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=What Advantages Are=
  
This news file covers how we handle Advantages; our means of universally encompassing all the powers, skills, assets, etc. that a fictional character might have. If there's something in this page or not in this page that you aren't sure about, please ask a staff member or fachead for clarification!
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The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff "please", or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:
  
==Advantage Creation and Classification==
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'''Breadth of Advantages:''' The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters who continually accrue new things through play for a long time.
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. A character breaks the totality their powers, skills, assets, etc. into sensible pieces, and then places them into these three tiers. The general idea behind these tiers follows.
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'''Narrative impact of Advantages:''' The Advantages system establishes what a character Actually Does on the grid, how central doing them is to the character, and how effective they can expect those things to be in narrative. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers, or measurements.
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Using the framework below, a player maps out the major things that the character can do, in the sense of "stunts", "special actions", "contextual buttons", etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.
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In essence, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.
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==Advantage Structure==
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The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent "Advantage power", but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:
 
   
 
   
===Defining===
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●: A one Pip Advantage is a trait, tool, ability, or skill, suitable for solving problems outside the scope of what an average person can handle. The character can expect to successfully deal with minor and moderate challenges, but struggle to deal with serious obstacles with only these Advantages.
Defining Advantages are the skills, powers, and assets so centrally iconic to the character, and so vital to their tackling obstacles or living their lives, that the character would no longer be the same character without them. They don't have to be really powerful or flashy, but they represent the core of the character's abilities, and where they would be sinking their metaphorical XP into. To a certain extent, Defining Advantages will get a little extra respect in play, and in some situations, the Defining classification will allow a greater ceiling of power for certain beefier Advantages, and so consideration should go to how much an Advantage is used and how important it is to the character, rather than what their strongest technique is.
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''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.''
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''Examples of these look like Jotaro's physical strength and toughness, Kamina's swordsmanship, Doctor Strange's medical genius, Kirito's ALO avatar spells, Zuko's lightning redirection ability, Emiya Shirou's reinforcement magecraft, Steve Rogers' firearms training, and similar.''
  
===Significant===
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●●: A two Pip Advantage is one of the character's strong points, which allow them to tackle the broad variety of challenges they face with reliable success. The character might be able to get by without these Advantages for a while, but they're valuable and effective tools in their kit.
A Significant Advantage is an important and effective part of a character's arsenal. The character may use them all the time, or only very rarely, but they are go-to tools for the situation that calls for them. These are areas where the character is highly skilled or specialized, and have much greater potency than the average person, but are not their core identity, and are generally greater in number and less vital than Defining Advantages. These are usually where the greatest volume of a character's abilities will be, or sometimes lesser used extensions of Defining ones.
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''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.''
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''Examples of these look like Batman's batmobile, Link's secondary gadgets such as the hookshot/mirror shield/hover boots, Captain Picard's phaser, Cloud Strife's Materia magic, Anakin's starfighter piloting, Leon Kennedy's stunt driving, Weiss Schnee's summoning ability, and similar.''
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●●●: A three Pip Advantage is something iconic, central, and/or defining to the character. These Advantages claim the lion's share of a character's narrative weight, are likely where a character has sunk most of their focus and/or potential, and they would be unrecognizable without them. These can be expected to suffice in any situation where it's reasonable for a PC to succeed with hard work.
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''Examples of these look like Superman's superhuman physique and flight, Darth Vader's lightsaber skills and Force powers, Goku's martial arts and ki techniques, Saber's Excalibur, Tony Stark's Iron Man suits, Solid Snake's stealth skills, Alucard's immortality, and similar.''
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None: An Advantage without any Pips is an Incidental Advantage. It has no important function in scenes. It exists as pure flavor, VFX, a neat benefit that doesn't meaningfully translate to an advantage in RP, or something with borderline superfluous utility.
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''Examples of these look like Sonic's skating skills, John Egbert's absurd inventory mechanics, C3P0's language and diplomacy protocols, Frieza being able to breathe in space, and similar.''
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4/5●: A four or five Pip Advantage is an area of excessive hyperfocus where the character overwhelmingly specializes. They're exceptionally impressive in use, but mostly indicate when a character has pushed a single capacity well beyond the point necessary to overcome related challenges. These usually belong to extremely narratively focused characters as their One Thing.
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''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always "extra"'''; the only new functionality they enable is self-starting, out of scope ideas.''
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''Examples of these look like the Incredible Hulk's strength, the Flash's speed, Wolverine's regeneration, Rock Lee's taijutsu, Megaman's mega buster, and similar.''
 
   
 
   
===Minor===
 
A Minor Advantage is something useful, but often more of a passive perk or situational tool that the character doesn't really focus on, and rarely seeks to significantly improve. They typically provide thematic flavour, unique conveniences, or occasionally allow for a very niche application. They likewise don't have much narrative potency, and shouldn't be expected to tackle major obstacles. Minor Advantages may also be lesser versions of a character's Significant and Defining Advantages that simply aren't conceptually related.
 
  
''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.''
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All characters have '''38''' Pips in total. This can be increased to a small extent by the addition of Flaws, as described in our [[Disadvantages|Disadvantages article]]. There isn't any strict policy by which we dictate where a character is allowed to put theirs in which powers; a large part of applying for Advantages comes down to the player's perception of which things are most important or fun about a character.
  
==Advantage Structure==
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A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.
As MCM is an environment where an enormous variety of characters are possible, and which supports those characters growing from exposure to other themes and plots, the primary thing we look out for in a character's Advantages is the point of “conceptual fullness” where the character has slipped from reasonable into ridiculous. Even in cases where a character picks up new tricks, talents and gear from other worlds over a long period of time, where each upgrade and acquisition was well earned and sensible, there eventually comes a time where a long-running character who was originally well-designed, has become the time-manipulating psychic dragon slayer and pokemon trainer who pilots a super robot and uses three different kinds of magic and a lightsaber, and everyone begins to roll their eyes.
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Where our basic policy is geared towards managing the wide vertical scope of Advantages that can be played on MCM, for managing their theoretically infinite breadth, we employ these Defining/Significant/Minor classifications in a “Slot” system.
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It costs '''2''' Pips to push an Advantage above ●●●, and another '''2''' above ●●●●.  No more than '''8''' Pips can be spent pushing any Advantages above ●●●. In practice, this means that if a character has any ●●●● or ●●●●● Advantages at all, the maximum is 5/5, 5/4/4, or 4/4/4/4.
  
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A character with fewer Advantages, who doesn't spend all of their Pips, can convert the rest to ''Vanity Pips''. As per their name, Vanity Pips don't do anything concrete, but they highlight and emphasize which Advantages matter most, and should be given some extra spotlight where possible. Any Advantage can have any number of Vanity Pips, which don't cost extra above ●●●.
  
Put simply, each player character is limited to a grand total of:<br>
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In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing [[Advantages#Rules on Trappings|Advantage trappings]], but otherwise, the player can write whatever they like.
'''''Two''''' Defining Advantages.<br>
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'''''Four''''' Significant Advantages.<br>
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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.<br>
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Characters may also elect to use a small number of pre-written Advantages of generally minor or factionally aligned distinction, called Sub-Advantages, using a separate pool of '''4''' Pips, which may be increased slightly in the same way. The list of available Sub-Advantages is available further down.
  
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”.
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==Applying for Advantages==
  
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All Advantages should also be organized into thematically related groups, labeled with a header. This can include its own flavor or fluff text, but at bare minimum, it needs a title. You can group Advantages however you like, but don't leave loose Advantages scattered around the section on their own, or Advantages without trappings.
  
Each Advantage contains a total of '''''one to three Points''''', making for a maximum grand total of:<br>
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Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of '''3800''' characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.
'''''Six''''' Defining Points.<br>
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'''''Twelve''''' Significant Points.<br>
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Again, a '''''reasonable''''' number of Minor Points.<br>
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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.
  
We find that this balance allows the overwhelming majority of characters to begin play with little to no adjustment to their toolbox of powers, talents, and equipment, and creates a generally acceptable ballpark of how far certain characters can expand and accrue new major abilities before they have to slim down again. To be transparent, a conceptually very simple character will have an easy time accumulating new skills and toys on-grid than an already highly developed and powerful character. We’ll cover what constitutes an Advantage Point in just a minute.
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Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a "Peerless master swordsman, unmatched by any man" on a ● Advantage is self-evidently dumb.
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If an Advantage name ends with an extender ('''Advantage - Category''') then you need to name what it applies to. The same Advantage may be bought multiple times with different categories. Other Advantages cannot; ''please don't add category extenders to Advantages that don't have them''.
  
===Omnicompetent FCs===
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An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our "something happens is better than nothing happens" policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than "something to work with", if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.
It is rare, but technically possible, for an FC to be so broad in their capabilities that they do not completely fit within these parameters from the start. In this case, the player should app something like “the movie version” of that character, which focuses on what the character would actually use in play, rather than various powers that may have been stapled onto them through their published lifetime. It bears mentioning that these changes are RETROACTIVE to the character's source. That is, if Superman as apped on MCM cannot hurl planets out of orbit (likely because it would never come up), he COULD NOT in his own world before it unified. This is basically to prevent “I'd kick your ass if the Multiverse hadn't nerfed me!” attitudes.
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Some Advantages come with a '''Surcharge'''. These are Advantages with much greater ability to bend roleplay around them than most. To buy this Advantage at ● or higher, the character has to pay an amount of extra Pips. Other advantages might have a '''Credit''', which makes it less costly to bring niche Advantages up to a valuable level. These are free Pips automatically added to the Advantage once it reaches ●. Only the base number of Pips spent on the Advantage, without the Credit, counts towards any limits on how many Advantages of what rating a character may possess.
  
===On Specialism and Multiple Slots===
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=Advantage Formatting=
In many cases, a character will have an ability, or conceptually related set of skills or items, that is broad enough that it cannot be encompassed in a single Advantage slot of three Points. These tend to be things like a wizard's ability to cast magic, or a mad scientist's arsenal of inventions. This is perfectly fine, and intentionally accommodated for by the system, being easily worked with by simply filling up multiple Slots to encompass the full range of the Advantage's capabilities. e.g. a wizard might have a Defining Advantage for their blasting spells, buffing spells, and status infliction spells, and a Significant Advantage for summoning spells, defensive spells, and enchantments.
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A complete Advantage grouping looks like:
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Black Magic:
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Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.
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Combat Options***(*): Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.
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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.
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Field Shaping*: (Combat Options***:) Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.
 
   
 
   
Conversely, characters who are extremely specialized in a particular area, or famous for a particular skill or power, may wish to intentionally not fill an Advantage slot up to capacity. This is also perfectly okay, and though we don’t offer any hard, mechanical benefits for doing so, it is to be understood that a character whose entire Defining Advantage comes down to “sword mastery” has a level of skill with swords that is more narratively effective than when another character with a Defining Advantage that encompasses a much wider variety of weapons uses a sword.
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'''''Use this formatting'''''. Character generation is mostly processed automatically, and making up your own special formatting breaks the code unless we meticulously edit it by hand.
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As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and before the colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go ''fully inside parentheses''.
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==Minimum Expectation==
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When filling out your Advantages section, '''carefully read the entry for any Advantages you choose''', and '''fulfill their requirements''' (if any). Applications with Advantages that fail to clearly meet any inherent requirements will be sent back for revisions with ''pretty much just a direct pointer to the requirements being flubbed''. Since the minimum rules are right next to the Advantage's own name, staff aren't expected to reiterate and reexplain basic rules in every reply to every email. Staff offers detailed help for issues that aren't explicitly or implicitly pre-explained by these rules.
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==Non-Advantages==
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Some staple fictional powers don't appear in the Advantage list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broad thematic with a number of possible functions, and those functions themselves are the Advantages, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.
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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.
  
