CHAMPIONS HOUSE RULES
By Jonathan D. Woolley
jonathan@metaart.org
(warning: My access to e-mail is limited. My response time will likely be
slow.)
Characteristics
REC: (BODY/5)+(CON/5)
STUN: BODY+CON
Alacrity: (INT*2)+DEX+EGO+PRE; Cost=1
Strength:
Use Size, Mass, & Leaping Optional Rule.
For purposes of a running throw, a half move requires using a half move
action to move at least 1".
Presence:
A presence attack haymaker counts as a 1/2 phase combat action.
Alacrity:
Alacrity is used in place of Dex/Ego when determining order of action
within a phase.
Swimming: The free swimming all characters get has *5 END cost.
Skills
Use Extraordinary Skills Optional Rule
Movement Skill Levels: As described on page 242.
Combat Skill Levels:
May reduce dice of killing attack by one die per level used, determined
before attack. Skill Levels with Dive for Cover may add to the
associated DEX roll.
Languages:
Alphabetical literacy costs 1 point per alphabet.
Pictographic literacy is priced as a background skill.
Martial Arts:
+1 DC costs 5 points. No more than 20 strength can be used in conjunction
with martial arts. Characters must spend a minimum of 16 points on
martial maneuvers if they spend any. Normal maneuvers taken as martial
arts (see below) count towards this limit, but may be purchased without
meeting it.
Normal Maneuvers (such as pulling a punch), may be taken as martial arts
(allowing Martial arts DC & Skill Levels to apply to them) at a cost of
one point per maneuver. If a move-through, move-by, or grab-by is
bought as a martial maneuver, it does not inflict velocity damage, nor
does it inflict damage to the attacker. If a trip is bought as a martial
maneuver, it inflicts STR damage in addition to velocity damage.
Brace ,Set, Club Weapon, Cover, Hipshot, Hurry, Snap Shot, &
Suppression Fire may not be taken as martial arts maneuvers.
Perquisites
Followers:
The +5 for twice as many rule only applies to identical followers, or
if the followers are heroic level characters.
Money: Use optional money system
Unusual Background:
Counting as an Animal, Machine, Plant, or Undead for purposes of Mental
Powers costs 20 points.
Vehicles and Bases:
The +5 for twice as many rule only applies to identical vehicles and
bases, or when the differences are determined by the GM, not the player.
Talents
Lightning reflexes: Not available: See alacrity.
Powers
Everysuper Powers: In some campaigns, certain powers are nearly universal
among superbeings. See campaign guidelines.
Adjustment Powers:
Dispel is an adjustment power.
Adjustment powers that affect talents or perks are at half effect as with
defenses. Adjustment powers that affect Constitution are at double
effect.
Instead of wearing off at 5 points per turn, absorption, aid, drain, &
transfer last for a number of turns equal to half the number of
dice.
An adjustment power that effects powers rather than characteristics must
specify a special effect as if it had the +1/4 advantage. It affects
any power which has that special effect.
The Maximum effect listed for Absorption, Aid, & Transfer applies to all
Adjustment Powers except Drain and Healing.
Defense Powers:
Life Support is a defense power.
Force Powers:
The following powers are considered force powers:
Characteristics (str, pd & ed only), Armor, Clinging, Damage Reduction
(pd or ed only), Energy Blast, Entangle, Extra Limbs, Force Field,
Force Wall, HA, HKA, RKA, Knockback Resistance, Missile Deflection, &
Telekinesis.
Mental Powers:
Declare the effect desired after rolling the effect die, but before
subtracting mental defense or comparing to ego.
There is no alien class of mind. There are plant and undead classes of
mind.
Power Helps break out of
Mental Illusions Mind Scan, Telepathy
Mind Control Mind Control
Telepathy All Mental Powers
Mental powers other than telepathy do not provide mental awareness.
Buying telepathy without mental awareness is a -5 'adder', not a +1/4
limitation.
A mental power which is based on con is also NND. Ego Blast may not be
based on Con.
