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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 also prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters continually accruing new things in play for a long time.

Narrative impact of Advantages. The Advantages system establishes what a character Actually Does on the grid, how central that being able to do them is to the character, and how effective they can expect them to usually be. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers or measurements.

Essentially, 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 specific means through which the character accomplishes them, using the framework below. As long as those check out with the system, the details, description, and flavor they want are all basically free. In other words, 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 Classification

All Advantages are first given a classification based on the Advantage's power, scope, and narrative relevance to the character. The core classifications fall into three tiers: Defining, Significant and Minor.


Defining Advantages those so centrally iconic to the character and vital to their struggles that they would no longer be the same character without them. These represent the core of the character's abilities, and where they would be sinking their metaphorical XP into. The Defining classification usually allows a greater ceiling of effectiveness for Advantages, so carefully consider how much an Advantage is used and how important it is to the character.

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.


Significant advantages represent a broader arsenal of tools and abilities that a character uses in various situations that call for them, rather than as their flagship way of tackling obstacles. While still very effective, the character could probably get by for a while without relying on them, and they're likely to shine best in certain circumstances instead of all the time.

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.


A Minor Advantage is something useful, but often more of a passive perk or situational tool that the character doesn't really rely on. They typically provide thematic flavour, unique conveniences, or occasionally allow for a very niche application, but don't have much narrative potency, and always lose out to a Significant or Defining Advantage.

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.

Advantage Structure

Each player character is limited to a grand total of:

Two Defining Advantages.
Four Significant Advantages.
A reasonable number of Minor Advantages, subject to request of being condensed. In practice, above 3 full Advantages is where evaluation begins, and above 6 full Advantages is almost never permissible.

Each of these Advantages is meant to be a concise chunk of a character’s overall abilities and toolset, containing a handful of conceptually related “tricks”, “stunts”, “applications”, “roles”, “talents”, or whatever you’d like to call them. These are almost never defined power by power, but are abstract representations of “as many of the character’s abilities as contribute to a single narrative niche”. For brevity’s sake, we call these areas of capability “Points”.

Each of these Advantages serves to bind together up to three Points into a conceptually related package; the Advantage itself is a thematic package, while the Points define what uses and applications it has in play.

In many cases, characters might have a singular ability, item, or other conceptually indivisible "thing" that has too many applications to fit inside a single Advantage and its three Points. This is fine. You can dedicate as many Advantages to it as you need until all of its Points are covered.i.e. A wizard divides his magic casting ability into "Offensive Spells" "Summoning Spells" and "Utility Spells" for a total of 9 Points of space to fit in all his magic.

In rare cases, a character might have a singular defining ability that doesn't relate to anything else. A huge part of their character might simply be their phenomenal strength or skill with a sword, and trying to cram conceptually unrelated tricks into the same space muddies it up. If this happens, you can leave the Advantage with only one Point. Mono-Point Advantages, informally, are understood to get a little more respect, efficacy, and leeway, for their focus.

Lastly, a character could theoretically be so broad in their capabilities that they cannot fit all of them into 6 Defining and 12 Significant Points. It's up to player to compromise on this. “The movie version” of that character is our advice; apply for what the character would use on screen instead of everything in their bio. These changes are assumed retroactive and always the case.

Applying for Advantages

When writing Advantages on your Character Application, divide all the capabilities you want them to have into the Defining, Significant, and Minor categories, observing the maximum limit. Give each Advantage a name, optionally adding descriptive text of your choice beneath it, list out its Points beneath that, and write in their descriptive text beside them. An example is provided on the Application. Failure to use the demonstrated formatting can result in application rejection. Outside of it sometimes just being hard to read, our character generation code breaks if people misformat things or make up their own unique notation.

For brevity and ease, we refer to the descriptive text in Advantages and Points as "trappings". The trappings of an Advantage or Point are free space for you to detail whatever you like about the character's particular abilities, and your prime real estate for describing the character's cool traits. To keep things sane though, we do demand all trappings observe the following things:
Trappings must be no more than 240 characters each. If you find yourself struggling with this, make sure to use concise, understandable language that gets to the point, and look for places where you might be repeating yourself or adding unnecessary articles. We only flex this limit when it is absolutely necessary. 99.9% of the time, it isn't. If multiple Points necessitate being "on the same line", being inextricably tied together, their limits are naturally combined.
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 must meet any Required Text, if any exists for that Point. Please read the Required Text of a Point you're applying for, and satisfy it in the text.

All available Points are laid out in the following list. Though we do include a Wildcard option for things that just don't fit, historically, it's been used single digit times. The following should be considered more than capable of representing any given character. You aren't required to read the full list, but you should carefully read the full contents of the Points you're applying for; the necessary reading isn't very long, and will save you rejections and revisions.
Apply for Points by name, and note any redundant "free" Advantages with (Parentheses:). Free Points do not extend limits on trappings, and all free Points that don't fall in-line with another Point must be included in a single line with its own 240 character limit.
If a Point ends with an extender (Point - Category) then you need to name what it applies to. The same Point may be bought multiple times with different categories. Other Points cannot; please don't add category extenders to Points that don't have them.
A Point marked Standalone occupies an entire Advantage; it effectively costs 3 Points by itself.
A Point marked with a tier (such as Minor) can only exist within that tier.
A Point marked Consent is an Advantage that has an effect so binary or dictatory that our usual policy of "something happens is better than nothing happens" is diminished for it. It's generated with a tag that indicates certain applications of it are always acceptable for anyone to say no to, and pressuring it can be considered abusive.

Accepted Advantage Designations and Trappings

Designation Trappings
Agelessness The character does not age in the conventional sense, or ages at an arbitrarily extremely slow rate, such as with robots, Tolkien elves, and various immortals.

Required Text: None.

Analysis The character has the ability to intentionally examine a target and gain useful information and details about its nature and capabilities. High-tech scanners, classical psychometry, and magic detection spells are frequent examples, but determining someone’s recent activities by smell or instantly analyzing a machine’s function with raw intellect are equally valid ones.

Consent when studying PCs and/or their stuff.
Required Text: What kinds of targets the character is able to analyze (people, machines, landmarks, etc.) and what kinds of information are typically filled in by doing so.
Note: This Point is for intentional and targeted examination. For abilities that passively pick up on cues or simply look for things in a wide area, see Extraordinary Senses.

Anti - Power Genre The character can dampen, counter, or nullify the use of a certain kind of other power by their interference. By far the most common example of this in fiction is the concept of an anti-magic field, as well as counterspells and disenchantment, but other incarnations might include suppression of psionic powers, or use in wards or technology that block teleportation.

Consent except against other Consent Advantages.
Required Text: A well-defined “genre” of power that this Advantage applies to, of no more broad a category than Anti-Arcane, exemplified by hitting wizards with counterspells; or Anti-Psionics, exemplified by scrambling psychic powers. Should also include what means the character takes to counter these powers, and must at least implicitly include how another character could avoid or get around it (for instance, getting out of a magic suppression field).

Attack List - Melee/Ranged The character has a variety of damage-dealing abilities or weapons that are generally too numerous and relatively similar to deserve separate entries. This is a very common Point, seen everywhere from elemental JRPG spells, to Pokemon moves, to the high-tech arsenals of shooter or mecha protagonists, to the ki techniques of anime martial artists, to all kinds of named and typically shouted special attacks.

