The following files contain information regarding the MUSH's House Rules and the Hero System as it pertains to this MUSH. Some things have been altered, due to the unsupervised atmosphere of the MUSH. Also, the most current version of House Rules will be on the MUSH, itself. This site will be updated only occassionally.
Advancing Experience and Powerups
Alts Rules about playing alternate PCs
Background Writing a good Background
Characters Acceptable Characters for the MUSH**
Death When a character is dead
Guarantee What if the PC doesn't work out?
Hopping Changing characters often
House The House Rules **MUST READ**
Injury What happens when a PC is injured
Judge When to call a +judge
Magic The House Rules on Magic
NPCs How to apply to play NPCs
Plots Rules for running plots
PvP Rules on Player vs Player or Killing
Scenes Rules for all scenes
Teams Rules on Teams and Bases
Theme RP within the Theme

ADVANCING THE CHARACTER

There are three ways to get Experience Points on the MUSH. Staff giving XP and +noms (social RP). The amount of XP is weighed by the effort put in by the player. Someone who RPs a lot, does a lot of legwork, and is active will get more XP than someone who does none of that. The range of monthly XP will probably be 1 - 3.

The XP may be spent on enriching the character's sheet within reason. Rather than slap a One-Size-Fits-All on this, I am taking a risk. Each XP expenditure will be judged on the character's abilities, what they have been doing in RP and the proposal written by the player. The average CHA raising would be 1 CP per month, 6 months to add 10 AP to a Multipower, or to learn a new skill.

XP may also be spent on Perquisites (see PERKS).

These are rewards from RP and plots, but also help towards keeping PCs from advancing too quickly. XP may be used to join a team and have a base and vehicle. (TEAMS)

Also, we do not generally allow Radiation Accidents, and certainly not with great frequency. All XP spending must be due to actual IC Happenings and not simply be "Oh, I want these powers, but to do so, I need to revamp my whole character concept, so I think I'll run a TP where it takes place."


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ALTS

A player may have only one PC. A PC is defined as the main one, who can and does take a starring role in the plots and scenes, and is the one whom the story is about.

Players may, however, apply to run DNPCs of other PCs, and to puppet normals where applicable. They can also apply to RP as Flavor Characters (Bob the Newsman, or Greta, the waitress), who are normals but show up a lot to help the PCs.

See NPCS for how to make and apply for NPCs and Flavor Characters.


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BACKGROUND

You need to have a well-written background that describes your PC and tells the tale of how he got powers and just about everything pertinent about his life. While we don't require a literary masterpiece (that can go on your webpage), spelling, grammar and clarity are very important. Do the background in the best English you can manage.

You must cover all theÊtypes of information as stated below:

Start: Your character's past and present
Origin
Relations: Friends and Family
Enemies: Your PC's enemies and rivals
Body: Physical Makeup and troubles
Mind: Psychological Makeup and problems
Goals: Your PC's hopes and dreams
Staff: The stuff only staff will see

BG START

A good place to start is with the following:

Place and date of birth
Father and Mother's names, Siblings
The Past: Hometown, schooling and training
The now: How you came to Olympus Island and why. Which section of town do you live in? What is your PC's current occupation? Where does your PC hang out? How is your PC seen by other people? How does s/he make a living?

BG ORIGIN

Your Origin can help justify many of your Powers and Disadvantages. Did your PC get his powers in an accident? Was it at the hands of a villain/hero? Is your PC from another world? Exposed to radiation or chemicals? Intensive training or self-built suit that gives its wearer powers? There's magic, super-serums, and also the innate mutant abilities. Please be creative and thorough.

We will be looking in your background for explanations to everything that is on your sheet. If your PC has "Psych Limitation: Susceptible to Acid", you must explain in your background how this came about. Why is your character a hero? When did all this happen? If the powers are manufactured, how did it come about? Why does your PC feel about things the way he/she does? The higher your power level, the more thorough you will have to be. Joe Normal, who runs a shop, obviously needs less depth than Captain Megaton and His Invincible Justice Suit. It should be well-written (please spell check, if you can) and thorough.

BG RELATIONS

Does your PC have any family? Are they in the area or far away? If they are all dead, how did they die, or did your PC never know his/her family? Do they also have powers, or is your PC a rarity in the gene pool there? Was family life happy, average or dysfunctional? Think about all these questions, because they help you shape your PC's personality. Please think twice about being a friendless orphan. Sometimes, having a family gives a character a feeling of well-roundedness. Friends, too. Who are they? What are their names? How did your character meet them?

BG ENEMIES

Your enemies must be defined, as well. Do you have any? Who are they? Why are they after your PC? Is it an old grudge or a new run-in? Are they more powerful or less? Make sure you tell the tale in your background. If they are your hunteds and watcheds, WHY are they doing that? How did it come about?

To help us and other players create the NPC object, if you make up your own Hunted/Watched/Rival, we require some info about them. After you are approved, you will be asked to +QMAIL THEME with it.

BG BODY

Physical problems or distinctions should be defined here. Why is your PC missing an arm (or whatever)? Where did the purple eyes come from? You must write about their super-tough skin, their sensitivites, their enormous height and so on. This is especially needed if you have taken anything as a Physical Limitation or Disad. What hurts him and why? Does she know why she's Vulnerable to Strontium-90? Is your PC trying to overcome the problems?

Where does the incredible strength come from? The high DEX? Does the character work out a lot? Add a general portion that explains why the character has these +CHA and +POWERS.

BG MIND

Psychological Limitations must be covered in the background. If you have a 20 point Code Versus Killing, you must tell us how that came about. Did your parents teach it? A mentor? Did your PC witness a terrible death or, through inaction, cause a person to die? If he is Enraged by Sonic Attacks, tell us why. How did he get his Code of Honor, or Protects Innocents? Also, Reputations and Secret or Public IDs should be covered as well. Why does your PC hide (or openly display) her real identity? How did she get that Reputation? Why does s/he have a Dark Secret Social Limitation? In addition to the Psych Lims, go over basic stuff about your PC's personality. Favorite colors, foods, hobbies..There has to be more to your PC than "He is always a hero and never does anything else." We want to feel you have a character, not simply a collection of numbers on a sheet.

BG GOALS

What were the character's ambitions and goals before getting powers? Are they different now? If so, what are the new goals? What kind of personality does the character have? Light-hearted and witty? Cynical and gritty? Something other or in between? What does the character love? (Food, movies, name their loved ones, etc.) What does the character hate? What are the character's hopes, dreams and plans for the future?

*This can cover Professional and Knowledge Skills, as well as Psych Lims.

BG STAFF

All backgrounds are public, so that non-staff players can decide how to run a plot for other players.

However, sometimes there is information that should be kept secret, or that a player would rather not have all the other players know.

Enter this information in the +BG/STAFF portion. See +HELP +BG for the commands.


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CHARACTERS

On this MUSH, there are a few different types of characters which will be allowed. They are Player Characters, Non-player Characters, Flavor Characters and Tourists (Guests).

NPCs will be created per plot, while Flavor Characters are low- or non-powered characters that are there to fill out the world. Tourists are 0-point Guests, just sampling the RP. Non-Villain NPCs must be 300 points or less to avoid them stealing thunder.

The House Rules deal with Player Characters. Which powers you can choose, what concepts, and more. All of this is done in order to keep with Theme and balance.

If you are planning to play a Teen character (ages 13 - 17) you must read TEENS.

For concepts that are just not allowed, see BANNED.


