<?xml version="1.0"?>
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		<id>https://multiversemush.com/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sirrus</id>
		<title>Multiverse Crisis MUSH - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://multiversemush.com/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sirrus"/>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Special:Contributions/Sirrus"/>
		<updated>2026-05-09T04:29:03Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=User:Sirrus&amp;diff=16760</id>
		<title>User:Sirrus</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=User:Sirrus&amp;diff=16760"/>
				<updated>2022-03-08T18:27:31Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i'm [[Sir Gawain|gawain]] and [[Guzma|guzma]], among others&lt;br /&gt;
&lt;br /&gt;
i play characters&lt;br /&gt;
&lt;br /&gt;
hi&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=The_Interrogation_of_Adachi&amp;diff=16689</id>
		<title>The Interrogation of Adachi</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=The_Interrogation_of_Adachi&amp;diff=16689"/>
				<updated>2021-08-24T01:35:06Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: Created page with &amp;quot;{{Cutscene Header |Date of Scene=2021/08/23 |Location=Paladins Holding |Synopsis=Shinnosuke Tomari interrogates Tohru Adachi. |Thanks=Adachi for being a chad |Cast of Characte...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cutscene Header&lt;br /&gt;
|Date of Scene=2021/08/23&lt;br /&gt;
|Location=Paladins Holding&lt;br /&gt;
|Synopsis=Shinnosuke Tomari interrogates Tohru Adachi.&lt;br /&gt;
|Thanks=Adachi for being a chad&lt;br /&gt;
|Cast of Characters=7357, 7167&lt;br /&gt;
}}&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;Alright, Mr. Adachi. I'm here to ask you some questions. I want to know why you've done the things you have, and I want you to know the severity of your actions. Even if Xion may be planning to break you out, I can't let you walk out of here the same person if you do.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Geeze. You wanna be here all night? That's a pretty long story there you're asking for, Mr. Superstar Cop.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Well, first thing's first. You want my life story, you answer a question for me. I know how this works you know, you can't actually make me talk.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;I'm willing to listen. You've done some heinous things, but even so, I don't think it's as simple as 'I wanted to have fun' or whatever you're going to say.-&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;Sure.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;I'll play back and forth.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;What's Lily's kill count? Like... How many people did the Paladins have to file as a 'unfortunate but necessary casualty'? I know the Paladins are practically cops in some cases, but I didn't expect you guys to practice the same culture of harboring psychopaths. I thought that was a Watch and Concord exclusive thing.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;By the way, I'd scrub that question from the logs if I were you. Your ass would probably be beaten just as hard as mine if you kept that.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari sighs, but eventually decides to answer. &amp;quot;As far as I know, none. Not for lack of trying.&amp;quot; He doesn't write it down.&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Huh. Considering how hard she kicked my head, I was under the impression she's absolutely off her rocker. Oh well, can't be right all the time.&amp;quot;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;I'm really sorry about that.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi shrugs, &amp;quot;Bitch is a bitch. Ain't personal. Also you can actually put that in the log this time. Bet she takes pride in being called that. She seems the type. ANYWAAAY~&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari adds a note that he doesn't support the degradation of women, and continues.&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;So, I'll just skip my life growing up. Isn't that important. Just typical Japanese burnout stuff. Work for straight As to appease your parents, doomed to a life of mediocrity out in the sticks. You know how it works.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;I understand. And you don't have to explain the police academy - we've both been.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Yeah, yeah. Was gonna skip that too. So it all started when I shook Izanami's hand at a gas station. I mean, didn't know it at the time, can't even say I should have seen it in hindsight because she wasn't much of a looker.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari skeptically, &amp;quot;The goddess?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;You know any other Izanamis? I mean, I'm sure there's like fifty thousand out here, but yeah. That one.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;She worked as a gas station attendant handing free power ups. Wanted to figure out 'what humanity wanted'.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Course she doesn't tell anyone cause she's a stupid rotting corpse Goddess and being cryptic is part of the job description I guess. So it was up to me, some spineless council secretary, and my Partner's nephew to stumble into what we had. We all learned what we got eventually, but I figured it out first. Since I'm pretty cool like that.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;Via murder?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Getting there!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;So like, now we gotta talk about rumors.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;...what.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;There was this rumor going around town that at midnight, if you look into turned off television during the rain, you'd see your soulmate.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Me, being a lonely but loveable guy, decided to check it out. And it worked! Kinda, it actually was kind of a scam. Actually showed the town's thoughts or whatever, but again, hindsight.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Ah crap, forgot to talk about the scandal. But that's just a bunch of love affair stuff. Just know there was a reporter there. Basically that council secretary guy, just gonna call him Namatame to keep it simple, cheated on his wife with her. Mayumi Yamano. And she went into hiding while the media was covering it in Inaba of all places.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Anyway, the TV showed her. And I knew where she was because wouldn't ya know it, I was signed to make sure nobody murdered her at night. So I took of advantage of it.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;To...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;Do what?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;Why did you want her dead?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;So I approached her at night, asked her if the affair shit was real. Cause you know, dating a woman who cheats ain't cool. Guess it's how I asked, or maybe she just couldn't handle my good looks, but we got a bit too close to a TV, and she fell in. Actually a complete accident, but can't say I lost any sleep over it. Was actually kinda exciting.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;...I believe you that it was an accident, but you're still a goddamn creep.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;But there were two murders.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;So like, she just straight up disappeared for a while. Then the fog came after a rainy day, and wouldn't you know it? Her body was hanging up on a television antenna by some 'senior' girl who was cutting class early to go work at Junes.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;So then I'm asked to interview the girl. Funny how that works.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;What's her name again...Uhhhh...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Saki Konishi, that's it!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;So like, I'm tasked to interview her, and really, I'm not worried. No way she can know right? There's no evidence.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;But...?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Get a call from Namatame, apparently he heard the rumor too and said he saw Saki on TV during midnight after she was on the news for Yamano's death. I mean, they censored her face and voice, but the news did a pretty shitty job so everyone knew.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;So I decide to bring her in at night to the station for question. Nobody else was buying it, but I figured something was up. Except nothing was up, go figures. Decide to do a tiny bit of flirting cause you know, questioning going nowhere and girls like compliments right?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;...she rejected you, didn't she?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;She fucking slapped me, so I slapped her through a television. On purpose this time. Nobody suspected me either, not like the station had anyone else in it or any cameras, so I just said she never showed up.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Who knew Police Stations are ill equipped to monitor abuse?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari is visibly angry, but masks it by grabbing his notebook and writing into it.&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;I've heard enough. I imagine, in the end, you were caught, Izanami got her answer, and the world was saved. But I didn't think you did it because you were a horny jackass.