Difference between revisions of "Advantages"

From Multiverse Crisis MUSH
Jump to: navigation, search
(Advantage Redundancy and Prerequisites)
m (Adjusting Hint maximum following internal discussion.)
 
(161 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
__toc__
 
__toc__
  
 +
=What Advantages Are=
  
This news file covers how we handle Advantages; our means of encompassing the powers, skills, assets, etc. that a character may have.
+
The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff "please", or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:
+
+
==Advantage Policy and Philosophy==
+
+
+
As MCM allows an extremely wide variety of characters and character abilities, for the sake of keeping things sane, there are a few universal rules that Advantages must abide by, in order to keep things fun and relatively straightforward.
+
+
+
'''A Foreword on the Player Character Glass Ceiling:''' In general, we don't allow for entities that flat overpower or supersede PC action, and so MCM is not a game where Cthulhu or Cain will simply defeat you automatically for challenging them. That said, we can play looser with this regarding things that aren't meant to be a permanent fixture on the MUSH. If a plot demands that ghosts need to be dealt with by resolving their issues instead of re-killing them, we may decide that you won't be able to re-kill them in a fight like you would a ghost PC. It's both impolite, and incorrect, to speculate how beyond a PC your Plot Boss is, and it discourages staff from greenlighting those concepts for you if you do.
+
 
+
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by physical danger under reasonable circumstances. This is to maintain a consistent tone of enemies and hazards being able to present a credible risk to PCs regardless of theme, or else conflicts quickly lose their integrity in a story. This usually relates to two Advantage types:
+
  
 +
'''Breadth of Advantages:''' The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters who continually accrue new things through play for a long time.
  
'''Interaction by Proxy:''' Characters who act through proxies in lieu of their own physical presence, such as remotely piloted or exchangeable bodies, possession, astral projection, etc. must receive feedback when damaged, that is no less dangerous to them than the proportional damage suffered by their proxy. Characters aren't meant to be de facto immortal by using an “avatar” at scenes. Primary examples include .Hack, Sword Art Online, Warframe, and strongly transhuman characters such as Eclipse Phase.
+
'''Narrative impact of Advantages:''' The Advantages system establishes what a character Actually Does on the grid, how central doing them is to the character, and how effective they can expect those things to be in narrative. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers, or measurements.
  
- '''Minions and Monsters of the Week''': Characters who engage through minions (who can be lost and inflict a meaningful failure on the character) do not fall under this rule. Queen Beryl may not fight directly that often, but she can be meaningfully physically threatened and her minions can botch their mission and die.
+
Using the framework below, a player maps out the major things that the character can do, in the sense of "stunts", "special actions", "contextual buttons", etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.
+
- '''Drones and Summons:''' Characters who engage with support from remote controlled robots or creatures, but are physically present and an accessible target at the scene, likewise do not fall under this rule. These tools do not constitute a meaningful threat buffer as long as someone can simply attack your character right there.
+
+
+
'''Immortality, Invincibility, Intangibility:''' We don't allow PCs to have abilities that prevent them from physically threatened at a scene, as our core policy is that engagement between PCs must occur by means and methodology that all parties can fairly interact with. Characters who soak up damage like Superman and Dracula are still considered to be very tough, but people are assumed to be able to inflict meaningful damage to their life bar all the same. For ghosts and spirits, it is assumed by default that all PCs have the requisite properties to both perceive and damage them in a conflict.
+
  
PCs likewise can't have unconditional immortality. Immortality must exist with a clearly defined and reasonably accessible Catch; a way for another character to kill them for good. It's important that a Catch be accessible enough that the character's life can be credibly threatened by someone willing to put some effort into it. Being killable with a single, specific weapon doesn't qualify as a Catch, but being killable with a special class of weapon, or “with enough overkill” is fine. As-is, though, condeath is rarely ever lost by players. We do this to maintain aforementioned tone.
+
In essence, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.
  
- '''Damage Immunities:''' Damage immunities generally don't apply to other PCs. You can be invulnerable to to natural fire, naturally occurring illnesses, etc. But as noted above, even something that shouldn't be physically interactable, like a spirit, is assumed to be vulnerable to PC action here. Niche immunities such as elemental immunity get a little more respect, but only a little. For example, if somebody is fire-immune and you have ways to attack them that aren't fire, it's pretty rude to consciously choose to keep slamming them with fire where they should be strong against it. On the other hand, Fire Man from Megaman or a Firebender from Avatar would be within their rights to light you up and have it work just fine, as fire is their main means of fighting you.
+
==Advantage Structure==
+
+
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. If an environment has little narrative weight or doesn't map to realspace, we don't mind if destruction is abnormally upscaled there. Blowing up a mountain in the boonies or a pocket dimension just doesn't matter that much. This is to keep the stakes of conflicts roughly within a ball park that most PCs can interact with.
+
+
'''Range of Effect:''' Any Advantage that targets another PC is assumed a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players. That means if you are attacking another PC, that PC can fight back somehow; otherwise a scene just becomes tedious and one-sided.
+
+
'''Intensity of Effect:''' Almost no Advantages are absolute. Defensive Advantages acting against highly dictatorial effects can be, but when someone “attempts to do a thing to you”, it's preferable for “something to happen” rather than “nothing to happen”, although the specifics are in your court. For example, in Harry Potter, the Avada Kedavra spell kills anyone it hits instantly. On MCM, Avada Kedavra would be a powerful attack, but nobody would expect you to automatically die from it.
+
+
+
'''Dictatorial Advantages:''' These are advantages that strip control of a PC from their player, or which are highly invasive, or which substantially dictate the outcome of events. Mind control, investigative powers that examine the minutiae of a target's being, transformatives, depowering, instant incapacitation, significant alteration, or abilities that remove from a PC in play in any way, all qualify as Dictatorial Advantages. Abilities like these can always be non-consented to even without a counteracting Advantage. To be transparently straightforward this does mean Professor Xavier will have a harder time using his abilities than Magneto. This also includes characters like Magneto, or Blood Benders from Avatar the Last Airbender, trying to control materials in another character's body. Simply put, you can't use an Advantage and decide for yourself what happens to someone else's character.
+
+
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.
+
+
'''Conservation of Ninjutsu:''' It's possible to create PC-class power. It isn't possible to mass-produce PC-Class power. Cloning Superman once might get you another Superman, cloning him a hundred times gets you Superman-flavored mooks.
+
  
==Advantage Classification and Tags==
+
The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent "Advantage power", but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:
 
   
 
   
Advantages are given a classification and tag based on the Advantage's power, scope, and narrative relevance to the character. The core classifications fall into three tiers: Defining, Significant and Minor. Tags, written like <this>, denote specific properties of some Advantages to present important information up front.
+
●: A one Pip Advantage is a trait, tool, ability, or skill, suitable for solving problems outside the scope of what an average person can handle. The character can expect to successfully deal with minor and moderate challenges, but struggle to deal with serious obstacles with only these Advantages.
  
An entry might read → Buster System <Copy1>: Megaman can copy one attack from an enemy's arsenal. This is easier to do on a defeated foe, and the target's player determines the attack received.
+
''Examples of these look like Jotaro's physical strength and toughness, Kamina's swordsmanship, Doctor Strange's medical genius, Kirito's ALO avatar spells, Zuko's lightning redirection ability, Emiya Shirou's reinforcement magecraft, Steve Rogers' firearms training, and similar.''
+
+
===Defining===
+
Defining Advantages are the skills, powers and assets so centrally iconic to the character, and so vital to their tackling obstacles or living their lives, that the character would no longer be the same character without them. They don't have to be really powerful or flashy, but they represent the core of the character's abilities, and where they would be sinking their metaphorical XP into. To a certain extent, Defining Advantages will get a little extra respect in play, and in some situations, the Defining classification will allow a greater ceiling of power for certain beefier Advantages, and so consideration should go to how much an Advantage is used and how important it is to the character, rather than what their strongest technique is. A player character is limited to two Defining Advantages.
+
  
Examples: Wolverine's Regeneration and Adamantium skeleton, Magneto's Electromagnetic control, Darth Vader's cybernetics and telekinesis / telepathy, Megaman's power copy, Himura Kenshin's swordsmanship, Willy Wonka's candy-making acumen, C3-P0's vast communications library, Link's Master Sword, Ganondorf's Triforce of Power, Batman's investigative skills.
+
●●: A two Pip Advantage is one of the character's strong points, which allow them to tackle the broad variety of challenges they face with reliable success. The character might be able to get by without these Advantages for a while, but they're valuable and effective tools in their kit.
+
+
===Significant===
+
A Significant Advantage is an important and effective part of a character's arsenal. The character may use them all the time, or only very rarely, but they are go-to tools for the situation that calls for them. These are areas where the character is highly skilled or specialized, and have much greater potency than the average person, but are not their core identity, and are generally greater in number and less vital than Defining Advantages. These are usually where the greatest volume of a character's abilities will be, or sometimes lesser used extensions of Defining ones. A player character is limited to four Significant Advantages.
+
Examples of Significant Advantages: Wolverine's special ops training and enhanced senses, Darth Vader's piloting and mechanical skills, Magneto's technical skills which allow him to construct an anti-telepathy helmet or machines that boost the magnitude of a mutant's powers. Link's inventory of gadgets like the hookshot and boomerang. Batman's Batmobile.
+
+
+
===Minor===
+
A Minor Advantage is something useful, but often more of a passive perk or situational tool that the character doesn't really focus on, and rarely seeks to significantly improve. They typically provide thematic flavour, unique conveniences, or occasionally allow for a very niche application. They likewise don't have much narrative potency, and shouldn't be expected to tackle major obstacles. Minor Advantages may also be lesser versions of a character's Significant and Defining Advantages that simply aren't conceptually related. A player character is not strictly limited to a specific number of Minor Advantages, but players are asked to keep them within reason, and may be asked to cut or condense large numbers of Minor Advantages.
+
  
Examples of Minor Advantages: Wolverine's physical traits are generally superhuman but only really on the order of you might expect of a larger animal. Darth Vader showing up with a team of Stormtroopers is certainly something he does, but they rarely accomplish much more than menial tasks and adding scenery to a fight where he does all the heavy lifting. Link accrues a number of items that are important to game progression, but rarely all that important otherwise, or else eclipsed by later acquisitions, such as the ability to hold his breath longer underwater, or fire a slingshot in addition to a bow.
+
''Examples of these look like Batman's batmobile, Link's secondary gadgets such as the hookshot/mirror shield/hover boots, Captain Picard's phaser, Cloud Strife's Materia magic, Anakin's starfighter piloting, Leon Kennedy's stunt driving, Weiss Schnee's summoning ability, and similar.''
+
+
===Supplemental Tags===
+
Supplemental tags are attached to Advantages to identify specific qualities that are best communicated up front and without ambiguity.
+
+
+
'''Consent'''
+
Consent is a tag that is attached to dictatorial advantages, as described in policy and philosophy (mind control, invasive scanning, transforming people, etc.) Consent tags may wind up being attached to an Advantage where only a specific application requires consent. This is fine, and doesn't make all other applications require consent as well. Where it is obvious which part requires consent, it need not be noted, but sometimes a short explanation may be included when it's unclear, usually in parentheses. Overall, MCM is a consent-based MUSH, however this tag denotes an Advantage to which the player or scene runner it is being used towards should feel no need for an IC justification for saying no. If a character tries to mind control another character, the other player is pointedly free to veto being mind controlled even without a relevant Advantage.
+
+
+
'''Copy#'''
+
Copy is a tag that is attached to Advantages that copy other Advantages. The # indicates the type of power copying, with Copy1 being standard, Copy2 being Assimilation, and Copy3 being Mimicry, described in the Power Copy file. Copy2 and Copy3 double as Consent tags.
+
+
+
'''MDA'''
+
MDA stands for Multiple Discrete Actions. These are Advantages that allow a character to take multiple major actions simultaneously in a scene, accomplishing several important tasks or pursuing several threads of progress. Normally, it is assumed that a PC is in one place and focusing on one thing at a time (a fight, an examination, a repair, a computer hack, etc.) and their other actions are supplemental or extraneous to the task (having a conversation, checking reference, setting up tools, watching for something, etc.), as this is the default of the overwhelming majority of RP. With Multiple Discrete Actions, a PC is handling a second major “thing” in the same pose round (fighting while disarming a bomb, investigating a crime scene while breaking into a computer network, etc.). This caps out at one extra action.
+
  
- '''Multiple Opponents:''' Note that by default, the side of a fight between PCs with fewer members than the other automatically gets enough “bonus actions” to engage the full number of opponents. For instance, four members of the Concord are fighting six members of the Watch. The Concord gets two “extra actions” split among its PCs for the purposes of engaging those two extra Watch PCs. If a member of the Concord had MDA, they would get an additional action to do whatever they want. If a member of the Watch had MDA, the Concord would not get another extra action to counter it.
+
●●●: A three Pip Advantage is something iconic, central, and/or defining to the character. These Advantages claim the lion's share of a character's narrative weight, are likely where a character has sunk most of their focus and/or potential, and they would be unrecognizable without them. These can be expected to suffice in any situation where it's reasonable for a PC to succeed with hard work.
  
- '''NPCs and Parties:''' Characters with access to NPCs, or bits that are made up of multiple characters, are not obligated to take an MDA Advantage just because they theoretically could split up. JRPG parties, military squad leaders, Pokemon trainers, and the like, traditionally stick together and direct their group through a single objective at a time anyways, so this is our default assumption as to how these characters are played. MDA represents a desire of the player to use greater numbers as a primary problem solving tool, rather than only their collective skills and abilities.
+
''Examples of these look like Superman's superhuman physique and flight, Darth Vader's lightsaber skills and Force powers, Goku's martial arts and ki techniques, Saber's Excalibur, Tony Stark's Iron Man suits, Solid Snake's stealth skills, Alucard's immortality, and similar.''
+
 
 +
None: An Advantage without any Pips is an Incidental Advantage. It has no important function in scenes. It exists as pure flavor, VFX, a neat benefit that doesn't meaningfully translate to an advantage in RP, or something with borderline superfluous utility.
 +
 
 +
''Examples of these look like Sonic's skating skills, John Egbert's absurd inventory mechanics, C3P0's language and diplomacy protocols, Frieza being able to breathe in space, and similar.''
 +
 
 +
4/5●: A four or five Pip Advantage is an area of excessive hyperfocus where the character overwhelmingly specializes. They're exceptionally impressive in use, but mostly indicate when a character has pushed a single capacity well beyond the point necessary to overcome related challenges. These usually belong to extremely narratively focused characters as their One Thing.
 +
 
 +
''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always "extra"'''; the only new functionality they enable is self-starting, out of scope ideas.''
 +
 
 +
''Examples of these look like the Incredible Hulk's strength, the Flash's speed, Wolverine's regeneration, Rock Lee's taijutsu, Megaman's mega buster, and similar.''
 
   
 
   
==Advantage Style==
 
  
Overall, the only thing that an Advantage entry should be concerned with is telling others what the character does. They should be written concisely, clearly, and with a minimum of theme-specific jargon, and “fluffy” explanation of how they work or where the character got them. It cannot be stressed enough that an Advantage should quickly tell the reader what it actually DOES in play, and character applications will be bounced back for revisions if there are Advantages that are sufficiently unclear in this aspect.
+
All characters have '''38''' Pips in total. This can be increased to a small extent by the addition of Flaws, as described in our [[Disadvantages|Disadvantages article]]. There isn't any strict policy by which we dictate where a character is allowed to put theirs in which powers; a large part of applying for Advantages comes down to the player's perception of which things are most important or fun about a character.
  
