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	<entry>
		<id>https://wiki.rpg.net/index.php?title=MTH:Weaknesses&amp;diff=217939</id>
		<title>MTH:Weaknesses</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MTH:Weaknesses&amp;diff=217939"/>
		<updated>2012-11-10T16:18:29Z</updated>

		<summary type="html">&lt;p&gt;Emoria: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=WEAKNESSES=&lt;br /&gt;
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&#039;s Class by one, no matter how many weaknesses are attached to the power.&lt;br /&gt;
&lt;br /&gt;
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&#039;s Class.&lt;br /&gt;
&lt;br /&gt;
==ACTIVATION COST==&lt;br /&gt;
The power with this weakness is dormant, and requires an additional activation cost above and beyond any other normal requirements to be able to use it in at all during a scene.  The cost can be nearly anything, and only needs to be paid once per scene.  Generally cannot be combined with the Permanent weakness, though the Storyteller may allow it for particularly steep activation costs and certain powers.  The Storyteller is the final arbiter of whether the cost is enough to qualify for a Class decrease.  A low activation cost for a power that is normally permanent might count as an extra instead!&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==ANIMA FLARE==&lt;br /&gt;
The character manifests an anima whenever she uses this power.  The anima takes on an appearance appropriate to the character&#039;s power, such as a blazing aura of light or a roaring bonfire that surrounds the character&#039;s body, or angelic wings that erupt from her back.  While impressive, the character&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
==COSTS HEALTH==&lt;br /&gt;
&lt;br /&gt;
The power&#039;s activation cost is paid in health levels rather then Verve.  This is advised only if the power has a one or two Verve activation cost or if it has a scene long duration.  If neither is the case, then the cost is paid in health only the first time in a scene, after which the cost is paid normally.  &lt;br /&gt;
&lt;br /&gt;
Note: The conversion from Verve Cost to health cost prevents the Reduced Verve Cost extra from reducing the health levels taken! (we can&#039;t have people getting free lethal Force Bolts without any downside at all now, can we?)  However, if the power only costs health the first time in the scene because of the expense, then the reduced cost will apply to further uses in the scene.&lt;br /&gt;
&lt;br /&gt;
==DEBILITATING==&lt;br /&gt;
&lt;br /&gt;
When the power is activated, it causes some kind of drain or loss of control.  While the power is active, the character has three fewer attribute dots in one attribute.  This can lower that attribute to zero for the purposes of rolls and resistance to rolls.  If this lowers Resolve or Composure (and thus Willpower), it will only reduce that score by two dots.  If this lowers Stamina (and thus Health), it will only reduce the score by one dot.&lt;br /&gt;
&lt;br /&gt;
For a Class three power, the player can choose to take &#039;Highly Debilitating&#039; as two weaknesses, lowing the power to Class one (an exception to the usual rule which only allows one weakness to reduce the Class of a power one step).  This version of the weakness means the character looses 6 dots from no more then two attributes.  If this lowers Resolve or Composure (and thus Willpower), it will only reduce that score by four dots.  If this lowers Stamina (and thus Health), it will only reduce the score by three dots.&lt;br /&gt;
&lt;br /&gt;
In both cases the weakness cannot be applied to attributes which would be rendered less then zero.&lt;br /&gt;
&lt;br /&gt;
==DECREASED DAMAGE==&lt;br /&gt;
The wounds dealt by this power are not as grievous as they could be.  This weakness may only be given to powers that deal lethal or aggravated damage.  If the power previously dealt aggravated damage, it now deals lethal; if the power previously dealt lethal damage, it now deals bashing.&lt;br /&gt;
&lt;br /&gt;
Note: Since bashing damage to a character that is incapacitated spills over into lethal, this is still worth a Class decrease if used on a power that normally does lethal.  If the player truly wishes to render their power unable to kill, this can be arranged, but that counts as an extra, which will remove the Class decrease.&lt;br /&gt;
&lt;br /&gt;
==INCREASED VERVE COST==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==INHIBITOR==&lt;br /&gt;
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&#039;t work on objects made of a certain substance.&lt;br /&gt;
&lt;br /&gt;
==LOUD==&lt;br /&gt;
&lt;br /&gt;
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&#039;t a sound that can be covered up.&lt;br /&gt;
&lt;br /&gt;
==LOW VELOCITY==&lt;br /&gt;
The character&#039;s power manifests as a ball of energy, a shockwave in the air, or some other physical representation--a physical representation that&#039;s easy to see and doesn&#039;t move particularly fast.  Whenever the character attempts to use this power on a target, the target&#039;s Defense applies as a penalty to the character&#039;s activation roll (or applies twice if it already applied).&lt;br /&gt;
&lt;br /&gt;
==OBJECT FOCUS==&lt;br /&gt;
The character&#039;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&#039;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, &#039;&#039;that&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==PERMANENT==&lt;br /&gt;
The character is unable to &amp;quot;turn off&amp;quot; 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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Up Form==&lt;br /&gt;
The character has a secondary form they are required to enter before activating this power. The way of entering this form is between the storyteller and the player. This does not require any sort of shapeshift or morphing power as it is the nature of the weakness itself. The weakness gives no benefit on its own except giving access to the powers.&lt;br /&gt;
&lt;br /&gt;
==SINGLE TECHNIQUE==&lt;br /&gt;
The character&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Superpowers|Back to Superpowers]]&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Main_Page|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Emoria</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MTH:Extras&amp;diff=217938</id>
		<title>MTH:Extras</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MTH:Extras&amp;diff=217938"/>
		<updated>2012-11-10T16:17:54Z</updated>

		<summary type="html">&lt;p&gt;Emoria: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=EXTRAS=&lt;br /&gt;
&lt;br /&gt;
Extras are optional abilities that can be used to enhance a superpower, giving it longer range, more punch, a reduced Verve cost etc.  Each Extra added to a superpower increases that power&#039;s Class by one; the maximum Class a power can have is 3, so a Class 2 power may be given one Extra (or two if a weakness is taken), and a Class 1 power may be given two (or three with a weakness). &lt;br /&gt;
&lt;br /&gt;
The following are generic Extras that can be applied to a number of different superpowers.  This list is not exhaustive; players and Storytellers are encouraged to come up with their own extras to supplement this list.  The Storyteller is the final arbiter of whether or not a given Extra may be combined with a given power.&lt;br /&gt;
&lt;br /&gt;
==CANNOT KILL==&lt;br /&gt;
This power, which must only deal bashing damage, does not cause bleed over into lethal. If a bashing damage level would be converted into lethal, it does not happen, and the target merely becomes unconscious for the scene if they have no power level, or until they heal a point of bashing if they do.  If the power has a way to deal lethal damage, it must be removed with a weakness somehow to take this extra.  Might come in handy for heroes that are averse to killing.  :)&lt;br /&gt;
&lt;br /&gt;
==DAMAGE UPGRADE==&lt;br /&gt;
Favored by villains and morally-dubious antiheroes, this Extra allows a character&#039;s powers to deal horrible, crippling wounds.  This Extra may only be applied to a power that directly deals either bashing or lethal damage.  If the power previously dealt bashing damage, it now deals lethal; if it previously dealt lethal, it now deals aggravated.  Note that most superpowers capable of dealing aggravated damage will also ignore a target&#039;s armor if that armor is not specifically designed to resist the power or element.  Shuch armor always either costs more, or provides less protection against other forms of attack.&lt;br /&gt;
&lt;br /&gt;
==EXTENDED DURATION==&lt;br /&gt;
The effects of the character&#039;s powers persist for longer than usual.  If the power previously had a duration of one turn, its duration increases to one scene; if the power previously had a duration of one scene, its duration increases to 24 hours or until the character next sleeps, whichever comes first.  Any power with a duration of longer than one scene has its duration doubled by this Extra.&lt;br /&gt;
&lt;br /&gt;
==INCREASED RANGE==&lt;br /&gt;
The character is able to project the effects of his powers to a greater range than normal.  A power with a Range given in yards has its Range doubled, and its medium and long ranges increase accordingly.  A power with Range: Touch gains a Range equal to the character’s (Power Level + superpower rating) x 5 yards.  Range: Self becomes Range: Touch; as usual, touching an unwilling target usually requires a Dexterity + Brawl roll, and the target’s Defense applies.  At the Storyteller’s discretion, an unwilling target may also receive a reflexive Power Level + resistance trait roll to resist the superpower, or the appropriate resistance trait may be applied as a penalty to the activation roll.&lt;br /&gt;
&lt;br /&gt;
==REDUCED VERVE COST==&lt;br /&gt;
The character is able to activate her powers almost effortlessly.  A power with this Extra has its Verve cost reduced by one, to a minimum of zero.  Yes, this makes many powers effectively free, but a large number of the ones that are really useful to make free are Class 3, and that requires a weakness the Storyteller is willing to accept for the Class decrease on that power.&lt;br /&gt;
&lt;br /&gt;
==QUICKENED ACTIVATION==&lt;br /&gt;
The character is able to activate her powers extremely quickly.  A power with this Extra may be activated as a reflexive action, rather than an instant action.  This Extra may not be given to powers whose activation involves an extended action, nor to powers which cause damage to or otherwise hinder the character&#039;s opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Superpowers|Back to Superpowers]]&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Main_Page|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Emoria</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MTH:Powers_Q-Z&amp;diff=217937</id>
		<title>MTH:Powers Q-Z</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MTH:Powers_Q-Z&amp;diff=217937"/>
		<updated>2012-11-10T16:17:18Z</updated>

		<summary type="html">&lt;p&gt;Emoria: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==REGENERATION==&lt;br /&gt;
&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: --&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character heals much faster than ordinary humans.  The character automatically heals one level of bashing damage (per dot in Regeneration) every turn at the start of his action, and he heals one level of lethal damage every fifteen minutes (per dot in Regeneration).  Aggravated damage heals at the ordinary rate.  This power is reflexive, so the character heals regardless of whether he is conscious or not.&lt;br /&gt;
&lt;br /&gt;
Extras: Accelerated Regeneration (the character automatically heals one level of either bashing or lethal damage per dot in Regeneration every turn at the start of his action, whether he is conscious or not [starting with bashing damage first]; the character also heals one level of Aggravated damage every 15 minutes).&lt;br /&gt;
&lt;br /&gt;
==RESURRECTION==&lt;br /&gt;
&lt;br /&gt;
Class: Omega&lt;br /&gt;
&lt;br /&gt;
Cost: Special&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: No matter the hardship, no matter how many pieces he may have been blown into, a character with this power always stands a chance of coming back.&lt;br /&gt;
&lt;br /&gt;
Activating this power costs a permanent dot of Power Level, and if the character does not have a dot to sacrifice, they are truly dead.  Should the last dot be sacrificed, the character will still resurrect, but only as a normal person, without this or any other powers or merits not available to superhuman characters.&lt;br /&gt;
&lt;br /&gt;
The exact rational for this power will vary between characters, but their Resurrection will always depend on one of two factors; Either the body may reconstitute itself or it must be reformed at another, specific location.  The player must choose which of these is the case with their character.  &lt;br /&gt;
&lt;br /&gt;
If the body must be reconstituted then the character&#039;s body must be removed from harm&#039;s way before the process can begin.  Enemies may seek to keep this from coming to pass.&lt;br /&gt;
&lt;br /&gt;
If the body is reformed somewhere then this location of facility must be in working order and is vulnerable to attack.  The ST should work with the player to determine the specifics this entails.&lt;br /&gt;
&lt;br /&gt;
Levels in this power effect the process in two ways.  First, they allow for a faster resurrection, with the listed value being the time it will take the character to resurrect once they are in a position to do so.  The second benefit is that the rating allows more time to pass before resurrection is no longer an option.  That second option means that, should conditions not allow the character to resurrect, their allies have more time to change the situation.&lt;br /&gt;
&lt;br /&gt;
Resurrection Level    Minimum Time    Maximum Time&lt;br /&gt;
     1                1 month         1 turn&lt;br /&gt;
     2                1 week          1 day&lt;br /&gt;
     3                1 day           1 month&lt;br /&gt;
     4                1 hour          1 year&lt;br /&gt;
     5                1 minute        1 decade&lt;br /&gt;
&lt;br /&gt;
==SCAN==&lt;br /&gt;
Class: Alpha&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Investigation) + Scan - target&#039;s Resolve&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Scan) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to discern the powers and capabilities of a target.  Each success on the activation roll allows the character to learn her target&#039;s rating in any one Attribute, Skill, or superpower.  Depending on how this power functions, the Storyteller may elect to describe this rating in qualitative (&amp;quot;He is extremely skilled with all melee weaponry and is a master of swords&amp;quot; = Weaponry [Swords] 4) or quantitative (&amp;quot;His augmented strength is 120% of the human maximum&amp;quot; = Strength [including Mega Strength] 6) terms.&lt;br /&gt;
&lt;br /&gt;
Extras: Multiple targets (the character may elect to allocate her successes amongst all the possible targets in range, rather than choosing only one).&lt;br /&gt;
&lt;br /&gt;
==SHAPESHIFT (Alpha, Beta, or Gamma)==&lt;br /&gt;
&lt;br /&gt;
Class: Alpha, Beta, or Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve, see below&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Stamina + (Survival) + Shapeshift&lt;br /&gt;
&lt;br /&gt;
Action: Instant or Extended&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to alter her physical form.  There are three versions of this power, with each of the later versions including the earlier.  Thus if you have Shapeshifting Gamma you also possess Shapeshifting Beta and Alpha.&lt;br /&gt;
&lt;br /&gt;
Using Shapeshift is either an instant or an extended action.  The character may pay the cost once and shift for the scene, or they may pay the cost, look at the result, and choose to continue shifting next turn.  Additional turns of shifting cost only time, not Verve, and the character may roll a number of times up to his effective Stamina. Each roll takes one turn.  &lt;br /&gt;
&lt;br /&gt;
Once a character has shapeshifted, the changes persist for one scene; the character may shapeshift again before the end of the scene, but doing so requires another activation roll and the expenditure of another Verve.  If the character wishes to stay in their assumed shape after one scene, they may continue to do so for one verve.  This allows them to hold the form for the rest of the scene without a roll.  Additional scenes cost one verve per.&lt;br /&gt;
&lt;br /&gt;
The character may cancel their shift, reverting back to their normal form, at any time as a reflexive action.  This is an all-or-nothing reversion.  If the player only wants to revert part of their form, they must activate the power again.&lt;br /&gt;
&lt;br /&gt;
Other then the kinds of powers detailed in the Gamma version of the power, Shapeshift cannot allow the character to emulate other super powers, but it can be used as a rational for buying those powers with experience points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The simplest use of this power is simply to look like another person or similar being, without making any more significant physical changes.  If the character succeeds on the activation roll, she is able to shift her appearance to that of a human or humanoid of any gender, biological, robotic, living or dead, making it impossible to recognize her through cursory visual examination.  The character will still smell the same, however, and may still be recognizable through distinctive birthmarks, scars or other esoteric means of identification.  Essentially, successes on the activation roll are added to successes on attempts at disguise or impersonation.  &lt;br /&gt;
&lt;br /&gt;
Shapeshift Alpha can be used to simulate powers that aid disguise but don&#039;t actually alter the character&#039;s physical form, such as holographic projections and identity-oriented illusions.&lt;br /&gt;
&lt;br /&gt;
Extras: The character may also shift there scent, as well as all other means of identification that does not rely on the character&#039;s mental state (such as telepathy) or spiritual state (such as a character identifying another soul through magic).  &lt;br /&gt;
&lt;br /&gt;
If the character can alter the appearance of another person (requiring touch and a second activation roll), this would also count as an extra.  Should the target resist treat this as a touch-based attack using the die pool of the activation roll (thus defense would apply).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most complex (and most flamboyant) use of Shapeshift is to alter the character&#039;s body size and shape, increasing or redistributing muscle mass and growing claws or armor.  The new form must still be very vaguely humanoid.  A character using Shapeshift in this manner is able to make two of the following changes for every success she gains on the activation roll, and these may stack:&lt;br /&gt;
&lt;br /&gt;
* Increase or decrease her Size or species Speed factor by one, to a (functional) minimum of zero.&lt;br /&gt;
&lt;br /&gt;
* Increase or decrease a Physical Attribute by one.&lt;br /&gt;
&lt;br /&gt;
* Make the form appear to have two dots less or more Strength or Stamina.  &lt;br /&gt;
&lt;br /&gt;
* Shift any one dot in Physical Attributes around; no Attribute may be reduced below one in this manner.&lt;br /&gt;
&lt;br /&gt;
* Hide up to three health levels of wounds.&lt;br /&gt;
&lt;br /&gt;
* Stop bleeding or hemorrhaging other bodily fluids.&lt;br /&gt;
&lt;br /&gt;
* Negate one point of wound-penalties.&lt;br /&gt;
&lt;br /&gt;
* Reattach a severed limb or organ.  Not that this does not heal the damage that severed it for the purposes of health levels.&lt;br /&gt;
&lt;br /&gt;
* Temporarily regain the function of a lost limb or other organ, other then the brain (because you would be dead before you got to activate the power).  If the character chooses to retain the shifted form while retaining a replacement limb or organ, they must pay an additional verve when they pay to sustain the power at the beginning of a scene.  For simplicity&#039;s sake, assume the entire torso of a human being counts as two organs, and the abdomen counts as three.  &lt;br /&gt;
&lt;br /&gt;
Yes, this does mean that a very, very lucky shape-shifter might have a chance at surviving decapitation.&lt;br /&gt;
&lt;br /&gt;
The character may choose to take an obvious identifying feature as a weakness for this power. Such a feature might be the inability to change the character&#039;s distinctive coloration (think Beast Boy or Plastic Man), or having a distinctive odor.  Treat this flaw as if the character does not have Shapeshift Alpha for mechanical purposes, unless the character&#039;s very distinctive mark just happens to resemble what they are trying to impersonate (like if Beast Boy tried to pass as a green lizard).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamma Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using this power, a character can turn almost anything, provided it is entirely one piece.  A character using Shapeshift in this manner is able to make one of the following changes for every success she gains on the activation roll, plus one for every dot in Shapeshift she possesses:&lt;br /&gt;
&lt;br /&gt;
* Take one dot in a purely biological Alpha or Beta superpower.  The Storyteller is the final arbiter of what powers can be emulated with Shapeshift; things like Claws and Armor are appropriate, while powers such as Mental Blast, Force Field, and Teleport aren&#039;t.  These powers must be activated as normal, but if an action is required to activate them, they may be activated in the same turn as the Shapeshift action is taken.  The character pays for them as normal, with verve, and uses the default listed die pool.  They &#039;&#039;&#039;do not&#039;&#039;&#039; substitute their rating in Shapeshift for their rating in the appropriate power.&lt;br /&gt;
&lt;br /&gt;
* Trade any two dots in Physical Attributes or Size for dots in Alpha or Beta biological superpowers; no Attribute may be reduced below one in this manner.  Again, superpowers acquired in this manner must be activated as normal, though they can be activated simultaneously to the Shapeshift power.&lt;br /&gt;
&lt;br /&gt;
The distinctive feature option for the Beta version of this power is also an option for the Gamma version.&lt;br /&gt;
&lt;br /&gt;
If the shapeshifter is mechanical in nature (usually a rational for the distinctive feature drawback), they may copy Alpha and Beta powers with a plausible mechanical rational as an extra.  &lt;br /&gt;
 &lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
==SHROUD==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Dexterity + (Stealth) + Shroud&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Stealth) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: (Power Level + Stealth) yards&lt;br /&gt;
&lt;br /&gt;
Duration: Concentration&lt;br /&gt;
&lt;br /&gt;
Effect: The character creates a field of dark shadow, cloaking mist, nebulous energy or some other vision-obscuring medium.  For each success the character gains on the activation roll, any chararacters (friend or foe) within the area of the shroud, or trying to see through it, receive a –1 penalty to all sight-based perception rolls.  On an exceptional success, the shroud is so thick as to be effectively opaque; it is impossible to see through the area covered by the shroud at all, and characters caught within the area of effect are blinded.  Normally Shroud only affects normal vision, but for one additional Verve the activating character may also have it obscure other types of vision (such as infrared or ultraviolet).&lt;br /&gt;
&lt;br /&gt;
Extras: Semisolid (each yard moved within the area of the shroud counts as two yards, and the shroud may be formed into a wall providing +1/+1 armor per dot of Shroud to anyone attacked through it), Sensory Deprivation Field (the shroud may block other senses or forms of detection, at a cost of one Verve per additional sense, up to a maximum of the user’s dots in Shroud; examples include smell, hearing, psychic detection, or motion tracking).&lt;br /&gt;
&lt;br /&gt;
==SKINCHANGER==&lt;br /&gt;
&lt;br /&gt;
Class: Alpha &lt;br /&gt;
&lt;br /&gt;
Cost: 0 Verve, unless extending duration (as per Shapeshifter)&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Manipulation + Survival + Skinchanger&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
This power, except for the changes noted here, operates exactly like Shapeshift Beta.&lt;br /&gt;
&lt;br /&gt;
The character may only take on the shapes which currently exist in their &amp;quot;Library&amp;quot;, and start with only their natural shape in their library.  To add a shape the character must kill the current &#039;owner&#039; of the shape in some specific and gruesome fashion taking no less then fifteen minutes to complete.  They must then assimilate the new shape in a process also taking no less then fifteen minutes.  &lt;br /&gt;
&lt;br /&gt;
The exact way in which this happens is left for the ST and player to determine.  The character may skin the person alive and crawl into the resulting skin-suit, beat them to a pulp and absorb the victim through the skin, cut their head open and study their brain, or just chop them up and dine upon a chili made from their flesh and seasoned with their tears.  &lt;br /&gt;
&lt;br /&gt;
Whatever the case the victim must die, must suffer, and must be a sapient organic being.  Modifications made to the character&#039;s stats by this power must be associated with the taken form.&lt;br /&gt;
