them).

The attacks are rolled in sequence along the flight path, and as soon as

one target is missed, all of the others are also missed (though the

character continues along his path until the end of it). Performing a

multiple Move By on a single target means you run (or fly) in a circle

around him, hitting him once each time you return to the starting hex

(therefore, you can only hit once for each 6" of movement). Such

restrictions do not apply for multiple distinct targets.

& maneuver move through

- [CM 2.0 Rules] ---

Move Throughs are similar to a Move By (see RULES MANEUVER MOVE BY),

allowing the character to make a Full Move and attack at the end of

his move. Basically, the character runs (or flies, etc) full-tilt

straight into his opponent. To perform a Move Through, the character

must make an attack roll against the target, modified by his forward

velocity. If the attack misses, the attacker must travel in a straight

line, through the hex in which the target was standing, after which he

may decelerate or continue moving his full move in inches. The OCV

penalty for Move Through is -1 per 5" of Velocity.

If the attack hits, the attacker does normal STR damage + 1D6 per 3"

of velocity to the target. After the damage is rolled, the attacker

then takes 1/2 of that damage himself (he is, after all, bodily

slamming into the target). If the attack does no Knockback (less than

0"), then the attacker takes FULL damage (it's like slamming into a

solid object). If no Knockback is done, the attacker stops in the hex

directly in front of the target. If he does Knockback, he can

decelerate, or travel with the target and end up one hex in front of

him after the target stops (up to his remaining inches of movement).

For more information see RULES MANEUVER MOVE THROUGH 2

& maneuver move through 2

- [CM 2.0 Rules] ---

Example: Starfire has a 20 STR, a 20 PD, and 20" of Flight. He decides

to do a Move Through maneuver to OX (who has a 30 PD). Starfire has an

8 OCV, and Ox has a 7 DCV. Starfire travels at his full 20" of

velocity, giving him - (20 / 5) = -4 OCV. His final OCV is a 4. This

gives him 11 + 4 - 7 = 8 or less to hit. He rolls a 7 (lucky for

him), and hits. He will do 4D6 damage for STR, and another 20" / 3 = 6

1/2 D6 for his velocity. This gives a total of 10 1/2 D6 of

damage. Starfire rolls his damage, and does 38 STUN and 11 BODY. Ox

takes 38 - 30 = 8 STUN and no BODY. Starfire rolls 4" of Knockback,

and Ox goes back 4". Starfire elects to stop in the hex where he hit

Ox. He will take half damage, or 19 STUN and 6 BODY. This does not get

through his defenses (his PD is 20).

Characters do not have to move their full distance to get the full

velocity. They may accelerate or decelerate 5" of speed for each 1"

travelled (so in the above case, Starfire is moving at 20"/Phase

velocity after travelling 4" of distance).

& maneuver strike

- [CM 2.0 Rules] ---

This is the basic attack maneuver, and covers any standard flat-damage

type of maneuver (punches, kicks, stinging slaps across the cheek,

etc). Strikes give no bonus or penalty to OCV or DCV, and do normal

STR damage (1D6 per 5 STR). Feel free to be creative when describing

HTH attacks against targets -- no matter how it's described, unless it

fits one of the other maneuver types, it will still be a Strike.

& maneuver dive for cover

- [CM 2.0 Rules] ---

Diving For Cover enables the character to get out of the way of an

Explosion or Area Effect attack. The character chooses a target hex

WITHIN HALF HIS MAXIMUM LEAP DISTANCE, and makes a DEX roll at -1 per 1"

of distance he is leaping. If successful, the character lands in the

target hex when the blast goes off. If the roll fails, the character is

in mid-air in his starting hex when the attack goes off (the character

is considered airborne for the purposes of Knockback).

Diving For Cover may also be used to protect someone else from an

attack. The character Dives For Cover to a point in between the attacker

and the target, interposing himself between the two. If successful,

the attack AUTOMATICALLY hits the Diving character (there is NO CHANCE it

will miss). If the roll is failed, the character reaches the target hex,

but is too late, and the attack is made against the original target at

no penalty.

Dive For Cover is the only maneuver in Champions that may ONLY be

Aborted to (you can't Dive For Cover as a normal Action -- you must

wait until some attack is about to go off and then "Abort and Dive For

Cover").