For the purposes of Advantage notation, Ranged indicates attacks that happen, deal damage, and stop, even if they can be or are used at point blank range. Melee is reserved for forms of attack that allow for complex close combat, usually being actual weapons, not not always. Basically, if you can stop a sword with the attacks on your list without an extraordinary feat skill, it’s probably Melee. Otherwise, it’s probably Ranged. Some bleed between the two is fine when a character has both, such as enchanting their weapons with attack magic.
Required Text: A solid idea of the theme the attacks follow and enough examples of outstanding gimmicks that any remainder can be easily inferred. The variety of attacks that be encompassed within this Point can be very broad, but it should still constrain itself to a coherent, overarching motif or classification.
Note: This Point is a heavily subsidized space that compresses large and unwieldy lists of weapons and spells down to a single Point. By doing that, this Advantage only covers the attacks’ ability to deal damage, and not any special effects and applications that might come with them. An ice spell will deplete the target’s HP bar, but not freeze an enemy solid without any other Points, and a laser cannon will slag enemy mecha, but it won’t snipe missiles out of the air on its own. If you want to add status effects, see Debilitation. For crazy weapon stunts, see Weapon Mastery. Note that the existence of this Point to represent weaponry does already imply a degree of proficiency in using it; an Attack List of weapons is justification in of itself to fight with them to a reasonable level of skill. Weapon Mastery is geared towards representing a wide variety of offensive, defensive, control, and scenery stunts with a weapon, whereas this Point is heavily geared towards large selections of weapons and/or special gimmicks/abilities/twists to their attacks. The two are considered equally effective at winning fights.

Bane - Target The character has immediate access to the typical weaknesses of an archetype of enemy, in as far they help in killing them, or a particular weapon or ability that is especially lethal against a specific class of foe. Typically, this Point is meant to indicate that the character probably has the necessary knowhow and gear on hand to exploit a weakness or Disadvantage that harms or weakens an applicable target (such as a werewolf and silver, a vampire and garlic, a fairy and cold iron, etc.). A World of Darkness Hunter carrying silver bullets and possessing True Faith to hunt modern-mythos supernatural evil is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of classical folklore, both of which should be taken as an indicator of the maximum breadth of this Point.

Required Text: A clearly defined and coherent archetype of applicable enemy. The criteria that define a valid target should be narrative and descriptive where possible; a vampire in one setting may be unholy and undead, but someone infected by nanomachines in the other, and merely share the name.
Note: There are some examples of acceptable archetypes later in this section.


The character can, through means magical, scientific, or otherwise, improve the effectiveness of others applied to a task in a general sense. The character does not grant new abilities wholesale to other characters, but rather enhances their existing abilities and basic performance within a given area, typically being combat, though not always. This always expires at or before the end of a Scene. Most videogame buffs fall under this banner, but other incarnations could be things like a technopath increasing the performance of their allies’ gear, or the trope wherein a character with unusually high magical energy serves as a battery for a proper spellcaster.
Required Text: The arena of interaction in which the character improves others. Combat buffs are the most common, but this can be reasonably bounded areas like general physical tasks, magic casting, building things, etc.
Note: For more involved empowerment of other characters, see Share Powers. Worth noting is that generic buffs to parameters like strength do not result in an increase commensurate to Superhumanity.

Conveniences The character has access to one or more convenient gadgets or powers, defined as being not significantly greater than “what a middle-class citizen of New York would be able to do with what they have on the street”. For the most part, it is absolutely unnecessary to note that a character has a phone or a laptop, but using telepathic messaging to communicate, or having a memory equivalent to a quick Google search of information, are flavorful alternatives with occasional niche benefits.

Required Text: None, though the general thematic of the conveniences should be clearly established.

Cure - Self/Other The character can heal or dispel abnormalities and afflictions that negatively impact another character, which fall outside the purview of the natural result of having taken a bunch of damage. Final Fantasy’s Esuna spell and Pokemon’s status clearing items are familiar examples, but this can be more realistically grounded in things like extensive surgical or toxicology skill. The affliction being cured need not be physical, so breaking curses and dispelling debuffs are far game too. This Point is effectively the direct opposite of Debilitation.

Required Text: The scope of abnormalities and afflictions that the character can cure.
Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as Share Power, so if the character has that Point as well , pick a default form of Cure and simply write its opposite into either set of trappings. Only take Cure twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Cure is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). Recovery of actual damage, see Healing.

Damage Reduction The character can survive significantly greater amounts of damage than a normal person, due to anything from armor to energy shields to protective wards to supernatural toughness. This is an extremely broad Point, and intentionally encompasses as many sources of “surviving damage” as possible, with the assumption they are relatively effective against almost all types of damage to some degree.

Required Text: None.

Debilitation The character can inflict temporary maladies and afflictions on other characters that significantly hinder or harm them. The video game versions of poison, paralysis, freeze, etc. as well as most kinds of debuffs are the usual suspects, but this Point is intentionally extremely inclusive. Naruto martial arts pressure point tomfoolery and powers such as Prof. Xavier’s psychic seizure field from X-Men qualify, as do very realistic ideas of targeted crippling and riot control tools, and weird/exotic ideas such as found in various tabletops, like magically sticky floors.

Required Text: The overall thematic of the debilitations the character inflicts. Not necessarily exhaustive, but should have clear bounding.

Destruction The character has an ability, tool, or talent for accomplishing targeted and extremely thorough destruction of selective targets. This is assumed to be very different from the usual destructive effects of hitting people with missiles and fireballs, which exist to Deal Damage and Defeat the Target (though this Point will typically wind up being harmful to people anyways). This Point exists to represent the ability to do things like destroy equipment like a D&D Rust Monster, annihilate set pieces with controlled black holes, or turn someone to a pillar of salt like Drakengard’s Legion. In short, if it's possible to salvage the remains for anything remotely useful, it probably doesn't need this Point.

Significant or higher.
Consent when used on possessions of consequence belonging to other PCs. Being used on PCs themselves is just subject to normal combat exchange.
Note: For extremely destructive abilities that reshape the battlefield at large with their power, rather than being highly targeted, see Field Shaping. Further note that this Point is not mandatory for damaging things that aren't people. Objects have HP bars, and intentionally attacking an object will apply the damage of the attack to it. This Point largely disposes with tracking this interaction, and instead directly applies a discrete destructive effect.

Disguise The character can effectively assume the form of something or someone else, whether via expert makeup and impersonation, magical shape changing, optical camouflage, etc. This Point does not cover gaining any Advantages associated with the new persona or form, but solely passing as them to avoid suspicion, gain access to their things, or what have you. Sometimes this Point comes down to simply adopting an alter ego or identity on a day to day basis, like Batman with Bruce Wayne, sometimes with minor cosmetic changes, in which case this Point qualifies for a Minor slot.

Consent to impersonate another PC.
Required Text: Who or what the character can disguise themselves as.

Entry Methods The character is exceptionally talented in gaining physical access to places that are difficult or restricted in entry. This is differentiated from various forms of stealth, in that the character is not necessarily sneaky about it, but through skills in break and enter or typical “dungeoneering”, or perhaps shrinking to a tiny size, turning into mobile mist, or some other trick, they are very good at reaching where they’re going without having to force down the front door, as well as potentially opening the way for others.

Required Text: What entry methods are available to the character.

Environmental Protection The character can act with some significant degree of safety in hostile environments that would otherwise pose a significant or severely dangerous obstacle to a normal person. Hard vacuum, crushing pressure, high radiation, lethal heat or cold, extreme gravity, and other associated background hazards can be cited as things the character is prepared to deal with, as well as highly theme-specific threats, like Toukiden’s Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.

Required Text: What environments the character can mitigate. This list should actually be more comprehensive than implicit where possible.
Note: This Point does not confer broad capability in unusual environments, only safety. If the character wants to rocket around in space, see Flight. If they want to maneuver around under the sea, see Mobility. So on, so forth.