&lt;br /&gt;
Players should keep in mind that this power in no way offers any exemption from the Morality rolls it will inevitably cause.  Standard use of this power requires torture in some form, though Compassionate Monster (below) may allow this to be upgraded to &#039;mere&#039; premeditated murder.  It is the Storyteller&#039;s call weather use of this power under the Heart&#039;s Blooded extra qualifies as being a lesser sin then general torture. &lt;br /&gt;
&lt;br /&gt;
Extras: Compassionate Monster - The victim need not die suffering, Heart&#039;s Blooded - Less then sapient creatures are now valid targets (it doesn&#039;t have to qualify as a person).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SUPER SPEED==&lt;br /&gt;
&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Super Speed must be activated each turn to gain it&#039;s benefits.  Those benefits are:&lt;br /&gt;
&lt;br /&gt;
*    +1 Defense and Initiative per dot.&lt;br /&gt;
&lt;br /&gt;
*    The character’s Speed is multiplied by the number of dots she has in Super Speed, plus one; IE a character with Super Speed 1 doubles her Speed, a character with Super Speed 2 triples it etc.  This effects running speed and acting speed identically.&lt;br /&gt;
&lt;br /&gt;
*    Outside of dramatic time, tasks the character undertakes have their time for completion divided by the number of dots in this power plus one.  The Verve cost for this is equal to one for every hour of time, or portion of an hour, before reduction.  Thus, an hour long task with Super Speed three takes 15 minutes, and costs one Verve.  &lt;br /&gt;
&lt;br /&gt;
*    The character is able to take a number of rolled actions equal to their dots in Super Speed.  Each rolled action beyond the first costs one Verve.  She makes one roll for these actions, equal to lowest die pool or the attempted actions, which is applied to the success of all rolled actions.  Mega Attributes, Mega Skills and Mega Specialties do not apply to these rolls.  &lt;br /&gt;
&lt;br /&gt;
*    Rolled actions may be sacrificed for unrolled actions, with each sacrificed rolled action allowing up to three unrolled actions.  Unrolled actions do not cost Verve.  &lt;br /&gt;
&lt;br /&gt;
Rolled and Unrolled actions can be mixed, so a character with three dots of Super Speed could move across a warehouse floor, punch out two goons, pick up a hostage and run out the door in one turn.&lt;br /&gt;
&lt;br /&gt;
Characters can activate Super Speed at any point in a turn, including during someone else’s turn (which can be useful for defense).&lt;br /&gt;
&lt;br /&gt;
==TELEKINESIS==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Dexterity + (Athletics) + Telekinesis&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Telekinesis) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character may telekinetically lift, move, or hurl objects through the air.  The character may move objects of a Size up to her Telekinesis without difficulty; to move objects larger than this, the character must make an activation roll, with each success allowing her to move an object one Size larger.  A character may move any object she can lift up to ten yards per dot in Telekinesis, and may move objects outside the original range of the power if so desired.  A character may also use Telekinesis to hurl an object she is capable of lifting; the range of such a projectile is (character’s Dexterity + Athletics + Telekinesis – object’s Size) yards, doubled for aerodynamic projectiles as normal.  Telekinesis may also be used to attack or grapple a target directly; in such a situation, the activation roll counts as the character’s attack roll, and the target’s Defense and armor apply.  Attacks made in this manner do bashing damage.  Telekinesis does not grant a character the ability to fly, though a character’s telekinetic abilities may serve as justification for her purchase of the Flight power.&lt;br /&gt;
&lt;br /&gt;
Extras: Size Matters Not (all objects count as Size 0 for the purposes of lifting or determining range).&lt;br /&gt;
&lt;br /&gt;
==TELEPATHY==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Varies&lt;br /&gt;
&lt;br /&gt;
Action: Varies&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Area: Varies&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to project her consciousness into the minds of others.  The character knows one of the following techniques for each dot in Telepathy she possesses; she may attempt to use a technique that she does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll (if any).&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
===COMMUNICATE===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Expression) + Telepathy [vs. target&#039;s Resolve + Power Level]&lt;br /&gt;
&lt;br /&gt;
Action: Instant or contested; resistance is reflexive&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Telepathy) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to communicate telepathically.  On a successful activation roll, the character establishes a mental link with her target through which the two characters can communicate, whether or not they share a common language.  The target character is aware of the link being established, and if he chooses, he may attempt to contest the Telepathy activation roll with a reflexive Resolve + Power Level roll; if the target wins this roll, the telepathic link is not established.  Once the link has been created, it remains in place for one scene, unless one of the characters decides to sever it; the activating character may sever a telepathic link automatically as a reflexive action, while the target character must roll his Resolve + Power Level in a contested action against the original activation roll in order to sever the link.&lt;br /&gt;
&lt;br /&gt;
===MENTAL BLOODHOUND===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Investigation) + Telepathy&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to track a target from a great distance by focusing on his mental activity.  In order to locate a target with this power, the activating character must be familiar with that target, either through previous telepathic contact or through some other means of interaction.  A single success on the activation roll allows the character to detect her target if he is anywhere within (Power Level + Telepathy) miles; each additional success on the activation roll doubles this range.  If the target character is in range and his brain is functional, the activating character is immediately aware of his exact location in relation to her.  If the target is not in range, or if his brain is no longer functioning, this power fails.&lt;br /&gt;
&lt;br /&gt;
===MEMORY ALTERATION===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Expression) + Telepathy vs. target&#039;s Resolve + Power Level&lt;br /&gt;
&lt;br /&gt;
Action: Contested; resistance is reflexive&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Telepathy) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: An extension of the Mind Probe technique, this power allows the character to alter the memories of another.  In order to use this technique, the character must first find and learn the information she wishes to change using the Mind Probe technique; once this is done, the character may make a contested activation roll to alter the memory.  If the character wins the activation roll with an ordinary success, she is able to alter any single memory or piece of information in the target&#039;s mind; however, any related thoughts or memories (such as mnemonic devices for remembering passwords) will be left intact, which may end up confusing the target or alerting him to the memory alteration.  If the character wins with an exceptional success, not only is the chosen memory or piece of information altered, but any related memories will also shift and alter to accomodate the changed information, rendering the target unable to detect the memory alteration without outside help.  The memory changes caused by use of this technique are permanent, although the target may eventually realize that his memories are incorrect through interaction with other characters.&lt;br /&gt;
&lt;br /&gt;
===MIND PROBE===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Wits + (Investigation) + Telepathy (vs. target&#039;s Resolve + Power Level)&lt;br /&gt;
&lt;br /&gt;
Action: Extended, or extended and contested; resistance is reflexive&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Telepathy) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to read the thoughts and memories of her target.  In order to use this power, the character must make an extended activation roll and score a number of successes based on the target&#039;s Resolve and the nature of the thoughts or memories being sought.  Accessing a target&#039;s surface thoughts or short-term memory requires only a number of successes equal to the target&#039;s Resolve.  Accessing non-confidential information stored in the character&#039;s long-term memory (such as family birthdays or basic job information) requires a number of successes equal to the target&#039;s (Resolve x 3).  Intimate or personal thoughts, or confidential memories (blackmail information, criminal activities, security codes) require a number of successes equal to the target&#039;s (Resolve x 5) to uncover, and learning the deepest-hidden thoughts and most-repressed memories require a number of successes equal to the target&#039;s (Resolve x 7).  It&#039;s also possible to learn a target&#039;s basic personality traits (in game terms, his Virtue and Vice) in this manner; the Storyteller should determine how many successes are necessary to learn this information based on the above guidelines and how honest or dissembling the target is.  The character using the Mind Probe technique may make a maximum number of rolls equal to the character&#039;s Resolve, and each roll takes one turn.  A character targeted by Mind Probe may make a reflexive (Wits + Composure - activating character&#039;s Telepathy rating) roll to become aware of the psychic intrusion, and if successful, may contest the activation roll with a reflexive Resolve + Power Level roll each turn; if the target wins, the activating character does not gain any successes towards learning the desired information that turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===THOUGHT DETECTION===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Investigation) + Telepathy&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to expand her awareness and detect nearby mental activity.  A single success on the activation roll makes the character aware of every entity with at least the intelligence of an insect within (Power Level + Telepathy) x 5 yards of her.  Each additional success on the activation roll doubles this distance.  The character is aware of both the location and the nature of each detected intelligence; for example, she would be able to recognize that the primitive minds in the floorboards belong to cockroaches and that the more advanced, familiar intelligences on the other side of the wall are humans.  When faced with an unfamiliar intelligence, such as an A.I. or an extradimensional being, the character will learn the qualities of the intelligence (&amp;quot;highly advanced and extremely logical,&amp;quot; or &amp;quot;similar in strength to a human but completely unfamiliar&amp;quot;) but will not recognize the manner of entity to which they belong.&lt;br /&gt;
&lt;br /&gt;
==TELEPORT==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 0+ Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Wits + (Investigation) + Teleport&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to travel instantly from one point to another, without passing through the intervening space.  If the character gets at least one success on the roll, they reappear up to 10 yards away from their original location.  Each additional 10 yards penalizes the roll by 1.  The player may choose to buy off these penalties at a cost of one verve per penalty.  Failing the roll gives the Storyteller the entertaining option of choosing the destination of the teleport.  On a dramatic failure, the character not only counts as having failed his activation roll for the purposes of determining where he ends up, he also teleports into a dangerous situation, such as several hundred feet above the ground or underwater.  The character cannot, intentionaly or not, teleport into a space they cannot occupy.&lt;br /&gt;
&lt;br /&gt;
Extras: Combat Teleport (teleportation is a reflexive action, rather than an instant action), Mass Teleport (the character may teleport up to one additional character for every dot in Teleport and Power Level he possesses).&lt;br /&gt;
&lt;br /&gt;
==TEMPORAL MANIPULATION==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Varies&lt;br /&gt;
&lt;br /&gt;
Action: Varies&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Area: Varies&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to manipulate the flow of time.  The character knows one of the following techniques for each dot in Temporal Manipulation she possesses; she may attempt to use a technique that she does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll (if any).  In addition to any other techniques she may have, any character with dots in Temporal Manipulation possesses an extremely accurate internal clock; she always knows exactly what time it is, and is able to mentally time events with the accuracy of a stopwatch.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
===AGE ALTERATION===&lt;br /&gt;
Cost: 2 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Medicine) + Temporal Manipulation – target’s Stamina&lt;br /&gt;
&lt;br /&gt;
Action: Extended&lt;br /&gt;
&lt;br /&gt;
Range: Touch&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: Each success on the activation roll increases or decreases the target’s physical age by one year; the Storyteller is the final arbiter of what effects, if any, this has on the target.  Note that only the target’s physical body is changed, while his mental maturity, his knowledge level, and his superpowers remain intact; however, the immature brain of a child or the aged brain of a geriatric may not function as effectively as that of an adult, meaning the target may not be able to use that knowledge or those skills to full effect.  Using Age Alteration is an extended action, and the character may roll and gain successes a number of times per scene up to her Stamina (including any bonus for Mega-Stamina).  Each roll takes one turn.&lt;br /&gt;
&lt;br /&gt;
===ACCELERATE TIME===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Wits + (Science) + Temporal Manipulation&lt;br /&gt;
&lt;br /&gt;
Action: Varies&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Temporal Manipulation) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One turn&lt;br /&gt;
&lt;br /&gt;
Effect: The character accelerates the passage of time for herself or for someone else.  Each success on the activation roll increases the target’s Initiative and Defense by 1, to a maximum of the activating character&#039;s Power Level.&lt;br /&gt;
&lt;br /&gt;
===DILATE TIME===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Wits + (Science) + Temporal Manipulation&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Temporal Manipulation) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One turn&lt;br /&gt;
&lt;br /&gt;
Effect: The character slows the passage of time around the target, reducing their ability to act and to respond to the world around them.  Each success on the activation roll reduces the target’s Initiative and Defense by 1, to a minimum of 0 each; a character reduced to 0 Initiative may not act in combat at all this turn, as he is simply unable to keep up with the speed of events happening around him.  Dilate Time can also inflict penalties to actions involving reaction time or quick action, both inside and outside of combat; the Storyteller is the final arbiter of how such penalties are applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HOP===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Resolve + (Drive) + Temporal Manipulation&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character jumps through time, forward or backward, a few moments, or occasionally as much as an hour.  For each success on the activation roll, the character can choose to move up to one turn into the future or past.  On an exceptional success the character may jump up to an hour or scene in either direction.&lt;br /&gt;
&lt;br /&gt;
Time travel, even small-scale time travel, comes with certain rules.  One is that the character must attempt not to alter the already established events (so sometimes it&#039;s easier not to know).  Another is that they must avoid paradoxes in general.&lt;br /&gt;
&lt;br /&gt;
If a character violates one of these rules they begin to diverge from the &#039;trajectory&#039; of time, and gain a &#039;Divergence&#039; point.  Mark this point by putting an X through the character&#039;s top-most Morality circle.  Each additional point marks another circle below that one.  If the circle that wold be marked is a filled in dot, the character automatically looses a dot of Morality and checks for degeneration.  That character cannot regain this point of Morality while that level is still marked with Divergence.  A time traveler particularly prone to paradox will simply vanish if their entire morality track is filled with Divergence. &lt;br /&gt;
&lt;br /&gt;
The character may remove a point of Divergence by fixing any violation of the above rules.  For instance, if the character gained the point by removing an object that someone later picked up, they can fix the situation by replacing the object without being seen by their earlier self.&lt;br /&gt;
&lt;br /&gt;
Situations may arise that a character cannot fix, so a time traveler must be careful, lest time travel break their mind and eventually eject them from reality all together.&lt;br /&gt;
&lt;br /&gt;
A character can also use this power in a &#039;playing it forward&#039; manor.  A character can choose to take a point of Divergence to assign a future use of time travel they plan on, and benefit from it at the moment.  When they actually take the action, the point of Divergence is removed.  For example, the player may declare that their character finds a tool they need in a drawer they have never looked in, because they will put it there later.  They will find the tool there when they look, and they will have the point of Divergence until they go back in time and put that same tool in that same drawer.  The Storyteller may declare any &#039;play it forward&#039; use of this power void without explanation.  This simply indicates that the character&#039;s attempt to set up events failed for some reason.  The verve is still spent and the Divergence is still gained though, as the character must still make the attempt later (The attempt will then remove the Divergence, once the character has failed).  &lt;br /&gt;
&lt;br /&gt;
If the Storyteller uses the &amp;quot;Matter of Resolve&amp;quot; optional rules for downtime actions, they may allow a &#039;played forward&#039; action to take up a downtime action.&lt;br /&gt;
&lt;br /&gt;
===STOP TIME===&lt;br /&gt;
Cost: 1 Verve, 1 Willpower&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Science) + Temporal Manipulation vs. target’s &lt;br /&gt;
&lt;br /&gt;
Resolve + Power Level&lt;br /&gt;
&lt;br /&gt;
Action: Contested; resistance is reflexive&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Temporal Manipulation) yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: A more potent version of Dilate Time, Stop Time does just that—stops the passage of time around a target.  Each success on the activation roll freezes a target in time for one turn; on an exceptional success, the target is frozen for an entire scene.  While frozen in time, the target cannot act or be acted upon in any way; he may not use any powers or abilities, and he is unaffected by and unaware of outside phenomena (attacks, superpowers, etc.).  An unwilling target may attempt to resist this power with a reflexive Resolve + Power Level roll; if the target wins the contested roll, the effect does not take hold and the character looses their action.&lt;br /&gt;
&lt;br /&gt;
==VERVE RECOVERY==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: N/A&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: N/A&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: The character recovers his energy extremely quickly.  Every time this character recovers Verve for the scene, he gains an additional number of Verve equal to his Verve Recovery rating.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Superpowers|Back to Superpowers]]&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Main_Page|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Emoria</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MTH:Powers_I-P&amp;diff=217936</id>
		<title>MTH:Powers I-P</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MTH:Powers_I-P&amp;diff=217936"/>
		<updated>2012-11-10T16:16:28Z</updated>

		<summary type="html">&lt;p&gt;Emoria: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IMMOBILIZE==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Dexterity + (Athletics) + Immobilize - target&#039;s Defense + Power Level&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Immobilize) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: See below&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to hinder his opponents&#039; movement with layers of ice, quick-drying glue, zero-point energy fields or some other means.  This power has two main uses: restricting another character&#039;s body movements and reducing her ability to perform physical tasks, or anchoring another character to a solid object and stopping her from moving around.  &lt;br /&gt;
&lt;br /&gt;
If used to impede physical performance, the target takes a penalty to all rolls involving physical action (including attack rolls and most superpower activation rolls) equal to the number of successes gained on the character&#039;s Immobilize activation roll; if used to anchor the target, a successful activation roll reduces the target&#039;s Speed to 0, effectively pinning her in place (note that there must be a solid object present to anchor the target to, or else this technique cannot be used).  &lt;br /&gt;
&lt;br /&gt;
In either case, the target&#039;s Defense is reduced by one for every success gained on the activation roll.  If the activation roll is an exceptional success, the target suffers &#039;&#039;both&#039;&#039; effects: her Speed is reduced to 0, and she takes the penalty to physical actions (as well as to Defense).  In order for the target character to escape from an Immobilize power, she must succeed on a Strength + Stamina roll, with a negative modifier equal to the number of successes gained on the activation roll; if Immobilize was used to impede the character&#039;s physical actions, that penalty does not stack with the penalty to escape the Immobilize power.  &lt;br /&gt;
&lt;br /&gt;
Another character may attempt to aid the Immobilized character&#039;s escape, using the rules for Teamwork as described in the World of Darkness core rulebook (with the Immobilized character as the primary actor).  The immobilizing agent may also be damaged to reduce its effectiveness, either by the immobilized character (if possible) or by an ally.  The immobilizing agent has an effective Durability equal to the activating character&#039;s dots in Immobilize, and each level of damage dealt to it reduces the penalty to physical actions, the penalty to Defense, and the penalty to the escape roll by one; if the penalty is reduced below zero, the target is able to escape without making a roll.&lt;br /&gt;
&lt;br /&gt;
Extras: Ephemeral - (The immobilizing agent cannot be attacked to reduce its effectiveness).&lt;br /&gt;
&lt;br /&gt;
==IMMOLATION==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is capable of causing damage to anything that touches her.  The source of damage dealt (fire, electricity, angry ghosts etc.) must be chosen when this power is first purchased.   When the character activates this power, anything that contacts the character&#039;s body (her own gear and clothing excepted) takes an amount of lethal damage equal to the character&#039;s dots in Immolation or an amount of bashing damage equal to the character&#039;s Immolation dots + 2, as appropriate; if this contact is maintained for more than one turn, this damage is dealt each turn.  &lt;br /&gt;
&lt;br /&gt;
Note that this damage is dealt to &#039;&#039;everything&#039;&#039; the character touches or that touches the character, including unarmed attacks or weapons that strike the character (in this case, the damage is dealt &#039;&#039;after&#039;&#039; the attack in question lands), other characters struck by the character&#039;s unarmed attacks, and even the ground under the character&#039;s feet.  Once the character has paid the Verve cost for this power, she may switch it on and off at will for the duration of the scene; deactivating this power is a reflexive action, while reactivating it is an instant action, and the character may not do both in the same turn.&lt;br /&gt;
&lt;br /&gt;
Extras: Variable - (The character&#039;s immolation may be either of two damage sources; the character may alternate between these sources up to  once per turn as a reflexive action).&lt;br /&gt;
&lt;br /&gt;