==Advantage Slots and Points==
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==Redundant Advantages==
With the nearly infinite variety of characters and their capabilities that can be brought to MCM, it can be difficult and confusing to both break up their narrative toolkits into an easily readable and consistent format, and just as difficult to figure out where to draw the line on when various skills, powers, and items cease to really be related to one another. Rather than leaving this to a selective process where our staff are forced to debate over and approve each individual player character on an inconsistent, subjective, and potentially biased basis, we’ve boiled down the vast majority of Advantages that we see applied for on MCM into a number of categories that any and all players have full access to, within the objective standards of the rules. These categories are intentionally very broad in what can go inside them, and very concise in what their actual function amounts to in roleplay. This is both to make it easier for a player to figure out how their character’s Advantage space works, and easier for a fellow player on the MUSH to read through a character’s Advantage and understand what it is they do, without staff being forced to heavily dictate the writing style of each individual player.
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Advantages are concerned only with what the character does as a whole, and so they naturally compress otherwise extensive lists of powers or items into single entries that represent all of them. If it's difficult to group conceptually related Advantages without up bringing an Advantage you already have, you can reference it as a Redundant Advantage, which can be repeated '''at the same Pip rating or lower''' at no cost. For example, if a character has a grouping all about their personal combat tech with Combat Options to represent their firearms, and then a grouping all about their battle mecha, it's acceptable to repeat the Combat Options Advantage (in parenthesis) if they want the mecha entry to reference it having a pile of mecha firearms.
  
Essentially, each Advantage Slot is comprised of one to three Points, gathered together by a common conceptual thread, and put under a single thematic header. Each of its Points is made up of two parts: a designation selected from the following list, and an associated “trapping” written by the player. The designated Points found on the list are quite literally “the point of having the Advantage”, and are universally accepted. The trappings of an Advantage are the general details of how the Advantage uniquely achieves that point, and contain the descriptive and mechanical details of the Advantage, as well as whatever fluff and minutiae the player would like to include with a certain level of brevity. Trappings should use '''concise language''' and be '''free of theme-specific jargon''', or else '''briefly''' explain the terms where that isn’t possible. Under '''240''' characters per Point is ideal. Unless the Point itself is very complicated, frequently or egregiously exceeding this guide might result in an application being sent back to be streamlined. For each Point on the list, we’ve included examples of what kinds of tools and abilities might find themselves within each category, and any details of what a player should or must include in its trapping in addition to its general description, if there are any.  
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As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantages. No Advantage requires another Advantage to work.
  
You’ll see that some Advantages have a category descriptor in (parentheses), in which case the Advantage is broad enough that it is limited to a single categorical descriptor per-Advantage (for instance, the Advantage Point “'''Resistance'''” has to choose a thing to be resistant to each time that it is taken, otherwise the character could technically be resistant to everything). You’ll also see that some Advantages possess a '''Standalone''' or '''Consent''' notation. These are explained afterwards. The '''Required Text''' field outlines the bare minimum of things staff needs to see explained before an Advantage can be approved. An entry of “None” doesn’t mean the Advantage doesn’t need to be explained at all, but that it is relatively self-explanatory or its particulars don’t matter as much, so please still include a trapping. A '''Minor''', '''Significant''' or '''Defining''' note indicate that the Point should always occupy that tier of Advantage Slot. ''Italicised'' designations indicate an Advantage stub: something that exists on the table solely for convenience or explanation.
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=Advantages A-K=
  
'''IMPORTANT:''' If you don’t see anything that adequately describes something your character has on the list, don’t fret! We’ve included a Wildcard option for especially strange or finicky abilities. These do require much more clear and mechanical explanation in the trapping, but we try to accept these as often as humanly possible.
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'''Accepted Advantage Designations and Trappings'''
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'''Advantages A-K'''
 
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! class=HeaderCell | Trappings
 
! class=HeaderCell | Trappings
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Agelessness'''
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{{!}} class="LogCell" {{!}} '''Adaptation'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted. They are generally resistant or immune to both ordinary damage coming from the environment, and other health or safety risks posed by it.<br>
'''Minor'''<br>
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'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.<br>
'''Required Text:''' None.
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'''Investment:''' A broader range of environments, and/or greater protective strength against them.<br>
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Maximum ●●●<br>
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'''Related:''' Adaptation confers protection, not perfect suitability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc. In some cases, '''Toughness''' or '''Resistance''' may allow a character to survive a danger in the environment that they otherwise couldn't, due to their heightened ability to handle damage, though the ability to handle damage won't eliminate the overall threat of hazardous environments.  
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
 
{{!}} class="LogCell" {{!}} '''Analysis'''
 
{{!}} class="LogCell" {{!}} '''Analysis'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.<br>
'''Consent''' when studying PCs and/or their stuff.<br>
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'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).<br>
'''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.<br>
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'''Investment:''' Information of greater breadth, detail, and/or obscurity.<br>
''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'''.''
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'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Anti-(Power Genre)'''
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{{!}} class="LogCell" {{!}} '''Anti - Power Genre'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.<br>
'''Consent''' except against other Consent Advantages.<br>
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'''Required:''' A well-defined "genre" of power that this Advantage applies to which is significantly more specific than universal catchalls like "magic" or "technology", and at least implicitly how another character would get around it (for instance, moving out of a suppression field).<br>
'''Required Text:''' A well-defined “genre” of power that this Advantage applies to, no more broad than the archetypical D&D Anti-Magic Field. 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 the field).
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'''Protected:''' Always.<br>
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'''Investment:''' Stronger interference.<br>
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'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Attack List - (Melee/Ranged)'''
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{{!}} class="LogCell" {{!}} '''Arsenal - Melee/Ranged/Named'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.<br>
For the purposes of Advantage notation, Ranged indicates attacks that happen, deal damage, and stop, even if they can 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.<br>
+
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.<br>
'''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.<br>
+
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.<br>
''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'''.''
+
'''Investment:''' More powerful or more complex special attacks.<br>
 +
 
 +
'''Arsenal - Melee''' strictly contains attacks that are used in close range combat, with some extra leeway in how they're utilized as a close combat stunting ability.<br>
 +
 
 +
'''Arsenal - Ranged''' can contain attacks that work at long range, but are strictly damage delivery mechanisms and nothing else, however fancy or complex they are.<br>
 +
 
 +
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.<br>
 +
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.
 
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{{!}} class="LogCell" {{!}} '''Attack Redirection'''
+
{{!}} class="LogCell" {{!}} '''Bane - Target'''
{{!}} class="LogCell" {{!}} The character can redirect one or more kinds of incoming attack attack in some fashion, commonly including things like reflective barriers, absorbing and re-firing energy. Well known examples include Zuko from Avatar redirecting lightning, and the deflective properties of lightsabers from Star Wars. Extremely simple examples of this idea, like using judo moves to use an attack’s weight to throw someone, are likely just part and parcel of their relevant Advantage.<br>
+
{{!}} class="LogCell" {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.<br>
'''Required Text:''' In what state attacks are sent back in and by what delivery mechanism. This can be "exactly the same way", but it can also abstracted.<br>
+
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.<br>
''Note: This Point alone doesn’t reduce the damage the character takes! If the character prevents the attack from harming him as well as sending it back, see '''Damage Reduction''' or possibly '''Improbable Defense'''.''
+
'''Credit:''' ● for no more than two Banes.<br>
 +
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of "fighting an enemy".<br>
 +
Minimum ●<br>
 +
'''Related:''' The trope kind of expertise that usually goes with the "monster hunter" archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.
 
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{{!}} class="LogCell" {{!}} '''Bane - (Target)'''
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{{!}} class="LogCell" {{!}} '''Buffs'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.<br>
'''Required 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.<br>
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'''Required:''' The specific arena(s) of effort the character can improve upon.<br>
''Note: There are some examples of acceptable archetypes later in this section.''
+
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.<br>
 +
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.
 
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{{!}} class="LogCell" {{!}} '''Binding'''
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{{!}} class="LogCell" {{!}} '''Combat Options'''
{{!}} class="LogCell" {{!}} The character employs a means of restricting, imprisoning, depowering, or otherwise rendering another entity a reduced or non-threat for a prolonged period of time. This is a flexible Point, broadly incorporating things like a Shinto priest binding/sealing spirits, a witch turning people into newts or a basilisk turning someone to stone (in a reversible fashion), an evil anime organization injecting the hero with phlebotinum power suppression serum, or rare cases where characters can disrupt, damage, or steal powers within their theme.<br>
+
{{!}} class="LogCell" {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at "a heat seeking missile" or "chain lightning". The character is presumed to be competent enough at using this Advantage to be an effective attacker.<br>
'''Consent''', always.<br>
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'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.<br>
'''Required Text:''' A precise and fairly detailed account of what restrictions the character places and how they can be lifted (or else how long until they wear off naturally if they can’t). <br>
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'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.<br>
''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.''
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'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.
 
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{{!}} class="LogCell" {{!}} '''Buffs'''
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{{!}} class="LogCell" {{!}} '''Control Immunity'''
{{!}} class="LogCell" {{!}}  
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{{!}} class="LogCell" {{!}} The character is immune to being subjected to mind-altering effects. This can be a result of incredible willpower, psychic insulation technology, etc. This advantage is distinct from Reading Immunity and Intrusion Immunity in that it prevents the user from being controlled or altered, but not mind reading as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-altering effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy "do not have Advantages", a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a strong resilience to all mind control and equivalent effects.<br>
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.<br>
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'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br>
'''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.<br>
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'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br>
''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'''.''
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Minimum ● Maximum ●●● including Credit.<br>
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'''Credit:''' ●<br>
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'''Related:''' If the character would possess both this Advantage and '''Reading Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.
 
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{{!}} class="LogCell" {{!}} '''Conveniences'''
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{{!}} class="LogCell" {{!}} '''Communication'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.<br>
'''Minor'''<br>
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'''Required:''' N/A<br>
'''Required Text:''' None, though the general thematic of the conveniences should be clearly established.
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'''Investment:''' This Advantage can only be purchased for ●<br>
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'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.
 
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{{!}} class="LogCell" {{!}} '''''Crafting'''''
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{{!}} class="LogCell" {{!}} '''Contract'''
{{!}} class="LogCell" {{!}} This Point is a pseudo-stub, mostly for reference to the '''Share Powers''' Point, since PC crafting typically works in the exact same way. Overall, the ability to (re)build the character’s own equipment is a non-Advantage, so crafting only becomes relevant when they produce it for use by others. Just as how its parent Point can be used on the character themself by the inclusion of a second Point, doing the same assumes that the character Just Has any of the stuff they usually build and give to others, and can make use of it themselves.
+
{{!}} class="LogCell" {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].<br>
 +
'''Required:''' N/A<br>
 +
'''Protected:''' Always.<br>
 +
'''Investment:'''Increases number of possible Contracts and how many pips of Advantages are shared.<br>Minimum ●<br>
 +
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.
 +
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 +
{{!}} class="LogCell" {{!}} '''Conveniences'''
 +
{{!}} class="LogCell" {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than "what a middle-class citizen of New York would carry on their person", such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.<br>
 +
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.
 
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{{!}} class="LogCell" {{!}} '''Cure'''
 
{{!}} class="LogCell" {{!}} '''Cure'''
{{!}} class="LogCell" {{!}} 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'''.<br>
+
{{!}} class="LogCell" {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of "taking damage", beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.<br>
'''Required Text:''' The scope of abnormalities and afflictions that the character can cure.
+
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br>
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+
'''Credit:''' ● if the character already possesses '''Healing'' at ●● or higher. Only one Credit may be claimed between Cure and Healing.<br>
{{!}} class="LogCell" {{!}} '''Damage Reduction'''
+
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.<br>
{{!}} class="LogCell" {{!}} 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.<br>
+
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.
'''Required Text:''' None.  
+
 
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{{!}} class="LogCell" {{!}} '''Debilitation'''
 
{{!}} class="LogCell" {{!}} '''Debilitation'''
{{!}} class="LogCell" {{!}} The character can inflict temporary or expediently correctable 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.<br>
+
{{!}} class="LogCell" {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.<br>
'''Required Text:''' The overall thematic of the debilitations the character inflicts. Not necessarily exhaustive, but should have clear bounding.
+
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.<br>
 +
'''Investment:''' Greater variety and/or potency of effects.<br>
 +
'''Related:''' An effect that would take someone completely out of an interaction, like "realistic" paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic "poison" or "burn" conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.
 
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{{!}} class="LogCell" {{!}} '''Destruction'''
+
{{!}} class="LogCell" {{!}} '''Deconstruction'''
{{!}} class="LogCell" {{!}} 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 useful, it's probably doesn't need this Point.<br>
+
{{!}} class="LogCell" {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that "fails the save" is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.<br>
'''Consent''' when used on possessions of consequence belonging to other PCs. Being used on PCs themselves is just subject to normal combat exchange.<br>
+
'''Required:''' N/A<br>
''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 skips the HP bar, and approaches it as a matter of scale and relevance.''
+
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.<br>
 +
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.<br>
 +
Minimum ● There's absolutely no point to an Incidental Deconstruction.<br>
 +
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', '''Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.
 +
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 +
{{!}} class="LogCell" {{!}} '''Defensive Paradigm'''
 +
{{!}} class="LogCell" {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.<br>
 +
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.<br>
 +
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.<br>
 +
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on "everything, unless".<br>
 +
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.
 