- '''Conceptual and Molecular Keywords:''' The term “conceptual” applied to a power is often used as shorthand for “massive, reaching control over a thematic space”, that ends up interpreted with no implicit limitations, and becomes a catchall power. Don't use this terminology. Explain in detail what your Advantage is and what it does. “Molecular-level control” is often the comic book equivalent, and should likewise be avoided.
+
A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.
+
 
===Advantage Structure===
+
It costs '''2''' Pips to push an Advantage above ●●●, and another '''2''' above ●●●●.  No more than '''8''' Pips can be spent pushing any Advantages above ●●●. In practice, this means that if a character has any ●●●● or ●●●●● Advantages at all, the maximum is 5/5, 5/4/4, or 4/4/4/4.
 +
 
 +
A character with fewer Advantages, who doesn't spend all of their Pips, can convert the rest to ''Vanity Pips''. As per their name, Vanity Pips don't do anything concrete, but they highlight and emphasize which Advantages matter most, and should be given some extra spotlight where possible. Any Advantage can have any number of Vanity Pips, which don't cost extra above ●●●.
 +
 
 +
In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing [[Advantages#Rules on Trappings|Advantage trappings]], but otherwise, the player can write whatever they like.
 +
 
 +
Characters may also elect to use a small number of pre-written Advantages of generally minor or factionally aligned distinction, called Sub-Advantages, using a separate pool of '''4''' Pips, which may be increased slightly in the same way. The list of available Sub-Advantages is available further down.
 +
 
 +
==Applying for Advantages==
 +
 
 +
All Advantages should also be organized into thematically related groups, labeled with a header. This can include its own flavor or fluff text, but at bare minimum, it needs a title. You can group Advantages however you like, but don't leave loose Advantages scattered around the section on their own, or Advantages without trappings.
 +
 
 +
Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of '''3800''' characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.
 +
 
 +
Trappings should '''not use theme-specific jargon'''. A player who is unfamiliar with your theme should be able to understand what they mean. You may briefly explain any exclusive or unique terms within the trapping itself if the jargon is essential to include.
 +
 
 +
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a "Peerless master swordsman, unmatched by any man" on a ● Advantage is self-evidently dumb.
 +
If an Advantage name ends with an extender ('''Advantage - Category''') then you need to name what it applies to. The same Advantage may be bought multiple times with different categories. Other Advantages cannot; ''please don't add category extenders to Advantages that don't have them''.
 +
 
 +
An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our "something happens is better than nothing happens" policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than "something to work with", if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.
 
   
 
   
As MCM is an environment where an enormous variety of characters are possible, and which supports those characters growing from exposure to other themes and plots, the primary thing we look out for in a character's Advantages is the point of “conceptual fullness” where the character has slipped from reasonable into ridiculous. Even in cases where a character picks up new tricks, talents and gear from other worlds over a long period of time, where each upgrade and acquisition was well earned and sensible, there eventually comes a time where a long-running character who was originally well-designed, has become the time-manipulating psychic dragon slayer and pokemon trainer who pilots a super robot and uses three different kinds of magic and a lightsaber, and everyone begins to roll their eyes.
+
Some Advantages come with a '''Surcharge'''. These are Advantages with much greater ability to bend roleplay around them than most. To buy this Advantage at ● or higher, the character has to pay an amount of extra Pips. Other advantages might have a '''Credit''', which makes it less costly to bring niche Advantages up to a valuable level. These are free Pips automatically added to the Advantage once it reaches ●. Only the base number of Pips spent on the Advantage, without the Credit, counts towards any limits on how many Advantages of what rating a character may possess.
+
 
+
=Advantage Formatting=
While our basic Advantage policy is geared towards managing the wide vertical scope of Advantages that can be played on MCM, we use the Defining/Significant/Minor system for the purposes of managing an their breadth. It is rare, but technically possible, for an FC to be so broad in their capabilities that they do not completely fit within these parameters from the start, in which case a player is should app something like “the movie version” of that character, which focuses on what the character would actually use in play, rather than powers stapled on to them through their published lifetime. It bears mentioning that these changes are RETROACTIVE to the character's source. That is, if Superman as apped on MCM cannot hurl planets out of orbit (likely because it would never come up), he COULD NOT in his own world before it unified. This is to prevent “I'd kick your ass if the Multiverse hadn't nerfed me!” attitudes.
+
 
+
A complete Advantage grouping looks like:
===Advantage Slots===
+
 
 +
Black Magic:
 +
 
 +
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.
 +
 
 +
Combat Options***(*): Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.
  
As a refresher, a character gets: 2 Defining Advantages, 4 Significant Advantages, and a flexible number of Minor Advantages that is rarely more than 5-6. These are often referred to as “slots”, because they're the maximum allotment a character gets for their Advantages before they risk becoming conceptually bloated.  
+
Debilitation**: In addition to damage, Black Mage can use the elements to weaken and hinder foes, such as lingering burns with fire, slowing cold auras with ice, brief stuns with lightning, etc.
  
A single Advantage entry constitutes 1-3 conceptually related “tricks” or “feats” that the character is capable of using to tackle challenges (frequently called “bullet points” “bullets” or “dots” by players), making for a maximum of up to 18 total. Some individual abilities are so flexible and powerful that they can easily constitute several of these on their own, and so are restricted to being standalone entries, that occupy their entire slot.  
+
Field Shaping*: (Combat Options***:) Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.
 
   
 
   
What constitutes a “trick” is almost wholly narrative, with little to no concern for the exact mechanics, justification, or different flavors behind it. It is entirely defined by its end impact. The ability to fly, read minds, pilot giant robots, hack computers, telekinetically manipulate objects, regenerate from injuries, heal people with spells, shoot fire, ice and lightning, wield mastery of martial arts, repair machinery, defuse bombs, crack security devices, juggle trains, absorb magic, copy people’s appearances, and so on and so forth, are all equally valid “tricks”, despite their very different uses and genres of origin. They describe obvious and self-contained ways the character can apply their Advantages to the narrative of a scene, and can be used as building blocks to describe a broad, compound ability. A comic book telekinetic who can cube trucks with his mind and use his telekinesis to fly, should list his telekinesis as an Advantage entry, and in that slot, list remote object manipulation, flight, and super strength, as the “tricks” he can use his telekinesis for.
+
'''''Use this formatting'''''. Character generation is mostly processed automatically, and making up your own special formatting breaks the code unless we meticulously edit it by hand.
+
+
===On Specialism and Multiple Slots===
+
  
In many cases, a character will have an ability, or conceptually related set of skills or items, that is broad enough that it cannot be encompassed in a single slot of 3 narrative applications, often being things like a wizard's ability to cast magic, or a mad scientist's arsenal of inventions. This is perfectly fine, and easily worked with by simply using up multiple slots to encompass the full range of the Advantage's capabilities. e.g. a wizard may have a Defining Advantage for their blasting spells, buffing spells, and status infliction spells, and a Significant Advantage for summoning spells, defensive spells, and enchantments.
+
As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and before the colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go ''fully inside parentheses''.
+
e.x. A space marine has super strength granted by his genetic modifications and his power armor. He cannot buy super strength twice to make it super strength+1 and be stronger than everyone else. They're simply two parts of the justification for “my character has super strength”, though he may certainly mention both in his entry.
+
+
The only case in which an extra dot would be added to existing Advantages is when the character can apply its benefits to other people, or vice versa, take the benefits for himself. e.g. a space engineer can expand his personal energy shield to defend everyone else around him, or a white mage can target himself with all his healing magic.
+
+
+
===Standalone Advantages===
+
Some abilities that characters have access to have such broad power or narrative-bending weight that they can only be taken as an Advantage that fills up its entire slot by itself. These abilities are:
+
 
   
 