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;Do you ever regret it? You must have liked your partner. He must have felt betrayed.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;There's actually a a bit more. Consider it a present.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot; After a few more days, her body shows up. And Namatame calls again. Nobody wants to listen because he sounds like a schizophrenic freak, but ya know, I figured I'd hear him out.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Tells me he can put his hand through a television.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Tells me about the Midnight Channel again. So I figure, might as well have some fun. I tell him that the people he sees on TV, he should put in the television to keep safe. It's probably a gift from God or something so he can be a protector.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;And he fucking buys it.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;...no.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;You monster.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Oh, don't worry. Nobody died. Partner's nephew took care of that. Thought it was the funniest shit though, but looking back, it was kind of an easy bait. But yeah, basically ends as you say. Partner's Nephew beats me up with a bunch of kids playing the Reaper's game.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;Is everything a game to you?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Izanami decides to kill humanity anyway by covering them in icky fog because she's a fucking whore that decides things for people. Even if ya know, she's kinda right. Society doesn't want to seek the truth, they just want to cover their eyes and be spoon fed everything.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;I mean, kinda?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Life's boring, Shinny. My life is especially boring.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;I was hoping I'd find a way to help you. Maybe someway you'd leave here a different man, able to actually redeem yourself. But...you just find this hysterical. You're not a good person. You destroyed a small town for fun. What about the nephew? The partner? Do they not matter at all to you?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi awkwardly laughs, &amp;quot;Haha, who knows.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;...they do, don't they? You said you were redeeming yourself. They're why, isn't it?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Have to give it to you, you're the first person who actually put it together. Was honestly expecting Keyon to figure it out first. Yeah. That's right. I'm redeeming myself. By tearing shit down. You've ever dealt with like, a country wide Zaibatsu?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;There's probably thousands of people like me where I'm from, I was just lucky enough to get superpowers to act what I wanted out.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;So if you destroy the Zaibatsu, bam, no more mes. Am I a genius or what?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;And then what comes after?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Watching people scramble to pick up the pieces of a collapsed government. Gotta have my fun somehow.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;But whatever takes its place is probably gonna be better than what we have, ya know? But I'm not pretending to be a good guy.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari grunts. &amp;quot;Alright. I think that's enough. If it matters at all, I believe your entire story. I believe you want to redeem yourself. But you're never going to be able to do anything with all that loathing. Listen to your peers more. Work with them. Because if you don't, you'll be back here again, and I don't believe she'll have plans to bust you out a second time.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Aight. Also add this before we wrap up.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;All the Japanese Gods can lick my sweaty unwashed ass.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;I'm not adding that.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari puts his notebook away.&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;And ain't no amount of curbstompings will make me take that back.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Tohru Adachi says, &amp;quot;Awwww.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari says, &amp;quot;Take a goddamn shower.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PHONE: Phoning Tohru Adachi, Shinnosuke Tomari departs.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16587</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16587"/>
				<updated>2021-02-25T09:00:56Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created. When you feel the need to try on another, use '''&amp;lt;mantle list global placeholder&amp;gt;''' to see a list of all available Mantles. From there, use '''&amp;lt;mantle claim global placeholder&amp;gt;''' to pick one from the list, and add it to your personal list. Your personal list can be viewed with the '''&amp;gt;armory''' command, where your claimed Mantles can be managed, or dropped with '''&amp;lt;mantle release placeholder&amp;gt;'''. Finally, select a Mantle to load with '''&amp;gt;armory/load &amp;lt;#&amp;gt;'''. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will load the Mantle you currently have claimed.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Image Aide&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
&lt;br /&gt;
'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player only on a '''&amp;lt;time&amp;gt;''' cooldown. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''2: Quirks:''' Any Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to also equip a single 2a: Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''3: Signature:''' Any Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
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'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
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'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
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'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
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'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
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'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
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::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP. Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. Peril HP bypasses Shield HP and strips Armor HP back to normal. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition.&lt;br /&gt;
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'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
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'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus.&lt;br /&gt;
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The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
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''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
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==Core Concepts==&lt;br /&gt;
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'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
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'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Bolster: Your next attack gains a Moderate bonus to Power.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum. &lt;br /&gt;
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'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant. Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
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'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff. &lt;br /&gt;
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'''5: Support Actions:''' Some Archetypes have the ability to support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&lt;br /&gt;
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'''6: Consequences:''' When finishing a battle below a certain threshold of HP, a character receives a lasting malus to their combat performance called a Consequence. Consequences represent that the character has taken a degree of damage that they won't immediately walk off, and are the only real way in which MCM tracks and enforces healing/repair time. Consequences come in three severities:&lt;br /&gt;
:''Mild:'' When finishing a battle below 35% HP. Automatically applied when Playing for Keeps. Reduces maximum HP to 90%. &lt;br /&gt;
The character has one or more minor but non-superficial injuries, resulting in some degree of pain, exhaustion, weakness, or impaired mobility, which hampers them somewhat in combat. These will typically heal on their own even without medical attention.&lt;br /&gt;
:''Moderate:'' When finishing a battle below 50% HP while Playing for Keeps. Reduces maximum HP to 75%. &lt;br /&gt;
The character has suffered serious but non-life threatening injuries, which necessitate some medical attention. Broken bones, severe blood loss, damaged muscles, or other heavily impairing injuries are to be expected. The character should try to avoid serious fighting.&lt;br /&gt;
:''Severe:'' When finishing a battle below 25% HP while playing for Keeps. Reduces maximum HP to 60%. Prohibits the use of &amp;gt;keeps. &lt;br /&gt;
The character has sustained extensive or critical injuries that put them at serious risk and will require prolonged attention to see repaired. The character has likely suffered injuries that came close to killing them, and can expect to probably lose in any real fight until they get better.&lt;br /&gt;