Movement Powers:
You may buy fixed locations with any power, not just with teleport. Note
the rules for fixed locations with EDM.
Advantage: No turn Mode: See Until Superpowers Database.
New Limitation: Soft Velocity: A movement power with this limitation has
0 velocity for the OCV & effects of such maneuvers as Move through,
Move by, Grab By, and Martial Throw. Multiplier=-*1/4.
Sense Affecting Powers:
Neither Flash nor Darkness nor Invisibility may affect normal touch. No
sense-affecting power may effect the unusual group; it must affect a
special-effects subset of the unusual sense group.
Shapeshift is a sense affecting power.
Size Powers:
New Advantage: Doesn't affect mass. A power with this +1/2 advantage
does not affect mass, weight or knockback.
Special Powers:
Life Support, Mind Link, Multiform, and Super Recovery are Special
Powers.
New Advantage: Framed: This +4 advantage allows a Special Power to be
placed in a framework. If the framework is an Elemental Control, the
multiplier is +1. If the framework is a Power Array, the multiplier is
+0.
Standard Powers
Rapidity and Varipower are standard powers.
Absorption: May not be bought autofire.
Aid: The succor option is available.
Bought off Limitation: ?; Persistent; self only; self; N
This Special Power causes a specified Limitation of a specified other
power to be treated a bought off. Cost: difference
between affected power's cost with & without limitation effected.
Change Environment: Adders
Multiple Combat Effects: See Until Superpowers Database: page 251
Varying Combat Effects: See Until Superpowers Database, page 251.
Causes Disadvantage: Change environment with this adder causes a
Disadvantage to apply to all within range who fail the associated
characteristic or skill roll. Cost: point value of disadvantage.
Characteristics:
The price of 'no figured characteristics' varies depending on the
characteristic affected: Str: -1/4, Dex: -1/2, Con: -2: Body: -1.
Clairsentience:
Clairsentience does not provide LOS for mental powers other than mind
scan.
Precognition must usually be bought as no conscious control. One
exception is precognitive detect weather which requires a skill roll.
New Adder: Mobile perception point. See Until superpowers Database.
New Adder: Multiple perception points: See Until Superpowers Database.
Clinging:
May not be bought with damage shield, unless also bought usable as an
attack.
Dispel:
Characteristics bought as powers may be dispelled. Ignore the special
rules for dispelling foci - use KA or Transform to destroy foci.
Duplication:
New adder: Rapid: see FAQ, Powers.
The +5 for twice as many rule only applies to identical duplicates, or
if the duplicates are heroic level characters.
Altered Duplication: This advantage also reduces the points the
duplicate pays for the base characters duplication power, with the
portion of the Duplication paid for being the inverse of the amount of
alterable duplicate.
New -0 limitation: No Averaging: See FAQ, Powers.
Entangle:
Stops a given sense has the same cost as darkness. Do not buy with
BOECV. Use mental illusions or mind control/telepathic/single command.
Enhanced Senses:
Free Sense advantages via simulated sense rule: see FAQ, Powers.
New Adders
Dimensional: see FAQ.
Retrocognitive: as per Clairsentience, +20.
ExtraDimensional Movement:
EDM may only be from fixed locations, and never from mobile fixed
locations. Characters with EDM get 1 fixed locations per dimension free,
and may buy more.
EDM need not be to a fixed location. However, Characters traveling to
other locations must make a skill roll on the appropriate Power Skill.
Failure on the skill roll means the character did not reach the intended
location.
EDM can not be used to travel through time. See time travel.
Flash:
New modifier: Causes Unusual Disability: Flash with this modifier does
not disable senses, instead causing disadvantages for specified duration.
This modifier also includes the effects of NND. With GM's permission,
may instead add to or provide abilities.