==INVISIBILITY==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Wits + (Stealth) + Invisibility&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to turn himself, his clothing, and his personal possessions invisible.  If the character succeeds on the activation roll, characters who are not actively searching for him become unable to see him at all, and characters who are actively searching for the invisible character must roll Wits + Composure and score more successes than the Invisible character scored on his activation roll, plus the Invisible character&#039;s Power Level.  If this Wits + Composure roll is successful, the opposing characters are able to discern the invisible character&#039;s location in some manner and may attack him, with a -2 penalty due to his concealment; otherwise, the opposing characters are unable to locate the invisible character and must use the rules for Fighting Blind if they wish to attack him.  Note that Invisibility only renders the character imperceptible to standard vision; other methods of detection (hearing, smell, infrared vision, telepathic scanning) will detect the character as normal.&lt;br /&gt;
&lt;br /&gt;
Extras: Enhanced Effect - (The character may render himself undetectable to senses other than standard vision at a cost of one additional Verve per sense, up to a maximum number of senses equal to the character&#039;s dots in Invisibility).&lt;br /&gt;
&lt;br /&gt;
==INVULNERABILITY==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: N/A&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: N/A&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: The character is highly resistant to one source of damage or form of attack, chosen when this power is purchased.  A character&#039;s Invulnerability must be fairly specific: &amp;quot;hard radiation,&amp;quot; &amp;quot;fire,&amp;quot; and &amp;quot;mind control&amp;quot; are all viable Invulnerabilities, but &amp;quot;energy attacks,&amp;quot; &amp;quot;physical attacks, &amp;quot;mental attacks,&amp;quot; and &amp;quot;superpowers&amp;quot; are not.  Each dot in Invulnerability negates one &#039;&#039;success&#039;&#039; from any appropriate attack or damage rolls that affect the character, or one level of damage if the source deals automatic damage without rolling.  The effects of Invulnerability stack with (and are applied after) any penalties for armor, Defense, and powers such as Force Field.&lt;br /&gt;
&lt;br /&gt;
A character cannot have more dots in an Invulnerability than their Power Level.&lt;br /&gt;
&lt;br /&gt;
Extras: Broad category - (The character may elect to be invulnerable to &amp;quot;physical attacks,&amp;quot; &amp;quot;mental attacks,&amp;quot; or &amp;quot;energy attacks,&amp;quot; but not &amp;quot;superpowers&amp;quot; or &amp;quot;damage&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Weaknessess: Specific weakness - (The character may choose another area which does double damage to them per attack.)&lt;br /&gt;
&lt;br /&gt;
==JUDGEMENT BRAND==&lt;br /&gt;
&lt;br /&gt;
Class: Beta &lt;br /&gt;
&lt;br /&gt;
Cost: 1 Willpower&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Simple&lt;br /&gt;
&lt;br /&gt;
Range: Touch&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The target feels the weight of their actions come to bear as they experience a montage of their crimes.  This causes no harm to those who&#039;s karmic burden is light, but it becomes crushing to those who have led a life of immorality.  Subtract the target&#039;s Morality from 8.  The remaining number is the amount of damage the target takes in bashing levels.  Powers cannot lessen or negate this damage. This power cannot be used on the same target more then once per session, unless the target&#039;s Morality drops later that session.&lt;br /&gt;
&lt;br /&gt;
Extra: The damage is aggravated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==JUDGEMENT GAZE==&lt;br /&gt;
&lt;br /&gt;
Class: Alpha &lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Composure + Empathy + Judgement Gaze&lt;br /&gt;
&lt;br /&gt;
Action: Simple&lt;br /&gt;
&lt;br /&gt;
Range: Judgement Gaze Classs x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character learns the current level of Morality the target possesses, their Virtue, or their Vice. Each success on the activation roll tells you the morality, vice, or virtue of a single person within range. Multiple successes may be spread among multiple targets.&lt;br /&gt;
&lt;br /&gt;
==LUCK==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: Fortune smiles upon this character.  Each dot in Luck allows the character to add their Power Level in dice to a roll they make or which is made in their vicinity.  The same kind of roll (meaning the same die pool) may not be thus blessed in the same scene again.  &lt;br /&gt;
&lt;br /&gt;
Players should keep in mind that it is the player, and not the character, who chooses which pools receive the luck.  It may benefit ends the player wants but which the character doesn&#039;t.  &lt;br /&gt;
&lt;br /&gt;
Extras: None&lt;br /&gt;
&lt;br /&gt;
==MATTER CONTROL==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Varies&lt;br /&gt;
&lt;br /&gt;
Action: Varies&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Area: Varies&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to transmute and alter inorganic and nonliving organic matter.  The character knows one of the following techniques for each dot in Matter Control she possesses; she may attempt to use a technique that she does not specifically know (with the exception of Matter Creation), but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll.  In addition, any character with at least one dot in Matter Control may, as an instant action, learn the physical and chemical composition and properties of an object within (Power Level + Matter Control) x 5 yards.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
===ANIMATION===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Manipulation + (Crafts) + Matter Control&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Matter Control) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Concentration&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to animate inanimate objects around her, forcing them to do her bidding.  The character is able to animate one object of Size 5 or less for each success she scores on the activation roll; she may animate larger objects at a cost of one additional success for every 5 points of Size (for example, a Size 9 car would require two successes to activate, and a Size 20 dump truck would require four).  Alternatively, the character may animate &#039;&#039;all&#039;&#039; the objects of Size 1 or less within a radius equal to the character&#039;s dots in Matter Control multiplied by the number of successes scored on the activation roll.  Animated objects are able to walk, roll, hop or otherwise ambulate at a Speed equal to the character&#039;s default Speed; at the cost of one additional Verve, the objects&#039; Speed may be increased to twice the character&#039;s default Speed.  Animated objects can be made to attack an enemy with a dice pool equal to the character&#039;s Manipulation + the damage bonus of the object (or an appropriate damage bonus for a swarm of smaller objects), including any improvised weapon penalties.&lt;br /&gt;
&lt;br /&gt;
===DESTRUCTION===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Dexterity + (Crafts) + Matter Control - object&#039;s Durability&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Matter Control) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to undo the molecular bonds holding objects together, causing them to disintegrate.  Each success on the activation roll deals one level of aggravated damage to an object.  The normal rules for targeting an object apply, and as with all Matter Control techniques, this technique may not be used on living creatures.  Sentient undead (such as vampires and revenants) are also immune to this technique; the magic empowering them is too strong to be overcome by the Matter Control power.&lt;br /&gt;
&lt;br /&gt;
===MATTER ALTERATION===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Crafts) + Matter Control - object&#039;s Durability&lt;br /&gt;
&lt;br /&gt;
Action: Extended&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Matter Control) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to change the size, shape, density, and even molecular makeup of an object; using this technique, the character is able to turn lead to gold, or water into wine, or to transform a length of rebar into a fully-functional machine gun.  Successes gained on the activation roll for this technique can be put towards the following alterations:&lt;br /&gt;
&lt;br /&gt;
* Phase Change: The character may spend a single success to shift a material&#039;s physical state by one phase.  For example, a chunk of ice could be changed into a puddle of water, which could then be changed into a cloud of steam.&lt;br /&gt;
&lt;br /&gt;
* Size: The character may increase or decrease the object&#039;s Size by one point per success, to a minimum of Size 0 (small enough to be concealed in the palm of one hand).  The character may only do this if the object had a Size characteristic to begin with; thus, it cannot be performed on a volume of gas unless that gas is first transformed to another phase (see above).&lt;br /&gt;
&lt;br /&gt;
* Durability: The character may increase or decrease the object&#039;s Durability by one point per success, to a minimum of Durability 0 (about the consistency of balsa wood or paper).  The character may only do this if the object had a Durability characteristic to begin with; thus, it cannot be performed on a volume of liquid or gas unless that substance is first transfromed to a solid (see above).&lt;br /&gt;
&lt;br /&gt;
* Shape: The character may spend a success to alter the shape of the object, without significantly altering the size.  For example, a two foot long iron bar could be reshaped into a short sword, or a hole could be formed in a locked door.&lt;br /&gt;
&lt;br /&gt;
* Complexity: The character may spend a success add mechanical or electronic components to an object, or increase or decrease the complexity of components already in place.  The Storyteller is the final arbiter of how many successes are needed to reach a certain level of complexity; for example, it may take one success to transform a length of lead pipe into a single-shot rifle, and another success to turn it into a machine gun.&lt;br /&gt;
&lt;br /&gt;
* Quality: The character may increase or decrease the damage bonus of a weapon at a cost of one point of damage per success.  This ability can also be used to negate the damage penalty of an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
* Range: The character may spend a success to double or halve the short range of a ranged weapon, or to make an unaerodynamic throwing weapon aerodynamic (or vice-versa).&lt;br /&gt;
&lt;br /&gt;
* Hazardous Material: The character may spend two successes to render a substance radioactive or corrosive, such that contact with the substance deals a level of lethal damage each turn.  The character may also increase or decrease the lethality of an already hazardous substance at the rate of one level of lethal damage per success, and may also increase or decrease the distance at which the substance is harmful by one yard per success.&lt;br /&gt;
&lt;br /&gt;
* Toxicity: The character may increase or decrease the Toxicity of a substance at a rate of one point of Toxicity per success.&lt;br /&gt;
&lt;br /&gt;
* Composition: Many of the above alterations involve altering the composition of an object; for example, an increase in Durability could represent a transformation from wood to stone, while an increase in weapon damage could represent lead bullets changing into depleted uranium rounds.  However, the character may also spend a single success to simply change the composition of a substance without changing any of the above characteristics, such as turning lead into gold or water into wine.  The player and Storyteller should work together to determine what these changes signify, if anything.&lt;br /&gt;
&lt;br /&gt;
===MATTER CREATION===&lt;br /&gt;
Cost: N/A&lt;br /&gt;
&lt;br /&gt;
Dice Pool: See below&lt;br /&gt;
&lt;br /&gt;
Action: See below&lt;br /&gt;
&lt;br /&gt;
Range: See below&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: Such is the character&#039;s skill with Matter Control that she can create matter from nothingness.  A character who possesses this technique is able to use the Matter Alteration technique without first having a source of raw materials to work with; in this case, a single success on the activation roll provides the character with a solid chunk of Size 1, Durability 1 material to work with, or a Size 2 volume of water or other harmless liquid, or enough gas to fill about ten cubic feet of space.&lt;br /&gt;
&lt;br /&gt;
==MEGA-ATTRIBUTE==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: --&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: N/A&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: There are nine Mega-Attributes, one for each standard Attribute.  Each dot in a Mega-Attribute increases its base Attribute by 2 dots for the purposes of rolling dice and meeting prerequisites.  Alternatively, character may reduce a penalty on a roll by three per mega dot instead of adding two dice.  This may be done whole or in part, as the player wishes.  &lt;br /&gt;
&lt;br /&gt;
A character may have no more dots in a Mega-Attribute than he does in its base Attribute.&lt;br /&gt;
&lt;br /&gt;
Mega-Attributes do not stack with Mega-Skills or Mega-Specialties unless the Mega Skill or Specialty has the Stacking extra.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
==MEGA-SKILL==&lt;br /&gt;
&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: --&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: N/A&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: There are twenty-four Mega-Skills, one for each standard Skill. Each dot in a Mega-Skill increases its base Skill by 2 dots for the purposes of rolling dice and meeting prerequisites. Alternatively, character may reduce a penalty on a roll by three per mega dot instead of adding two dice. This may be done whole or in part, as the player wishes.&lt;br /&gt;
&lt;br /&gt;
A character may have no more dots in a Mega-Skill than he does in its base Skill.&lt;br /&gt;
&lt;br /&gt;
Mega-Attributes do not stack with Mega-Skills or Mega-Specialties unless the Mega Skill or Specialty has the Stacking extra.&lt;br /&gt;
&lt;br /&gt;
Extras: Stacking.&lt;br /&gt;
&lt;br /&gt;
==MEGA-SPECIALTY==&lt;br /&gt;
&lt;br /&gt;
Class: Alpha&lt;br /&gt;
&lt;br /&gt;
Cost: --&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: N/A&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: Mega-Specialties are defined with the same breadth as normal specialties.  Each dot in a Mega-Specialty increases its base Skill by 2 dots for the purposes of rolling dice when that specialty applies. Alternatively, character may reduce a penalty on a roll by three per dot instead of adding two dice. This may be done whole or in part, as the player wishes.&lt;br /&gt;
&lt;br /&gt;
A character may have no more dots in a Mega-Specialty than he does in its base Skill or Power Level, whichever is lower.  Likewise, a character must have a matching normal specialty to have a Mega-Specialty.&lt;br /&gt;
&lt;br /&gt;
Mega-Attributes do not stack with Mega-Skills or Mega-Specialties unless the Mega Skill or Specialty has the Stacking extra.&lt;br /&gt;
&lt;br /&gt;
Extras: Stacking.&lt;br /&gt;
&lt;br /&gt;
==MENTAL BLAST==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Expression) + Mental Blast – target’s Resolve + Power Level&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Mental Blast) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character blasts his opponent’s mind with a wave of mental energy, causing psychosomatic injury and pain.  Each success on the activation roll deals one level of bashing damage to the target.  This power only functions on targets with a functioning central nervous system (IE people and most animals, but not plants, inanimate objects, ghosts, or nonsentient zombies).&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
Note to Creator: You need to more clearly define your die pool is it Int + Exp + MB + PL - Target Res or is it ( Int + Exp + MB ) - Targets (Res + PL)&lt;br /&gt;
&lt;br /&gt;
==MIMIC==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Touch&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to copy the abilities and powers of another character.  &lt;br /&gt;
&lt;br /&gt;
In order to use this power, the character must touch her intended target; touching an unwilling target requires a Dexterity + Brawl roll, and the target’s Defense applies.  &lt;br /&gt;
&lt;br /&gt;
Once she has successfully touched the target, the character may spend one Verve to copy one of the target’s Attributes, Skills, Merits, or superpowers for each dot in Mimic she has.  In the case of Attributes, Skills, or superpowers, the character’s rating in the ability increases to either the target’s rating in the ability or the character’s own Power Level, whichever is lower.  &lt;br /&gt;
&lt;br /&gt;
In the case of Merits, the character may only copy Merits worth a number of dots equal to or less than her own Mimic rating; the character need not necessarily meet the prerequisites a copied Merit, but the Storyteller is the final arbiter of which Merits can be copied (as a general rule, “internal” Merits like Gunslinger or Eidectic Memory can be copied, while “external” merits like Resources or Allies cannot).  A character may only copy a total number of abilities up to her dots in Mimic at a time.  Abilities gained using Mimic disappear at the end of the scene unless the character spends another point of Verve at the start of the next scene to maintain them.&lt;br /&gt;
&lt;br /&gt;
Extras: Copycat - (The character need only see her target use an ability to copy it and need not touch the target).&lt;br /&gt;
&lt;br /&gt;
==NATURE MASTERY==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Varies&lt;br /&gt;
&lt;br /&gt;
Action: Varies&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to communicate with and influence plants and animals.  The character knows one of the following techniques for each dot in Nature Mastery he possesses; he may attempt to use a technique that he does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll.&lt;br /&gt;
 &lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
===ANIMAL COMPANION===&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Manipulation + (Animal Ken) + Nature Mastery vs. target&#039;s Composure&lt;br /&gt;
&lt;br /&gt;
Action: Extended and contested; resistance is reflexive&lt;br /&gt;
&lt;br /&gt;
Range: See below&lt;br /&gt;
&lt;br /&gt;
Duration: See below&lt;br /&gt;
&lt;br /&gt;
Effect: The character attempts to establish a bond with an animal through a combination of personal interaction and vigorous application of the Nature Mastery power.  Use of this power is an extended and contested action; each roll costs one Verve, and represents one hour of interaction with the animal (playing a game, sharing food, handling the animal, etc.).  Both the character and the target animal have a target number equal to the opposing party&#039;s Willpower.  If the animal reaches its target number first, the attempt to use Animal Companion fails and the character may not make another attempt on this same animal for a number of days equal to the animal&#039;s Composure.  If the character reaches his target number first, the power takes effect and the animal regards the character as its friend and boon companion.  So long as the character does not abuse, attack, or otherwise act in a manner against the animal that would break the bonds of friendship, the animal will remain loyal to the character and obey his instructions, as well as coming to his aid in times of need (up to and including fighting alongside the character against his enemies).  Note, however, that an animal under the effects of this technique is still an animal, not an automaton; it still has its normal instincts and intelligence, and will continue to behave in an appropriate manner unless specifically ordered not to by the character (and even then, an animal companion will not act in an obviously suicidal or self-destructive manner, and ordering the target animal to do so will cancel the effects of the power).  Unless cancelled prematurely by unfriendly action on the part of the character, the effects of Animal Companion last until the character voluntarily releases the target animal from his service.  A character may only have one animal companion at a time.&lt;br /&gt;
&lt;br /&gt;
===ANIMAL CONTROL===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Animal Ken) + Nature Mastery vs. target&#039;s Resolve&lt;br /&gt;
&lt;br /&gt;
Action: Contested, resistance is reflexive&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Nature Mastery) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to impose his will on animals, forcing them to perform actions they otherwise might not.  This technique functions identically to the &amp;quot;Domination&amp;quot; power, except that it only works on animals (and the Storyteller has the final say on what constitutes an &amp;quot;animal&amp;quot; or not, if there is room for debate), and the dice pool for the activation roll is Intelligence + (Animal Ken) + Nature Mastery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PLANT ANIMATION===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Manipulation + (Survival) + Nature Mastery&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Nature Mastery) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to animate the plant life of an area to attack, constrict, or otherwise hinder an opponent.  This power functions identically to the Animation technique of the Matter Control power, except that the activation dice pool is the character&#039;s Manipulation + (Survival) + Nature Mastery, and the power only works on plant life (or, at the Storyteller&#039;s discretion, on sufficiently advanced fungi or protists such as mushrooms, algae, moss, or kelp).  Note that plants will not uproot themselves under the influence of this power, and so cannot be given a Speed value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SUMMON ANIMALS===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Presence + (Animal Ken) + Nature Mastery - targets&#039; average Composure&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character issues a telepathic summons (possibly in conjunction with a bird call or a wolf&#039;s howl), compelling nearby animals to converge on his current position.  The character may elect which kind of animals the summons affects, such as &amp;quot;all predators,&amp;quot; &amp;quot;only deer,&amp;quot; or &amp;quot;my pet dog.&amp;quot;  One success on the activation roll is enough to call most of the viable animals within a radius equal to the character&#039;s (Power Level + Nature Mastery) x 100 yards (a handful of individual animals with particularly high Composure might resist the summons, but the vast majority will be affected); each additional success doubles this distance.  Affected animals move towards the character&#039;s current location as fast as reasonably possible, though they will stop to eat and sleep if necessary.  Once the summoned animals reach their destination, they will revert to their normal behavior unless the character uses other Nature Mastery techniques on them.&lt;br /&gt;
&lt;br /&gt;
==PHASING==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Stamina + (Survival) + Phasing&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One turn&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to &amp;quot;phase&amp;quot; through matter like a ghost, passing through solids and liquids as easily as through air. Essentially a highly specialized form of Density Control (decrease), a successful activation roll allows the character to become insubstantial and pass through any solid objects she encounters and to move through water and difficult terrain at full speed for a single turn.  As with Density Control (decrease), a character using the Phasing power is normally unable to breathe while her head and chest are inside a solid object or a liquid, and the character may risk drowning if she is forced to spend multiple turns inside such an object.  This power may also be activated as a Dodge action to defend against physical attacks; in this case, each success on the activation roll imposes a -1 penalty to any physical attack roll made against the character that turn.&lt;br /&gt;
&lt;br /&gt;
Characters who run out of Verve or simply refuse to spend it while inside an object will be forcefully ejected if the power is allowed to lapse while inside a solid substance.  Assume a character will be thrown through a material in the shortest direction possible when ejected, and will take damage as if they had fallen a similar distance.  Note that effects which negate falling damage do not negate this damage.  Also, there is no guarantee that conditions where the character is ejected will be favorable or even safe.  &lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
==PLASTICITY==&lt;br /&gt;
Class: Alpha&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to stretch and contort as though she were made of rubber.  When this power is active, the character is able to stretch her arms, legs, torso, and neck a maximum of three yards for every dot in Power Level she possesses, and may add her Plasticity rating to all rolls made to grapple another character or to escape from a grapple.  She is also able to squeeze her entire body through any opening that would allow a being to pass through which was size [her size - Plasticity rating].  Thus a normal size person (size 5) with Plasticity 3 could fit through a size 2 opening.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