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Consequences decrease in severity and disappear over time, both with the passage of real time, and by completing scenes. Continuing to RP is the fastest way to clear up a Consequence, because when a character gets into a big fight and takes some heavy hits to show for it, going out into the MUSH and actually playing the result is preferable in every way to sitting in a corner and waiting until they fully heal off-screen, so we reward the former over the latter. We assume that all characters can get access to the minimum necessary healing resources &amp;quot;somewhere or another&amp;quot; in the Multiverse, should they be required.&amp;lt;br&amp;gt;&lt;br /&gt;
As an important note, scenes only count towards Consequence timers '''once they have been closed''', so if you're chronically terrible at remembering to hit +scene/finish, improve that habit! If you're going to have lingering Consequences at an important time, and someone has forgotten to close a scene you were in, don't be afraid to contact them (or if they're not around, staff)! Each scene that starts and concludes ''while'' a character has a Consequence counts as 1 week of time for the purpose of clearing the Consequence. i.e. Two weeks of real time + two scenes = four weeks of Consequence reduction.&lt;br /&gt;
:''Mild:'' Expires after 1 week/scene.&lt;br /&gt;
:''Moderate:'' Downgrades to Mild after 3 weeks/scenes.&lt;br /&gt;
:''Severe:'' Downgrades to Moderate after 6 weeks/scenes.&lt;br /&gt;
Taking further Consequences does not increase their severity, it only refreshes the timer of the existing one.&lt;br /&gt;
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==Playing for Keeps==&lt;br /&gt;
In most battles, the participating characters have some mutually exclusive goal which they've come into conflict over, but aren't willing to die or be mortally injured for it. No sensible actor, real or fictional, voluntarily fights to the death over anything of less than critical importance to them, and even in the combat-heavy lives of most player characters, these kinds of battles are likely to be in the minority; or to put it in other words, we assume that people aren't nobly spilling their blood and guts all over the pavement to defend the purse of an old lady from an unusually lucky mugger. MCM assumes that as a general rule, player characters fight with self-preservation mind, and will concede the objective when they are persuasively injured, but for those exceptional circumstances in which this isn't the case, the player has the option of Playing for Keeps.&lt;br /&gt;
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Playing for Keeps is activated by the '''&amp;gt;keeps''' command, which comes with a '''&amp;lt;Reason&amp;gt;''' field, because each time it is activated, the use of &amp;gt;keeps is ''logged'' alongside the ''pressing reason the character had for doing so''. When this command is activated, it indicates that a serious tone shift has occurred, and that a player character is no longer fighting an ordinary Elite conflict, but is so invested that they're willing to put the full extent of their physical wellbeing on the line to win. Different characters will inevitably have different reasons for getting this serious. Some might only Play for Keeps when the lives of their friends or threatened, where others might do so simply out of sheer unthinking fury, and others might do so for a grave insult to their pride or honor. Whatever the case, staff keeps track of this fairly powerful tool to make sure it's being used appropriately, rather than &amp;quot;because the other guy did&amp;quot; or &amp;quot;I just wanted to win&amp;quot;. The '''&amp;lt;Reason&amp;gt;''' field is visible to staff and ''logged for this reason''; it should be used to clearly communicate the circumstances around Playing for Keeps such that the rationale is obvious. '''Jokes, memes, references, attack names, five word summaries etc. do not constitute reasons, and so then have to be looked into by staff.'''&lt;br /&gt;
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When &amp;gt;keeps is activated, the character who is now Playing for Keeps receives an immediate boost to all their combat stats, and visibly increases one Weight class, for the entire length of the battle. If &amp;gt;keeps is activated partway into a battle, they gain a boost to their next attack and defense proportionate to how many turns the battle has already progressed, so as to enable dramatic triggers to happen in battle without wasting most of the command. Pressing &amp;gt;keeps is a considerable advantage, and will either significantly tilt a battle in a character's favor, or significantly even out one slanted against them, and in exchange for this temporary surge in fighting ability by going past their comfortable limits and prioritizing victory over their safety, the character opens themselves up to much more grievous injury, reflected in the Consequences system. However, it should be noted that this boost in power is not absolute, and users should be warned that it is still entirely possible to lose after hitting &amp;gt;keeps; the tool doesn't exist as a Win Button with drawbacks, but a way to have some control over the narrative of their character, to pick out and underscore pivotal moments, and to have some extra say in the outcome of a battle with important ramifications, so communicate clearly about your intentions before slamming down &amp;gt;keeps and silently expecting the opponent to fold for you.&lt;br /&gt;
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Ultimately, so long as there is a solid reason for a character to Play for Keeps, any mechanism by which they do so is up to the player. Whether it's a dramatic transformation or simply trying their absolute hardest, all player characters can Play for Keeps. Since Public Mantles aren't meaningfully affected by Consequences, they not have access to this command. Playing for Keeps is a privilege reserved for player characters only.&lt;br /&gt;
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==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
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When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
&lt;br /&gt;
'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to make everyone's results look the same, and generally suck the joy out of building and specializing a character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GM Commands==&lt;br /&gt;
[big]TBI[/big]&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegain &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegain &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;buffgrant &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
&lt;br /&gt;
==Applying and Upgrades==&lt;br /&gt;
&lt;br /&gt;
When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
&lt;br /&gt;
In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
&lt;br /&gt;
The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
&lt;br /&gt;
'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
&lt;br /&gt;
Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
&lt;br /&gt;
==Stance on Combat RP==&lt;br /&gt;
&lt;br /&gt;
'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. That said, we expect a certain minimum of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them.&lt;br /&gt;
&lt;br /&gt;
In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
&lt;br /&gt;
'''Lethality and Poses:''' As mentioned previously, MCM's csys presumes that damage and injury to player characters is handled with a certain degree of cinematic frequency and logic, and that all PCs are able to access necessary recovery supplies in some way. We don't assign a strict correlation between HP and roleplayed damage, nor demand players pose taking hits highly regulated way. Our default tone for combat can roughly be considered &amp;quot;pulp action&amp;quot; or the more serious end of &amp;quot;cape comics&amp;quot;, though players can electively choose to play to a grittier genre if they prefer. We assume that in most fights a character will ever be involved in, they will fight until they have a convincing enough reason not to, usually in the form of hitting 0 HP and picking up a Mild Consequence, but this can also be due to the circumstances they're fighting over having changed, one or both characters withdrawing before any decisive blow happens, or players simply running out of time. Playing for Keeps is the exception to this, as hitting &amp;gt;keeps indicates a tone shift from an episodic skirmish to a serious moment where the character is exceeding their ordinary limits and nominally gambling with their lives.&amp;lt;br&amp;gt;&lt;br /&gt;
The sole demands we have for our players here is that they respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs because he only took 100 damage), and that when they take Consequences, they own and play to them. We can afford to allow players the degree of control over combat RP that we do on the principle that a Consequence is a tangible, mechanically incarnate injury, so engage with them and treat them with respect, because playing one out legitimizes the fact that RP that happened.&lt;br /&gt;
&lt;br /&gt;
'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
&lt;br /&gt;
'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as Drive, current HP as a percentage, and Consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;keeps &amp;lt;Reason&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Reason&amp;gt; must be filled in with the circumstances surrounding the use of the &amp;gt;keeps command. Use of &amp;gt;keeps is logged with its attached reason.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, and it becomes possible to suffer Moderate and Severe Consequences. If &amp;gt;keeps is used partway through a battle, you gain a bonus to your next attack and defense to make up for lost turns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