   
 +
==Minimum Expectation==
 +
 +
When filling out your Advantages section, '''carefully read the entry for any Advantages you choose''', and '''fulfill their requirements''' (if any). Applications with Advantages that fail to clearly meet any inherent requirements will be sent back for revisions with ''pretty much just a direct pointer to the requirements being flubbed''. Since the minimum rules are right next to the Advantage's own name, staff aren't expected to reiterate and reexplain basic rules in every reply to every email. Staff offers detailed help for issues that aren't explicitly or implicitly pre-explained by these rules.
 +
 +
==Non-Advantages==
 +
 +
Some staple fictional powers don't appear in the Advantage list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broad thematic with a number of possible functions, and those functions themselves are the Advantages, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.
 +
 +
Access to things that anyone should be able to get, or which just don't ever matter, is also beneath the Advantage system. Nobody needs an Advantage to have a car, own a place to live, or carry tools a civilian could legally acquire.
 +
 +
==Redundant Advantages==
 +
Advantages are concerned only with what the character does as a whole, and so they naturally compress otherwise extensive lists of powers or items into single entries that represent all of them. If it's difficult to group conceptually related Advantages without up bringing an Advantage you already have, you can reference it as a Redundant Advantage, which can be repeated '''at the same Pip rating or lower''' at no cost. For example, if a character has a grouping all about their personal combat tech with Combat Options to represent their firearms, and then a grouping all about their battle mecha, it's acceptable to repeat the Combat Options Advantage (in parenthesis) if they want the mecha entry to reference it having a pile of mecha firearms.
 +
 +
As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantages. No Advantage requires another Advantage to work.
 +
 +
=Advantages A-K=
 +
 +
<!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; -->
 +
<div class="toccolours mw-collapsible" overflow:auto;">
 +
'''Advantages A-K'''
 +
<div class="mw-collapsible-content">
 +
{{#css:
 +
  .LogTable {text-align:left; width:100%; table-layout:fixed;}
 +
  .HeaderCell {padding: 0px 0px 0px 5px;}
 +
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}
 +
  .LogRow { max-height:1em;}
 +
  .LogRow:nth-child(1) {background-color: #808080}
 +
  .LogRow:nth-child(2n+2) {background-color: #ffffff}
 +
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}
 +
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}
 +
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}
 +
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}
 +
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}
 +
}}
 +
{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Adaptation'''
 +
{{!}} class="LogCell" {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted. They are generally resistant or immune to both ordinary damage coming from the environment, and other health or safety risks posed by it.<br>
 +
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.<br>
 +
'''Investment:''' A broader range of environments, and/or greater protective strength against them.<br>
 +
Maximum ●●●<br>
 +
'''Related:''' Adaptation confers protection, not perfect suitability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc. In some cases, '''Toughness''' or '''Resistance''' may allow a character to survive a danger in the environment that they otherwise couldn't, due to their heightened ability to handle damage, though the ability to handle damage won't eliminate the overall threat of hazardous environments.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Analysis'''
 +
{{!}} class="LogCell" {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.<br>
 +
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).<br>
 +
'''Investment:''' Information of greater breadth, detail, and/or obscurity.<br>
 +
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Anti - Power Genre'''
 +
{{!}} class="LogCell" {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.<br>
 +
'''Required:''' A well-defined "genre" of power that this Advantage applies to which is significantly more specific than universal catchalls like "magic" or "technology", and at least implicitly how another character would get around it (for instance, moving out of a suppression field).<br>
 +
'''Protected:''' Always.<br>
 +
'''Investment:''' Stronger interference.<br>
 +
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Arsenal - Melee/Ranged/Named'''
 +
{{!}} class="LogCell" {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.<br>
 +
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.<br>
 +
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.<br>
 +
'''Investment:''' More powerful or more complex special attacks.<br>
 +
 +
'''Arsenal - Melee''' strictly contains attacks that are used in close range combat, with some extra leeway in how they're utilized as a close combat stunting ability.<br>
 +
 +
'''Arsenal - Ranged''' can contain attacks that work at long range, but are strictly damage delivery mechanisms and nothing else, however fancy or complex they are.<br>
 +
 +
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.<br>
 +
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Bane - Target'''
 +
{{!}} class="LogCell" {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.<br>
 +
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.<br>
 +
'''Credit:''' ● for no more than two Banes.<br>
 +
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of "fighting an enemy".<br>
 +
Minimum ●<br>
 +
'''Related:''' The trope kind of expertise that usually goes with the "monster hunter" archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Buffs'''
 +
{{!}} class="LogCell" {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.<br>
 +
'''Required:''' The specific arena(s) of effort the character can improve upon.<br>
 +
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.<br>
 +
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Combat Options'''
 +
{{!}} class="LogCell" {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at "a heat seeking missile" or "chain lightning". The character is presumed to be competent enough at using this Advantage to be an effective attacker.<br>
 +
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.<br>
 +
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.<br>
 +
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Control Immunity'''
 +
{{!}} class="LogCell" {{!}} The character is immune to being subjected to mind-altering effects. This can be a result of incredible willpower, psychic insulation technology, etc. This advantage is distinct from Reading Immunity and Intrusion Immunity in that it prevents the user from being controlled or altered, but not mind reading as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-altering effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy "do not have Advantages", a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a strong resilience to all mind control and equivalent effects.<br>
 +
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br>
 +
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br>
 +
Minimum ● Maximum ●●● including Credit.<br>
 +
'''Credit:''' ●<br>
 +
'''Related:''' If the character would possess both this Advantage and '''Reading Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Communication'''
 +
{{!}} class="LogCell" {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' This Advantage can only be purchased for ●<br>
 +
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Contract'''
 +
{{!}} class="LogCell" {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].<br>
 +
'''Required:''' N/A<br>
 +
'''Protected:''' Always.<br>
 +
'''Investment:'''Increases number of possible Contracts and how many pips of Advantages are shared.<br>Minimum ●<br>
 +
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Conveniences'''
 +
{{!}} class="LogCell" {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than "what a middle-class citizen of New York would carry on their person", such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.<br>
 +
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Cure'''
 +
{{!}} class="LogCell" {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of "taking damage", beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.<br>
 +
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br>
 +
'''Credit:''' ● if the character already possesses '''Healing'' at ●● or higher. Only one Credit may be claimed between Cure and Healing.<br>
 +
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.<br>
 +
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Debilitation'''
 +
{{!}} class="LogCell" {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.<br>
 +
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.<br>
 +
'''Investment:''' Greater variety and/or potency of effects.<br>
 +
'''Related:''' An effect that would take someone completely out of an interaction, like "realistic" paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic "poison" or "burn" conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Deconstruction'''
 +
{{!}} class="LogCell" {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that "fails the save" is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.<br>
 +
'''Required:''' N/A<br>
 +
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.<br>
 +
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.<br>
 +
Minimum ● There's absolutely no point to an Incidental Deconstruction.<br>
 +
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', '''Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Defensive Paradigm'''
 +
{{!}} class="LogCell" {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.<br>
 +
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.<br>
 +
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.<br>
 +
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on "everything, unless".<br>
 +
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Disguise'''
 +
{{!}} class="LogCell" {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.<br>
 +
'''Required:''' Who or what the character can disguise themself as.<br>
 +
'''Protected:''' Impersonating another PC.<br>
 +
'''Investment:''' More convincing and comprehensive disguises. A simple "alter ego" is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.<br>
 +
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being "disguised" as a bush or something.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Entry Methods'''
 +
{{!}} class="LogCell" {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.<br>
 +
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.<br>
 +
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.<br>
 +
'''Investment:''' The ability to gain entry to harder to reach areas.<br>
 +
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Extraordinary Senses'''
 +
{{!}} class="LogCell" {{!}} The character is able to pick up on some sort of sensory "cue" or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&D "detect spells",  fit the bill here.<br>
 +
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like "night vision goggles" doesn't necessitate one. This cannot simply be declaring a target of choice and writing "I sense it"; being able to sense auras of evil-aligned magic is not the same as "I sense evil people". The sole exception is the common and generic "I can see ghosts".<br>
 +
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.<br>
 +
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a "cue"). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Field Shaping'''
 +
{{!}} class="LogCell" {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.<br>
 +
'''Required:''' How the character can influence the field, in a strongly bound way.<br>
 +
'''Investment:''' A greater range of effects and/or alterations of greater scope.<br>
 +
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Flight'''
 +
{{!}} class="LogCell" {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.<br>
 +
Maximum ●●●<br>
 +
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Hacking'''
 +
{{!}} class="LogCell" {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.<br>
 +
'''Required:''' N/A<br>
 +
'''Credit:''' ●<br>
 +
'''Investment:''' Access to more secure devices and greater control.<br>
 +
Minimum ●<br>
 +
'''Related:''' The complete, dictatory hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''. While hacking the physical functions of these entities is within Hacking's wheelhouse, actual invasive control or reading of someone's mind is still a protected space, and cannot be gotten "for free" with this Advantage.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Hammerspace'''
 +
{{!}} class="LogCell" {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.<br>
 +
Maximum ●●●<br>
 +
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Healing'''
 +
{{!}} class="LogCell" {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns "HP loss" and only strictly related symptoms. Targets are not necessarily required to be strictly organic.<br>
 +
'''Required:'''N/A <br>
 +
'''Credit:''' ● if the character already possesses '''Cure''' at ●● or higher. Only one Credit may be claimed between Healing and Cure.<br>
 +
'''Investment''' More effective healing.<br>
 +
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing "status effects" or things like diseases.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Hint'''
 +
{{!}} class="LogCell" {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.<br>
 +
'''Required:''' An idea of where the Advantage can gain information and of what kind.<br>
 +
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.<br>
 +
 +
Minimum ●. Minimum ●●● for obtaining information about things one or more scenes in advance. Maximum ●●●. Hint cannot be an Incidental Advantage.<br>
 +
 +
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Illusions'''
 +
{{!}} class="LogCell" {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.<br>
 +
'''Required:''' The scope of what can be faked, and what can give them away.<br>
 +
'''Protected:''' Impersonations of other PCs.
 +
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.<br>
 +
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Immortality'''
 +
{{!}} class="LogCell" {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a "Catch"; a set of criteria where the character can actually die for real, or is otherwise "not a Player Character anymore"; there is no infallible immortality on MCM.<br>
 +
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.<br>
 +
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.<br>
 +
Minimum ●, Maximum ●●●<br>
 +
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Imperishable'''
 +
{{!}} class="LogCell" {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.<br>
 +
'''Required:''' Which basics the character is not affected by.<br>
 +
'''Investment:''' Imperishable is always an Incidental Advantage.<br>
 +
'''Related:''' The corner case of "not needing air" can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Immunize'''
 +
{{!}} class="LogCell" {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.<br>
 +
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br>
 +
'''Credit:''' ● if the character already possesses '''Regeneration''' at ●● or higher. Only one Credit may be claimed between Immunize and Regeneration.<br>
 +
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects<br>
 +
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back "HP" or restore damage.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Incapacitation'''
 +
{{!}} class="LogCell" {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or "remove from combat" conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.<br>
 +
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.<br>
 +
'''Protected:''' Making transformations to other characters.<br>
 +
'''Investment:''' Dealing more "incapacitation damage", in terms of applying it more swiftly and reliably.<br>
 +
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Intangibility'''
 +
{{!}} class="LogCell" {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&D using astral projections. Brief Intangibility may be used to stunt avoiding attacks, but since invincibility isn't a permissible Advantage on MCM, any form of Intangibility the character can maintain for long enough to be "unattackable" is automatically susceptible to all attacks the character usually is.<br>
 +
'''Required:''' N/A<br>
 +
Minimum ●● Maximum ●●● including Credit.<br>
 +
'''Credit:''' ●<br>
 +
'''Investment:''' The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively.<br>
 +
'''Related:''' If the character becomes intangible primarily for the purposes of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are likely more appropriate.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Intrusion Immunity'''
 +
{{!}} class="LogCell" {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard "opt out" of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.<br>
 +
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br>
 +
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br>
 +
Minimum ● Maximum ●●●<br>
 +
'''Related:''' In certain cases, it might be plausible to cure or shrug off "mental status effects" inflicted by mental influences, using specialized '''Cure''' or '''Immunize''' instead of needing this Advantage. These other Advantages never reject the primary effects of things like '''Mind Control''', '''Mind Reading''', or '''Mental Intrusion''', but may be justified in healing harmful madness, trauma, delusions, etc. Furthermore, characters who have an immunity or especially strong resistance to having their thoughts controlled or altered, or read in some way, would want to opt for '''Control Immunity''' or '''Reading Immunity''' instead. The Advantages are intentionally there to be more affordable ways of representing a character with special mental resilience; most characters will not require the fully costed blanket package.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Invisibility'''
 +
{{!}} class="LogCell" {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.<br>
 +
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.<br>
 +
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.<br>
 +
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.<br>
 +
'''Related:'''  Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Knowledge - Field'''
 +
{{!}} class="LogCell" {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.<br>
 +
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague "knows a lot about a thing" won't fly; it has to have examples of an obvious impact.<br>
 +
'''Investment:''' Broader and more detailed knowledge with greater practical impact.<br>
 +
Minimum ● Maximum ●●● Trivially accessible knowledge is something any character can have.<br>
 +
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.
 +
|}
 +
</div>
 +
</div>
 +
 +
= Advantages M-W =
 +
 +
<div class="toccolours mw-collapsible" overflow:auto;">
 +
'''Advantages M-W'''
 +
<div class="mw-collapsible-content">
 +
{{#css:
 +
  .LogTable {text-align:left; width:100%; table-layout:fixed;}
 +
  .HeaderCell {padding: 0px 0px 0px 5px;}
 +
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}
 +
  .LogRow { max-height:1em;}
 +
  .LogRow:nth-child(1) {background-color: #808080}
 +
  .LogRow:nth-child(2n+2) {background-color: #ffffff}
 +
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}
 +
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}
 +
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}
 +
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}
 +
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}
 +
}}
 +
{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Mental Intrusion'''
 +
{{!}} class="LogCell" {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.<br>
 +
'''Required:''' What types of influence the character has with minds.<br>
 +
'''Protected:''' Always.<br>
 +
'''Investment:''' More powerful and/or flexible effects.<br>
 +
Minimum ● Maximum ●●●<br>
 +
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Mind Control'''
 +
{{!}} class="LogCell" {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing  or editing memories.<br>
 +
'''Required:''' An idea of which kinds of control the character has over minds.<br>
 +
'''Protected:''' Always.<br>
 +
'''Investment:''' More powerful mind control.<br>
 +
Minimum ●● Maximum ●●● including Credit.<br>
 +
'''Credit:''' ●<br>
 +
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Mind Reading'''
 +
{{!}} class="LogCell" {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.<br>
 +
'''Required:''' An idea of what information the Mind Reading extends to.<br>
 +
'''Protected:''' Always.<br>
 +
'''Investment:'''More far reaching and accurate information gathered.<br>
 +
Minimum ●● Maximum ●●● including Credit.<br>
 +
'''Credit:''' ●<br>
 +
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Mobility'''
 +
{{!}} class="LogCell" {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.<br>
 +
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.<br>
 +
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' at ●●●● or higher, or '''Flight''' at ●●●.<br>
 +
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.<br>
 +
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''NPCs'''
 +
{{!}} class="LogCell" {{!}} The character bit has the use of one or more entities besides the named central character themself. These "extra" beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.<br>
 +
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.<br>
 +
'''Investment:''' More powerful, effective, and generally relevant NPCs.<br>
 +
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.<br>
 +
●● NPCs are comparable to a "miniboss" or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.<br>
 +
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.<br>
 +
Maximum ●●● NPCs can't be completely stronger or better than PCs.<br>
 +
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Power Copy - Derivative/Mirror'''
 +
{{!}} class="LogCell" {{!}} The character has the ability to make use of the Advantages of another character or the attributes and abilities of another target, in some form or imitation. Because Power Copying is an Advantage that can be almost any other Advantage, the full details of [[Power Copy|Power Copy]] are covered in their own article. This article is mandatory reading for characters who want Power Copy.<br>
 +
'''Investment:'''Power Copy - Derivative is always ●●● and Power Copy - Mirror is always ●●●●●<br>
 +
'''Surcharge:''' ●●●● for power Copy - Derivative, ●● for Power Copy - Mirror.<br>
 +
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Quantum Solution'''
 +
{{!}} class="LogCell" {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever "not being used". Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.<br>
 +
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.<br>
 +
'''Protected:''' Always.<br>
 +
'''Investment:''' Quantum Solution is always ●●●●<br>
 +
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Reading Immunity'''
 +
{{!}} class="LogCell" {{!}} The character is able to block out attempts to read their mind, directly or by similar dictatorial means of information gathering about their thoughts. This advantage is distinct from Control Immunity and Intrusion Immunity in that it prevents the user from having their minds read, but not being controlled or mentally altered as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-reading effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy "do not have Advantages", a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a serious obfuscation to various mind reading and equivalent effects.<br>
 +
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br>
 +
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br>
 +
Minimum ●● Maximum ●●● including Credit.<br>
 +
'''Credit:''' ●<br>
 +
'''Related:''' If the character would possess both this Advantage and '''Control Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Regeneration'''
 +
{{!}} class="LogCell" {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns "HP loss" and only strictly related symptoms.<br>
 +
'''Required:''' N/A<br>
 +
'''Credit:''' ● if the character already possesses '''Immunize''' at ●● or higher. Only one Credit may be claimed between Regeneration and Immunize.<br>
 +
'''Investment:''' More effective healing.<br>
 +
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off "status effects" done to the character.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Remote Manipulation'''
 +
{{!}} class="LogCell" {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' More precise and varied manipulation at distance.<br>
 +
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Remote Viewing'''
 +
{{!}} class="LogCell" {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.<br>
 +
'''Required:''' A criteria that determines valid places for the character to view, as opposed to "the entire Multiverse."<br>
 +
'''Protected:''' Spying on PCs without their knowledge.<br>
 +
Maximum ●●●<br>
 +
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.<br>
 +
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Repair'''
 +
{{!}} class="LogCell" {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.<br>
 +
'''Required:''' A metric by which Repair is more limited than "any object fully and instantly."<br>
 +
'''Investment:''' Faster, more complete, more varied repairs.<br>
 +
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Source'''
 +
{{!}} class="LogCell" {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.<br>
 +
'''Required:''' N/A. See some examples of valid categories in the appropriate section.<br>
 +
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.<br>
 +
'''Investment:''' More powerful resistances.<br>
 +
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resurrection'''
 +
{{!}} class="LogCell" {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.<br>
 +
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing. The criteria should ideally be clean and easy to judge, so that the distinction is quickly apparent and simple to both GM and roleplay around.<br>
 +
'''Investment:''' Resurrection is always ●●●●●<br>
 +
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely "defeated", dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are "clinically" dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Skeleton Catch'''
 +
{{!}} class="LogCell" {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. The target cannot be brought back to life by any means, including fiats of plot, or powers that aren't technically either Immortality or Resurrection. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill  NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.<br>
 +
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.<br>
 +
'''Related:''' Skeleton Catch is not in of itself a mechanism of killing things. It doesn't pierce '''Toughness''', negate '''Regeneration''', or otherwise factor into how easy it is to kill a target; you still require the means to finish them off first, such as '''Combat Options''' or '''Weapon Mastery'''. If you don't know what a Catch is, read '''Immortality'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Skill - Field'''
 +
{{!}} class="LogCell" {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.<br>
 +
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; "does magic" could mean anything.<br>
 +
'''Investment:''' Greater capability to accomplish difficult tasks<br>
 +
Maximum ●●●<br>
 +
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Share Powers'''
 +
{{!}} class="LogCell" {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.<br>
 +
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.<br>
 +
'''Credit:''' ● if he character already possesses Contract at ●● or higher.<br>
 +
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.<br>
 +
Maximum ●●●<br>
 +
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.<br>
 +
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Speed'''
 +
{{!}} class="LogCell" {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.<br>
 +
Minimum ●
 +
'''Related:''' To get around places really well, rather than just really fast, use '''Mobility'''. If the character only has some sort of super fast defense, see '''Defensive Paradigm''' for things like precognitive dodging or parrying bullets.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Split Actions'''
 +
{{!}} class="LogCell" {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively "doubling their attendance". This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.<br>
 +
'''Minimum:''' This Advantage is always ●●●<br>
 +
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Stealth'''
 +
{{!}} class="LogCell" {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers "doing things stealthily" as a whole, rather than just moving around unnoticed.  Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' More effective stealth.<br>
 +
'''Related:''' The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of '''Invisibility'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Strength'''
 +
{{!}} class="LogCell" {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.<br>
 +
Minimum ●<br>
 +
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Superhumanity'''
 +
{{!}} class="LogCell" {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being "generically" all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.<br>
 +
'''Related:''' To emphasize a particular attribute instead of a whole, "generic" package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Survival Skills'''
 +
{{!}} class="LogCell" {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to "living off the land", or else abilities that trivialize it, like creating food and clean water with magic<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.<br>
 +
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Teleportation'''
 +
{{!}} class="LogCell" {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.
 +
<br>
 +
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport "anywhere and everywhere in the Multiverse". The trappings cannot be written along the lines of the character "being so fast they move instantly", or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.<br>
 +
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of "flash step" or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. Incidental Teleportation is limited to limited fast travel-style transit to points of interest, and casual intros/exits from scenes.<br>
 +
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.<br>
 +
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than "get to point B" seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Temporal Acceleraton'''
 +
{{!}} class="LogCell" {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.<br>
 +
'''Required:''' N/A<br>
 +
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.<br>
 +
'''Investment:''' Applicability to more narratively impactful targets.<br>
 +
Maximum ●●● including Credit.<br>
 +
'''Credit:''' ●<br>
 +
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Time Loops'''
 +
{{!}} class="LogCell" {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much "being further along the line" matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' Minimum ●●●<br>
 +
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of "the progression of time being able to solve it". For a "silver bullet" to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Time Stop'''
 +
{{!}} class="LogCell" {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of "super speed", differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the "super fast" adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.<br>
 +
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs "a save", as per our Intensity of Effect rules.<br>
 +
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.<br>
 +
 +
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.<br>
 +
 +
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures  and Homura Akemi from Puella Magi Madoka, are credible examples.<br>
 +
'''Surcharge:''' ● for ● Time Stop, ●● for ●● Time Stop, ●●● for ●●● or higher Time Stop.<br>
 +
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply "be invisible" for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things "without anyone knowing it happened", instead of just "without anyone seeing the character do it".
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Toughness'''
 +
{{!}} class="LogCell" {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just happen to have a lot of spare blood and are good at ignoring pain, what matters is that they have significantly greater metaphorical HP, and can take a lot more damage before falling.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' Greater defensive strength. This may render lesser attacks largely or completely ineffective, but most of the strength of rating goes into not falling over when hit with what would be large amounts of damage.<br>
 +
Minimum ●<br>
 +
'''Related:''' To be "too tough" to suffer ambient conditions or hazards, the character needs '''Adaptation'''. For powerful or full protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is "tough" because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. These Advantages are typically better at mitigating or negating damage, and less applicable to taking it.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Unlimited Activity'''
 +
{{!}} class="LogCell" {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.<br>
 +
'''Required:''' The resource or resources the character has in abundance.<br>
 +
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.<br>
 +
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Vehicle Mastery - Type'''
 +
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.<br>
 +
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br>
 +
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.<br>
 +
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Water Prowess'''
 +
{{!}} class="LogCell" {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.<br>
 +
'''Required:''' N/A<br>
 +
'''Credit:''' ●●<br>
 +
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.<br>
 +
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Weapon Mastery - Type'''
 +
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.<br>
 +
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br>
 +
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more "just for show" than usual.<br>
 +
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Wealth'''
 +
{{!}} class="LogCell" {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' Greater wealth.<br>
 +
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.
 +
|}
 +
</div>
 +
</div>
 +
 +
=Advantage Category Examples=
 +
 +
Advantages with - Categories are bounded to a maximum limit of what they can contain in one Advantage. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Advantages like Resistance - Everything. To help judge acceptable categories at a glance, we've listed a number of examples below. These are not complete entries. The categories themselves are valid, but the contents aren't trappings. Don't copypaste the whole thing.
 +
 +
==Bane==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.
 +
 +
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.
 +
 +
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.
 +
 +
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.
 +
 +
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.
 +
 +
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.
 
   
 
   
'''Power Copying:''' Copy1, Copy2 and Copy3 are all obligate standalone, and also obligate Defining. Power copying should be a central part of a character's gig, and power copying itself allows for a large number of additional abilities.
+
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:
+
'''Resurrection:''' This is where a character that has been declared dead, and would naturally stay dead, comes back to life full stop. Regardless of the limitations of the power, resurrection has enormous potential to radically warp stories, as well as obviate other healing abilities, and is obligate Defining as well as standalone. This does not extend to forms of resuscitation that would only work on a character a scene runner would be explicitly allowing to come back to life anyways, such as defibrillation or Phoenix Downs. Your own character coming back to life is not considered resurrection for these purposes, and cannot implicitly be part of a standalone resurrection Advantage (though this kind of immortality does not require a full slot).
+
  
'''Stable Time Loops:''' MCM typically does not allow casual time travel. The most acceptable form is the stable time loop, where a character's future self returns to the present to perform some task, and then the present character must then do the same when he catches up to his future self. This is obligate Defining, as it pretty much always functions very similarly to MDA.
+
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.
  