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DEATH

It is very difficult to get killed in Hero System/Champions. In order to do so, the character must be put to the exact negative amount of BODY in his +CHA. Even in the negative BODY, a character may be able to be saved from death, by another character. He can try to avoid drowning by slowing his SPD to 2.

However, if the character does reach negative total BODY, the character is dead. The player may opt to put the sheet in the "Freezer", in the very rare case of being somehow brought back at a later date. But for the time being, the character is dead.

Why? Because the lack of true danger makes for very little challenge or suspense. By having death happen, we keep the stakes high. You can appeal a death, through the +queues, if you feel it was against the game rules.


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GUARANTEE

It happens. Mistakes are made on a character sheet. The staff misses something. Or they don't, but what seemed fine on a sheet turns out to be a total horror in RP. Or the player thought they had a great concept, and after a week of RP and scenes, they're miserable.

There is a 30-day grace period after approval, in which the staff and player watch to see if the character actually does work on the MUSH. Should either the staff or player feel that the character is not satisfactory, the sheet will be changed under staff supervision.


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HOPPING

Concept hopping (changing PCs more frequently than once a year) is allowed. The player must go up to the Plot Nexus, follow the instructions on the PC Freezer, and once the sheet is copied, must ask staff to wipe them and send them back to Chargen.

The freezing of the sheet is used for cases in which the player would like to return to that character, or, in some cases, another player gets permission from the original player to have that character as their PC, or staff opts to use it as an NPC.


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INJURY

It happens in combat. Your character gets injured and loses some BODY. (Going to negative STUN just means your out of it. There is no permanent damage, even at high negatives.) We do NOT use the Bleeding rules, so you aren't losing Body until you go below 0 BODY.

Once the Combat is over, your options are the University Hospital (best facilities), the IMCC (decent), the free clinic in Lagimas (passable) or to find a character with Healing.

Healers are allowed in the hospitals, although by House Rules, they can only heal a target character once per day. While we don't want to keep people out of RP for long, we also feel that being injured shouldn't be taken lightly, in the IC world.

In the hospital, you use your REC per week for Body back, with a MAXIMUM hospital stay of 1 week. Yes, it's not quite IC but we don't want people out of RP for long, and there's only SO much hospital RP people can stand.


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JUDGE

The command +JUDGE is to be used whenever there is an in-scene dispute. Any online staff who have set themselves able to receive the call will come to assist in the rulings. Should staff be unavailable, a non-involved player who is knowledgeable in the system may be asked to moderate.

If no one is able to moderate, or the dispute cannot be settled then, a Timefreeze must be called.

Please try to keep scenes moving, and not bog it all down in the minutae. Yes, the rules are important, however if a scene grinds to a halt and no one has fun, all because of a dispute on whether "such and such is a half-phase action", then something is very wrong. It is perfectly acceptable to declare a ruling on the fly, then look it up after the scene is over and for the next scene, to do it the rules way.


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MAGIC

Magic should be quite rare, so not many characters will be approved with it. In addition, the PC's magic must fit into one of the 4 types that are mentioned in THEME MAGIC. As per THEME MAGIC, you can take a Vuln to Tech-based attacks, since Magic and Technology are not combinable.

Just "Magic" will not suffice. It's also not a Limitation, since Magic can be used to justify anything. You will also need the Skills for it.

Non-Frameworked Magic Powers will be allowed looser SFX, however they DO have to be defined. (Example: Ley Line Tap, Voodoo, Sorcery)

If you choose a Framework for your Magic, such as a VPP, you must be even tighter in your SFX (as all other archetypes are required to be). Example: If your choice of SFX is mainly Illusions and Mental Powers, all other powers in the Framework must be in that same vein.

We're really sorry, but just like all other archetypes are not allowed to be all things, Mages must have things they also cannot do, right now and some things that they will never be able to do.

The powers must make sense within the magical concept, and the more powerful the magic, the longer the approval will take. Because of this, it is RECOMMENDED that you work with staff to create a mage. While all these rules seem really strict, they're no more so than for the other archetypes. It's just that we don't want PCs who, at any time, can do everything and anything.


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NPCS

To create an NPC, make a brief writeup of who the character is, their job, their purpose in RP, and where they will mainly be, on the grid. If they have skills and powers, the character must be created in Chargen and submitted for approval.

The same goes for playing someone's DNPC, Rival, or Followers.

  1. +QMAIL PLOTS with Subject <plot name> and following PLOT APPLICATIONS
  2. Wait for staff to give the "yes" Qmail/comment back.
  3. Type +CREATE NPC <Name>/<A description of what it's for and how it will be used. (Bin or Plot)>
  4. Ask staff to send it to either NPC Chargen or the Tunnel. There, you will follow +HELP NPCS and chargen like you did your PC.
  5. Once you type +APPLY, the NPC is in staff's hands. They will alter it.

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PLOTS

The following files contain information regarding the MUSH's House Rules and the Hero System as it pertains to this MUSH. Some things have been altered, due to the unsupervised atmosphere of the MUSH.

Plot Apps: Rules for when to submit a Plot
DNPC: Rules for playing a DNPC
Hunteds: Rules for running someone's Hunted
Legwork: How to do proper Legwork on a Plot
Outline: The way to submit a Plot
Scenerunner: Tips for a successful scene
SID: Rules for Secret ID breaking
Villains: Rules for creating Villains

PLOT APPS

In the Plot Nexus, off the OOC Nexus, you will find the Preapproved Plot Dispenser, and the Away Rooms, where non-grid-based plots can happen.

Players are restricted to running 1 ACTIVE plot at a time, to cut down on confusion and duplication and to help enable tracking. By Active, this means a plot that has a good amount of players fighting and investigating. The plots may feel linear, or some might be related to each other, but they are all tied together in the continuity.

The need for applying to +QMAIL PLOTS is determined by its "newsworthiness." A player's own PC may not be central to the plot, however cameos are acceptable, if it cannot be avoided.

You are fully welcome to submit a Plot idea that you don't intend to run, but feel it would be interesting. You are also free to help create NPCs for others to use, once they go through Approvals.

  1. Pre-approved Random Encounter Plots.
    No approval needed. The Plot Dispenser will spit out the plot and the NPC object.
    These are small scenarios, that can be run just as a 'spur of the moment' or by players ready to try their first plot.
    Makes News - Local Section
  2. Away Room Plots.
    No approval needed, except that of the PCs involved.
    They can take place anywhere, anytime, any dimension, anywhere that is NOT the IC grid. The Away Rooms are special rooms with settable descs. They have no effect on the city, nor on any players except those in the scene.
    Never Makes the News - no one knows, or believes, except those involved.
  3. Single-shot plots.
    A short application and an OK from staff via +QMAIL PLOT.
    They take place on the grid, using as many villains as the players need (either preapproved Bin Villains or they need to be submitted to appstaff for approval). Multiple players may play the NPC Villains.
    They affect up to 8 PCs directly, and up to 6 PCs indirectly, and take anywhere from 3 to 10 scenes from start to completion.
    Makes News - pages 2 through 7. Or International News. Not quite headline, but not hidden, either.
  4. Globally Affecting Player Plot.
    Full Application needed, using the outline provided in OUTLINE.
    Approval by staff is necessary. Depending how large, a staff overseer may be needed.
    Takes place on the grid. Affects more than 10 PCs directly, and just about the whole island, indirectly.
    Makes News - Front page, headlines, color photos.