Our current set of [[Mantles]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Enhancements&amp;diff=16578</id>
		<title>Enhancements</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Enhancements&amp;diff=16578"/>
				<updated>2021-02-01T06:45:49Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Enhancements=&lt;br /&gt;
&lt;br /&gt;
Enhancements are a number of variable bonuses that can be applied to a character who has been Enhanced. A character's Enhancement Rating, a value of 0 to 10, is the maximum pool of total Enhancements they can equip at once, which can be exchanged outside of combat in the same way as Quirks and Signatures. All Enhancements have a noted cost, which denotes how much of the Enhancement pool is taken up by equipping it. No Enhancement may be equipped twice. The commands for setting enhancements are:&lt;br /&gt;
&lt;br /&gt;
:&amp;gt;enhancements/clear to remove equipped ones&lt;br /&gt;
:&amp;gt;enhancements/buy * to buy one&lt;br /&gt;
&lt;br /&gt;
===Leading (+1):===&lt;br /&gt;
Landing a Solid Hit has a ''10%'' chance of upgrading to a Critical Hit.&lt;br /&gt;
&lt;br /&gt;
===Prescience (+2):===&lt;br /&gt;
Landing a Solid Hit has a ''20%'' chance of upgrading to a Critical Hit.&lt;br /&gt;
&lt;br /&gt;
===Compensation (+2):===&lt;br /&gt;
Landing a Miss has a ''40%'' chance of being rerolled.&lt;br /&gt;
&lt;br /&gt;
===Evasion (+1):===&lt;br /&gt;
Being hit with a Close Call has a ''7%'' chance of downgrading to a Miss.&lt;br /&gt;
&lt;br /&gt;
===Precognition (+2):===&lt;br /&gt;
Being hit with a Close Call has a ''14%'' chance of downgrading to a Miss.&lt;br /&gt;
&lt;br /&gt;
===Destruction (+2):===&lt;br /&gt;
Your attacks have a ''25%'' chance to deal a ''Massive'' amount of extra damage.&lt;br /&gt;
&lt;br /&gt;
===Resistance (+2):===&lt;br /&gt;
You have a ''25%'' chance of taking a ''Superior'' amount less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Firepower (+1):===&lt;br /&gt;
Your attacks deal a ''Minor'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Brutality (+2):===&lt;br /&gt;
Your attacks deal a ''Moderate'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Soak (+1):===&lt;br /&gt;
You take a ''Minor'' amount less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Hardness (+2):===&lt;br /&gt;
You take a ''Moderate'' amount less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Lethality (+1):===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Major'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Elusive (+1):===&lt;br /&gt;
All Close Calls you take deal a ''Moderate'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Obdurate (+1):===&lt;br /&gt;
You take ''6'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Adamant (+2):===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Dire (+1):===&lt;br /&gt;
You deal ''7'' more damage with all attacks.&lt;br /&gt;
&lt;br /&gt;
===Fell (+2):===&lt;br /&gt;
You deal ''13'' more damage with all attacks.&lt;br /&gt;
&lt;br /&gt;
===Hardy (+1):===&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Robust (+2):===&lt;br /&gt;
Your maximum HP is increased by ''65''.&lt;br /&gt;
&lt;br /&gt;
===Driven (+1):===&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Motivated (+2):===&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&lt;br /&gt;
&lt;br /&gt;
===Hyped (+1):===&lt;br /&gt;
Your attacks and defenses have an additional ''30%'' chance to generate Hype.&lt;br /&gt;
&lt;br /&gt;
===Crazy (+2):===&lt;br /&gt;
Your attacks and defenses have an additional ''50%'' chance to generate Hype.&lt;br /&gt;
&lt;br /&gt;
===Proficient (+2):===&lt;br /&gt;
You gain an additional Quirk.&lt;br /&gt;
&lt;br /&gt;
===Accomplished (+3):===&lt;br /&gt;
You gain an additional Prime Quirk.&lt;br /&gt;
&lt;br /&gt;
===Gifted (+5):===&lt;br /&gt;
You gain an additional Signature, used with +signature2.&lt;br /&gt;
&lt;br /&gt;
===Morphic (+3):===&lt;br /&gt;
You heal ''20'' HP after each defense.&lt;br /&gt;
&lt;br /&gt;
===Forcefield (+2):===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Overshield (+3):===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Plating (+3):===&lt;br /&gt;
Trade ''100'' of your normal HP for ''100'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Reinforcement (+4):===&lt;br /&gt;
Trade ''100'' of your normal HP for ''100'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Endurance.&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Power_Copy&amp;diff=16565</id>
		<title>Power Copy</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Power_Copy&amp;diff=16565"/>
				<updated>2021-01-12T05:10:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file delineates acceptable boundaries and practices for the Advantage of power copying, as-seen in characters like Megaman or Kakashi from Naruto. It also delineates the acceptable boundaries of the reverse, in the form of Contracts that allow the user to give others powers.&lt;br /&gt;
&lt;br /&gt;
1) All Advantages obtained by Copy are presumed to be weaker than that of the originating PC. If the copier directly contests the original PC's action with their copied version, the copier loses by default.&amp;lt;br&amp;gt;&lt;br /&gt;
2) What Can I Not Share/Copy?&lt;br /&gt;
::'''Contracts''' - Quantum Solution, Resurrection, Power Copy &amp;amp; Share Powers The Advantage, and Split Actions&lt;br /&gt;
::'''Share Powers &amp;amp; Power Copy''' - Immortality, Intrusion Immunity, NPCs, Quantum Solution, Resurrection, Power Copy &amp;amp; Share Powers The Advantage, and Split Actions   &lt;br /&gt;
3) Players should write an +info (+info PowerCopy or +info Contracts) with the details demanded in the Power Copy or Contract Advantages. Additionally, Contract recipients are expected to make an +info Contracts file that matches the Contract dispensed to them. If the Contract grants Copied powers, the beneficiary of the Contract marks the uses of the Copy instead of the Copier.&amp;lt;br&amp;gt;&lt;br /&gt;
4) Neither Power Copy or Contract can be put into force &amp;quot;off-screen.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5) No PC may be held to more than one Contract at a time, unless a second Contract is purely punitive.&amp;lt;br&amp;gt;&lt;br /&gt;
6) Sharing &amp;amp; Contracting Power Copy&amp;lt;br&amp;gt;&lt;br /&gt;
::'''Sharing Power Copy - Derivative copies:''' Identical to a standard use of a Copied trick - it costs one use if it has not been brought into the scene already.&lt;br /&gt;
::'''Contracting Power Copy - Derivative copies:''' Costing a use from the Copier, the Contract Copy is loaned to the Contract beneficiary. The beneficiary gains 4 total Scene-uses as if they copied the trick fresh themself.&lt;br /&gt;
::''''Sharing Power Copy - Mirror copies:''' Mirror-Copied Advantages may be Shared as long as they are legal to both Copy and Share. This otherwise functions identically to sharing Power Copy - Derivative slots except it grants 3 uses, like Mirror.&lt;br /&gt;
::'''Contracting Power Copy - Mirror copies:''' Identical to the Power-Copy Derivative case. The advantage is given to the beneficiary to control until used up or retracted.&lt;br /&gt;
7) Benefitting from a Contract or Share never grants someone the ability to sub-contract the powers they gain. This is the purview of characters with those native advantages.&lt;br /&gt;
==Power Copy - Derivative==&lt;br /&gt;
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope &amp;quot;something&amp;quot; from your target. You may target '''eight (8)''' items at a time, which go away after being used in '''four (4)''' scenes. Consent isn't required, but the target dictates the specific effect the copier receives.&lt;br /&gt;
&lt;br /&gt;
Note that this is not the same as four ''USES''.&lt;br /&gt;
&lt;br /&gt;
==Power Copy - Mirror== &lt;br /&gt;
Mirror Power Copy gives you '''9''' pips to spend on Advantages copied from other players. Except where otherwise noted, these Advantages are received exactly as written by the copied target. When copying uprated (4-5 pip) Advantages, they cap at '''3''' pips, both in cost and &amp;quot;what you get&amp;quot;. Consent is required from target players, who may dictate entirely what can or cannot be stolen. Copied Advantages expire after being used in '''three (3)''' scenes. &lt;br /&gt;
&lt;br /&gt;
Note that this is not the same as three ''USES''.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Contracts are the reverse of Power Copy. A character with Contracts is able to share '''(Rating) * 3 Pips''' (capped at 9) worth of Advantages with up to '''(Rating)''' targets. This models Faustian bargains, boons and curses, magical geases, and simple commitments of aid. Contracts expire after '''3 months'''.&lt;br /&gt;
&lt;br /&gt;
Contracts can establish terms under which the Contract is validated, and the conferred Advantages are activated, and can establish terms, under which failure to meet them results in a penalty or punishment; usually revocation of conferred Advantages, and subjecting the penalized beneficiary to one or more of the benefactor's advantages as if they were present when the terms were broken. Penalties are commensurate to the Investment in the Contract.&lt;br /&gt;
&lt;br /&gt;
Time-based expiration does not apply to NPCs. A character may have up to '''2''' Contracts per discrete plot on any number of Plot NPC in those plots, separate from their Contracts on PCs. This number increases to '''3''' if you have Contract ●●●●●.&lt;br /&gt;
&lt;br /&gt;
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Power_Copy&amp;diff=16564</id>
		<title>Power Copy</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Power_Copy&amp;diff=16564"/>
