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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.
 
Because of the great variety in superhuman types—some have exotic powers, others are simply incredibly strong or tough, and others still are nothing but ordinary people with access to vast resources and unique technology—applying the superhuman template works somewhat differently than applying other supernatural templates.
  
All superhumans automatically receive one dot in Power Level; superhuman characters also receive a number of starting experiences determined by the Storyteller (usually 25, but possibly more or less depending on the desired power level of the chronicle). This starting exp may be used to purchase traits in the normal manner during step 5 of character creation ("apply supernatural template"); costs for traits not listed in the core World of Darkness Second Edition rulebook are given below.
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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 ("apply supernatural template"); 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.
  
Keep in mind that, strictly speaking, More Than Human characters don't ever actually have to have been human. Robots, aliens, animals and hidden anthropoids are all viable characters in this game. In order to help make sure they are viable, the Superhuman template also includes the removal of any game-mechanic drawbacks that would make the character 'less than human' for free, unless the player wishes to take a Persistent Condition to represent the problem (the most typical being "Inhuman").
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(*If using the God Machine Chronicle rules update, this would be approximately 25 experiences subject to adjustment by the ST for tone.)  
  
That means that if you're making Fido, The K9 Supercop, you get the human attribute range to start with, and the Inhuman Persistent Condition to cover the lack of thumbs, voting rights, ''et all''.  Similarly, the robot gets full human consciousness and a soul (if that sort of thing comes up in your game) upon it's inexplicable awakening to sentience.
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Keep in mind that, strictly speaking, More Than Human characters don't ever actually have to have been human.  Robots, aliens, animals and hidden anthropoids are all viable characters in this game.  In order to help make sure they are viable, the Superhuman template also includes the removal of any game-mechanic drawbacks that would make the character 'less than human' for free, unless the player wishes to take a Flaw** to represent the problem (the most typical being "Inhuman").
  
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.
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(** If using the God Machine Chronicle rules update, makes these Persistent Conditions instead of Flaws. See the section on Flaws for information on those equivalent Persistent Conditions.)
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That means that if you'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, ''et all''.  Similarly, the robot gets full human Morality and a soul upon it's inexplicable awakening to sentience.
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The Superhuman template also has a strange way of occasionally altering or negating abilities that non-human characters possess, apparently without reason. In other words, any advantages that the character would have from being non-human disappear unless they are represented by an appropriate merit, superpower, or other game mechanic.
  
 
==SUPERHUMAN CHARACTER CREATION==
 
==SUPERHUMAN CHARACTER CREATION==
  
1. Record header information (Codename if they have one, Real Name, Concept, etc.)
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1. Record header information (Codename, Real Name, Concept, etc.)
Optional: Choose [[Superhuman Origin]] and [[Affiliation]].
 
  
2. Assign Attributes (6/5/3). No Attribute may be increased above 5 at this point.
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2. Assign Attributes (5/4/3). No Attribute may be increased above 5 at this point.
  
 
3. Assign Skills (11/7/4). No Skill may be increased above 5 at this point.
 
3. Assign Skills (11/7/4). No Skill may be increased above 5 at this point.
  
4. Assign Skill Specialties (5).  
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4. Assign Skill Specialties.
  
5. Apply Superhuman template. Record starting Power Level (3) and spend starting experiences. Note that the experiences spent at this point can be used to increase Attributes and Skills above 5 dots, in keeping with the limits of Power Level.
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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.
  
6. Record Advantages. Set [[MTH:Asylum|Asylum]] at 7. Determine Breaking Points and starting Aspirations.
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6. Record Advantages. Morality dots may be exchanged for additional experience on a 1:5 basis, down to a minimum of Morality 5. If using the God Machine Chronicle rules update, set Integrity and determine Breaking Points and starting Aspirations.  
  
7. Assign Merits (15). Merit dots may be exchanged for Power Level dots on a 2:1 basis.
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7. Assign Merits (10). Merit dots may be exchanged for Power Level dots on a 3:1 basis.
  
 
8. Spend or record any remaining experience. Record starting Verve (equal to maximum Verve).
 
8. Spend or record any remaining experience. Record starting Verve (equal to maximum Verve).
 
<br>
 
<br>
  
==EXPERIENCE COSTS==  
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==EXPERIENCE COSTS==
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Costs listed with an * are used only if the game is being run with the God Machine Chronicle rules update. Players not using that system should simply ignore those costs.
 
