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House Rules
Limitations

Unless otherwise specifically altered or contradicted in these house rule pages, the rules found in the 5th Edition Hero System apply at all times.

No advantage or limitation shall be taken on any power or skill unless there is a concept-driven need for the character to have it.

Activation Roll: If a character is rendered unconscious, all of his powers that have an activation roll deactivate.

Always On: Powers purchased with this limitation cannot also be purchased with the Linked limitation. Similarly, no other power may be linked to a power that is Always On.

Battlesuit (-½):

  • The Battlesuit limitation functions similarly to the Focus limitation. However, it has several important differences, mainly dealing with defense and breakability. Instead of being breakable, a Battlesuit suffers a chance of system failure. The chance is a flat 5 or less, plus 1 per point of Body suffered by the character wearing the Battlesuit. The modifier is additive to itself, and remains in place until the Battlesuit is repaired. When system failure occurs, one power purchased with the Battlesuit limitation (determined by the GM) stops working. Until the suit is repaired, the character cannot use that power.
  • If a character takes body, a system is out (as per the focus rules however use the chart provided and roll 3d6. The chart does have a cascade effect so more than one system can blow.)

    • 3 Life Support: You’re Screwed.

    • 4 Energy Source: End or End Reserve is destroyed

    • 5 Major Overload: take 2d6 RKA (NND)

    • 6 ExoSkeleton hit: One stat enhancement Destroyed

    • 7 Motive System: Major Movement Destroyed

    • 8 Weapon hit: Minor Weapon destroyed

    • 9 Defense hit: Minor Defense Destroyed

    • 10 Defense hit: Minor Special Defense Destroyed

    • 11 Sensor hit: Pick one to be destroyed based on SFX

    • 12 Sensor hit: Pick one to be destroyed based on SFX

    • 13 Motive System: Minor Movement Destroyed

    • 14 Weapon hit: Major weapon Destroyed

    • 15 Defense hit: Major Special Defense Destroyed

    • 16 Defense hit: Major Defense Destroyed

    • 17 Minor Overload: Take 6d6 Stun Straight (NND)

    • 18 Casade! Effect 17 and Roll again. if you get this again effect 16 and roll again, if you get this again, effect 15 and roll again etc (Man, are you unlucky).

  • Unlike a Focus, the Battlesuit cannot be removed from a character in a single turn. Removing a Battlesuit is more likely to take hours.
  • All primary characteristics purchased through the Battlesuit limitation must also take the –½ limitation Does Not Affect Figured Characteristics.
  • Powers purchased through the Battlesuit limitation may not also take the Focus, Only In Hero Identity, or Cybernetics limitations.
  • Multiforms, Elemental Controls, and Variable Point Power Pools count as a single power for the purposes of Systems Failure.
  • There are certain powers that should not be taken with this limitation, since they are not "systems" that can be damaged or manipulated in combat, but are rather inherent properties of the Battlesuit. (The best example of this would be Armor.) Where the Battlesuit limitation is not appropriate, the power should be purchased with the Only In Hero Identity limitation.
  • Components Are Extremely Difficult To Repair or Replace (-¼): This limitation indicates that the character will have to go to extraordinary lengths to repair or replace the component in question. It is built from rare technology, requires a lot of time and money, or otherwise will leave the character without the item for a while. The special effects and concept of the battlesuit will determine the actual effects of the device being missing.
  • Components Are Impossible To Repair or Replace (-½): An item with this limitation is the only one of its kind available to the character. If it is lost, it cannot be replaced at all. The points spent on the device will have to be spent on something else. This limitation should only be used with the more exotic powers.

Cannot Attack If The Character Has Moved In The Same Phase (-¼): An attack power purchased with this limitation requires a stable platform to operate correctly. The player should determine the reason as part of the power’s special effects.