& maneuver pull punch

- [CM 2.0 Rules] ---

Characters may Pull their Punches if they wish to knock out their

opponent without doing permanent or serious injury (a true hero would

ALWAYS do this unless he was absolutely certain his target could take

his full attack). A Punch (or any other Strike-type attack, such as a

Kick), that is Pulled does 1/2 the BODY that the attack would normally

do, and Knockback is calculated from this reduced BODY amount. To Pull

a Punch, the attacker makes his attack roll at -1 per 3D6 of damage

the attack does.

Example: Titanos, who can grow up to 45 feet tall, has a total of 85

STR. This is 17D6 of damage. Even against armored agents, this attack

(which usually does about 17 BODY) would more than likely cripple, or

even kill. Since he is a hero, Titanos always Pulls his Punch against

agents. When confronted with a Viper agent that he must stop from

getting away, Titanos (who normally has an 8 OCV) decides to Pull his

Punch. He suffers a - (17 / 3) = -6 OCV penalty for doing this. His

OCV is therefore a 2 (if he wanted, he could choose to do less damage,

and would take less penalty). If he hit and rolled, say, 56 STUN and 17

BODY, the agent would only be hit with 56 STUN and 9 BODY worth of damage.

& combat se

& combat sfx

- [CM 2.0 Rules] ---

Combat in Champions is fully detailed in Game terms, but does not

include every possible combination of punch, kick, and energy

blast. This is deliberate. Combat maneuvers and even Powers have

simple names so they may represent a general type of attack. It is up

to the player to determine exactly how an attack works, and the name

of the maneuver should not be a limit to the imagination. Many

maneuvers can be represented by the ones listed. Snap kicks and elbow

smashes are not listed, but that's because they work the same way as

most combat maneuvers and can be described in Game terms as

Strikes. This is true of all maneuvers: a Haymaker could be a full-out

kick, a double-fisted smash, etc; a Throw could be as simple as a foot

thrust in the way of a running target. Players are encouraged to be

creative with their combat maneuvers.

& doing damage

- [CM 2.0 Rules] ---

The primary effect of any combat maneuver or attack is Damage -- that

is, the target is harmed in some way. The amount of damage done is

always determined by the roll of one or more dice (since this is an

Internet game, we use virtual dice rather than real dice, but they

work the same way). Below is listed a set of sub-topics which explain

how damage works in Champions. If you have never played Champions

before, it's probably best to read them all, in order.

File		 Topic

DAMAGE DICE		 How many dice do I roll?

DAMAGE CLASS	 What is a DC and how does it work?

NORMAL DAMAGE	 How damage works for Normal attacks

KILLING DAMAGE	 How damage works for killing attacks

ADDING DAMAGE	 How damage is added for multiple attacks

TAKING DAMAGE	 What happens when a character takes damage

DAMAGE EFFECTS	 The effects of taking damage

DYING		 What happens when your character is dying?

For more information on any topic, type RULES

& damage dice

- [CM 2.0 Rules] ---

For Powers, the number of dice rolled is determined by the number of

Character Points the attacker has spent on a Power. For a weapon (in

non-superheroic campaigns), the number dice rolled is determined by

the weapon type. For unarmed (unpowered) combat, the number of dice

rolled is-determined by the character's STR, and modified by the combat

maneuver (if necessary). To determine the base number of D6 rolled for

damage by STR-based attacks, divide the character's STR by 5. If the

STR is more than half way to the next multiple of 5, the character

does 1/2 D6 more of damage (using the +1/2D6 command). If the STR is

less than half-way to the next multiple, extra STR is ignored. For

example, someone with a 20, 21, or 22 STR would do 4D6 of

damage. Someone with a 23 or 24 STR would do 4 1/2 D6 of damage, and

someone with a 25 STR would do 5D6 of damage.

Characters are never required to use their full STR with a combat

maneuver. Any amount of STR from 0 to their maximum may be used.

& damage class

- [CM 2.0 Rules] ---

In addition to the number of dice being rolled, the "type" of dice is

also important. For example, 1D6 of Killing damage is much more

damaging to the target than 1D6 of Normal damage. Therefore, Champions

uses the "Damage Class" to differentiate them when necessary. A Damage

Class (DC for short) is based on the number of Active Points in the

attack, divided by 5. Therefore, a 15 point attack that does Normal

damage does 3 DCs, and also 3D6. A 15-point Killing Attack does 3 DCs

as well, but only does 1D6 of Killing Damage (since each 1D6 costs 15

points). Essentially, this represents that 1D6 of Killing damage is

about as bad (on average) as 3D6 of Normal damage.