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{{!}} class="LogCell" {{!}} '''Disguise'''
 
{{!}} class="LogCell" {{!}} '''Disguise'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.<br>
'''Consent''' to impersonate another PC.<br>
+
'''Required:''' Who or what the character can disguise themself as.<br>
'''Required Text:''' Who or what the character can disguise themselves as.
+
'''Protected:''' Impersonating another PC.<br>
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+
'''Investment:''' More convincing and comprehensive disguises. A simple "alter ego" is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.<br>
{{!}} class="LogCell" {{!}} '''''Elemental Bullets'''''
+
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being "disguised" as a bush or something.
{{!}} class="LogCell" {{!}} This is deprecated terminology. This stub exists to direct seekers to '''Attack List'''.
+
 
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{{!}} class="LogCell" {{!}} '''Entry Methods'''
 
{{!}} class="LogCell" {{!}} '''Entry Methods'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.<br>
'''Required Text:''' What entry methods are available to the character.
+
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.<br>
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+
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.<br>
{{!}} class="LogCell" {{!}} '''Environmental Protection'''
+
'''Investment:''' The ability to gain entry to harder to reach areas.<br>
{{!}} class="LogCell" {{!}} 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.<br>
+
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.
'''Required Text:''' What environments the character can mitigate. This list should actually be more comprehensive than implicit where possible.<br>
+
''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 '''Water Functionality'''. So on, so forth.''
+
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+
{{!}} class="LogCell" {{!}} '''Exotic Damage'''
+
{{!}} class="LogCell" {{!}} The character possesses a means of dealing damage that, due to how it works, interacts with unusual or niche defensive Advantages more than it does relatively universal ones. While MCM expects that a suit of armour is typically a fine way to help survive the overwhelming majority of threats, there is a point at which anyone understands that a shield is the wrong Advantage to employ against psychic brain damage, a soul-draining ghost, or objects being teleported into a character’s body. Worth repeating: Exotic damage does not equate to unavoidable damage, and attacks using this Point resolve with the same logic and rules any other attack does.<br>
+
'''Required Text:''' What kind of damage it is, and the delivery mechanism, which must at least implicitly convey what kinds of defenses help, or else what “Save” applies.
+
 
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{{!}} class="LogCell" {{!}} '''Extraordinary Senses'''
 
{{!}} class="LogCell" {{!}} '''Extraordinary Senses'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character is able to pick up on some sort of sensory "cue" or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&D "detect spells", fit the bill here.<br>
'''Required 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.
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'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like "night vision goggles" doesn't necessitate one. This cannot simply be declaring a target of choice and writing "I sense it"; being able to sense auras of evil-aligned magic is not the same as "I sense evil people". The sole exception is the common and generic "I can see ghosts".<br>
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'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.<br>
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'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a "cue"). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.
 
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{{!}} class="LogCell" {{!}} '''Field Shaping'''
 
{{!}} class="LogCell" {{!}} '''Field Shaping'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.<br>
'''Required Text:''' The general extent to which the character can manipulate the field and a clear idea of the maximum range and spread of its effects.<br>
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'''Required:''' How the character can influence the field, in a strongly bound way.<br>
''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'''.''
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'''Investment:''' A greater range of effects and/or alterations of greater scope.<br>
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'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.
{{!}} class="LogCell" {{!}} '''Flash Movement'''
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{{!}} class="LogCell" {{!}}
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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").
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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. '''Exotic Damage''' 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.
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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.<br>
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'''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.<br>
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'''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.<br>
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'''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.<br>
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'''Required Text:''' Descriptive terms that encompass the Flash Movement’s range, expedience, and possible destinations, which should be very clear and understandable.
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{{!}} class="LogCell" {{!}} '''Flight'''
 
{{!}} class="LogCell" {{!}} '''Flight'''
{{!}} class="LogCell" {{!}} 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.
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{{!}} class="LogCell" {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.<br>
'''Required Text:''' None.<br>
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'''Required:''' N/A<br>
''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.''
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'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.<br>
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Maximum ●●●<br>
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'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.
 
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{{!}} class="LogCell" {{!}} '''Hacking'''
 
{{!}} class="LogCell" {{!}} '''Hacking'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.<br>
'''Consent''' where it concerns dictatorial effects, outlined later in this section.<br>
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'''Required:''' N/A<br>
'''Required Text:''' None.
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'''Credit:''' ●<br>
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'''Investment:''' Access to more secure devices and greater control.<br>
 +
Minimum ●<br>
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'''Related:''' The complete, dictatory hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''. While hacking the physical functions of these entities is within Hacking's wheelhouse, actual invasive control or reading of someone's mind is still a protected space, and cannot be gotten "for free" with this Advantage.
 
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{{!}} class="LogCell" {{!}} '''Hammerspace'''
 
{{!}} class="LogCell" {{!}} '''Hammerspace'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.<br>
'''Minor'''<br>
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'''Required:''' N/A<br>
'''Required Text:''' None.<br>
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'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.<br>
''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.''
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Maximum ●●●<br>
 +
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.
 
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{{!}} class="LogCell" {{!}} '''Healing (Self/Other)'''
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{{!}} class="LogCell" {{!}} '''Healing'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns "HP loss" and only strictly related symptoms. Targets are not necessarily required to be strictly organic.<br>
'''Required Text:''' None.<br>
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'''Required:'''N/A <br>
''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 Share Power, instead of taking Healing twice. For non-HP purging of secondary effects, see '''Cure'''.''
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'''Credit:''' ● if the character already possesses '''Cure''' at ●● or higher. Only one Credit may be claimed between Healing and Cure.<br>
 +
'''Investment''' More effective healing.<br>
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'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing "status effects" or things like diseases.
 
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{{!}} class="LogCell" {{!}} '''Hint'''
 
{{!}} class="LogCell" {{!}} '''Hint'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.<br>
'''Defining''' where the Hint provides useful and actionable information one or more scenes in advance.<br>
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'''Required:''' An idea of where the Advantage can gain information and of what kind.<br>
'''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.
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'''Investment:''' More detailed information and/or a greater variety of appropriate situations.<br>
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{{!}} class="LogCell" {{!}} '''''Home Base'''''
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Minimum ●. Minimum ●●● for obtaining information about things one or more scenes in advance. Maximum ●●●. Hint cannot be an Incidental Advantage.<br>
{{!}} class="LogCell" {{!}} This Point is a stub. “Having a place to live” in of itself is a non-Advantage. In the vast majority of instances, a character’s home village or apartment or the like doesn’t merit a Point at all. In instances where the people who live there or the facilities it incorporates might be significantly useful, see '''NPCs''', '''Field Shaping''', '''Share Powers''', '''Environmental Protection''', etc. Essentially, pick Points that represent what the location can actually do.
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'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.
 
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{{!}} class="LogCell" {{!}} '''Illusions'''
 
{{!}} class="LogCell" {{!}} '''Illusions'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.<br>
'''Consent''' along the same guidelines as Disguise.<br>
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'''Required:''' The scope of what can be faked, and what can give them away.<br>
'''Required Text:''' The scope of how much can be faked at once, and what could give them away.<br>
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'''Protected:''' Impersonations of other PCs.
''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.''
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'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.<br>
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'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.
 
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{{!}} class="LogCell" {{!}} '''Immortality'''
 
{{!}} class="LogCell" {{!}} '''Immortality'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a "Catch"; a set of criteria where the character can actually die for real, or is otherwise "not a Player Character anymore"; there is no infallible immortality on MCM.<br>
'''Required Text:''' The Catch, as well as when and where the character comes back to life, if it is somewhere else.<br>
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'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.<br>
''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.''
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'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.<br>
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Minimum ●, Maximum ●●●<br>
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'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.
 
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{{!}} class="LogCell" {{!}} '''Improbable Defense'''
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{{!}} class="LogCell" {{!}} '''Imperishable'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.<br>
'''Required 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.<br>
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'''Required:''' Which basics the character is not affected by.<br>
''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, like the defensive counterpart to '''Exotic Damage''', not invincibility.''
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'''Investment:''' Imperishable is always an Incidental Advantage.<br>
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'''Related:''' The corner case of "not needing air" can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.
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{{!}} class="LogCell" {{!}} '''Immunize'''
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{{!}} class="LogCell" {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.<br>
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'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br>
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'''Credit:''' ● if the character already possesses '''Regeneration''' at ●● or higher. Only one Credit may be claimed between Immunize and Regeneration.<br>
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'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects<br>
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'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back "HP" or restore damage.
 
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{{!}} class="LogCell" {{!}} '''Incapacitation'''
 
{{!}} class="LogCell" {{!}} '''Incapacitation'''
{{!}} class="LogCell" {{!}} The character is highly capable of incapacitating opponents without seriously injuring or killing them. This is assumed to be something most characters can attempt if they have to, using rubber bullets or the blunt side of the sword for instance, but their chances of success are entirely left to the whims of the plot. This Point represents a greater and more effective way or talent in doing so, such as the Sleep card from Card Captor Sakura, knockout weapons and takedowns used by Snake and Corvo from Metal Gear Solid and Dishonored respectively, or phasers set to stun from Star Trek.<br>
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{{!}} class="LogCell" {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or "remove from combat" conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.<br>
'''Required Text:''' None.
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'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.<br>
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'''Protected:''' Making transformations to other characters.<br>
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'''Investment:''' Dealing more "incapacitation damage", in terms of applying it more swiftly and reliably.<br>
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'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.
 
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{{!}} class="LogCell" {{!}} '''Intangibility'''
 
{{!}} class="LogCell" {{!}} '''Intangibility'''
{{!}} class="LogCell" {{!}} 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.<br>
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{{!}} class="LogCell" {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&D using astral projections. Brief Intangibility may be used to stunt avoiding attacks, but since invincibility isn't a permissible Advantage on MCM, any form of Intangibility the character can maintain for long enough to be "unattackable" is automatically susceptible to all attacks the character usually is.<br>
'''Required Text:''' None.
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'''Required:''' N/A<br>
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Minimum ●● Maximum ●●● including Credit.<br>
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'''Credit:''' ●<br>
 +
'''Investment:''' The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively.<br>
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'''Related:''' If the character becomes intangible primarily for the purposes of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are likely more appropriate.
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{{!}} class="LogCell" {{!}} '''Intrusion Immunity'''
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{{!}} class="LogCell" {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard "opt out" of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.<br>
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'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br>
 +
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br>
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Minimum ● Maximum ●●●<br>
 +
'''Related:''' In certain cases, it might be plausible to cure or shrug off "mental status effects" inflicted by mental influences, using specialized '''Cure''' or '''Immunize''' instead of needing this Advantage. These other Advantages never reject the primary effects of things like '''Mind Control''', '''Mind Reading''', or '''Mental Intrusion''', but may be justified in healing harmful madness, trauma, delusions, etc. Furthermore, characters who have an immunity or especially strong resistance to having their thoughts controlled or altered, or read in some way, would want to opt for '''Control Immunity''' or '''Reading Immunity''' instead. The Advantages are intentionally there to be more affordable ways of representing a character with special mental resilience; most characters will not require the fully costed blanket package.  
 