Extraordinary Senses The character’s senses are so finely tuned that they can pick up cues that no normal person would be able to, or the character possesses senses beyond the customary five that allow them to pick up cues that similarly would be otherwise undetectable. 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, or sensors that search an area for specific criteria like sonar or infravision, fit this bill.

Required Text: What additional sensory acuity the character has, and some examples of what they might pick up. Common, real life technology may not require examples. It’s expected that everyone knows what night vision goggles do. Likewise, generic ghost/spirit sight should just state that the character can see ghosts/spirits. These cues must be actual cues in roleplay, rather than just the desired target, i.e. “sensing invisible things” is not a valid trapping. Said cues should also not make dictatory presumptions of other characters in order to work, such as with the anime trope of “killing intent”, where a successful spot check presumes another character was bubbling with murderous emotions all along.
Note: Though this Point is typically something that a character simply has “switched on” at most, if not all times, a character is only going to get full use out of it by actively applying it. Passive info gathering is something other people might opt into, rather than something a character with this Point is entitled to. Extraordinary Senses expand the range of what cues might be obvious to a character that others otherwise wouldn’t normally notice, but unless the character decides to actively make use of them, information and clues that a scenerunner or other player might choose to give the player of a character with this Point, without prompting, are effectively voluntary. Simply put, if Extraordinary Senses aren’t being directed towards something, it is entirely possible for the character to not be told details that they might otherwise have noticed.

Field Shaping The character has the ability to alter large portions of the scene itself in the physical sense. An Earthbender from Avatar raising structures out of the terrain, a D&D Wizard laying down grease spells and walls of fire all over the battlefield, a giant monster or super robot leveling buildings or creating massive craters, and a skilled demolitionist collapsing caves or creating new passages around an area are all equally valid examples. This can also cover leaving the effects of other Points as traps or remote fixtures.

Required Text: The general extent to which the character can manipulate the field and a clear idea of the breadth of its effects.
Note: For highly targeted and specific removal of major scene obstacles, such as melting a way through a bulkhead to reach a command deck, potentially see Destruction.

Flash Movement

The character has the ability to move from one point to another virtually instantaneously. Though in many cases, the character does not actually traverse the space in between, the character can only use this Point to move to somewhere they could already physically move without it. This Point is always the basis for a teleportation ability, though by itself the character can only instantly move to a place that rapid movement could carry them normally (think "flash steps").

Combinations of various other Points can naturally enhance this. Intangibility allows this Point to target through walls and obstacles. Mobility allows it to navigate through dense and complicated terrain to a desired point without line of sight. Flight allows it to travel high into the air, and sustainably through the air, like characters do in Dragon Ball and Bleach as examples. Share Power allows the character to teleport others along with them. Field Shaping allows them to leave accessible teleportation around the area which may undermine certain obstacles, usually being “gates”, like Chell from Portal or Yugo from Wakfu. Attack List could allow the character to “telefrag” into people. Remote Viewing could allow the character to teleport to faraway places they have previously never seen. This allows players to scale the space their teleportation takes up and down on a gradient of flexibility and power.

Grades of this Point based on the tier of slot they use are relatively concrete. Most examples use combinations of Points to achieve their canon powers, and are placed as useful narrative benchmarks.
Defining Flash Movement has few to no limits on its distance and what places the character can end up in. They might instantly travel between entire worlds and almost always penetrate preventative measures, meaning that they can often Just Show Up. Examples of users of Defining Flash Movement are Protoman from Megaman, Kibito from Dragon Ball, and Nightcrawler from X-Men.
Significant Flash Movement is generally limited to moving around the area of a scene, though its speed and distance are usually sufficient to provide a convenient escape or entry, and an advantage in combat. It usually does not allow a character to appear in an area protected against teleportation and similar, but it may if it happens under highly specific circumstances, such as the character’s name being called. Examples of Significant users of Flash Movement include Star Trek Transporters, Nox from Wakfu, Beetlejuice or Hastur.
Minor Flash Movement is mostly cosmetic or convenient in nature. It rarely covers enough distance fast enough to allow it to be much more effective than a standard dodge or to establish surprise in combat, or in the cases it does cover long distances, it requires enough preparation that it can’t be used as an escape or entry in danger, or anywhere particularly secure, resembling a Stage Select, video game “fast travel”. Either way, it has no significant narrative strength.. It won't get the character 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.
Required Text: Descriptive terms that encompass the Flash Movement’s range, expedience, and possible destinations, which should be very clear and understandable.
Note: While it is expected that Share Powers is necessary for situations where other characters are able to actively take advantage of a Flash Movement ability or ability package, it's worth noting that a character with this Point has a small amount of leeway in transporting other characters on their own terms. In the same way a character could throw someone over their shoulder and carry them somewhere with Mobility or Flight, a character with this Point can typically grab someone and take them somewhere under the standard qualifier for Flash Movement, i.e. "as far as they could without it".

Flight The character, put simply, can fly. We really don’t care to differentiate between different arenas of flight (mostly air and space), and so they can be applied for under one Point, but it still should observe canon/implicit limits. Hovering or slow non-combat flight typically occupies the Minor tier.

Required Text: None.
Note: While this Point covers getting around through the air, skipping over ground obstructions and hazards, and general combat flight, it and Mobility are separate narrative spaces that do stack. Extremely agile Flight fit to zip through an obstacle course or dogfight inside of an office building will likely require the second Point.

Hacking The character can take over digitally controlled machines. It is generally understood that characters with this Point may use it to substitute for a variety of other Advantages where hackable items appears appear in a scene, and so this breadth should be counterbalanced by respecting the bounds of the genre that the hacking applies to. Hacking cyborg/android/AI PCs plays out as combat does, and is not a binary win-lose state. Characters like the Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples.

Consent where it concerns dictatorial effects, outlined later in this section.
Required Text: None.

Hammerspace The character has a pocket dimension, Bag of Holding, a videogame inventory, impossibly roomy clothing, or something else that allows them to carry an unrealistically large amount of stuff very conveniently.

Required Text: None.
Note: This Point is allowed to be Minor only on the presumption that the character can’t use it to solve obstacles of significant scale. Dropping an incoming meteor into a Bag of Holding goes way beyond the these bounds, and thus require Significant or higher.

Healing - Self/Other The character has the capacity to heal others or themselves of damage at a speed that is useful within the timeframe of a single scene. “Damage” in this case is more or less defined as “lost HP”, so this Point is all that is technically sufficient to prevent a character from becoming incapacitated through combat and dying, but it doesn’t extend into purging other harmful or inconvenient effects. Healing used on other characters is most straightforwardly exemplified by video game mechanics such as Final Fantasy’s White Magic or the healing technology of Overwatch’s support characters. Self-healing often takes more niche forms, like Wolverine’s regeneration from X-Men, or a vampire’s ability to restore itself by drinking blood, and self-healing is almost always something they can do on their turn alongside other actions.

Required Text: None.
Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as Share Power, so if the character has that Point as well , pick a default form of Healing and simply write its opposite into either set of trappings. Only take Healing twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Healing is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). For non-HP purging of secondary effects, see Cure.

Hint The character has some sense or ability that they can invoke to gain useful insight regarding a situation or course of action, such as future sight, divine inspiration, or some spark of unusual genius. This Point is essentially requesting that the runner of a scene or plot give your character some form of information that will help move events forward to a desired conclusion, or present an actionable opportunity to gain something. Though this Point is not technically tagged with Consent, in practice it’s pretty much impossible to do it without.