				<updated>2021-01-12T04:56:42Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file delineates acceptable boundaries and practices for the Advantage of power copying, as-seen in characters like Megaman or Kakashi from Naruto. It also delineates the acceptable boundaries of the reverse, in the form of Contracts that allow the user to give others powers.&lt;br /&gt;
&lt;br /&gt;
1) All Advantages obtained by Copy are presumed to be weaker than that of the originating PC. If the copier directly contests the original PC's action with their copied version, the copier loses by default.&amp;lt;br&amp;gt;&lt;br /&gt;
2) What Can I Not Share/Copy?&lt;br /&gt;
::'''Contracts''' - Quantum Solution, Resurrection, Power Copy &amp;amp; Share Powers The Advantage, and Split Actions&lt;br /&gt;
::'''Share Powers &amp;amp; Power Copy''' - Immortality, Intrusion Immunity, NPCs, Quantum Solution, Resurrection, Share Powers &amp;amp; Share Powers The Advantage, and Split Actions   &lt;br /&gt;
3) Players should write an +info (+info PowerCopy or +info Contracts) with the details demanded in the Power Copy or Contract Advantages. Additionally, Contract recipients are expected to make an +info Contracts file that matches the Contract dispensed to them. If the Contract grants Copied powers, the beneficiary of the Contract marks the uses of the Copy instead of the Copier.&amp;lt;br&amp;gt;&lt;br /&gt;
4) Neither Power Copy or Contract can be put into force &amp;quot;off-screen.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5) No PC may be held to more than one Contract at a time, unless a second Contract is purely punitive.&amp;lt;br&amp;gt;&lt;br /&gt;
6) Sharing &amp;amp; Contracting Power Copy&amp;lt;br&amp;gt;&lt;br /&gt;
::'''Sharing Power Copy - Derivative copies:''' Identical to a standard use of a Copied trick - it costs one use if it has not been brought into the scene already.&lt;br /&gt;
::'''Contracting Power Copy - Derivative copies:''' Costing a use from the Copier, the Contract Copy is loaned to the Contract beneficiary. The beneficiary gains 4 total Scene-uses as if they copied the trick fresh themself.&lt;br /&gt;
::''''Sharing Power Copy - Mirror copies:''' Mirror-Copied Advantages may be Shared as long as they are legal to both Copy and Share. This otherwise functions identically to sharing Power Copy - Derivative slots except it grants 3 uses, like Mirror.&lt;br /&gt;
::'''Contracting Power Copy - Mirror copies:''' Identical to the Power-Copy Derivative case. The advantage is given to the beneficiary to control until used up or retracted.&lt;br /&gt;
7) Benefitting from a Contract or Share never grants someone the ability to sub-contract the powers they gain. This is the purview of characters with those native advantages.&lt;br /&gt;
==Power Copy - Derivative==&lt;br /&gt;
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope &amp;quot;something&amp;quot; from your target. You may target '''eight (8)''' items at a time, which go away after being used in '''four (4)''' scenes. Consent isn't required, but the target dictates the specific effect the copier receives.&lt;br /&gt;
&lt;br /&gt;
Note that this is not the same as four ''USES''.&lt;br /&gt;
&lt;br /&gt;
==Power Copy - Mirror== &lt;br /&gt;
Mirror Power Copy gives you '''9''' pips to spend on Advantages copied from other players. Except where otherwise noted, these Advantages are received exactly as written by the copied target. When copying uprated (4-5 pip) Advantages, they cap at '''3''' pips, both in cost and &amp;quot;what you get&amp;quot;. Consent is required from target players, who may dictate entirely what can or cannot be stolen. Copied Advantages expire after being used in '''three (3)''' scenes. &lt;br /&gt;
&lt;br /&gt;
Note that this is not the same as three ''USES''.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Contracts are the reverse of Power Copy. A character with Contracts is able to share '''(Rating) * 3 Pips''' (capped at 9) worth of Advantages with up to '''(Rating)''' targets. This models Faustian bargains, boons and curses, magical geases, and simple commitments of aid. Contracts expire after '''3 months'''.&lt;br /&gt;
&lt;br /&gt;
Contracts can establish terms under which the Contract is validated, and the conferred Advantages are activated, and can establish terms, under which failure to meet them results in a penalty or punishment; usually revocation of conferred Advantages, and subjecting the penalized beneficiary to one or more of the benefactor's advantages as if they were present when the terms were broken. Penalties are commensurate to the Investment in the Contract.&lt;br /&gt;
&lt;br /&gt;
Time-based expiration does not apply to NPCs. A character may have up to '''2''' Contracts per discrete plot on any number of Plot NPC in those plots, separate from their Contracts on PCs. This number increases to '''3''' if you have Contract ●●●●●.&lt;br /&gt;
&lt;br /&gt;
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Enhancement_Application&amp;diff=16562</id>
		<title>Enhancement Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Enhancement_Application&amp;diff=16562"/>
				<updated>2021-01-11T02:02:20Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Level&lt;br /&gt;
! Cost To Attain&lt;br /&gt;
! Total Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|5&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|42&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Who are you enhancing?'''&amp;lt;br&amp;gt;&lt;br /&gt;
What is the name of the character you want to apply a combat enhancement to? Please specify the desired amount. If you do not specify an amount, we presume you want as much as is possible to the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''2. Scene Reference'''&amp;lt;br&amp;gt;&lt;br /&gt;
Please list the IDs of the scenes you are claiming qualify for Enhancement Points. You may claim credit for scenes that you run that create further content or are themselves content, or for scenes you did not codedly run but created content that you did not benefit from.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3. Justification'''&amp;lt;br&amp;gt;&lt;br /&gt;
Please, briefly, explain the context of scenes you are claiming as co-credit. You do not have to explain scenes you ran.&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Enhancement_Application&amp;diff=16561</id>
		<title>Enhancement Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Enhancement_Application&amp;diff=16561"/>
				<updated>2021-01-11T01:54:14Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Level&lt;br /&gt;
! Cost To Attain&lt;br /&gt;
! Total Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
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|8&lt;br /&gt;
|5&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|10&lt;br /&gt;
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|42&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Who are you enhancing?'''&amp;lt;br&amp;gt;&lt;br /&gt;
What is the name of the character you want to apply a combat enhancement to? Please specify the desired amount. If you do not specify an amount, we presume you want as much as is possible to the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''2. Scene Reference'''&amp;lt;br&amp;gt;&lt;br /&gt;
Please list the IDs of the scenes you are claiming qualify for Enhancement Points. You may claim credit for scenes that you run that create further content or are themselves content, or for scenes you did not codedly run but created content that you did not benefit from.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3. Justification'''&amp;lt;br&amp;gt;&lt;br /&gt;
Please, briefly, explain the context of scenes you are claiming as co-credit. You do not have to explain scenes you ran.&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Rules_Index&amp;diff=16556</id>
		<title>Rules Index</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Rules_Index&amp;diff=16556"/>
				<updated>2021-01-05T08:00:53Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This is an index of Multiverse Crisis MUSH's policy, rules, and setting information. Everything you need to know to get started on the game can be found here.&lt;br /&gt;
&lt;br /&gt;
==MUSH Policy &amp;amp; Theme==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Policy]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[FAQ]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Characters]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Banned|Banned &amp;amp; Restricted]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Roleplay]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Theme]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Integration]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Factions]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Mash-Up]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Combat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Characters &amp;amp; Applications==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Advantages]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Disadvantages]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Add-Ons &amp;amp; Templates]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Power Copy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:120%;&amp;quot;&amp;gt;'''How do I apply for a character?''' [[Character_Application|Character Application]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:120%;&amp;quot;&amp;gt;'''How do I adjust or modify a character I already have?''' [[Upgrade_Application|Upgrade Application]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How long until I can submit another application after getting one approved?''' 14 days for characters, 7 for upgrades, variable for plots because we mostly just don't want somebody taking on the burden of running more than they can handle. Can be waived at request. You MAY have multiple types of application in simultaneously.&lt;br /&gt;
