MTH:Character

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CHARACTER

THE SUPERHUMAN TEMPLATE

Because of the great variety in superhuman types—some have exotic powers, others are simply incredibly strong or tough, and others still are nothing but ordinary people with access to vast resources and unique technology—applying the superhuman template works somewhat differently than applying other supernatural templates.

All superhumans automatically receive one dot in Power Level; superhuman characters also receive a number of starting experience determined by the Storyteller (usually 150, but possibly more or less depending on the desired power level of the chronicle). This starting experience may be used to purchase traits in the normal manner during step 5 of character creation ("apply supernatural template"); costs for traits not listed in the core World of Darkness rulebook are given below. A superhuman character may use this starting experience to raise Attributes and Skills above 5 dots.

Keep in mind that, strictly speaking, More Than Human characters don't ever actually have to have been human. Robots, aliens, animals and hidden anthropoids are all viable characters in this game. In order to help make sure they are viable, the Superhuman template also includes the removal of any game-mechanic drawbacks that would make the character 'less than human' for free, unless the player wishes to take a Flaw to represent the problem (the most typical being "Inhuman").

That means that if you're making Fido, The K9 Supercop, you get human-level intelligence and impulse-control for free, and the Inhuman flaw to cover the lack of thumbs, voting rights, et all. Similarly, the robot gets full human Morality and a soul upon it's inexplicable awakening to sentience.

The Superhuman template also has a strange way of occasionally altering or negating abilities that non-human characters possess, apparently without reason. In other words, any advantages that the character would have from being non-human disappear unless they are represented by an appropriate merit, superpower, or other game mechanic.

SUPERHUMAN CHARACTER CREATION

1. Record header information (Codename, Real Name, Concept etc.)

2. Assign Attributes (5/4/3). Purchasing the fifth dot in any Attribute costs two dots, and no Attribute may be increased above 5 at this point.

3. Assign Skills (11/7/4). Purchasing the fifth dot in any Skill costs two dots, and no Skill may be increased above 5 at this point.

4. Assign Skill Specialties.

5. Apply Superhuman template. Record starting Power Level (1) and spend starting experience. Note that the experience spent at this point can be used to increase Attributes and Skills above 5 dots.

6. Record Advantages. Morality dots may be exchanged for additional experience on a 1:5 basis, down to a minimum of Morality 5.

7. Assign Merits (7). Purchasing the fifth dot in any Merit costs two dots. 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).

9. The More Than Human character may now add free dots to two attributes until those two attributes equal five. (This is optional, consult the DM for permission)


EXPERIENCE COSTS

Power Level: (8 x new rating) per dot

Alpha Class Superpower: (3 x new rating) per dot

Beta Class Superpower: (5 x new rating) per dot

Gamma Class Superpower: (7 x new rating) per dot

Omega Class Superpower: Special - Omega Class powers cannot be taken without alteration. Every Omega Class power must be given a weakness in order to be purchased, thus turning it into a Gamma Class power for the purposes of experience point costs.

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, and 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.

Power LevelSuperpower MaximumMax Verve / Per RecoveryDegeneration Penalty
1510/1-0
2511/1-0
3512/1-1
4513/1-1
5514/1-2
6615/1-2
7720/2-3
8830/3-3
9950/5-4
1010100/10-5



NEW ADVANTAGE: VERVE

Verve represents a superhuman’s ability to use his powers and to exert himself before tiring. Much like Willpower, Verve represents a superhuman’s inner reserves and his ability to persevere through adversity. Verve is measured strictly in points, which the superhuman spends to activate superpowers and to enhance his performance.

  • Many superpowers require the expenditure of at least one and sometimes more Verve to activate them. A character may spend any number of Verve per turn to activate superpowers.
  • In any situation where a character would spend or lose a point of Willpower, he may elect to spend or lose a point of Verve instead. However, this still counts as the character’s sole Willpower expenditure allowed for the turn; in other words, a character could not elect to spend both a Willpower and a Verve on, say, an attack roll for a +6 bonus.
  • A character receives a certain number of Verve at the beginning of each scene, based on his Power Level as given in the table above. A character may also recover Verve once per scene for acting in accordance with his Virtue, and once per scene for acting in accordance with his Vice; in each case, the character recovers the same amount of Verve as he does at the start of the scene.


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. Female characters likewise have breasts capable of ignoring gravity entirely.

Players may always waive these benefits if they deem it appropriate to their character. While no player should feel they are required to, players which do are applauded for the effort.

NEW ADVANTAGE: STYLISH EXECUTION

Superheroes and Supervillians are larger than life characters, and when they play to their larger than life personae, it can aid their actions and revitalize their reserves. When a superhuman character enhances the description of a rolled action or a dodge by adding a snappy one-liner or similar quip, they add a die to that action, or add one to their defense after doubling it for the dodge.

Creative uses of powers, the environment or other creative actions may allow the player to add two dice to a roll or add two to a defense rating after doubling for a dodge. The character can also gain a point of willpower back when they gain this bonus.

Particularly impressive and creative descriptions can be awarded three dice, or add three to a dodge, and take one additional exp point.

The Storyteller awards these bonuses.

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