Difference between revisions of "MTH:Extras"

From RPGnet
Jump to: navigation, search
(DAMAGE UPGRADE)
(EXTRAS)
Line 8: Line 8:
 
==DAMAGE UPGRADE==
 
==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.  Note that most superpowers capable of dealing aggravated damage will also ignore a target's armor, if the target is wearing any.
 
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.  Note that most superpowers capable of dealing aggravated damage will also ignore a target's armor, if the target is wearing any.
 +
 +
==EXTENDED DURATION==
 +
The effects of the character's powers persist for longer than usual.  If the power previously had a duration of one turn, its duration increases to one scene; if the power previously had a duration of one scene, its duration increases to 24 hours or until the character next sleeps, whichever comes first.  Any power with a duration of longer than one scene has its duration doubled by this Extra.
  
 
==INCREASED RANGE==
 
==INCREASED RANGE==

Revision as of 23:32, 7 April 2006

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. Note that most superpowers capable of dealing aggravated damage will also ignore a target's armor, if the target is wearing any.

EXTENDED DURATION

The effects of the character's powers persist for longer than usual. If the power previously had a duration of one turn, its duration increases to one scene; if the power previously had a duration of one scene, its duration increases to 24 hours or until the character next sleeps, whichever comes first. Any power with a duration of longer than one scene has its duration doubled by this Extra.

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.