Pts. Disads. Multiplier
1-5 -1
6-10 -0.5
11-15 -0
16-20 +0.5
21-25 +1
26-30 +1.5
31-35 +2
36-40 +2.5
41-45 +3
46-50 +3.5
Force Wall:
Exotic force walls must have 3 specified defenses which can bring the
wall down, but pd or ed may be among those defenses. A force wall with
flash defense for some sense groups can be transparent to flash attack
vs. the other sense groups as a +1/4 advantage.Similarly, a force wall
with mystic Power Defense may be transparent to biochemical Power
Defense, or vice versa, for the same +1/4 advantage.Opaque has the same
cost as darkness Senses & Sense groups.
Flight:
new Limitation: Levitation: See Until Superpowers Database.
Hand to Hand Attack:
most advantages are at double cost (exceptions: reduced End, Ranged,
Charges, Difficult to dispel.)
Healing:
Simplified Healing is available. Regeneration is not: use Super Recover
Power.
Healing Transform: see FAQ, Powers.
Delayed Healing Time: See FAQ, Powers.
Killing Attack, Hand to hand:
Most advantages are at double cost (exceptions: Reduced End, Ranged,
Charges, Difficult to Dispel).
Killing Attacks, both types:
Has the effects of the Beam Limitation at no bonus. Increased Stun
Multiplier may not be bought above +1.
Leaping:
Bouncing: this advantage to leaping has the following effects: You may
make multiple leaps as part of the same movement action, with the total
inches not exceeding your inches of bouncing. Each leap except the
final one must end on a surface. Multiplier+1/2.
Luck:
All listed luck options available. Choose at purchase. Gambling bonus
requires a +1 adder to any version of luck.
Mind control:
Only To Inflict Emotions is a -1/4 limitation. Only To Inflict Specific
Emotion is -1/2.
Controlled Actions Use Controllers Phases is a -1/2 Limitation if The
Controlled is unable to act on her own phases, -1 if she performs
uncontrolled actions on her own phases.
Mind Scan:
Mind Scan with Based on Con can effect a different sense group or
individual sense.
Missile Deflection: +10 adder: also effects melee attacks.
Multiform:
The +5 for twice as many rule only applies if the forms are heroic level
characters. Building a Multiform on more points than the original
character requires 1 point for every point above the original character's
total.
Naked advantage; ?; Persistent; self only; self; N
At base form, naked advantage must always be used with the power it is
bought with, unless the power is bought with the optional advantage
adder.
Power Defense:
This power is often bought "only vs. mystic powers" (-1), or "only vs.
biological/chemical powers" (-1)
Rapidity: Standard; Constant; self only; self; Y
The Base amount of this power lets your take an extra half-phase action
as part of your phase. This action may not be a movement action, an
attack action, find weakness, or the use of any ability with the extra
time limitation. You may double the number of extra half-phase actions
for +5 points. Two extra half-phase actions may be combined into an
extra full-phase action (such as changing clothes.)Eight extra
half-phase actions may be combined into an action that takes
one turn. 40 extra half-phase actions may be combined into an action
that takes one minute. Etc.
Cost: 5 points for one extra half-phase action. +5 points to double the
number of extra half-phase actions.
Shapeshifting:
This power may drop effective comeliness as low as zero, if appropriate
to the special effects.
New Adder: gapsqueezing: This adder allows you to move through openings
as appropriate to your new shape. Each +5 adder mimics one level of
shrinking for this purpose only.
Shrinking: New Limits:
Density Decrease: Shrinking with this limitation only affects weight,
mass & Knockback. Multiplier=-1
Reduces Strength: Shrinking with this Limitation reduces Strength by 15
per level in use. Multiplier=-3.
Summon:
May summon objects (such as robots, vehicles, computers, & HQs) if so
purchased.
Suppress:
You may not Suppress Body, unless it is bought as a power.
Super recovery: Special; Persistent; self only; self; N
Each level of Super recovery has the following effects:
1. Body recovery takes place one level up the time chart, as does
similar recovery from some transformations.
2. Wearoff from Drains & Transfers is moved one level up the time chart.
3. You receive an extra breakout roll (from mental powers) on the phase
of your first breakout roll.
4. Stun recovery while unconscious take place as if the stun total was
10 points higher, to a maximum of zero.
Various modifiers/adders from healing may be applied to this power.
