Editing MTH:Powers A-H

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Bypass - This power does not apply to one category of damage (physical, mental, energy or magic) which must be relatively common.
 
Bypass - This power does not apply to one category of damage (physical, mental, energy or magic) which must be relatively common.
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NOTE: In the Bloody Knuckles & Domino Masks chronicle, Armor is an Alpha class power, not Beta.
  
 
==BANISHMENT==
 
==BANISHMENT==
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Robust - Each clone has health levels equal to their Stamina.
 
Robust - Each clone has health levels equal to their Stamina.
 
 
==CONDITIONING (Condition)==
 
 
Class: Alpha
 
 
Cost: 1 Verve
 
 
Dice Pool: Varies
 
 
Action: Instant
 
 
Range: (Power Level + Power) yards
 
 
Area: N/A
 
 
Duration: Until Resolved
 
 
Effect: This is a catch-all power description for a power whose sole effect is to create a specific Condition in the target. Choose a Condition upon taking the power. A rational for how the Condition is created must be supplied by the player, and that rational should be used to determine the die pool. It is assumed to be a temporary Condition. The Condition cannot be use to generate beats for any given character more than once a story unless the ST says otherwise.
 
 
If appropriate, a variation of this power "Tilting (Tilt)" can be taken for a given Tilt.
 
  
 
==CYBERKINESIS==
 
==CYBERKINESIS==
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Coordinated - As part of an all-out attack using Brawl, the character may add his Extra Arms dots to his dice pool.
 
Coordinated - As part of an all-out attack using Brawl, the character may add his Extra Arms dots to his dice pool.
  
Weakness
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Discrete - The appendages may be hidden or unmade when not in use. They may be retractable, dissipate into smoke or whatever else is appropriate for the rational supporting the power.
 
 
Indiscrete - The appendages may not be hidden or unmade when not in use. Otherwise assume they have some convenient means of being hidden.
 
  
 
==FLIGHT==
 
==FLIGHT==
 
Class: Beta
 
Class: Beta
  
Cost: None
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Cost: 1 Verve
  
 
Dice Pool: N/A
 
Dice Pool: N/A
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Duration: Scene
 
Duration: Scene
  
Effect: The character is able to absorb the damage from physical, mental, magic or energy-based attacks (choose two when the power is purchased).  Whenever the character takes damage from the appropriate source, she may activate this power reflexively. Treat the rating in this power as general and ballistic armor against the appropriate attack type while active.  
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Effect: The character is able to absorb the damage from physical, mental, magic or energy-based attacks (choose two when the power is purchased).  Whenever the character takes damage from the appropriate source, she may activate this power reflexively. Treat the rating in this power as general armor against the appropriate attack type while active.  
  
 
Extras:  
 
Extras:  
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Distant Field - (cannot be taken with the Set Extra, below) The character may activate Force Field to protect someone else within Power Level + Force Field yards.
 
Distant Field - (cannot be taken with the Set Extra, below) The character may activate Force Field to protect someone else within Power Level + Force Field yards.
  
Boosting - Each level of damage absorbed by this power creates a 'charge'. The charge grants a +1 bonus to some roll involving one chosen Attribute. These charges dissipate at the end of scene.
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Boosting - Each level of damage absorbed by this power creates a 'charge'. The charge grants a +1 bonus to some future roll involving one chosen Attribute. These charges dissipate at the end of scene.
  
 
Charging - If at least 3 damage is absorbed by this power at once, the next Verve cost paid by the character in the same scene is reduced by 1.
 
Charging - If at least 3 damage is absorbed by this power at once, the next Verve cost paid by the character in the same scene is reduced by 1.

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