Defining where the Hint provides useful and actionable information one or more scenes in advance.
Required Text: Under what circumstances the character gains hints, and the nature of information that they reveal, or nature of task they are applicable to.

Illusions The character can create convincing facsimiles of people, objects, scenes, et. which can pass for the real thing, usually for purposes of deception and misdirection. Holograms, magically conjured phantoms, or direct psychic impressions are common ones, but regardless of the means, the illusions are insubstantial and harmless.

Consent along the same guidelines as Disguise.
Required Text: The scope of how much can be faked at once, and what could give them away.
Note: This Point does not cover using an illusion to render oneself invisible or make oneself look like someone else. See Invisibility and Disguise respectively for those.

Immortality The character does not die, or does not stay dead, when injured it ways that should be instantly or irreversibly fatal. Voldermort from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls are various examples. This Point, regardless of its tier, absolutely requires a “Catch”; a set of criteria in which the character faces the very real risk of permanent death, or a permanent state wherein the character is no longer playable. Depending on this Point’s tier of Advantage slot, this could be relatively easy to fulfill, or much more specific and difficult, but the Catch must always be something that the overwhelming majority of PCs could feasibly do if they put in the extra time and effort, and preferably something that could feasibly happen more often than very rarely in high-danger GMed scenarios.

Required Text: The Catch, as well as when and where the character comes back to life, if it is somewhere else.
Note: There are some examples of acceptable Catches later in this section. Certain other Points may shift the definition of “fatal” for the purposes of this Point. A Defining regenerator may feasibly survive being stabbed in the heart just fine, since loss of heart function actually takes several minutes to cause total death, but regenerating from having their head blown off or being totally incinerated requires this Point.

Improbable Defense The character is able to apply their defensive options on an extremely implausible scale or basis, or the character possesses exotic defensive options that apply to esoteric or niche threats. Examples include Raiden parrying Metal Gear RAY and hellfire missiles with his sword in Metal Gear Rising, Avalon’s active defense from Fate/Stay Night, or Exalted perfect defense Charms. This Point is for evading active, rather than passive, threats to the character. Punching apart a tornado with their fists, parrying a volcanic explosion, or blocking a magical curse with a shield is a valid use of this Point, but “I dodge the background radiation” is not a valid way to get around the scary bits of the Fallout ‘verse (which would instead work off of Environmental Protection). This Point will generally not be necessary for characters who perform implausible feats that are justified by other Advantages. Vergil from Devil May Cry is justified in deflecting bullets with his katana by having superhuman swordsmanship and speed in his Advantages.

Significant or higher, as Minor Advantages are presumed to fail in contest with "bought" abilities.
Required Text: What kind of situations the character’s defenses apply in, and what drawbacks or holes they may include in the case that they are overwhelmingly broad.
Note: Exalted is used as an example here, but MCM does not ever permit defenses that automatically succeed and negate all consequences of another PC’s non-consent-based attacks. An improbable defense is not a guaranteed defense. Effectively, you are buying the ability to use your defense in a situation where it normally wouldn’t apply, not invincibility.

Incapacitation The character is highly capable of neutralizing or subduing opponents without relying on lethal harm. This Point goes a step beyond simply restraining someone or slapping them with the blunt side of a sword, which anyone can do, and enters the realm of methods that hit a coadjacent “health bar”, where the end result is being decisively incapacitated in some manner different from bleeding out. Examples include specialized non-lethal weapons such as phasers set to stun from Star Trek, or the infamous tranquilizer guns from the Metal Gear Solid series, various magic along the lines of The Sleep from Cardcaptor Sakura, Mid-Childan magic from the Nanoha series, or conditions such as Frog or Stone from the Final Fantasy series, as well as mundane methods like paralyzing poisons. While many of these methods are extraordinarily binary in their source material, it is understood that they will rarely be so effective on PCs. This Point may wind up easily knocking out NPCs en mass, but doing so to a PC will involve repeatedly hitting them with multiple applications, taking gradually further effect until they succumb, like regular damage with a different result.

Consent in the case of examples that alter some aspect of the character or reduce some part of their effectiveness beyond what combat damage would do.
Required Text: A precise and fairly detailed account of the end condition the character achieves, and how it can be lifted (or else how long until it wears off naturally).
Note: Permanent use of this Point on PCs is not something MCM generally allows. Particularly severe examples may fall into the same restrictions as plots that involve capturing PCs. It is a universal assumption that if a character possesses this Point, it has the full functionality and weight of any other Advantage, and thus does not represent the character “holding back” or limiting themselves in some way. This Point represents a propensity for incapacitation as effectual as lethal combat of the same level.

Intangibility The character has the ability to pass through solid objects. This could be a typical ghost phasing through walls, a Fate/ series Servant or Exalted spirit dematerializing, Kitty Pryde from X-Men, or as part of a teleportation ability in tandem with Flash Movement, as examples. An extremely important point is that MCM does not allow invincibility to be an Advantage, and so any long-lasting or permanent form of this Point automatically comes with the caveat that any other PC possesses whatever criteria is necessary to physically harm the character while they are intangible. Brief Intangibility may be a reason for an attack to have missed, but only within the confines of what the character could already avoid, otherwise the character needs Improbable Defense. Because this Point often allows the user to basically go wherever they please, it may be subject to the same preventative measures that keep out Flash Movement and similar.

Required Text: None.

Intrusion Immunity The character has some form of special training, protective equipment, natural immunity, or similar, against unnatural mental influences and invasive examination of their thoughts or mindstate. This Point is essentially a hard "opt out" of effects that dictatorially affect a character's mental state, including some or any combination of mind reading, mind control, memory erasure, brain simulation, etc. While we still ask people to not be disrespectful about shrugging off hazards and powers, these spaces are so consent-heavy and tied up in players not getting to play their character that this Point is accepted as being playable up to the level of hard immunity to the same Advantage tier or lower.

Required Text: None.

Invisibility The character has powers of concealment that are potent enough for the default assumption to be that the character simply will not be found unless he does something obvious. This could be actual invisibility, chameleonic camouflage, a psychic compulsion to ignore the character, etc.; all are considered Invisibility. Grades of this Point based on the tier of slot they use are relatively concrete.

Defining 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. Examples are Harry Potter's invisibility cloak, Kusanagi Motoko's opticamo, the Invisible Stalker from D&D, or Toru Hagakure from My Hero Academia.
Significant 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.
Minor 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 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.
Required Text: What traits of the character the Invisibility conceals, and at least implicitly how they could be detected in spite of it.

Knowledge - Field The character is exceptionally knowledgeable about a particular field of something, whether that be science, social interaction, tactics, etc. The Knowledge is broadly useful in enough circumstances that it still deserves to be called an Advantage, but it cannot grant the character the use of another Point implicitly (for instance, choosing “computers” as a category of this Point does not suddenly make the character capable of Hacking). This Point is effectively a differently flavored mirror of Skill.

Required Text: The character’s Advantage-worthy area of knowledge, with at least two example applications.
Note: There are some examples of acceptable categories later in this section. A character being knowledgeable about their own theme, including the minutiae of its cosmology, local events, or unique mechanics, is not considered an Advantage. Incredibly theme-specific info is better used to run plots or scenes with. Knowledge in STEM fields will generally not be accepted as a Minor. These fields are too practically applicable for a Minor to be anything but useless trivia better left unpurchased.

Low Intake The character has little to no need of one or more typical biological necessities, such as food, water, sleep, and similar. Regular maintenance of their person is not a notable consideration.