Use the following format for plot applications:

+QMAIL PLOTS=Plot Submission/< Add what's below >

Title of the plot
GM of the plot (Your name)
Guesstimate of how many sessions/nights it will take
Summary of plot: The villains, their motives, the
place, the times and their agents or assistants.
Possible ways the PCs can defeat the villain.
Possible endings for the Plot. Be aware that Players do unexpected things.
Effects on the game world.
Any code or building you may need done.

See +HELP QUEUES on using the +QMAIL system. Depending on how busy things are, a reply could take from 1 day to 1 week.

*NOTE: You will need to create the NPCs and put them through Chargen once your plot is approved. This is not that hard. The NPCs will go through approval as well. +HELP NPCS

======< See SCENERUNNER for tips >=====================================


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DNPCS

A player may not RP his own DNPC, however, another player may volunteer to play the DNPC. That player will create a puppet (See PUPPET) and follow along with the background which is provided by the player whose DNPC it is.

Staying in character is important, as is not being purposefully mean or annoying in playing the DNPC or changing them to something else. Any major alterations must be applied for in +QMAIL PLOTS.

If a DNPC has been made, they can be +Borrowed from the Bin-O-NPCs in the Plot Nexus.

HUNTEDS

When a player either takes a Hunted/Watched from the +LIST ORGS, or creates their own (which will then be added to +LIST ORGS), staff will make the sheets and objects for the group, as needed. This may not be immediately, since staff do have Real Lives.

Later, a staff or player may decide to roll someone's Hunted/Watched. If a player wants to do this for another player, they must +QMAIL PLOTS with their idea, and get approval to run the scene. Once approved, they will be given the appropriate sheets and objects to use for the plot.

Running someone's Hunteds/Watched is considered a Good Deed. It should go without saying, that you should be running Hunteds so other players can have fun, not so you can gain OOC revenge on someone who irks you. However, it has just been said, so make sure your motives are pure.

Naturally, a player may not run the Hunteds/Watcheds/Rivals of his own PC.

LEGWORK

During a longer plot, the character may need to do investigation. Because this often takes time, it may not be something that can be RPed. There is +PLOT/LEGWORK (See +HELP +PLOTS) If it is not related to a +PLOT, use +QMAIL PLOTS. Staff will then let the GM running the plot know that a player is doing Legwork.

It's important to be detailed and specific on both ends. See the big guide at:
https://www.angelfire.com/games4/oim/legwork.txt

OUTLINE

Use the following format for plot applications:
+QMAIL PLOTS=Plot Submission/< Add what's below >

Title of the plot
GM of the plot (Your name)
Guesstimate of how many sessions/nights it will take
Summary of plot: The villains, their motives, the
place, the times and their agents or assistants.
Possible ways the PCs can defeat the villain.
Possible endings for the Plot. Be aware that Players do unexpected things.
Effects on the game world.
Any code or building you may need done.

See +HELP QUEUES on using the +QMAIL system. Depending on how busy things are, a reply could take from 1 day to 1 week.

*NOTE: You will need to create the NPCs and put them through Chargen once your plot is approved. This is not that hard. The NPCs will go through approval as well. +HELP NPCS

SCENERUNNER

There is sometimes a fine line between running a great scene, and running one that makes everyone wish they'd been at the dentist, instead. (At least, at the dentist, you get novocaine.)

  1. Entertain: Cater to the players, and the character type. Don't set the non-flying detective with MA against agents with jetpacks and 8d6 EB guns with No Range Mods. Also, be dramatic, and tell a story.
  2. Be Fair. If you messed up on a detail, don't alter stuff so you always win. Yes, the heroes don't always win, but neither do the villains.
  3. Stay Consistent with the House Rules. A little stretching for drama or because a player was brilliant is fine. Flagrantly ignoring the system is not.
  4. Challenge the players. This doesn't mean constantly stumping them. Promote and reward teamwork. Make sure you give them every opportunity to find clues and figure out the plot. Don't be SO challenging and obtuse that no one can figure it out. And NEVER let a plot be solved by an NPC. EVER.
  5. Timing. Don't let a plot stretch out too long, or players will lose interest. Be available for RPing out the subplot parts (where the PC speaks to "Benny Twothumbs" or something) and make sure to leave yourself some resting points, as well.

======< For keeping Combat quick, see TIPS >============================

SID

Any breaking of SID's must be done through the PLOT QUEUE (Type +HELP QUEUES). There must be a reason that the SID is being broken by a villain. A hero trying to find a villain must do Legwork and be under the supervision of the person running the plot involving that villain. If it is broken fairly, the player has the choice of buying the Disad fully off, going Public ID, or running a plot where he convinces people the person is wrong.

As a general rule, superheroes do NOT go out of their way to learn the Secret IDs of other heroes. If they do learn of them, they keep them secret, and it does not count as a breaking. Even for Vigilante PCs, who must take this Disad.

A hero with Secret ID should not use his powers in that ID. He must also do a good amount of RP in his non-hero form. A player who ignores this will find his SID broken, and he will have to buy off the Disad...ALL 15 points of it.

======< See UNMASKING for more >========================================

VILLAINS

To create a new villain for the MUSH, +QMAIL PLOTS with the Subject of "New Villain" and include a writeup of who it is, the motives and what they will try to do. Once approved, go to the NPC Room and follow the instructions on the Bin.

A note: Around 85 percent of the villains should be your basic costumed loudmouth. Motives should range from greed to power to misguided intentions. The other 15 percent may be the bizarre things: Vampire-creatures, monsters, things from below. Those should be and remain rare, otherwise it changes the Theme to Dark/Mystical. Also, too much of something becomes Boring <tm>.

Another note: Basic villains should be around 23 percent more powerful than the average hero, and should make up the mainstay of the villains. Master Villains (500 points or more) should be rarely used, and should be in long-term, high stakes plots. Thugs/agents are 200 points or below.


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PVP

Player Vs Player:

While a certain amount of tension between PCs is okay, two heroes should not be stalking each other nor attempting to hurt each other badly. The usual comic book 10 minute pounding that ends in some sort of understanding is fine. Sparring for fun is fine. Having your PC decide to uncover another PC's secrets and ruin his life is NOT.

This MUSH is not made for PvP, and the reason is that it's disruptive to the IC and OOC atmosphere. It will be frowned upon, and too much of it will result in being asked to leave the MUSH.

Killer PCs:

The PCs on this MUSH are heroes. They should not be killing. If they do, they will be expected to surrender to the authorities, and the player will need to make a new character. If they do NOT submit to authorities, they are considered to be villains, and since PCs can't be villains, the character is converted to an NPC Villain.

If you really feel the need to RP a Villain, please choose an NPC, with which to do so.


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SCENES

The following files contain information regarding the MUSH's House Rules and the Hero System as it pertains to this MUSH. Some things have been altered, due to the unsupervised atmosphere of the MUSH.

Emitting: Rules for @emitting NPCs in scenes
Entry: How to enter a scene in progress
Conduct: How to conduct yourself in a scene
Combat: How a combat works on the MUSH
Injury: What happens when a PC is hurt?
Puppets: Guidelines for using puppets
Scenerunner: How to run a good scene
Social: What is Social RP?
Timefreeze: What is a Timefreeze?
Tips: How to keep a scene moving

EMITTING

emitting a scene is usually up to the person running the scene. It is bad form to @emit NPCs without permission of the Scene GM. During a combat, you will have a variety of reactions from the normals, from "running away" to "gawking" to "frozen in place with fear."

For social scenes, however, @emitting the NPCs milling about is fine. Try to keep within Theme. Superheroes are pretty commonplace, although tourists might look up or stare.

If you intend to break up a social RP scene with some sort of @emit, please make sure that everyone in the scene wants to change to what you're about to do. It's just something nice.

