Rules9

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WARNING: OBSOLETE. Use the Revised Rules Files instead

Contents of file: hrules1.rules

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

& house rules
----------------------------- [CM 2.0 Rules] -------------------------------
To maintain consistency, the MUSH has a set of Global House Rules. These
rules must be followed by all PCs without exception. There are House Rules
about the following topics.

  ACTIVE POINTS          ELEMENTAL CONTROL      MULTIPOWER
  ALWAYS ON              EVERYMAN               NND
  AOE                    FLIGHT KNOCKBACK       NO NORMAL DEFENSE
  BALANCE                FLYING TACKLE          OIHD
  BATTLE SUIT            FORMAT                 ONLY IN HERO ID
  BREAKFALL              FRAMEWORKS             PACKAGE DEALS
  CHA MAXIMUMS           FUEL CHARGES           PASSING STRIKE
  CHARGES                GLIDING                RIVALRY
  COMBAT PILOTING        GROWTH                 SACRIFICE LUNGE
  COMMON                 HA                     SAVED ACTIONS
  CVK                    HEX EFFECT             SHRINKING
  DAMAGE SHIELD          HKA                    SKILLS
  DEFENSES               HUNTED                 SWINGING
  DENSITY INCREASE       LANGUAGES              UNCOMMON
  DISADS                 LOWERING CHA           UNCONTROLLED
  DISADVANTAGES          MIND CONTROL           VERY COMMON
  DNPCS                  MOVEMENT               VPP

For more information see RULES HR <topic>. Example: RULES HR DNPCS
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& hr aoe
& hr hex effect
----------------------------- [CM 2.0 Rules] -------------------------------
The area of effect advantage for 1 Hex is changed as a house rule
here in Champions MUSH 2.0.

1-hex effect is a +3/4 adavantage.
Disallow 'Accurate' as an option.
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& hr languages
& hr literacy
----------------------------- [CM 2.0 Rules] -------------------------------
When you purchase a Language skill, you automatically get literacy with
it. For English, if you want it such that your character does not have 
literacy, you can buy a disad to reflect it. Illiteracy in other languages 
is not a Disadvantage in the United States. While there are voice
activated systems in this future world, they are expensive and not common
due to their spamminess and the ANTI-SPAM law of 2053.

The language table (p63 of 5ER) is used on CM 2.0

Usage: Physical Limitation: Illiterate (English)  10 pts
       Physical Limitation: Illiterate (Complete) 15 pts
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& hr battle suit
& hr battlesuit
& hr focused builds
----------------------------- [CM 2.0 Rules] -------------------------------
The Battlesuit or Power Armor concept can be done in one way only. This
includes other focused builds such as having power rings, super belts,
ultra glasses etc.
 
1) A removable, breakable suit of power armor should be bought as Armor,
   OIF(-1/2) or IIF (-1/4). Additional powers are IIF(-1/4), unless the
   power can be specifically identified and targeted, then it may be
   bouht as OIF(-1/2).
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& flight
& landing
----------------------------- [CM 2.0 Rules] -------------------------------
On Champions MUSH 2.0, we do not use turn modes or climbing/diving.
This simplifies things for GMs.

Landing is a part of a regular move action.  In a single phase one has
the following options for landing:

1) Land without making any additional movement if at the start of the
   phase you are close enough to the ground to do so (half move).

2) Move up to the limit of your half move range and land, then take an
   action with your remaining half phase. (half move).

3) Make a full move and land (full move).
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& hr flight knockback
& hr combat piloting
& hr breakfall
& hr knockback
----------------------------- [CM 2.0 Rules] -------------------------------
If a character suffers knockback while in flight or gliding, then he
may use combat piloting (assuming he has this skill) as a complementary
skill to breakfall (assuming he has _that_ skill), gaining a +1 bonus to
the breakfall roll for every 2 points the combat piloting roll was made by.

This is an option _ONLY_ available to characters with the powers of flight
or gliding.  A character without the ability to fly or glide, but with the
skills of combat piloting and breakfall may _NOT_ use combat piloting as
a complementary skill to his breakfall roll.
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& hr disads
& hr disadvantages
----------------------------- [CM 2.0 Rules] -------------------------------
In Champions, a Disadvantage that is not harmful to the character is
not worth any points. By definition, this includes Disadvantages
that, if they were played out, might be detrimental to the character,
but that are not being properly played out. If your character with 20
pts of "Code vs. Killing (Common, Total)" does a 17D6 Haymaker to a
Normal (or even to a villain whose defenses are unknown), that is a
violation of the Disadvantage (it's very likely to leave the target
severely wounded and dying).