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{{!}} class="LogCell" {{!}} '''Invisibility'''
 
{{!}} class="LogCell" {{!}} '''Invisibility'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.<br>
'''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.<br>
+
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.<br>
'''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.<br>
+
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.<br>
'''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.<br>
+
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.<br>
'''Standalone'''<br>
+
'''Related:''' Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.
'''Required Text:''' What traits of the character the Invisibility conceals, and at least implicitly how they could be detected in spite of it.
+
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Knowledge - (Field)'''
+
{{!}} class="LogCell" {{!}} '''Knowledge - Field'''
{{!}} class="LogCell" {{!}} 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'''.<br>
+
{{!}} class="LogCell" {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.<br>
'''Required Text:''' The character’s Advantage-worthy area of knowledge, with at least two example applications.<br>
+
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague "knows a lot about a thing" won't fly; it has to have examples of an obvious impact.<br>
''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.''
+
'''Investment:''' Broader and more detailed knowledge with greater practical impact.<br>
 +
Minimum ● Maximum ●●● Trivially accessible knowledge is something any character can have.<br>
 +
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.
 +
|}
 +
</div>
 +
</div>
 +
 
 +
= Advantages M-W =
 +
 
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'''Advantages M-W'''
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{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Low Intake'''
+
{{!}} class="LogCell" {{!}} '''Mental Intrusion'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.<br>
'''Minor'''<br>
+
'''Required:''' What types of influence the character has with minds.<br>
'''Required Text:''' Which things the character doesn’t need.
+
'''Protected:''' Always.<br>
 +
'''Investment:''' More powerful and/or flexible effects.<br>
 +
Minimum ● Maximum ●●●<br>
 +
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Mind Manipulation'''
+
{{!}} class="LogCell" {{!}} '''Mind Control'''
{{!}} class="LogCell" {{!}} The character can somehow forcibly influence the thoughts, memories, and/or feelings of others to the point that they can heavily dictate their actions. This Point goes beyond the bounds of persuasive speaking or evocative performance, and assumes that the subject will act on the given compulsion as a default outcome, whether that be a command, an urge, an altered memory, a set of emotions, etc. Examples include Lelouch vi Britannia from Code Geass, Xavier from X-Men, the Imperius Curse from Harry Potter, various supernatural entities from the Harry Dresden books, or even very benign or positive users, such as Nilin from Remember Me or Raz from Psychonauts.<br>
+
{{!}} class="LogCell" {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing  or editing memories.<br>
'''Consent''' always.<br>
+
'''Required:''' An idea of which kinds of control the character has over minds.<br>
'''Required Text:''' What compulsions or alterations the character is able to affect on others.<br>
+
'''Protected:''' Always.<br>
''Note: There are certain compulsions that are either so low-grade or incredibly simple and positive that they qualify for either '''Debilitation''' or '''Buffs''', or else similar. Inflicting supernatural terror that causes targets to flee for their lives is certainly this Point. Projecting an aura that induces stress and anxiety, or speaking an abhorrent eldritch word that makes the mind flinch to hear, probably aren’t, since the specifics are in the other character’s court, and they are still wholly in control of their actions (though these might get less respect in play than usual). A Bard’s Inspiring Tune certainly isn’t either.''
+
'''Investment:''' More powerful mind control.<br>
 +
Minimum ●● Maximum ●●● including Credit.<br>
 +
'''Credit:''' ●<br>
 +
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
 
{{!}} class="LogCell" {{!}} '''Mind Reading'''
 
{{!}} class="LogCell" {{!}} '''Mind Reading'''
{{!}} class="LogCell" {{!}} The character has the ability to perceive the thoughts, feelings, intentions, or immediate future actions of a subject. Usually this is some form of Telepathy or “Aura” reading such as present in X-Men or Vampire: the Masquerade, but it can encompass things like astrological prediction or computer analysis and simulation that effectively reads into the target’s inner intentions indirectly.<br>
+
{{!}} class="LogCell" {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.<br>
'''Consent''' always.<br>
+
'''Required:''' An idea of what information the Mind Reading extends to.<br>
'''Required Text:''' What information the character can gather on their subject.se of Advantages.''
+
'''Protected:''' Always.<br>
 +
'''Investment:'''More far reaching and accurate information gathered.<br>
 +
Minimum ●● Maximum ●●● including Credit.<br>
 +
'''Credit:''' ●<br>
 +
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
 
{{!}} class="LogCell" {{!}} '''Mobility'''
 
{{!}} class="LogCell" {{!}} '''Mobility'''
{{!}} class="LogCell" {{!}} The character can adroitly get around complex, dense, and/or hazardous environments by means of superior mobility, such as parkour, jump packs, wall climbing, grapnel hooks, hand gliders, video game double jumps and air dashes, etc. They may also perform such feats as briefly 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.<br>
+
{{!}} class="LogCell" {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.<br>
'''Required Text:''' None, but examples are encouraged.
+
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.<br>
{{!}}- class="LogRow"
+
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' at ●●●● or higher, or '''Flight''' at ●●●.<br>
{{!}} class="LogCell" {{!}} '''Multiple Discrete Actions'''
+
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.<br>
{{!}} class="LogCell" {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, 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.
+
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.
 
+
 
+
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.<br>
+
'''Defining'''<br>
+
'''Required Text:''' None.<br>
+
''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.''
+
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
 
{{!}} class="LogCell" {{!}} '''NPCs'''
 
{{!}} class="LogCell" {{!}} '''NPCs'''
{{!}} class="LogCell" {{!}} 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. 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.<br>
+
{{!}} class="LogCell" {{!}} The character bit has the use of one or more entities besides the named central character themself. These "extra" beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.<br>
'''Defining-Grade:''' The NPCs are essentially at the same tier as PCs. They are serious combat entities, may be stronger or more capable than the character themselves in some areas, and can generally expect to viably compete with PCs in relevant situations. Usually, some Advantage space is dedicated to fleshing out their personal abilities. An example is Paine and Rikku being taken as Yuna's Defining NPCs in Final Fantasy X-2.<br>
+
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.<br>
'''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.<br>
+
'''Investment:''' More powerful, effective, and generally relevant NPCs.<br>
'''Minor-Grade:''' The NPCs are essentially window dressing or props. Their skills have niche uses at most, and cannot contribute more than a similar Minor Advantage would. Minor NPCs cannot have a PL, and are presumed to lose in any combat engagement against anything more important than them. Examples include C3-P0 or generic Stormtroopers from Star Wars, or generic “redshirts” from Star Trek.<br>
+
NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.<br>
'''Required Text:''' What Advantages the NPCs possess.<br>
+
●● NPCs are comparable to a "miniboss" or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.<br>
''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.''
+
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.<br>
 +
Maximum ●●● NPCs can't be completely stronger or better than PCs.<br>
 +
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Oration'''
+
{{!}} class="LogCell" {{!}} '''Power Copy - Derivative/Mirror'''
{{!}} class="LogCell" {{!}} The character has exceptional social skills, has extraordinary charisma, is trained in diplomacy, persuasion, and deception, uses some kind of magical glamour, or otherwise has some means to make them an unusually effective speaker.<br>
+
{{!}} class="LogCell" {{!}} The character has the ability to make use of the Advantages of another character or the attributes and abilities of another target, in some form or imitation. Because Power Copying is an Advantage that can be almost any other Advantage, the full details of [[Power Copy|Power Copy]] are covered in their own article. This article is mandatory reading for characters who want Power Copy.<br>
'''Significant''' or lower. This Point cannot be a Defining Advantage solely for the difficulty of portraying and respecting it in play.<br>
+
'''Investment:'''Power Copy - Derivative is always ●●● and Power Copy - Mirror is always ●●●●●<br>
'''Required Text:''' None, so long as it is obviously distinct from '''Mind Manipulation'''.
+
'''Surcharge:''' ●●●● for power Copy - Derivative, ●● for Power Copy - Mirror.<br>
 +
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Power Copy - (1/2/3)'''
+
{{!}} class="LogCell" {{!}} '''Quantum Solution'''
{{!}} class="LogCell" {{!}} 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 [[Power Copy|in its own article]].<br>
+
{{!}} class="LogCell" {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever "not being used". Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.<br>
'''Defining'''<br>
+
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.<br>
'''Standalone'''<br>
+
'''Protected:''' Always.<br>
'''Required Text:''' See article.<br>
+
'''Investment:''' Quantum Solution is always ●●●●<br>
 +
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Proxies'''
+
{{!}} class="LogCell" {{!}} '''Reading Immunity'''
{{!}} class="LogCell" {{!}} The character has the option of working through an expendable and sometimes remote actor, minimizing risk to themselves while still allowing them to employ the bulk of their Advantages. Examples include Warframes, remote bodies from Ghost in the Shell, as well as swappable/expendable bodies from it and similar Transhuman themes, and the typical depiction of avatars such as in Accel World and other video game-inspired series. Possession, in the sense of ghosts, demons, body snatching, etc. is also considered a Proxy, but will usually require a Point to allow forcible acquisition and control of Proxies, such as '''Mind Manipulation'''.  
+
{{!}} class="LogCell" {{!}} The character is able to block out attempts to read their mind, directly or by similar dictatorial means of information gathering about their thoughts. This advantage is distinct from Control Immunity and Intrusion Immunity in that it prevents the user from having their minds read, but not being controlled or mentally altered as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-reading effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy "do not have Advantages", a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a serious obfuscation to various mind reading and equivalent effects.<br>
 
+
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br>
 
+
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br>
Proxies are a somewhat complicated territory, as '''MCM absolutely requires that the use of proxies not be able to obviate all danger to the user'''. As such, this Point follows almost identical rules to '''Immortality''', where the Catch is assumed to be some form of feedback to the user such that they are harmed when their Proxy is. Examples include psychic nosebleeds, cyber shock, magical soul rending, etc.This means that the user can die if their Proxy presence in a scene is rendered “dead enough”, or they were previously low on metaphorical HP and damage to Proxies “made up the difference”.  
+
Minimum ●● Maximum ●●● including Credit.<br>
 
+
'''Credit:''' <br>
 
+
'''Related:''' If the character would possess both this Advantage and '''Control Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.
The user of this Point has the option of how to scale their investment in their Proxy. A player can decide to use a lower tier of Proxy than this Point occupies, but cannot freely switch mid-scene.
+
 
+
A '''Defining''' Proxy effectively can have all the tools and the full combat power of the character at their disposal, but translates “loss of HP” almost 1:1. If the Proxy jumps on a bomb and is blown to smithereens for their heroic sacrifice, the user is either dead, crippled, or in critical condition.<br>
+
A '''Significant''' Proxy has limited use of the character’s Defining Advantages and likely possesses only a partial chunk of their Advantages overall, as well as having reduced combat power. Being damaged can seriously harm the user, but life-threatening injury rarely, though not never, occurs. The user is safer, but has less ability to influence events for it.<br>
+
A '''Minor''' Proxy is of extremely limited help, with no realistic chance of winning meaningful combat, and any Advantages they keep are effectively “Minor-tier”. Their destruction is painful but usually only causes minor injuries to the user.<br>
+
'''Required Text:''' What the character sends ahead instead of themselves, and which of their Advantages the Proxies possess.<br>
+
''Note: This Point rarely applies to summoners, drone operators, and the like, who wield their minions while already in the scene. If another participant can simply shoot the controller without additional difficulty, it’s not a Proxy. Likewise, sending an important NPC in a character’s place is not a Proxy, for the fact that the NPC is perfectly capable of dying, thus the character can be threatened by meaningful losses.''
+
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Quantum Solution'''
+
{{!}} class="LogCell" {{!}} '''Regeneration'''
{{!}} class="LogCell" {{!}} 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”.<br>
+
{{!}} class="LogCell" {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns "HP loss" and only strictly related symptoms.<br>
'''Defining'''<br>
+
'''Required:''' N/A<br>
'''Consent'''<br>
+
'''Credit:''' ● if the character already possesses '''Immunize''' at ●● or higher. Only one Credit may be claimed between Regeneration and Immunize.<br>
'''Required Text:''' A strong idea of what thematics the Point follows.
+
'''Investment:''' More effective healing.<br>
 +
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off "status effects" done to the character.
 
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{{!}} class="LogCell" {{!}} '''Remote Manipulation'''
 
{{!}} class="LogCell" {{!}} '''Remote Manipulation'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.<br>
'''Required Text:''' What the character can manipulate and how.
+
'''Required:''' N/A<br>
 +
'''Investment:''' More precise and varied manipulation at distance.<br>
 +
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.
 
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{{!}} class="LogCell" {{!}} '''Remote Viewing'''
 
{{!}} class="LogCell" {{!}} '''Remote Viewing'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.<br>
'''Consent''' when spying on PCs.<br>
+
'''Required:''' A criteria that determines valid places for the character to view, as opposed to "the entire Multiverse."<br>
'''Required Text:''' The mechanism by which the character views remotely, and the criteria that determines a valid place for them to see into.
+
'''Protected:''' Spying on PCs without their knowledge.<br>
 +
Maximum ●●●<br>
 +
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.<br>
 +
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.
 
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{{!}} class="LogCell" {{!}} '''Repair'''
 
{{!}} class="LogCell" {{!}} '''Repair'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.<br>
'''Required Text:''' What sorts of targets the character is able to repair, and broadly in what general timeframe.
+
'''Required:''' A metric by which Repair is more limited than "any object fully and instantly."<br>
 +
'''Investment:''' Faster, more complete, more varied repairs.<br>
 +
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.
 