Limitations: a common limitation to this power is Physical Only. Super
recovery with this limitation does not affect breakout rolls or wearoff
from ECV Powers. (Body & Stun recovery is still speeded, regardless
of source. Multiplier=-*1/4
Cost: 10 points per level of Super recovery.
Telekinesis:
You may use Telekinesis to on yourself. If you grab yourself, normal
penalties for being grabbed apply.
Affects Porous: see Until Superpowers Database.
Affects Gaseous: See Until Superpowers Database.
Telekinesis with both the Area Effect Advantage and the Effects Porous
Adder can effect gasses.
Teleport: New Adder: Usable with move by, grab-by or move through.
Note that the effective velocity is 0. +5 adder.
Time Travel: Movement; Instant; Self Only; Self; Y
A character with this movement power can move from one point in time to
another without living through the intervening points in time. This power
does not change the characters location. (Ignore normal planetary motion
when determining location.)
The third, fourth, fifth and sixth paragraphs of the EDM description also
apply to Time Travel.
Time Travel can only be done at fixed locations. One fixed location comes
free with the power. Further fixed locations cost one point each. Time
Travel does not use mobile fixed locations.
Any point in time a character time travels to must be either at least
one century from the point in time the character is currently time
traveling from, or within twelve seconds of any point in time the
character has or will travel from.
If a character has traveled from two points in time within an hour of
one another, e may not time travel to within 12 seconds of the earlier.
Adder: Increased weight: as per EDM.
Limitation: Considers Normal Planetary Movement When Determining
Location: Multiplier=-1.
Time travel may not move a character to a time when e already exists:
this requires duplication.
Cost: 60 points.
Transform:
New Adder for minor transform: affects abilities: gives or takes away
(or both) 1 point of abilities/disadvantages for +1 adder.
Cosmetic & minor transformations may be used on self & may be self only.
Ignore the section titled "Body, Mind & Spirit". However, if the target
is made friendly or cooperative, the Amicable advantage (as from summon)
must be applied.
Major Transforms may not result in a point value greater than Dice*75.
Tunneling: inches of tunneling may be purchased at 2 points per ".
Varipower: Exclamation Point
Standard; Instant; Self Only; Self; No End Cost
This Standard Power allows the character to give imself powers once a
day. The points in the varipower determine the total active cost of
powers it can provide in one day. The character chooses which powers
are gained each time e uses varipower. Activating varipower is a
0-phase action. The power(s) so gained remain for 1 hour. While
Varipower does not itself cost endurance, the powers gained using
varipower may well cost endurance. Varipower may not be bought with
charges, either as a limitation or an advantage.
Note that Varipower is only usable once a day. The only way to increase
this is to buy the power multiple times, once for each daily use.
A Varipower may only be placed in a Multipower if the total cost of the
multipowers non-Varipower slots equals or exceeds the active cost of
the Multipower pool.
MODIFIERS
Modifier Combining
If the main effect of one modifier is to partially negate another, they
must be combined into a single modifier. The GM sets the value of this
new modifier.
General Adders
Alterable Size: See FAQ, Powers, page 3.
Increased active cost:
This Adder increases the active cost of a Power by the specified amount
for all purposes.
Optional Advantage:
Specify advantages on the power. These advantages may be left unused,
in which case they are ignored in determining power effects.
cost: 1 point per +1/4 in advantages made optional.
Advantages
Naked Advantage: This is now a power.
Area effect:
Restricted Targeting: A -2 penalty per target is applied. Reduces
multiplier by -1/4.
Mobile Area: See Fantasy Hero.
AVLD:
The Stun damage only restriction only applies to attacks that normally
inflict body. If a killing attack has this advantage, it must also have
the does body advantage, and also loses the resistant defenses only
benefit. Any characteristic comparison may be changed to Con, Ego, Int,
or Pre, as per the special effect.
Autofire:
This Advantage can only be applied to attacks that are normally instant.