You don't have the option of whether your character is going to play
out his Disadvantages; he *must*, or else that Disadvantage is not worth
any points. If you fail to play out a Disadvantage, you will be required
to delete the Disadvantage from your character sheet immediately, and the
points you had gotten from the Disadvantage will be lost, permanently,
from your sheet. This means you must either immediately make up for them
with Experience Points (if you have enough), or, if you don't have enough
XP (or don't want to use them) you will be asked to replace the
disadvantage with another disadvantage or lose some other points in the
sheet. In such a case, it will be up to the Staff to work with you to
"make up points" are lost.

You can have no more than 40 points in any one Disadvantages category.
Thus, you can have two 20 point Psychological Limitations, but then that's
it for the Psych. Lim. Disadvantage. All other Disadvantage points must
come from elsewhere.
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& hr everyman skills
----------------------------- [CM 2.0 Rules] -------------------------------
The Everyman skills that all characters receive as 0 pt skills are:

        0 Language: (Your Choice of any one) Native
        0 Transport Familiarity: (Your choice of any one)
        0 Professional Skill: (Your Choice of any one) 11-
        0 Knowledge Skill: (Your Choice of any one) 11-
        0 Area Knowledge: (Your Choice of any one) 11-
        0 Computer Programming 11-
        0 Conversation 11-
	0 Climbing 11-
	0 Stealth 11-
	
If you wish to have these skills, they must be listed on your sheet. If
you wish to improve one of these skills the "free" point counts towards
the cost of the improved skill. If your character has a background that
precludes a particular skill then you may find suitable replacement for
that skill. eg. a wheelchair bound hero that can't climb but is able to
do something else. A Viking from the past has no programming skill but
is able to navigate a longboat, etc.
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& hr frameworks
----------------------------- [CM 2.0 Rules] -------------------------------
Elemental Controls must have a Unifying Special Effect. Zero Endurance
powers, such as Life Support, etc, are allowed in EC's provided those
powers are suitable for the EC's special effect. If your character has
an EC you must also take a disadvantage related to the EC special effect.

Multipower - Each power in an MP must have a loosely related Special
Effect. The Multipower Reserve is not AP capped, however no power in the
multipower can exceed any AP cap applicable to the power. This allows a
character to have a multipower with more than one power active. For more
information on Multipowers see RULES MULTIPOWER and RULES HR CHARGES.

VPP - Each power in an Variable Power Pool must have a related Special
Effect. VPP slots must be Approved before using them. A GM may, at his
option, allow a ad-hoc use of a VPP but this is very much an exception
and is ENTIRELY at the discretion of the GM. Note that after Char Gen,
each additional power to the VPP counts as part of a power-up. For more
information on VPP's see RULES VARIABLE POWER POOL.

Also see RULES FRAMEWORKS 
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& hr format
----------------------------- [CM 2.0 Rules] -------------------------------
All Powers, Skills, Talents, Perks, and Disadvantages must be _properly_
formatted. See the files listed below for details on how to do this.
Improper formatting of these items is automatic grounds for rejection,
regardless of content. Additionally, your character sheet (things listed
in +powers, +cha, +disads, and +stats) is expected to be 100% accurate and
TYPO FREE. You cannot be approved with incorrect data in your character
sheet (and a typo means you have incorrect data). Please ensure that your
entire sheet is 100% correct and accurate, and properly formatted, before
applying for approval. You are responsible for ensuring that your entire
sheet follows these formatting guidelines. This strictness is needed for
everyone's benefit. Nothing throws a roleplaying session into more chaos
than an encounter with a confusing or ambiguous character sheet.  

More detailed help on formatting is available in:

BG			CHA				DESC
DISADS			ELEMENTAL CONTROL		FINGER
MULTIPOWER		PERKS				POWERS
SKILLS			STATS				TALENTS
VPP

For information on these topics, type RULES FORMAT <topic>
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& format cha
----------------------------- [CM 2.0 Rules] -------------------------------
Advantages on characteristics should be listed, and paid for, as powers.
These advantages still count against the AP cap, and may not be placed
in a framework of any kind (i.e. reduced END on STR).

Any characteristic that somehow differs from the normal calculation
should be foot-noted to explain the discrepancy. If you have several
characteristics that differ between your normal-ID and super-ID this
may be cause to create separate sheets for SID and HID personas. The
staff will advise on this if asked. Rarely adjusted characteristics
(MP slots, extra push, 'Only during full moon': but NOT Foci or 0 END)
should have the characteristic listed in the footnote.

Your background (BG) should explain all superhuman characteristics, those
above normal CHA maximum. Any lowered characteristic should be mentioned
in the character's BG as well.

Because we want to encourage individuality and not hyper-efficiency, no
more than 3 of the 8 primary stats can end in 3 or 8, which are the
generally most efficient values.