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{{!}} class="LogCell" {{!}} '''Resistance - (Source)'''
+
{{!}} class="LogCell" {{!}} '''Resistance - Source'''
{{!}} class="LogCell" {{!}} 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.  
+
{{!}} class="LogCell" {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.<br>
 
+
'''Required:''' N/A. See some examples of valid categories in the appropriate section.<br>
 
+
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.<br>
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.<br>
+
'''Investment:''' More powerful resistances.<br>
'''Required Text:''' Informative examples of what sources of harm the character has a Resistance against.
+
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.
 
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{{!}} class="LogCell" {{!}} '''Resurrection'''
 
{{!}} class="LogCell" {{!}} '''Resurrection'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.<br>
'''Defining'''<br>
+
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing. The criteria should ideally be clean and easy to judge, so that the distinction is quickly apparent and simple to both GM and roleplay around.<br>
'''Standalone'''<br>
+
'''Investment:''' Resurrection is always ●●●●●<br>
'''Required Text:''' The criteria needed for a target to be eligible for Resurrection.<br>
+
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely "defeated", dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are "clinically" dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.
''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. When used with '''Share Power''', other characters acquire a version of this Point with criteria no more forgiving than if the dead character had Minor '''Immortality'''. This separate set of criteria must be disclosed in the trapping as well.''
+
 
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{{!}} class="LogCell" {{!}} '''''Riding'''''
+
{{!}} class="LogCell" {{!}} '''Skeleton Catch'''
{{!}} class="LogCell" {{!}} This Point is a stub. See '''Vehicle Mastery'''.
+
{{!}} class="LogCell" {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. The target cannot be brought back to life by any means, including fiats of plot, or powers that aren't technically either Immortality or Resurrection. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill  NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.<br>
 +
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.<br>
 +
'''Related:''' Skeleton Catch is not in of itself a mechanism of killing things. It doesn't pierce '''Toughness''', negate '''Regeneration''', or otherwise factor into how easy it is to kill a target; you still require the means to finish them off first, such as '''Combat Options''' or '''Weapon Mastery'''. If you don't know what a Catch is, read '''Immortality'''.
 
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{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}}'''Skeleton Catch'''
+
{{!}} class="LogCell" {{!}} '''Skill - Field'''
{{!}} class="LogCell" {{!}} The character kills people dead, period. They automatically fulfil the Catch associated with another character’s '''Immortality''' without having to go to extra lengths, users of '''Proxies''' always receive full deadly harm from their attacks equivalent to that suffered by their Proxy, and killing someone may very well 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. This may, in certain cases, extend to fulfilling conditions regarding a plot NPC who cannot be harmed normally, if a plot incorporates such a contrivance.<br>
+
{{!}} class="LogCell" {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.<br>
'''Required Text:''' None.<br>
+
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; "does magic" could mean anything.<br>
''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.''
+
'''Investment:''' Greater capability to accomplish difficult tasks<br>
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+
Maximum ●●●<br>
{{!}} class="LogCell" {{!}} '''Skill - (Skill)'''
+
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.
{{!}} class="LogCell" {{!}} 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'''.<br>
+
'''Required Text:''' The character’s Advantage-worthy area of expertise, with at least two example applications.<br>
+
''Note: There are some examples of acceptable categories later in this section, as well as a word of “skill minimums” required to make u
+
 
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{{!}} class="LogCell" {{!}} '''Share Powers'''
 
{{!}} class="LogCell" {{!}} '''Share Powers'''
{{!}} class="LogCell" {{!}} 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.  
+
{{!}} class="LogCell" {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.<br>
 
+
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.<br>
 
+
'''Credit:''' ● if he character already possesses Contract at ●● or higher.<br>
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.<br>
+
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.<br>
'''Required Text:''' What selection of the character’s Advantage Points can be used on, or loaned out to, others. If this is a very large list, it can be shortened by describing directly in Advantage terms.<br>
+
Maximum ●●●<br>
''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.''
+
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.<br>
 +
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.
 
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{{!}} class="LogCell" {{!}} '''''Shapeshifting'''''
+
{{!}} class="LogCell" {{!}} '''Speed'''
{{!}} class="LogCell" {{!}} Shape shifting is not actually considered an Advantage Point. The power to change forms is a trapping. It is the fluffy dressing on the actual point of taking a new form. This stub exists to guide people looking for shape shifting into checking out '''Disguise''', '''Superior (Attribute)''', '''Environmental Protection''', '''Entry Methods''', '''Flight''', '''Water Functionality''', and other such things that different bodies might do.
+
{{!}} class="LogCell" {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.<br>
 +
Minimum ●
 +
'''Related:''' To get around places really well, rather than just really fast, use '''Mobility'''. If the character only has some sort of super fast defense, see '''Defensive Paradigm''' for things like precognitive dodging or parrying bullets.
 +
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 +
{{!}} class="LogCell" {{!}} '''Split Actions'''
 +
{{!}} class="LogCell" {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively "doubling their attendance". This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.<br>
 +
'''Minimum:''' This Advantage is always ●●●<br>
 +
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.
 
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{{!}} class="LogCell" {{!}} '''Stealth'''
 
{{!}} class="LogCell" {{!}} '''Stealth'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers "doing things stealthily" as a whole, rather than just moving around unnoticed.  Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.<br>
'''Required Text:''' None.<br>
+
'''Required:''' N/A<br>
''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.''
+
'''Investment:''' More effective stealth.<br>
 +
'''Related:''' The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of '''Invisibility'''.
 +
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 +
{{!}} class="LogCell" {{!}} '''Strength'''
 +
{{!}} class="LogCell" {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.<br>
 +
Minimum ●<br>
 +
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.
 
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{{!}} class="LogCell" {{!}} '''Superhumanity'''
 
{{!}} class="LogCell" {{!}} '''Superhumanity'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being "generically" all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.<br>
'''Required Text:''' None.<br>
+
'''Required:''' N/A<br>
''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'''.''
+
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.<br>
{{!}}- class="LogRow"
+
'''Related:''' To emphasize a particular attribute instead of a whole, "generic" package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.
{{!}} class="LogCell" {{!}} '''Superior - (Attribute)'''
+
{{!}} class="LogCell" {{!}} The character has a single physical trait, such as those outlined in '''Superhumanity''', which vastly exceeds the norm to the point of becoming one of the character’s primary tools.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.<br>
+
'''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.<br>
+
''Note: Anything like “Superior Durability” should be represented with '''Damage Reduction'''. Note that this Point can be taken multiple times to represent multiple areas in which a character is categorically exceptional. If being physically absurd is their main gimmick, they may wind up using an entire slot like this.''
+
 
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{{!}} class="LogCell" {{!}} '''Survival Skills'''
 
{{!}} class="LogCell" {{!}} '''Survival Skills'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to "living off the land", or else abilities that trivialize it, like creating food and clean water with magic<br>
'''Minor'''<br>
+
'''Required:''' N/A<br>
'''Required Text:''' What kinds of places the character is skilled at surviving in.
+
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.<br>
 +
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.
 
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{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''''Teleportation'''''
+
{{!}} class="LogCell" {{!}} '''Teleportation'''
{{!}} class="LogCell" {{!}} This is a stub. Teleportation is almost always going to be represented with '''Flash Movement''', which elaborates fully on how teleportation can be represented on MCM.
+
{{!}} class="LogCell" {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.
 +
<br>
 +
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport "anywhere and everywhere in the Multiverse". The trappings cannot be written along the lines of the character "being so fast they move instantly", or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.<br>
 +
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of "flash step" or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. Incidental Teleportation is limited to limited fast travel-style transit to points of interest, and casual intros/exits from scenes.<br>
 +
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.<br>
 +
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than "get to point B" seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.
 
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{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Temporal Acceleration'''
+
{{!}} class="LogCell" {{!}} '''Temporal Acceleraton'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.<br>
'''Consent''' when applied to PCs, or possessions/NPCs of consequence.<br>
+
'''Required:''' N/A<br>
'''Required Text:''' None.
+
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.<br>
 +
'''Investment:''' Applicability to more narratively impactful targets.<br>
 +
Maximum ●●● including Credit.<br>
 +
'''Credit:''' ●<br>
 +
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.
 
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{{!}}- class="LogRow"
 
{{!}} class="LogCell" {{!}} '''Time Loops'''
 
{{!}} class="LogCell" {{!}} '''Time Loops'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much "being further along the line" matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.<br>
'''Required Text:''' None.<br>
+
'''Required:''' N/A<br>
'''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 '''Multiple Discrete Actions''' to do so.''
+
'''Investment:''' Minimum ●●●<br>
 +
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of "the progression of time being able to solve it". For a "silver bullet" to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
 
{{!}} class="LogCell" {{!}} '''Time Stop'''
 
{{!}} class="LogCell" {{!}} '''Time Stop'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of "super speed", differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the "super fast" adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.<br>
'''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.<br>
+
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs "a save", as per our Intensity of Effect rules.<br>
'''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.<br>
+
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.<br>
'''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.<br>
+
 
'''Standalone'''<br>
+
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.<br>
'''Consent''' where actions taken in stopped time would directly affect another PC or undercut them to a goal without allowing for a competing effort.<br>
+
 
''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.''
+
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures  and Homura Akemi from Puella Magi Madoka, are credible examples.<br>
 +
'''Surcharge:''' ● for ● Time Stop, ●● for ●● Time Stop, ●●● for ●●● or higher Time Stop.<br>
 +
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply "be invisible" for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things "without anyone knowing it happened", instead of just "without anyone seeing the character do it".
 
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{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''''Transfiguration'''''
+
{{!}} class="LogCell" {{!}} '''Toughness'''
{{!}} class="LogCell" {{!}} Just like '''Shape Shifting''', turning people into things is not an Advantage Point in of itself, but the trappings on one. This stub serves a similar purpose, except also to note that any power which transfigures someone into something else, whether transforming them into a squirrel, ageing them 50 years, or turning them to stone, is automatically '''Consent''' noted.
+
{{!}} class="LogCell" {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just happen to have a lot of spare blood and are good at ignoring pain, what matters is that they have significantly greater metaphorical HP, and can take a lot more damage before falling.<br>
 +
'''Required:''' N/A<br>
 +
'''Investment:''' Greater defensive strength. This may render lesser attacks largely or completely ineffective, but most of the strength of rating goes into not falling over when hit with what would be large amounts of damage.<br>
 +
Minimum ●<br>
 +
'''Related:''' To be "too tough" to suffer ambient conditions or hazards, the character needs '''Adaptation'''. For powerful or full protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is "tough" because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. These Advantages are typically better at mitigating or negating damage, and less applicable to taking it.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''''Transportation'''''
+
{{!}} class="LogCell" {{!}} '''Unlimited Activity'''
{{!}} class="LogCell" {{!}} The character has some means of getting from point A to point B in a highly day-to-day fashion, with no applicability in combat or with significant obstacles in play. This is effectively a non-Advantage, because we always assume that players should have access to what they need to Get To The RP, which is why Warpgates exist in the first place. This stub exists to affirm this. If the transport method has some basic utility, it may instead qualify for a '''Minor''' level of a Point like '''Flight'''.
+
{{!}} class="LogCell" {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.<br>
 +
'''Required:''' The resource or resources the character has in abundance.<br>
 +
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.<br>
 +
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Vehicle Mastery - (Vehicle)'''
+
{{!}} class="LogCell" {{!}} '''Vehicle Mastery - Type'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.<br>
'''Required Text:''' The category of vehicle or mount the character is extraordinarily skilled with.<br>
+
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br>
''Note: There are some examples of acceptable categories later in this section.''
+
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.<br>
 +
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Water Functionality'''
+
{{!}} class="LogCell" {{!}} '''Water Prowess'''
{{!}} class="LogCell" {{!}} The character has some combination of traits, equipment, or abilities that grant them comprehensive functionality on and under water. This Point effectively always includes the ability to breathe underwater in some fashion, as almost always incorporates a high degree of water mobility and lack of impediment in fighting or performing tasks.<br>
+
{{!}} class="LogCell" {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.<br>
'''Required Text:''' None.
+
'''Required:''' N/A<br>
 +
'''Credit:''' ●●<br>
 +
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.<br>
 +
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.
 