BOECV:
Where this modifier allows a power to affect desolid, it also makes the
following mental power rules applicable to the power: Line of sight,
Classes of minds, Visibility of mental powers. It also counts as a
mental power for purposes of Mind Scan. This modifier allows all powers
which are neither force powers nor movement powers to affect desolid.
In no case does this advantage make a power ranged, or usable as an
attack.
The stun only restriction only applies to powers which normally do body.
Damage Shield: This is a +0 Advantage for powers with no range.
Explosion: cone, line, selective, nonselective options available.
Increased effect:
this advantage adds one active point to the power for every 4 base
points in use. Multiplier=+1/4.
Megascale:
The element which this applies to must already involve at least 5".
(i.e. 5"range, area, or movement, per type of megascale.)
New Advantage: Scale Effect: See FAQ, Adders & Advantages.
NND:
The Stun only restriction only applies to powers which normally do body.
When applied to Adjustment powers, dispel, transform or most mental
powers (not ego blast), NND is a +0 advantage. Any characteristic
comparison may be changed to Con, Ego, Int, or Pre, as per the special
effect.
Penetrating:
Penetrating attacks must be bought as full dice, not partial dice.
Psychokinetic:
A power with this advantage bases OCV on EGO. DCV & Defenses are
unaffected. Also, it is indirect, works on line of sight, has no range
modifier, and can perceived be Mental Awareness, but is not invisible.
Multiplier=+3/4.
Reduced active cost:
This advantage halves the active cost for most purposes. It does not
reduce active cost for purposes of determining real cost or placement in
power pools. In no case may active cost be reduced below real cost,
base cost, or base cost as adjusted by: Increased stun Multiple,
Area Effect, AP, AVLD, Autofire, BOECV, Cumulative, Damage Shield,
Continuous, Invisible Power Effects, NND, Penetrating, Sticky,
Uncontrolled, Usable As Attack, Variable Advantage, Affects Solid World.
Reduced Time:
A power with this advantage only takes 0 phases to use. If it is an
attack action, it must still be the last action of the phase.
Transdimensional:
This Advantage may only be placed on an attack power if the attack power
already has Affects Solid World. This is in addition to the Indirect
requirement for placing this advantage on any power.
Treated as having redundant limitation:
A power with this advantage is treated as having a specified limitation
for purposes of determining whether all the powers in a framework have
that limitation, or for purposes of meeting campaign parameters.
Trigger:
Being able to set multiple triggers is an advantage, +1/4 per
*2 triggers.
Uncontrolled:
A Power with both uncontrolled & Reduced Endurance pays double cost for
reduced endurance. A Power with Uncontrolled, Reduced endurance, &
Autofire pays triple cost for reduced endurance. Uncontrolled costs a
additional +1 in the same situations that Autofire does.
Variable Special Effects: This advantage is not available.
Limitations
Activation roll: May be defined as a resistance roll, determined
by the target's characteristic:
Roll to resist multiplier
4+(Char/5) or less -1/4
5+(Char/5) or less -1/2
7+(Char/5) or less -3/4
8+(Char/5) or less -1
9+(Char/5) or less -1.25
10+(Char/5) or less -1.5
11+(Char/5) or less -2
Blunted:
Defenses against this attack are either doubled or +2, whichever is
better for the defender.
Charges:
Charges applied to a power which doesn't normally cost END is an extra
-1/2 limitation.
Fuel charges may not be applied to powers which are normally instant.
If a character has both Extra Time and Clips, The Extra Time also
applies to the time needed to change Clips.
Requires # Charges per Use: See FAQ, Limitations.
Counts towards pool limit:
A power with this limitation counts towards the pool limit of a
specified Multipower or Power Pool.
Multiplier: -1/4 for special powers, -1 for other powers.
Focus:
If at least half of your abilities (by point cost) have the same focus,
you must take the power restriction subplot. For purposes of using
transform on a focus, most foci have body equal to their owners.
Breakable universal foci have body equal to (highest active cost/5),
minimum 10. Breakable foci have hardened defenses.
Latent: A Power with this Limitation may not be used in any way
until the limitation is bought off. However, this limitation may be
bought off in mid-game (at any time, restrictions on the character are
irrelevant). Differences in the multiplier only effect the point cost.