==PLURIPOTENCE (Beta, Gamma and Omega)==&lt;br /&gt;
&lt;br /&gt;
Class: Beta, Gamma and Omega&lt;br /&gt;
&lt;br /&gt;
Cost: Varies &lt;br /&gt;
&lt;br /&gt;
Dice Pool: Power Level + Pluripotence &lt;br /&gt;
&lt;br /&gt;
Action: Varies &lt;br /&gt;
&lt;br /&gt;
Range: Varies &lt;br /&gt;
&lt;br /&gt;
Area: Varies &lt;br /&gt;
&lt;br /&gt;
Duration: Varies (Never Permanent)&lt;br /&gt;
&lt;br /&gt;
Effect: Pluripotence is an incredibly flexible power, and may be used to represent super-science, sorcery, breaking the fourth wall or other extremely versatile power sets.  To represent this, it is bought as 1-3 separate powers, with some unique rules.  Beta, Gamma, and Omega versions are effectively separate powers, which do not have one another as prerequisites.&lt;br /&gt;
	Each level of Pluripotence allows the character to mimic all of the other powers from the Class below it, with the following changes;&lt;br /&gt;
&lt;br /&gt;
1) Pluripotence costs twice the typical amount of experience points at all levels.&lt;br /&gt;
&lt;br /&gt;
2) The character rolls their Power Level + Pluripotence for any applicable rolls.&lt;br /&gt;
&lt;br /&gt;
3) The cost to activate is as per the power mimicked.   &lt;br /&gt;
&lt;br /&gt;
4) If multiple techniques exist for the power, the activation roll for each technique has a -2 penalty.&lt;br /&gt;
&lt;br /&gt;
5) Each Class of this power (Beta, Gamma and Omega) requires the player to select two generic weaknesses (other than Single Technique) from the list given on this site.  Alternatively, the ST can allow other weaknesses at her option.  Whenever activating the power, the player must choose one of the two weaknesses to apply for the appropriate level.  If there is no logical way to apply either weakness (Storyteller call), then the power cannot be mimicked.  The player may choose the same weaknesses for each level of the power if they wish.&lt;br /&gt;
&lt;br /&gt;
Pluripotence cannot duplicate Powers with a Permanent Duration.&lt;br /&gt;
&lt;br /&gt;
Extras: None (do you need any?).&lt;br /&gt;
&lt;br /&gt;
==POWER VAMPIRE==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Stamina + Power Level + Power Vampire – target’s Stamina + Power Level&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Touch&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to steal the abilities and powers of another character or to simply drain the life out of them (which ability the character has access to is chosen when the power is purchased).  &lt;br /&gt;
&lt;br /&gt;
If the character is stealing an ability (an Attribute, Skill, Merit, or superpower) from the target, his target loses one dot in the chosen ability and he gains one dot in the ability for every success on the activation roll.  The target character cannot have an ability reduced below zero by this power.  &lt;br /&gt;
&lt;br /&gt;
If the character is trying to steal a multiple-dot Merit from his target, this power only works if the character gains enough successes on the activation roll to steal every dot of the Merit.&lt;br /&gt;
&lt;br /&gt;
As with Mimic, the Storyteller is the final arbiter of which Merits may be stolen, and as a general rule, &amp;quot;internal&amp;quot; Merits like Fighting Styles and Gunfighter are fair game while &amp;quot;external&amp;quot; Merits like Allies, Contacts or Resources are not.  &lt;br /&gt;
&lt;br /&gt;
If the character is stealing health from the target, his target takes one point of lethal damage and the character gains one temporary health level for every success on the activation roll, to a maximum of the Power Vampire&#039;s Power Level.  &lt;br /&gt;
&lt;br /&gt;
Stolen powers are returned and temporary health levels are lost at the end of the scene; however, if the target took damage from Power Vampire, this damage heals at the normal rate.&lt;br /&gt;
&lt;br /&gt;
Extras: Versatile - (The character is able to use both the ability-stealing and life-draining versions of this power, though not at the same time, and may switch between them at will).&lt;br /&gt;
&lt;br /&gt;
==PREMONITION==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Wits + Composure + Premonition&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to sense impending danger or threats to his person.  To use this power, the character simply pays the appropriate Verve cost; no activation roll is required.  For the rest of the scene, any time something threatens the character—someone points a gun at her, or she is about to trip a trap—she may make a reflexive Wits + Composure + Premonition roll to attempt to detect the danger.  On a success, the character learns that she is in danger and has a general idea of from what location or direction the threat originates (IE “There is a threat to you on the other side of this door”); on an exceptional success, the character also learns the exact nature of the threat (IE “There is a man with a crowbar on the other side of the door, waiting to ambush you”).  If the character has the Danger Sense merit, the bonus given by that feat applies to Premonition rolls as well.&lt;br /&gt;
&lt;br /&gt;
Extras: My Brother&#039;s Keeper - (The character’s Premonition can detect dangers to anyone within [Power Level + Premonition] yards of the character).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Superpowers|Back to Superpowers]]&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Main_Page|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Emoria</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MTH:Powers_A-H&amp;diff=217935</id>
		<title>MTH:Powers A-H</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MTH:Powers_A-H&amp;diff=217935"/>
		<updated>2012-11-10T16:15:33Z</updated>

		<summary type="html">&lt;p&gt;Emoria: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ABSORPTION==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Stamina + (Survival) + Absorption&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: See below&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to absorb the damage from either physical or energy-based attacks (chosen when the power is purchased).  Whenever the character takes damage from the appropriate source, she may spend one Verve and make an activation roll; each success absorbs one level of damage, reducing the amount of damage dealt by the attack by one.  In addition, the character gains one dot of Strength, Dexterity or Stamina (chosen when the power is purchased) for every two levels of damage absorbed (bashing, lethal, or aggravated).  Characters who can absorb energy-based attacks may also drain power from other sources, such as electrical appliances, and the Storyteller is the final arbiter of how much Strength, Dexterity or Stamina a character can gain from any given source.  In any case, the maximum amount by which a character may increase her physical Attributes is equal to the number of dots in Absorption the character possesses.  Additional dots in Strength, Dexterity or Stamina gained from Absorption last for one scene.&lt;br /&gt;
&lt;br /&gt;
Extras: Energy Magnet - (As an instant action, the character may actively absorb energy from sources up to [Power Level + Absorption] x 5 yards away; only characters who can absorb energy-based attacks may use this Extra), Versatile - (Character may absorb damage from both physical and energy-based attacks).&lt;br /&gt;
&lt;br /&gt;
==ACID BLOOD==&lt;br /&gt;
Class: Alpha&lt;br /&gt;
&lt;br /&gt;
Cost: --&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: The character&#039;s blood is a highly corrosive substance, and opponents who strike the character in melee risk being burned by his blood.  Whenever a target character comes in contact with this character&#039;s blood (such as by dealing at least one level of lethal or aggravated damage to the character with a melee or point-blank ranged attack, or by attempting to perform surgery on this character), this character &#039;&#039;must&#039;&#039; make an immediate Stamina + Acid Blood roll, with each success dealing one level of lethal damage to the target.  It is up to the Storyteller to determine whether or not the target&#039;s Defense applies to a given Acid Blood attack.  The Stamina + Acid Blood roll should also be made for objects that pierce or cut the character&#039;s flesh, and at the Storyteller&#039;s discretion, other nearby objects or characters may also be affected.&lt;br /&gt;
&lt;br /&gt;
==ARMOR==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: --&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: N/A&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: The character is covered in layers of chitin or scales, or his flesh is simply incredibly resistant to damage.  Each dot in Armor gives the character +1/+1 armor.&lt;br /&gt;
&lt;br /&gt;
Extras: Bulletproof - (The character’s armor downgrades lethal damage from attacks made with firearms to bashing damage), Superheavy Armor - (The character may spend Verve as an instant action to fortify his armor; for every point of Verve the character spends, up to a maximum of his Armor rating, he gains +1/+1 armor and takes a –1 penalty to Initiative and Speed for the duration of the scene).&lt;br /&gt;
&lt;br /&gt;
==BIOLUMINESCENCE==&lt;br /&gt;
Class: Alpha&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to emit light.  When this power is active, the character can illuminate a radius equal to her Bioluminescence rating in yards; this light is bright enough to see by, but not bright enough to blind anyone who isn’t exceptionally sensitive to light.  By spending one additional Verve, the character may project a beam of light similar to a flashlight beam; this beam has a maximum range of (Power Level + Bioluminescence) x 5 yards.&lt;br /&gt;
&lt;br /&gt;
Extras: Increased Spectrum - (The character is able to emit light in the ultraviolet and infrared spectra of light, as well as the visible spectrum).&lt;br /&gt;
&lt;br /&gt;
==BODYMORPH==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve, see below&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character’s entire body transforms into a different form of matter or energy (stone, sand, fire, electricity, etc.), chosen when this power is first purchased.  In addition to conferring a variety of basic advantages, a character&#039;s Bodymorph power also grants him a number of other superpowers that may only be used in his alternate form.  The character may have a number of dots in subordinate powers of Class 1 or Class 2 equal to his dots in Bodymorph (note that each technique in a Class 3 power is effectively a Class 2 power); for example, a character with three dots in Bodymorph could have one dot in Claws and two dots in Armor as subordinate powers.  These subordinate powers must be activated and any activation costs paid as normal; however, if a subordinate power normally requires an action to activate, the character may choose to activate it in the same turn as he activates Bodymorph.  The following are examples of possible Bodymorph types, with appropriate advantages and subordinate powers; the Storyteller is encouraged to come up with other Bodymorph types.  As always, the Storyteller is also the final arbiter as to whether a given power or advantage is appropriate for a given Bodymorph type.&lt;br /&gt;
&lt;br /&gt;
* Stone/metal/hard solid: the character gains +1/+1 armor, and his unarmed attacks deal an additional die of damage.  Possible subordinate powers include additional dots in Armor, Claws, or Density Control (Increase).&lt;br /&gt;
&lt;br /&gt;
* Water/smoke/fluid or gas: the character gains the ability to breathe whatever fluid or gas his form is composed of, and the ability to move at normal speed in any direction through liquids or gases (as appropriate), without the need for dice rolls.  His fluid, malleable form also grants him +1 Defense, gas characters cannot be attacked physically, only by mental powers or energy.  Possible subordinate powers include Density Control (Decrease), Plasticity, Flight (for gaseous characters), Poison (for characters who transform into a toxic substance), or Immolation (for characters who transform into a corrosive substance).&lt;br /&gt;
&lt;br /&gt;
* Flame/light/energy: The character&#039;s Defense increases by +1, and his unarmed attacks deal lethal damage.  Possible subordinate powers include Immolation, Invulnerability (of the appropriate type), Force Bolt, Force Field, Flight, or Density Control (Decrease).&lt;br /&gt;
&lt;br /&gt;
Bodymorph is useful for building a &#039;power form&#039; for a character, much like a werewolf, or even The Hulk&#039;s green bod (The Hulk&#039;s requirement that he be angry and less in control in this form would be an excellent example of a weakness for Bodymorph).  &lt;br /&gt;
&lt;br /&gt;
Extras: All in one (Any cost for any extra subordinate powers is not included).&lt;br /&gt;
&lt;br /&gt;
==BOOST==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to temporarily increase one of his Attributes, selected when the power is bought.  When this power is activated, the character gains one dot in the selected Attribute for every dot he has in Boost.  This is a direct increase to the Attribute in question, and as such may affect the character’s derived stats (such as Speed or Willpower).  A character is allowed to benefit from only one use of Boost for a given Attribute at a time; for example, a character with Boost (Strength) 3 would not be able to activate it twice per scene to gain +6 Strength.&lt;br /&gt;
&lt;br /&gt;
Extras: Extra Attribute - (Power increases two Attributes simultaneously instead of one), Mega-Boost - (The character is allowed to activate and gain benefit from Boost a number of times per scene equal to his effective Stamina before using Boost).&lt;br /&gt;
&lt;br /&gt;
==BOUNDING LEAP==&lt;br /&gt;
Class: Alpha&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to leap a far greater distance than would normally be expected. All of the character&#039;s final jumping distances are multiplied by the character&#039;s (Power Level + Bounding Leap); EG, a Size 5 character with Power Level 2 and Bounding Leap 2, who makes a running broad jump and scores three successes on the Strength + Athletics roll, would travel a grand total of [5 + (4 x 3)] x (4) = 68 feet.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
==CLAWS==&lt;br /&gt;
Class: Alpha&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character can extrude sharp claws from her fingertips, turn her fists to sharp-edged stone, summon a nimbus of deadly energy around her hands, or else enhance her unarmed attacks in some way.  Each dot in Claws adds +1 damage to a character’s Brawl attacks while the claws are active; Brawl attacks made with claws deal lethal damage.  Claws also give a +2 bonus per dot to all climbing-related checks while they are active.  The Verve cost is for the scene; once it has been paid, the character may extend and retract her claws at will.&lt;br /&gt;
&lt;br /&gt;
Extras: Kinetic Discharge - (The character&#039;s Claws rating also adds to Weaponry attacks, and upgrades bashing weapon damage to lethal; by spending one additional Verve per attack, the character may also add her Claws rating to thrown or Firearms attacks), Extended Reach - (While the character&#039;s Claws are active, she may make melee attacks at a range equal to her [Power Level + Claws] yards).&lt;br /&gt;
&lt;br /&gt;
==CLONE==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character creates multiple duplicates of herself, at a cost of one Verve per clone.  Each clone is an almost-identical copy of the originating character, with the same Attributes, Skills, powers, clothing and equipment, etc.  However, the clones are not as powerful as the original character; each clone suffers a –1 penalty to all dice pools for each clone created in a single action, and each clone has a Power Level equal to the original character’s Power Level minus the number of clones created, to a minimum of 1.  For example, if a character with Power Level 6 created 5 clones in one action, each clone would suffer a –5 penalty to all dice pools and have a Power Level of 1.  Note that, if a character uses multiple actions to create multiple clones of herself, these penalties are NOT cumulative.  In addition, a character’s clones do not possess the Clone power themselves.  Clones share no mental link with each other or with the originating character, and must communicate as normal.  A clone lasts until the end of the scene or until the originating character wills it out of existence.  Clones have half the amount of Verve their creator had (after activation of this power), minus one for each clone created at the same time, to a minimum of zero.  &lt;br /&gt;
&lt;br /&gt;
Clones act on the same initiative.&lt;br /&gt;
&lt;br /&gt;
This power is similar to the Duplicate power.  Players considering Clone for their character may wish to look over the Duplicate power as well.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
==CYBERKINESIS==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Varies&lt;br /&gt;
&lt;br /&gt;
Action: Varies&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Area: Varies&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to manipulate computers and technology.  The character knows one of the following techniques for each dot in Cyberkinesis she possesses; she may attempt to use a technique that she does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll (if any).&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
===ALTER DATA===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Computer) + Cyberkinesis&lt;br /&gt;
&lt;br /&gt;
Action: Extended&lt;br /&gt;
&lt;br /&gt;
Range: Touch&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to alter, insert, or delete data on a computer disk.  As a rule of thumb, each success on the activation roll allows the character to alter one gigabyte of data.  Deletion of data takes only one turn per gigabyte, insertion and alteration may take considerably longer.  The Storyteller should the amount and specificity of the data to determine the number of successes necessary to complete any given task, and assign penalties to the activation roll depending on how well-protected the files are (for example, a typical home computer with no firewall would impose no penalty, while a corporate mainframe protected by multiple layers of encryption and intrusion countermeasures would impose a –5 penalty).  &lt;br /&gt;
&lt;br /&gt;
Assume one gig of data can be worked on at a time, and making alterations to that data, while it uses Intelligence + Computer + Cyberkinesis, is not an activation roll (it does not require further Verve).  Copying data from an available source, without alteration, takes one turn per gig.  Altering data specifically, such as going line by line changing addresses in a contact listing, takes as long as it would entering the data manually, divided by the character&#039;s Power Level.&lt;br /&gt;
&lt;br /&gt;
If a more detailed frame of reference is needed, assume a character with a Dexterity + Computers pool of 1 can compose a page of typed information in about 20 turns.  For pools higher then one (meaning just about anyone&#039;s) divide that time by the number of dice in the pool.  This may mean that higher die pools can type exceedingly fast, but remember, this is a game about people who are More Than Human.&lt;br /&gt;
&lt;br /&gt;
===CONTROL===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Manipulation + (Computer) + Cyberkinesis&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Cyberkinesis) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Concentration&lt;br /&gt;
&lt;br /&gt;
Effect: The character can take control of any device with mechanical, hydraulic, or electronic parts.  A single success is all that’s required for the character to control a given piece of technology; if another character wishes to take control away from the cyberkineticist, the opponent must make an appropriate contested roll (such as Strength + Drive, Dexterity + Drive, or Intelligence + Computer) and score more successes than the character scored on her initial activation roll.&lt;br /&gt;
&lt;br /&gt;
===FOOL===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Manipulation + (Computer) + Cyberkinesis&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Cyberkinesis) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Concentration&lt;br /&gt;
&lt;br /&gt;
Effect: The character can plant false images and readings in surveillance equipment or communications devices.  In order to use this technique, the character must succeed on an activation roll, with a negative modifier based on the complexity and reliability of the device in question: a typical security camera would probably not impose any modifier, while a multi-spectrum surveillance system and motion tracker powered by its own AI might impose a penalty of –4 or –5.  Success on this roll allows the character to control the information recorded or transmitted by the device.  For example, a security camera might be made to transmit a false image, a tape recorder could record a conversation that never happened, or either of these machines could be made to record nothing but static.  Another character examining such altered information may attempt to see through this illusion; to do so, the opposing character must roll Wits + Resolve and score more successes on the roll than the cyberkinetic scored on the activation roll.&lt;br /&gt;
&lt;br /&gt;
===OVERLOAD===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Computer) + Cyberkinesis&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Cyberkinesis) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to shut down mechanical and electronic devices.  On a successful activation roll, the target device is rendered inoperable for the duration of the scene; on an exceptional success, the device breaks permanently and will not work until it is repaired.  Well-made or highly reliable devices may impose a penalty on the activation roll, at the Storyteller’s discretion.&lt;br /&gt;
&lt;br /&gt;
===REPROGRAM===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Computer) + Cyberkinesis&lt;br /&gt;
&lt;br /&gt;
Action: Extended&lt;br /&gt;
&lt;br /&gt;
Range: Touch&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to rewrite the code of a computer’s operating system or software, changing the way the software functions.  The Storyteller should determine how many successes are needed to effect any given change on a computer’s software, and impose a difficulty penalty based on the complexity of the software being rewritten; altering the OS of a typical desktop or laptop would impose no penalty, while attempting to reprogram a complex supercomputer or AI would impose a -5 penalty.  Using Reprogram is an extended action; the character may make a maximum number of rolls equal to her Computer + Cyberkinesis.  Each roll takes one turn.&lt;br /&gt;
&lt;br /&gt;
===WEBRIDER===&lt;br /&gt;
Cost: See below&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: N/A&lt;br /&gt;
&lt;br /&gt;
Range: See below&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to project her consciousness into a computer network or the Internet, allowing her to exercise her other Cyberkinesis techniques on any computer or device she can reach through a network connection.  Using a Cyberkinesis technique in this manner increases the technique’s activation cost by one Verve.  The Storyteller may impose penalties on the character’s activation rolls based on the distance to the target device and the strength of the connection; for example, reprogramming a computer on the other side of a college campus through the university’s T1 network would probably impose no penalty at all, while trying to do the same to a computer on the other side of the world through a spotty 56k connection would impose a penalty of –5.&lt;br /&gt;
&lt;br /&gt;
==DENSITY CONTROL==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Stamina + (Survival) + Density Control&lt;br /&gt;
&lt;br /&gt;
Action: Extended&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character may either increase OR decrease his density (chosen when the power is purchased).  If the character is increasing his density, each success gained on the activation roll doubles the character’s weight and grants the character +1/+1 armor and +1 effective Strength for the purposes of lifting objects and close combat attacks (note that this bonus Strength does not affect the character’s Speed and has no effect on the character’s ability to jump, climb, swim, or anything else where his increased weight would be a problem).  If the character is decreasing his density, the number of successes gained on the activation roll is compared to the chart below to determine the effects.&lt;br /&gt;
&lt;br /&gt;
* One success: the character gains +1 Defense.  He may ooze through cracks or tiny openings at a rate of one inch per turn.&lt;br /&gt;
&lt;br /&gt;
* Two successes: the character gains +2 Defense, but his Health decreases by one (treat this as though the character had lost a single temporary Health level).  The damage dealt to the character by physical attacks, as well as the damage dealt by the character’s own close combat and thrown physical attacks, is halved, with fractional successes rounding up (IE if a gunshot deals five points of damage to the character, he only takes three levels of lethal damage).  The character may flow through cracks or tiny openings at a rate of one yard per turn.&lt;br /&gt;
&lt;br /&gt;