{{!}}- class="LogRow"
 
{{!}}- class="LogRow"
{{!}} class="LogCell" {{!}} '''Weapon Mastery - (Style)'''
+
{{!}} class="LogCell" {{!}} '''Weapon Mastery - Type'''
{{!}} class="LogCell" {{!}} 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'''.<br>
+
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.<br>
'''Required Text:''' The field of weaponry or style of combat the character is extraordinarily skilled in.<br>
+
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br>
''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.''
+
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more "just for show" than usual.<br>
 +
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.
 
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{{!}} class="LogCell" {{!}} '''Wealth'''
 
{{!}} class="LogCell" {{!}} '''Wealth'''
{{!}} class="LogCell" {{!}} 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.<br>
+
{{!}} class="LogCell" {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.<br>
'''Required Text:''' None.
+
'''Required:''' N/A<br>
{{!}}- class="LogRow"
+
'''Investment:''' Greater wealth.<br>
{{!}} class="LogCell" {{!}} '''Wild Card - (#)'''
+
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.
{{!}} class="LogCell" {{!}} 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.<br>
+
'''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.<br>
+
''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.''
+
 
|}
 
|}
 
</div>
 
</div>
 
</div>
 
</div>
  
=== Standalone Advantages ===
+
=Advantage Category Examples=
Some abilities that characters have access to have such broad power, extreme volumes of possible applications, or narrative-bending weight, that their Point fills up the entire Advantage slot it is assigned to by itself; that is to say, they effectively count as three Points each. Unless the Point also indicates a specific tier, they may still be taken at Defining, Significant, or Minor levels.
+
  
=== Consent-Based Advantages ===
+
Advantages with - Categories are bounded to a maximum limit of what they can contain in one Advantage. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Advantages like Resistance - Everything. To help judge acceptable categories at a glance, we've listed a number of examples below. These are not complete entries. The categories themselves are valid, but the contents aren't trappings. Don't copypaste the whole thing.
Overall, MCM is a consent-based MUSH, and there is exceedingly little that can be done to another player character without that player’s consent, but MCM does have a general stance that when players interact, “something happens” is better than “nothing happens”. When an Advantage features one or more applications tagged with '''Consent''' above, it means that particular use of the Advantage does not benefit from this guideline. The other player is completely free to have their character avoid the effect altogether, and attempting to pressure them into accepting it can be considered abuse.
+
  
The Consent tag is applied to Advantages that can be considered “dictatorial”, in that they strip control of the situation away from a player, are highly invasive of their character, and/or heavily dictate the outcome of events, which is why no player is obligated to humor them. Things like mind control, instant incapacitation, removing PCs from the scene, taking away powers, heavy transformation, etc. are some examples of this. To be transparently straightforward this does mean Professor Xavier will have a harder time using his abilities than Magneto, and Magneto should expect that controlling the iron in another PC’s blood to puppet their body will only go as far as other players find it fun.
+
==Bane==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.
  
=== Advantage Category Examples ===
+
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.
Several Advantage Points allow the player to define their own categories wherein they take effect. These are left wholly up to the applicant to decide on, but there are still limits to the acceptable breadth they can encompass ('''Weapon Mastery - Everything''' is not a real Advantage, sadly), which are judged by how clearly and sensibly they define a limited set of narratively related examples, either explicitly or by way of obvious extrapolation. For the sake of applicants being able to judge their own categories at a glance, we have listed a number of examples below. These are '''not''' complete entries we want to see exactly copied and pasted, but a typical example of a category name, in cases where they have one, and then the kinds of examples that might show up in its trapping, in order to give the reader an idea where the bounds are.
+
 
 +
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.
 +
 
 +
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.
 +
 
 +
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.
  
==== Bane ====
 
'''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.<br>
 
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.<br>
 
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.<br>
 
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.<br>
 
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.<br>
 
 
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.
 
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.
 +
 +
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:
  
 +
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.
  
This Point may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:<br>
 
'''Profane''' -- Creatures declared anathema by a primary divine power and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Though very common subjects are demons, vampires, evil spirits, corrupt gods, the undead, various eldritch monsters, and some kinds of dark magic users, the fact that it has such an incredibly broad reach into so many themes means that it is entirely at the mercy of any particular theme’s conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma, and the Bane is required to respect that.<br>
 
 
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.
 
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.
==== Immortality ====
+
|}
Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:<br>
+
==Immortality==
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, making killing them an exercise in “killing them really really dead”. A Defining example might require them to be completely obliterated to an extremely fine level. A Significant example might only require “enough” firepower that someone would have to intentionally go the extra mile in most cases. A Minor example would be a level of overkill that could frequently happen by accident, and so only helps in surviving casual threats or battles with enemies not serious about killing them. Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.<br>
+
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their soul or magic reserves, or maybe dying enough times in a short enough period of time just leaves them so exhausted and beaten that they can be finished off with a mundane action anyone could pull off. A Defining example would probably take a concerted effort to trap/track and kill the character over a long period of time. A Significant example has a plausible chance of wearing out in an especially prolonged fight, or has enough of a failure chance that the character thinks twice about dying in general. A Minor example will typically only work to stabilize a character they go a few metaphorical HP negative, and they could still be easily finished off by someone paying attention. Alucard from Hellsing and Fujiwara no Mokou are examples of this Catch.<br>
+
| <strong>Examples</strong>
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse as a spirit, or needing to hold on with sheer will that could have been broken by dying. A Defining example would rarely ever happen on its own, and likely require deliberate and intentional effort and setup on the part of another to enforce a scenario where it would fail. A Significant example could provide broadly useful arenas where the Immortality is basically guaranteed to work, but leave its reliability sorely lacking in other, very important situations which the character will inevitably end up in. A Minor example would only save the character from an especially pointless, trivial, or ignominious death, and certainly not of their own devising. The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.<br>
+
|-
'''Achilles Heel:''' The character is killed for good when exposed to or killed by a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, or something similar. This one is very straightforward, and is graded entirely by how obscure or difficult to obtain the killing mechanism is. A Defining example presumes that it could almost never happen unintentionally; someone would have to know the Catch, and go the extra mile to carry or plan for something few people normally do. A Significant example presumes that the fatal threat won’t usually be present on its own, but may still turn up from time to time in regular scenes, and that even though few characters may actively carry the countermeasure, it wouldn’t be hard to acquire it if necessary. A Minor examples presumes that the character’s final death is a matter of “when” and not “if”; chances for it to happen are abundant in everyday adventuring, and any character who doesn’t have access to the Catch could gain it trivially easily. A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.<br>
+
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:
''Note: Past a certain level, a mechanism can be considered too obscure or difficult, and thus not acceptable (for instance, Ganon only dying if killed by the Master Sword).''<br>
+
 
'''Backup Box:''' The character dies, but reconstitutes at a remote object or place, usually heavily defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. A Defining example means that the character is almost never in danger unless an enemy actively plans for his demise, and even then they will have difficulty, though there should still be some pertinent reason they hesitate to throw their life away whenever convenient (no suicide to fast travel). A Significant example includes that the process could be damaged or compromised in some way other than an enemy intentionally going to its physical location and sabotaging it, through a means most characters could acquire with some effort, or else it is solely secured by its obscure location. A Minor example has some intensely limiting factor that makes it easy to locate and destroy, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through. Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.<br>
+
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up ("nobody could have survived that fall"). It's worth noting that this kind of Immortality is easy to accidentally undershoot, and may sometimes be affected by other Advantages. If the character would perish from falling into a lava trap, they certainly don't have Immortality ●●● of this kind.
''Note: A Catch like this must be wholly and entirely secured by the character’s own means. It cannot ever be defended or secured by a conceit or fixture of the theme at large. Requiring an enemy to turn a landmark upside down or inflict mass casualties to threaten a PC is not something MCM permits, since it effectively “hides behind” extra layers of consent and dissuasion.''
+
 
 +
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.
 +
 
 +
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.
 +
 
 +
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.
 +
 
 +
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.
 +
 
 +
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.
 +
 
 +
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.
 +
 
 +
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.
 +
 
 +
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.
 +
 
 +
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.
 +
 
 +
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as "anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement."
 +
 
 +
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.
 +
|}
 +
 
 +
==Knowledge==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.
 +
 
 +
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.
 +
 
 +
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.
  
====Knowledge====
 
'''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.<br>
 
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.<br>
 
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.<br>
 
 
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.
 
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.
 +
|}
 +
==Resistance==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Adaptation''' (such as Resistance - Space Hazards).
 +
 +
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.
 +
 +
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.
 +
 +
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.
 +
 +
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.
 +
 +
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.
 +
 +
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.
 +
 +
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.
 +
|}
 +
 +
==Skill==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.
 +
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.
  
====Resistance====
+
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.
Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of slot incorporating this Point, and any special factors that make the source important. They are automatically trumped by PCs according to the rules expressed in the table, and which examples  apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Environmental Protection''' (such as Resistance - Space Hazards).<br>
+
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.<br>
+
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.<br>
+
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.<br>
+
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.<br>
+
'''Magic''' -- Immune: Extremely mild or benign local effects, or '''Consent''' effects such as transformation. Magic resistance is such a broadly reaching genre of Resistance that it is very rarely going to provide immunity.<br>
+
Resistant: Curses, passive local hazards, “magical radiation”, and highly subjective and variable grades of non-PC attack magic, depending on the tier of Resistance and potency of attack. This example is so broad and capable of shutting down an entire genre of threats that a dedicated caster attempting to hurt the character through magic is always going to succeed to a decent degree, unless they are effectively a mook.<br>
+
'''Mind Control''' -- Immune: Any of it the same tier and below.<br>
+
Resistant: Any of it of a higher tier. This is always a '''Consent''' Point to use on anyone to begin with, and so the threats it protects against are not something a player is nearly as obligated to respect. In the extremely niche and unlikely occurrence a non-'''Consent''' effect could be considered Mind Control, see the previous example.
+
  
====Skill====
 
'''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.<br>
 
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.<br>
 
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.<br>
 
 
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.
 
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.
 +
|}
 +
 +
==Vehicle Mastery==
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <strong>Examples</strong>
 +
|-
 +
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.
 +
 +
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.
 +
 +
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.
 +
 +
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.
 +
 +
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.
 +
 +
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.
  
====Vehicle Mastery====
 
'''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.<br>
 
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.<br>
 
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.<br>
 
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.<br>
 
'''Multi-Wheeled''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.<br>
 
'''Heavy Military Ground''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.<br>
 
 
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.
 
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.
 +
 +
This Particular Advantage allows for extremely limited selections with broad roles, such as:
  
 +
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.
  
This Particular Point allows for extremely limited selections with broad roles, such as:<br>
+
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.<br>
+
|}
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.<br>
+
==Weapon Mastery==
====Weapon Mastery====
+
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
'''Hilted Slashing''' -- Most swords and daggers, glaives and naginatas, axes, sickles, most vibroblades, some energy swords or psychic/magic blades, etc.<br>  
+
| <strong>Examples</strong>
'''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.<br>
+
|-
'''Heavy Striking''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.<br>
+
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.<br>
+
'''Modern Infantry Firearms''' -- Typical rifles, shotguns, handguns, submachine guns, etc. May include somewhat more specialist weapons used in a generic role, up to and including basic grenades.<br>
+
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.<br>
+
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.<br>
+
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.<br>
+
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.<br>
+
  
 +
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.
  
This Particular Point allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:<br>
+
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, and thrown weapon, as per their roles in Hilted Slashing, Hand-To-Hand, Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.<br>
+
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.
+
  
===Redundancy and Prerequisites===
+
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.
One of the core concepts of the Point system is to avoid judging a character’s conceptual fullness by how many toys they have, but by the scope of what they can accomplish in a scene. Most Advantage Points encompass and compress what might otherwise be extensive lists of individual powers or items, because they do roughly the same thing. Sometimes a character ends up with multiple different Advantages that happen to share some of the same Points. 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.<br>
+
 
''e.x. A character has an Advantage slot that gives him sturdy, environmentally pressurized power armor, represented by the '''Damage Reduction''', '''Environmental Protection''', and '''Superhumanity''' Points. He also has a giant mecha, which occupies a different Advantage slot. His mecha may then have any or all of those same Points, listed alongside the 1-3 unique things it does, for free.''
+
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.
 +
 
 +
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.
 +
 
 +
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.
 +
 
 +
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.
 +
 
 +
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.
 +
 
 +
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.
 