Check +INFO, as well, in the room you're in. Often, there will be notes on what NPCs are around to @emit, and how they should react.

ENTRY

This MUSH is non-consent, and as such, RP in any public room is considered "fair game." The stipulation is that if you are joining the RP, you do not suddenly rush in and alter it without making sure people are fine with that. But, for joining 6 PCs socializing in a bar, feel free.

Entering a private room is different. You must page ahead or be invited in.

Another stipulation. If you were just RPing on one end of the grid, don't zip over to the other end of the grid for a different scene. Although we don't want to discourage RP, we don't want to encourage disregard for the grid size and other players.

If a player has just logged into one end of the grid, and a scene has just begun or is in progress on another part, it is up to the GM of the scene to allow the player in. The grid size should only be a factor if someone is abandoning their current RP for the new scene.

CONDUCT

When RPing in a scene, please behave well, and treat everyone with courtesy. Do not argue the rules to such an extent that it halts the scene, or bogs everyone down in debate. Unless someone is flagrantly breaking rules or RPing against their sheet, do not tell them how they should be RPing. Do not add other characters' reactions into your poses, nor pose doing something to them without rolling.

COMBAT

Many scenes and plots require combat, and Champions combat is very complicated. If you have played the system for 6 months or less, we recommend you do not run a scene until you have been in several, and at least know the basics. If you do not have the rulebook, we ask that you do not run any combat at all.

We are not allowed to have the Combat Rules in the MUSH. However, for the convenience of GMs, you may get a Combat Tracker in the Plot Nexus. This will act as your pencil and paper, helping you keep track of phases, DEX, and who held their actions, plus some Staff Rulings on certain maneuvers or actions.

Experienced players are asked to lend help to the other players. Reminding someone to allow a character to Abort to Dodge is fine. Haranguing the GM because "I don't do it this way." is not. The idea is fun, while playing the game. See JUDGE, as well.

INJURY

It happens in combat. Your character gets injured and loses some BODY. (Going to negative STUN just means your out of it. There is no permanent damage, even at high negatives.) We do NOT use the Bleeding rules, so you aren't losing Body until you go below 0 BODY.

Once the Combat is over, your options are the University Hospital (best facilities), the IMCC (decent), the free clinic in Lagimas (passable) or to find a character with Healing.

Healers are allowed in the hospitals, although by House Rules, they can only heal a target character once per day. While we don't want to keep people out of RP for long, we also feel that being injured shouldn't be taken lightly, in the IC world.

In the hospital, you use your REC per week for Body back, with a MAXIMUM hospital stay of 1 week. Yes, it's not quite IC but we don't want people out of RP for long, and there's only SO much hospital RP people can stand.

See UNMASKING for Secret IDs in the hospital.

PUPPETS

Puppets may be made for followers, DNPCs and non-powered NPCs and Flavor Characters. Either type HELP PUPPET or do the following:

@create < name >
@set < name > = puppet
@desc < name > = < desc of what it is >
@force < Database # of the puppet > = < command >
     OR
DB#

The puppets follow the same commands as players, so if your puppet, Harry, is database #200, and you want him to say Hello:
#200 say Hello.

======< See: DNPC, NPCS >==================================

SCENERUNNER

There is sometimes a fine line between running a great scene, and running one that makes everyone wish they'd been at the dentist, instead. (At least, at the dentist, you get novocaine.) 1) Entertain: Cater to the players, and the character type. Don't set the non-flying detective with MA against agents with jetpacks and 8d6 EB guns with No Range Mods. Also, be dramatic, and tell a story. 2) Be Fair. If you messed up on a detail, don't alter stuff so you always win. Yes, the heroes don't always win, but neither do the villains. 3) Stay Consistent with the House Rules. A little stretching for drama or because a player was brilliant is fine. Flagrantly ignoring the system is not. 4) Challenge the players. This doesn't mean constantly stumping them. Promote and reward teamwork. Make sure you give them every opportunity to find clues and figure out the plot. Don't be SO challenging and obtuse that no one can figure it out. And NEVER let a plot be solved by an NPC. EVER. 5) Timing. Don't let a plot stretch out too long, or players will lose interest. Be available for RPing out the subplot parts (where the PC speaks to "Benny Twothumbs" or something) and make sure to leave yourself some resting points, as well.

======< For keeping Combat quick, see TIPS >============================

SOCIAL

Social RP is anything that has no combat, and has only a little, if any, mention of plots happening. Without Social RP, the characters become 2-dimensional.

Make sure to RP your character at work, at the beach, at leisure, hanging out, or anything else that will help form bonds between your character and other PCs and NPCs. If you have a Secret ID, spend time in that. We require this. For an extra Good Deed, puppet someone's DNPC or Rival (See DNPC), or just puppet any normal in the area.

If the idea of social roleplay bores you, type QUIT, then open a browser and go to http://www.mudconnector.com. From there, you can search for a MUSH, MUX or MUD more your style.

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TIMEFREEZE

Due to the troubles that scheduling scenes on a MUSH can entail, players and staff may institute "Timefreezes" or "Timeslides."

A "Timefreeze" means that none of the characters may be RPed while the scene in question is frozen. This is normally due to an in-scene dispute, or something requiring staff.

A "Timeslide" is the repositioning of a scene or event to a future time, when the scene needs multiple playing sessions in order to be completed. In the interim, players are free to RP their characters, with the stipulation that the events from the Timeslide have not happened, yet, and should not be referenced in RP.

Only in the instances of a *CLEARLY ERRONEOUS* scene will Retcons be allowed. Anyone found Retconning on a regular basis will be asked to stop and will not be allowed to run plots.

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TIPS

In Tabletop, Champions combat can go for up to 6 hours. On a MUSH, it goes even slower. To keep it quick:

  1. Use the 3-minute Rule. If a player doesn't make their pose or tell you they're typing, consider their action 'HELD' and go to the next on the DEX list.
  2. Pre-type the pose, if possible. Leave space for altering it when something new happens.
  3. If a Villain is knocked out below 0 Stun, don't give him Recoveries.
  4. Use the Combat Tracker, so that everyone knows what Phase it is and who has gone. Make one in the Plot Nexus.
  5. Don't let the Combat turn into a rules debate. if a Judge is not on, make a ruling, and stick with it for that scene.
  6. Allow in only as many players as you can handle. If this is your first scene, make it 3-4 players. The normal scene is about 6 players.

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TEAMS

A group of PCs that joins together, ICly, and is able to RP at the same time on a regular basis, may become a team.

In order to get an official base, apply to +QMAIL TEAM, with the following:

Name of Team
List of PCs and NPCs involved
Equipment Desired in the Base, chosen from a list of types
Location of Desired Base

Once approved, the Base will be builtin the Builder Nexus, and the players involved will give XP towards the new Base. If a character leaves, those XP are forever gone. When a new character joins, they must donate XP to the team. 2 - 5 XP must also be spent on a Radio Communicator of some sort.

Any non-team player, or staff, may run scenes and plots for the team. Type +LIST TEAMS to see the list of IC teams.


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THEME

All files pertaining to the campaign world, the grid, the game setting, organizations, and the history of Olympus Island are found by typing THEME.

It is incredibly important to stay within Theme when running plots and scenes, and in daily social RP. Anyone straying from the Theme will be subject to discipline equalling the amount of error.

The Theme of Olympus Island is quite flexible and detailed. However, some things are just not in Theme. Examples include: Teenage characters getting married, non-registered heroes walking into government-secured places, and regeneration beds.