* Three successes: the character gains +3 Defense, but his Health decreases by two.  The character is completely intangible; physical attacks deal no damage to him (energy and attacks affecting the mind or senses function as normal), and he is unable to physically interact with his environment at all.  The character may move in all three dimensions unaffected by gravity and pass through physical barriers (walls, ceilings, floors) at his normal movement rate.  Note that the character is normally not able to breathe if his head or chest is passing through any substance other than air, so the length of time he can spend passing through a substance is limited by how long he is able to hold his breath.&lt;br /&gt;
&lt;br /&gt;
* Four successes: as three successes, except that the character only takes half damage from energy-based sources (such as force blasts or fire).&lt;br /&gt;
&lt;br /&gt;
* Five or more successes: as three successes, except that the character also takes no damage from energy-based sources.  By spending a point of Verve, the character may solidify part or all of his body for one turn; such a body part may be used for physical interaction (using tools, attacking etc.), but may also be targeted as per the normal rules for targeting body parts, taking damage as normal.&lt;br /&gt;
&lt;br /&gt;
Using Density Control is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina.  Each roll takes one turn.  Returning to normal density is a reflexive action and does not require a Verve expenditure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Version of Density Control&#039;&#039;&#039; (&#039;&#039;note: I amalagated 1 &amp;amp; 2 successes in to level 1, to bring this power more in line with other Class 2 powers&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Density Increase:&#039;&#039;&#039; If the character is increasing his density, each level in this power doubles the character’s weight and grants the character +1/+1 armor and +1 effective Strength for the purposes of lifting objects and close combat attacks (note that this bonus Strength does not affect the character’s Speed and has no effect on the character’s ability to jump, climb, swim, or anything else where his increased weight would be a problem).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Density Decrease:&#039;&#039;&#039; If the character is decreasing his density, consult the following power descriptions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Level:&#039;&#039;&#039; Purchasing 1 level in Density Control gives the character +2 Defense, but his Health decreases by one (treat this as though the character had lost a single temporary Health level).  The damage dealt to the character by physical attacks, as well as the damage dealt by the character’s own close combat and thrown physical attacks, is halved, with fractional successes rounding up (IE if a gunshot deals five points of damage to the character, he only takes three levels of lethal damage).  The character may flow through cracks or tiny openings at a rate of one yard per turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 Levels:&#039;&#039;&#039; Purchasing 2 levels in Density Control gives the character +3 Defense, but his Health decreases by two.  The character is completely intangible; physical attacks deal no damage to him (energy and attacks affecting the mind or senses function as normal), and he is unable to physically interact with his environment at all.  The character may move in all three dimensions unaffected by gravity and pass through physical barriers (walls, ceilings, floors) at his normal movement rate.  Note that the character is normally not able to breathe if his head or chest is passing through any substance other than air, so the length of time he can spend passing through a substance is limited by how long he is able to hold his breath.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3 Levels:&#039;&#039;&#039; Purchasing 3 level in Density Control gives the character the same abilities as 2 levels, except that the character now only takes half damage from energy-based sources (such as force blasts or fire).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 Levels:&#039;&#039;&#039; as 3 Levels, except that the character now takes no damage from energy-based sources.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 Levels:&#039;&#039;&#039; as 4 levels, except that by spending a point of Verve, the character may solidify part or all of his body for one turn; such a body part may be used for physical interaction (using tools, attacking etc.), but may also be targeted as per the normal rules for targeting body parts, taking damage as normal.&lt;br /&gt;
&lt;br /&gt;
Extras (for both versions): Full Control - (Character may both increase and decrease density).&lt;br /&gt;
&lt;br /&gt;
==DISRUPT==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Science) + Disrupt - target&#039;s Resolve, Stamina, or Composure&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Disrupt) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to disrupt other characters&#039; superpowers.  Each success on the activation roll negates one dot in one of a target character&#039;s superpowers; if all of the target character&#039;s dots in a particular superpower are negated in this manner, the target character may not use that superpower at all until the effects of Disrupt end.  The character may not reduce any one of her target&#039;s superpowers by more dots than she has dots in Disrupt; for example, if a character has Disrupt 3 and scores five successes on the activation roll, she could reduce one of her target&#039;s superpowers by three dots and another by two dots, or five of her target&#039;s superpowers by one dot each, but she could not reduce a single superpower by five dots.  The Storyteller decides which resistance Attribute applies as a penalty to the activation roll; generally, if the power being disrupted has an activation roll itself, the resistance Attribute should be in the same category (Mental, Physical, or Social) as the Attribute used in the disrupted power&#039;s activation roll.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
==DOMINATION==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Persuasion) + Domination vs. target&#039;s Resolve + Power Level&lt;br /&gt;
&lt;br /&gt;
Action: Contested; resistance is reflexive&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Domination) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: See below&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to control the minds of others.  In order to use this power, the character must be able to communicate effectively with her victim, either vocally or through some other means (Telepathy, sign language etc.).  If the character wins the contested activation roll, she may issue a single command that the target must attempt to follow to the best of his ability.  The command cannot be longer than 2-3 sentences, and it must be fairly simple: a single, straightforward task (&amp;quot;Purchase a shotgun at the local sporting goods store&amp;quot;), or a single prohibition (&amp;quot;Do not make eye contact with anyone&amp;quot;).  Commands that are blatantly impossible (&amp;quot;Count all the grains of sand on this beach&amp;quot;) or self-destructive (&amp;quot;Jump off the roof of this building&amp;quot;) fail automatically.  If the character wins the activation roll with an exceptional success, these requirements are waived; even self-destructive or impossible commands must be followed to the best of the target&#039;s ability, and the character may make her commands as long or complex as she desires.  If the command takes longer than one minute to perform and is physically or mentally taxing (such as the aforementioned sand-counting command), the target may make a reflexive Resolve + Power Level roll every minute against the character&#039;s initial Domination activation roll to attempt to break control.  If following the command would result in direct harm to the target character or his allies, he may make this resistance roll every &#039;&#039;turn&#039;&#039;.  So long as the character remains dominated, however, he will resist any attempts to prevent him from following his commands.  A dominated character remains dominated until his task is complete or he successfully breaks the mental control.&lt;br /&gt;
&lt;br /&gt;
Extras: Telepathic Domination - (The character need not be able to communicate effectively with her target in order to use Domination).&lt;br /&gt;
&lt;br /&gt;
==Dream manipulation==&lt;br /&gt;
Class:  3&lt;br /&gt;
&lt;br /&gt;
Cost:  Varies&lt;br /&gt;
&lt;br /&gt;
Action:  Varies&lt;br /&gt;
&lt;br /&gt;
Range:  Varies&lt;br /&gt;
&lt;br /&gt;
Area:  Varies&lt;br /&gt;
&lt;br /&gt;
Duration:  Varies&lt;br /&gt;
&lt;br /&gt;
Effect:  The character is able to manipulate, suppress, fabricate, influence, manifest, sense, and observe Dreams and the Astral Plane.  The character knows one of the following techniques for each dot in Dream Manipulation she possesses; she may attempt to use a technique that she does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll (if any).&lt;br /&gt;
&lt;br /&gt;
Extras: None&lt;br /&gt;
&lt;br /&gt;
===Sense Dream===&lt;br /&gt;
&lt;br /&gt;
Cost:  None&lt;br /&gt;
&lt;br /&gt;
Dice Pool: --&lt;br /&gt;
&lt;br /&gt;
Action:  Passive&lt;br /&gt;
&lt;br /&gt;
Range:  Power Level + Dream Manipulation&lt;br /&gt;
&lt;br /&gt;
Area:  N/A&lt;br /&gt;
&lt;br /&gt;
Duration:  Permanent&lt;br /&gt;
&lt;br /&gt;
Effect:   The character is able to detect a dreaming target in her set radius.  She is able to determine the exact mood of the dream within (Example: Nightmare, Night Terror, Good Dream, Passionate Dream, etc.)  The character is able to discern the duration of the dream, how long of the dream is left or if the target is near to waking.  The physical representation of this skill is up to the player, and storyteller’s discretion whether it be a mental connection felt by the character, or several blips of color visible to the character.&lt;br /&gt;
&lt;br /&gt;
===Fabricate Dream=== &lt;br /&gt;
&lt;br /&gt;
Cost:  1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool:  Wits + Dream Manipulation + Power Level&lt;br /&gt;
&lt;br /&gt;
Action:  Extended&lt;br /&gt;
&lt;br /&gt;
Range:  Touch&lt;br /&gt;
&lt;br /&gt;
Area:  N/A&lt;br /&gt;
&lt;br /&gt;
Duration:  1 Scene&lt;br /&gt;
  &lt;br /&gt;
Effect:  This skill allows the character to manipulate and control down to every minute detail the target’s dream as if they were the dream itself.  The character is simply the atmosphere, creating the world out of independently harmless illusions. (ie. An Architect in Inception)  With this skill alone, the character cannot harm, or physically affect the target beyond their fabricated dream world, however the way the character uses the dream to directly influence the target is greatly flexible.  One can deeply traumatize an enemy by accurately creating a gruesome situation of torture, or bolster the confidence of an ally by temporarily bringing back a lost love one to give a motivational speech.   The character must, in some way, be making physical contact with the target for the skill to work.&lt;br /&gt;
&lt;br /&gt;
Extra:  Architecture from Afar – The character is able to enter and create the dream world without having to be in contact with them physically in the outside world.  To discern the range roll your Power Level + Dream Manipulation.&lt;br /&gt;
&lt;br /&gt;
===Dream Manifestation===&lt;br /&gt;
&lt;br /&gt;
Cost:  1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool:  Manipulation + Dream Manipulation + Power Level&lt;br /&gt;
&lt;br /&gt;
Action:  Contested&lt;br /&gt;
&lt;br /&gt;
Range:  Dream Manipulation + Power level x 5&lt;br /&gt;
&lt;br /&gt;
Area:  N/A&lt;br /&gt;
&lt;br /&gt;
Duration:  1 Scene&lt;br /&gt;
&lt;br /&gt;
Effect:  Similar to Fabricate Dream, with this power the character is able to enter the targets dream, however with this particular skill, instead of becoming, and controlling the dream you become a participant, physically manifesting in the Targets currently existing Dream World, and affecting the Target as if they were in the real world.  Important to note that while in the Dream World they are as susceptible to the environment as the target of the dream.  Although a player can fabricate a dream and then manifest in it they lose all control and are now as susceptible to the environment as if it were their own dream. If the dream that the user enters ends up killing them, they would wake up as if it were their own dream. However if the target of the dream ends up killing or injuring you personally you would take damage as normal.&lt;br /&gt;
&lt;br /&gt;
== DUPLICATE ==&lt;br /&gt;
&lt;br /&gt;
Class: Gamma &lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve &lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A &lt;br /&gt;
&lt;br /&gt;
Action: Instant &lt;br /&gt;
&lt;br /&gt;
Range: Self &lt;br /&gt;
&lt;br /&gt;
Area: N/A &lt;br /&gt;
&lt;br /&gt;
Duration: Permanent (Until merged, see below) &lt;br /&gt;
&lt;br /&gt;
Effect: The character splits themselves into two identical people, at a cost of 1 Verve, and taking one turn.   Each is an identical copy of the originating character, with the same Attributes, Skills, powers (meaning the duplicates can duplicate), and clothing. Equipment important enough to have game traits will not be duplicated in this manner.  &lt;br /&gt;
Duplicates share a Verve pool.  Multiple uses of or replenishment of Verve in the same turn do not stack.  Willpower is shared in the same fashion, and likewise does not stack for the purposes of replenishment or expenditure.  Essentially, the group is treated as one individual for the purposes of gaining or using Verve or Willpower.  &lt;br /&gt;
Duplicates remain until reabsorbed, which also takes a turn and body contact.  Duplicates merging together take the average wounds of both, rounded up.&lt;br /&gt;
Duplicates share no mental link with each other or with the originating character, and must communicate as normal (unless they possess additional powers which would allow otherwise).  Knowledge gained by one is shared by both upon merging.  &lt;br /&gt;
This power has the side effect of allowing the character to train multiple traits at once.  One or more duplicates can train while one or more are otherwise active.  Duplicates share an experience pool, but spend the points individually.  Thus if one remains at home while the other travels, either may spend points on a trait increase while the other doesn’t, but only one would get the trait increase until the two merge again.  Should the more learned duplicate die before merging, the experience points are lost.&lt;br /&gt;
&lt;br /&gt;
Duplicates act on the same initiative.  &lt;br /&gt;
&lt;br /&gt;
Note that this power is very similar to the power Clone.  Players considering this power for their character may also want to consider that power.&lt;br /&gt;
&lt;br /&gt;
Note From Storyteller: This power needs to have a purpose for its Class otherwise everyone will just take Class one. :)&lt;br /&gt;
&lt;br /&gt;
==DURABILITY==&lt;br /&gt;
Class: Alpha&lt;br /&gt;
&lt;br /&gt;
Cost: --&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: N/A&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: The character is incredibly resilient, able to take massive amounts of damage before showing signs of injury.  Every dot in Durability grants the character one additional health level.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
==ELEMENTAL ANIMA==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Varies&lt;br /&gt;
&lt;br /&gt;
Action: Varies&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Area: Varies&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to control one specific “element,” chosen when this power is purchased.  The Storyteller is the final arbiter of what constitutes a viable “element” for this power; possible examples include the classical Aristotelian and Feng Shui elements (Fire, Air, Water, Wood, and Earth and Metal respectively), ice, electricity, light, darkness, and sound.  In order to use this power, the character must have a significant source of the element nearby, unless she has acquired the Elemental Mastery technique; it is up to the player and Storyteller to determine what constitutes &amp;quot;a significant source&amp;quot; and &amp;quot;nearby&amp;quot; for the character (some characters might require nothing more than a candle or a puddle somewhere in the character&#039;s line of sight, while others might require a lake or a roaring bonfire within a few dozen feet).  The character knows one of the following techniques for each dot in Elemental Anima she possesses; she may attempt to use a technique that she does not specifically know (with the exception of Elemental Mastery), but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
===ALTER TEMPERATURE===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Science) + Elemental Anima&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Elemental Anima) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: (Power Level + Elemental Anima) yards&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to change the ambient temperature of an area.  Each success on the activation roll allows the character to increase or decrease the temperature of an affected area by 10 degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
===ANIMATION===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Manipulation + (Persuasion) + Elemental Anima&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Elemental Anima) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to animate a portion of her chosen element, turning it into an automaton.  A single success on the activation roll allows the character to animate up to Size 5 worth of her chosen material, while each additional success increases the maximum possible Size by 5.  The character may split this control up in whatever manner she pleases: for example, a character who scored three successes on the activation roll could control three Size 5 servitors, five Size 3 servitors, a single Size 15 servitor, fifteen Size 1 servitors, or any other combination of Sizes that adds up to 15.  The automata created by this technique each have a number of health levels equal to their Size + the character&#039;s dots in Elemental Anima, and have a dice pool of the character&#039;s Manipulation + Elemental Anima for any physical actions they attempt to perform.  Automata created by the Animation technique are effectively mindless; they require orders from the character before they will do anything, and once they have begun a task, they will not stop until either the task is completed or they have been destroyed.&lt;br /&gt;
&lt;br /&gt;
===BLAST===&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Dexterity + (Athletics) + Elemental Anima - target&#039;s armor&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Elemental Anima) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to lash out at her enemies with her elemental anima: smothering them in darkness, blasting them with fire, hammering them with sonic shockwaves etc.  This power is identical in effect to the Force Blast power, except that the dice pool for the activation roll is the character&#039;s Dexterity + (Athletics) + Elemental Anima.&lt;br /&gt;
&lt;br /&gt;
===ELEMENTAL MASTERY===&lt;br /&gt;
Cost: N/A&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: N/A&lt;br /&gt;
&lt;br /&gt;
Range: N/A&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: The character is not only able to command her chosen element; she can also conjure it from thin air.  A character with this technique no longer requires a significant amount of her chosen element nearby in order to use her Elemental Anima power.&lt;br /&gt;
&lt;br /&gt;
===ENHANCE/DIMINISH===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Science) + Elemental Anima&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Elemental Anima) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: (Power Level + Elemental Anima) yards&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to increase or decrease the effect of her chosen element in a given area.  This manifests differently for different elements; energetic &amp;quot;elements&amp;quot; such as light, sound, or fire increase and decrease in intensity, while material elements such as earth, water, and air increase or decrease their density or pressure (though the volume of the element in question does not change accordingly).  Each success on the activation roll increases or decreases the element&#039;s presence in the affected area by 25%, or by two dice or damage levels in the case of damaging phenomena such as fire.  A character cannot use this power to enhance the effect of her own or another character&#039;s elemental powers, but she can &#039;&#039;diminish&#039;&#039; those powers; at the Storyteller&#039;s discretion, the character whose powers are being diminished may be allowed a Resolve + Power Level roll to resist.&lt;br /&gt;
&lt;br /&gt;
===PROPEL===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to &amp;quot;ride&amp;quot; her chosen element, allowing her to move at considerable speed.  When using this method of movement, the character has a Speed equal to (Elemental Anima x 10).  Naturally, the exact nature of this movement will vary from element to element; a character whose element is darkness might teleport from shadow to shadow, a character whose element is earth might ride waves of rock or levitating boulders, and a character whose element is fire might soar through the air on flaming wings.&lt;br /&gt;
&lt;br /&gt;
===SHAPING===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Dexterity + (Crafts) + Elemental Anima&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Elemental Anima) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to give shape and form to her chosen element.  A single success on the activation roll allows the character to form an amount of her element up to Size 5 into simple shapes, such as geometric forms or a rough humanoid effigy; additional successes on the roll allow the character to either affect more of her chosen element (every additional success on the activation roll increases the maximum Size that can be shaped by +5), or to add an increasing amount of detail or aesthetic appeal to her &amp;quot;sculptures&amp;quot; (note: in situations where the construct is intended solely as an artistic piece, the Storyteller may want to call for Dexterity + (Expression) + Elemental Anima as the activation roll instead).  Sculptures formed with the Shaping ability have the same Durability that the element normally possesses.  Once crafted, the sculpture will stand immobile (or as immobile as possible, in the case of fire- or shadow-sculptures) for a scene unless given movement by the Animation technique.&lt;br /&gt;
&lt;br /&gt;
===SHIELD===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Wits  + (Survival) + Elemental Anima&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character calls her chosen element to her, forming it into a protective shield.  Each success on the activation roll increases the character&#039;s armor by +1/+1.&lt;br /&gt;
&lt;br /&gt;
===STORM===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Stamina + (Athletics) + Elemental Anima&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Elemental Anima) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: (Power Level + Elemental Anima) yards&lt;br /&gt;
&lt;br /&gt;
Duration: Concentration&lt;br /&gt;
&lt;br /&gt;
Effect: The character creates a localized storm of her chosen element, such as a tornado, a firestorm, or a localized earthquake.  Targets caught within the storm&#039;s area of effect suffer a -1 penalty to all actions involving physical movement or concentration and take one level of bashing damage per turn for every success on the activation roll, up to a maximum of the character&#039;s dots in Elemental Anima (at the discretion of the player and Storyteller, Defense and/or armor may apply against the damage dealt by the storm).  If the character spends an additional point of Verve, the storm deals lethal damage instead of bashing.&lt;br /&gt;
&lt;br /&gt;
===WALL===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Stamina + (Survival) + Elemental Anima&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Elemental Anima) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: See below&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character forms her chosen element into a protective barrier.  A single success on the activation roll allows the character to form a barrier with an area of one square yard; each additional success doubles the size of the barrier.  Any attacks made through the wall suffer a -1 penalty for each dot the activating character possesses in Elemental Anima.  The wall also has an effective Durability equal to the character&#039;s dots in Elemental Anima for the purpose of resisting attacks directed against it.  This technique can also be used offensively, in order to trap an opponent in a cage of the character&#039;s chosen element; in this case, the target&#039;s Defense applies as a penalty to the activation roll.&lt;br /&gt;
&lt;br /&gt;
==EMPATHIC MANIPULATION==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Manipulation + (Empathy) + Empathic Manipulation vs. target&#039;s Composure + Power Level&lt;br /&gt;
&lt;br /&gt;