   
 
   
 +
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:
  
As a niche but universal rule, characters with special skills, equipment, and talents, are always assumed to have access to the basic items required to exercise that skill, or the basic skills required to properly utilize that item. A powerful weapon comes with a passable level of skill in wielding it, and conversely, advanced weapon skill comes with a passable level of weaponry to exercise it. A knack for medicine comes with a kit of medical and surgical items, the ability to cast magic comes with the mana bar and wand as required, etc.
+
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.
 +
 
 +
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.
 +
|}
 +
 
 +
=Rules on Trappings=
 +
 
 +
While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory. These are necessary to make sure Advantages do what they say, and not accidentally something else.
 +
 
 +
===Jargonization===
 +
Advantage trappings must be understandable even to players with no knowledge of the character's source media. Any special terms and theme jargon appearing in Advantages must be (briefly) explained, or made implicitly clear what they are (ex. "Shinra Inc." is clearly a fictional corporation, but "Shinra" is not), including ordinary words used as proper nouns by the theme (ex. a Meister, a Doll, a Dragon, the Filth, the Flood, the Warp, etc.).<br>
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Words that are conspicuously capitalized as proper nouns ''will be assumed to be theme jargon, and require explanation''.
  
==Advantage Standards==
 
While MCM leaves the standards of writing trappings and designing Advantage space relatively freeform, there are certain stylistic guides that should be adhered to as a matter of policy. These rules are few, and not mere suggestions. These decisions exist in order for Advantages to do exactly what they say, and maintain a minimum level of sanity in play. Applications have been turned around for wildly diverging from these precepts.
 
 
==="Conceptual" and "Molecular" Terms===
 
==="Conceptual" and "Molecular" Terms===
When an Advantage is asserted to work on a “conceptual” level, it is all too often used as shorthand for the Advantage having massively reaching control over a thematic space that can be stretched and extrapolated with no clear limits. “Molecular level control” is understood to be effectively the comic book equivalent. While we allow for Advantages that incorporate these mechanics, such as in Fate/ and DC series, we don’t want to see this terminology appear in their writeups. Advantages are predicated on clear and understandable language, without cleverly hidden gotchas or secret extra utility obfuscated to the reader, and these terms run counter to this goal.
 
===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 relate in an obvious fashion.<br>
 
'''-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.<br>
 
'''''-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. This forces other players, not to mention staff, to consult a wiki to understand what the character does in the case of an FC, and leaves them completely in the dark in the case of an OC.
 
===Up-rating Tiers===
 
When a single power, item, skillset, etc. is represented by multiple Advantage slots across different tiers, always include mention of the higher tiered Advantage in the lower tiered Advantage, never the reverse. If a Defining mecha has Significant-grade guns, then the Significant Attack List - Ranged Point should include mention in its trapping that the guns are used by the mecha. The Defining Advantage that describes the mecha should not contain Attack List - Ranged as a free Point, though it is permitted to include the fact that the mecha is armed in the Advantage's trapping. This is to prevent lower level Advantages from being artificially inflated by prominently appearing in higher tiers, thus projecting idea that various aspect of the character are more narratively important than they really are.
 
===Implicit Limitations===
 
For simplicity and accessibility, MCM allows a lot of functional breadth in most Advantage Points, and prefers them to be explained in useful narrative terms rather than hard and comparative numbers. However, there are certain expectations that Advantages be played to what they say, especially in the case of FCs with a defined canon. Essentially, “my Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can.
 
  
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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.
 
   
 
   
As an example, Cloud Strife, an Adeptus Astartes, and Superman might all take the Superhumanity Point, but if said Adeptus Astartes suddenly begins bench pressing locomotives just because Superman can, he is reaching far beyond the implicit scope of his Advantage, constituting abuse. Likewise, a Black Mage, Link, and the Doom Slayer might all take Attack List - (Ranged), but there is a serious problem when Black Mage pulls a BFG out from under his hat because it would technically be permissible under the same Point. '''This does not enforce a hierarchy of usefulness within the same Advantage outside of its tier of slot'''. Even if Superman can objectively lift more weight than Cloud Strife, if both of them have their Superhumanity at the Defining level, for instance, them applying their Superhumanity to a task that requires it should yield results that are similarly helpful. Superman might casually deadlift what takes Cloud involving leverage with his giant sword, but the description is immaterial to the fact they both got the job done.
+
===The Et Cetera Rule===
  
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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.
On a related note, '''there are no such thing as Advantages that implicitly exist'''. A character seldom or never using an ability means that the player has a choice of cutting it from the character entirely until a time that they want to start using it, or applying for it and waiting for a dramatic moment to use it. They do not have the choice of writing it in as a footnote for when it becomes convenient.
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===Advantage +1===
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Lastly, design space to be aware of is that 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 its is as useful as its slot. They are both contributing sources of Superhumanity, not Superhumanity+1, double Superhumanity, or Superhumanity squared. The most MCM allows for an Advantage to be emphasized is for its slot to contain fewer other Points to heighten the relevance of what it does have. This is frankly in place to prevent silly arms races of stacking Advantages more than everyone else to achieve dominance in a field, and thus everyone else having to stack a minimum amount to stay relevant. This extends to not considering Advantages that hard  trump other Advantages until a trump is devised in return, which gets us the Unblockable Attack -> Unblockable Attack-Blocking Shield -> Unblockable Attack-Blocking Shield-Piercing Attack -> Unblockable Attack-Blocking Shield-Piercing Attack-Blocking Shield, etc. escalation.
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==Advantage Policy and Limitations==
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'''-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.
As MCM allows an extremely wide variety of characters and character abilities, for the sake of keeping things sane, there are a few universal rules that Advantages must abide by, in order to keep things fun and relatively straightforward.
+
  
+
'''-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.
'''Player Character Glass Ceiling:''' In general, we don't allow for entities that flat overpower or supersede PC action, and so MCM is not a game where Cthulhu or Cain will simply defeat you automatically for challenging them. That said, we can play looser with this regarding things that aren't meant to be a permanent fixture on the MUSH. If a plot demands that ghosts need to be dealt with by resolving their issues instead of re-killing them, we may decide that you won't be able to re-kill them in a fight like you would a ghost PC. It's both impolite, and incorrect, to speculate how beyond a PC your Plot Boss is, and it discourages staff from greenlighting those concepts for you if you do.<br>
+
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by physical danger under reasonable circumstances, though reasonable degrees may vary somewhat from character to character. This is to maintain a consistent tone of enemies and hazards being able to present as credible risks to PCs regardless of theme, or else conflicts quickly lose their integrity in a story. This is already present in several types of Advantages outlined in our Advantage Points section, such as '''''Immortality''''' and '''''Proxies''''', but should be understood to be a general consideration regardless.<br>
+
'''Intensity of Effect:''' Almost no Advantages are absolute. Defensive Advantages acting against highly dictatorial effects can be, but when someone “attempts to do a thing to you”, it's preferable for “something to happen” rather than “nothing to happen”, although the specifics are in your court. For example, in Harry Potter, the Avada Kedavra spell kills anyone it hits instantly. On MCM, Avada Kedavra would be a powerful attack, but nobody would expect you to automatically die from it.<br>
+
'''Range of Effect:''' Any Advantage that targets another PC is assumed a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players. That means if you are attacking another PC, that PC can fight back somehow; otherwise a scene just becomes tedious and one-sided.<br>
+
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. If an environment has little narrative weight or doesn't map to realspace, we don't mind if destruction is abnormally upscaled there. Blowing up a mountain in the boonies or a pocket dimension just doesn't matter that much. This is to keep the stakes of conflicts roughly within a ballpark that most PCs can interact with.<br>
+
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.<br>
+
'''Conservation of Ninjutsu:''' It's possible to create PC-class power. It isn't possible to mass-produce PC-Class power. Cloning Superman once might get you another Superman, cloning him a hundred times gets you Superman-flavored mooks.
+
  
==Advantage Format on Applications==
+
===Hard Numbers and Figures===
This is the section to reference when filling out Advantages on a Character or Upgrade application. A walkthrough of the format follows:
+
  
 +
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.
  
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.
+
===Meta Reference and Rules Restatement===
  
''e.x.''<br>
+
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.
''Black Magic:''<br>
+
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''
+
  
 +
=Advantage Policy=
  
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.
+
As MCM allows an extremely wide variety of characters and character abilities, for the sake of keeping things sane and fun, there are a few universal rules that Advantages must abide by.
  
''e.x.''<br>
+
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.
''Black Magic:''<br>
+
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''<br>
+
''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.''<br>
+
''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.''<br>
+
''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.''
+
  
 +
'''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.
  
Finally, add any “free” Advantage Points (as explained in the main body of the Advantages article) 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).
+
'''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.
  
''e.x.''<br>
+
'''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.
''Black Magic:''<br>
+
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.<br>
+
''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.''<br>
+
''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.''<br>
+
''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.''<br>
+
''(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.''<br>
+
  
 +
'''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.
  
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.
+
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.<br>
 +
 +
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.
  
 +
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate "life bar" and/or resource pool like any PC.
  
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 marked with a red asterisk (this*). 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.
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'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.<br>
 +
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of "okay, ''now'' this enemy/hazard matters to me".
  
----
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'''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.
'''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.  
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'''Implicit Limitations:''' Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Combat Options, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under a Combat Options Advantage for the others.
  
'''Patch Notes 12/24/2017''': Format updated to 5.5 Application standards.  
+
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".
  
'''Patch Notes 6/14/2017''': Edited to flow better for learning the new system.
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=Sub-Advantages=
 +
A Sub-Advantage is a specific, pre-written example of a possible Advantage which is distinguished by being some combination of common, flavorful, limited, low-key, and generally harmless, but which is often in demand. These types of Advantages have non-Incidental utility, but are usually both low priority and nearly unavoidable to many characters, especially FCs. By designating them as Sub-Advantages, MCM offers a very small pool of surplus Pips to essentially subsidize Advantages that we really just don't mind letting people have in moderation, so that players can spare that bit of extra space for things they're more enthusiastic about.<br>
 +
Additionally, there are some Sub-Advantages which are available exclusively to characters in certain factions. These Sub-Advantages tend to be narrower and closer to "real" Advantages, because they exist to enable a character to more easily participate in things they'll often encounter when acting in a faction's interests. In other words, they're there so that a Watch character can participate in covert activity RP or a Paladins character can participate in civilian support RP without having to skew their Advantage budget just to fit in.<br>
 +
 +
In addition to their full set of Advantages, characters are allowed up to '''4''' Pips of Sub-Advantages, or '''6''' Pips if they have an optional Flaw. Overall, Sub-Advantages are not subject to normal Advantage structure. There is ''no minimum'' to the number of Sub-Advantages, nor is there a maximum of certain ratings. Different Sub-Advantages can be taken multiple times ''even if their root Advantage overlaps'' with each other, or with real Advantages already purchased by the character, so long as they have a different category extender. Sub-Advantages ''do not count Credits or Surcharges'', nor do they count against ''any maximums or minimums'' for any of the character's other Advantages.<br>
  
'''Patch Notes 2/22/17 7:15 P.M.''': Edited the Conceptual file to encompass another form of broad shorthand: Molecular-level control.
+
Sub-Advantages ''cannot be customized; '''they are picked from the list as-is'''''. Since Sub-Advantages are universally the same, they don't include the trappings on the character's sheet; the player should only enter the name and rating. Multiple instances of the same root Advantage may simply list their category extenders in sequence, separated by commas. This saves players space on trappings they don't have to specify. Otherwise, Sub-Advantages are added to a character application just like normal Advantages, including their ratings,  differing only by not needing trappings.<br>
  