'''Multiple Discrete Actions:''' MDA is likewise obligate Defining for the massive amount of extra agency it gives a PC in a scene.
+
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.
 +
|}
 +
==Immortality==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:
  
'''Long-Term Future Sight:''' As opposed to short-term battle precognition, or “spidey sense” Advantages. This must be Significant at minimum, though Defining future sight is generally rare, due to the realities of playing it in a MUSH environment.
+
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up ("nobody could have survived that fall"). It's worth noting that this kind of Immortality is easy to accidentally undershoot, and may sometimes be affected by other Advantages. If the character would perish from falling into a lava trap, they certainly don't have Immortality ●●● of this kind.
  
 +
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.
  
'''Teleportation:''' Teleportation Advantages must include as much necessary information as possible, such as its maximum distance, what places it can access, whether the teleporter can bring passengers, if it works in anti-teleport areas, any indirect applications (telefragging for example), usability while imprisoned, etc.
+
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.
+
'''Defining-Grade:''' The teleportation has little to no limits. They always penetrate preventative measures, usually accommodate passengers, and at most might have a range limit. In other words, they can just Go Places and there's almost nothing anyone can do to stop them. Examples are Protoman from Megaman, Kibito from Dragon Ball, and Nightcrawler from X-Men.
+
  
'''Significant-Grade:''' The teleportation has flexible limits. It might need to know a target location, have range or arrival limitations, and might be stoppable with dedicated effort. Highly powerful but extremely conditional teleportation, like being summoned when your name is called, also goes here. Examples include Star Trek Transporters, D&D's Teleport spell, Beetlejuice or Hastur.
+
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.
  
'''Minor-Grade:''' The teleportation resembles a Stage Select, video game “fast travel”, or “false” teleports such as flash steps. It might get you a scene at “the start of the level”, or take you back to someplace you've already been, but it has no narrative strength, and exists only as a convenience. It won't get you out of a jail cell, intense combat, or anyone you'd assume somebody should use it but never does. Examples include every Megaman robot, common RPG town recall items, and nearly every single shounen character who gains teleportation in-story.
+
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.
  
 +
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.
  
'''Invisibility:''' Concealment powers that are potent enough for the default assumption to be that the character simply will not be found unless he does something obvious, are all considered standalone invisibility, including chameleonic and psychic compulsion effects. The difference between this, and a single dot stealth ability, largely comes down to or not a character could credibly spot your character if they were putting some effort into looking for them, without dedicated Advantages. That said, even characters with standalone invisibility are expected to play it in such a way that other characters have a reasonable chance of being able to stop them, even if they can't find them outright.
+
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.
  
'''Defining-Grade:''' The invisibility is at near enough to flawless that the character flat out won't be found out until they do something overtly noticeable, or are contested by a great deal of effort put towards finding them. It may conceal them in multiple ways beyond purely vision, or naturally resist methods that would normally be expected to reveal the character, and it likely continues to function in combat. Similar to Defining teleportation, the character can reliably enter and exit even highly secure areas without trouble. Examples are Harry Potter's invisibility cloak, Kusanagi Motoko's opticamo, the Invisible Stalker from D&D, or Toru Hagakure from My Hero Academia.
+
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.
  
'''Significant-Grade:''' The invisibility has notable limitations that are sufficient to cap the character's ability to go where they please. It may fail against reasonably important equipment or spells, have a strict time limit, dispel when the character attacks, or give off subtle clues a wary PC can watch for. Examples are most incarnations of the Predator, the Spy's cloaking watch from Team Fortress, the Dummy Check esper ability from A Certain Scientific Railgun, and your typical tabletop RPG invisibility spells.
+
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.
  
'''Minor-Grade:''' The invisibility is only useful for discretion's sake, and likely only effective against unimportant NPCs. Anyone relevant to the plot will likely see through it immediately unless they have some sort of deficiency, or aren't paying attention at all. If the invisibility can be obviated by a special trait that is common in the cast of the original source, it's assumed that all PCs count as having that trait. Examples are dematerialized Heroic Spirits, a Stand from JoJo's Bizarre Adventures, various ghosts and spirits with true forms, and basically every single ninja in shounen anime.
+
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.
+
+
===NPC Advantages===
+
Similar to some standalone Advantages, the effectiveness of any NPCs is graded in three levels. NPCs may also not have Advantages that differ from the character's without allocating slots or bullets to them, and must be bought the same as any other Advantage.
+
+
'''Defining-Grade:''' The NPCs are essentially at the same tier as PCs. They are serious combat entities, may be stronger or more capable than the character themselves in some areas, and can generally expect to viably compete with PCs in relevant situations. Usually, some Advantage space is dedicated to fleshing out their personal abilities. An example is Paine and Rikku being taken as Yuna's Defining NPCs in Final Fantasy X-2.
+
+
'''Significant-Grade:''' The NPCs are essentially at the tier of a miniboss. They are meaningful obstacles in a conflict situation, and may have specialist skills or unique abilities, though they generally cannot expect to outdo a PC within their arena of expertise. Examples include R2-D2 or generic SOLDIERS from FF7.
+
+
'''Minor-Grade:''' The NPCs are essentially window dressing or props. Their skills have niche uses at most, and cannot contribute more than a similar Minor Advantage would. Minor NPCs cannot have a PL, and are presumed to lose in any combat engagement against anything more important than them. Examples include C3-P0 or generic Stormtroopers from Star Wars, or generic “redshirts” from Star Trek.
+
  
'''- Noncombatants:''' Where it actually matters, a Minor NPC specialized in combat will beat a Minor NPC that has no combat role. C3-P0 still loses to a squad of Stormtroopers, even though they're both Minor-grade.
+
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as "anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement."
 +
 
 +
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.
 +
|}
 +
 
 +
==Knowledge==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.
 +
 
 +
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.
 +
 
 +
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.
 +
 
 +
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.
 +
|}
 +
==Resistance==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Adaptation''' (such as Resistance - Space Hazards).
 +
 
 +
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.
 +
 
 +
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.
 +
 
 +
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.
 +
 
 +
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.
 +
 
 +
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.
 +
 
 +
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.
 +
 
 +
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.
 +
|}
 +
 
 +
==Skill==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.
 +
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.
 +
 
 +
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.
 +
 
 +
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.
 +
|}
 +
 
 +
==Vehicle Mastery==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.
 +
 
 +
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.
 +
 
 +
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.
 +
 
 +
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.
 +
 
 +
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.
 +
 
 +
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.
 +
 
 +
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.
 
   
 
   
===Sharing Advantages===
+
This Particular Advantage allows for extremely limited selections with broad roles, such as:
  
The ability to give some of a PC’s Advantages to other characters, such as through passing out gear or casting magical spells, is typically permissible as only a single bullet so long as it is thematically coherent. A Character who has the ability to share their Advantages may only do so with Advantages of the same or lower tier as the sharing ability. e.g. Minor power sharing can only share Minors, Significant power sharing can share Minor and Significants, and Defining power sharing can share all three.
+
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.
+
 
However, when sharing Standalone Advantages, the method of power sharing must require a significant level of cohesion between affected parties to be valid. In other words, they must be, more or less, taking the same “action”. Harry Potter hiding others under his Invisibility Cloak is a valid bullet, but obviously the characters must all be in the same place and moving with it. Nightcrawler teleporting people is likewise valid, but he does so with the limitation that he has to be physically grabbing them, and take them to the same destination. Casting mass invisibility and leaving eight PCs to run around invisible all scene on their own is not acceptable.  
+
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.
+
|}
Resurrection, MDA/Time Loops, and Copy3 may not be shared at all. Obviously, the individual powers copied by Copy1 and Copy2 are what is being shared by an Advantage like this, since impermanent power copying itself is near-useless in the first place. Other people using a shared Copy1 still counts as a use of the stored power that was shared.
+
==Weapon Mastery==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.
 +
 
 +
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.
 +
 
 +
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.
 +
 
 +
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.
 +
 
 +
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.
 +
 
 +
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.
 +
 
 +
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.
 +
 
 +
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.
 +
 
 +
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.
 +
 
 +
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.
 
   
 
   
 +
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:
 +
 +
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.
 +
 +
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.
 +
|}
 +
 +
=Rules on Trappings=
 +
 +
While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory. These are necessary to make sure Advantages do what they say, and not accidentally something else.
 +
 +
===Jargonization===
 +
Advantage trappings must be understandable even to players with no knowledge of the character's source media. Any special terms and theme jargon appearing in Advantages must be (briefly) explained, or made implicitly clear what they are (ex. "Shinra Inc." is clearly a fictional corporation, but "Shinra" is not), including ordinary words used as proper nouns by the theme (ex. a Meister, a Doll, a Dragon, the Filth, the Flood, the Warp, etc.).<br>
 +
Words that are conspicuously capitalized as proper nouns ''will be assumed to be theme jargon, and require explanation''.
 +
 +
==="Conceptual" and "Molecular" Terms===
 +
 +
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing "conceptual" language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.
 
   
 
   
 
===The Et Cetera Rule===
 
===The Et Cetera Rule===
  
Using “etc.”, “and so forth”, and other thought extenders, should only be done in the context of a tight grouping of examples that relate in an obvious fashion.
+
For the same sake of Advantage clarity, using “etc.”, “and so forth”, and other thought extenders, should only be done in the context of a tight grouping of examples that obviously relate.
  
 
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.
 
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.
  
''-Unacceptable:'' “Superman has Kryptonian abilities, including flight, laser eyes, ice breath, a powerful superhuman physique, etc.”
+
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.
The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into x-ray vision, super hearing, flying so fast he goes backwards in time, or super knitting for all the reader knows. This forces other players, not to mention staff, to consult a wiki to understand what the character does.
+
+
+
===Implicit Limitations===
+
Though we prefer Advantages to be explained in narrative terms rather than hard numbers, just because an Advantage doesn't explicitly bar you from doing something, doesn't mean you can do that thing. It can considered abuse to reach into things that your character has no business doing, just because they have a vaguely relevant Advantage that doesn't explicitly bar them from it. Superman, Cloud Strife and a vampire will probably have similar-looking superhumanity Advantages, but it's understood that they do not have the exact same superhuman qualities or limits to their scope.
+
+
+
Likewise, if an Advantage is not on your character's application, they do not have it, full stop. Advantages cannot be gotten for free by stating that the character refuses to use them, or by implicit association with something else. If a player wants their character to go around hacking computers, they must have a computer hacking Advantage, not an AI programming Advantage they stretch incredulously into the realm of hacking. Similarly, if the character can technically bring someone back from the dead, but simply refuses to do so on ethical grounds, they either have the Advantage and can if they ever changed their minds, or they don't have the Advantage and they cannot, even if they had a great reason to.
+
  
+
===Hard Numbers and Figures===
==Conceptualizing Advantages ==
+
For players who are more used to mechanically quantified characters rather than narrative quantification, what is constitutes a bullet point in an Advantage slot may be unclear or difficult to define. The below is a section dedicated to some common questions, to help draw lines and divide up the functionality of their Advantages.
+
+
+
===“How Much Space Does X Take?”===
+
Overall, one “trick” is A Thing Your Character Contributes To A Scene. It matters very little how or why or in how many ways they can pull it off, only that they can fill a specific role or function in the story. As a general milestone, a single bullet point is typically easy to judge by its associated trope in fiction. When certain roles always appear together, they are likely to occupy only one bullet point, but when it is relatively common that characters exist with proficiency in only one or the other, they are likely separate bullets.
+
+
As a detailed example, rapid healing of wounds is a common ability in fiction, through magic, science, superpowers, etc. Those same abilities may also perform other medical functions, like neutralizing poison, curing paralysis, and restoring crippled limbs. While oftentimes a character is capable of all these things, it is equally common to see a holy healer or super regenerator who can can mend wounds, but not do anything about debilitating effects, which serve as a lingering problem. Likewise, it's common to see doctors and spirit healers who can purge all sorts of nasty effects, but not miraculously heal battle injuries in seconds. It is, however, very rare to find a doctor who can cure only one type of poison, or restore a paralyzed limb but not a crippled one, and so forth. You can thus infer that “healing injuries” fills a separate bullet point to “curing debilitating effects”, being narratively separate, but curing the vast majority of debilitating effects probably only occupies a single bullet point itself, as they're usually narratively related. If a character wants to be a consummate healer, they list both, taking up a little extra conceptual space.
+
+
+
===Elemental Bullets vs Elemental Control===
+
+
A common example of this is RPGs where mages have huge lists of flashy attack spells that ultimately serve the purpose of “shoot magic to damage the enemy's HP”. Said mage need not actually buy all these spells separately. Fireball, lightning bolt, ice spear, and the like, will all only occupy a single “dot” on their sheet, because they're merely elementally flavored projectiles to shoot at people. This is what we like to refer to as “Elemental Bullets”, but it applies to all genres. e.g. a mecha that can shoot lasers, missiles, bullets and particle beams, can list them all as one dot, as they're simply “sci-fi flavored shooting”.
+
+
What this does not cover are the secondary effects that might be associated with these. Within reason, shooting a fireball at an oil drum is probably going to light it on fire, but if a character expects to freeze an enemy solid with their ice attack, it's no longer within the scope of “shooting a damaging ice bolt”. The character would need to list “debilitating enemies with status effects” separately (which, in turn, may additionally cover things like paralyzing lightning attacks, or poisoning attacks, as different flavors of status). Furthermore, attacks don't extend to manipulating the environment, like creating ice pillars or freezing a lake to walk across it. Thus, a character whose main power super ice control will probably use an entire slot to encompass ice attacks, ice debilities, and ice utility, compared to a Black Mage who merely casts Blizzard and Blizzaga as part of his attack spells.
+
+
+
===Weapon “Classes”===
+
For the most part, we don't care to minutely split how many weapon types should be allowed in an Advantage. Only the broadest divisors really matter, commonly being melee, and ranged. A swordsman can parry attacks, maneuver foes, execute silent takedowns, and carve a hole through a fence, while a gunman can snipe targets, lay down suppressing fire, shoot out engines or detonate explosives, and in neither case is their specific blade or gun really all that relevant. Either can be easily boiled down to “weapon elemental bullets” within their category.
+
+
Attacks that cause destruction on a scale that makes them casually suited to altering the scene itself, such as leveling buildings or collapsing an underground cavern, are equivalent to “elemental control” in this sense, and so an RPG and a backpack full of C-4 inhabit different conceptual spaces. Likewise, though technically hitting someone with a rifle butt or the flat of a sword can knock them out, attacks that are supposed to reliably and effectively take out a target non-lethally fill an entirely different narrative niche: aiding capture rather than elimination.
+
  
- '''Weapon Mastery''': Being exceptionally skilled in a specific form of combat is treated somewhat differently. Being a consummate master of every melee weapon in the Multiverse, for instance, is both silly and not acceptable as a single dot, as it can very easily result in the character constantly gaining freebie Advantages whenever a remotely exotic melee weapon is present in a scene. Sufficiently advanced fighting styles will usually be asked to be a little narrower, similar in scope to “unarmed combat”, “infantry firearms”, “bladed melee weapons”, “hand-powered projectiles”, etc.
+
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. "Lift a semi truck", "sprint as fast as a car", or "melt holes in battle tanks" are useful and acceptable alternatives.
+
+
===Generic Superhumanity===
+
  
Being broadly superhuman in terms of strength, speed, endurance, and other universal physical qualities, is so extremely common in fiction that it can always be taken as only a single bullet point. Doing so indicates that the character is not an iconic specialist in a single trait, such as the Hulk's super strength or the Flash's super speed, but generally enjoys greater-than-human physical ability overall.
+
===Meta Reference and Rules Restatement===
+
+
==Advantage Redundancy and Prerequisites==
+
Continuing in line, if an Advantage serves the same purpose as another Advantage the character has on their sheet, the character does not spend any space on it. It would be ridiculous to force a character who can already fly to pay for being able to hover. At most, he would note the fact in a Minor Advantage, in the case he can hover without his primary flight equipment. As a general rule, if an Advantage appears once on a character's list, further forms of it are freebies.
+
+
+
e.x. A character has spent on an Advantage slot that gives him sturdy power armor, which provides him superhuman strength and environmental filters. When he uses another Advantage for a mecha suit, his mecha suit may have sturdy armor, superhuman strength, and environmental filters, without using up any of the Advantage slot.
+
  
 +
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.
  