Action: Contested; resistance is reflexive&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Empathic Manipulation) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to manipulate the emotions of a target.  If the character wins the contested activation roll, he is able to increase or decrease the intensity of an emotion that the target is already feeling, or instill a mild version of an emotion that the current is not currently feeling: for example, on a successful activation roll, the character could turn passing interest into infatuation or burning anger into mild irritation, or instill a feeling of anxiety into a target who would otherwise have no reason to feel afraid.  On an exceptional success, the character is able to drastically alter the target&#039;s emotional state or instill a strong emotion where there was none previously: mild anxiety can turn to paralyzing terror or true love to apathy, or a previously calm and placid individual can suddenly explode into a furious rage.  Note that the character has no control over the target&#039;s behavior, only her emotional state, and it is up to the Storyteller to determine how Storyteller characters affected by this power would behave.  The emotional changes wrought by Empathic Manipulation fade at the end of the scene.&lt;br /&gt;
&lt;br /&gt;
Extras: Multiple Emotions - (The character is able to affect multiple emotions at a time, one for every dot in Empathic Manipulation he has).&lt;br /&gt;
&lt;br /&gt;
==ENERGY LEECH==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: N/A&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Stamina + (Survival) + Energy Leech - target&#039;s Stamina&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Touch&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to draw energy from other characters in order to fuel her own abilities.  Each success on the activation roll reduces the target&#039;s Verve (or the equivalent, IE Essence, Vitae, Mana etc.) total by one, and increases the character&#039;s Verve total by one; the character may not increase her Verve total above its allowed maximum in this manner.  If the target character has no Verve remaining, each success on the activation roll instead reduces the character&#039;s Willpower point total by one; if the character has no Verve and no Willpower points remaining, each success on the activation roll deals one level of lethal damage to the target.&lt;br /&gt;
&lt;br /&gt;
Extras: Selective - (The character may elect to drain Willpower from a target who still has Verve remaining, or to deal lethal damage to a target who has both Verve and Willpower remaining).&lt;br /&gt;
&lt;br /&gt;
==ENTROPY CONTROL==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Varies&lt;br /&gt;
&lt;br /&gt;
Action: Varies&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Area: Varies&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to manipulate entropy and probability. The character knows one of the following techniques for each dot in Entropy Control he possesses; he may attempt to use a technique that he does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
===BIOENTROPY STORM===&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Medicine) + Entropy Control vs. targets’ Stamina + Power Level&lt;br /&gt;
&lt;br /&gt;
Action: Contested; resistance is reflexive&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Entropy Control) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: (Power Level + Entropy Control) yards&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character inflicts entropic effects on all biological matter within a given area; when this power manifests, plants wilt and creatures age or develop spontaneous injuries.  By spending one Verve, the character can inflict one level of bashing damage on any living creature (plant or animal) in the affected area for each success achieved on the activation roll; by spending one additional Verve, the character may instead deal lethal damage with this power. Any creature affected by this power may attempt to resist by rolling its Stamina + Power Level as a reflexive action; if the target wins the contested roll, it suffers no damage at all from the power.&lt;br /&gt;
&lt;br /&gt;
===BREAKDOWN===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Crafts) + Entropy Control&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Entropy Control) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character inflicts entropic effects on a mechanical or technological device, causing it to cease functioning as its parts spontaneously wear out or lose power.  In order to be affected by this power, a device must have at least one moving, electric, or electronic part; the Storyteller may impose penalties on the activation roll against particularly simple devices, as it is far easier for something to suddenly go wrong in a computer than it is in a door hinge.  Success on the activation roll causes the targeted device to stop functioning properly for the duration of the scene; on an exceptional success, the device breaks permanently, and will not function properly until it is fixed.&lt;br /&gt;
&lt;br /&gt;
===ENTROPIC BLAST===&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Dexterity + (Athletics) + Entropy Control - target&#039;s armor&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Entropy Control) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character directs the full force of his power against a single target, breaking it down with a wave of entropic force.  Essentially a more concentrated form of Bioentropy Storm, each success on the activation roll deals one level of damage to any target.  An Entropic Blast that deals bashing damage may be fired at no cost, while one that deals lethal damage costs one Verve.&lt;br /&gt;
&lt;br /&gt;
===ENTROPIC SHIELD===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Stamina + (Science) + Entropy Control&lt;br /&gt;
&lt;br /&gt;
Action: Extended&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character projects a field of increased entropy that protects him from harm; bullets develop faults in mid-flight that affect their trajectory, melee attackers stumble or misjudge the distance to him, etc.  Each success gained on the activation roll imposes a –1 penalty to any physical or energy-based that targets the character.  Using Entropic Shield is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina.  Each roll takes one turn.&lt;br /&gt;
&lt;br /&gt;
===PROBABILITY CORRUPTION===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Wits + (Science) + Entropy Control&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Entropy Control) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: See below&lt;br /&gt;
&lt;br /&gt;
Effect: The character manipulates the forces of entropy relating to his target, either increasing or decreasing the target’s chances of success.  Each success on the activation roll gives either a +1 bonus or a –1 penalty to the target’s next dice action in the scene, whenever that action may be; this power remains in effect until it is triggered or until the end of the scene, whichever comes first.  Also, if the character gains an exceptional success on the activation roll, he may force the target to roll for an action that otherwise would require no roll; he could, for example, force a target walking down the street to make a Dexterity + Athletics roll to avoid tripping and falling over. The Storyteller is the final arbiter of what Attributes or Skills to roll in such a case, and the target’s Power Level may be added as a bonus to the roll.&lt;br /&gt;
&lt;br /&gt;
==EXTRA LIMBS==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: N/A&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: N/A&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Effect: The character possesses more than the standard human complement of dexterous appendages: two added for every dot he has in this power.  Whenever this character attempts to grapple an opponent, he may add a number of dice to his dice pool equal to the number of dots he possesses in Extra Arms.  &lt;br /&gt;
&lt;br /&gt;
He may also attempt to grapple multiple opponents at once, to a maximum of one opponent for every dot in Extra Arms the character possesses; the character suffers a cumulative -1 penalty to all grappling rolls for each additional opponent grappled after the first.  The character may still only make one attack per turn in combat (unless Merits such as Fighting Style: Boxing or Fighting Style: Kung Fu are purchased).  &lt;br /&gt;
&lt;br /&gt;
Furthermore, if the character is able to hold multiple automatic weapons and elects to fire a burst as his attack, he may elect to fire all of the guns at once and allocate the bullets fired between each weapon.  &lt;br /&gt;
&lt;br /&gt;
Out of combat, of course, there are a great many benefits to having more than the standard number of hands; the Storyteller is the final arbiter as to what effect this has in-game, but as a general rule, the character should not be able to perform more tasks at once than his Wits or Intelligence (whichever is lower), and only if the tasks are not particularly mentally taxing.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
==FLIGHT==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to soar through the air.  She gains a flying Speed equal to her (Flight x 10).  Flight normally requires no dice rolls; however, the Storyteller may require Dexterity + Athletics + Flight rolls in order to successfully perform aerial acrobatics or other stunts.&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
&lt;br /&gt;
==FORCE BOLT==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Dexterity + (Athletics) + Force Bolt – (target’s armor + defense)&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Force Bolt) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character blasts a target with a blast of energy; common examples include plasma blasts, fireballs, lightning bolts, laser beams, telekinetic waves, or simply generic &amp;quot;energy blasts&amp;quot; with no other defining characteristics.  A character may elect to deal either bashing or lethal damage with this power; Force Bolts that deal bashing damage have no Verve cost, while Force Bolts that deal lethal damage cost one Verve to use.  In either case, the power’s activation roll counts as the attack roll, and the target’s armor (if any) and other appropriate ranged-attack penalties apply to the activation roll.  As usual, the character can use the aiming rules for the attack if they wish.&lt;br /&gt;
&lt;br /&gt;
Extras: Armor Piercing - (The target&#039;s armor does not apply as a penalty to the activation roll), Rapid or Continuous Fire - (For one additional Verve, the character’s Force Bolt may be fired as an automatic weapon), Supercharge - (For one additional Verve, each success on the activation roll deals two levels of bashing or lethal damage, as appropriate; the character also takes one level of bashing damage himself as the energy output wracks his body), Cannot Kill - Deals no damage to incapacitated characters; must be combined with Single Technique:bashing only (this pays for the extra), Improved Range - the &amp;quot;x 5 yards&amp;quot; part of the range calculation becomes &amp;quot;x 10 yards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common Extras/Weaknesses that combine well: Single Technique (bashing/lethal only), Damage Upgrade, Anima Flare, Reduced Verve Cost.&lt;br /&gt;
&lt;br /&gt;
==FORCE FIELD==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Stamina + (Survival) + Force Field&lt;br /&gt;
&lt;br /&gt;
Action: Extended&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character projects a field of energy that protects him from harm.  Each success gained on the activation roll imposes a –1 penalty to any physical or energy-based attack that targets the character.  Using Force Field is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina.  Each roll takes one turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate version of Force Field (not rolled):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Effect: The character projects a field of energy that protects him from harm.  Each level in this power success imposes a –2 penalty to any physical or energy-based attack that targets the character. &lt;br /&gt;
&lt;br /&gt;
Extras (For both versions): Bulletproof - (While the character’s force field is active, firearms deal bashing rather than lethal damage), Force Wall - (The character is able to project his force field outward from his body a distance of [Force Field x 3] yards, covering an area of up to [[Force Field x 3 x Power Level]^2] square yards), Mental Shield - (the character’s force field also protects him from psychic attacks).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE FOR EDITORS: This power is broken when you do the &amp;quot;Non-Rolled&amp;quot; version. Each attack takes -10 (instead of likely -5) and potentially reduces all lethal to bashing for the cost of 1 verve. This is for a full scene. I&#039;m not sure how your balance works so I am not going to edit it myself, but work needs done.&lt;br /&gt;
&lt;br /&gt;
==GRAVITY CONTROL==&lt;br /&gt;
Class: Gamma&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Varies&lt;br /&gt;
&lt;br /&gt;
Action: Varies&lt;br /&gt;
&lt;br /&gt;
Range: Varies&lt;br /&gt;
&lt;br /&gt;
Area: Varies&lt;br /&gt;
&lt;br /&gt;
Duration: Varies&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to manipulate gravitational forces.  The character knows one of the following techniques for each dot in Gravity Control she possesses; she may attempt to use a technique that she does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll (if any).&lt;br /&gt;
&lt;br /&gt;
Extras: None.&lt;br /&gt;
	&lt;br /&gt;
===GRAVITIC BLAST===&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Dexterity + (Athletics) + Gravity Control&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Gravity Control) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character creates vortices of intense, rapidly changing gravity around the target, crushing it or tearing it apart.  Every success gained on the activation roll deals one level of damage; note that the target&#039;s armor does NOT apply as a penalty to the activation roll.  It costs one Verve to activate a Gravitic Blast that deals bashing damage; a lethal blast costs two Verve to activate.&lt;br /&gt;
&lt;br /&gt;
===GRAVITATIONAL FIELD===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Science) + Gravity Control&lt;br /&gt;
&lt;br /&gt;
Action: Extended&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Gravity Control) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: (Power Level + Gravity Control) yards&lt;br /&gt;
&lt;br /&gt;
Duration: Concentration&lt;br /&gt;
&lt;br /&gt;
Effect: Each success on the activation roll allows the character to either increase the gravity of the affected area by 2g or decrease it by 0.5g.  As a general rule, characters in a Gravitational Field of 0.5g or less gain +1 Strength, while those in a field of 3g or greater suffer –2 Strength.  A Gravitational Field of sufficient strength (say, 5g or greater) may also be capable of pinning opponents to the ground, or inflicting bashing (9g) or even lethal damage (15+g) through crushing, and objects can be made so heavy that they collapse under their own weight (15+g).  On the other hand, characters and objects in a 0g field will become completely weightless, and characters or objects in a negative gravity field will actually fall upwards until they leave the field.  A character that takes falls through a Gravitational Field multiplies the number of yards fallen through the field by the strength of the field for the purposes of taking falling damage, rounding fractions up; for example, a character that falls 3 yards through a 1.5g field counts as falling 5 yards, while a character that falls 10 yards, 8 of which were through a 0g field, counts as having fallen only 2 yards.  Using Gravitational Field is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina.  Each roll takes one turn.&lt;br /&gt;
&lt;br /&gt;
===GRAVITIC FLIGHT===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Reflexive&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One scene&lt;br /&gt;
&lt;br /&gt;
Effect: The character is able to reduce her own gravity, allowing her to fly.  She gains a flying Speed of (Gravity Control x 10).  Gravitic Flight normally requires no dice rolls; however, the Storyteller may require Dexterity + Athletics + Gravity Control rolls in order to successfully perform aerial acrobatics or other stunts.&lt;br /&gt;
&lt;br /&gt;
===GRAVITIC SHIELD===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: N/A&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: One Scene&lt;br /&gt;
&lt;br /&gt;
Effect: Waves of negative gravity project outward from the character’s body, repulsing and deflecting attacks.  Each dot in Gravity Control the character has imposes a –1 penalty on all physical attacks directed against her while the Gravitic Shield is active.  Energy-based attacks (and damage from energy sources such as fire or electricity) are unaffected.&lt;br /&gt;
&lt;br /&gt;
===GRAVITOKINESIS===&lt;br /&gt;
Cost: 1 Verve&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Dexterity + (Athletics) + Gravity Control&lt;br /&gt;
&lt;br /&gt;
Action: Instant&lt;br /&gt;
&lt;br /&gt;
Range: (Power Level + Gravity Control) x 5 yards&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: The character manipulates the force of gravity of an object, allowing her to levitate and move it.  This power functions identically to the Telekinesis power.  However, Gravitokinesis may not be used to attack other characters directly; this is the purview of the Gravitic Blast and Gravitational Field techniques.&lt;br /&gt;
&lt;br /&gt;
==HEALING==&lt;br /&gt;
Class: Beta&lt;br /&gt;
&lt;br /&gt;
Cost: Varies&lt;br /&gt;
&lt;br /&gt;
Dice Pool: Intelligence + (Medicine) + Healing&lt;br /&gt;
&lt;br /&gt;
Action: Extended&lt;br /&gt;
&lt;br /&gt;
Range: Touch&lt;br /&gt;
&lt;br /&gt;
Area: N/A&lt;br /&gt;
&lt;br /&gt;
Duration: Instant&lt;br /&gt;
&lt;br /&gt;
Effect: This power has three main uses: to treat injury, to treat disease, and to purge poisons or toxins.  In each case, the character must spend one Verve per success in order to gain these effects; if the character has insufficient Verve or chooses not to spend it, any excess successes are wasted.  If used to treat injury, each success on the activation roll allows the character or her patient to heal one level of lethal damage or two levels of bashing damage, to turn two levels of lethal damage into bashing damage, or to turn one level of aggravated damage into lethal damage.  This power may also be used to regenerate ruined organs or severed limbs, but doing so requires the expenditure of a Willpower &#039;&#039;dot&#039;&#039;.  If used to treat disease, the character or her patient may immediately make an additional Stamina + Resolve roll to try and fight off the disease, with a number of bonus dice equal to the number of successes gained on the Healing activation roll.  If used to purge poisons or toxins, the toxin or poison is successfully neutralized if a number of successes are gained on the Healing activation roll in excess of the substance’s toxicity rating.  Using Healing is an extended action, and the character may roll and gain successes a number of times per scene up to her effective Stamina.  Each roll takes one turn.&lt;br /&gt;
&lt;br /&gt;
Extras: Efficient (the character need only spend one Verve per roll to gain the full benefit from Healing, not one Verve per success).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Superpowers|Back to Superpowers]]&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Main_Page|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Emoria</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MTH:Superpowers&amp;diff=217934</id>
		<title>MTH:Superpowers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MTH:Superpowers&amp;diff=217934"/>
		<updated>2012-11-10T16:14:16Z</updated>

		<summary type="html">&lt;p&gt;Emoria: /* SUPERPOWERS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SUPERPOWERS=&lt;br /&gt;
&lt;br /&gt;
This is a list of possible abilities that a superhuman may have.  A character may not have multiple copies of the same superpower, though powers with different Extras do not count as the &amp;quot;same&amp;quot; superpower; for example, a character could have Force Bolt 3 with the Continuous Fire Extra and Force Bolt 3 with the Damage Upgrade Extra, but she could not have both Boost (Strength) 3 and Boost (Strength) 2.&lt;br /&gt;
&lt;br /&gt;
NOTE: This list is by no means complete.  Please excuse the inconsistent editing for now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SUPERPOWER ENTRY FORMAT==&lt;br /&gt;
POWER NAME&lt;br /&gt;
&lt;br /&gt;
Class: The superpower’s Class, which determines its experience point cost and whether or not it may be given Extras.&lt;br /&gt;
&lt;br /&gt;
Cost: Any costs (such as Verve, Willpower, or damage) that must be paid to activate the power.&lt;br /&gt;
&lt;br /&gt;
Dice Pool: The dice pool for the power’s activation roll.  The player must succeed at this roll in order to activate the power or use it successfully on a target.  The dice pool for a power is usually an Attribute + Skill + the number of dots in the power. &lt;br /&gt;
&lt;br /&gt;
At the Storyteller’s discretion, the Attribute or Skill involved may vary from the one listed, but the combination given is the default.  This is not an excuse to match all power pools to one die pool so as to min-max the character, it is a way of matching the rational for the power to the appropriate pool.  For instance, a character who can fly due to a superhuman mutation would have the default die pool, but a character who flies due to having wings would likely use Strength + Athletics, and a character who flies by magical means would (possibly) use Composure + Occult.&lt;br /&gt;
&lt;br /&gt;
Most activation roll dice pools have the Skill listed in parentheses; in these cases, there is no penalty for a character using the power without possessing any dots in the relevant Skill.  In effect, knowledge of the Skill helps the character use the power more effectively, but not knowing the Skill doesn’t make it any harder to activate the power. &lt;br /&gt;
&lt;br /&gt;
Action: The type of action (Instant, Reflexive, Extended, Contested) required to activate the power.&lt;br /&gt;
&lt;br /&gt;
Range: The power’s short range, usually given in yards; a power’s medium range is equal to twice its Range characteristic, and its long range is equal to four times its Range characteristic.  Powers with a Range of “Self” may only be used on the character himself.  Powers with a Range of “Touch” require that the character make physical (though not necessarily skin-to-skin) contact with his target; if the character is attempting to touch an unwilling target, he must succeed at a Dexterity + Brawl roll to do so, and the target’s Defense applies.&lt;br /&gt;
&lt;br /&gt;
Area: The power’s area of effect, if any.&lt;br /&gt;
&lt;br /&gt;
Duration: How long the power’s effect lasts.  Powers that have a one-time, immediate effect (such as Force Bolt) have a Duration of “Instant,” while powers that are constantly in effect or which model some lasting change to a character’s physiology have a Duration of “Permanent.”  Powers that fall between these two extremes have a Duration listed in turns, scenes, or some other appropriate time unit.  Some powers, whose Durations are listed as &amp;quot;Concentration,&amp;quot; remain in effect for as long as a character concentrates on maintaining them; while maintaining a power in this manner, a character loses her Defense and may not move faster than her Speed in a turn (IE she may not run).&lt;br /&gt;
&lt;br /&gt;
Effect: What the power actually does, in game terms.&lt;br /&gt;
&lt;br /&gt;
Extras: Any specific Extras that this power may be given, in addition to the general ones listed separately.  Extras are essentially &amp;quot;upgrades&amp;quot; to a power that make it more efficient or powerful.  Each Extra added to a power increases that power&#039;s Class by one; Alpha to Beta, Beta to Gamma, ect.  A power&#039;s Class may also be decreased by assigning Weaknesses to it; essentially the opposite of Extras, Weaknesses decrease the effectiveness of a given power by making it more difficult to use or costly.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Powers_A-H|Power List: A-H]]&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Powers_I-P|Power List: I-P]]&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Powers_Q-Z|Power List: Q-Z]]&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Extras|Generic Extras]]&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Weaknesses|Generic Weaknesses]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[MTH:Main_Page|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Emoria</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MTH:Character&amp;diff=217933</id>
		<title>MTH:Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MTH:Character&amp;diff=217933"/>
		<updated>2012-11-10T16:12:28Z</updated>

		<summary type="html">&lt;p&gt;Emoria: /* CHARACTER */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=CHARACTER=&lt;br /&gt;
&lt;br /&gt;
==THE SUPERHUMAN TEMPLATE==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All superhumans automatically receive one dot in Power Level; superhuman characters also receive a number of starting experience determined by the Storyteller (usually 150, but possibly more or less depending on the desired power level of the chronicle).  This starting experience may be used to purchase traits in the normal manner during step 5 of character creation (&amp;quot;apply supernatural template&amp;quot;); costs for traits not listed in the core World of Darkness rulebook are given below.  A superhuman character may use this starting experience to raise Attributes and Skills above 5 dots.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that, strictly speaking, More Than Human characters don&#039;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 &#039;less than human&#039; for free, unless the player wishes to take a Flaw to represent the problem (the most typical being &amp;quot;Inhuman&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
