MTH:Superpowers

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SUPERPOWERS[edit]

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 "same" 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.


SUPERPOWER ENTRY FORMAT[edit]

POWER NAME

Class: The superpower’s Class, which determines its experience cost.

Cost: Any activation costs (such as Verve, Willpower, or health levels) that must be paid to activate the power.

Dice Pool: The dice pool for the power’s roll. In some cases the power works automatically, when this is not specified the player must succeed at this roll in order to activate the power. When the power works automatically the roll is used to govern some other aspect of it's use, such as damage or another measure or it's effectiveness. The dice pool for a power is usually an Attribute + Skill + the number of dots in the power.

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 gravitic 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.

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.

Action: The type of action (Instant, Reflexive, Extended, Contested) required to activate the power.

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.

Area: The power’s area of effect, if any.

Duration: How long the power’s effect lasts. Powers that have a one-time, immediate effect (such as Force Strike) 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 Duration are listed as "Concentration," 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).

Effect: What the power actually does, in game terms.

Extras: Any specific Extras that this power may be given, in addition to the general ones listed separately. Extras are essentially "upgrades" to a power that make it more efficient or powerful. Each Extra added to a power increases that power's Class by one; Alpha to Beta, Beta to Gamma, ect. A power'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.