MTH:Extras

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Revision as of 00:12, 3 July 2011 by 99.99.70.93 (talk) (REDUCED VERVE COST)
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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 (or two if a weakness is taken), and a Rank 1 power may be given two (or three with a weakness).

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.

CANNOT KILL

This power, which must only deal bashing damage, does not cause bleed over into lethal. If a bashing damage level would be converted into lethal, it does not happen, and the target merely becomes unconscious for the scene if they have no power level, or until they heal a point of bashing if they do. If the power has a way to deal lethal damage, it must be removed with a weakness somehow to take this extra. Might come in handy for heroes that are averse to killing.  :)

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 that armor is not specifically designed to resist the power or element. Shuch armor always either costs more, or provides less protection against other forms of attack.

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. Yes, this makes many powers effectively free, but a large number of the ones that are really useful to make free are rank 3, and that requires a weakness the Storyteller is willing to accept for the rank decrease on that power.

QUICKENED ACTIVATION

The character is able to activate her powers extremely quickly. A power with this Extra may be activated as a reflexive action, rather than an instant action. This Extra may not be given to powers whose activation involves an extended action, nor to powers which cause damage to or otherwise hinder the character's opponents.