&lt;br /&gt;
'''When can I bug you about how long my application is taking?''': '''4''' days for guests, which does encompass players who simply have no currently-approved and compliant characters.&lt;br /&gt;
&lt;br /&gt;
'''Application processing priority''' is: Guest Applications &amp;gt; Character Applications &amp;gt; Upgrade Applications (Compliance) &amp;gt; Upgrade Applications.&lt;br /&gt;
&lt;br /&gt;
'''Note''' that having multiple applications in the box de-escalates the priority of your lowest priority item. It's fine to do, just understand that if you have a character application and an upgrade application in simultaneously, the upgrade application is going to take a major back seat to everything else in the box.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Character_Application|Character Application]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Upgrade_Application|Upgrade Application]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Sample_Applications|Sample Applications]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Clerical_Application|Clerical Application]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Csys_Application|Csys Application]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Enhancement_Application|Enhancement Application]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category: News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16464</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16464"/>
				<updated>2020-06-04T06:03:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
=What Advantages Are=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Advantage power&amp;quot;, 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:&lt;br /&gt;
 &lt;br /&gt;
●: 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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
●●: 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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
●●●: 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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''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 &amp;quot;extra&amp;quot;'''; the only new functionality they enable is self-starting, out of scope ideas.''&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
All characters have '''38''' Pips in total. This can be increased to a small extent by the addition of Flaws, as described in our [[Disadvantages|Disadvantages article]]. There isn't any strict policy by which we dictate where a character is allowed to put theirs in which powers; a large part of applying for Advantages comes down to the player's perception of which things are most important or fun about a character.&lt;br /&gt;
&lt;br /&gt;
A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 ●●●.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;link to the section&amp;gt;, but otherwise, the player can write whatever they like.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
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''.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
 &lt;br /&gt;
Some Advantages come with a '''Surcharge'''. These are Advantages with much greater ability to bend roleplay around them than most. To buy this Advantage at ● or higher, the character has to pay an amount of extra Pips. Other advantages might have a '''Credit''', which makes it less costly to bring niche Advantages up to a valuable level. These are free Pips automatically added to the Advantage once it reaches ●. Only the base number of Pips spent on the Advantage, without the Credit, counts towards any limits on how many Advantages of what rating a character may possess.&lt;br /&gt;
&lt;br /&gt;
=Advantage Formatting=&lt;br /&gt;
&lt;br /&gt;
A complete Advantage grouping looks like:&lt;br /&gt;
&lt;br /&gt;
Black Magic:&lt;br /&gt;
&lt;br /&gt;
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and before the colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go ''fully inside parentheses''.&lt;br /&gt;
 &lt;br /&gt;
==Minimum Expectation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Non-Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Redundant Advantages==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantages A-K=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages A-K'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' From ● to ●●●, increases number of possible Contracts and how many pips of Advantages are shared. ●●●● '''only''' increases number of Contracts you can make by 1. ●●●●● '''only''' increases number of Contracts you can make by 1, and number of Contracts per discrete plot (on NPCs) by 1.&amp;lt;br&amp;gt;Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;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 &amp;quot;fails the save&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; 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&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The complete, dictatory hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''. While hacking the physical functions of these entities is within Hacking's wheelhouse, actual invasive control or reading of someone's mind is still a protected space, and cannot be gotten &amp;quot;for free&amp;quot; with this Advantage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●●● for obtaining information about things one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ● otherwise. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible mortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;remove from combat&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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&amp;amp;D using astral projections. Brief Intangibility may be used to stunt avoiding attacks, but since invincibility isn't a permissible Advantage on MCM, any form of Intangibility the character can maintain for long enough to be &amp;quot;unattackable&amp;quot; is automatically susceptible to all attacks the character usually is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; objects. The physical characteristics, like density or weight, don't matter narratively.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible primarily for the purposes of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are likely more appropriate.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;opt out&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Advantages M-W =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages M-W'''&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' at ●●●● or higher, or '''Flight''' at ●●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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|Power Copy]] are covered in their own article. This article is mandatory reading for characters who want Power Copy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Minimum ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;not being used&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;doubling their attendance&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;doing things stealthily&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; 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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;flash step&amp;quot; or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. Incidental Teleportation is limited to limited fast travel-style transit to points of interest, and casual intros/exits from scenes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; 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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;being further along the line&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, 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 &amp;quot;super fast&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;be invisible&amp;quot; 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 &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==Immortality==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
==Knowledge==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Resistance==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Adaptation''' (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
|}&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''-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.&lt;br /&gt;
&lt;br /&gt;
'''-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.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;whatever abilities are good for the story and fun&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;okay, ''now'' this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16422</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16422"/>
				<updated>2020-02-22T00:02:06Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
=What Advantages Are=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Advantage power&amp;quot;, 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:&lt;br /&gt;
 &lt;br /&gt;
●: 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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
●●: 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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
●●●: 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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''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 &amp;quot;extra&amp;quot;'''; the only new functionality they enable is self-starting, out of scope ideas.''&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