   
 
   
Power Level: 5 experiences per dot.
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Power Level: (8 x new rating) per dot, or 6 experiences* per dot.
  
Alpha Class Superpower: 3 experiences per dot.
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Alpha Class Superpower: (3 x new rating) per dot, or 3 experiences* per dot.
  
Beta Class Superpower: 4 experiences per dot.
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Beta Class Superpower: (5 x new rating) per dot, or 5 experiences* per dot.
  
Gamma Class Superpower: 6 experiences per dot.
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Gamma Class Superpower: (7 x new rating) per dot, or 7 experiences* per dot.
  
Omega Class Superpower: Special - Omega Class powers cannot be taken without alteration.  Every Omega Class power must be given at least one weakness in order to be purchased, thus turning it into a Gamma Class power or lower for the purposes of experience purchases.
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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 purchases.
 
<br><br>
 
<br><br>
  
 
==NEW ADVANTAGE: POWER LEVEL==
 
==NEW ADVANTAGE: POWER LEVEL==
  
Power Level is basically just that—a superhuman’s relative power level in comparison to the other superhumans of the world. Sidekicks and mass-produced metahuman soldiers would have Power Levels of 1-3, while demigods like Superman or Goku would have Power Levels of 9-10. A character’s Power Level determines the maximum number of dots she can have in any given power, the maximum number of Verve she can possess at any time, the number of Verve recovered at the start of each scene or from acting in accordance with a Virtue or Vice.
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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.
  
 
<table width=80% border=0 cellpadding=0 cellspacing=0>
 
<table width=80% border=0 cellpadding=0 cellspacing=0>
<tr bgcolor=#999999><td><b>Power Level</b></td><td><b>Superpower Max</b></td><td><b>Max Verve / Per Recovery</b></td><td><b>Degeneration Penalty</b></td></tr>
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<tr bgcolor=#999999><td><b>Power Level</b></td><td><b>Superpower Maximum</b></td><td><b>Max Verve / Per Recovery</b></td><td><b>Degeneration Penalty</b></td></tr>
  
 
<tr><td>1</td><td>5</td><td>10/1</td><td>-0</td></tr>
 
<tr><td>1</td><td>5</td><td>10/1</td><td>-0</td></tr>
  
<tr bgcolor=#cccccc><td>2</td><td>6</td><td>11/1</td><td>-1</td></tr>
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<tr bgcolor=#cccccc><td>2</td><td>5</td><td>11/2</td><td>-0</td></tr>
  
<tr><td>3</td><td>6</td><td>13/2</td><td>-1</td></tr>
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<tr><td>3</td><td>5</td><td>12/2</td><td>-1</td></tr>
  
<tr bgcolor=#cccccc><td>4</td><td>7</td><td>16/2</td><td>-2</td></tr>
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<tr bgcolor=#cccccc><td>4</td><td>5</td><td>13/3</td><td>-1</td></tr>
  
<tr><td>5</td><td>7</td><td>20/3</td><td>-2</td></tr>
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<tr><td>5</td><td>5</td><td>14/3</td><td>-2</td></tr>
  
<tr bgcolor=#cccccc><td>6</td><td>8</td><td>25/3</td><td>-3</td></tr>
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<tr bgcolor=#cccccc><td>6</td><td>6</td><td>15/4</td><td>-2</td></tr>
  
<tr><td>7</td><td>8</td><td>31/4</td><td>-3</td></tr>
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<tr><td>7</td><td>7</td><td>20/4</td><td>-3</td></tr>
  
<tr bgcolor=#cccccc><td>8</td><td>9</td><td>38/4</td><td>-4</td></tr>
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<tr bgcolor=#cccccc><td>8</td><td>8</td><td>30/5</td><td>-3</td></tr>
  
<tr><td>9</td><td>9</td><td>46/5</td><td>-4</td></tr>
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<tr><td>9</td><td>9</td><td>50/5</td><td>-4</td></tr>
  
<tr bgcolor=#cccccc><td>10</td><td>10</td><td>55/5</td><td>-5</td></tr>
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<tr bgcolor=#cccccc><td>10</td><td>10</td><td>100/10</td><td>-5</td></tr>
  
</table>
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</table><br><br>
  
===VARIANT: ACCELERATED PROGRESSION===
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==NEW ADVANTAGE: VERVE==
For faster progression, the Storyteller may choose to use one of the following ''optional'' rules:
 
  
* The entire group gains a dot of power level per story completed. This is appropriate for games meant to Chronicle the players rise to power over time.
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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.
  