===Equipment Without Skills & Skills Without Equipment===
+
=Advantage Policy=
+
Furthermore, Advantages are assumed to “come with” the basic skills, knowledge, traits, or equipment required for them to function. This extends only to the bare minimum required to accomplish what the Advantage says it does. A character cannot gain implied extra Advantages, but a doctor is not obligated to purchase dots of chemistry expertise any more than a mage is obligated to purchase having an MP pool as an Advantage. Likewise, a master fencer is not required to purchase a dot for having a sword to make use of his fencing with, though said free swords would be about as basic as they get.
+
+
+
e.x. A character who fills a slot with a legendary sword need not also fill the slot with swordsmanship skills just to be able to use it. It's assumed he is fit enough, and knows enough basic swordplay, to be able to wield it competently, and that most of his effectiveness while using it comes from how awesome the sword is, rather than how good he is at using it. If he were also to fill the slot with swordsmanship skill, his technique is noteworthy enough to be narratively powerful, and he could then expect to perform significant feats with all kinds of swords.
+
+
+
===Crafting, NPCs and Buffs===
+
When it comes to characters who craft equipment or command NPCs with Advantages of their own, or lend their abilities to others, they need only list them as single bullets on their sheet for the equipment, NPCs, or buffs, to possess or imbue some of the same Advantages the character already has, so long as their scope is well-defined. Essentially, they are purchasing the singular “trick” of being able to apply their abilities in the form of an item that can be given out, through a minion or ally, or as a loan to another character. This works in reverse as well, for characters who are heavily specialized in crafting, NPCs, or using support abilities. An inventor who has already purchased the ability to build robots and laser guns can Just Have robots and laser guns with a single bullet. Expanding the versatility of crafting, NPCs or buffs beyond these freebies still takes up space as normal. Note that these three categories are separate bullet points from each other.
+
  
-Generic Buffs: In the case of generalized, RPG-style buffs, such as spells that just make the recipient do more damage or move faster or resist attacks or status, these can all be considered a single bullet on an Advantage. Their narrative role is simply to make the recipient a more effective fighter (or something else the buffs revolve around), without providing significant utility. The same goes for generic debuffs.
+
As MCM allows an extremely wide variety of characters and character abilities, for the sake of keeping things sane and fun, there are a few universal rules that Advantages must abide by.
+
+
e.x. A mage has magic Advantages that allow him to fly, resist elements, create illusions, grant him generic buffs, and make him intangible. He then buys an Advantage to represent his enchanted tailoring, which he uses to make magic clothing. For a single bullet out of the three, he can create boots of flight, belts of resistance, cloaks of intangibility, etc. If he then wants to create clothes that generate a magic shield around the wearer, he must use another bullet.
+
  
e.x. A knight lord who is skilled at riding and swordplay buys an Advantage to command an army. Once he has bought “having soldiers” as a single bullet, those soldiers can be skilled riders and swordsmen without re-purchasing the skills. He must then fill out Advantage bullets as normal to give them new skills.
+
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.
  
e.x. A cleric has a variety of powers in his Advantages that let him buff others by granting immunity to mental compulsions, blessing weapons with a holy aspect, bestowing battle regeneration on them, increasing their strength to superhuman levels, etc. He then only needs to spend one bullet to indicate that he can apply all of these same effects to himself. If he has further blessings he can only use on himself, they take up space as normal.
+
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to "switch off" the potential for consequences to a character.
  
===Non-Advantages===
+
'''Intensity of Effect:''' Almost no Advantages are absolute. When someone “attempts to do a thing to you”, it's preferable for “something to happen” rather than “nothing to happen”, but we leave specifics to the affected player. Transparently, there isn't, and shouldn't be, any way to enforce through rules that Avada Kedavara automatically kills any target, or an Exalted Perfect Defense automatically negates any attack.
  
Some capabilities of a character can be considered so mundane, easily imitable, or else irrelevant in the Multiverse, that there is no need to actually note them. Generally, if it could be easily acquired or accomplished by a totally average, middle-class member of a first world country, it's not worth writing down. Having a magic crystal that lets you talk to people over long distances just isn't relevant when it's assumed anyone in the Multiverse could get a hold of a radio or phone, and having an ordinary place to live or mundane friend or relative doesn't provide any substantial benefit.  
+
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.
 +
 
 +
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.
 +
 
 +
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.<br>
 
   
 
   
Note that this never extends to professional-grade weapons or equipment that a character doesn’t have an Advantage related to. If a character has a combat surgeon Advantage, they don’t require any further justification to show up with a medical kit full of morphine and blood bags, but a character with no conceptual space dedicated to medicine shouldn’t be doing so, even if it’s feasibly possible for an average person to afford one with some paperwork. Showing up to a scene with a generic first-aid kit full of bandages, gauze and rubbing alcohol, however, falls under having no Advantage requirement.
+
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.
  
- '''Being Multilingual''': Because of the Translation Effect, knowing a second or third or fourth language is rarely ever important. Even for written languages, we assume that there is commonly available translation software or magic for the sake of the scene. Linguistic fluency is only necessary to note when it extends to things like code languages, languages with inherent supernatural power, or extremely rare or niche ones.
+
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate "life bar" and/or resource pool like any PC.
  
----
+
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.<br>
 +
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of "okay, ''now'' this enemy/hazard matters to me".
  
==Advantage and Flaws Reference==
+
'''Anti-Consequence Advantages:''' Advantages that exist to prevent other characters from being able to affect their desired target, or generally do things to the scene, are not permitted on grounds of being dictatory and/or anti-RP. An easy example of this is the barrier field magic from the Lyrical Nanoha series, which shunts combatants to a dimensional space where they cannot affect the real world.
  
 +
'''Implicit Limitations:''' Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Combat Options, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under a Combat Options Advantage for the others.
  
See [https://docs.google.com/spreadsheets/d/1Sw8LwejLTLeHmxS_Zk6FKDWaklNFTizLHVKuzlMGVlc/edit#gid=0 here for Devola's Advantage & Flaws spreadsheet]
+
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because "logically the character should be a computer wiz to make robots".
 +
 
 +
=Sub-Advantages=
 +
A Sub-Advantage is a specific, pre-written example of a possible Advantage which is distinguished by being some combination of common, flavorful, limited, low-key, and generally harmless, but which is often in demand. These types of Advantages have non-Incidental utility, but are usually both low priority and nearly unavoidable to many characters, especially FCs. By designating them as Sub-Advantages, MCM offers a very small pool of surplus Pips to essentially subsidize Advantages that we really just don't mind letting people have in moderation, so that players can spare that bit of extra space for things they're more enthusiastic about.<br>
 +
Additionally, there are some Sub-Advantages which are available exclusively to characters in certain factions. These Sub-Advantages tend to be narrower and closer to "real" Advantages, because they exist to enable a character to more easily participate in things they'll often encounter when acting in a faction's interests. In other words, they're there so that a Watch character can participate in covert activity RP or a Paladins character can participate in civilian support RP without having to skew their Advantage budget just to fit in.<br>
 
   
 
   
 +
In addition to their full set of Advantages, characters are allowed up to '''4''' Pips of Sub-Advantages, or '''6''' Pips if they have an optional Flaw. Overall, Sub-Advantages are not subject to normal Advantage structure. There is ''no minimum'' to the number of Sub-Advantages, nor is there a maximum of certain ratings. Different Sub-Advantages can be taken multiple times ''even if their root Advantage overlaps'' with each other, or with real Advantages already purchased by the character, so long as they have a different category extender. Sub-Advantages ''do not count Credits or Surcharges'', nor do they count against ''any maximums or minimums'' for any of the character's other Advantages.<br>
  
----
+
Sub-Advantages ''cannot be customized; '''they are picked from the list as-is'''''. Since Sub-Advantages are universally the same, they don't include the trappings on the character's sheet; the player should only enter the name and rating. Multiple instances of the same root Advantage may simply list their category extenders in sequence, separated by commas. This saves players space on trappings they don't have to specify. Otherwise, Sub-Advantages are added to a character application just like normal Advantages, including their ratings,  differing only by not needing trappings.<br>
  
'''Patch Notes 2/22/17 7:15 P.M.''': Edited the Conceptual file to encompass another form of broad shorthand: Molecular-level control.
 
  
'''Patch Notes 1/16/2017 6:18 P.M.''': Edited Minor NPCs to clarify that they cannot have a PL, and how two minor NPCs of different specialties might interact.
+
<div class="toccolours mw-collapsible" overflow:auto;">
 +
'''Sub-Advantages'''
 +
<div class="mw-collapsible-content">
 +
{{#css:
 +
  .LogTable {text-align:left; width:100%; table-layout:fixed;}
 +
  .HeaderCell {padding: 0px 0px 0px 5px;}
 +
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}
 +
  .LogRow { max-height:1em;}
 +
  .LogRow:nth-child(1) {background-color: #808080}
 +
  .LogRow:nth-child(2n+2) {background-color: #ffffff}
 +
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}
 +
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}
 +
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}
 +
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}
 +
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}
 +
}}
 +
{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Adaptation - Common Terrestrial●'''
 +
{{!}} class="LogCell" {{!}} The ability to endure common terrestrial extremes, such as desert heat and cold, and middling undersea pressures. Includes the ability to filter mildly toxic atmosphere and breathe underwater. Essentially covers earth-like environmental hazards that could be handled by a prepared adventurer.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Adaptation - Space●'''
 +
{{!}} class="LogCell" {{!}} The ability to endure zero atmosphere conditions, moderately dangerous gravity or pressure, and interplanetary radiation. Includes the ability to breathe in airless environments.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Bane - Hellsing Special●●●'''
 +
{{!}} class="LogCell" {{!}} The ability to produce, once per scene, the vulnerability of any present monster, provided that it could have plausibly been studied, observed, or sourced from locals or recorded material, at a prior point in time, without involving major risk or expertise. Means to circumvent immortality that could be bypassed by Skeleton Catch rated no higher than 1 is explicitly considered a vulnerability for this purpose. This ability can always be used to at least find a useful tool to help in handling non-player monsters.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Buff - Party●'''
 +
{{!}} class="LogCell" {{!}} The ability to mildly boost the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Communication●'''
 +
{{!}} class="LogCell" {{!}} The ability to make one's self understood to others with whom they do not share a language, as well as understand others regardless of language barriers. Applies to written language as well.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Cure - Party●'''
 +
{{!}} class="LogCell" {{!}} The ability to remove mild impediments to the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Disguise - Worker●'''
 +
{{!}} class="LogCell" {{!}} The ability to quickly or instantly change into replacement clothes and believably impersonate the low-level personnel of fairly secure locations.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Entry Methods - Rebel●'''
 +
{{!}} class="LogCell" {{!}} The ability to jimmy locks, acquire passwords, and otherwise bypass basic security measures, to gain entry-level access to secure locations, equivalent to a skilled amateur or self-taught guerilla.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Auditory●'''
 +
{{!}} class="LogCell" {{!}} The ability to hear with great sensitivity and detail. Examples are listening to conversations through walls, clearly hearing small movements at a moderate distance, and picking up sounds mildly outside the human range of hearing.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Magic●'''
 +
{{!}} class="LogCell" {{!}} The ability to sense the presence of magical energies, determine whether an object is enchanted or magical in some way, and pinpoint where spells are being cast, or have recently been cast, nearby.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Olfactory●'''
 +
{{!}} class="LogCell" {{!}} The ability to clearly identify individual scents and tastes amongst others, to identify the presence of poisons without inhaling or consuming lethal quantities so long as they aren't tasteless and odorless, and to identify or track others by scent at a medium distance or with a reasonably recent trail.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Visual●'''
 +
{{!}} class="LogCell" {{!}} The ability to perceive things moderately far away in telescopic sight, nearby things as if through a magnifying glass, and see clearly at night and in conditions no worse than moderate fog.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Hacking●'''
 +
{{!}} class="LogCell" {{!}} The ability to access and manipulate without authorization machines of low to middling complexity and security, equivalent to a skilled amateur or self-taught black hat.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Knowledge - Computers●●'''
 +
{{!}} class="LogCell" {{!}} The ability to find evidence of forced entry, operate unfamiliar systems, analyze programming, and track someone by their internet activity.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Knowledge - Law and Customs●●'''
 +
{{!}} class="LogCell" {{!}} The ability to generally navigate the legal frameworks and various traditions of the multitude of worlds within Sector Zero. Encompasses both things like understanding individual rights and how to interact with local authorities, and things such as broader navigation of local bureaucracy and getting in touch with important figures.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Knowledge - Occult●●'''
 +
{{!}} class="LogCell" {{!}} The ability to identify common to uncommon supernatural phenomena and entities, know favored items to negotiate with or repel said entities, intuit meaningful information present in mythic and occult allusions, and decode ciphers or symbolism in arcane or esoteric texts.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Knowledge - Tactics●●'''
 +
{{!}} class="LogCell" {{!}} The ability to anticipate or arrange ambushes, reasonably accurately interpret an organized or predictable enemy's movements ahead of time, read into goals and strategies through a group's actions, identify naturally defensible positions, and draft effective strategies for engaging known foes.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Repair - Improvised●'''
 +
{{!}} class="LogCell" {{!}} The ability to jury rig functionality back into devices of light to middling complexity for a single action's worth of usage, after which the device breaks again.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Repair - Improvised●●'''
 +
{{!}} class="LogCell" {{!}} The ability to jury rig functionality back into devices of simple to middling complexity for a single scene's worth of usage, or, to jury rig functionality back into devices of middling to high complexity for a single action's worth of usage, after which the device breaks again, and cannot be jury rigged again.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Remote Viewing - Gadgets●'''
 +
{{!}} class="LogCell" {{!}} The ability to surveil distant areas with better than store-bought drones, cameras, microphones, and motion sensors, as well as to efficiently monitor them with little of one's attention, and to identify ideal spots to place them.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Cold●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental cold.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Cold●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental cold.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Cold●●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental cold.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Electromag●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental electricity and radiation.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Electromag●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental electricity and radiation.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Electromag●●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental electricity and radiation.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Heat●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental heat.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Heat●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental heat.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Heat●●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental heat.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Toxic●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental poisons and diseases.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Toxic●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental poisons and diseases.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Toxic●●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental poisons and diseases.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Stealth - Hunter●'''
 +
{{!}} class="LogCell" {{!}} The ability to hide in unpopulated settings to a modest degree. Blending in with the environment, moving quietly, minimizing one's profile, and effectively lying in wait.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Stealth - Rebel●'''
 +
{{!}} class="LogCell" {{!}} The ability to infiltrate to a modest degree. Going unseen by moving from cover to cover, blending with small groups, keeping a low profile and avoiding drawing attention to one's self.<br>
 +
|}
 +
</div>
 +
</div>
  
