Rules14

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WARNING: OBSOLETE. Use the Revised Rules Files instead

Contents of file: powers2.rules

All standard rulebook stuff. We need nothing from this file.

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

& power absorption
----------------------------- [CM 2.0 Rules] -------------------------------
This Adjustment Power allows the character to absorb the BODY damage of an
attack and add that energy to a Characteristic or Power. When a character
purchases Absorption, he must specify whether it works against Physical
attacks or Energy attacks, and exactly where the absorbed points will go.
The points may go to any specific Characteristic or Power, but once this is
decided it may not be altered.

Absorption IS NOT A DEFENSE. The BODY done to the character still does
damage to him. If a character wants defenses against what he Absorbs, he
must purchase other defenses (PD, ED, Armor, etc) that have the +1/2
Limitation "Only up to the amount rolled on the Absorption Dice."

<MG> Absorption is a Magnifying Glass power
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& power aid
----------------------------- [CM 2.0 Rules] -------------------------------
This Adjustment Power allows a character to increase his own, or someone
else's, Characteristics or Powers. The amount rolled on the dice is the
number of Character Points by which the Power or Characteristic is increased
temporarily. This is ACTIVE points.
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& power armor
----------------------------- [CM 2.0 Rules] -------------------------------
With this Standard Power a character has fully resistant points of defense;
that is, PD or ED that acts against killing as well as normal damage.

Armor defense acts against the STUN and BODY done by any normal or killing
attack. Exactly how the PD and ED are apportioned must be defined when the
Power is purchased. This combination CANNOT be changed, although it does
not dictate further increases which are achieved through the expenditure of
Experience Points. Armor costs no END to use.
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& power change environment
----------------------------- [CM 2.0 Rules] -------------------------------
This power allows a character to change the environment in an area, and
possibly affect characters in that area. It can be used to create weather
control effects, or to create many other situational modifiers. 
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& power characteristics
----------------------------- [CM 2.0 Rules] -------------------------------
Characteristics may be purchased with Power Limitations and Advantages, and
may also be placed in Power Frameworks, just like regular Powers. For these
purposes, Characteristics work exactly like a Standard Power. The cost is
computed exactly the same way as regular Characteristics.

Characteristics bought in Power Frameworks NEVER add to a Figured
Characteristic.

<SS> Stop Sign Power
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& power clairsentience
----------------------------- [CM 2.0 Rules] -------------------------------
The Clairsentience Power allows a character to use one of his senses at
range. It is as if the character's sense was positioned some distance out
from his body, allowing him to see around walls, corners, etc. Solid
objects generally do not stop Clairsentience but they might make it more
difficult for a character to get his perception point into the proper spot.

For +20 points, the character can look into the past/future. This is called
Retrocognition/Precognition. This will ONLY be allowed under the direct
supervision of a GM.

For +20 points, the character can look into a related group of dimensions
(the Realms of Chaos, etc. Again, this is only allowed under the direct
supervision of a GM.

<SS> Retrocognition and Precognition are Stop Sign Powers
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& power clinging
----------------------------- [CM 2.0 Rules] -------------------------------
Clinging is a Standard Power that allows the character to cling to walls
and other sheer surfaces, and to move along such surfaces as if they were
level ground. The cost of Clinging is 10 Character Points. While Clinging,
the character can use his full STR to stick to the surface. Moving along
flat sheer surfaces is the same as regular ground movement for someone with
Clinging. However, moving up a vertical surface is twice as costly: every
1" of vertical movement costs 2" of Running.
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& power damage reduction
----------------------------- [CM 2.0 Rules] -------------------------------
Damage Reduction is a Standard Power that makes a character less hurt by
damaging blows than a normal person. Only a fraction of any damage that
gets through the character's defenses is applied against their STUN and
BODY. Damage Reduction comes in three forms: Energy, Physical, and Mental
Damage Reduction. Each one must be purchased SEPARATELY.

Every time a character is hit by an attack, he FIRST subtracts his defenses
normally. Then, if the attack is one that the Damage Reduction applies to
(for example, a physical attack against a character with Physical Damage
Reduction), the character applies his Damage Reduction to the remaining
damage... that is, the remaining damage is reduced by the fraction listed.

Damage Reduction works extremely well to simulate a character who is very
resistant (or "immune") to a particular kind of attack. For instance, if
you are a character with electrical powers, you might buy 1/2 Energy
Damage Reduction on the +1 Limitation "works only vs. electrical attacks."

<MG> Damage Reduction is a Magnifying Glass Power
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& power damage resistance
----------------------------- [CM 2.0 Rules] -------------------------------
Damage Resistance is a Standard Power that allows a character to use some
or all of his normal PD or ED against killing attacks. Damage Resistance
does NOT add to your defenses, it just enables them to be used against
Killing damage. Damage Resistant must be bought with all of the Advantages
and Limitations of the defense for which it is being purchased (PD or ED).
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& power darkness
----------------------------- [CM 2.0 Rules] -------------------------------
Darkness is a Standard Power which the character may use to create a field
that blocks out one sense -- usually normal sight. The Darkness may also be
made impervious to more senses.

Usually, Darkness fields are targeted on a single hex (therefore being
stationary). However, a character may also set the field on himself, in
which case it will move with him. This will NOT work with anyone but the
person casting the Darkness field unless the power is bought with the
Advantage "Usable As Attack."

Please note: characters with Darkness CANNOT automatically see through
their own Darkness. To do so, they must buy Enhanced Senses which allow
them to, or buy the Advantage "Personal Immunity."
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& power density increase
----------------------------- [CM 2.0 Rules] -------------------------------
Density Increase is a Standard Power that allows the character to become
heavier without changing his physical size (since mass / volume = density,
if mass increases and volume remains constant, density also increases).
Denser individuals are tougher, stronger, and get knocked around less than
normal folks.

For a summary of what each 5 points between 0 and 75 gets you in the
Density Increase Power, see RULES CHART DI.
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& power desolidification
----------------------------- [CM 2.0 Rules] -------------------------------
Desolidification is a Standard Power that allows the character to become
intangible, allowing him to walk ghost-like through walls, floors, etc.
When this Power is turned on, the character is impervious to any physical
or energy attack (they pass right through him), as well as to Adjustment
Powers, NND attacks, and so on. However, the character MUST define a set
of COMMON attacks that will affect him while Desolid. Desolid characters
are also normally affected by all Mental Powers, or any power Based on ECV.

Desolid characters normally have no affect on the physical world. Desolid
characters are still visible, but look a bit faded or hazy
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& power dispel
----------------------------- [CM 2.0 Rules] -------------------------------
Dispel is a Standard Power that allows one character to turn off a Power
of another character. Dispel is an all-or-nothing power: either it works
and completely turns off the target Power, or it has no effect.

Dispel does have its uses against instant Powers. Dispel may be used to
negate an incoming attack, but the character performing the Dispel must
have a saved action to do this. If the Dispel applies to the attack and is
successful as described in the previous news file, the incoming Power is
Dispelled (in the case of using Dispel like this, no Attack roll is
required).
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& power drain
----------------------------- [CM 2.0 Rules] -------------------------------
Drain is an Adjustment Power that temporarily lowers the value of a target's
Characteristic or Power. The target's Power Defense is subtracted from the
Drain damage roll, and any remaining is applied to the number of Active
Points in the affected Power or Characteristic. The number of Active Points
is temporarily lowered by that amount.
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