For more information see RULES DC 2

& dc 2

- [CM 2.0 Rules] ---

To determine the DC for an attack with Power Advantages is a bit more

involved. One DC is always equivalent to 5 Active Points. To determine

how much a certain attack gains or loses (in dice) with each Damage

Class, the character would determine how much the attack wold gain or

lose by adding or subtracting 5 Active Points to/from it.

Example: Nucleon has a 6D6 NND Energy Blast. NND is a +1 Power

Advantage. Each 10 points in the NND would give 1D6 of damage, and

therefore, each 5 points would give 1/2 D6 of damage. Therefore, each

1 DC of the attack is worth 1/2 D6 of damage.

For Killing Attacks, 1 DC (first 5 points in the Power) does 1 pip of

BODY. Two DCs (10 points in the Power) does 1/2 D6 of damage. Three

DCs (15 points in the Power) does the full 1D6 of damage. This works

for each increment of 15 points. Thus, for a 20 point Killing Attack,

the damage is 1D6 (for the first 15 points) + 1 (for the extra 5

points, which is an extra 1 DC).

& normal damage

- [CM 2.0 Rules] ---

Punches, billy clubs, concussion explosions, and the like, are "normal"

attacks. This type of damage tends to knock an opponent out by causing

STUN damage, but will generally not kill him (by causing BODY damage).

For Normal damage, the total of the dice rolled is the number of STUN

done to the target. Each die also does some BODY damage: any die that

rolls a 1 does 0 BODY; any die that rolls a 2-5 does 1 BODY, and any die

that rolls a 6 does 2 BODY. This is how BODY is determined if you need to

do it manually for some reason. However, the +ND6 command (normal damage)

will do this calculation for you, and we recommend using it whenever

possible.

For more information see RULES NORMAL DAMAGE 2

& normal damage 2

- [CM 2.0 Rules] ---

Example: BattleStar is a strong-man who has 50 STR. He attacks Tangler

and hits. The GM asks him to roll damage. Because he is using his STR,

he does 1D6 of damage per 5 points in STR (10D6 total). STR is a

Normal attack, so he does normal damage. Usually he would just use the

+ND6 command, but we will pretend that he decides to do it by hand for

this example. He uses the +d6 command, which just rolls a set of dice

and gives you the result. +d6 10 gives him the following result:

5 + 3 + 4 + 2 + 1 + 1 + 6 + 4 + 2 + 3 = 31

This means he did 31 STUN of damage (the total on the dice). Now he

must calculate how much BODY the attack does. Seven of the dice have

numbers between 2 and 5, so each of those does 1 BODY, for 7 total. Then

he has one six, which does another 2 BODY, and the two dice that rolled

'1' do 0 BODY, so his total is 7 + 2 = 9 BODY. The final result of the

attack is 31 STUN and 9 BODY. Again, when possible, use +ND6 and it will

do all of this for you.

& killing damage

- [CM 2.0 Rules] ---

Damage from Killing Attacks is determined differently from almost any

other damage type. The total of the dice is the number of BODY done by

the attack to the target (and ONLY resistant defenses may be applied

to it). To determine how much STUN damage is done, the character rolls

a STUN Multiplier of 1D6 - 1, and multiplies the number of BODY done

by the STUN Multiplier (the minimum of the Multiplier is 1). In general,

the +KD6 command should be used to roll Killing Damage, which does the

computation for you. However, if the character has some unusual STUN

Multiplier (it is possible to have 1D6 + 1 STUN Multipliers, etc, if the

appropriate advantage is purchased), the Killing Attack damage can usually

still be calculated automatically for you by using the options available

for the +KD6 command. See +HELP +KD6.

For an example see RULES KILLING DAMAGE 2

& killing damage 2

- [CM 2.0 Rules] ---

Example: Assaulter has a 3D6 HKA (hand-to-hand Killing Attack). He attacks

Ox with it and hits. He decides to calculate the attack himself. He rolls

the 3 dice with the +d6 command, +D6 3. The result is:

4 + 3 + 3 = 10

This means his attack does 10 BODY to the target (applied against Resistant

defenses). Now to determine STUN, he needs 1D6 - 1. He uses +D6 again to

roll 1D6 by typing +D6 1. The result is 3. 3 - 1 = 2, so his STUN

Multiplier is 2. To determine STUN, the number of BODY done is multiplied

by the STUN Multiplier (hence the name), and so Assaulter's attack does

10 x 2 = 20 STUN (and 10 BODY). If Ox has any resistant defence against

the killing attack the STUN is applied against ALL Ox's defense, whether

that defense is Resistant or not.