'''Patch Notes 1/12/2017 8:31 P.M.''': Edited out Monsters of the Week as a standalone advantage. A MotW would be a "blank" Defining NPC entry with possible advantages fleshed out as a mix'n'match package defined as a part of the character's other advantages.
+
<div class="toccolours mw-collapsible" overflow:auto;">
 +
'''Concord'''
 +
<div class="mw-collapsible-content">
 +
{{#css:
 +
  .LogTable {text-align:left; width:100%; table-layout:fixed;}
 +
  .HeaderCell {padding: 0px 0px 0px 5px;}
 +
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}
 +
  .LogRow { max-height:1em;}
 +
  .LogRow:nth-child(1) {background-color: #808080}
 +
  .LogRow:nth-child(2n+2) {background-color: #ffffff}
 +
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}
 +
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}
 +
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}
 +
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}
 +
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}
 +
}}
 +
{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Contract - Concord●●'''
 +
{{!}} class="LogCell" {{!}} The Concord's many contracting, logistics, and acquisitions specialists can provide large scale backing to groups who are willing to support the Concord's interests. The nature of backing provided is tailored to be within the realm of the Concord negotiator's familiarity, and these contracts can only be negotiated with NPCs.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Hammerspace - Concord●'''
 +
{{!}} class="LogCell" {{!}} The Concord provides various portable containment devices to safely transport excessively large, fragile, or hazardous acquisitions in a space no larger than a briefcase, which are secured to only open for the designated carrier and have nearly bottomless carrying capacity. Also provided are miniaturized or space-enhanced upgrades or versions of their equipment to multiply the user's carrying capacity.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Mobility - Concord●●'''
 +
{{!}} class="LogCell" {{!}} The Concord's elite outfitters provide numerous wearable and discreet technological and magical mobility options to promote client safety and efficiency, analogous to classic super thief or special operative gadgets.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Wealth - Concord●●'''
 +
{{!}} class="LogCell" {{!}} The Concord's DORADO BLACK Card provides a universally usable and astoundingly high credit limit that magically and technologically enforces itself.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''NPCs - Concord●●'''
 +
{{!}} class="LogCell" {{!}} A personal staff of suits, toughs, personal assistants, chauffeur, etc. It is an executive entourage customized to support the client's strengths.<br>
 +
|}
 +
</div>
 +
</div>
  
'''Patch Notes 6/14/2017''': Edited to flow better for learning the new system.
+
<div class="toccolours mw-collapsible" overflow:auto;">
 +
'''Paladins'''
 +
<div class="mw-collapsible-content">
 +
{{#css:
 +
  .LogTable {text-align:left; width:100%; table-layout:fixed;}
 +
  .HeaderCell {padding: 0px 0px 0px 5px;}
 +
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}
 +
  .LogRow { max-height:1em;}
 +
  .LogRow:nth-child(1) {background-color: #808080}
 +
  .LogRow:nth-child(2n+2) {background-color: #ffffff}
 +
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}
 +
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}
 +
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}
 +
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}
 +
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}
 +
}}
 +
{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Analysis - Paladins●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call in Paladins SITREP to break down the relationships and dynamics of the figures and factions of a given locale, describing the potential humanitarian and political effects of their efforts, and identify major obstacles to them.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Cure - Paladins●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call in humanitarian specialists equipped to assess and eliminate public health hazards such as diseases and poisoning, treat chronic health issues, and engage in first response to debilitating traumas like gas exposure or hypothermia.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Healing - Paladins●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call in an ERT with a general-purpose healing kit that allows them to administer medical treatments to most common life forms in the Multiverse.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Repair - Paladins●'''
 +
{{!}} class="LogCell" {{!}} The ability to call in an emergency reconstruction team with tools and materials to quickly assess and rebuild damaged civilian-grade infrastructure back to a minimum functional level.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''NPCs - Paladins●●'''
 +
{{!}} class="LogCell" {{!}} A unit of special forces specialized in search and rescue, equipped with light power suits tuned to complement and mirror their commander's combat and personal abilities.<br>
 +
|}
 +
</div>
 +
</div>
  
 +
<div class="toccolours mw-collapsible" overflow:auto;">
 +
'''Watch'''
 +
<div class="mw-collapsible-content">
 +
{{#css:
 +
  .LogTable {text-align:left; width:100%; table-layout:fixed;}
 +
  .HeaderCell {padding: 0px 0px 0px 5px;}
 +
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}
 +
  .LogRow { max-height:1em;}
 +
  .LogRow:nth-child(1) {background-color: #808080}
 +
  .LogRow:nth-child(2n+2) {background-color: #ffffff}
 +
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}
 +
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}
 +
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}
 +
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}
 +
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}
 +
}}
 +
{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Deconstruction - Watch●'''
 +
{{!}} class="LogCell" {{!}} The ability to call on a covert cleaner belonging to the Watch, who will sterilize scenes, dispose of evidence, and erase records and logs of one's activities, so long as there is a safe and unsecured route to and from the site.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Entry Methods - Watch●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call on local Watch assets and sympathizers to leave back doors open, disable security systems, get a set of janitor's keys, cut power lines, or any other reasonable physical effect that could be achieved by having a few locals prepared to intercede semi-unobtrusively with whatever is physically available to the average person there.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Field Shaping - Watch●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call on local Watch assets and sympathizers to alter the landscape of an area in subtly convenient ways. Trucks backed out of alleys at convenient moments, highways clogged by big rig truckers, trains delayed or accelerated, etc.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Hint - Watch●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call on the Watch's network of informants and mission organizers to find people in need, get information about their current enemies and problems, and guidance in reaching secure objectives or performing clandestine activities regarding a major enemy.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''NPCs - Watch●●'''
 +
{{!}} class="LogCell" {{!}} Support from fellow cells of the Watch. A disorganized and mismatched rabble composed of individual members of Watch sub-organizations, themed according to current faction composition.<br>
 +
|}
 +
</div>
 +
</div>
 +
 +
----
  
 
[[Category:News File]]
 
[[Category:News File]]

Latest revision as of 23:35, 11 February 2023

What Advantages Are

The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff "please", or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:

Breadth of Advantages: The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters who continually accrue new things through play for a long time.

Narrative impact of Advantages: The Advantages system establishes what a character Actually Does on the grid, how central doing them is to the character, and how effective they can expect those things to be in narrative. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers, or measurements.

Using the framework below, a player maps out the major things that the character can do, in the sense of "stunts", "special actions", "contextual buttons", etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.

In essence, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.

Advantage Structure

The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent "Advantage power", but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:

●: A one Pip Advantage is a trait, tool, ability, or skill, suitable for solving problems outside the scope of what an average person can handle. The character can expect to successfully deal with minor and moderate challenges, but struggle to deal with serious obstacles with only these Advantages.

Examples of these look like Jotaro's physical strength and toughness, Kamina's swordsmanship, Doctor Strange's medical genius, Kirito's ALO avatar spells, Zuko's lightning redirection ability, Emiya Shirou's reinforcement magecraft, Steve Rogers' firearms training, and similar.

●●: A two Pip Advantage is one of the character's strong points, which allow them to tackle the broad variety of challenges they face with reliable success. The character might be able to get by without these Advantages for a while, but they're valuable and effective tools in their kit.

Examples of these look like Batman's batmobile, Link's secondary gadgets such as the hookshot/mirror shield/hover boots, Captain Picard's phaser, Cloud Strife's Materia magic, Anakin's starfighter piloting, Leon Kennedy's stunt driving, Weiss Schnee's summoning ability, and similar.

●●●: A three Pip Advantage is something iconic, central, and/or defining to the character. These Advantages claim the lion's share of a character's narrative weight, are likely where a character has sunk most of their focus and/or potential, and they would be unrecognizable without them. These can be expected to suffice in any situation where it's reasonable for a PC to succeed with hard work.

Examples of these look like Superman's superhuman physique and flight, Darth Vader's lightsaber skills and Force powers, Goku's martial arts and ki techniques, Saber's Excalibur, Tony Stark's Iron Man suits, Solid Snake's stealth skills, Alucard's immortality, and similar.

None: An Advantage without any Pips is an Incidental Advantage. It has no important function in scenes. It exists as pure flavor, VFX, a neat benefit that doesn't meaningfully translate to an advantage in RP, or something with borderline superfluous utility.

Examples of these look like Sonic's skating skills, John Egbert's absurd inventory mechanics, C3P0's language and diplomacy protocols, Frieza being able to breathe in space, and similar.

4/5●: A four or five Pip Advantage is an area of excessive hyperfocus where the character overwhelmingly specializes. They're exceptionally impressive in use, but mostly indicate when a character has pushed a single capacity well beyond the point necessary to overcome related challenges. These usually belong to extremely narratively focused characters as their One Thing.

Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that all problems within the scope of a scene are three Pip-resolvable at most. Advantages past three Pips are always "extra"; the only new functionality they enable is self-starting, out of scope ideas.

Examples of these look like the Incredible Hulk's strength, the Flash's speed, Wolverine's regeneration, Rock Lee's taijutsu, Megaman's mega buster, and similar.


All characters have 38 Pips in total. This can be increased to a small extent by the addition of Flaws, as described in our Disadvantages article. There isn't any strict policy by which we dictate where a character is allowed to put theirs in which powers; a large part of applying for Advantages comes down to the player's perception of which things are most important or fun about a character.

A character cannot have more than 6 ● Advantages, more than 6 Incidental Advantages, less than 3 or more than 8 ●●●+ Advantages.

It costs 2 Pips to push an Advantage above ●●●, and another 2 above ●●●●. No more than 8 Pips can be spent pushing any Advantages above ●●●. In practice, this means that if a character has any ●●●● or ●●●●● Advantages at all, the maximum is 5/5, 5/4/4, or 4/4/4/4.

A character with fewer Advantages, who doesn't spend all of their Pips, can convert the rest to Vanity Pips. As per their name, Vanity Pips don't do anything concrete, but they highlight and emphasize which Advantages matter most, and should be given some extra spotlight where possible. Any Advantage can have any number of Vanity Pips, which don't cost extra above ●●●.

In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing Advantage trappings, but otherwise, the player can write whatever they like.

Characters may also elect to use a small number of pre-written Advantages of generally minor or factionally aligned distinction, called Sub-Advantages, using a separate pool of 4 Pips, which may be increased slightly in the same way. The list of available Sub-Advantages is available further down.

Applying for Advantages

All Advantages should also be organized into thematically related groups, labeled with a header. This can include its own flavor or fluff text, but at bare minimum, it needs a title. You can group Advantages however you like, but don't leave loose Advantages scattered around the section on their own, or Advantages without trappings.

Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of 3800 characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.

Trappings should not use theme-specific jargon. A player who is unfamiliar with your theme should be able to understand what they mean. You may briefly explain any exclusive or unique terms within the trapping itself if the jargon is essential to include.

Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a "Peerless master swordsman, unmatched by any man" on a ● Advantage is self-evidently dumb. If an Advantage name ends with an extender (Advantage - Category) then you need to name what it applies to. The same Advantage may be bought multiple times with different categories. Other Advantages cannot; please don't add category extenders to Advantages that don't have them.

An Advantage marked Protected is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our "something happens is better than nothing happens" policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than "something to work with", if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.

Some Advantages come with a Surcharge. These are Advantages with much greater ability to bend roleplay around them than most. To buy this Advantage at ● or higher, the character has to pay an amount of extra Pips. Other advantages might have a Credit, which makes it less costly to bring niche Advantages up to a valuable level. These are free Pips automatically added to the Advantage once it reaches ●. Only the base number of Pips spent on the Advantage, without the Credit, counts towards any limits on how many Advantages of what rating a character may possess.

Advantage Formatting

A complete Advantage grouping looks like:

Black Magic:

Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.

Combat Options***(*): Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.

Debilitation**: In addition to damage, Black Mage can use the elements to weaken and hinder foes, such as lingering burns with fire, slowing cold auras with ice, brief stuns with lightning, etc.

Field Shaping*: (Combat Options***:) Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.

Use this formatting. Character generation is mostly processed automatically, and making up your own special formatting breaks the code unless we meticulously edit it by hand.

As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and before the colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go fully inside parentheses.

Minimum Expectation

When filling out your Advantages section, carefully read the entry for any Advantages you choose, and fulfill their requirements (if any). Applications with Advantages that fail to clearly meet any inherent requirements will be sent back for revisions with pretty much just a direct pointer to the requirements being flubbed. Since the minimum rules are right next to the Advantage's own name, staff aren't expected to reiterate and reexplain basic rules in every reply to every email. Staff offers detailed help for issues that aren't explicitly or implicitly pre-explained by these rules.

Non-Advantages

Some staple fictional powers don't appear in the Advantage list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broad thematic with a number of possible functions, and those functions themselves are the Advantages, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.

Access to things that anyone should be able to get, or which just don't ever matter, is also beneath the Advantage system. Nobody needs an Advantage to have a car, own a place to live, or carry tools a civilian could legally acquire.

Redundant Advantages

Advantages are concerned only with what the character does as a whole, and so they naturally compress otherwise extensive lists of powers or items into single entries that represent all of them. If it's difficult to group conceptually related Advantages without up bringing an Advantage you already have, you can reference it as a Redundant Advantage, which can be repeated at the same Pip rating or lower at no cost. For example, if a character has a grouping all about their personal combat tech with Combat Options to represent their firearms, and then a grouping all about their battle mecha, it's acceptable to repeat the Combat Options Advantage (in parenthesis) if they want the mecha entry to reference it having a pile of mecha firearms.

As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantages. No Advantage requires another Advantage to work.

Advantages A-K

Advantages A-K

Designation Trappings
Adaptation The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted. They are generally resistant or immune to both ordinary damage coming from the environment, and other health or safety risks posed by it.

Required: What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.
Investment: A broader range of environments, and/or greater protective strength against them.
Maximum ●●●
Related: Adaptation confers protection, not perfect suitability. You still require Flight to fly through space, Mobility to burrow through desert sand, etc. In some cases, Toughness or Resistance may allow a character to survive a danger in the environment that they otherwise couldn't, due to their heightened ability to handle damage, though the ability to handle damage won't eliminate the overall threat of hazardous environments.

Analysis The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.

Required: What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).
Investment: Information of greater breadth, detail, and/or obscurity.
Related: Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see Extraordinary Senses.

Anti - Power Genre The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.

Required: A well-defined "genre" of power that this Advantage applies to which is significantly more specific than universal catchalls like "magic" or "technology", and at least implicitly how another character would get around it (for instance, moving out of a suppression field).
Protected: Always.
Investment: Stronger interference.
Related: This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See Resistance for personal protection.

Arsenal - Melee/Ranged/Named The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.

Required: A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.
Credit: ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.
Investment: More powerful or more complex special attacks.

Arsenal - Melee strictly contains attacks that are used in close range combat, with some extra leeway in how they're utilized as a close combat stunting ability.

Arsenal - Ranged can contain attacks that work at long range, but are strictly damage delivery mechanisms and nothing else, however fancy or complex they are.

Arsenal - Named may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.
Related: Not every character that can fight will need Arsenal to represent it. The majority of characters lean on Combat Options, which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or Weapon Mastery, which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.

Bane - Target The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.

Required: A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.
Credit: ● for no more than two Banes.
Investment: More severe effects against the chosen enemy type, clearly in service of "fighting an enemy".
Minimum ●
Related: The trope kind of expertise that usually goes with the "monster hunter" archetype is easily represented with Analysis or Knowledge. A Bane doesn't give them special information about a target.

Buffs The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.

Required: The specific arena(s) of effort the character can improve upon.
Investment: More powerful buffs, and/or slightly broader applicable tasks.
Related: The thing that fully gives other characters full Advantages is Share Powers.

Combat Options The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at "a heat seeking missile" or "chain lightning". The character is presumed to be competent enough at using this Advantage to be an effective attacker.

Required: A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.
Investment: A broader range of attack themes and types, and/or more powerful and impressive attacks.
Related: Attacks with major gimmicks or heavy individual importance fall under Arsenal. Attacks that cause status effects will likely use or include Debilitation. Significant all-around skill with specific weapons or combat styles falls under Weapon Mastery.

Control Immunity The character is immune to being subjected to mind-altering effects. This can be a result of incredible willpower, psychic insulation technology, etc. This advantage is distinct from Reading Immunity and Intrusion Immunity in that it prevents the user from being controlled or altered, but not mind reading as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-altering effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy "do not have Advantages", a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a strong resilience to all mind control and equivalent effects.

Required: N/A, though it's encouraged to provide what the theme of the immunity is.
Investment: Immunity to higher tier effects, from both PC and NPC sources.
Minimum ● Maximum ●●● including Credit.
Credit:
Related: If the character would possess both this Advantage and Reading Immunity, Intrusion Immunity is intended to be the more efficient choice for a character that is going the extra mile in their investment.

Communication The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.

Required: N/A
Investment: This Advantage can only be purchased for ●
Related: To intuit information that another entity isn't communicating, Mind Reading or Mental Intrusion is usually appropriate. Lifting information from things that don't communicate at all is usually doable with Hint.