Required Text: Which things the character doesn’t need.
Note: This Point does not negate or reduce actual threats in any significant way. Not needing to sleep doesn't protect you from a sleep spell, and not needing to breathe doesn't save you from a gas attack. Non-casual instances of dealing with threats like these are encompassed by Environmental Protection or Resistance.

Mental Intrusion The character can perceive, analyze, intuit, influence, create, remove, and/or edit the thoughts, feelings, memories, emotions, etc. of other beings, to an unnatural or assumed accurate degree. This Point is most typically used for outright mind reading or mind control, but can represent things like simulating behavior, uncanny judgement of character, reading or using microexpressions, etc.

Consent always.
Required Text: What "inner information" the character can access from others, and/or what compulsions or alterations they are able to affect.
Note: Note: There are certain mental effects that are so low-grade and simple that they can qualify for Debilitation, or wholly positive enough that they qualify for Buffs. Inflicting supernatural terror that causes targets to flee for their lives certainly is this Point. Projecting an aura of intense stress, or speaking an abhorrent eldritch word that is painful to hear, probably aren’t; the specifics are in the other character’s court, and they are still wholly in control of their actions. A Bard’s Inspiring Tune certainly isn’t this Point either. Likewise, non-intrusive and non-dictatory means of assessing and intuiting people's thoughts and feelings probably qualify as a Hint or Analysis, putting together useful patterns out of cues people are already expressing, instead of learning things the character shouldn't rightfully know.

Mobility The character can adroitly get around complex, dense, and/or hazardous environments by means of superior mobility, such as parkour, diving, jump packs, wall climbing, grapnel hooks, water propulsion, video game double jumps and air dashes, etc. They may also perform such feats as running across water, balancing on clotheslines, or clinging to ceilings. Examples are Spider Man, Batman and Catwoman, Mario and Luigi, Faith from Mirror’s Edge, Genji from Overwatch, and almost any Wuxia theatre fighter.

Required Text: The specific way in which the character's mobility is enhanced. Most of the examples listed above are acceptable short-hand.

NPCs The character can command one or more other entities who will usually try to comply to the best of their ability. The NPCs may be fully realized characters, or simply generic monsters or drones, but overall their relationship to the Player Character is a subordinate one, and were they to leave or die, the character concept would not be overwhelmingly changed, though their loss must still amount to some kind of appreciable setback or non-trivial consequence for them. The Advantages that an NPC can possess are limited to those the PC already possesses (for instance, a knight skilled in swordsmanship and riding might command a unit of cavalry skilled in the same), unless more Points are given over to the NPCs’ use, though it’s very rare that an NPC possesses all the Advantages of the PC and vice versa. Grades of this Point based on the tier of slot they use are relatively concrete.

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 Ash Ketchum's Pokemon team, including Pikachu. The loss of Defining NPCs is prohibitively costly to the PC, and represents a hefty diminishment of the character’s core effectiveness.
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. The loss of Significant NPCs is highly inconvenient to the PC, as they represent a great deal of investment and are effort/resource/time intensive to replace.
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 do not have PC-relevant combat power 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. The loss of Minor NPCs is a lesser inconvenience to the PC, but one great enough that they have a good incentive not to throw them away without thinking.
Required Text: What the NPCs are capable of. This does not have to be extensively inclusive of specific Points, however “what the NPCs do” and the generalities of their limits should be obvious. A reader should be able to tell that Storm Troopers don’t use The Force or swing around lightsabers.
Note: 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.

Power Copy - 1/2/3 Because Power Copying is an Advantage that can be almost any other Advantage, and often several at once, the way that Power Copying works is not covered here, but in its own article.

Consent for 2 and 3.
Required Text: The scope of what is copied, in the case of Copy - 1.

Quantum Solution The character has a knack for occasionally producing unique, irreplicable, and incredibly situational solutions to various problems they encounter, through MacGyver-esque ingenuity, arbitrary access to mad science gizmos, absurdly flexible but situational magic, miraculous luck, or some other similar bag of tricks. Once per scene, this Point allows the character to produce a solution to a single, discrete obstacle or challenge. As per this Point’s name, said solution essentially doesn’t exist until it suddenly does. The form this solution takes and how effectively it solves the problem are up to the discretion of the scene or plot runner, but in a situation where no agreeable compromise can be reached, this Point is not “used up”.

Required Text: A strong idea of what thematics the Point follows.

Remote Manipulation The character can physically manipulate objects at long distance, whether through telekinesis, magical puppet strings, manipulation of an element, sticking their hands through tiny portals, etc. Universally, this Point is a utility, covering practical tasks that can be done with physical manipulation, and typically not effectually imitating other Powers. Telekinetic flight and barriers and powerful attacks require other relevant Points. The default assumption is that the character manipulates objects as they could with their hands, or appropriate mundane tools in the case of things like water or sand.

Required Text: What the character can manipulate and to what extent.

Remote Viewing The character can surveil a place extremely far away, or which they are otherwise unable to view normally, even with enhanced senses. Extremely mundane examples are the classical hidden camera and microphone, with fantasy equivalents being the crystal ball or Scrying spell, though this Point can also represent familiars or drones the character can see through, to name a few. This Point presumes that characters being watched are reasonably capable of realizing they are with mundane attention, unless appropriate concealment Points are taken alongside it.

Consent when spying on PCs.
Required Text: The mechanism by which the character views remotely, and the criteria that determines a valid place for them to see into.

Repair The character is able to repair various equipment, devices, or structures, to working condition. This is very often a mundane skill assisted by tools, in which case there is typically a more narrow field, but it can also use sci-fi reprocessing or powerful supernatural means, such as in Starbound and Eclipse Phase, or Josuke’s Stand, Crazy Diamond, from Jojo’s Bizarre Adventures. How well the object functions when finished typically corresponds to the Point’s slot tier.

Required Text: What sorts of damages the character is able to repair, and at least implicitly, how their repair can be useful to a scene in progress. "Can repair things with enough time and the right materials to repair that thing" isn't a useful or accepted bounding.

Resistance - Source The character has a natural resilience to, or a powerful preventative measure against, a specific category of harmful or unwanted influence. This can be almost anything, from a red dragon having a Resistance to fire, to a psion having a Resistance to mind control, but this Point has variable usefulness when it comes to PCs. As a general rule, a Resistance to a type of damage or harm can scale all the way up to an immunity to a natural or mundane source (such as a forest fire or black plague), provides a degree of utility based on its tier of Advantage slot against major plot obstacles (a melting down reactor or a super virus bioweapon), and only as much effect vs another PC as they are willing. How well this Point is respected by another PC is largely a matter of strongly encouraged etiquette.

A Black Mage repeatedly slamming the canonically fire-immune Rubicante with fire spells, which he knows he should be strong against, while a whole list of other elements are at his disposal, is being a dick. An Avatar universe Firebender however, is free to light Rubicante up and assume it will be effective, perhaps with some extra effort, because it would be unreasonable to insist a Firebender couldn’t use their primary ability, and they don’t have much else to use anyways. The sole exception to this point is when a Point has an applicable Consent caveat, such as Mind Manipulation, in which case it is generally acceptable for a Resistance to provide immunity of a certain level, understanding that the Significant and Defining Advantages of other PCs are still entitled to due sell when the target declines. The category of a Resistance that encompasses solely these effects can be fairly broad.
Required Text: Informative examples of what sources of harm the character has a Resistance against.

Resurrection The character has the ability to bring back the dead with the functionality they had in life. For the purposes of this Point, “dead” is when a target is going to stay dead unless someone brings them back to life full stop, not clinically dead or a state a scene runner would be explicitly allowing to “come back to life” anyways, such as with defibrillation or Phoenix Down.