& adding damage

- [CM 2.0 Rules] ---

Certain combat maneuvers (Haymaker, Move By, Move Through, some Martial

Arts maneuvers) will alter the amount of damage done by a character. For

instance, Haymaker does +4 DC damage. These attacks NEVER ALTER the amount

of END paid. The character always pays END only for the STR he used. The

maneuver effect is "free", in the sense that no extra END is paid. One

exception is Pushing: Pushing dice are always added AFTER all of the other

computations are made. For instance, if you have a 40 STR and do a

Haymaker after pushing to a 50 STR, you would do damage for (40 STR + 4 DC)

+ 10 STR, for 14D6.

Characters may add 1 DC to their HTH killing attack for each 5 points of

normal STR. HKA may also be used in conjunction with Move By or Move

Through. In this case the "base" attack is still the HKA, and each 1D6

that would be done by the Move By or Move Through adds 1 DC to the

HKA. Consult your GM for the details on when these types of maneuvers

may be used.

& taking damage

- [CM 2.0 Rules] ---

Normal Damage is applied to a character's PD or ED (plus any special

defenses). This includes things such as punches, electricity, lasers,

etc. Any attack that is "energy" based works against ED, and any

attack that is "physically" based works against PD. The applicable

defense (PD or ED) is subtracted from the total amount of STUN and the

total amount of BODY done by the attack, and any left over is applied

to the character's STUN and BODY.

Example: Megatron hits Psiana with a 9D6 punch. Megatron rolls 9D6

using the +ND6 command (it's a Normal attack). The result is 32 STUN

and 9 BODY. Psiana has a 12 PD. Therefore, she takes 32 - 12 = 20

STUN, and no BODY (9 - 12 < 1). Notice that her PD is subtracted from

the damage rolled before the amount is applied to her STUN.

For more information see RULES TAKING DAMAGE 2

& damage

- [CM 2.0 Rules] ---

Killing attacks are applied in a slightly different manner. The BODY

is found first in a Killing Attack, and then the STUN multiplier

determines how much STUN is done (this is automatically done for you

with +KD6 and similar commands). A character's regular PD and ED *DO

NOT* subtract from either the STUN or the BODY done by a Killing

Attack unless the character has some Resistant defenses. Only

Resistant defenses (Force Field, Armor, etc) will subtract from the

damage done. The character gets only his resistant defense against the

BODY done by a Killing Attack. If the character has some form of

Resistant defenses, then he gets his resistant + non-resistant defense

against the STUN of the attack. If he has NO resistant defenses of any

sort, then he gets no defense against the STUN of the attack. However,

no matter what, the character must ALWAYS take at least 1 STUN per 1

BODY that gets through his resistant defenses.

Example: Assaulter has 10 PD and +6 PD Armor. Armor is a Resistant

defense. Claww attacks Assaulter with a Killing Attack that does 12

BODY and 36 STUN. The Armor helps Assaulter against the BODY. Since

his PD is not resistant, he only has 6 Resistant defense against the

BODY, and takes 12 - 6 = 6 BODY. Assaulter can then apply ALL of his

PD against the STUN since he has some Resistant defense (the

Armor). Therefore he takes 36 - 16 = 20 STUN. If Assaulter had a 100

non-resistant PD, he'd still take at least 6 STUN, since he took 6 BODY.

& damage effects

- [CM 2.0 Rules] ---

Stunned: If the amount of STUN done after defenses are subtracted is

equal to or less than a character's CON, then the character can

proceed as normal. However, if the STUN done by a SINGLE ATTACK after

defenses are subtracted is greater than the character's CON, then the

character is Stunned. Stunned characters have 1/2 DCV. When the

segment ends, any Power that is not Persistent or Always On turns

off. The character can take no action until his next Phase. A

character who is Stunned or recovering from being Stunned can take no

action and no normal recoveries. Recovering from being Stunned

requires one full Phase. The character basically loses one Phase (kind

of like losing a turn in a board game). Immediately after the

character's Phase is over (on his DEX) he has recovered from being

Stunned and his DCV returns to normal. There is no detrimental effect

(other than being Stunned itself) from being Stunned. Characters can

be Stunned any number of times in combat. The effects are not

cumulative; once Stunned, the character remains Stunned until he can

recover from it.

