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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.   
 
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 grants diminishing returns. The first class level dropped takes one Weakness, the second class dropped takes an additional two, and so on. A Gamma Power would take 3 Weaknesses to make into an Alpha Power.
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A power can have any number of weaknesses or limitations attached to it; doing so grants diminishing returns. The first class level dropped takes one Weakness, the second class dropped takes an additional two, and so on. A Gamma Power would take 6 Weaknesses to make into an Alpha Power.
  
 
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's Class.
 
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's Class.
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A condition must be met to activate the power. Some examples include:
 
A condition must be met to activate the power. Some examples include:
  
*A specific object must be in the character's possession. Examples: A trigger, wand, power suit, amulet  
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A specific object must be in the character's possession.  
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Examples: A trigger, wand, power suit, amulet  
  
*The character must be in a kind of specific place. Examples: A holy site, indoors, in water, in an appropriate laboratory, with the sun shining on them
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The character must be in a kind of specific place.
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Examples: A holy site, indoors, in water, in an appropriate laboratory, with the sun shining on them
  
*The character must be in a specific emotional or abstract state. This must be represented by a Condition or Tilt.
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The character must be in a specific emotional state.
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Examples: calm, raging, in love, afraid
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Note: If using the GMC rules, this Weakness should be attached to an appropriate Condition.
  
*A specific event must occur. Examples: Dawn or Dusk, when another specific power is activated, when betrayed, while singing.
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A specific event must occur.
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Examples: Dawn or Dusk, when another specific power is activated, when betrayed, while singing.
  
 
Lots of other possibilities exist. STs should make sure that the condition needed is neither too stringent nor too easy to deal with. If the player intentionally wants the power only to be usable very rarely, they may, with the STs permission, choose a very limiting condition which is treated as two Weaknesses.  
 
Lots of other possibilities exist. STs should make sure that the condition needed is neither too stringent nor too easy to deal with. If the player intentionally wants the power only to be usable very rarely, they may, with the STs permission, choose a very limiting condition which is treated as two Weaknesses.  
  
An appropriate condition may involve something ''not'' being present, or the target ''not'' being a certain kind of thing. Having a certain Condition on you could block use of the power, for instance.
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An appropriate condition may involve something ''not'' being present, or the target ''not'' being a certain kind of thing.
  
 
==CONVERGENT ACTIVATION==
 
==CONVERGENT ACTIVATION==
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==PERMANENT==
 
==PERMANENT==
 
The character is unable to "turn off" 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's Verve pool is permanently reduced by the amount of Verve required to activate this power.  Whenever a Permanent power would interfere with the character's actions, he takes a penalty equal to the number of dots he has in the power, or must make a roll to do something that normally wouldn't require one.  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. Generally a duration of at least one scene is required before adding Permanent.
 
The character is unable to "turn off" 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's Verve pool is permanently reduced by the amount of Verve required to activate this power.  Whenever a Permanent power would interfere with the character's actions, he takes a penalty equal to the number of dots he has in the power, or must make a roll to do something that normally wouldn't require one.  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. Generally a duration of at least one scene is required before adding Permanent.
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==SINGLE TECHNIQUE==
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The character'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.
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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.
  
 
==SLOW ACTIVATION==
 
==SLOW ACTIVATION==

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