If a latent power is increased above its normal value by Absorption,
Aid, Succor, or Transfer, the extra does not have the latent limitation.
Multiplier: from -1/4 to -9. Note: When evaluating the game balance of a
latent power, don't forget that the limit will be bought off.
Limited Power:
If at least half of your abilities (by point cost) are conditional with
the same condition, you must take the power restriction subplot.
Linked:
Do not link to a lesser power. Use reduced active cost instead.
Only in hero ID:
If at least half of your abilities (by point cost) are only in hero ID,
you must take the power restriction subplot.
Physical Manifestation: See Until Superpowers Database.
Reduced Effect:
This limitation reduces the effect of the power. The bonus depends on
how much the power is weakened:
Effect Bonus
2/3 -1/4
1/2 -1/2
1/3 -3/4
1/4 -1
1/5 -1.25
etc.
Requires a Skill Roll:
Any skill used for this limitation has a cost of 3/2, even if its normal
cost is lower. Ignore the cost adjustments for using background skills.
Any restrictions on power other than the skill roll itself are
limitations as appropriate. The contortionist example gets Requires a
Skill Roll (-1/2), Does not protect from damage (-1), & cannot pass
through solid objects (-1/2).
Side effects:
Use the real cost instead of active cost of side effect
when determining bonus.
Frameworks
Elemental Controls:
Multipowers & Power Pools may be placed in EC's. The EC bonus is applied
to the Pool cost only. Ignore the rule about no-end powers in EC's.
Placing a special power or characteristic in an EC requires a +1 framed
advantage.
Those powers in an EC which require attack actions constitute a tight
group for purposes of combat skill levels and penalty skill levels. Any
movement powers in an EC constitute a tight group for purposes of
movement skill levels. All powers in an EC constitute a tight group
for purposes of skill skill levels.
Multipower:
Placing a special power in a multipower requires a +4 framed advantage.
See the description of Varipower for special restrictions on placing
Varipower in power Multipowers.
Points added using pushing don't count towards the point limit.
If the multipower doesn't have unified special effects (as per EC) It is
a 'loose' multipower. All of a loose multipowers slots cost double the
standard amount. You can not buy skill levels for a loose multipower,
you can only buy skill levels for the powers in the multipower.
If a multipower does have unified special effects, it is a 'tight'
multipower. A 'tight' multipower uses the skill level rules for EC's. If
a power in a 'tight' multipower is dispelled, drained, or suppressed,
The pool cost loses the same number of active points as the power being
effected.
If a the pool cost has Limitations on it, the total cost of the slots
must be at least equal to the difference between the pools active cost
and the pool's real cost.
Multipower Limitations:
Requires Skill Roll to change Powers: -1/2.
Requires half phase action to change powers:
-1/4.
Requires full phase action to change powers:
-1/2.
Requires full turn to change powers: -3/4.
Powers may only be changed between games: -1.
Character has no choice regarding how powers change: -1.
Character has no choice regarding when or how powers change: -1.5
Power Array:
A power array has no affect on the cost of the powers it contains. It is
simply a way to indicate that a group of powers are related in some way.
Special Powers, Characteristics, Skills, Talents & Perks may be placed
in power arrays without penalty.
Power Pools:
When Drain, Transfer, Dispel, or Suppress reduces the points of a slot,
the pool size is reduced by the same amount.
All Power Pools have the following restrictions.
- The pool can only contain multiform.
- The pool can only contain one multiform at a time.
- The Multiform can only contain ones own power or powers copied from
others.
- The character cannot choose which powers are copied from others, (but
can chose which character they are copied from.)
- The Multiform may not have powers whose active cost exceed the pool
size.
- The Multiform does not require the usual +4 framed Advantage. That
rule is waived in this case.
Disadvantages renamed Subplots
You do not get points back for subplots. The character must
nevertheless have 150 points of subplots. If the player does not chose
them, the GM will. Subplots may not be bought off, but may be changed
once per 12 games.