Fore more information see RULES DAMAGE EFFECTS 2

& damage effects 2

- [CM 2.0 Rules] ---

Knocked Out: If a character's STUN drops to 0 or lower, he is Knocked

Out (i.e. unconscious). Characters who are Knocked Out are lying on

the ground, and their OCV/DCV instantly becomes 0. Any attacks against

a character who is Knocked Out will automatically do 2x STUN. Any

Powers that are not Persistent or Always On will be turned off at the

end of a Segment on which a character is Knocked Out. Also, since the

body of an unconscious character is putting its entire reserve into

waking up, the character's END upon awakening equals his current STUN

total at the instant of awakening. Unconscious characters can do

nothing except recover on their Phase.

Example: Astron is knocked to -3 STUN. He has a REC of 12. On his next

Phase, he takes a recovery, raising his STUN from -3 to 9 (-3 + 12 =

9). When he wakes up, he has 9 STUN. He also has, therefore, 9 END at

the time he wakes up.

For more information see RULES DAMAGE EFFECTS 3

& damage effects 3

& recovering chart

- [CM 2.0 Rules] ---

A character who is both Stunned and Knocked Out in the same blow will

spend his next Phase recovering from being Stunned first (and therefore

will remain Knocked Out). A character who is Knocked Out by a lot will not

recover every single Phase -- he's so far "out" that he will recover more

slowly. The chart below shows how often characters can recover:

STUN total		How often the character can take a Recovery

0 to -10		Every Phase and on Post-Segment 12

-10 to -20		Post-Segment 12 only

-20 to -30		Once per minute (non-combat only -- no

recoveries during combat)

-31 or less		GM's discretion (once per hour or longer)

Characters can recover one level higher on the table if someone is helping

them wake up (slapping them in the face gently, dashing water in their

eyes, etc). Helping someone requires a full Phase and the character

being helped gets the benefit only while the helper continues the action.

& dying

- [CM 2.0 Rules] ---

Death: A character who goes to 0 or less BODY is DYING. The character

loses one BODY each turn (on Post-Segment 12). Death occurs when the

character has - (his BODY Value). For instance, if the character has

10 BODY, he would die at -10; a character with 12 BODY would die at

-12.

Dying does not mean dead; it is possible to save a dying character. A

character can be saved by a successful Paramedic roll at -1 per 2 BODY

below 0 (e.g. at -5 BODY, the Paramedic Roll would be at -2). This

doesn't give the injured character any BODY back... he's just been

stabilized. He won't lose any more BODY on post-Segment 12. The character

cannot be moved too much, and cannot exert himself too much, or the wounds

may be re-opened. Basically, the character has been stabilized enough to

live long enough that he can be gotten to a hospital, but he must receive

medical attention of the sort equivalent to a hospital soon (within a few

hours) or he will begin losing BODY again.

Player characters never die without the consent of the player and approval

by a staff member. A character that reaches sufficiently negative BODY

that the character should be dead is instead in a coma. Followers and

NPC's, including DNPC's, do not get this benefit so look after them.

& knockback

- [CM 2.0 Rules] ---

In the comic-book world, such powerful blows are delivered that heroes

and villains can be tossed around the battlefield almost like rag

dolls. To reflect this, characters in a Champions battle will sometimes

do Knockback (KB). Knockback is limited to those attacks that strike the

target with some sort of physical or energy force; Knockback applies to

Energy Blast, RKA, punches, and so on. It does not apply to Ego Attacks,

Drains, Transfers, Flashes, or any power that specifically does not do

knockback due to a modifier (for instance, the NND Power Advantage

specifically causes the Power it modifies to do no Knockback).

For more information see RULES KNOCKBACK 2

& knockback 2

- [CM 2.0 Rules] ---

To determine Knockback, first determine how much BODY is rolled in the

attack (this is the amount of BODY *before* the defender's PD or ED are

subtracted). From this, 2D6 is subtracted (sometimes more or less

depending on circumstances). Any amount left over is Knockback, in

game inches.

Example: Equinox fires his Energy Blast at Executioner, and hits. He

rolls 35 STUN and 11 BODY. For knockback, he rolls 2D6 and gets a

7. This means the attack does 11 - 7 = 4" of Knockback. Executioner

will go backwards 4" (or 24 feet).

If the result of the Knockback roll is less than 0" of KB, then no

Knockback is done. If it is 1 or more inches of KB, then the target

goes backwards 1" for every 1" of Knockback, directly away from the

direction of the attack. If the result is *exactly* 0" of Knockback,

the target is knocked down and is considered to be lying on the

ground. Characters knocked backwards for 1" or more also are lying on

the ground (and therefore at 1/2 DCV) once they finish travelling

backwards.

