Difference between revisions of "Advantages"

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'''Maximum:''' ●●●<br>
'''Maximum:''' ●●●<br>
'''Protected:''' Always.<br>
'''Protected:''' Always.<br>
'''Investment:''' More Contracts active at once, and more potential positive effects.<br>
'''Investment:''' From ● to ●●●, increases number of possible Contracts and how many pips of Advantages are shared. ●●●● to ●●●●● solely increases number of possible Contracts.<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'''.
'''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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Revision as of 03:03, 18 February 2020

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 <link to the section>, but otherwise, the player can write whatever they like.

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 ●, and don't count towards the limit on Advantages over ●●●.

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 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.


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.

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.
Related: Adaptation confers protection, not capability. You still require Flight to fly through space, Mobility to burrow through desert sand, etc.

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.
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.

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 - Collateral/Exchange 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.

Maximum: ●●●
Protected: Always.
Investment: From ● to ●●●, increases number of possible Contracts and how many pips of Advantages are shared. ●●●● to ●●●●● solely increases number of possible Contracts.
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.
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.
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
Investment: Access to more secure devices and greater control.
Minimum ●
Related: Hacking of sapient mechanical entities still requires Mind Control or Mental Intrusion.

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.
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.

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 ●●● for obtaining information about things one or more scenes in advance.

Minimum ● otherwise. 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 mortality 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.
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 an already avoidable attack, but since invincibility isn't a permissible Advantage on MCM, any form of Intangibility the character can maintain for a while is automatically susceptible to all attacks the character usually is.

Required: N/A
Minimum ●
Credit: ● if the character has Teleportation ●● or higher.
Investment: The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively. A ● Intangibility can't pass through a highly secure bunker, or escape a grapple from a skilled enemy.
Related: If the character becomes intangible as a primary form of reducing or negating harm, Defensive Paradigm, or possibly Toughness, are 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. These 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.

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 ● 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.
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.
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 or Flight at ●●● or higher.
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, 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:Minimum ●●●●●
Surcharge: ●● 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.

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
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.
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.
Investment: Resurrection at a ●●●● rating has a very narrow criteria which a dead character must fit, and is too inconvenient to pull off to change the immediate course of a scene. Resurrection at a ●●●●● rating can resurrect dead characters within fairly broad criteria, and doable within the scope of an ongoing scene.
Minimum ●●●●
Surcharge: ●●●
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. 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: 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
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. Anything higher removes those minor limitations and is assumed to trump anti-teleportation measures. 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.
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 have a ton of metaphorical HP, what matters is that they can take a lot more damage.

Required: N/A
Investment: Greater defensive strength.
Minimum ●
Related: For strong 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. For powerful passive protection against environments, see Adaptation.

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.






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.

"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".