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=WEAKNESSES=
 
=WEAKNESSES=
Not all superpowers function as effectively as they could; some of them rely on devices that a character could be parted from, others will not function (or only function) under certain conditions, and others simply have a shorter range or less kick than other powers of that type.   
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Not all superpowers function as effectively as they could; some of them rely on devices that a character could be parted from, others will not function (or only function) under certain conditions, and others simply have a shorter range or less kick than other powers of that type.  A power can have any number of weaknesses or limitations attached to it; doing so reduces the power's Class by one, no matter how many weaknesses are attached to the power.
 
 
A power can have any number of weaknesses or limitations attached to it; doing so grants diminishing returns. The first class level dropped takes one Weakness, the second class dropped takes an additional two, and so on. A Gamma Power would take 3 Weaknesses to make into an Alpha Power.
 
  
 
The following is a list of general weaknesses that a power might have.  This list is by no means comprehensive; players and Storytellers are encouraged to make up other weaknesses to add to it.  The Storyteller is the final arbiter of whether any given drawback is significant enough to reduce a power's Class.
 
The following is a list of general weaknesses that a power might have.  This list is by no means comprehensive; players and Storytellers are encouraged to make up other weaknesses to add to it.  The Storyteller is the final arbiter of whether any given drawback is significant enough to reduce a power's Class.
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Common activation costs: Verve, bashing health levels, lethal health levels, aggravated health levels (one is almost always sufficient for the Class decrease), consumable items (used up when activating the power).
 
Common activation costs: Verve, bashing health levels, lethal health levels, aggravated health levels (one is almost always sufficient for the Class decrease), consumable items (used up when activating the power).
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==ANIMA FLARE==
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The character manifests an anima whenever she uses this power.  The anima takes on an appearance appropriate to the character's power, such as a blazing aura of light or a roaring bonfire that surrounds the character's body, or angelic wings that erupt from her back.  While impressive, the character's anima makes her extremely conspicuous, and any attempts to hide her presence or act with stealth fail automatically while her anima is flaring.  A character's anima cannot benefit that character mechanically, EG dealing damage or providing a bonus to Intimidation rolls; such benefits are the purview of actual superpowers.
  
 
==CONTINGENT ACTIVATION==
 
==CONTINGENT ACTIVATION==
 
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The power either may only be activated while another specific power with an equal or longer duration is active, or is suppressed while another specific power with a shorter duration is inactive.
A condition must be met to activate the power. Some examples include:
 
 
 
*A specific object must be in the character's possession. Examples: A trigger, wand, power suit, amulet
 
 
 
*The character must be in a kind of specific place. Examples: A holy site, indoors, in water, in an appropriate laboratory, with the sun shining on them
 
 
 
*The character must be in a specific emotional or abstract state. This must be represented by a Condition or Tilt.
 
 
 
*A specific event must occur. Examples: Dawn or Dusk, when another specific power is activated, when betrayed, while singing.
 
 
 
Lots of other possibilities exist. STs should make sure that the condition needed is neither too stringent nor too easy to deal with. If the player intentionally wants the power only to be usable very rarely, they may, with the STs permission, choose a very limiting condition which is treated as two Weaknesses.
 
 
 
An appropriate condition may involve something ''not'' being present, or the target ''not'' being a certain kind of thing. Having a certain Condition on you could block use of the power, for instance.
 
  
 
==CONVERGENT ACTIVATION==
 
==CONVERGENT ACTIVATION==
 
This weakness must be applied to two or more powers. Those powers may only be activated together once this weakness is selected. All powers linked with this weakness must have the same duration.
 
This weakness must be applied to two or more powers. Those powers may only be activated together once this weakness is selected. All powers linked with this weakness must have the same duration.
 
If multiple powers linked with this weakness require an instant action to activate, this weakness may be beneficial, so choose one penalty when this weakness is first applied. The character either cannot move in the turn they are activated, or must give up all Defense (as if making an all-out attack) in the turn they are activated.
 
  
 
==COSTS HEALTH==
 
==COSTS HEALTH==
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==DECREASED RANGE==
 
==DECREASED RANGE==
 
The power simply doesn't work at long distances. This weakness can only be applied to a power with a Range given in yards. The power has its range halved, and its medium and long ranges decrease accordingly.
 
The power simply doesn't work at long distances. This weakness can only be applied to a power with a Range given in yards. The power has its range halved, and its medium and long ranges decrease accordingly.
 
Astute readers will note that Decreased Range is not exactly the inverse of Increased Range. DO NOT COMBINE THEM.
 
  
 
==DOUBLE-EDGED==
 
==DOUBLE-EDGED==
 
The power's activation can backfire. This weakness may only be given to powers with a dice pool. Each 1 rolled in the power's dice pool deals 1 lethal damage to the character. This damage bypasses all forms of damage reduction.
 
The power's activation can backfire. This weakness may only be given to powers with a dice pool. Each 1 rolled in the power's dice pool deals 1 lethal damage to the character. This damage bypasses all forms of damage reduction.
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==EMOTIONALLY VOLATILE==
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The character needs to be in the right state of mind to use this power. If the character's emotional state is disturbed in a certain way, the power will lose some or all of its dots, depending on the strength of the emotion, as often as the Storyteller thinks is necessary for the class decrease. This weakness requires a great deal of honesty and maturity on the player's part (don't make your power weak to fear and say "I've seen worse" whenever something should frighten you) but it can be done well if everyone remembers the game isn't a competition.
  