That means that if you&#039;re making Fido, The K9 Supercop, you get human-level intelligence and impulse-control for free, and the Inhuman flaw to cover the lack of thumbs, voting rights, &#039;&#039;et all&#039;&#039;.  Similarly, the robot gets full human Morality and a soul upon it&#039;s inexplicable awakening to sentience.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==SUPERHUMAN CHARACTER CREATION==&lt;br /&gt;
&lt;br /&gt;
1. Record header information (Codename, Real Name, Concept etc.)&lt;br /&gt;
&lt;br /&gt;
2. Assign Attributes (5/4/3).  Purchasing the fifth dot in any Attribute costs two dots, and no Attribute may be increased above 5 at this point.&lt;br /&gt;
&lt;br /&gt;
3. Assign Skills (11/7/4).  Purchasing the fifth dot in any Skill costs two dots, and no Skill may be increased above 5 at this point.&lt;br /&gt;
&lt;br /&gt;
4. Assign Skill Specialties.&lt;br /&gt;
&lt;br /&gt;
5. Apply Superhuman template.  Record starting Power Level (1) and spend starting experience.  Note that the experience spent at this point can be used to increase Attributes and Skills above 5 dots.&lt;br /&gt;
&lt;br /&gt;
6. Record Advantages.  Morality dots may be exchanged for additional experience on a 1:5 basis, down to a minimum of Morality 5.&lt;br /&gt;
&lt;br /&gt;
7. Assign Merits (7).  Purchasing the fifth dot in any Merit costs two dots.  Merit dots may be exchanged for Power Level dots on a 3:1 basis.&lt;br /&gt;
&lt;br /&gt;
8. Spend or record any remaining experience.  Record starting Verve (equal to maximum Verve).&lt;br /&gt;
&lt;br /&gt;
9. The More Than Human character may now add free dots to two attributes until those two attributes equal five.  (This is optional, consult the DM for permission)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==EXPERIENCE COSTS==&lt;br /&gt;
Power Level: (8 x new rating) per dot&lt;br /&gt;
&lt;br /&gt;
Alpha Class Superpower: (3 x new rating) per dot&lt;br /&gt;
&lt;br /&gt;
Beta Class Superpower: (5 x new rating) per dot&lt;br /&gt;
&lt;br /&gt;
Gamma Class Superpower: (7 x new rating) per dot&lt;br /&gt;
&lt;br /&gt;
Omega Class Superpower: Special - Omega Class powers cannot be taken without alteration.  Every Omega Class power must be given a weakness in order to be purchased, thus turning it into a Gamma Class power for the purposes of experience point costs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==NEW ADVANTAGE: POWER LEVEL==&lt;br /&gt;
&lt;br /&gt;
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, and the number of Verve recovered at the start of each scene or from acting in accordance with a Virtue or Vice.  However, as the character’s Power Level increases, so does her ego, and she risks becoming isolated from her fellows and losing herself in her own delusions; a superhuman suffers a penalty to all degeneration rolls based on her Power Level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=80% border=0 cellpadding=0 cellspacing=0&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=#999999&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Power Level&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Superpower Maximum&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Max Verve / Per Recovery&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Degeneration Penalty&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10/1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=#cccccc&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11/1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12/1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=#cccccc&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13/1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14/1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=#cccccc&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15/1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20/2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=#cccccc&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30/3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50/5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=#cccccc&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100/10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==NEW ADVANTAGE: VERVE==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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.  However, this still 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 on, say, an attack roll for a +6 bonus.&lt;br /&gt;
&lt;br /&gt;
* 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.  A character may also recover Verve once per scene for acting in accordance with his Virtue, and once per scene for acting in accordance with his Vice; in each case, the character recovers the same amount of Verve as he does at the start of the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==NEW ADVANTAGE: SUPERHUMAN STYLE==&lt;br /&gt;
&lt;br /&gt;
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&#039;s frame at all.  Female characters likewise have breasts capable of ignoring gravity entirely.&lt;br /&gt;
&lt;br /&gt;
Players may always waive these benefits if they deem it appropriate to their character.  While no player should feel they are required to, players which do are applauded for the effort.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==NEW ADVANTAGE: STYLISH EXECUTION==&lt;br /&gt;
&lt;br /&gt;
Superheroes and Supervillians are larger than life characters, and when they play to their larger than life personae, it can aid their actions and revitalize their reserves.  When a superhuman character enhances the description of a rolled action or a dodge by adding a snappy one-liner or similar quip, they add a die to that action, or add one to their defense after doubling it for the dodge.&lt;br /&gt;
&lt;br /&gt;
Creative uses of powers, the environment or other creative actions may allow the player to add two dice to a roll or add two to a defense rating after doubling for a dodge.  The character can also gain a point of willpower back when they gain this bonus.&lt;br /&gt;
&lt;br /&gt;
Particularly impressive and creative descriptions can be awarded three dice, or add three to a dodge, and take one additional exp point.&lt;br /&gt;
&lt;br /&gt;
The Storyteller awards these bonuses.  &lt;br /&gt;
&lt;br /&gt;
[[MTH:Main_Page|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Emoria</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MTH:Merits&amp;diff=217291</id>
		<title>MTH:Merits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MTH:Merits&amp;diff=217291"/>
		<updated>2012-11-01T03:13:58Z</updated>

		<summary type="html">&lt;p&gt;Emoria: /* PINASH (** to ***) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=ALTERED MERITS=&lt;br /&gt;
&lt;br /&gt;
The following merits from the WoD corebook are given alternate rules for inclusion in games of MTH.&lt;br /&gt;
&lt;br /&gt;
===Fast Reflexes &amp;amp; Fleet of Foot===&lt;br /&gt;
&lt;br /&gt;
Mechanically identical, except that the merit can go up to 5 dots.&lt;br /&gt;
&lt;br /&gt;
===Giant &amp;amp; Quick Healer=== &lt;br /&gt;
Seeing as the benefits of these merits are handily trumped by various powers in this ruleset, their cost is reduced to 2 dots each.&lt;br /&gt;
&lt;br /&gt;
=NEW MERITS=&lt;br /&gt;
&lt;br /&gt;
New Merits for superhuman and heroic characters.  These are purchased in the same manner as normal Merits, though they usually have higher prerequisites than the Merits in the corebook.&lt;br /&gt;
&lt;br /&gt;
A number of these Merits refer to &amp;quot;effective&amp;quot; Attributes, usually as prerequisites; this refers to an Attribute&#039;s rating after all permanent modifications have been factored in, such as a Mega-Attribute.  For example, a character with Dexterity 3 and Mega-Dexterity 1 would have an effective Dexterity score of 5.&lt;br /&gt;
&lt;br /&gt;
Some Merits created for other supernatural creatures might be appropriate for superhuman or heroic characters; perhaps a character&#039;s advanced technology could be represented by the &amp;quot;Imbued Item&amp;quot; or &amp;quot;Enhanced Item&amp;quot; Merits from &#039;&#039;Mage: the Awakening,&#039;&#039; or a superhuman who enjoys a good reputation among the heroic community could benefit from the &amp;quot;Repute&amp;quot; Merit from &#039;&#039;Promethean: The Created.&#039;&#039;  Characters who wish to take Merits from other supernatural games are encouraged to speak with their ST in order to decide whether or not such a purchase would be appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ENHANCEMENT MERITS==&lt;br /&gt;
&lt;br /&gt;
===PINASH (** to ***)=== &lt;br /&gt;
&lt;br /&gt;
EFFECT: The character has a specific means about them which they have an easier time operating in.  In effect, they have a specialty which is not tied to a specific die pool.  When the specialty applies, add one die to the character&#039;s pool for each dot in this merit beyond the first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: We need examples. This is far too vague. I could easily put Pinash (Under Stress) *** and get +2 to all die pool in any stressful circumstances from Combat, to a math exam, to disarming a bomb.&lt;br /&gt;
&lt;br /&gt;
==={Skill Specialty} Assertion (* or **)===&lt;br /&gt;
&lt;br /&gt;
Prerequisites: For the one-dot version; Applicable Skill (***+), Applicable Specialty, &amp;amp; Power Level (***+), For the two-dot version; Applicable Skill (*****+), Applicable Specialty, &amp;amp; Level (*****+)&lt;br /&gt;
&lt;br /&gt;
EFFECT:  The player may buy this merit for each skill specialty separately.  With the one dot version of this merit the player may add four dice to a roll with the applicable specialty when spending a point of Willpower instead of three.  With the second dot in this merit that bonus moves to five dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==={Skill Specialty} Mastery (* to **)===&lt;br /&gt;
&lt;br /&gt;
Prerequisites: For the one-dot version; Applicable Skill (***+), Applicable Specialty, &amp;amp; Power Level (***+), for the two-dot version; Applicable Skill (*****+), Applicable Specialty, &amp;amp; Power Level (******+)&lt;br /&gt;
&lt;br /&gt;
EFFECT: This merit gives the character the 9-again rule with the selected specialty at the one dot level, and the 8-again rule at the two dot level.  In both cases these effects do not stack with other effects that give an x-again benefit.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Perfection of {Skill} (* to *****)=== &lt;br /&gt;
&lt;br /&gt;
Prerequisites: Applicable Skill (dots equal or greater then merit level), &amp;amp; Power Level (twice or greater then merit dots)&lt;br /&gt;
&lt;br /&gt;
EFFECT: This merit costs a willpower point to activate, and lasts a scene.  While active, all rolls made for that specific ability add one die to them for each dot in Perfection of (Skill).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Perfection of {Attribute} (* to *****)===&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Applicable Attribute (dots twice or greater then merit level) + &amp;amp; Level (dots twice or greater then merit level)&lt;br /&gt;
&lt;br /&gt;
EFFECT: This merit costs a willpower point to activate, and lasts a scene.  While active, all rolls made for that specific attribute add one die to them for each dot in Perfection of {Attribute}.&lt;br /&gt;
	The bonuses for Perfection of {Attribute} stack with those of Perfection of {Skill}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==GENERAL MERITS==&lt;br /&gt;
&lt;br /&gt;
===BASE (* to *****; special)===&lt;br /&gt;
&lt;br /&gt;
EFFECT: A Base is a safe, secure location in which a character can train, plan his actions, recuperate from injuries, or simply rest while he&#039;s not saving the world.  Perhaps there is a cave beneath his house in which he&#039;s set up a lair, or he has access to a special penthouse in a skyscraper.  &lt;br /&gt;
&lt;br /&gt;
All Bases are not created equal.  A warehouse might have sufficient space, but might not have sufficient security to drive away intruders.  A hidden basement in the character&#039;s house might be hard for others to breach, but might offer barely enough space to hold the character&#039;s specialized equipment.  Great time and effort is spent in finding appropriate Bases, and their value is represented by two factors: Size and Security.  See the &amp;quot;Sanctum&amp;quot; Merit from &#039;&#039;Mage: The Awakening&#039;&#039; or the &amp;quot;Haven&amp;quot; Merit from &#039;&#039;Vampire: The Requiem&#039;&#039; for rules to apply to Bases.&lt;br /&gt;
&lt;br /&gt;
===ENHANCED ITEM (* to *****)===&lt;br /&gt;
Prerequisites: Varies.  The ST will most likely veto certain forms of equipment, and will want a background story for others.  Players should avoid simplistic enhanced item rationals, like &#039;It&#039;s just a really good gun&#039;.  Signature gear should have a tale to tell.  Based on the rational provided the ST may require a certain amount of a given merit (such as resources or status).&lt;br /&gt;
&lt;br /&gt;
EFFECT: Magically or technologically improved objects are not uncommon in the world of MTH.  Any object which gives an equipment bonus can be enhanced to increase that bonus by one per dot.  Likewise, penalties to a normal item can be removed on a one-per dot ratio as well.  &lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT THEME (** to ****)===&lt;br /&gt;
PREREQUISITES: Resources **+&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character has a substantiated theme running through their gear, and this theme either reinforces their resolve such that it actually manifests in better performance, or the character just knows how to make/choose quality stuff.  Most likely they have a Code Name and powers related to the theme, and will almost always have their costume patterned toward their theme (armor ratings are not enhanced by this merit, but other special traits of a costume might be, at ST discretion).&lt;br /&gt;
    &lt;br /&gt;
Effectively, the equipment has an enhanced equipment bonus when used for its intended purpose by the character with this merit.  This bonus is equal to the rating in this merit minus one.&lt;br /&gt;
The equipment must have the character’s ‘signature look’.  A signature look might include painting the equipment in the colors of the character’s costume and placing their personal insignia on it (batarang, bat-shield, bat-underwear, ect), or almost any other set of descriptors the player can devise (with ST approval).  Themed equipment must be prepared as such.  This means themes cannot be applied to items found in the field.&lt;br /&gt;
	Individuals may share a theme.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===EXANIMAIC OBJECT (*)===&lt;br /&gt;
PREREQUISITES: A related Code (*), Superhuman Template&lt;br /&gt;
&lt;br /&gt;
EFFECT:  Sometimes an object can become so integral to its bearer that to lose it would be a fate worse than death.  Other times an individual may dedicate themselves so strongly to a vocation or cause that their soul actually manifests this urge in physical form.  Either way, the character’s soul is tied to an object irrevocably.  It is, in fact, part of their soul.&lt;br /&gt;
&lt;br /&gt;
	The character may place this object within their soul, causing it to physically vanish.  With an action, they may then draw this object back into physical reality.  The object is either indestructible, or can be reformed in the character’s soul, if broken.  It can be no greater Size then the character.&lt;br /&gt;
&lt;br /&gt;
	A spirit-warrior would likely have this object manifest as a weapon or armor, a musician as an instrument, or a physician as a medical bag.  No matter the form, it must either be an object the character has or easily has access to.  It must always be central to the character’s identity.  The object may also be a Fetish Object and/or an Enhanced Item, if the player pays for them as such.&lt;br /&gt;
&lt;br /&gt;
===FAMILIAR (* to *****)===&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character has a loyal animal companion. The number of dots indicates the strength or usefulness of the creature.  Familiars have a point of verve that they may spend or give to the character per dot in the merit. They refill this verve pool each session.&lt;br /&gt;
	Familiars are, by default, loyal, but not always obedient. They likewise are bound by fate to the character.  This means that the familiar does not typically die, at least not by random happenstance, and will live as long as the character does.  This isn&#039;t a carte blanch to put the familiar in danger knowing they&#039;ll survive (they may not).  It&#039;s a promise that the ST won&#039;t kill off the familiar in some sort of inescapable death drap, just like it&#039;s assumed they won&#039;t do to a player character.&lt;br /&gt;
	Familiars gain one experience point per session, and may have them spent by the player on any traits a character may, subject to ST approval.&lt;br /&gt;
	For the purposes of this merit, the term &#039;animal&#039; just means &#039;autonomous and not a person&#039;.  Some character&#039;s familiars may stretch the definition of &#039;animal&#039;, such as robots and extra dimensional beings and the like.&lt;br /&gt;
	When creating the stats for the familiar, use the various published animal stats as guidelines, and tool the familiar up or down from there.&lt;br /&gt;
  &lt;br /&gt;
Dots	Example&lt;br /&gt;
1 - Cat or Hawk.&lt;br /&gt;
2 – Horse, Monkey, or Imp.&lt;br /&gt;
3 - Panther or Wolfhound&lt;br /&gt;
4 - Giant riding hawk&lt;br /&gt;
5 – Be creative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===FETISH OBJECT (*)===&lt;br /&gt;
EFFECT: Often a religious icon, weapon, heirloom, or all three, a fetish object is of great importance to its bearer or protector.  So great is its importance that the character possessing this merit adds two to their effective Resolve when in possession of it or protecting it.  The object may also be a Exanimaic Object and/or an Enhanced Item, if the player pays for them as such.&lt;br /&gt;
&lt;br /&gt;
===VIRTUOUS/VILE STYLE (*)===&lt;br /&gt;
&lt;br /&gt;
PREREQUISITES: Superhuman&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character has a special flair and is especially good at capitalizing on the benefits of the superhuman method of stylish execution, when it matches their personality.  The player doubles the dice bonus that their character gains for Stylish Execution whenenver the action matches their Virtue or Vice (chosen when the merit is purchased).  The bonus for a dodge is applied before doubling defense when the character&#039;s Virtue or Vice applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===WALKING ARMORY (* to *****)===&lt;br /&gt;
PREREQUISITES: None&lt;br /&gt;
&lt;br /&gt;
EFFECT: Usually a character is limited in what gear they can carry by the common sense limitations for physical space.  With dots in this merit, the character has learned to alter their gear and/or create hyper-efficient ways of carrying it on their person, so as to circumvent these limitations.&lt;br /&gt;
&lt;br /&gt;
At one dot, no form of ammunition or fuel the character carries ever seems to run out without a specific reason.  The player simply never needs to keep track of how may bullets, throwing knives, packets of web-fluid or etc the character has used.  The ST may make exceptions to this for rare or particularly hard to carry objects.  Likewise, this merit doesn&#039;t do anything to stop an enemy from taking action to steal or sabotage the character&#039;s supplies.&lt;br /&gt;
&lt;br /&gt;
Players should outline how this carrying capacity is created, as it is vulnerable to tampering.  For instance, the character never runs out of her special smoke bombs, unless someone swipes her utility belt.&lt;br /&gt;
&lt;br /&gt;
At two or more dots the player divides the amount of space the character has used up by their number of dots in this merit.  Essentially, when judging how much a character can carry, use each dot in this merit beyond the first as if it was an additional person.  With three dots, for instance, STs should look at the character&#039;s gear and ask themselves, &#039;Could three people carry this?&#039;  If the answer is yes, a character with three levels in this merit can carry it.&lt;br /&gt;
&lt;br /&gt;
This merit doesn&#039;t represent the physical means of carrying so much as a knack for figuring out how to pack a personal armory.  If the character&#039;s gear is permanently stolen, they only loose the benefit of this merit until they can re-stock.  Likewise, the thief only benefits from the theft until they eventually empty out the cache.  This should last them no more than one day of constant use per level of the merit.&lt;br /&gt;
&lt;br /&gt;
While there is no precisely defined limit to how much a character can carry in terms of gear, the ST can use the rating in this merit to help act as a guideline.&lt;br /&gt;
&lt;br /&gt;
==MENTAL MERITS==&lt;br /&gt;
&lt;br /&gt;
===ANIMAL / PLANT SPEECH===&lt;br /&gt;
PREREQUISITES: Superhuman&lt;br /&gt;
&lt;br /&gt;
EFFECT: This merit is identical to the Language merit, except that this merit allows the character to learn animal or plant languages in the same manor as they learn human languages.  Animal and plant languages are defined by groups of flora or fauna, so a character wouldn&#039;t learn &#039;housecat&#039;, but would instead learn &#039;feline&#039;, allowing them to speak to all cats from toms to tigers.&lt;br /&gt;
&lt;br /&gt;
===BERSERKER RAGE (*)===&lt;br /&gt;
EFFECT: Once per scene the character can enter a trance-like state of frenzied aggression.  While in this state they suffer no wound penalties and add half their Power Level, rounded up, to any All-Out Attacks they make (see World of Darkness pg XX for rules on All-Out Attacks).  They likewise add their Power Level to their Stamina and Resolve (the Rage is a kind of focus), with the resulting addition of health levels and willpower dots (not points) while in the Berserker state.  &lt;br /&gt;
&lt;br /&gt;
The trance lasts for one round per two dots of Power Level, rounded up, and cannot be ended prematurely.  While in this state the character must attempt to attack a living (or at least animate) target every round.  Alternatively, the character can take actions directly related to attacking, such as drawing a weapon, charging toward an opponent, or pushing a vat of boiling oil toward the end of a ledge under which someone happens to be standing.  &lt;br /&gt;
&lt;br /&gt;
If no being the berserker wishes to harm is nearby, they must make a successful Composure roll in order to vent their aggression on an inanimate object instead.  Failing this roll requires them to attack whoever or whatever happens to be nearest.&lt;br /&gt;
In order to enter the Rage, the character must fail a Composure roll (some berserkers use mind-altering substances in order to intentionally levy penalties to this roll).  While the state can only be entered into once a scene, the character can try to provoke the fury once a turn.&lt;br /&gt;
&lt;br /&gt;
===BODY CONTROL (**)===&lt;br /&gt;
PREREQUISITES: None&lt;br /&gt;
&lt;br /&gt;
EFFECT: This Merit duplicates the effects of the Mage: The Awakening Life 2 spell &amp;quot;Body Control&amp;quot; (M:tA, p. 182).  This Merit is always active, use the character&#039;s Power Level as successes to determine the exact effect; see the spell description for further details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HYPNOTIC PRESENCE (*** or *****)===&lt;br /&gt;
PREREQUISITES:  Intelligence 3 or Resolve 3&lt;br /&gt;
&lt;br /&gt;
EFFECT: The Character can instantly put someone into a deep and suggestible trance like state. With 3 dots the character can use a small verbal Induction technique that takes a few minutes long, or with 5 dots the character simply has to snap their fingers after a few seconds of talking or eye contact for the target to enter a hypnotic trance. Willpower will stop this skill. Target must roll a wits plus resolve plus composure minus Hypnotic Presence roll to avoid the trance in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MULTI-TASKING (* or **)===&lt;br /&gt;
PREREQUISITES: Effective Intelligence 4+ or Wits 4+&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character can compartmentalize her mind so that she can hold more than one distinct train of thought in her mind simultaneously.  For one dot, the character can take completely mental instant actions as reflexive actions and perform two extended-action knowledge tasks at once.  &lt;br /&gt;
&lt;br /&gt;
For two dots, if the character takes no physical rolled action in a turn, the character can take any number of mental actions reflexively.  This merit does not allow the character to activate two Powers at the same time, since activating powers is not purely a mental action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OMNIVISION (***)===&lt;br /&gt;
PREREQUISITES: Effective Wits 5+&lt;br /&gt;
&lt;br /&gt;
EFFECT: Whether by incredibly sharp senses, a sixth sense, or a literal 360 degree field of vision, the character is keenly aware of her surroundings at all times.  She suffers no ill effects from being surrounded in combat, and it is impossible to sneak up on her under normal circumstances (though extraordinary circumstances, such as poor lighting or invisibility, may allow the character to be snuck upon as normal).  The character must still roll to avoid surprise in the case of ambush or similar situations; this Merit allows the character to perceive normally in every direction at once, but does not grant any special form of perception or precognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PHYSICAL MERITS==&lt;br /&gt;