Required Text: The criteria needed for a target to be eligible for Resurrection. Note that this does mean that there needs to actually be a state of “dead” that a character cannot resurrect. It is typically understood that entities killed offscreen or as part of a plot won’t be subject to the same level of finality as a PC using Skeleton Catch, but it is an obligate condition of Resurrection that there be a reason the character cannot go rubbing resurrection juice on every dusty old femur they find scattered around a crypt, as it quickly becomes laborious for scenerunners to constantly fabricate NPCs out of nothing.
Note: This Point does not extend to bringing your own character back to life. If your character self-resurrects, see Immortality. Obviously, resurrected targets are probably in perfect or near-perfect health, and so further healing Points are not strictly necessary. Not taking them does, however, mean that your character can’t heal someone who isn’t dead yet.

Skeleton Catch The character kills people dead, period. They automatically fulfil the Catch associated with another character’s Immortality without having to go to extra lengths, and killing someone will prevent their return through Resurrection. This Point is an explicit exception to the general notion that no Advantage automatically trumps another Advantage when contesting an Advantage of equal or lower tier. Though Skeleton Catch is technically still a threat to characters possessing higher-tier Immortality, the existence of condeath makes this little more than flavor.

Because non-player controlled characters do not utilize the Advantage system, a Significant instance of Skeleton Catch should be considered adequate against entities that have any sort of defined Catch to their unkillability, and a Defining instance of Skeleton Catch should be considered always adequate period, including against theme entities that essentially aren’t killable without a plot.
Significant or higher.
Required Text: None.
Note: Obviously, concepts such as condeath still apply. This Point is an allowance for certain characters who are willing to spend the Point to always be able to meaningfully threaten any entity with actual and permanent death. Unless chosen to explicitly note otherwise, for the purposes of this Point, dead is dead is dead, and no form of “technically dead” obviates it.

Skill - Field The character is exceptionally skilled or capable in an area of expertise that is not encompassed by another Point, but is broadly useful in enough circumstances that it still deserves to be called an Advantage. The skill in question cannot grant the character the use of another Point implicitly (for instance, defining “programming” as a category of this Point does not suddenly make the character capable of Hacking). This Point is effectively a differently flavored mirror of Knowledge.

Required Text: The character’s Advantage-worthy area of expertise, with at least two example applications.
Note: There are some examples of acceptable categories later in this section, as well as a word on “skill minimums” required to make use of Advantages.

Share Powers The character can grant the use of one or more of his Advantage Points to other characters, such as by handing out equipment, bestowing magical enhancements or blessings, synchronizing minds or abilities in some fashion, etc. Having this Point means that the character is able to provide others in the same scene with the benefits of their other Advantage Points of an equal tier or lower. In cases where the Point affects the self, such as Healing, the character can now affect other characters, such as by casting healing spells. In cases where the Point is targeted at others, such as Attacks List, the recipient gains the use of a similar ability for the scene, such as by handing them a raygun. In cases where the Point already affects others, such as Buffs, the character is now able to use it on themselves, such as typical RPG moves. In cases where the Advantage is Standalone or incorporates Flash Movement, others can only benefit from it by coordinating together with the character, such as huddling together under Harry Potter’s invisibility cloak, or setting up fixed teleportation pads.

Recipients who wish to obtain these effects permanently must file an Upgrade Application as normal. Characters cannot Share Powers with recipients if they are not actually in the same scene. Certain Points are not eligible for sharing due to creating undesirable or redundant interactions. See Power Copy for this list, as Share Powers' should be considered identical.
Required Text: In what form the character shares their Advantages with others, defined as singular, broad thematic, such as mad science gadgets, enhancement spells, etc.
Note: This Point is actually not strictly necessary to use Advantages on, or give them out to, other people. Just about any Advantage can be defined to do so, but in that case, it only works on others (or on oneself if it normally only works on others). This Point is always more efficient, and always preferred, when a character has more than one of these Points at a time, and should always be used in these cases.

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, allowing them to accomplish more in the same amount of time and possibly in different physical locations. This often, though not nearly always, applies to character bits that are made up of multiple entities, though it can also apply to characters that create doubles or projections. For the most part, the typical JRPG party sticks together and tackles the same obstacle as a unit, and is frequently not an example of this Point. Conversely, the typical super AI forking its personality off to be in multiple places and manipulate multiple system almost always is. This more likely to be something possessed by a bit that is The Payday Gang or Master Chief and Cortana rather than a hypothetical team of Power Rangers or the appable cast of a Fire Emblem game.

MCM ascribes to the principle that each player in a scene should get to focus on getting One Big Thing done on each of their pose rounds. Gunning down a horde of zombies, breaking the magical seal on the tower, hacking into the mainframe to track a target with security cameras, fighting another PC; these are things which the character should obviously be devoting their time and attention to, and other actions they perform at the same time will inevitably be relatively minor. This Point is an explicit exception to this general rule, allowing the character to pursue a second major course of action in each pose round, essentially “doubling up” on their attendance at the scene. The character might fight off the terrorists while also defusing a bomb, distract the guards with a fake report while looting the gold, hijack and remote control the mad science fortress and its traps while also chasing down the boss, etc. This stops at, and is hard limited, to two major actions.
Required Text: None.
Note: There are two natural exceptions to the general One Big Thing rule. They are: when three or more PCs are engaged in combat in unbalanced sides (in which case, the outnumbered PCs gain exactly as many extra actions as necessary to even it out, solely for the use of fighting those PCs outnumbering them), and when circumstances necessary to progress a scene require criteria that too few PCs at the scene possess (in which case the relevant PC can take the extra action to move things along for everyone’s benefit, e.x. Gandalf decodes the map, translates the Elvish text, finds the secret entrance and casts the correct magic because the rest of the party is combat Dwarves and a Hobbit and can’t do any of those things). This Point can confer one additional action in excess of these if the character is benefiting from them.

Stealth The character is skilled in getting around unseen and undetected. This may be a enhanced by, or a result of, things like camouflage technology, magical silence, extremely small size, and the like, but this Point is sharply differentiated from Invisibility in that the character can always be detected by sufficient mundane effort or attention, no matter the circumstance, and must actively avoid notice, instead of being presumed unnoticed until they engage in a competitive task, or something does something special. Users of this Point include Solid Snake from Metal Gear Solid, Altair from Assassin’s Creed, Garrett from the Thief series, and James Bond, though they rarely use only this Point.

Required Text: None.
Note: For approaches where the character is obviously present but undercover or unremarkable, see Disguises, and possibly Oration if they infiltrate through social subterfuge, such as bluffing, acting, and imitating.

Superhumanity The character has a “generic” kind of overall above-human physical aptitude, typically encompassing some combination of superhuman strength, speed, resilience, reflexes, stamina, etc. This is an unbelievably common package in anime, comic books, and martial arts films, and incredibly common among non-human races in fantasy and sci-fi books, games, and movies. This can all be represented as a single Point simply because it would be prohibitively unwieldy to do otherwise, however, some small amount of emphasis can go to particular traits if the character is only superhuman in a few areas.

Required Text: None.
Note: For characters with individually outstanding physical traits which cannot be called generic, such as the Flash’s speed or the Hulk’s strength, see Superior - Attribute. The big three of Superior - Strength, Superior - Speed, or Damage Reduction, have greater narrative potency due to their greater focus and Advantage cost, while Superhumanity is subsidized, compact, and generalist. Where it matters, one of these Points at Significant can compete with, but not exceed, Defining Superhumanity, but it should be understood that this arrangement is redundant on the same character.