The best way to see what is accepted formatting is to look at the sheets
that are in the Example Library in the Character Generation Zone.
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& format powers
----------------------------- [CM 2.0 Rules] -------------------------------
All powers should be written to comply with two simple rules: Clarity
and Consistency.  To that end, there are a few more rules:

All powers should include:

 * The character's name for the power.
 * The Special Effect(sfx) of the power. (if not obvious)
 * The GAME name for the power.
 * The effect(s) of the power: Number of d6, senses affected, etcetera.
 * Any advantages and their values (+x).
 * Any limitations and their values (-x).
 * The active points in the power.

Specific order and separators used are required to be in proper format.
The best way to see what is accepted formatting is to look at the sheets
that are in the Example Library in the Character Generation Zone.

All powers should be explained in your BG.

Special cases are listed in RULES HR FORMAT POWERS 2
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& format powers 2
----------------------------- [CM 2.0 Rules] -------------------------------
Special Cases:

Power Frameworks should usually be listed first, with a single blank line
separating them from other powers. See RULES HR FORMAT EC, RULES HR
FORMAT MP, and RULES HR FORMAT VPP for specifics. A blank line can be
added to a sheet by the command "POW/SET // "

Defense Powers should be written with PD and ED noted explicitly, if you
have something that adds only one, ALWAYS list the other as 0 (e.g. 0
PD/10 ED Force Field).

Movement powers that increase a base movement value (i.e. Running),
should list the bonus inches and the total inches. The END cost listed
should be based on the total inches.

Attack powers that add STR(HA and HKA) should list the base attack, and
total attack(i.e. with STR included).  The END cost listed should be
based on the total attack.

Advantages bought separately from a power still count against the cap
and may not be placed in a framework of any kind (i.e. reduced END on
base Running).

The best way to see what is accepted formatting is to look at the sheets
that are in the Example Library in the Character Generation Zone.
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& hr format skills
----------------------------- [CM 2.0 Rules] -------------------------------
The Scientist, Jack of all Trades, Scholar, and Traveler skill enhancers
are allowed.  Each costs 3 pts, and reduces the cost of appropriate SS,
PS, KS, or AK skills by 1 point.  These should be explained in your BG.

All skills should include the Skill name, type (if PS/KS/SC or SS/AK),
and roll. Listing the controlling CHA is helpful too, but not required.

Any general skill bought as 'Based on CHA' must be noted as such, and
list which CHA.

All combat skills, extraordinary skills, and skill levels should be
explained in the BG.

The best way to see what is accepted formatting is to look at the sheets
that are in the Example Library in the Character Generation Zone.
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& hr format talents
& hr format perks
----------------------------- [CM 2.0 Rules] -------------------------------
TALENTS
Talents should be listed with the talent name, effect, and roll where
applicable.

Talents must be explained in the character's BG. Players are advised to
remember that talents are supposed to be rare, and characters are
unlikely to be approved with more than one or two at most.

PERKS
Perks should be listed along with Talents, and include the Perk name,
effect, and roll, where applicable.

Perks must also be properly explained, and should be considered uncommon
as well.

The best way to see what is accepted formatting is to look at the sheets
that are in the Example Library in the Character Generation Zone.
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& hr format disads
& hr format disadvantages
----------------------------- [CM 2.0 Rules] -------------------------------
All disadvantages should be explained in the BG. Certain standard
disadvantages, such as Secret ID or Code vs. Killing require less
explanation as they are appropriate for most Heroes, unless they seem
improbable or out of character with the rest of the BG. Secret ID and
Public ID should list the character's name and occupation.

All disadvantages should list the type of disadvantage and effect.
Disadvantages of a similar type (multiple psych lims) should be listed
together.  For those that have a frequency (commonality) and severity,
this should be listed.

Reputations that don't give enemies something to work with aren't worth
points.  They should indicate something about your powers, likely behavior,
etcetera. As a rule of thumb: 8- is citywide, 11- is statewide, 14- is
nationwide. How far out can you go, and still hear of them, or find
someone who knows them?

Distinctive Features should be reflected in an @desc, and if extreme,
list the normal reaction.

Vulnerabilities and Susceptibilities based on SFX are generally Uncommon.
Those based on powers may be Common or Uncommon.  Those based on both SFX
and power are normally too uncommon to be worth points.

The best way to see what is accepted formatting is to look at the sheets
that are in the Example Library in the Character Generation Zone.
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& hr format finger
& hr format stats
----------------------------- [CM 2.0 Rules] -------------------------------
All movement values should be the full combat movement rate.  Running,
Swimming and Superleap should alter the given values, not be entered
again.

Defenses should include the total of normal PD(or ED), Armor, Force
Field, and Damage Resistance, whether persistent or not. Force Wall
should not be included.

Levels should include all combat skill levels, and what they apply to. 
Range Skill levels and Perception levels may be listed at the character's
option.  Non-combat skill levels should never be listed.

Remember to set your +finger information, see +HELP +FINGER for specifics.

Secret ID should list your normal name, while Code Name lists your super
identity.

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