MTH:Character

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CHARACTER[edit]

THE SUPERHUMAN TEMPLATE[edit]

Because of the great variety in superhuman types—some have exotic powers, others are simply incredibly strong or tough, and others still are nothing but ordinary people with access to vast resources and unique technology—applying the superhuman template works somewhat differently than applying other supernatural templates.

All superhumans automatically receive one dot in Power Level; superhuman characters also receive a number of starting experiences determined by the Storyteller (usually 25, but possibly more or less depending on the desired power level of the chronicle). This starting exp may be used to purchase traits in the normal manner during step 5 of character creation ("apply supernatural template"); costs for traits not listed in the core World of Darkness Second Edition rulebook are given below.

Keep in mind that, strictly speaking, More Than Human characters don't ever actually have to have been human. Robots, aliens, animals and hidden anthropoids are all viable characters in this game. In order to help make sure they are viable, the Superhuman template also includes the removal of any game-mechanic drawbacks that would make the character 'less than human' for free, unless the player wishes to take a Persistent Condition to represent the problem (the most typical being "Inhuman").

That means that if you're making Fido, The K9 Supercop, you get the human attribute range to start with, and the Inhuman Persistent Condition to cover the lack of thumbs, voting rights, et all. Similarly, the robot gets full human consciousness and a soul (if that sort of thing comes up in your game) upon it's inexplicable awakening to sentience.

The Superhuman template also has a strange way of occasionally altering or negating abilities that non-human characters possess, apparently without reason. In other words, any advantages that the character would have from being non-human disappear unless they are represented by an appropriate merit, superpower, or other game mechanic.

SUPERHUMAN CHARACTER CREATION[edit]

1. Record header information (Codename if they have one, Real Name, Concept, etc.) Optional: Choose Superhuman Origin and Affiliation.

2. Assign Attributes (6/5/3). No Attribute may be increased above 5 at this point.

3. Assign Skills (11/7/4). No Skill may be increased above 5 at this point.

4. Assign Skill Specialties (5).

5. Apply Superhuman template. Record starting Power Level (3) and spend starting experiences. Note that the experiences spent at this point can be used to increase Attributes and Skills above 5 dots, in keeping with the limits of Power Level.

6. Record Advantages. Set Asylum at 7. Determine Breaking Points and starting Aspirations.

7. Assign Merits (15). Merit dots may be exchanged for Power Level dots on a 2:1 basis.

8. Spend or record any remaining experience. Record starting Verve (equal to maximum Verve).

EXPERIENCE COSTS[edit]

Power Level: 5 experiences per dot.

Alpha Class Superpower: 3 experiences per dot.

Beta Class Superpower: 4 experiences per dot.

Gamma Class Superpower: 6 experiences per dot.

Omega Class Superpower: Special - Omega Class powers cannot be taken without alteration. Every Omega Class power must be given at least one weakness in order to be purchased, thus turning it into a Gamma Class power or lower for the purposes of experience purchases.

NEW ADVANTAGE: POWER LEVEL[edit]

Power Level is basically just that—a superhuman’s relative power level in comparison to the other superhumans of the world. Sidekicks and mass-produced metahuman soldiers would have Power Levels of 1-3, while demigods like Superman or Goku would have Power Levels of 9-10. A character’s Power Level determines the maximum number of dots she can have in any given power, the maximum number of Verve she can possess at any time, the number of Verve recovered at the start of each scene or from acting in accordance with a Virtue or Vice.

Power LevelSuperpower MaxMax Verve / Per RecoveryDegeneration Penalty
1510/1-0
2611/1-1
3613/2-1
4716/2-2
5720/3-2
6825/3-3
7831/4-3
8938/4-4
9946/5-4
101055/5-5

VARIANT: ACCELERATED PROGRESSION[edit]

For faster progression, the Storyteller may choose to use one of the following optional rules:

  • The entire group gains a dot of power level per story completed. This is appropriate for games meant to Chronicle the players rise to power over time.
  • The Storyteller may ask each player to come up a set number of Milestones. Essentially a Milestone is 3 specific Aspirations and a related Breaking Point, with the added requirement that it must match the theme of the current story. Upon achieving the Milestone, the character gains a dot of Power Level.

Keep in mind, the ST is not required to allow the player-characters to advance in power level. Some play styles just can't deal well with individuals who are too empowered.

NEW ADVANTAGE: VERVE[edit]

Verve represents a superhuman’s ability to use his powers and to exert himself before tiring. Much like Willpower, Verve represents a superhuman’s inner reserves and his ability to persevere through adversity. Verve is measured strictly in points, which the superhuman spends to activate superpowers and to enhance his performance.

  • Many superpowers require the expenditure of at least one and sometimes more Verve to activate them. A character may spend any number of Verve per turn to activate superpowers.
  • In any situation where a character would spend or lose a point of Willpower, he may elect to spend or lose a point of Verve instead. This counts as the character’s sole Willpower expenditure allowed for the turn; in other words, a character could not elect to spend both a Willpower and a Verve for twice the bonus.
  • A character receives a certain number of Verve at the beginning of each scene, based on his Power Level as given in the table above.

NEW ADVANTAGE: SUPERHUMAN STYLE[edit]

A Superpowered character may change their entire outfit, reflexively, once an action. They also appear to be entirely immune to wardrobe malfunctions, as well as penalties related to inappropriate clothing for the given situation. Clothing fits perfectly, and even characters with no skill in Craft can make at least one rather durable and easily repaired dramatic outfit. Armor, if worn, need not have more than a passing familiarity with the physics governing actual bodily protection, and need not cover much of the character's frame at all. Mechanically, this just means that the ST should not penalize characters for wearing genre-appropriate clothing, even if common sense would.

Players may always waive these benefits if they deem it appropriate to their character.

NEW ADVANTAGE: STYLISH EXECUTION[edit]

When applying an appropriate one-liner, dramatic entrance, bit of creativity or an overly exotic approach to an action which seems well-fitted to the superhuman motif, the ST may allow the character to apply an appropriate condition on 3 successes as opposed to the usual five with an Exceptional Success. Should the action also be an Exceptional Success, those effects stack. In combat, apply an appropriate Tilt instead of a Condition, and give the character a Beat. A character cannot gain more than one Beat in combat this way per scene.

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