Cybernetics (-1/4):

  • This limitation represents a system of technological implants and replacements for biological organs within the body of the character. Instead of putting the man into the machine, as with the Battlesuit limitation, Cybernetics means putting the machine into the man. The powers and abilities purchased with this limitation have the same system failure chances as with Battlesuit.
  • Cybernetic implants are inobvious and subcutaneous unless the player decides that the character’s implants can be easily seen.
  • All primary characteristics purchased through this limitation must also take the – ½ limitation Does Not Affect Figured Characteristics.
  • Cybernetics cannot be taken on the same power as Battlesuit, Only In Hero Identity, or Focus.
  • Multipowers, Elemental Controls, and Variable Point Power Pools count as single powers for the purposes of System Failure.
  • All powers purchased through the Cybernetics limitation should also take one of the following:
    • Components Are Extremely Difficult To Repair or Replace (-¼): This limitation indicates that the character must undergo a complicated and possibly risky surgical procedure in order to repair or replace his damaged cybernetic systems.
    • Components Are Impossible To Repair or Replace (-½): This limitation indicates cybernetic components that are so difficult to get to that the character would be killed in the attempt to repair or replace them. The damaged power is permanently gone, and the points spent on it must be used for something else.
  • Physical Limit: Permanently Altered By Intrusive Cybernetics (5 Points): A character with this Physical Limitation has had major and vital parts of his own body replaced to the point that if the implants were removed the character would most certainly die. A character with this Physical Limit is on his way to true Borgdom, and is often seen as being more machine than man.

Does No Body (-½): An attack power purchased with this limitation causes no Body damage. However, it can still potentially cause Knockback. The Knockback in question is calculated from the amount of Body damage the attack would have done. If the attack power normally does not cause Body damage, it may not take this limitation.

Focus:

  • There is a middle ground between having a Focus be either totally personal or totally universal. For example, a suit of kevlar armor might work for anyone who was roughly the same size and weight as the person the suit was designed for, but not for other people.
  • Any primary characteristics purchased through a Focus must take the –½ limitation Does Not Affect Figured Characteristics.
  • There is no such thing as an unbreakable focus. Keep hitting it hard enough and it will break.
  • Focus cannot be taken on the same powers as the Battlesuit, Cybernetics, or Only In Hero Identity limitations.
  • Multipowers, Elemental Controls, and Variable Point Power Pools count as single powers for the purposes of focus destruction.

Inaccurate (-¼ or -½): Powers with this limitation are difficult to target properly.  At -¼, the character halves his OCV with the attack, and the base range increment for caluculating Range Modifiers drops to 3".  At -½, the character has a 0 OCV with the attack, and the base range increment for calculating Range Modifiers drops to 2".

Increased Endurance Cost: In addition to the values listed in the Green Man Book, 1½ x Endurance may be taken as a –¼ limitation.

Linked:

  • Enhanced Senses may not be linked to other Enhanced Senses, and Life Support may not be linked to other Life Support.
  • Linkable (+½): This advantage allows a power to be linked with any other power of the player’s choice until such time as the player unlinks the powers. The power to be linked must have a higher active cost than the power with the linkable advantage. Until such time as the powers are unlinked, they must be used together.
  • Proportionate (-¼): A power with this limitation can only be used in tandem with another power; in addition, the power can only be used in the same proportion as the power it is linked to. Both the power with this limitation and the power it is linked to must be gradated powers; this limitation cannot be taken with all-or-nothing powers such as invisibility or desolidification.  The power must already be purchased as Linked.

Lockout (-½): This limitation signifies that while a character uses a spell or spell-like ability, he cannot use any other spells or spell-like abilities.  He also cannot maintain spells or spell-like abilities activated prior to casting the new spell.

Must Be Aware Of The Incoming Attack (-¼ or –½): This limitation represents a defense which works only when the character can see the attack coming and can thus do something about it. Usually, this limitation represents willpower-based defenses, but can also represent superior dodging ability, the knack for finding quick cover, and so on. If the character has to only be aware of the attack, it is worth –1/4; the character doesn’t need to take action to defend himself if he knows the attack is coming. If the character has to be able to actively defend himself, the limitation is worth –1/2; the defense power only works if he can make an action in order to defend himself.

