Rules22
From Champions MUSH
[edit]
WARNING: OBSOLETE. Use the Revised Rules Files instead
[edit]
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
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& 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.
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& 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
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& 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).
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& 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.
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& 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").
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& 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.
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& 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.
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& 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 <topic>
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& 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.
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& 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
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& 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).
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& 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
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& 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.
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& 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
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& 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.
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& 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.
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& 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
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& 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.
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& 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
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& 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
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& 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.
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& 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.
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& 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
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& 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
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& 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
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& 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
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& 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
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& 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
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& 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
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& 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).
----------------------------------------------------------------------------