For more information see RULES KNOCKBACK 3

& knockback 3

- [CM 2.0 Rules] ---

Under some circumstances, the number of D6 rolled for determining

Knockback may be more or less than 2D6. Knockback modifiers listed

below modify the 2D6 you start with; 2D6 is the base. Thus, if a

modifier listed is at +1D6 to the roll, it means you roll 3D6 for

KB. (Notice that this means the more D6 you roll, the less KB you will

do -- rolling 4D6 for KB means you will subtract 4D6 worth from the

BODY done by the attack to tell how much KB you do).

Circumstance				KB Modifier

Target is in the air			-1D6

Target rolled with punch		-1D6

Target is underwater			+1D6

Attack was a Killing Attack		+1D6

Attack was a Martial Arts maneuver	+1D6

Target has Clinging			+1D6

So, for example, if a target is flying you roll only 1D6, meaning you will

do about 3" more KB than you would if he was on the ground. If the target

was under water, you would roll 3D6 for Knockback.

For more information see RULES KNOCKBACK 4

& knockback 4

- [CM 2.0 Rules] ---

Knockback can cause damage to the target (and to the objects and people

around him as well). A character who is knocked back into a wall or other

vertical structure takes 1D6 of normal Physical damage for every 1" of KB

taken. For example, if you get knocked back 6" into a wall, you would take

6D6 of damage. A character knocked back into another character will damage

himself and the character he hits (they both take 1D6 per 1" of KB). If

the character hits a structure, both he and the structure will take damage.

The character can take a maximum of 1D6 per DEF and BODY of the structure.

If the character's KB is higher than the total DEF + BODY of the wall, then

the wall shatters (it has a 1" hole in it) and the character continues

through the hole. For every 1 DEF an BODY worth of wall a character is

knocked back through, he goes back 1" less after he comes out the other

side.

For more information see RULES KNOCKBACK 5

& knockback 5

- [CM 2.0 Rules] ---

Knockback Example: American Eagle is knocked back 16" by the villain

Dry Ice. He flies backward 2". At that point he hits a brick wall. He

has 16" of velocity, but the wall only has DEF 6/BODY 5, so it can

only do 6 + 5 = 11D6 to him. American Eagle takes the 11D6 (ouch!) and

shatters the wall, since he was going back for more than 11". He had

already gone back 2", and the wall subtracts 11" of velocity (13 total

so far), so he continues through the wall another 3" to get to the 16

total inches of KB, and then lands in a heap on the floor.

If a character who takes KB does not hit a vertical surface, at the

end of the KB he hits the ground, and takes 1D6 for each 2" of KB. The

character may take less if he hits something soft (such as landing on

a bed). Characters with the Breakfall skill can attempt to avoid

taking KB damage. Breakfall may be attempted at -1 per 2" of KB. If

the roll is successful, the character lands on his feet and takes no

damage. Otherwise, the character lands on the ground like anyone

else. Characters who end up on the ground after being knocked back are

at 1/2 DCV, and standing up takes 1/2 Phase.

For more information see RULES KNOCKBACK 6

& knockback 6

- [CM 2.0 Rules] ---

Characters who are knocked back when they are in the air AND DON'T HIT

ANYTHING, may attempt to stay in the air by making a DEX roll

(assuming they were in the air under their own power in the first

place, such as with Flight or Gliding). Characters successfully making

their DEX roll will stay in the air and are at full DCV. Otherwise,

they begin falling -- normal falling rules than apply (if they are

only up an inch or two, they hit the ground and take regular KB

damage). If the character does not stop his fall before he hits the

ground, he takes Falling damage, not Knockback damage. The DEX roll

must be made at -1 per 2" of KB. Characters with Breakfall may

substitute a Breakfall roll for a DEX roll in this case.

Characters may declare before they are hit that they are using 1" of

Flight or 5 points of STR to "root" themselves to the spot. They must

declare this BEFORE the attack hits, and this requires a 1/2 Phase

action. For each 1" of Flight or 5 pts of STR, 1" of KB can be

resisted. However, if the KB exceeds the resistance, even by a single

game inch, the ALL of the Knockback takes effect.