Use common sense. Read the files. If you have a question, ask or @mail staff.


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HOUSE RULES LISTINGS

The following files contain information regarding the MUSH's House Rules and the Hero System as it pertains to this MUSH. Some things have been altered, due to the unsupervised atmosphere of the MUSH.

Max
Balance
Averages
Cha Ranges
Skills
Everyman
Talents
Perks
Powers
Advs
Lims
Frames
Disads
Examples
Don't

MAX

The following are the ABSOLUTE power maximums on the MUSH.
Attack Powers: 60 Active Points
Defenses for non-bricks: 60 Combined Total PD & ED
*Each Level of Damage Reduction is counted as 7 points of PD (ED)
Move-throughs, Move-By: 70 Active Points
Entirely Non-Combat Powers: 75 Active Points
*Bricks may have defenses that total 75 Combined PD & ED only if their OCV/DCVs are 6 or less, including any Combat Skill Levels.*
Multipower Reserve: 90 Active Points
*Note: You must have a Justification for needing a huge reserve.
Just because we have these maximums does not mean you may have everything at Max. Balance is the key. Also, keep in mind that if you START at MAX, that's IT. No powerup there.

We also recommend 10/10 in resistant defenses, if they are OIF.

AVERAGES

The Novice Superhero in the campaign world has:
An OCV/DCV of 7
9d6 as their most powerful attack
20 points of defenses
No Combat Skill Levels

The average Superhero in the campaign world has:
An OCV/DCV of 8
10d6 as their most powerful attack
20-25 points of defenses
Up to +2 in Combat Skill Levels
Some Teamwork Skill

====< See: CONCEPTS, BALANCE, AVERAGES, SEE-SAW >====

SEE-SAW

In certain cases, we may allow someone to go over the usual maximum (at 1 AP per 10 XP) only if they are deficient in other areas AND it makes sense for the concept. Example: A Blaster may be able to have up to 75 AP in defense if they have a 6 CV or less, or their attacks are not high. We also look at how much END a PC has. Someone who can't keep up their powers for long might be able to have more of something than a more versatile character who can last longer.

This is all done per character. The alternative would be to simply squash concepts into a Play-Doh mold. It also may cause an APPS SLOWDOWN.

While it could seem unfair, take a good look at the sheet that we approve over Max and ask yourself "Does it fit that concept? Does that PC having this power at this level alter game balance and combats?"

And, of course, we do make errors, too. No need to panic. It will be fixed when possible. In the meantime, keeping someone out of RP is a bad idea, so the player is allowed to RP during the time of debate.


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CONCEPTS

Although you can actually make anything you want, the PCs will most probably fall into the following archetypes:
Brick Mage Power Armor
Blaster Martial Artist Mentalist
Shapeshifter Speedster Mixed
Skilled Normal Gadgeteer

The types recommended for first-time players are Brick, Blaster or Skilled Normal. They are easy and can be made both simply and efficiently.

Another Consideration: Staff are looking not just at your sheet, but at how your sheet compares to EVERY other sheet in the campaign world. While your sheet may be game-legal and even House Rules legal, it also has to fit what's around. If there is already a character whose whole concept is based on Perception, and yours is a concept who is NOT, but has higher PER rolls than that other PC, you will be asked to lower yours. This goes DOUBLY for when such expertise is not backed up by a well-written Background.

BRICK
Brick: Great Strength and invulnerability. Think "The Hulk" or "The Tick."
Pluses: High STR, PD and ED
Minuses: Slower, easy to hit
Bricks generally have a good amount of points in CHA, and no Frameworks. Just straight-out Strength, Movement and Defenses.
This type can come from any origin.
Approvals: Usually get approved quickly

BLASTER
Blaster: The ability to shoot energy blasts and have some sort of control over energy fields. Think "Cyclops", "Fire", "Ice" or "Lightning Lad."
Pluses: They can be far away when they attack, and are powerful.
Minuses: Physical damage usually puts them down fast.
This is also known as the Energy Projector.
This type can come from any origin.
Approvals: Usually get approved quickly

GADGETEER
The Gadgeteer: The gadgeteer can make any electronic or mechanical thing work, figure out security systems, build flying doohickeys and force-field belts, ala "Blue Beetle" or "Hank Pym."
Pluses: Very useful and versatile.
Minuses: Generally are normal folks, and get hurt in combat.
Also, the powers need to be bought in such a way that slows down approval lookovers.
These are generally "Enhanced", as per THEME ORIGINS.
Approvals: Longest Wait Time

MAGE
Mage: The ability to use or control magic or mystical forces. Think "Dr. Strange" or "Dr. Fate."
Pluses: Magic can be used to justify almost anything.
Minuses: Without their magic, they're normal people. Squishy and soft.
Because of the nature of the powers in the system, approval of mages will be rare, and apps will take longer.
See THEME MAGIC, to choose the "basis" of your magic powers in the Theme.
As per THEME ORIGINS, you will be considered "Enhanced". If your concept is like Scarlet Witch, you are a Mutant whose powers imitate magic, but are not truly magical.
Next, see MAGIC. Follow it as best as possible.
Also: If your mage is part of some huge guild of mages, they must remain secret and you can take a Social Lim worth 5 points at 8- to be keeping their existence secret. Ellis has final say on whether a guild exists or not.
Approvals: Longest Wait Time

MARTIAL ARTIST
Martial Artist: This is usually a normal person with a high level of skills in martial arts. "Iron Fist", "Captain America" and "Lady Shiva."
Pluses: Agile, hard to hit, and the potential to do great damage.
Minuses: Any Area Effect or or landed attack usually stuns them right away.
This type is usually considered "Enhanced" as per THEME ORIGINS, although, they can also be Mutate or Mutants.
A character who is a mix of another archetype and has Martial Arts is only allowed the Maneuvers in +CHART MA. Only full Martial Artists may have the Maneuvers in +CHART UMA.
Approvals: Usually get approved quickly

MENTALIST
Mentalist: This is someone who can read and affect minds, control people and even search for people via mental powers. "Jean Grey" or "Professor X" of the X-men.
Pluses: You can hurt people from far away, and most of them will take the stun straight.
Minuses: They will come after you first. Plus, you need to see them. One flash and you're out of the combat, usually. If you get hit, you generally go down because your defenses are not high.
Extra Minus: The powers are usually illegal to use as evidence.
Origin for this may be any of the ones from THEME ORIGINS.
Approvals: Moderate Wait Time

MIXED
Mixed Bags: Superman is sort of a mixed bag. He's a little bit of just about everything. Aquaman would be a Brick/Mentalist, Batman would be a combo Martial Artist/Gadgeteer, Green Lantern is basically a "Cosmic Power Pool." Thor is a Brick/Energy Projector. Please be careful with this.
If you choose a mixed bag, you must have an airtight Background with well thought out justifications for why you have a little bit of everything. "It's a good power to have. Everyone should have it!" or "He just has it." is not good enough.
Mixed Bags are looked over VERY closely.
This type can come from any origin. See THEME ORIGINS.
Approvals: Longer Wait Time

POWER ARMOR
Powered Armor: This is a normal person who builds a suit of armor that enables them to have fantastic powers. "Iron Man" or "Rocket Red."
Pluses: They are versatile, and cost less than natural powers.
Minuses: Everything is Foci, can be stolen or taken, and certain combinations are not allowed.
Balance Note: The Characteristics Max in RULES CHA RANGES includes any that are boosted by armor in +powers.
If your BG says you created and repair the Powered Armor, MAKE SURE YOU BUY SKILLS that enable you to repair and create it. (Mechanics, Electronics, Physics, )
As per THEME ORIGINS, a Powered Armor archetype falls under "Enhanced." If you plan on someone with natural powers, PLUS powered armor, please see RULES MIXED.
Approvals: Moderate Wait Time