Not vs. Area-Effect Attacks (-½): Defense Powers purchased with this limitation only protect against attacks that are specifically targeted at the character.

Only In Hero Identity:

  • Only in Hero Identity may only be used to represent those parts of a battlesuit that do not qualify as active suit systems, and thus do not qualify for the Battlesuit limitation. Characters who have a "powered form" and a "non-powered form" should use Multiform to simulate this.
  • Only in Hero Identity cannot be taken on the same power as the Battlesuit, Cybernetics, or Focus limitations.

Physical Manifestation (-¼): This limitation signifies a power that, while not built with a Focus, has some physical embodiment that other characters could attack.  Examples include Flight built as riding on a column of force or Running built as skating along an ice slide.  When a player applies this limitation to a power, he must define the exact nature of the physical manifestation.  This limitation may require the application of other limitations to the power, as necessary.  The manifestation is considered a Breakable Focus for the purposes of Body and DEF.

Psionic (-½): This limitation represents a power that can only work against a sentient mind. Against animals and non-living objects, the power is ineffective. By definition, a power purchased with this limitation is a Mental Power.

Range Based on Strength: This limitation is worth -½.

Reduced by Range: This limitation may be purchased multiple times with the effects of the limitation (and the value) accumulating.

Requires Accurate Targeting (-½ or –1): An attack power purchased with this limitation is difficult to use accurately, and causes the character to suffer an OCV penalty when used. If the penalty suffered is –3, the limitation is worth –½. If the penalty suffered is –6, the limitation is worth –1.

Requires a Skill Roll: If it fits the concept of the power, the required skill roll may be an attack roll.

Side Effects: This limitation may be taken on a power even if it doesn’t require an activation or skill roll. In such a case, the player must define a reasonably possible condition under which the side effect would occur. If no other definition is given, the GM should assume that the condition is Whenever the Power is Used.

Stops Only ½ Of Any Body Damage (-¼): Defense Powers taken with this limitation are not as good at stopping the Body damage of an attack as they are against the Stun damage.

Stops Only ½ Of Any Stun Damage (-¼): Defense Powers taken with this limitation are not as good at stopping the Stun damage of an attack as they are against the Body damage.

Variable Limitation: Players are forbidden from making the limitation a situation such that the situation can never apply to the character. For example, you cannot make the limitation Does Not Work On Tuesday when it just so happens that today is Thursday.

The Global Guardians PBEM Universe is copyrighted to Jack and Rebecca Butler, and is their solely owned property.  The Global Guardians PBEM Universe, and all of the campaigns therein, are works of collaborative fiction.  All the characters and events portrayed here are either products of the authors' imagination or are used fictitiously.  Except where otherwise specifically noted, the Global Guardians PBEM Universe, all Global Guardians characters, and all stories included therein are Copyright 1999, 2000, 2001, and 2002 by Jack and Rebecca Butler with all rights reserved under International Copyright Convention.  Submitting material (such as but not limited to character submissions, background information, and artwork) for inclusion in the Global Guardians grants Jack and Rebecca Butler the right to use that material as they wish, in perpetuity, within the confines of the Global Guardians Universe. The submitter does not give up the right to use the material in ways unconnected to the Global Guardians Universe.  This website was designed by Jack Butler, and is maintained by Jack Butler. Unless otherwise and specifically noted and with the exception of player characters which are the creations of their respective players, all material on this site is the creation of Jack and Rebecca Butler.  No material on this site may be posted or published elsewhere without the express written permission of Jack and Rebecca Butler.  Champions and the Hero System are registered trademarks of and are copyrighted by Hero Games, Inc.  No challenge to any trademark or copyright is made or implied by this site.