Superior - Strength/Speed/Stamina The character has a single physical trait which vastly exceeds the norm to the point of becoming one of the character’s primary tools, as opposed to Superhumanity being a general package.The Hulk would take this Point in “strength” instead of Superhumanity, which Superman might take instead, representing that all of his metaphorical “XP” is loaded into being really really strong, and that his strength is more relevant than a generic superhuman’s in solving problems.

Minor in the case of Superior - Stamina.
Required Text: Which of the character’s attributes is exceptional, and at least one example of a feat they can perform with some, but not exceptional, effort.
Note: Anything like “Superior - Durability” is represented with Damage Reduction. Something like "Superior - Reflexes" is still represented under the Speed class. Speed assumes the reflexes to use it and vice versa. Emphasizing one and downplaying the other, such as in the case of super reflexes but normal speed, is simply a matter of writing it into the trappings.

Survival Skills The character is well-versed in what it takes to provide for themselves and possibly others in situations far away from civilization and dependable infrastructure. This Point typically represents an abstract collection of abilities such as navigation and foraging suited to particular environments, but which rarely have central relevance, given that MCM’s structure makes it difficult to really be stranded anywhere for long.

Required Text: What kinds of places the character is skilled at surviving in.

Temporal Acceleration The character can accelerate the passage of time for other things. This could cause plants to grow, weapons to rust, food to rot, creatures to mature, machines to work faster, stone to wear away, etc. so long as it is naturally affected by the progression of time. How much what target can be accelerated almost wholly depends on how useful it is to actually do it. In any tier of Advantage slot, rusting away the blast doors of a sealed starship bridge would be more difficult than ageing a bottle of wine by the same amount of time. It is understood that many problems may simply be beyond the scope of being solvable by any practical amount of time passing.

Consent when applied to PCs, or possessions/NPCs of consequence.
Required Text: None.

Time Loops The character can create closed time loops with themselves, wherein an iteration of them from the future briefly returns to present to assist them in some task, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past in order to keep causality happy. This is the only form of personal time travel that MCM accommodates. Future selves are primarily useful for already knowing of dangers ahead of time, having partial or full solutions to puzzles, or items that make a problem easier which lie beyond the problem, and so frequent consultation with a scene runner is usually necessary to be playable.

Required Text: None.
'Note: This Point does not cover having future selves travel back in time to multiply the number of things you can do at one time. See Split Actions to do so.

Time Stop The character has the ability to stop time, or else somehow act outside of time, such that they are able to act literally instantly. This is differentiated from slowing down time, in that their actions take place without significant opportunity for other characters to follow them until they’ve already happened. Grades of this Point based on the tier of slot they use are relatively concrete.

Defining Time Stop is extremely reliable and easily used, allowing the character to enhance nearly everything they do, often to the point their actions become difficult to follow. Similar to Defining teleportation and invisibility, the character often Just Shows Up out of frozen time. Examples are Sakuya Izayoi from Touhou, Dio Brando from JoJo's Bizarre Adventures, Shadow the Hedgehog's Chaos Control, and Homura Akemi from Puella Magi Madoka Magica.
Significant Time Stop is incomplete, limited in use, very short lived, or else plausible to “resist” without any special powers, but still lends the character considerable utility in situations to which it is well suited. Other characters often don't have a hard time figuring out what they've done when time resumes, or else may be be able to anticipate or counter it with mundane effort and skill. Examples are Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most usable incarnations in videogames, such as Castlevania or Bayonetta.
Minor Time Stop is more or less a flashier version of super speed or super reflexes. The character might only be able to see and not move while time is stopped, or else be unable to interact significantly with the environment while time is stopped, or the pause in time has such a short duration that little more than single motions can be accomplished. Examples include Accel World's Brain Burst program, and Hit from Dragon Ball Z Super in his first appearance.
Consent where actions taken in stopped time would directly affect another PC or undercut them to a goal without allowing for a competing effort.
Note: For simply slowing down time, see Superior - Speed, or for slowing down the time of a specific entity, see Debilitation. Superior - Speed and Flash Movement can be considered optional ways of representing time stopping characters, especially those who use it largely cosmetically or to simple effect in their source. Using one or both instead of this Point is less taxing on a character’s Advantage space, and adheres to general logic rather than the Consent tag, but the tradeoff is that actions the character takes using their time stopping powers are then eminently obvious and preventable, as well as lacking the same degree of flexibility and narrative punch. The choice is up to the player most of the time.

Vehicle Mastery - Vehicle The character has a high degree of personal skill with operating a certain class of vehicle or in control of a certain kind of mount. When at the wheel/saddle/etc., in addition to their normal uses (taking off and landing with a helicopter, ramping off things with a motorcycle, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, as highlighted later in this section, character is not obligated to spend Points on "having a vehicle". The Vehicle Mastery justifies its own use. Exceptional vehicles with unusual qualities or extremely high performance may require other Points.

Required Text: The category of vehicle or mount the character is extraordinarily skilled with.
Note: There are some examples of acceptable categories later in this section.

Weapon Mastery - Style The character has a high degree of personal skill with a certain category of weaponry or in a certain style of combat. When using those weapons or within their arena of combat expertise, in addition to their normal uses (speed loading revolvers, parrying with swords, grappling in hand to hand, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, a character is not obligated to spend Points on "having a weapon". The Weapon Mastery justifies its own use. Unusual or extremely exceptional weapons or attack techniques may require Attack List.

Required Text: The field of weaponry or style of combat the character is extraordinarily skilled in.
Note: There are some examples of acceptable categories later in this section. This Point is for above typical skill. MCM does not require players to spend Advantage space to put the pointy end of a sword towards the enemy, and does not run on “weapon proficiencies” like in tabletops. A character with Advantage space dedicated to a weapon or fighting is presumed to have a minimum amount of capability to use it effectively.

Wealth The character is fabulously wealthy or has access to incredibly abundant resources of a generally valuable rather than immediately practical nature. This Point doesn’t represent things that the character happens to own because they are wealthy, which would simply be a trapping. It represents an amount of liquid assets or useable resources they can throw at a problem by itself, such as bribing guards for entry, paying off politicians for info, hiring local help for a task, or local mercenaries to fight, investing capital in an ongoing project, taking ownership of set pieces to use immediately within the scene(s), reserving public spaces for Elite use, etc.

Required Text: None.

Wild Card - # The character has an Advantage that isn’t sufficiently covered by anything else on this list! Human decisions made by staff on what may be required of this Point are unavoidable, and so the Point may wind up being considered Consent applicable, or may be asked to be tweaked in some other fashion to remain consistent with MCM’s universal rules. Wildcards are given a number instead of a category in their designation.

Required Text: A very clear and detailed explanation of what the Point is supposed to do and how, as well as any information required for others to known how to interact with, around, and against it.
Note: The category for Wildcard is simply a number, referencing how many the character has, since possible categories are about as broad as the Advantage’s name.


Some staple fictional powers don't appear in the above 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 broader Advantage with a number of possible functions, and those functions are applied for as Points, 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.

Redundancy and Prerequisites

Since Advantage Points are concerned only with what the character does as a whole, they naturally compress otherwise extensive lists of powers or items. In some cases though, it makes more sense for another Advantage to restate it as part of its conceptual package. In these cases, the same Point recurring at the same tier or lower effectively becomes a “free” Point. It is still noted in the Advantage slot, but it no longer costs any space. e.x. A character has an Advantage slot that gives them sturdy, environmentally pressurized power armor, represented by the Damage Reduction, Environmental Protection, and Superhumanity Points. They also have a giant mecha, which has its own, different Advantage. They can add (Damage Reduction, Environmental Protection, Superhumanity:) as a new line.