Bought down characteristics count as subplots.
These are subplot categories for purposes of the 50-point-per-category
limit:
a. Age, normal characteristic maxima
b. Dependence, susceptibility, vulnerability,
c. Hunted & watched, rivalry, social limitation
Dependence, susceptibility:
when inflicting damage other than stun, each D6 of stun damage should
be replaced with 10 real points of another attack.
Normal Characteristic Maxima:
This Disadvantage is unavailable for PC's in supers campaigns.
Power Restriction:
Abilities affected:
At least half 5
At least three fourths 10
At least nine tenths 15
How often affected:
Infrequently +5
Occasionally +10
Frequently +15
Before Combat
Use optional perception modifiers.
Entering Combat
All superheroic characters can change into/out of costume as a 0-phase
action. This is an everysuper ability.
Characters acting in the same segment act in order if their Alacrity
(not dex or ego) values. This applies to both physical & mental
actions.
Use optional speed change rules.
Multiple Power Attacks: The total Active Cost in use of a multiple
power attack may not exceed the total active cost of the highest
active cost power in the attack. All attacks in a multiple power attack
must use the same combat maneuver. Only one str-based attack
(Str, Martial arts, HKA, HA) may be used in a multiple power attack.
Use optional velocity DCV.
Fighting
Use optional combat sequence, ignoring 5a, 5c, 5d, and 5e.
Mental combat uses the same sequence of play as physical abilities, use
alacrity rather than ego.
Use most optional maneuvers, but not hipshot or hurry.
When using a maneuver with a mental power, any DCV penalty applies to
both DCV and defensive ECV.
Blazing away: Use one attack roll for all the shots. The chance of
success is determined only by the number of shots.
1-3 3-
4-14 4-
15+ 5-
Dive for cover: This maneuver allows diving for cover multiples times
as part of the same action. Each additional time is at -2 (cumulative)
to the dex roll, and if any roll fails no further dives for cover are
possible. Total movement may not exceed the character's half-move in
the movement mode used.
Trip: This maneuver resembles martial throw, but damage is from velocity
only (don't add str). and the target ends up prone in the same hex e
was tripped in.
Deadly Strike: This maneuver resembles Killing strike, but is less
effective.
Nasty Strike: This Maneuver resembles Nerve Strike, but is less
effective.
Strangle: This Maneuver resembles Choke Hold, but is less effective.
Martial Maneuvers:
Martial Maneuvers which don't add to STR have an END cost of 1.
Damage
Death: Unless the death is due to a radiation accident, the character
will stay dead for a minimum of 1d6+20 adventures. The player may play
other characters during that time. Before the character comes back to
life, a suitable explanation for the character being alive must be
concocted.
Long-term effects (such as transformations & Adjustment powers with
lots of delayed return rate) which last past the end of an adventure
may be arbitrarily removed, by the GM, between adventures.
With the GM's Permission, the player may prevent this by paying points
for the change, or by claiming it as a subplot.
Knockback rules used.
Thrown object damage: Use Strength of attacker, apply reduced by range
as limitation, then apply DEF+Body restriction.
Endurance
When Pushing, you take 1 point of stun damage for each active point
pushed.
Sleep: For each hour of sleep lost, you gain 1 level of incompetence
(pg. 214), and lose 1 point of recovery. All such losses are removed
after 8 hours of sleep. See life support rules for amount of sleep
needed. You ignore the incompetence in any phase in which you spend
any END.
The Environment
Use falling & leaping rule.
Equipment
Use non-mapped vehicle combat.
Experience
Character rewrites require GM permission. Feel free to ask.
NPC's will gain extra EP's between appearances, as the GM feels they are
needed.
New Optional Maneuver Table:
Maneuver Phase OCV DCV Effects
Trip 1/2 0 -3 v/5,Target falls
Deadly Strike 1/2 -4 -2 1/2d6 HKA
Nasty Strike 1/2 -2 0 1d6 NND(1)
Strangle 1/2 -2 -2 Grab, 1d6 NND (2)
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