Difference between revisions of "MTH:Extras"

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Revision as of 23:08, 7 October 2005

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 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.


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.


INCREASED RANGE

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.


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.