All characters have '''38''' Pips in total. This can be increased to a small extent by the addition of Flaws, as described in our [[Disadvantages|Disadvantages article]]. There isn't any strict policy by which we dictate where a character is allowed to put theirs in which powers; a large part of applying for Advantages comes down to the player's perception of which things are most important or fun about a character.&lt;br /&gt;
&lt;br /&gt;
A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 ●●●.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;link to the section&amp;gt;, but otherwise, the player can write whatever they like.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
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''.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
 &lt;br /&gt;
Some Advantages come with a '''Surcharge'''. These are Advantages with much greater ability to bend roleplay around them than most. To buy this Advantage at ● or higher, the character has to pay an amount of extra Pips. Other advantages might have a '''Credit''', which makes it less costly to bring niche Advantages up to a valuable level. These are free Pips automatically added to the Advantage once it reaches ●. Only the base number of Pips spent on the Advantage, without the Credit, counts towards any limits on how many Advantages of what rating a character may possess.&lt;br /&gt;
&lt;br /&gt;
=Advantage Formatting=&lt;br /&gt;
&lt;br /&gt;
A complete Advantage grouping looks like:&lt;br /&gt;
&lt;br /&gt;
Black Magic:&lt;br /&gt;
&lt;br /&gt;
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and before the colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go ''fully inside parentheses''.&lt;br /&gt;
 &lt;br /&gt;
==Minimum Expectation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Non-Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Redundant Advantages==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantages A-K=&lt;br /&gt;
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'''Advantages A-K'''&lt;br /&gt;
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|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' From ● to ●●●, increases number of possible Contracts and how many pips of Advantages are shared. ●●●● '''only''' increases number of Contracts you can make by 1. ●●●●● '''only''' increases number of Contracts you can make by 1, and number of Contracts per discrete plot (on NPCs) by 1.&amp;lt;br&amp;gt;Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;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 &amp;quot;fails the save&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; 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&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●●● for obtaining information about things one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ● otherwise. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible mortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;remove from combat&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character has Teleportation ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;opt out&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Advantages M-W =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages M-W'''&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' at ●●●● or higher, or '''Flight''' at ●●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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|Power Copy]] are covered in their own article. This article is mandatory reading for characters who want Power Copy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Minimum ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;not being used&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;doubling their attendance&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;doing things stealthily&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; 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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;flash step&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; 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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;being further along the line&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, 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 &amp;quot;super fast&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;be invisible&amp;quot; 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 &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==Immortality==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
==Knowledge==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Resistance==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Adaptation''' (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
|}&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''-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.&lt;br /&gt;
&lt;br /&gt;
'''-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.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;whatever abilities are good for the story and fun&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;okay, ''now'' this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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----&lt;br /&gt;
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[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16417</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16417"/>
				<updated>2020-02-20T02:21:42Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Advantages M-W */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
=What Advantages Are=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Advantage power&amp;quot;, 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:&lt;br /&gt;
 &lt;br /&gt;
●: 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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
●●: 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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
●●●: 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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''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 &amp;quot;extra&amp;quot;'''; the only new functionality they enable is self-starting, out of scope ideas.''&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
All characters have '''38''' Pips in total. This can be increased to a small extent by the addition of Flaws, as described in our [[Disadvantages|Disadvantages article]]. There isn't any strict policy by which we dictate where a character is allowed to put theirs in which powers; a large part of applying for Advantages comes down to the player's perception of which things are most important or fun about a character.&lt;br /&gt;
&lt;br /&gt;
A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 ●●●.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;link to the section&amp;gt;, but otherwise, the player can write whatever they like.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
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''.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
 &lt;br /&gt;
Some Advantages come with a '''Surcharge'''. These are Advantages with much greater ability to bend roleplay around them than most. To buy this Advantage at ● or higher, the character has to pay an amount of extra Pips. Other advantages might have a '''Credit''', which makes it less costly to bring niche Advantages up to a valuable level. These are free Pips automatically added to the Advantage once it reaches ●. Only the base number of Pips spent on the Advantage, without the Credit, counts towards any limits on how many Advantages of what rating a character may possess.&lt;br /&gt;
&lt;br /&gt;
=Advantage Formatting=&lt;br /&gt;
&lt;br /&gt;
A complete Advantage grouping looks like:&lt;br /&gt;
&lt;br /&gt;
Black Magic:&lt;br /&gt;
&lt;br /&gt;
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and before the colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go ''fully inside parentheses''.&lt;br /&gt;
 &lt;br /&gt;
==Minimum Expectation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Non-Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Redundant Advantages==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantages A-K=&lt;br /&gt;
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'''Advantages A-K'''&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract - Collateral/Exchange'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' From ● to ●●●, increases number of possible Contracts and how many pips of Advantages are shared. ●●●● '''only''' increases number of Contracts you can make by 1. ●●●●● '''only''' increases number of Contracts you can make by 1, and number of Contracts per discrete plot (on NPCs) by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;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 &amp;quot;fails the save&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; 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&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●●● for obtaining information about things one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ● otherwise. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible mortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;remove from combat&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character has Teleportation ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;opt out&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Advantages M-W =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages M-W'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' at ●●●● or higher, or '''Flight''' at ●●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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|Power Copy]] are covered in their own article. This article is mandatory reading for characters who want Power Copy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Minimum ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;not being used&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;doubling their attendance&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;doing things stealthily&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; 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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;flash step&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; 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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;being further along the line&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, 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 &amp;quot;super fast&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;be invisible&amp;quot; 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 &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==Immortality==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