& end use

- [CM 2.0 Rules] ---

Each action requires a little energy from the hero or villain, and this

is reflected by the expenditure of END. In general, 10 Active points of

an action costs 1 END to use for 1 Phase. Characters expend END whenever

they use STR, Powers, or when they move (at a rate of 1 END per 5"

travelled). END that is expended can be regained by taking a Recovery

(see RULES RECOVERING). END never goes below 0 from the character

expending it. Once END hits 0, any more END the character used is expended

by using STUN as END. The character takes 1D6 of STUN for every END used

once he is at 0 END. This can continue until the STUN goes to 0 or below,

at which point the character has exhausted himself so much he loses

consciousness.

Pushing: A character can Push the limits of any Power (or STR) that

costs END to use. For each +1 point of Power, the character spends 1

END. The maximum total Push allowed is 10 points.

Example: Groundare has a 20 STR. He needs to lift something that

requires a 30 STR. He decides to Push his STR the maximum amount (10

points) to a 30 (this is in effect only until the end of his

Phase). This costs 12 END (2 for the 20 STR, 10 for the +10 STR push).

& pre attacks

- [CM 2.0 Rules] ---

Heroes and villains tend to be impressive. Some can be so overwhelming

that others will stop and listen or even obey their commands through sheer

intimidation. A Presence Attack is an attempt by one character to influence

others. PRE attacks affect all people who can see and hear the character

performing the attack. However, the effect is reduced one level for those

at whom the attack is NOT directed. Thus, your friends won't be as affected

as the villains you're trying to intimidate. To perform a PRE attack, the

character rolls 1D6 for each 5 points of PRE he has. The total rolled is

compared to the target's PRE or EGO (whichever is higher) and the result

is checked on the table listed in the next file.

For more information see RULES PRE ATTACKS 2

& pre attacks 2

- [CM 2.0 Rules] ---

PRE Attack roll is			Effect

= target's EGO or PRE			Target is Impressed; Target

will hesitate enough that the

attacker may act before target

this Phase.

= Target's EGO or PRE + 10		Target is very impressed; will

hesitate as above and only

gets a 1/2 Phase action next

Phase. Target considers what

attacker says very deeply.

= Target's EGO or PRE + 20		Target is awed; will hesitate

1 full Phase and is at 1/2

DCV. Target will possibly do

as attacker commands.

= Target's EGO or PRE + 30 or more	Target is cowed; may

surrender, run away, or

faint; has 0 DCV and will

do as attacker says.

For more information see RULES PRE ATTACKS 3

& pre attacks 3

- [CM 2.0 Rules] ---

The GM will apply modifiers to a PRE attack.These are applied after

the number of dice is computed based on the attacker's PRE.

Mod   	Situation			Mod	Situation

-1D6	Inappropriate Setting		-2D6	Very inappropriate setting

-1D6	In combat			-1D6	Attacker at disadvantage

-1D6	Attacker reputation weak	+1D6	Attacker reputation strong

+1D6	Surprise			+1D6	Exhibiting Powers

+1D6	Violent action			+2D6	Extremely Violent action

+3D6	Incredibly violent action	+1D6	Good soliloquy

+2D6	Excellent soliloquy		+3D6	Incredible soliloquy

+1D6	Appropriate setting		+2D6	Very appropriate setting

+2D6	Target in partial retreat	+4D6	Target in full retreat

& recovering

- [CM 2.0 Rules] ---

During battle, a character can temporarily lose STUN (shock damage) and

END (exertion). To reflect the body's ability to recover, characters have

a REC value. This REC value is added to the character's STUN and END (up

to his maximum STUN and END) each Post-Segment 12, and on each Phase in

which he spends the entire Phase taking a recovery. Taking a Recovery puts

the character at 1/2 DCV and takes a Full Phase. When taking a Recovery,

characters may not spend END on anything, so any power that costs END

(like your Force Field) automatically turns off during a Recovery Phase

(this is NOT true of the Post-Segment 12 recovery, since that one is free

and occurs outside of the Turn). If a single STUN or BODY gets through a

character's defenses while he is taking a Recovery (during that Segment),

then he does not get to Recover. Characters who take a Recovery during

segment 12 will still get their free Post-Segment 12 recovery.

For more information see RULES RECOVERING 2

& recovering 2

& holding breath

- [CM 2.0 Rules] ---

Characters may hold their breath underwater, but doing so means they

do not get ANY recoveries, including the free Post-Segment 12 recovery.

Characters have the choice of lowering their SPD at the end of each Turn

(to a minimum of 2) to save END. Characters holding their breath

automatically expend 1 END per Phase (from being unable to obtain Oxygen).