 
==INCREASED VERVE COST==
 
==INCREASED VERVE COST==
 
It takes more than the usual amount of effort for the character to use her powers.  The cost of using a power with this Weakness increases by 1 Verve.  This may apply to powers which have no Verve cost to begin with.
 
It takes more than the usual amount of effort for the character to use her powers.  The cost of using a power with this Weakness increases by 1 Verve.  This may apply to powers which have no Verve cost to begin with.
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==INHIBITOR==
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The presence of a given substance, or certain local conditions, will prevent the character from using this power.  For example, Telepathy or Telekinesis may be blocked by a lead shield, or a strong electromagnetic pulse may prevent a character from using flight.  The player and Storyteller should discuss ahead of time how exactly this weakness manifests: how close the substance or condition has to be to nullify the power, or whether the power simply doesn't work on objects made of a certain substance.
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==LOUD==
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Activating the power generates a spectacular sound, as loud as a gun shot.  The exact nature and sound are up to the player, and should match the effect.  Whatever the specifics, it usually isn't a sound that can be covered up.
  
 
==LOW VELOCITY==
 
==LOW VELOCITY==
 
The character's power manifests as a ball of energy, a shockwave in the air, or some other physical representation--a physical representation that's easy to see and doesn't move particularly fast.  Whenever the character attempts to use this power on a target, the target's Defense applies as a penalty to the character's activation roll (or applies twice if it already applied).
 
The character's power manifests as a ball of energy, a shockwave in the air, or some other physical representation--a physical representation that's easy to see and doesn't move particularly fast.  Whenever the character attempts to use this power on a target, the target's Defense applies as a penalty to the character's activation roll (or applies twice if it already applied).
  
==OBVIOUS==
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==MUTUALLY EXCLUSIVE==
The power's activation is very difficult to miss. It may be accompanied by brilliant pyrotechnics, glass-shattering noise, a small earthquake, or anything else the ST deems appropriate. Typically this effect is one that most people would not need a roll to notice if they are within a city block.
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The power may only be activated while another specific power is inactive. The power which must not be active must have an equal or longer duration than the power which bears this weakness. If the power which must not be active is permanent, it is suppressed whenever the power with this weakness is activated, and remains suppressed for one turn or until the effect ends, whichever is longer. This weakness cannot be applied to permanent powers.
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==OBJECT FOCUS==
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The character's power is tied to an item of some sort: a technological device, a mystical artifact, or perhaps some worthless fetish that holds significance only in the character's mind. If the character is separated from the object that provides this power, that power will not function.  Furthermore, if another character gains access to the object focus, ''that'' character may be able to use the associated superpower; the player and Storyteller should decide ahead of time whether the object focus can transfer its power in this manner.  Should it be able to do so the object will only function for the new individual with the addition of another weakness in addition to Object Focus.
  
 
==ONLY WORKS ONCE==
 
==ONLY WORKS ONCE==
The character's power needs time to recharge in addition to its activation cost. A power with this weakness may only be activated once per scene, and is automatically deactivated after one turn. This weakness cannot be applied to permanent powers.
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The power may only be activated once per scene, and is automatically deactivated after one turn. This weakness cannot be applied to permanent powers.
  
 
==PERMANENT==
 
==PERMANENT==
The character is unable to "turn off" the power when he wishes.  Perhaps he steals health from everybody he ever touches, or permanently looks like a hulking pile of rock.  The character's Verve pool is permanently reduced by the amount of Verve required to activate this power.  Whenever a Permanent power would interfere with the character's actions, he takes a penalty equal to the number of dots he has in the power, or must make a roll to do something that normally wouldn't require one.  This Weakness is not suitable for all powers - the player should decide with the Storyteller whether the Power may be made Permanent as a Weakness. Generally a duration of at least one scene is required before adding Permanent.
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The character is unable to "turn off" the power when he wishes.  Perhaps he steals health from everybody he ever touches, or permanently looks like a hulking pile of rock.  The character's Verve pool is permanently reduced by the amount of Verve required to activate this power.  The weakness also applies a penalty to the character's presence rolls equal to the number of dots in the power, either because of the strange appearance caused by this weakness or because he is unable to interact fully with others.  This Weakness is not suitable for all powers - the player should decide with the Storyteller whether the Power may be made Permanent as a Weakness.
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==SINGLE TECHNIQUE==
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The character's powers are less versatile than normal.  This weakness may only be applied to powers that have multiple techniques available to them, such as Entropy Control or Cyberkinesis.  The character has access to only one of the listed techniques for the power; he may not learn or use any other listed technique.
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This also may be applied to an attack power that allows a choice of damage between bashing and lethal: this locks the power into one or the other.  Loss of either the ability to pull punches, or the ability to do lethal damage usually warrants a Class decrease.
  
 
==SLOW ACTIVATION==
 
==SLOW ACTIVATION==

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