SHAPESHIFTER
Shapeshifter: This is, natch, someone who changes their shape. "Metamorpho" from DC comics..The Wasp, Henry Pym (Antman, Goliath, etc...), The Super Skrull, The Sandman or Mr. Fantastic, Plasticman, Elongated Man, Changeling, Shrinking Violet, and from the old Superfriends TV show, The Wonder Twins. There are many varieties of shapeshifters.
Pluses: Very versatile.
Minuses: Very expensive and difficult to build, points-wise. The approval process on these also takes a long time.
Origin is usually Mutate, Mutant or Other. See THEME ORIGINS.
Approvals: Longer Wait Time

SKILLED NORMAL
The Skilled Normal is any character with minimal defenses and offensive capabilites, but whose primary use is in investigations and ongoing plots, where skills are needed.
Pluses: The character may be called upon when services are needed.
Minuses: They get hurt easily. They shouldn't get involved in a true superbattle.
These are normal people with skills, and hardly any enhancements.
Approvals: Usually get approved quickly

SPEEDSTER
Speedster: This character is fast and agile, speed is the thing. Think "The Flash", "Quicksilver", or "Impulse."
Pluses: They go more times per turn, and can catch up to bad guys quickly.
Minuses: They use up lots of endurance, don't have major attacks or defenses because of the high point costs involved.
This type can come from any origin. See THEME ORIGINS
Approvals: Moderate Wait Time

ALIENS
While we do allow aliens as PCs, we have a few caveats:
1) You must be humanoid, able to communicate with humans, and able to social with humans. (Think of the usual Star Trek "gunk on bridge of nose" aliens.)
2) While we might allow for an alien with a hair/fur body-covering, the Background and sheet had also better be air-tight, and no sign of being a Furry is apparent.
3) Aliens are rare, even on the Island. If we have too many, you may be told you cannot have that concept at this time.
4) Ellis has final say of whether a concept gets in or not.
Related Files: THEME ALIENS, THEME NONHUMAN

BALANCE

Balance. The more balanced your sheet is, the less time you will spend fixing it after staff look it over and decide it's too unbalanced.

Characteristics: Go by RULES CHA RANGES. The farther away from the archetypes you are, the harder the time you'll have getting approved. Do not buy more than 1 CHA into the Negative. No COM below 8 for PCs.

Skills: There must be points spent in totally non-combat Skills, in order to flesh out the character. We suggest 20-30 points, depending on concepts. Scientists would have a lot. Street toughs would have less. Ex-military specialists would have weapon and transport familiarities most PCs don't. Most skills for adults should be between 12- to 14-.

Talents: These are innate, and most cannot be learned. 2-3 allowed at the most. They must be justified.

Powers: Decide what your character's specialty would be, if he has one. All energy powers? Have him be vulnerable to physical attacks. A brick? Maybe he's vulnerable to mental powers. Don't try to have "something for every occassion." In fact, you can get more RP and make a team if each person has their own specialty.

Advantages and Limitations: Balance. Don't slather these on, like Dagwood making a 12-layer sandwich. We can tell when a concept calls for these, and when it's just "I want to be deadly." or "I need a way to shave 10 points off this."

Frameworks: The concept must be tight, for these. All the powers in the framework should make sense and be of the same origin.

Disadvantages: These are there to round out your character, and to cause your character drama and pain and mishaps, at times. Do not take these lightly. They will be used against your PC. Be sure you are absolutely fine with the ones you choose.

A note: Keep in mind your concept. If you are a "just starting out" hero, your CVs should be less, and you should not have Combat Skill Levels. If you are "Been a Hero for decades", you will have Combat Skill Levels, but keep it within reason. ======< Related: MAX, CHA RANGES, SEE-SAW >==============

CHA RANGES

Suggested Ranges of Characteristics by Concept Archetype. These are just suggested total ranges, including any defenses added from the powers Armor, Force Field, and Damage Reduction. It also includes things like Growth and Density Increase.
CHA Armor* Blaster Brick Martial Mentalist Speedster
STR 30-50 10-25 40-60 10-25 10-20 20-35
DEX 18-24 20-26 15-21 21-30 15-21 24-33
CON 15-23 20-30 23-33 18-23 10-26 18-25
BODY 10-20 10-20 10-30 10-20 10-15 10-20
INT 10-25 10-20 10-20 10-20 10-25 10-20
EGO 10-20 10-20 10-15 10-23 10-30 10-20
PRE Maximum Presence is 25 without serious justification.
COM Maximum Comeliness is 20. Rare exception is made.
PD 18-25 10-20 20-35 10-15 10-20 10-20
ED 18-25 15-25 20-35 10-15 10-20 10-20
SPD 4-5 4-5 3-4 4-6 3-5 5-7
REC 6-10 7-15 12-20 8-15 8-15 8-12
END 30-46 40-80 50-90 36-50 40-60 40-80
STUN 25-45 25-45 30-70 20-40 20-40 30-40

* These CHA are including any added from Powers that are not intrinsic to the character, and are listed in +POWERS and Do Not Figure Through.*
Each Level of Damage Reduction is worth 7 points against PD/ED Max

< See: CONCEPTS, BALANCE, AVERAGES, SEE-SAW >

SKILLS

Analyze: You must buy the Skill you are analyzing at an equal or greater level. Example: Analyze Tactics (12-), KS: Tactics (12-) May not be used to assist Find Weakness.

Mimicry is INT-Based.

No negative skill level powers.

We added a Police Skill of Questioning (PRE) 3/2

We will be using the Language Similarity Chart on p. 43.

Skill Enhancers: 2 Maximum, justified and within concept.

Most characters over the age of 18 will be in the 12- to 14- roll range. Teen characters may not have Skill Rolls that exceed 12-, except in DEX-based Skills.

To be approved, you should have some totally non-combat, hobby-type skills. Also, you must RP within your skills. If you are found RPing a profession that your Background and Skills do not support, you will be told to stop.

======< The Skill List is on Page 30 in the 5th Ed Rulebook >=================

EVERYMAN

The following is the list of Everyman Skills on the MUSH. The only ones that need to be on the character sheet are the PS, the KS, and if the Native Language and AK are NOT English and Olympus Island. If your free language is NOT English, you must buy it as a language or not be able to RP speaking it.

You get these at (8-):
Acting, Climbing, Concealment, Conversation, Deduction, Paramedics, Persuasion, Shadowing, Stealth, AK: Home region.
*You may buy these up at normal costs, starting with 1 for FAM. They do not have to be explained in the BG at FAM level*

You get a Native Language at the 4 point level.

Transport Fam: Small motorized ground vehicles.

These EveryMans (because they are unique to you) should be on your sheet:
One PS at (11-). This is your day job, if you have one.
One KS at (11-). This is a hobby, or something that complements your day job.

You can buy them using CHA, but that costs 3 points. For free, you get 11-. MAKE SURE your Everyman Skills on your sheet are put in with EM in the CHA part.
SKILL SET KS: Dog Breeds/EM/11-/0

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TALENTS

Talents must be rare. They are, unlike skills, mainly innate, and something difficult to learn, if they can be learned. No more than 2 or 3, and even then the concept needs to justify it.