When they run out of END, characters will expend STUN as END until they

can breathe air again, or until they go unconscious. Once at 0 STUN or

below and 0 END, the character loses 1 BODY per Phase until dead.

For more information see RULES RECOVERING 3

& recovering 3

- [CM 2.0 Rules] ---

BODY is more permanent damage than STUN damage and takes longer to recover

(cuts, broken bones, gashes, etc, fall into this category). Characters

regain their REC in BODY per month. This is usually apportioned evenly

over the month. For instance, if you have a 10 REC, you regain 10 BODY

per month, or roughly 1 BODY every 3 days. This only applies if the

character is getting solid BED REST. If the character is adventuring,

fighting, travelling, etc, the rate is halved. If the conditions are poor

or unsanitary (very hot, very cold, etc), the rate is also halved

(adventuring in a poor or unsanitary environment means the rate is 1/4).

Hospital care can halve the time needed to recover (REC per week if you

spend the entire time in the Hospital). Powers such as Aid or Transfer

may also have an affect on healing.

& experience

- [CM 2.0 Rules] ---

As characters play in the campaign, they improve by learning from their

experiences. This sort of thing is extremely common in the comics -- most

heroes that have been around for a long time are much more powerful than

they were when they first started out. They've discovered new abilities,

new powers, new ways of using old powers, and so on. As characters

adventure and role-play, they will gain Experience Points (XP) to reflect

this. Experience Points work like Character Points in all ways. They are

Character Points obtained from adventuring instead of from Disadvantages.

Characters may spend XP on raising Characteristics, buying new Skills,

Talents, or Powers, or even buying off Disadvantages.

For more information see RULES EXPERIENCE 2

& experience 2

- [CM 2.0 Rules] ---

XP are usually expended in between adventures, and ALWAYS with the

permission of the staff -- you should never spend XP on a Power (or on

anything else) without consulting the staff first. Remember that no

matter what you would *like* your character to have, XP should be spent

in a manner that is consistent with the character concept. If one of your

disadvantages is central to the theme of your character, don't buy it off

just because you can -- make sure buying it off is reasonable and

in-character. Often a staff GM will require a special adventure or RP

session to make the character actually RP the situation that the XP

expenditure is meant to reflect (such as an operation that removes some

physical handicap from the character).

For more information see RULES EXPERIENCE 3

& experience 3

- [CM 2.0 Rules] ---

When the time comes to spend your XP, the staff will temporarily set your

character "unapproved." You may then modify your powers. Then, as a final

step, use the SPEND XP command in the Character Finishing Room to spend

all of the XP you need to modify your character. Make sure that the

Disads + XP listed in +DISADS is equal to the total cost of the character.

If everything balances, then apply for a powerup in the Finishing Room.

The staff will look you over and, assuming everything is correct, will

then approve you.

To find out how to gain XP, type RULES GAINING XP

& gaining xp

- [CM 2.0 Rules] ---

A character on Champions MUSH can gain Experience points by the +vote

method. After a spirited round of role-playing, you have the opportunity

to reward the players you played with by voting for their characters.

Each vote represents a fraction of an Experience Point (XP).

See +HELP +VOTE for information on this command.

& movement

- [CM 2.0 Rules] ---

During a Phase, the character may move any amount of distance using any

Movement Power he has, up to the maximum amount listed.

All distances are measured in game spaces, sometimes called "hexes" or

"inches" or indicated by a double-quote ("). 1" is 2 meters. (This is a

holdover from the use of scale maps in tabletop games.) All velocities are

measured in "/Phase.

Example: Sonar has 20" of Flight. He can make a Half-Move of any distance

from 1" to 10", or a Full Move of any distance from 11" to 20". (Even

though 11" is only 1" more than a Half Move, it is still considered a

Full Move.)

Normal humans have 6" of Running, 2" of Swimming, a forward leap of 1"

per 5 STR, and a vertical leap of 1" per 10 STR. These values can be raised

(see RULES POWER RUNNING, SWIMMING, and LEAPING) or lowered (for example,

you can lower your Running to 4" and get back 4 Character points). Other

types of movement (Flight, Teleportation, etc.) can be bought as Powers

(see RULES POWERS MOVEMENT).

The amount of movement listed in a movement Power (e.g. 10" Running) is

considered Combat Movement. Characters in combat are moving as quickly

as possible while still being on guard against attack. (See NEWS POWERS

MOVEMENT and also RULES HR MOVEMENT for extra details).