Contract The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in this article.

Required: N/A
Protected: Always.
Investment:Increases number of possible Contracts and how many pips of Advantages are shared.
Minimum ●
Related: The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still Share Powers.

Conveniences The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than "what a middle-class citizen of New York would carry on their person", such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.

Required: N/A
Investment: The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.
Related: Having casual access to normal items of a significant grade of utility frequently entails Wealth, or an associated Skill with which it'd be used, such as a Skill in medicine to have automatic access to professional medical equipment as a prerequisite.

Cure The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of "taking damage", beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.

Required: The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.
'Credit: ● if the character already possesses Healing at ●● or higher. Only one Credit may be claimed between Cure and Healing.
Investment: A greater breadth of curable maladies and/or greater efficacy in curing severe ones.
Related: If you're looking to heal someone from the damage they've taken, Healing is it. If the character themself shrugs off status effects on their person, see Immunize.

Debilitation The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.

Required: The overall thematic of the debilitating effects the character inflicts, with clear bounding.
Investment: Greater variety and/or potency of effects.
Related: An effect that would take someone completely out of an interaction, like "realistic" paralysis, strictly falls under Incapacitation. For something that directly suppresses a specific kind of power, see Anti. Though generic "poison" or "burn" conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; Combat Options or Arsenal would deal real damage.

Deconstruction The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that "fails the save" is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.

Required: N/A
Protected: Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.
Investment: The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.
Minimum ● There's absolutely no point to an Incidental Deconstruction.
Related: Any kind of damage-dealing Advantage, such as Combat Options, Arsenal, an appropriate Weapon Mastery, or perhaps even a relevant Skill such as for demolitions, can break or destroy something in a standard way.

Defensive Paradigm The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.

This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.
Required:The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.
Investment: An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on "everything, unless".
Related: There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. Defensive Paradigm exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with Teleportation who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with Speed and Weapon Mastery at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.

Disguise The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.

Required: Who or what the character can disguise themself as.
Protected: Impersonating another PC.
Investment: More convincing and comprehensive disguises. A simple "alter ego" is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.
Related: Adopting an appearance meant to hide the character from even being see is certainly a type of Stealth rather than being "disguised" as a bush or something.

Entry Methods The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.

Required: The general variety of security measures or obstacles, manmade or incidental, that the character can get past.
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.
Investment: The ability to gain entry to harder to reach areas.
Related: A character that simply goes right through walls would be looking for Intangibility instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at Field Shaping.

Extraordinary Senses The character is able to pick up on some sort of sensory "cue" or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&D "detect spells", fit the bill here.

Required: What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like "night vision goggles" doesn't necessitate one. This cannot simply be declaring a target of choice and writing "I sense it"; being able to sense auras of evil-aligned magic is not the same as "I sense evil people". The sole exception is the common and generic "I can see ghosts".
Investment: A greater range of extra sensory cues and/or heightened awareness of them.
Related: This Advantage picks up an element of the scene that would otherwise go unnoticed (a "cue"). To get a bunch of new information about something the character is already aware of, see Analysis. This may and can result in an Extraordinary Sense making a character aware of a new cue, thus becoming a valid thing to analyze.

Field Shaping The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.

Required: How the character can influence the field, in a strongly bound way.
Investment: A greater range of effects and/or alterations of greater scope.
Related: The Advantages Arsenal or Combat Options can be used to create deadly hazards, while things like Debilitation can create tactically advantageous zones. Toughness might create large shields to protect others. Teleportation is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like Buffs or Share Powers.

Flight The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.

Required: N/A
Investment: Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.
Maximum ●●●
Related: Gaining greatly increased speed via flight still requires Speed. Stunting around difficult or hazardous terrain that would impede flight still requires Mobility.

Hacking The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.

Required: N/A
Credit:
Investment: Access to more secure devices and greater control.
Minimum ●
Related: The complete, dictatory hacking of sapient mechanical entities still requires Mind Control or Mental Intrusion. While hacking the physical functions of these entities is within Hacking's wheelhouse, actual invasive control or reading of someone's mind is still a protected space, and cannot be gotten "for free" with this Advantage.

Hammerspace The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.

Required: N/A
Investment: Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.
Maximum ●●●
Related: The idea of catching and reusing attacks is covered by Defensive Paradigm or Power Copy. The stuff usually inside the hammerspace itself still requires Advantages.

Healing The character can heal injuries and damage sustained by people or creatures. This Advantage concerns "HP loss" and only strictly related symptoms. Targets are not necessarily required to be strictly organic.

Required:N/A
Credit: ● if the character already possesses Cure at ●● or higher. Only one Credit may be claimed between Healing and Cure.
Investment More effective healing.
Related: If the character heals on their own, or heals themself, Regeneration is needed. Cure is the Advantage for removing "status effects" or things like diseases.

Hint The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.

Required: An idea of where the Advantage can gain information and of what kind.
Investment: More detailed information and/or a greater variety of appropriate situations.

Minimum ●. Minimum ●●● for obtaining information about things one or more scenes in advance. Maximum ●●●. Hint cannot be an Incidental Advantage.

Related: To gain information about something of specific interest, look at Analysis, which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, Extraordinary Senses may be appropriate.

Illusions The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.

Required: The scope of what can be faked, and what can give them away.
Protected: Impersonations of other PCs. Investment: Larger/more complicated/more convincing illusions that might deceive more senses.
Related: Illusions can't be used to make a character or object simply disappear; this is a function of Invisibility. Likewise, though illusions might help greatly with sneaking, Stealth is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.

Immortality The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a "Catch"; a set of criteria where the character can actually die for real, or is otherwise "not a Player Character anymore"; there is no infallible immortality on MCM.

Required: The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.
Investment: The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.
Minimum ●, Maximum ●●●
Related: Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need Regeneration to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use Toughness.

Imperishable The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.

Required: Which basics the character is not affected by.
Investment: Imperishable is always an Incidental Advantage.
Related: The corner case of "not needing air" can only be significant defense against hazards with Advantages like Adaptation or Resistance.

Immunize The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.

Required: The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.
Credit: ● if the character already possesses Regeneration at ●● or higher. Only one Credit may be claimed between Immunize and Regeneration.
Investment: Greater resilience or purging of more powerful and/or varied status effects
Related: In all ways, this Advantage is the self-affecting version of Cure. The same relations apply, such as needing Healing to gain back "HP" or restore damage.

Incapacitation The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or "remove from combat" conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.

Required: A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.
Protected: Making transformations to other characters.
Investment: Dealing more "incapacitation damage", in terms of applying it more swiftly and reliably.
Related: In some cases, it might be appropriate for a user of Weapon Mastery to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. Debilitation is a better source of weakening and impeding an enemy for an immediate advantage.

Intangibility The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&D using astral projections. Brief Intangibility may be used to stunt avoiding attacks, but since invincibility isn't a permissible Advantage on MCM, any form of Intangibility the character can maintain for long enough to be "unattackable" is automatically susceptible to all attacks the character usually is.

Required: N/A
Minimum ●● Maximum ●●● including Credit.
Credit:
Investment: The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively.
Related: If the character becomes intangible primarily for the purposes of reducing or negating harm, Defensive Paradigm, or possibly Toughness, are likely more appropriate.

Intrusion Immunity The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard "opt out" of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.

Required: N/A, though it's encouraged to provide what the theme of the immunity is.
Investment: Immunity to higher tier effects, from both PC and NPC sources.
Minimum ● Maximum ●●●
Related: In certain cases, it might be plausible to cure or shrug off "mental status effects" inflicted by mental influences, using specialized Cure or Immunize instead of needing this Advantage. These other Advantages never reject the primary effects of things like Mind Control, Mind Reading, or Mental Intrusion, but may be justified in healing harmful madness, trauma, delusions, etc. Furthermore, characters who have an immunity or especially strong resistance to having their thoughts controlled or altered, or read in some way, would want to opt for Control Immunity or Reading Immunity instead. The Advantages are intentionally there to be more affordable ways of representing a character with special mental resilience; most characters will not require the fully costed blanket package.

Invisibility The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.

Required: N/A, though without further description, the invisibility is assumed to apply only to sight.
Investment: Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.
Surcharge: ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.
Related: Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. Stealth covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.

Knowledge - Field The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.

Required: A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague "knows a lot about a thing" won't fly; it has to have examples of an obvious impact.
Investment: Broader and more detailed knowledge with greater practical impact.
Minimum ● Maximum ●●● Trivially accessible knowledge is something any character can have.
Related: A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.

Advantages M-W

Advantages M-W

Designation Trappings
Mental Intrusion The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.

Required: What types of influence the character has with minds.
Protected: Always.
Investment: More powerful and/or flexible effects.
Minimum ● Maximum ●●●
Related: Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see Mind Control or Mind Reading; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.

Mind Control The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing or editing memories.

Required: An idea of which kinds of control the character has over minds.
Protected: Always.
Investment: More powerful mind control.
Minimum ●● Maximum ●●● including Credit.
Credit:
Related: Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using Mind Reading. If the character possesses both abilities however, Mental Intrusion is intended to be the more cost efficient catchall.

Mind Reading The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.

Required: An idea of what information the Mind Reading extends to.
Protected: Always.
Investment:More far reaching and accurate information gathered.
Minimum ●● Maximum ●●● including Credit.
Credit:
Related: As with Mind Control, the completed suite of mind influencing abilities between the two is inherently cheaper with Mental Intrusion. Mind Reading and Mind Control exist as a subsidized spaces for a character to do one or the other for less cost.

Mobility The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.

Required: The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.
Credit: ● if the Mobility contains water-related or aerial stunts and the character already possesses Water Prowess at ●●●● or higher, or Flight at ●●●.
Investment: Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.
Related: Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require Adaptation; another example is that if they take a high speed fall from parkouring at height, Flight or Toughness would be what it takes to not splat at the bottom.

NPCs The character bit has the use of one or more entities besides the named central character themself. These "extra" beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.

Required: The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.
Investment: More powerful, effective, and generally relevant NPCs.
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.
●● NPCs are comparable to a "miniboss" or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.
Maximum ●●● NPCs can't be completely stronger or better than PCs.
Related: If the character's NPCs have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with Remote Viewing, or exploding suicide summons might just be a part of Combat Options.

Power Copy - Derivative/Mirror The character has the ability to make use of the Advantages of another character or the attributes and abilities of another target, in some form or imitation. Because Power Copying is an Advantage that can be almost any other Advantage, the full details of Power Copy are covered in their own article. This article is mandatory reading for characters who want Power Copy.

Investment:Power Copy - Derivative is always ●●● and Power Copy - Mirror is always ●●●●●
Surcharge: ●●●● for power Copy - Derivative, ●● for Power Copy - Mirror.
Related: There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.

Quantum Solution The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever "not being used". Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.

Required: A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.
Protected: Always.
Investment: Quantum Solution is always ●●●●
Related: No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, Hint can be a good source of prompts.

Reading Immunity The character is able to block out attempts to read their mind, directly or by similar dictatorial means of information gathering about their thoughts. This advantage is distinct from Control Immunity and Intrusion Immunity in that it prevents the user from having their minds read, but not being controlled or mentally altered as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-reading effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy "do not have Advantages", a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a serious obfuscation to various mind reading and equivalent effects.

Required: N/A, though it's encouraged to provide what the theme of the immunity is.
Investment: Immunity to higher tier effects, from both PC and NPC sources.
Minimum ●● Maximum ●●● including Credit.
Credit:
Related: If the character would possess both this Advantage and Control Immunity, Intrusion Immunity is intended to be the more efficient choice for a character that is going the extra mile in their investment.

Regeneration The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns "HP loss" and only strictly related symptoms.

Required: N/A
Credit: ● if the character already possesses Immunize at ●● or higher. Only one Credit may be claimed between Regeneration and Immunize.
Investment: More effective healing.
Related: If the character is able to heal other people with their powers, they require Healing to do so. Immunize is the Advantage for purging or shrugging off "status effects" done to the character.

Remote Manipulation The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.

Required: N/A
Investment: More precise and varied manipulation at distance.
Related: If the character's remote abilities vastly exceed their normal physical parameters, Strength or Superhumanity are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as Flight and Toughness.

Remote Viewing The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.

Required: A criteria that determines valid places for the character to view, as opposed to "the entire Multiverse."
Protected: Spying on PCs without their knowledge.
Maximum ●●●
Investment: Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.
Related: Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. Stealth would apply to this kind of Remote Viewing, or laterally, Invisibility.

Repair The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.

Required: A metric by which Repair is more limited than "any object fully and instantly."
Investment: Faster, more complete, more varied repairs.
Related: Repairs don't fix people. Even mechanical people. That requires Healing, Regeneration, Cure, or/and Immunize. In some cases Resurrection might be appropriate, like bringing a dead robot or AI person back online.

Resistance - Source The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.

Required: N/A. See some examples of valid categories in the appropriate section.
Credit: ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.
Investment: More powerful resistances.
Related: A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, Adaptation is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated Toughness with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by Intrusion Immunity requires that Advantage instead.

Resurrection The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.

Required: Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing. The criteria should ideally be clean and easy to judge, so that the distinction is quickly apparent and simple to both GM and roleplay around.
Investment: Resurrection is always ●●●●●
Related: Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely "defeated", dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are "clinically" dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require Immortality to do so.

Skeleton Catch The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. The target cannot be brought back to life by any means, including fiats of plot, or powers that aren't technically either Immortality or Resurrection. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.

Required: N/A
Investment: Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.
Related: Skeleton Catch is not in of itself a mechanism of killing things. It doesn't pierce Toughness, negate Regeneration, or otherwise factor into how easy it is to kill a target; you still require the means to finish them off first, such as Combat Options or Weapon Mastery. If you don't know what a Catch is, read Immortality.

Skill - Field The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free Hacking.

Required: A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; "does magic" could mean anything.
Investment: Greater capability to accomplish difficult tasks
Maximum ●●●
Related: This Advantage is a sort of mirror of Knowledge, for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under Weapon Mastery and Vehicle Mastery respectively.

Share Powers The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.

Required: A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.
Credit: ● if he character already possesses Contract at ●● or higher.
Investment: Being able to share Advantages of an equal or lower Pip rating.
Maximum ●●●
Surcharge: ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.
Related: Any Advantage listed as an invalid target of Power Copy cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both Healing and Regeneration, or Cure and Immunize, at the same time; sharing Regeneration is healing another, sharing Healing with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, Wealth is required to do so.

Speed The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.

Required: N/A
Investment: Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.
Minimum ● Related: To get around places really well, rather than just really fast, use Mobility. If the character only has some sort of super fast defense, see Defensive Paradigm for things like precognitive dodging or parrying bullets.

Split Actions The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.

Required: N/A
Investment: By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively "doubling their attendance". This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.
Minimum: This Advantage is always ●●●
Related: The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.

Stealth The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers "doing things stealthily" as a whole, rather than just moving around unnoticed. Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.

Required: N/A
Investment: More effective stealth.
Related: The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of Invisibility.

Strength The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.

Required: N/A
Investment: A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.
Minimum ●
Related: Speed and Toughness are essentially counterparts to this Advantage.

Superhumanity The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being "generically" all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.

Required: N/A
Investment: A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.
Related: To emphasize a particular attribute instead of a whole, "generic" package, see Strength, Speed, and/or Toughness. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by Extraordinary Senses.

Survival Skills The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to "living off the land", or else abilities that trivialize it, like creating food and clean water with magic

Required: N/A
Investment: This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.
Related: For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see Adaptation.

Teleportation The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.


Required: The limitations to where the character can teleport, essentially a description of why the character can't teleport "anywhere and everywhere in the Multiverse". The trappings cannot be written along the lines of the character "being so fast they move instantly", or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.
Investment: ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of "flash step" or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. Incidental Teleportation is limited to limited fast travel-style transit to points of interest, and casual intros/exits from scenes.
Surcharge: ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.
Related: If the character can go through walls and such without instant travel, see Intangibility. If the character can do other things than "get to point B" seemingly instantly, you'll need Speed instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want Field Shaping to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of Defensive Paradigm.

Temporal Acceleraton The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.

