Editing MTH:Character

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Optional: Choose [[Superhuman Origin]] and [[Affiliation]].
 
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 (3).  
  
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 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.
  
 
6. Record Advantages. Set [[MTH:Asylum|Asylum]] at 7. Determine Breaking Points and starting Aspirations.
 
6. Record Advantages. Set [[MTH:Asylum|Asylum]] at 7. 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).
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==EXPERIENCE COSTS==  
 
==EXPERIENCE COSTS==  
 
   
 
   
Power Level:  5 experiences per dot.
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Power Level:  6 experiences per dot.
  
 
Alpha Class Superpower:  3 experiences per dot.
 
Alpha Class Superpower:  3 experiences per dot.
  
Beta Class Superpower:  4 experiences per dot.
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Beta Class Superpower:  5 experiences per dot.
  
Gamma Class Superpower:  6 experiences per dot.
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Gamma Class Superpower:  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.
 
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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==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, 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>
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==NEW ADVANTAGE: SUPERHUMAN STYLE==
 
==NEW ADVANTAGE: SUPERHUMAN STYLE==
  
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.   
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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.
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Mechanically, this just means that the ST should not penalize characters for wearing genre-appropriate clothing, even if common sense would.
 
Mechanically, this just means that the ST should not penalize characters for wearing genre-appropriate clothing, even if common sense would.
  

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