The ones that can be learned are - Ambidexterity, Lightsleep, Resistance, Simulate Death, and Speed Reading. Even these take years for a character to learn.

======< Talents are listed on p 61 of 5th Ed Rulebook >=======================

PERKS

Although a character may start with these, they will also be used as rewards from plots, and something else to spend XP on. Characters can gain them throughout the campaign.

Access, Computer Link and Clearance will be restricted. No Heads of State, or Contact: President. Access carries heavy responsibilities with it.

Bases will need to be applied for and then built, via +QMAIL BUILD. The anount of Disads in a Base may not exceed the Points the Base is built on. Example: If you pay 10 points for a 50 point Base, that Base is limited to 50 points in Disads.
*NOTE* By Beta, we will have prebuilt Base sheets to parent off of.

No License to Kill.

Wealth Scales being used are 1 - 10.

======< Perks are listed on p 55 of 5th Ed Rulebook >=========================

POWERS

Please read and follow the House Rules. They are made for the specific circumstances of both MUSHing and to keep within the Theme of Olympus Island. It's also to help balance PCs so that GMs don't have to throw high-level threats at them.
POWERS1 Aid through Desolid
POWERS2 Ego Attack through Flight
POWERS3 Growth through Killing Attack
POWERS4 Lack of Weakness through Multiform
POWERS5 Power Defense through Suppress
POWERS6 Telekinesis through Tunneling

POWERS1

Aid: Special and heavily restricted. They are not permanent.

Armor: It has a visible effect, whether it is metal, chitin, natural or technological. For non-visible armor, choose Damage Resistance. Not in Frameworks.

Change Environment: May be Megascale only if the effect is not a damaging one. You are limited to City-wide.

Clairsentience: Pre and Postcog is 'Cloudy', and at the discretion of the GM running the scene. Vague. Enough to spur on a plot or give hints, not enough to solve a plot.

Damage Reduction: Every level counts as 7 points against the Defense it's bought for. IE: 50% Physical Dam Red takes 14 points away from your PD allowance in +CHA.

Desolid: This power does NOT bestow Flight, Life Support or Invisibilty when walking through solid objects. You are affected by Mental Attacks, and you must list at least 2 things that affect you, in addition. (1 Common, 2 Uncommon)

Duplication: SPECIAL. GET STAFF PERMISSION. For MUSH purposes, the points spent on Duplication are not counted when doing Base Cost of identical Duplicates. (ie: If the PC is 350 total, and spends 60 on Duplication, his Duplicate is based on 290 points, not 350).

POWERS2

Ego Attack: May not be bought with the advantage Penetrating.

END Reserve: Natural powers do not have END Reserves. This is only to represent batteries, magic amulets and other ways that a power does not run off of a character naturally. Do not buy a Disad like "Needs water source" and then have an END Reserve "Water Tank". Mutants may not have this Power.

Enhanced Senses: Justify and make sure you have everything in there that you need. When you create a Detect or use a non-standard sense, please specify what sense group you are attaching it to. Also, 'Detect Minds' may not be used to target for Mental Attacks. Buy Mind Scan and roll the dice. Detect means you sense a presence, not that you know exactly where it is. It is not Targetting.

Extra-Dimensional Movement: It is a Plot Device, only. Banned for PCs.

Faster-Than-Light Travel: May only be used in Space Mission plots in the Away Rooms.

Find Weakness: Restricted and Rare. Amount of Damage goes down 1 Damage Class for every +1 on the roll. Can't be used with Analyze.

Flight: Do not buy Flight with Useable Against Others. That's Telekinesis. POWERS3

Growth: No "Always On." Either you change size or don't. If you are always 13 feet tall, that is not Growth. That's "Distinctive Feature: 13 feet tall."

Hand Attack: Mag Glass and restricted by concept. You need to have a good reason for having it. Staff will decide.

Healing: Restricted. Healing is once per day per target, max is CHA starting value. (To avoid Weebling) Healing may not be bought Self-Only (even at 0 Lim). If you want to heal yourself, buy Regen, as below. May not be Frameworked unless the Concept is non-Combat Healer.

Regeneration: Rare. SPECIAL. Not everyone should have it. It is also bought under 4th Edition costs, for ease. 10 AP for 1 Body/Turn. +5 to Regen lost limbs (VERY rare).

Invisibilty: Don't combo this to the effect that you have an Invisible, Desolid Mentalist or Invisible, Teleporting Martial Artist.

Instant Change: 5 (current clothes) 10 (any clothes)

Killing Attack: It kills. People know it's an attack meant to kill. The law knows and gets mad. The villains know and kill back. Do not buy this expecting to knock out folks. It doesn't. Do not buy this if you have a Code Vs Killing, unless the KA is only versus inanimates. Do not buy KA "Does No Body." Get NND. CODE NOTE: We don't have +#kd6 -1 code. Buy it as the next lowest half-die. Example: 3d6 -1 RKA becomes 2.5d6 RKA POWERS4

Lack of Weakness: 1 pt per -1, and bought per each type of defense it's on.

Leaping: No vertical leap Limitation allowed.

Life Support: SPECIAL. Linked outside of frameworks, only in certain instances. Destined by concept. IE: No immortality/age immune from an overcoat OIF.

Luck: This is only decided on being rolled by the GM, and only in losing situations. May NOT be used AGAINST other PCs. Luck for a character does not mean Unluck for the others.

Mental Powers: Regulated by Theme. Rules are enforced. You must have Line of Sight to use it, and Invisible SFX if you don't want the target knowing where and who you are. You cannot use a nontargeting sense to attack with Mental Powers. This goes for NPCs, too.

Mind Link: SPECIAL. Not in Framework.

Mind Scan: This is capped at the 1,000,000 person level for -12 to targetting roll. To find someone, you must either be in the same metropolis or semi-empty area as them.

Missile Deflection: Cannot be aborted to in a Multipower, unless the slot is already in use.

Multiform: SPECIAL. Needs Staff Pre-approval before Chargen. POWERS5

Power defense: No AVLD attacks vs Power Defense that do Body.

Regen: Bought under 4th Ed Rules. 10 AP for 1 Body/Turn. See Healing.

Shapeshift: Watched for Concept.

Shrinking: You cannot unshrink, activate growth (if you have it) and attack. Combos of Shrinking & Density Increase will be watched, and cannot be used together in the same attack. Not Always On. (See Growth)

Skills: By GM permission only. Better have a damn good concept.

Stretching: Using this with Martial Arts is not a good idea if you want to get approved quickly.

Summon: Needs Pre-approval, as well as the Thing being Summoned must also go through approval. Will rarely be allowed, if at all.

Suppress: Adjusting Defense powers cost twice as much to work. Do NOT buy SPD or DEX Suppress. (To make someone slower or clumsier, try Movement Suppress or maybe Entangle). POWERS6

Telekinesis: No action/reaction. If you want to fly, buy Flight with the Special Effect of Telekinetic Levitation.

Telepathy: Four Mental Classes - Animal, Human, Machine and Non-humanoid Alien. if something is similar enough to be able to socialize with humans, its mind is Human.

Teleport: Usable Against Others may only be bought if it is in concept and does no damage.

Transfer: Watched heavily. Approval slowdown.

Transform: STOP SIGN. Rarely allowed. Be sure what you want to do cannot be done by any other Power, first. - Instant Change goes back to 5 points (Clothing you had) and 10 points (Any outfit). May NOT be used with OHID Limitation.

Tunneling: It is movement, not an attack.

======< Powers start on p 67 of 5th Ed Rulebook >============================

ADVS

Armor Piercing: 1 level max, cannot be combined with Penetrating.