Required: N/A
Protected: When applied to PCs or their possessions as per Deconstruction.
Investment: Applicability to more narratively impactful targets.
Maximum ●●● including Credit.
Credit:
Related: Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require Speed or Superhumanity, and Share Powers is required to lend the full weight to others. Buffs may be a substitute for generically increasing speed as part of an overall increase in competence.

Time Loops The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much "being further along the line" matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.

Required: N/A
Investment: Minimum ●●●
Related: While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of "the progression of time being able to solve it". For a "silver bullet" to just about any challenge, see Quantum Solution, which contains a maximum use of once per scene.

Time Stop The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of "super speed", differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the "super fast" adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.

Required: N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs "a save", as per our Intensity of Effect rules.
Investment: Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.

Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.

Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures and Homura Akemi from Puella Magi Madoka, are credible examples.
Surcharge: ● for ● Time Stop, ●● for ●● Time Stop, ●●● for ●●● or higher Time Stop.
Related: Time Stop, by its nature, overlaps with small sections of functionality from Invisibility and Teleportation, but cannot seriously supplant them; the character cannot simply "be invisible" for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; Stealth is still required to do most major things "without anyone knowing it happened", instead of just "without anyone seeing the character do it".

Toughness The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just happen to have a lot of spare blood and are good at ignoring pain, what matters is that they have significantly greater metaphorical HP, and can take a lot more damage before falling.

Required: N/A
Investment: Greater defensive strength. This may render lesser attacks largely or completely ineffective, but most of the strength of rating goes into not falling over when hit with what would be large amounts of damage.
Minimum ●
Related: To be "too tough" to suffer ambient conditions or hazards, the character needs Adaptation. For powerful or full protection against narrow sources of damage, or things that aren't strictly damaging, see Resistance. If the character is "tough" because they're really good at defending themselves, likely see a Weapon Mastery or Defensive Paradigm. These Advantages are typically better at mitigating or negating damage, and less applicable to taking it.

Unlimited Activity The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.

Required: The resource or resources the character has in abundance.
Investment: Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.
Related: If a character doesn't need even the bare basics of life to keep working, they require Imperishable.

Vehicle Mastery - Type The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.

Required: The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.
Investment: Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.

Water Prowess The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.

Required: N/A
Credit: ●●
Investment: Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.
Related: This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a Mobility and/or Adaptation, which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by Toughness or Resistance.

Weapon Mastery - Type The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.

Required: The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.
Investment: Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more "just for show" than usual.
Related: A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with Combat Options, or if they have a special technique or two, Arsenal - Melee and/or Arsenal - Ranged.

Wealth The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.

Required: N/A
Investment: Greater wealth.
Related: The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need NPCs.

Advantage Category Examples

Advantages with - Categories are bounded to a maximum limit of what they can contain in one Advantage. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Advantages like Resistance - Everything. To help judge acceptable categories at a glance, we've listed a number of examples below. These are not complete entries. The categories themselves are valid, but the contents aren't trappings. Don't copypaste the whole thing.

Bane

Immortality

Knowledge

Resistance

Skill

Vehicle Mastery

Weapon Mastery

Rules on Trappings

While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory. These are necessary to make sure Advantages do what they say, and not accidentally something else.

Jargonization

Advantage trappings must be understandable even to players with no knowledge of the character's source media. Any special terms and theme jargon appearing in Advantages must be (briefly) explained, or made implicitly clear what they are (ex. "Shinra Inc." is clearly a fictional corporation, but "Shinra" is not), including ordinary words used as proper nouns by the theme (ex. a Meister, a Doll, a Dragon, the Filth, the Flood, the Warp, etc.).
Words that are conspicuously capitalized as proper nouns will be assumed to be theme jargon, and require explanation.

"Conceptual" and "Molecular" Terms

Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing "conceptual" language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.

The Et Cetera Rule

For the same sake of Advantage clarity, using “etc.”, “and so forth”, and other thought extenders, should only be done in the context of a tight grouping of examples that obviously relate.

-Acceptable: “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.

-Unacceptable: “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.

Hard Numbers and Figures

In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. "Lift a semi truck", "sprint as fast as a car", or "melt holes in battle tanks" are useful and acceptable alternatives.

Meta Reference and Rules Restatement

Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.

Advantage Policy

As MCM allows an extremely wide variety of characters and character abilities, for the sake of keeping things sane and fun, there are a few universal rules that Advantages must abide by.

Non-Player Characters Don't Have Advantages: The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.

Threat to Player Characters: MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to "switch off" the potential for consequences to a character.

Intensity of Effect: Almost no Advantages are absolute. When someone “attempts to do a thing to you”, it's preferable for “something to happen” rather than “nothing to happen”, but we leave specifics to the affected player. Transparently, there isn't, and shouldn't be, any way to enforce through rules that Avada Kedavara automatically kills any target, or an Exalted Perfect Defense automatically negates any attack.

Range of Effect: Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.

Scope of Effect: In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.

Interaction with MUSH Meta-Elements: Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.

Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.

On Gestalts: Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC when all constituent members are participating in something. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, all individuals in the gestalt must be represented in the bit's Trouble; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate "life bar" and/or resource pool like any PC.

On Force Fields and Energy Shields: Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.
When these Advantages are played, we require that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of "okay, now this enemy/hazard matters to me".

Anti-Consequence Advantages: Advantages that exist to prevent other characters from being able to affect their desired target, or generally do things to the scene, are not permitted on grounds of being dictatory and/or anti-RP. An easy example of this is the barrier field magic from the Lyrical Nanoha series, which shunts combatants to a dimensional space where they cannot affect the real world.

Implicit Limitations: Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Combat Options, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under a Combat Options Advantage for the others.

On a related note, there is no such thing as Advantages that implicitly exist. Robot NPCs don't confer a free version of Skill - Computers because "logically the character should be a computer wiz to make robots".

Sub-Advantages

A Sub-Advantage is a specific, pre-written example of a possible Advantage which is distinguished by being some combination of common, flavorful, limited, low-key, and generally harmless, but which is often in demand. These types of Advantages have non-Incidental utility, but are usually both low priority and nearly unavoidable to many characters, especially FCs. By designating them as Sub-Advantages, MCM offers a very small pool of surplus Pips to essentially subsidize Advantages that we really just don't mind letting people have in moderation, so that players can spare that bit of extra space for things they're more enthusiastic about.
Additionally, there are some Sub-Advantages which are available exclusively to characters in certain factions. These Sub-Advantages tend to be narrower and closer to "real" Advantages, because they exist to enable a character to more easily participate in things they'll often encounter when acting in a faction's interests. In other words, they're there so that a Watch character can participate in covert activity RP or a Paladins character can participate in civilian support RP without having to skew their Advantage budget just to fit in.

In addition to their full set of Advantages, characters are allowed up to 4 Pips of Sub-Advantages, or 6 Pips if they have an optional Flaw. Overall, Sub-Advantages are not subject to normal Advantage structure. There is no minimum to the number of Sub-Advantages, nor is there a maximum of certain ratings. Different Sub-Advantages can be taken multiple times even if their root Advantage overlaps with each other, or with real Advantages already purchased by the character, so long as they have a different category extender. Sub-Advantages do not count Credits or Surcharges, nor do they count against any maximums or minimums for any of the character's other Advantages.

Sub-Advantages cannot be customized; they are picked from the list as-is. Since Sub-Advantages are universally the same, they don't include the trappings on the character's sheet; the player should only enter the name and rating. Multiple instances of the same root Advantage may simply list their category extenders in sequence, separated by commas. This saves players space on trappings they don't have to specify. Otherwise, Sub-Advantages are added to a character application just like normal Advantages, including their ratings, differing only by not needing trappings.


Sub-Advantages

Designation Trappings
Adaptation - Common Terrestrial● The ability to endure common terrestrial extremes, such as desert heat and cold, and middling undersea pressures. Includes the ability to filter mildly toxic atmosphere and breathe underwater. Essentially covers earth-like environmental hazards that could be handled by a prepared adventurer.
Adaptation - Space● The ability to endure zero atmosphere conditions, moderately dangerous gravity or pressure, and interplanetary radiation. Includes the ability to breathe in airless environments.
Bane - Hellsing Special●●● The ability to produce, once per scene, the vulnerability of any present monster, provided that it could have plausibly been studied, observed, or sourced from locals or recorded material, at a prior point in time, without involving major risk or expertise. Means to circumvent immortality that could be bypassed by Skeleton Catch rated no higher than 1 is explicitly considered a vulnerability for this purpose. This ability can always be used to at least find a useful tool to help in handling non-player monsters.
Buff - Party● The ability to mildly boost the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.
Communication● The ability to make one's self understood to others with whom they do not share a language, as well as understand others regardless of language barriers. Applies to written language as well.
Cure - Party● The ability to remove mild impediments to the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.
Disguise - Worker● The ability to quickly or instantly change into replacement clothes and believably impersonate the low-level personnel of fairly secure locations.
Entry Methods - Rebel● The ability to jimmy locks, acquire passwords, and otherwise bypass basic security measures, to gain entry-level access to secure locations, equivalent to a skilled amateur or self-taught guerilla.
Extraordinary Senses - Auditory● The ability to hear with great sensitivity and detail. Examples are listening to conversations through walls, clearly hearing small movements at a moderate distance, and picking up sounds mildly outside the human range of hearing.
Extraordinary Senses - Magic● The ability to sense the presence of magical energies, determine whether an object is enchanted or magical in some way, and pinpoint where spells are being cast, or have recently been cast, nearby.
Extraordinary Senses - Olfactory● The ability to clearly identify individual scents and tastes amongst others, to identify the presence of poisons without inhaling or consuming lethal quantities so long as they aren't tasteless and odorless, and to identify or track others by scent at a medium distance or with a reasonably recent trail.
Extraordinary Senses - Visual● The ability to perceive things moderately far away in telescopic sight, nearby things as if through a magnifying glass, and see clearly at night and in conditions no worse than moderate fog.
Hacking● The ability to access and manipulate without authorization machines of low to middling complexity and security, equivalent to a skilled amateur or self-taught black hat.
Knowledge - Computers●● The ability to find evidence of forced entry, operate unfamiliar systems, analyze programming, and track someone by their internet activity.
Knowledge - Law and Customs●● The ability to generally navigate the legal frameworks and various traditions of the multitude of worlds within Sector Zero. Encompasses both things like understanding individual rights and how to interact with local authorities, and things such as broader navigation of local bureaucracy and getting in touch with important figures.
Knowledge - Occult●● The ability to identify common to uncommon supernatural phenomena and entities, know favored items to negotiate with or repel said entities, intuit meaningful information present in mythic and occult allusions, and decode ciphers or symbolism in arcane or esoteric texts.
Knowledge - Tactics●● The ability to anticipate or arrange ambushes, reasonably accurately interpret an organized or predictable enemy's movements ahead of time, read into goals and strategies through a group's actions, identify naturally defensible positions, and draft effective strategies for engaging known foes.
Repair - Improvised● The ability to jury rig functionality back into devices of light to middling complexity for a single action's worth of usage, after which the device breaks again.
Repair - Improvised●● The ability to jury rig functionality back into devices of simple to middling complexity for a single scene's worth of usage, or, to jury rig functionality back into devices of middling to high complexity for a single action's worth of usage, after which the device breaks again, and cannot be jury rigged again.
Remote Viewing - Gadgets● The ability to surveil distant areas with better than store-bought drones, cameras, microphones, and motion sensors, as well as to efficiently monitor them with little of one's attention, and to identify ideal spots to place them.
Resistance - Cold● The ability to ignore a mild amount of damage and affliction caused by direct or environmental cold.
Resistance - Cold●● The ability to ignore a large amount of damage and affliction caused by direct or environmental cold.
Resistance - Cold●●● The ability to ignore a majority of damage and affliction caused by direct or environmental cold.
Resistance - Electromag● The ability to ignore a mild amount of damage and affliction caused by direct or environmental electricity and radiation.
Resistance - Electromag●● The ability to ignore a large amount of damage and affliction caused by direct or environmental electricity and radiation.
Resistance - Electromag●●● The ability to ignore a majority of damage and affliction caused by direct or environmental electricity and radiation.
Resistance - Heat● The ability to ignore a mild amount of damage and affliction caused by direct or environmental heat.
Resistance - Heat●● The ability to ignore a large amount of damage and affliction caused by direct or environmental heat.
Resistance - Heat●●● The ability to ignore a majority of damage and affliction caused by direct or environmental heat.
Resistance - Toxic● The ability to ignore a mild amount of damage and affliction caused by direct or environmental poisons and diseases.
Resistance - Toxic●● The ability to ignore a large amount of damage and affliction caused by direct or environmental poisons and diseases.
Resistance - Toxic●●● The ability to ignore a majority of damage and affliction caused by direct or environmental poisons and diseases.
Stealth - Hunter● The ability to hide in unpopulated settings to a modest degree. Blending in with the environment, moving quietly, minimizing one's profile, and effectively lying in wait.
Stealth - Rebel● The ability to infiltrate to a modest degree. Going unseen by moving from cover to cover, blending with small groups, keeping a low profile and avoiding drawing attention to one's self.

Concord

Designation Trappings
Contract - Concord●● The Concord's many contracting, logistics, and acquisitions specialists can provide large scale backing to groups who are willing to support the Concord's interests. The nature of backing provided is tailored to be within the realm of the Concord negotiator's familiarity, and these contracts can only be negotiated with NPCs.
Hammerspace - Concord● The Concord provides various portable containment devices to safely transport excessively large, fragile, or hazardous acquisitions in a space no larger than a briefcase, which are secured to only open for the designated carrier and have nearly bottomless carrying capacity. Also provided are miniaturized or space-enhanced upgrades or versions of their equipment to multiply the user's carrying capacity.
Mobility - Concord●● The Concord's elite outfitters provide numerous wearable and discreet technological and magical mobility options to promote client safety and efficiency, analogous to classic super thief or special operative gadgets.
Wealth - Concord●● The Concord's DORADO BLACK Card provides a universally usable and astoundingly high credit limit that magically and technologically enforces itself.
NPCs - Concord●● A personal staff of suits, toughs, personal assistants, chauffeur, etc. It is an executive entourage customized to support the client's strengths.

Paladins

Designation Trappings
Analysis - Paladins●● The ability to call in Paladins SITREP to break down the relationships and dynamics of the figures and factions of a given locale, describing the potential humanitarian and political effects of their efforts, and identify major obstacles to them.
Cure - Paladins●● The ability to call in humanitarian specialists equipped to assess and eliminate public health hazards such as diseases and poisoning, treat chronic health issues, and engage in first response to debilitating traumas like gas exposure or hypothermia.
Healing - Paladins●● The ability to call in an ERT with a general-purpose healing kit that allows them to administer medical treatments to most common life forms in the Multiverse.
Repair - Paladins● The ability to call in an emergency reconstruction team with tools and materials to quickly assess and rebuild damaged civilian-grade infrastructure back to a minimum functional level.
NPCs - Paladins●● A unit of special forces specialized in search and rescue, equipped with light power suits tuned to complement and mirror their commander's combat and personal abilities.

Watch

Designation Trappings
Deconstruction - Watch● The ability to call on a covert cleaner belonging to the Watch, who will sterilize scenes, dispose of evidence, and erase records and logs of one's activities, so long as there is a safe and unsecured route to and from the site.
Entry Methods - Watch●● The ability to call on local Watch assets and sympathizers to leave back doors open, disable security systems, get a set of janitor's keys, cut power lines, or any other reasonable physical effect that could be achieved by having a few locals prepared to intercede semi-unobtrusively with whatever is physically available to the average person there.
Field Shaping - Watch●● The ability to call on local Watch assets and sympathizers to alter the landscape of an area in subtly convenient ways. Trucks backed out of alleys at convenient moments, highways clogged by big rig truckers, trains delayed or accelerated, etc.
Hint - Watch●● The ability to call on the Watch's network of informants and mission organizers to find people in need, get information about their current enemies and problems, and guidance in reaching secure objectives or performing clandestine activities regarding a major enemy.
NPCs - Watch●● Support from fellow cells of the Watch. A disorganized and mismatched rabble composed of individual members of Watch sub-organizations, themed according to current faction composition.