'''Patch Notes 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.
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<div class="toccolours mw-collapsible" overflow:auto;">
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'''Sub-Advantages'''
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<div class="mw-collapsible-content">
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}}
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{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Adaptation - Common Terrestrial●'''
 +
{{!}} class="LogCell" {{!}} The ability to endure common terrestrial extremes, such as desert heat and cold, and middling undersea pressures. Includes the ability to filter mildly toxic atmosphere and breathe underwater. Essentially covers earth-like environmental hazards that could be handled by a prepared adventurer.<br>
 +
{{!}}- class="LogRow"
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{{!}} class="LogCell" {{!}} '''Adaptation - Space●'''
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{{!}} class="LogCell" {{!}} The ability to endure zero atmosphere conditions, moderately dangerous gravity or pressure, and interplanetary radiation. Includes the ability to breathe in airless environments.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Bane - Hellsing Special●●●'''
 +
{{!}} class="LogCell" {{!}} The ability to produce, once per scene, the vulnerability of any present monster, provided that it could have plausibly been studied, observed, or sourced from locals or recorded material, at a prior point in time, without involving major risk or expertise. Means to circumvent immortality that could be bypassed by Skeleton Catch rated no higher than 1 is explicitly considered a vulnerability for this purpose. This ability can always be used to at least find a useful tool to help in handling non-player monsters.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Buff - Party●'''
 +
{{!}} class="LogCell" {{!}} The ability to mildly boost the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Communication●'''
 +
{{!}} class="LogCell" {{!}} The ability to make one's self understood to others with whom they do not share a language, as well as understand others regardless of language barriers. Applies to written language as well.<br>
 +
{{!}}- class="LogRow"
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{{!}} class="LogCell" {{!}} '''Cure - Party●'''
 +
{{!}} class="LogCell" {{!}} The ability to remove mild impediments to the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.<br>
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{{!}}- class="LogRow"
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{{!}} class="LogCell" {{!}} '''Disguise - Worker●'''
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{{!}} class="LogCell" {{!}} The ability to quickly or instantly change into replacement clothes and believably impersonate the low-level personnel of fairly secure locations.<br>
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{{!}}- class="LogRow"
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{{!}} class="LogCell" {{!}} '''Entry Methods - Rebel●'''
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{{!}} class="LogCell" {{!}} The ability to jimmy locks, acquire passwords, and otherwise bypass basic security measures, to gain entry-level access to secure locations, equivalent to a skilled amateur or self-taught guerilla.<br>
 +
{{!}}- class="LogRow"
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{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Auditory●'''
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{{!}} class="LogCell" {{!}} The ability to hear with great sensitivity and detail. Examples are listening to conversations through walls, clearly hearing small movements at a moderate distance, and picking up sounds mildly outside the human range of hearing.<br>
 +
{{!}}- class="LogRow"
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{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Magic●'''
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{{!}} class="LogCell" {{!}} The ability to sense the presence of magical energies, determine whether an object is enchanted or magical in some way, and pinpoint where spells are being cast, or have recently been cast, nearby.<br>
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{{!}}- class="LogRow"
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{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Olfactory●'''
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{{!}} class="LogCell" {{!}} The ability to clearly identify individual scents and tastes amongst others, to identify the presence of poisons without inhaling or consuming lethal quantities so long as they aren't tasteless and odorless, and to identify or track others by scent at a medium distance or with a reasonably recent trail.<br>
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{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Visual●'''
 +
{{!}} class="LogCell" {{!}} The ability to perceive things moderately far away in telescopic sight, nearby things as if through a magnifying glass, and see clearly at night and in conditions no worse than moderate fog.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Hacking●'''
 +
{{!}} class="LogCell" {{!}} The ability to access and manipulate without authorization machines of low to middling complexity and security, equivalent to a skilled amateur or self-taught black hat.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Knowledge - Computers●●'''
 +
{{!}} class="LogCell" {{!}} The ability to find evidence of forced entry, operate unfamiliar systems, analyze programming, and track someone by their internet activity.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Knowledge - Law and Customs●●'''
 +
{{!}} class="LogCell" {{!}} The ability to generally navigate the legal frameworks and various traditions of the multitude of worlds within Sector Zero. Encompasses both things like understanding individual rights and how to interact with local authorities, and things such as broader navigation of local bureaucracy and getting in touch with important figures.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Knowledge - Occult●●'''
 +
{{!}} class="LogCell" {{!}} The ability to identify common to uncommon supernatural phenomena and entities, know favored items to negotiate with or repel said entities, intuit meaningful information present in mythic and occult allusions, and decode ciphers or symbolism in arcane or esoteric texts.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Knowledge - Tactics●●'''
 +
{{!}} class="LogCell" {{!}} The ability to anticipate or arrange ambushes, reasonably accurately interpret an organized or predictable enemy's movements ahead of time, read into goals and strategies through a group's actions, identify naturally defensible positions, and draft effective strategies for engaging known foes.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Repair - Improvised●'''
 +
{{!}} class="LogCell" {{!}} The ability to jury rig functionality back into devices of light to middling complexity for a single action's worth of usage, after which the device breaks again.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Repair - Improvised●●'''
 +
{{!}} class="LogCell" {{!}} The ability to jury rig functionality back into devices of simple to middling complexity for a single scene's worth of usage, or, to jury rig functionality back into devices of middling to high complexity for a single action's worth of usage, after which the device breaks again, and cannot be jury rigged again.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Remote Viewing - Gadgets●'''
 +
{{!}} class="LogCell" {{!}} The ability to surveil distant areas with better than store-bought drones, cameras, microphones, and motion sensors, as well as to efficiently monitor them with little of one's attention, and to identify ideal spots to place them.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Cold●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental cold.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Cold●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental cold.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Cold●●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental cold.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Electromag●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental electricity and radiation.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Electromag●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental electricity and radiation.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Electromag●●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental electricity and radiation.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Heat●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental heat.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Heat●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental heat.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Heat●●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental heat.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Toxic●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental poisons and diseases.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Toxic●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental poisons and diseases.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Resistance - Toxic●●●'''
 +
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental poisons and diseases.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Stealth - Hunter●'''
 +
{{!}} class="LogCell" {{!}} The ability to hide in unpopulated settings to a modest degree. Blending in with the environment, moving quietly, minimizing one's profile, and effectively lying in wait.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Stealth - Rebel●'''
 +
{{!}} class="LogCell" {{!}} The ability to infiltrate to a modest degree. Going unseen by moving from cover to cover, blending with small groups, keeping a low profile and avoiding drawing attention to one's self.<br>
 +
|}
 +
</div>
 +
</div>
 +
 
 +
<div class="toccolours mw-collapsible" overflow:auto;">
 +
'''Concord'''
 +
<div class="mw-collapsible-content">
 +
{{#css:
 +
  .LogTable {text-align:left; width:100%; table-layout:fixed;}
 +
  .HeaderCell {padding: 0px 0px 0px 5px;}
 +
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}
 +
  .LogRow { max-height:1em;}
 +
  .LogRow:nth-child(1) {background-color: #808080}
 +
  .LogRow:nth-child(2n+2) {background-color: #ffffff}
 +
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}
 +
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}
 +
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}
 +
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}
 +
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}
 +
}}
 +
{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Contract - Concord●●'''
 +
{{!}} class="LogCell" {{!}} The Concord's many contracting, logistics, and acquisitions specialists can provide large scale backing to groups who are willing to support the Concord's interests. The nature of backing provided is tailored to be within the realm of the Concord negotiator's familiarity, and these contracts can only be negotiated with NPCs.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Hammerspace - Concord●'''
 +
{{!}} class="LogCell" {{!}} The Concord provides various portable containment devices to safely transport excessively large, fragile, or hazardous acquisitions in a space no larger than a briefcase, which are secured to only open for the designated carrier and have nearly bottomless carrying capacity. Also provided are miniaturized or space-enhanced upgrades or versions of their equipment to multiply the user's carrying capacity.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Mobility - Concord●●'''
 +
{{!}} class="LogCell" {{!}} The Concord's elite outfitters provide numerous wearable and discreet technological and magical mobility options to promote client safety and efficiency, analogous to classic super thief or special operative gadgets.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Wealth - Concord●●'''
 +
{{!}} class="LogCell" {{!}} The Concord's DORADO BLACK Card provides a universally usable and astoundingly high credit limit that magically and technologically enforces itself.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''NPCs - Concord●●'''
 +
{{!}} class="LogCell" {{!}} A personal staff of suits, toughs, personal assistants, chauffeur, etc. It is an executive entourage customized to support the client's strengths.<br>
 +
|}
 +
</div>
 +
</div>
 +
 
 +
<div class="toccolours mw-collapsible" overflow:auto;">
 +
'''Paladins'''
 +
<div class="mw-collapsible-content">
 +
{{#css:
 +
  .LogTable {text-align:left; width:100%; table-layout:fixed;}
 +
  .HeaderCell {padding: 0px 0px 0px 5px;}
 +
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}
 +
  .LogRow { max-height:1em;}
 +
  .LogRow:nth-child(1) {background-color: #808080}
 +
  .LogRow:nth-child(2n+2) {background-color: #ffffff}
 +
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}
 +
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}
 +
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}
 +
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}
 +
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}
 +
}}
 +
{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Analysis - Paladins●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call in Paladins SITREP to break down the relationships and dynamics of the figures and factions of a given locale, describing the potential humanitarian and political effects of their efforts, and identify major obstacles to them.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Cure - Paladins●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call in humanitarian specialists equipped to assess and eliminate public health hazards such as diseases and poisoning, treat chronic health issues, and engage in first response to debilitating traumas like gas exposure or hypothermia.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Healing - Paladins●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call in an ERT with a general-purpose healing kit that allows them to administer medical treatments to most common life forms in the Multiverse.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Repair - Paladins●'''
 +
{{!}} class="LogCell" {{!}} The ability to call in an emergency reconstruction team with tools and materials to quickly assess and rebuild damaged civilian-grade infrastructure back to a minimum functional level.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''NPCs - Paladins●●'''
 +
{{!}} class="LogCell" {{!}} A unit of special forces specialized in search and rescue, equipped with light power suits tuned to complement and mirror their commander's combat and personal abilities.<br>
 +
|}
 +
</div>
 +
</div>
 +
 
 +
<div class="toccolours mw-collapsible" overflow:auto;">
 +
'''Watch'''
 +
<div class="mw-collapsible-content">
 +
{{#css:
 +
  .LogTable {text-align:left; width:100%; table-layout:fixed;}
 +
  .HeaderCell {padding: 0px 0px 0px 5px;}
 +
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}
 +
  .LogRow { max-height:1em;}
 +
  .LogRow:nth-child(1) {background-color: #808080}
 +
  .LogRow:nth-child(2n+2) {background-color: #ffffff}
 +
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}
 +
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}
 +
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}
 +
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}
 +
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}
 +
}}
 +
{| class="LogTable"
 +
|- class="LogRow"
 +
! class=HeaderCell | Designation
 +
! class=HeaderCell | Trappings
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Deconstruction - Watch●'''
 +
{{!}} class="LogCell" {{!}} The ability to call on a covert cleaner belonging to the Watch, who will sterilize scenes, dispose of evidence, and erase records and logs of one's activities, so long as there is a safe and unsecured route to and from the site.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Entry Methods - Watch●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call on local Watch assets and sympathizers to leave back doors open, disable security systems, get a set of janitor's keys, cut power lines, or any other reasonable physical effect that could be achieved by having a few locals prepared to intercede semi-unobtrusively with whatever is physically available to the average person there.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Field Shaping - Watch●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call on local Watch assets and sympathizers to alter the landscape of an area in subtly convenient ways. Trucks backed out of alleys at convenient moments, highways clogged by big rig truckers, trains delayed or accelerated, etc.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''Hint - Watch●●'''
 +
{{!}} class="LogCell" {{!}} The ability to call on the Watch's network of informants and mission organizers to find people in need, get information about their current enemies and problems, and guidance in reaching secure objectives or performing clandestine activities regarding a major enemy.<br>
 +
{{!}}- class="LogRow"
 +
{{!}} class="LogCell" {{!}} '''NPCs - Watch●●'''
 +
{{!}} class="LogCell" {{!}} Support from fellow cells of the Watch. A disorganized and mismatched rabble composed of individual members of Watch sub-organizations, themed according to current faction composition.<br>
 +
|}
 +
</div>
 +
</div>
 +
 
 +
----
 +
 
 
[[Category:News File]]
 
[[Category:News File]]

Latest revision as of 23:35, 11 February 2023

What Advantages Are

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

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

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

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

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

Advantage Structure

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

Applying for Advantages

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

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

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

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

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

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

Advantage Formatting

A complete Advantage grouping looks like:

Black Magic:

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

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

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

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

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

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

Minimum Expectation

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

Non-Advantages

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

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

Redundant Advantages

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

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

Advantages A-K

Advantages A-K

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Advantages M-W

Advantages M-W

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Advantage Category Examples

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

Bane

Immortality

Knowledge

Resistance

Skill

Vehicle Mastery

Weapon Mastery

Rules on Trappings

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

Jargonization

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

"Conceptual" and "Molecular" Terms

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

The Et Cetera Rule

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

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

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

Hard Numbers and Figures

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

Meta Reference and Rules Restatement

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

Advantage Policy

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

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

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

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

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

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

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

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

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

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

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

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

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

Sub-Advantages

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

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

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


Sub-Advantages

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

Concord

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

Paladins

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

Watch

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