AVLD: May not do body.

Autofire: May not be combined with AP, penetrating or AoE.

Charges: No charges inside VPP. Not for natural powers. Charges in an MP are 3 stages less of a LIM. +CHART CHARGES

Cumulative: Watched heavily. Approval slowdown.

Damage Shield: It's expensive. Be sure you need this.

Does body: Banned.

Does Knockback: Only for attack powers.

Indirect: Combination Watch. Approval Slowdown.

Invis Effects: Combination Watch. Approval Slowdown.

Megascale: Not for attack or damaging effect. Limit to 3 or 4 levels. Should be for plot purposes, not twinking.

NND: No mixing with AVLD

Penetrating: 1 level max, cannot be combined with AP.

Personal Immunity: Approval Slowdown when combined with Darkness. Will wind up figuring into CV caps.

Range: Sniping requires PER rolls.

Reduced END: Having this on your powers does not count for the AP Cap, but must be justified.

Sticky: Continuing attack Sticky will be watched. Very closely. Approval slowdown.

Transdimensional: For plot device, not PCs

Uncontrolled: Not with 0 END. Rarely allowed.

Usable Against Others: Ok with some things. Not with movement powers. Rarely allowed. Usable By Others is ok, but watched.

UBO/UAO on Defenses: Defenses do not layer. You get to use the greatest of whichever defense is being used, the UBO one or your natural. Not both.

Var Advantage: Sorry, no.

Var SFX: Limited to one type of defense. ED -or- PD. No switching. It cannot change the effect on combat.

======< Advantages start on p 157 of 5th Ed Rulebook >======================

LIMS

Activation Roll: There must be a reason the character's powers fail, on occassion. Do not use it to shave points.

Always On: 0 END, Persistent. Not pushable. Not for Constant Powers, or Body-altering powers.

Endurance Limits: Cannot be combo'd with END reserve.

Focus: The loss of Foci will be enforced. How? We are using the Breaking Rules on p. 189. And a Defense Focus is considered automatically HIT by any successful attack. If the attack does more than the DEF, sayonara.

Gestures: Clarify the intricacy. It must be prolonged and obvious.

Gradual Effect: Plot Devices Only.

Incantations: Same as Gestures

Independent: Banned. Plot device only.

Limited Power: +LIST LIMS. If it isn't on the list, ask staff.

No Conscious Control: Not available. Use Activation Roll or Lim Power (-1/2) Not fully controlled by PC.

Only in Hero ID: No Instant Change. Takes 1+ Phase to change. Player must RP in non-HID, as well. Use +HELP CHARGEN OHID

Requires Skill Roll: Measured by Total real Points. Max roll 17-.

Restrainable: Not to be used for Defense Powers that are ALSO Foci.

Side Effects: No absorbing Side Effects.

Var Lims: Not available.

Visible: It turns all those naturally 0 END persistent powers visible and obvious. Don't buy this for Armor, since Armor here is Visible.

======< Limitations start on p 179 of 5th Ed Rulebook >======================

FRAMES

Multipowers and Elemental Controls are allowed, if the powers are part of the same special effect.

Multipowers should be used to represent Instant Powers that all have a common SFX that makes sense, not just be able to be called "It's a Good Power to Have. I want it."

Elemental Controls may not contain any Powers that are naturally 0-END. A Power that costs END may be bought with Reduced END in an EC. Only in RARE instances, when NO OTHER WAY is conceptual, will a Persistent power be allowed in an EC. Also, the SFX for any EC must BE VERY TIGHT. The Tightest!! It has to make lots of sense.

Variable Power Pools, as they are in the book, are allowed, but are RARE. If your concept can be built with the other 2 frameworks, you will be asked to use those. The main concepts that need VPP are Gadgeteer, Mage and Power Mimic. We are not allowing "The Power Cosmic" SFX. Your sheet and your background must be air-tight and impressive. Players who are new to the system will be discouraged from trying a VPP. VPP Pool is 60 AP Max. Control Cost is 90 AP Max. If Cosmic Power Pool (+2) is chosen, you must define the SFX in DETAIL.
Choices: +1 to remove Requires Skill Roll to Change. Or take the -1 to roll per 10 AP to change powers from active to inactive in combat. +HELP VPP

No Powers marked SPECIAL may be Frameworked. Maximum Frameworks is 2 and may be EC/MP, MP/MP or MP/VPP

======< Frameworks start on p 203 of 5th Ed Rulebook >======================

DISADS

The Disadvantages you choose must fit within your concept, and they must also come into play, otherwise they are worthless. Post-Chargen switching will be determined on a case-by-case basis.

The following are not appliciable for Superheroes: Age and Berserk (you may take Enraged)

Costumes do not count as Distinctive Features, nor do accents. On the Island, there is such a mix of people that a feature has to be truly Distinctive. Also, if you take "Major Effort", or "Not Concealable", you may not have a Secret Identity. If you have a human form, you must take the 5 point DF Easily Concealable, at most. +LIST DF

Hunteds and Watcheds are worth what they are in the book. +LIST ORGS and +LIST VILLAINS. (We have the right to limit how many heroes are hunted by lone villains). 2 Max, per PC.

DNPC is 5 points. No matter what. Hopefully, someone will RP it for you.

A good Reputation is a Perquisite. A Reputation that hurts your PC is a Disadvantage.

The list of Physical and Psychological Lims, as well as Susceptibilities and Vulnerabilities point worth on the MUSH is +LIST PHYSLIM, +LIST PSYCHLIM

Do NOT take Social Limitation: Minority, since Theme has set that the Island is multi-racial, including extraterrestrials. +LIST SOCLIM

Public ID -must- be played out fully. You are known well. They know where you live, who you date, what you eat for breakfast. Taking this -and- a DNPC is very dangerous.

Unluck will be announced by the GM running the scene, only in winning situations.

Vulns and Suscept Commonalities can be found in: +LIST SFX

Note: Do NOT put any 0-point Disads in just because your PC has more quirks. RP them. Unless they're so far off-base that nobody can see where they come from, there should be no trouble.

======< Disadvantages start on p 211 of 5th Ed Rulebook >====================

EXAMPLES

Use the Sheet commands (+HELP SHEET) and where you see <Name>, use the name EXAMPLE. Type +FORMS EXAMPLE, which will show you all the archetypes.

After that, it is simply a matter of typing something like:
+SHEET EXAMPLE/BRICK
+CHA EXAMPLE/BLASTER
and so on.


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DON'T

Buy Defenses as 'OAF: Skin'.
Buy Skill Levels through a Focus.
Buy Linked on Life Support or Armor or both.
Load up your MP with 20 ultraslots.
Buy Defenses with a Limitation of "Only while being attacked."
Buy Invisible to Detects.
Make a sheet with ZERO resistant defenses.
Buy Foci which "Can't be removed or disabled in combat."
Try to buy CHA in a VPP.
Try to get your powers OHID if you have Public ID.
Try to get Secret ID with a 15 point Distinctive Feature.
Make a sheet with no Skills.
Try to justify having only combat skills with a background of "He was raised in an isolated monastery where all they did was teach Martial Arts and nothing else."
Try to get Distinctive Features that are not visible in all forms.
Take DF: Power Armor, always on. You WILL regret it.
Make a sheet that doesn't match your Background.
Refuse to make the suggested changes.

These are just some of the really bizarre ways people have tried to buy their characters. Don't take it personally if your sheet needs to be changed. In some instances, we're protecting the game, and in other instances, we're protecting you.