* The Storyteller may ask each player to come up a set number of Milestones. Essentially a Milestone is 3 specific Aspirations and a related Breaking Point, with the added requirement that it must match the theme of the current story. Upon achieving the Milestone, the character gains a dot of Power Level.
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* 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.
  
Keep in mind, the ST is not required to allow the player-characters to advance in power level. Some play styles just can't deal well with individuals who are too empowered.
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* 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.
  
==NEW ADVANTAGE: VERVE==
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* 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.
  
Verve represents a superhuman’s ability to use his powers and to exert himself before tiring. Much like Willpower, Verve represents a superhuman’s inner reserves and his ability to persevere through adversity. Verve is measured strictly in points, which the superhuman spends to activate superpowers and to enhance his performance.
 
  
* Many superpowers require the expenditure of at least one and sometimes more Verve to activate them. A character may spend any number of Verve per turn to activate superpowers.
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==NEW ADVANTAGE: SUPERHUMAN STYLE==
  
* In any situation where a character would spend or lose a point of Willpower, he may elect to spend or lose a point of Verve instead. This counts as the character’s sole Willpower expenditure allowed for the turn; in other words, a character could not elect to spend both a Willpower and a Verve for twice the bonus.
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A Superpowered character may change their entire outfit, reflexively, once an action.  They also appear to be entirely immune to wardrobe malfunctions, as well as penalties related to inappropriate clothing for the given situation.  Clothing fits perfectly, and even characters with no skill in Craft can make at least one rather durable and easily repaired dramatic outfit.  Armor, if worn, need not have more than a passing familiarity with the physics governing actual bodily protection, and need not cover much of the character's frame at all.  Female characters likewise have breasts capable of ignoring gravity entirely.
  
* 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.
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Players may always waive these benefits if they deem it appropriate to their character. <br><br>
  
==NEW ADVANTAGE: SUPERHUMAN STYLE==
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==NEW ADVANTAGE: STYLISH EXECUTION==
  
A Superpowered character may change their entire outfit, reflexively, once an actionThey also appear to be entirely immune to wardrobe malfunctions, as well as penalties related to inappropriate clothing for the given situation. Clothing fits perfectly, and even characters with no skill in Craft can make at least one rather durable and easily repaired dramatic outfit.  Armor, if worn, need not have more than a passing familiarity with the physics governing actual bodily protection, and need not cover much of the character's frame at all. 
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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 reservesWhen 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. If using the God Machine Chronicle rules update, the character takes one beat the first time they achieve a one-die Stylish Execution in a scene.  
Mechanically, this just means that the ST should not penalize characters for wearing genre-appropriate clothing, even if common sense would.
 
  
Players may always waive these benefits if they deem it appropriate to their character. <br><br>
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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 player can also take advantage of dramatic or comedic timing to get this bonus. For example, listening in on a villain with a bug, and choosing to swing through the window right after hearing them say, "What could go wrong?". In addition, the character can gain a point of willpower back with this level of stylish execution. If using the God Machine Chronicle rules update, the character takes one beat the first time they achieve a two-die Stylish Execution in a scene.  
  
==NEW ADVANTAGE: STYLISH EXECUTION==
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Particularly impressive and creative descriptions can be awarded three dice, or add three to a defense. This garners the character one additional exp point.  That exp award can only be given once per session. If using the God Machine Chronicle rules update, the character takes one experience the first time they achieve a three-die Stylish Execution in a session, and one beat for any three-die Stylish Execution after that. 
  
When applying an appropriate one-liner, dramatic entrance, bit of creativity or an overly exotic approach to an action which seems well-fitted to the superhuman motif, the ST may allow the character to apply an appropriate condition on 3 successes as opposed to the usual five with an Exceptional Success. Should the action also be an Exceptional Success, those effects stack. In combat, apply an appropriate Tilt instead of a Condition, and give the character a Beat. A character cannot gain more than one Beat in combat this way per scene.
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The Storyteller awards these bonuses.
  
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Note that the bonus to defense is applied before any doubling the defense rating in the case of a dodge.
 
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