&lt;br /&gt;
===AQUATIC ADAPTATIONS (* or **)===&lt;br /&gt;
PREREQUISITES: Effective Stamina 4+, or the Strong Lungs merit&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character is specially adapted for life in the water.  Both versions of this Merit allow the character to safely drink salt water and to swim at her normal Speed without effort.  However, she cannot do the equivalent of running and double her swimming speed by taking no other actions that turn.  In addition, for two dots, the character also receives the equivalent of the Strong Lungs Merit (nWoD p. 113), except that this Merit adds +3 to the character&#039;s Stamina for purposes of holding her breath.  Also, even when in combat, the character can hold her breath for one minute per dot of Stamina (with the +3 bonus included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DEMOLITIONS (* to *****)===&lt;br /&gt;
&lt;br /&gt;
PREREQUISITES: Effective Strength 4+, or Effective Wits 4+&lt;br /&gt;
&lt;br /&gt;
EFFECT: Through force of personality or natural talent, your character seems particularly inclined toward property damage.  When the character would roll to see if they damage and object, subtract the dots in this merit from the object&#039;s Durability.  Keep in mind that this merit cannot be turned off, and the character may well find that they are damaging things they didn&#039;t intend to damage.&lt;br /&gt;
&lt;br /&gt;
===FIGHTING STYLE: TANKER (* to *****)===&lt;br /&gt;
&lt;br /&gt;
EFFECT:&amp;lt;br&amp;gt;&lt;br /&gt;
	Armor Training (*): The character gains no defense or speed penalties due to the wearing of armor.&amp;lt;br&amp;gt;&lt;br /&gt;
	Brace the Way (**): Allies may always claim the bearer of this merit as cover if the bearer wishes.  The amount of cover is dependent on the physical arrangement of all concerned, as usual, but the bonus is one higher then it would normally be (so they still need to be close enough to be cover in the first place).&amp;lt;br&amp;gt;&lt;br /&gt;
	Impact Stance (***): The fighter adds 1/0 to the armor rating of any armor they wear provided they get their natural defense applied at the same time.  They also receive their normal defense against ranged weapons at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
	Defender’s Will (****): When the character spends WP to boost their defense, the bonus is increased by one.&amp;lt;br&amp;gt;&lt;br /&gt;
	Adamantine Stance (*****): The character may choose to dodge in such a way as to double their armor rating instead of their natural defense.  This “dodge” does not actually require the character to move, it in fact requires the character not to move more than their [size-1 feet] on their following turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===LIGHTNING DODGE (***)===&lt;br /&gt;
PREREQUISITES: Effective Dexterity 5+ or effective Wits 5+&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character&#039;s reaction time is so quick that he can literally dodge bullets, or (when combined with Weaponry Dodge or Brawling Dodge) deflect them with a melee weapon or even snatch them out of the air with his bare hands.  This character may apply his Defense to firearms attacks.  At the Storyteller&#039;s discretion, this character&#039;s Defense may also apply in other situations where Defense doesn&#039;t normally apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUGE (**)===&lt;br /&gt;
PREREQUISITE: Giant&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character is size 7, with the usual added benefits to health and speed.  Note that the Giant merit is slightly altered for balance in games of More Than Human.  See the section on altered merits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===LUGGER (**)===&lt;br /&gt;
&lt;br /&gt;
PREREQUISITES:  Strength (***+), Stamina (***+), or Power Level (4+)&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character gains no penalty for wielding a weapon with a greater strength requirement then the character has.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===NIGHT VISION (*)===&lt;br /&gt;
PREREQUISITES: Superhuman&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character has the night vision of a cat or someone wearing light-intensifier googles.  As long as there is some light, such as starlight under and open sky or the light coming through the crack under a door, the character can see normally and suffers no penalties for poor vision. In totally lightless conditions, such as being locked in a safe with no light, the character cannot see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PERFECT BALANCE (***)===&lt;br /&gt;
PREREQUISITES: Effective Dexterity 5+&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character has absolutely flawless balance; she is able to stand atop flagpoles, sprint along tightropes, and even traverse crowds quickly by running on peoples&#039; heads.  The Storyteller should only make this character roll Dexterity + Athletics to keep her balance in the most extreme situations, EG running along a tightrope on a moonless night while carrying someone and being shot at; it can be assumed that the character automatically succeeds at any such rolls under less trying circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===REFLECTIVE SHOT (**)===&lt;br /&gt;
PREREQUISITES: Lightning Dodge, Weaponry Dodge&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character has honed her defensive skill and reaction time to such a degree that she is able to reflect projectiles back at their attacker.  In order to use this Merit, the character has to be holding an appropriate melee weapon and has to dedicate her action to dodging.  If an opponent makes a ranged attack against this character and scores no successes on the attack roll, the character may make an immediate attack roll against the opponent; the basic dice pool is the character&#039;s Dexterity + Weaponry, and she counts as having the same weapon as her attacker, as it is actually this weapon which is rebounding at the attacker.&lt;br /&gt;
&lt;br /&gt;
Insubstantial attacks cannot be redirected in this manor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SHOCKWAVE (***)===&lt;br /&gt;
PREREQUISITES: Effective Strength 8+&lt;br /&gt;
&lt;br /&gt;
EFFECT: Such is the character&#039;s strength that he can damage nearby opponents and objects by striking the ground they stand upon.  In order to use this ability, the character must roll his Strength + Brawl as an instant action.  Each success on this roll deals one point of bashing damage to &#039;&#039;everything&#039;&#039; within a two-yard radius of the impact point (except the character using Shockwave himself), including other characters, objects, and the ground being struck (which may be a problem if the character is standing on a bridge or riding in a vehicle when he uses this ability).  Characters and objects further than two yards away suffer one less level of damage for every full two yards of distance between themselves and the impact point.  In addition, any character who takes damage from the shockwave must roll her Strength and score at least as many successes as she took levels of damage, or else she will fall prone.  &lt;br /&gt;
&lt;br /&gt;
Only characters and objects standing on the ground can be affected in this way; airborne characters and objects are immune to the effects of a shockwave.  Characters may avoid being the effects of shockwave by jumping into the air at the right moment.  This is automatic, but is considered a dodge, with the effect of using the character&#039;s action for the turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SPECTRUM VISION (**)===&lt;br /&gt;
PREREQUISITES: Superhuman&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character can see into both the ultra-violet and visual and thermal-infrared spectrums.  As a result, even in the total absence of light, the character can still clearly see anything that has a different temperature from its environment, which includes all animals larger than small insects.  Outdoors, the character can see as well at night as during the day, and because of the advantages of having a far wider spectrum of vision, the character also gains +1 to all rolls for visual perception.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===STUNT DRIVER&#039;S DURANCE (**)===&lt;br /&gt;
PREREQUISITES: Stunt Driver &lt;br /&gt;
&lt;br /&gt;
EFFECT: Some individuals, prone to the drama of a heroic protagonist, synergise with their vehicle to the point that they may sometimes manage to hold their ride together by sheer force of will.  Spend one Willpower point to activate this merit.  For the remainder of the scene, any damage done to the vehicle your character is driving and which wasn&#039;t done by an attack or other intentional effect, is delayed.  The cosmetic effects of the damage are still in effect.  Once the scene ends, all delayed damage takes effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===TELESCOPIC VISION (**)===&lt;br /&gt;
PREREQUISITES: Superhuman&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character has distance vision equivalent to someone using a moderately good pair of binoculars (x 25 magnification).  The character eliminates most penalties for observing events at a distance, and can easily read text on a computer monitor from a distance of up to 100 feet.  In addition, when using ranged weapons, the character eliminates all penalties for medium range and reduces the penalties for attacks at long range to -2.  This Merit also in no ways impairs the character&#039;s close-up or normal vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===THUNDERCLAP (***)===&lt;br /&gt;
PREREQUISITES: Effective Strength 8+&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character is able to clap her hands hard enough to unleash a shockwave of destructive force.  In order to use this ability, the character must spend a point of Willpower and roll her Strength as an instant action.  Each success on this roll deals one point of bashing damage to all other characters and objects within a one-yard radius of the character.  Characters and objects further than one yard away suffer one less level of damage for every full yard of distance between themselves and the character using Thunderclap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UNSTOPPABLE (*** or *****)===&lt;br /&gt;
PREREQUISITES: Effective Stamina 4+ or effective Resolve 4+&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character&#039;s pain tolerance is so incredibly high that he can continue to fight after taking injuries that would have dropped lesser creatures.  A character who has the three-dot version of this Merit does not have to roll to remain conscious if all his health levels are filled with bashing damage.  However, he will still lose consciousness and begin to bleed to death if all his health levels are filled with lethal damage.  A character with the five-dot version of Unstoppable does not lose consciousness even when all of his health levels are filled with lethal damage, though he will begin to bleed to death as normal; such a character only stops moving when he dies (IE all his health levels are filled with Aggravated damage).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===WALLCRAWLER (** or ***)===&lt;br /&gt;
PREREQUISITES: Superhuman&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character is able to cling to sheer surfaces, such as walls and ceilings.  A character with the two-dot version of this Merit can cling to any horizontal or vertical surface without need for handholds, but she cannot move along such a surface any faster than a slow crawl.  A character with the three-dot version of this Merit can move along such surfaces at her normal Speed (including the ability to run along walls and ceilings), whether or not the surface has handholds or would normally be climbable.  At the Storyteller&#039;s discretion, particularly slippery surfaces or adverse conditions might require the character to make a Strength or Dexterity + Athletics roll to maintain her hold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SOCIAL MERITS==&lt;br /&gt;
&lt;br /&gt;
===CODE (free)===&lt;br /&gt;
&lt;br /&gt;
EFFECT:  The character has made an internal promise to themself, and adhering to this promise bolsters the character’s spirit.&lt;br /&gt;
&lt;br /&gt;
	Mechanically, a Code regains the character a spent point of WP whenever that character adheres to their Code in a situation where doing otherwise would be beneficial to that character.&lt;br /&gt;
&lt;br /&gt;
	The heroic Codes held to by some heroes, such as Batman&#039;s refusal to use a gun, are the most commonly recognized type of Codes, but any similar rule an individual holds to sincerely can form a Code.   A criminal who always leaves clues to her crimes in the form of riddles is following a Code.&lt;br /&gt;
&lt;br /&gt;
	Codes can be complicated or simple, with multiple prohibitions and requirements or just a single one.  A Code with more restrictions will come into play more often, yielding more willpower, but will also inhibit the character more.&lt;br /&gt;
&lt;br /&gt;
	Since the power in a Code comes from the conviction involved with it, paying lip service to a Code will not give any benefit.&lt;br /&gt;
&lt;br /&gt;
	Mechanically, a Code is similar to a Vice, except that the character gains Willpower from resistance, not indulgence, and this benefit can be derived more than once a scene.&lt;br /&gt;
&lt;br /&gt;
	Should a character manage to activate both their virtue and their code while performing a stunt, the fates smile upon them, and they may gain an additional experience point.  This additional effect can only be managed once a session.&lt;br /&gt;
&lt;br /&gt;
===CIPHER (* to *****)===&lt;br /&gt;
EFFECT: The character has made some effort to hide details of his life from public scrutiny; the exact details of this process are left up to the player and Storyteller to decide, but possibilities include tampering with government documents, entering the Witness Protection Program, or simply putting on a mask and costume before heading off on an adventure.  Each dot in this Merit imposes a -1 penalty on any attempts to learn personal information the character has worked to keep hidden.  It is up to the Storyteller to decide whether the penalty from Cipher should apply in a given situation.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, the existence of this merit doesn&#039;t mean that every character who wears a mask or uses other methods of identity-protection &#039;&#039;&#039;must&#039;&#039;&#039; take this merit.  It&#039;s simply that having the merit identifies that your defenses are at least somewhat mechanically effective, giving you the benefit listed above.  Players are always free to use whatever secrecy measures they can devise, with attempts to breach those measures handled on a case-by-case basis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ENLIVENING PATHOS (****)===&lt;br /&gt;
&lt;br /&gt;
PREREQUISITES: Fame 3, may not be taken at character creation&lt;br /&gt;
&lt;br /&gt;
EFFECT: Some heroes, they say, can never die, and some villains, they say, can&#039;t ever be killed.  The Enlivening Pathos represents this.  If enough hearts and minds are bent upon the identity a given person represents, death itself may be rescinded.   This effect represents not so much a power as an unusual status within the human group-consciousness.  Technically, one does not have to be superhuman to possess this merit, but it is supernatural in nature.&lt;br /&gt;
&lt;br /&gt;
In order to possess this power the character&#039;s exploits themselves must have made them famous (or infamous).  This merit will not function if their fame comes from anything that was handed to them or which they gained from association with other sources of fame.  Likewise, the fame must be associated with something primal, something which speaks very closely to the fundamental nature of humanity.  This is a vague qualification, but it is necessarily so: Anything which gives the character a permanent place in the psyche and culture of most of humanity will qualify.  Being on a reality TV show generally won&#039;t.&lt;br /&gt;
&lt;br /&gt;
When the character would normally die, or would seem to have died, they loose this merit instead (but may repurchase it).  Fate, luck, destiny or what-have-you &#039;corrects&#039; the event.  It wasn&#039;t really the character, or the character had planned to fake their death all along, or any other contrived scenario which ends up with the character alive.  The storyteller ends up the arbiter of what ultimately happens.  &lt;br /&gt;
&lt;br /&gt;
Storytellers should be very stringent about what it takes to qualify for this merit, and it is not appropriate for all games.  STs are within their rights to not allow it into their games and players should not assume it is available without consulting with their Storyteller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UNLIMITED RESOURCES (*****)===&lt;br /&gt;
PREREQUISITES: Resources 5&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character has access to vast wealth: at least $1,000,000 a month in disposable income and millions, billions, or even trillions of dollars in assets. The character might be the beneficiary of a huge trust fund, the heir to a massive hereditary fortune, the owner of a multinational corporation, or some combination of these. For this character, it&#039;s not a question of whether or not she can afford any given item, it&#039;s a question of how soon she can get it.&lt;br /&gt;
&lt;br /&gt;
Generally, it isn&#039;t necessary to quantify exactly how much the character is worth unless the player or Storyteller desires to; in game terms, the character is able to temporarily increase their Resources merit by spending Verve (keep in mind Verve only refreshes during play, not between sessions).  &lt;br /&gt;
&lt;br /&gt;
When the character wishes to make a purchase beyond their means they may spend Verve, at a one-to-one ratio, to increase their rating beyond 5 for that specific purchase only.  Exactly what is available to be bought is, as always, in the hands of the ST.&lt;br /&gt;
&lt;br /&gt;
Note, however, that being richer than God does not equate to being God; even a character with this level of wealth can be held accountable for her actions, and a character who uses her fortune to cause trouble (and even those who don&#039;t) will almost certainly attract the attention of other powerful characters. Furthermore, the Storyteller should reserve the right to restrict the character&#039;s use of Unlimited Resources, or even remove the Merit altogether, if the character foolishly squanders her fortune.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SIDE KICK (** to *****)===&lt;br /&gt;
&lt;br /&gt;
EFFECT: Your character has a loyal companion in their adventures.  Treat this as the Retainer merit, with the following addition; You may add one or more dots to the merits rating, for each dot added the Side Kick may have up to 30 experience points which can be spent on powers and/or merits from these rules.  Side Kicks without any particular powers should use the normal rules for Retainers.&lt;br /&gt;
&lt;br /&gt;
Keep in mind Side Kicks don’t have to be human, and can be sentient pets, sentient machines, or whatever else the ST feels is appropriate.&amp;lt;P&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===TURN UNDEAD (**)===&lt;br /&gt;
PREREQUISITE: Status (*+ as some form of clergy, or as some sort of agent of the divine or diabolic).&lt;br /&gt;
&lt;br /&gt;
EFFECT:  This merit allows the character to make a social roll to terrify undead creatures just like they were trying to intimidate a living human. The character may add their Power Level to that roll.  Successfully intimidated creatures temporarily regain their once-powerful sense of self-preservation, and will flee the area for at least a scene.  On an exceptional success they will flee the area for at least a day and a night.&lt;br /&gt;
&lt;br /&gt;
	Note that while any character may try to intimidate a self-aware undead creature, this merit still yields the benefit of adding one’s Power Level to the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===BANISH UNDEAD (**)===&lt;br /&gt;
PREREQUISITE:  Turn Undead (**)&lt;br /&gt;
&lt;br /&gt;
EFFECT: By brandishing a holy symbol or reading aloud a scriptural or mystical passage, the character can degrade and damage undead creatures through force of personality.  The effect costs one verve or willpower, and takes at least a turn to evoke.  Additional turns can add to the die roll as per the rules for aiming, with the character continuing the liturgy or flourishing the symbol dramatically.&lt;br /&gt;
	&lt;br /&gt;
Even if the effect is ‘aimed’, it still effects every undead creature within (Power Level x 10) yards.  The player rolls Presence + (Intimidation or Expression) + Power Level.  Each success deals one level of aggravated damage and some sort of showy sensory effect chosen by the player when the merit is bought (celestial flame, sulfurous stench, notes sung by a heavenly choir, ect).  If there are any sentient undead creatures present, they may subtract the highest of their (Composure or Power Level) from the successes rolled from the over-all effect, or from themselves selectively.  This means that vampires and other thinking undead can choose to shield their lesser minions or let them burn.&lt;br /&gt;
&lt;br /&gt;
==={Setting} MAJESTY (**)===&lt;br /&gt;
&lt;br /&gt;
EFFECT: The character is adept at retaining their social standing, either through natural bearing and dignity, or through the ability to turn the social tide to their advantage.  Characters with this merit treat their Composure as two higher when applied as a defense in a specific social setting.  In the same social setting, they treat their Presence as two higher as well.&lt;br /&gt;
	A lawyer might have Court Room Majesty, while a street thug might have Ally Mugging Majesty, or a scholar might have Thesis Review Majesty.&lt;br /&gt;
	This merit can be chosen multiple times for multiple settings.&lt;br /&gt;
&lt;br /&gt;
=NEW FLAWS=&lt;br /&gt;
&lt;br /&gt;
For all their powers and abilities, superhumans often possess great foibles and weaknesses that serve to temper their strength.  The flaws listed below function in the same way as the flaws listed in the World of Darkness core rulebook; IE, any time the flaw comes up during gameplay and significantly hinders the flawed character, that character gains an additional experience point.&lt;br /&gt;
&lt;br /&gt;
Note: A weakness will usually count as a flaw if it does not provide a rank decrease because the power already has one.  Thus if the weakness significantly hinders the character, it is worth an additional experience point just like any other flaw.&lt;br /&gt;
&lt;br /&gt;
Optional rule: No Wimping Out. If the character has taken no flaws or weaknesses on their own, the storyteller gets to pick either one weakness (that is worth a one point rank decrease on a power, and refund the experience), inflict one flaw that is thematically appropriate on the player, or do one of each.  But if they do this, then they must do the same with their villains (which any good storyteller will do anyway).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MENTAL FLAWS==&lt;br /&gt;
&lt;br /&gt;
As with standard World of Darkness characters, characters in More Than Human may take permanent derangements as Flaws.  Common derangements for heroic characters include narcissism and fixation, while villainous characters might have megalomania, paranoia, or schizophrenia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PHYSICAL FLAWS==&lt;br /&gt;
&lt;br /&gt;
===ALLERGY===&lt;br /&gt;
The character is violently allergic to a specific substance or condition, and takes physical damage if exposed to this allergen.  The Storyteller determines what level of damage is taken and how often, based on the character&#039;s proximity to the allergen and the purity or intensity of the allergen in question.  This flaw only provides experience if the character is hindered by it beyond the additional damage taken; for example, a hero weakened from allergen exposure might be unable to pursue a fleeing villain, who later returns to abduct the hero&#039;s love interest.&lt;br /&gt;
&lt;br /&gt;
===UNNATURAL===&lt;br /&gt;
For one reason or another, your character doesn&#039;t heal naturally with time.  They may be a machine, undead, or simply have a condition, such as leprosy.  Weather or not the character can heal at all, and how they do if they can, must be set up with the ST before hand.  Remember, the more difficult to achieve, the more often it will yield exp.&lt;br /&gt;
&lt;br /&gt;
==SOCIAL FLAWS==&lt;br /&gt;
&lt;br /&gt;
===INHUMAN===&lt;br /&gt;
&lt;br /&gt;
The character either has some physical abnormality which makes them appear less then human, and/or they actually are something non-human (alien, robot, ect) but are close enough to both be a viable character and use the same rules.  This flaw applies only if the character&#039;s nature is in some fashion repugnant to most of humanity, causing them to have to deal with social stigma or outright hatred.  Note that many other merits and flaws can be coupled with this one to represent the nature of the character.  &lt;br /&gt;
*[[MTH:Main_Page|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Emoria</name></author>
	</entry>
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