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

Advantage Category Examples

Points with - Categories are bounded to a maximum limit of what they can contain in one Point. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Points 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.






Vehicle Mastery

Weapon Mastery

Advantage Standards

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 for Advantages to do exactly what they say.

"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.

Up-rating Tiers

When a single package of abilities is split up across multiple tiers of Advantage, any mention of the higher tiered Advantage should only appear in the lower tiered Advantage, not the reverse. Written inclusions of Significant or Minor Advantages shouldn't be appearing in a Defining Advantage's text.

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 Attack List - Ranged, 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 an Attack List - Ranged 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".

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 Points by their official names, directing the reader around an Advantage section like a wiki, explicitly leaning on conventions such as the Defining/Significant/Minor tiering system, or universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.

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.

A Word 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 armour 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 +1

Lastly, MCM does not consider Advantages recurring multiple times equal to “Advantage but better”. A natural superhuman might put on a suit of powered armor that further enhances his superhuman physical abilities, but Superhumanity is Superhumanity, and is worth 1 Point. There is no Superhumanity+1, double Superhumanity, or Superhumanity squared.

Basic Advantage Policy and Limitations

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 Point) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy - 1, 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.
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.
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.

Advantage Format on Applications

This is the section to reference when filling out Advantages on a Character or Upgrade application. A walkthrough of the format follows:

Which Advantages are Defining, Significant, or Minor is determined solely by which section they are placed under. i.e. an entry written under 3b-1. Advantages: Defining on a character application is automatically a Defining Advantage. A name should be given to each Advantage by the player, which can be just about anything, though it should be related to what the Advantage represents. A very brief description of the Advantage may be added as well, as a form of broader trapping to the whole package. This follows the same guides for trappings on Points: less than 240 characters is the ideal. No more than this should really be needed when the Advantage Points will cover the bulk of explaining what it does.

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

After that, the Advantage can be populated with up to 3 Advantage Points. Write the proper designation of the Advantage Point, end it with a colon for neatness’ sake, and then fill in the Point’s individual trappings as desired. For the most part, keep one Point to one line. If two Points are extremely obviously intertwined and could be attributed the same trapping (such as with the components of a teleportation power), they can be put on the same line.

Black Magic:
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.
Attack List - Ranged: 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: 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.

Finally, add any “free” Advantage Points (as explained in the main body of the Advantages article), if any, to the end. All free Points should go together on a single line, and use the same trapping to encompass all of them, since by their very nature they should need a quick recap at the very most. If there are free Points that are clearly intertwined, they can go on the same line as an existing Point, as explained before. Put all free Points in (parenthesis) to designate them. Reserve parenthesis solely for free Points.

Black Magic:
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.
Attack List - Ranged: 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: (Attack List - Ranged): 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.
(Destruction, Incapacitation): Black Mage can use personal versions of the intensely destructive or non-lethal spells of his Aeon Summons, albeit weaker and more localized.

In this example, the free Point added to Field Shaping is not strictly necessary, since how it relates to his elemental attack powers is blatantly obvious from its organization and trapping. It’s only an example of how it could be done. The example also references an Aeon Summon Advantage that obviously isn't included to demonstrate unrelated free Points. As a general rule, players should assume that explicitly compounding Points like this is unnecessary when their relation is very clear, or it’s very easy to figure out what comes out of the combination. i.e. Superhumanity + Weapon Mastery - Swords = superhuman feats of swordsmanship.

The character’s +advantages entry on the MUSH will parse in ANSI to make things easier to read: Advantage titles are white, Points are green, free Points are blue, and any Point that has a Consent application is automatically marked with a red asterisk (this*) by our code. Since Share Power can encompass Advantages up to and including “all of them”, there is no special format; the trapping should give a good idea of what Advantage Points it shares. Please format applications correctly to make things easier on staff generating your character, and to prevent errors.

Quick Characters

Apart from the standard format presented here, written for MCM’s default character application process, players wishing to app relatively streamlined and straightforward character concepts have the option of writing their character to in the format of a "Quick Character Application".

The Quick application effectively does the following:
The character still has up to two Defining Advantages.
The character now has two Significant Advantages, rather than the default four.
The character is still limited to a reasonable number of Minor Advantages, but this will rarely be allowed to exceed three slots.
The Wildcard Advantage Point is not accessible. Highly fiddly Advantage Points with high bars of required text (such as Improbable Defense, for example) are discouraged but not disallowed, so long as they are relatively simple examples of their breed.
The character is obligated to fill out only a Trouble for Disadvantages. No further Disadvantages, Significant, Minor or otherwise, should be sent for approval.

Submitted Quick Character Applications are something staff places slightly higher priority on processing, and due to being smaller and simpler in scope, are generally processed and approved more quickly, which makes it the preferred format for characters who just don’t need the full sprawl of Advantage space.

A character approved under the Quick format can, at any later date, obtain the same four Significant Advantage slots, somewhat increased Minor Advantage slots, and access to the Wildcard Advantage Point, as well as more technical examples of other Advantage Points, afforded to regular character applications, by submitting an upgrade application which fills out the minimum three Disadvantages a normal character application requires. If the player anticipates their character will be upgrading into further Advantages in the near future, they should send in a full character application rather than the Quick format and a following upgrade shortly thereafter. Otherwise, this can be done at any time, so there are no lasting restrictions on a character approved under the Quick format.

To submit a Quick Character Application, simply submit the existing character application and re-title it from Character Application - Name - Faction to Quick Character - Name - Faction. Staff will process it under these adjusted parameters.

Patch Notes 9/11/2019: Overhaul to most text to drastically decrease length and amount of reading. Mind Manipulation and Mind Reading folded into new Mental Intrusion Point. Oration removed. Attack Redirection removed and considered part of Attack List or Buffs. Water Functionality removed and considered part of Environmental Protection and Mobility. Multiple Discrete Actions renamed to Split Actions. Required text in Repair changed. Benchmarks of comparison between Superhumanity and Superior - Attribute added.

Patch Notes 9/24/2018: Required Text for Field Shaping and Power Copy cleaned up. Superior - Attribute now broken down into Superior Strength/Speed/Stamina.

Patch Notes 5/13/2018: Standards on Meta Reference and Rules Restatement added. Cure now uses the Self/Other notation as Healing. Destruction and Skeleton Catch made Significant minimum for common sense's sake. Skeleton Catch now has more explicit interactions in its Significant permutation. Extraordinary senses now more clearly defines required cues. Mind Reading clarified for the purpose of "mundane" versions. NPCs are now more explicit about the fact that are required to be a non-trivial investment for the character, as opposed to Proxy. Share Powers now references the banlist of Power Copy to be specific. Both NPCs and Share Powers have had their standards of Required Text updated to account for the new Meta Reference and Rules Restatement clause.

Patch Notes 7/5/2019: Proxy rolled into Immortality, Anti-Power Genre Required Text example regarding Anti-Magic revised, Stubs removed, Non-Advantages section added, Gestalt policy on Troubles updated.

Patch Notes 1/19/2018: Flash Movement interaction with passengers, Healing interaction with different-tier Share Powers, and Destruction and Skeleton Catch interactions in general, clarified.

Patch Notes 1/13/2018: Further/missing notes added to Destruction, Improbable Defense, and Mind Manipulation.

Patch Notes 12/31/2017: Advantage Redundancy and associated instances of free Points updated.

Patch Notes 12/29/2017: Missing Required Text added. Format example expanded. Up-rating Tiers section created.

Patch Notes 12/24/2017: Format updated to 5.5 Application standards.

Patch Notes 6/14/2017: Edited to flow better for learning the new system.

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.

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.