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=EXTRAS=
 
=EXTRAS=
  
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's Class by one; Alpha to Beta, Beta to Gamma, Gamma to Omega.  
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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's Rank by one; the maximum Rank a power can have is 3, so a Rank 2 power may be given one Extra, and a Rank 1 power may be given two.
  
 
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.
 
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.
  
Not all Extras are appropriate for all powers.  Use common sense.
 
 
==AUGMENTABLE==
 
This power is capable of amazing feats with a little push. Taking this extra allows the character to add dots to the power for a single turn, up to the normal limit + 1 or doubling the power's actual dots, whichever is less. Each temporary dot costs 1 Verve.
 
 
Alternately, when this extra is added, the character can choose to be able to augment the power using Health instead of Verve, taking 1 bashing damage for 1 dot, 1 lethal damage for 2 dots, or 1 aggravated damage for 3 dots. Damage taken from this extra cannot be reduced. This option is not appropriate for characters with access to Regeneration or other Verve-free healing.
 
 
==CANNOT KILL==
 
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.  :)
 
  
 
==DAMAGE UPGRADE==
 
==DAMAGE UPGRADE==
Favored by villains and morally-dubious antiheroes, this Extra allows a character'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.
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Favored by villains and morally-dubious antiheroes, this Extra allows a character'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's armor, if the target is wearing any.
 
 
==EXTENDED DURATION==
 
The effects of the character'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.
 
  
==LUCKY SEVEN==
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==INCREASED RANGE==
The character is able to get spectacular results with this power almost every time. The power's activation roll counts 7s as successes.
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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.
  
==QUICKENED ACTIVATION==
 
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's opponents.
 
  
 
==REDUCED VERVE COST==
 
==REDUCED VERVE COST==
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 Gamma, and that requires a weakness the Storyteller is willing to accept for the Class decrease on that power.
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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.
 
 
 
 
  
  

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