==Knowledge==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Resistance==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Adaptation''' (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
|}&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''-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.&lt;br /&gt;
&lt;br /&gt;
'''-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.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;whatever abilities are good for the story and fun&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;okay, ''now'' this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Add-Ons_%26_Templates&amp;diff=16413</id>
		<title>Add-Ons &amp; Templates</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Add-Ons_%26_Templates&amp;diff=16413"/>
				<updated>2020-02-19T21:25:34Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
This news file pertains to specific sub-systems of [[Advantages]]. If you haven't read that file already, please be sure to do so before you read this one!&lt;br /&gt;
&lt;br /&gt;
Add-Ons are mini-packages of pips and trappings that have been pre-approved for circulation by Staff, and can be taken &amp;quot;as-is&amp;quot; by anybody who qualifies to ask for them. They are ALWAYS ●●.&lt;br /&gt;
&lt;br /&gt;
Templates are Advantage and Disadvantage sets that have been pre-approved for circulation by Staff. Although Troubles remain the responsibility of the player, they are accompanied by obligate Flaw disadvantages that are themed to match the advantage set.&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, all existing Add-Ons and Templates are factionally themed and locked. Further Add-Ons and Templates may be added in the future, particularly in response to ongoing plots and player action.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that Add-Ons and Templates may have trappings and limits that would not be approved for player usage. The Watch template's factional NPCs, for instance, are just themed by 'whoever is in the Watch' at the time and as of this writing could be sourced from The Legend of Korra, Metal Gear, Starcraft, etc.&lt;br /&gt;
&lt;br /&gt;
Add-Ons and Templates can only be modified within the explicit boundaries of what we leave to players within the Add-On or Template; some of them have multiple options, but you can't swap them out for something not in the Add-On or Template. You may not use Redundant Advantages to reflavor anything you get from Add-Ons.&lt;br /&gt;
&lt;br /&gt;
=Add-Ons=&lt;br /&gt;
&lt;br /&gt;
==Concord==&lt;br /&gt;
&lt;br /&gt;
Club Dorado Support Package:&lt;br /&gt;
&lt;br /&gt;
NPCs**: NAME has a personal staff of suits, toughs, personal assistants, chauffers, etc. It is an executive entourage customized to support the client's strengths.&lt;br /&gt;
&lt;br /&gt;
Hint**: NAME can call on expert specialists and info brokers for valuable information on places that members find themselves, as well as major figures, factions, travel hazards, races, and landmarks.&lt;br /&gt;
&lt;br /&gt;
Wealth**: NAME possesses the DORADO BLACK CARD, which offers an astoundingly high credit limit that magically and technologically enforces itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paladins==&lt;br /&gt;
&lt;br /&gt;
Emergency Response Unit:&lt;br /&gt;
&lt;br /&gt;
NPCs**: NAME is able to command a unit of special forces specialized in search and rescue, equipped with light power suits tuned to complement and mirror NAME's combat and personal abilities.&lt;br /&gt;
&lt;br /&gt;
Analysis**: Paladins SITREP can break down the relationships and dynamics of the figures and factions where NAME is operating, describe the potential humanitarian and political effects of their efforts, and identify major obstacles to them.&lt;br /&gt;
&lt;br /&gt;
Healing**: NAME's special forces unit is equipped with a general-purpose healing kit that allows them to administer medical treatments to most common types of life form in the Multiverse.&lt;br /&gt;
&lt;br /&gt;
==Watch==&lt;br /&gt;
&lt;br /&gt;
The Lamplighters:&lt;br /&gt;
&lt;br /&gt;
NPCs**: NAME can call for support from fellow cells of the Watch. The resulting crowd is a disorganized and mismatched rabble composed of individual members of Watch organizations, and themed according to current faction composition.&lt;br /&gt;
&lt;br /&gt;
Field Shaping**, Entry Methods**: NAME is able to call on local Watch assets and sympathizers to aid in their endeavors. This takes the form of back doors being left open, tripwires being set, large trucks being backed out of alleys at strategic intervals, power lines being cut, keys being left out, or any other reasonable physical effect that could be achieved by having a few locals prepared to intercede semi-unobtrusively with whatever is physically available to the average person there.&lt;br /&gt;
&lt;br /&gt;
=Templates=&lt;br /&gt;
&lt;br /&gt;
Coming eventually!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Submissions=&lt;br /&gt;
&lt;br /&gt;
Submissions for Add-Ons and Templates will not be considered until January 2020. These are the guidelines that will apply at that time.&lt;br /&gt;
&lt;br /&gt;
Add-Ons and Templates can be suggested via +request/GENERAL.&lt;br /&gt;
&lt;br /&gt;
Requirements for consideration:&lt;br /&gt;
&lt;br /&gt;
The source of an Add-On or Template must be sourced from a permanent MUSH fixture, not a cast or specific themelist, and not a specific ongoing plot. For example: The Line and Afterus of today are both acceptable foundations for Add-Ons or Templates, but the Homestuck plot during its heyday wouldn't have been.&lt;br /&gt;
&lt;br /&gt;
Add-Ons and Templates must be free of non-Administrative gatekeeping. They can be particular to a faction (within reason), but that's about the limit of how much they can be roped off. Furthermore, be aware that being particular to a faction will often be timed exclusivity rather than indefinite exclusivity.&lt;br /&gt;
&lt;br /&gt;
Add-Ons and Templates must be clearly and cleanly themed. They are pre-approved packages, not generic.&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Add-Ons_%26_Templates&amp;diff=16412</id>
		<title>Add-Ons &amp; Templates</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Add-Ons_%26_Templates&amp;diff=16412"/>
				<updated>2020-02-19T20:34:30Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
This news file pertains to specific sub-systems of [[Advantages]]. If you haven't read that file already, please be sure to do so before you read this one!&lt;br /&gt;
&lt;br /&gt;
Add-Ons are mini-packages of pips and trappings that have been pre-approved for circulation by Staff, and can be taken &amp;quot;as-is&amp;quot; by anybody who qualifies to ask for them. They are ALWAYS ●●.&lt;br /&gt;
&lt;br /&gt;
Templates are Advantage and Disadvantage sets that have been pre-approved for circulation by Staff. Although Troubles remain the responsibility of the player, they are accompanied by obligate Flaw disadvantages that are themed to match the advantage set.&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, all existing Add-Ons and Templates are factionally themed and locked. Further Add-Ons and Templates may be added in the future, particularly in response to ongoing plots and player action.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that Add-Ons and Templates may have trappings and limits that would not be approved for player usage. The Watch template's factional NPCs, for instance, are just themed by 'whoever is in the Watch' at the time and as of this writing could be sourced from The Legend of Korra, Metal Gear, Starcraft, etc.&lt;br /&gt;
&lt;br /&gt;
Add-Ons and Templates can only be modified within the explicit boundaries of what we leave to players within the Add-On or Template; some of them have multiple options, but you can't swap them out for something not in the Add-On or Template.&lt;br /&gt;
&lt;br /&gt;
=Add-Ons=&lt;br /&gt;
&lt;br /&gt;
==Concord==&lt;br /&gt;
&lt;br /&gt;
Club Dorado Support Package:&lt;br /&gt;
&lt;br /&gt;
NPCs**: NAME has a personal staff of suits, toughs, personal assistants, chauffers, etc. It is an executive entourage customized to support the client's strengths.&lt;br /&gt;
&lt;br /&gt;
Hint**: NAME can call on expert specialists and info brokers for valuable information on places that members find themselves, as well as major figures, factions, travel hazards, races, and landmarks.&lt;br /&gt;
&lt;br /&gt;
Wealth**: NAME possesses the DORADO BLACK CARD, which offers an astoundingly high credit limit that magically and technologically enforces itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paladins==&lt;br /&gt;
&lt;br /&gt;
Emergency Response Unit:&lt;br /&gt;
&lt;br /&gt;
NPCs**: NAME is able to command a unit of special forces specialized in search and rescue, equipped with light power suits tuned to complement and mirror NAME's combat and personal abilities.&lt;br /&gt;
&lt;br /&gt;
Analysis**: Paladins SITREP can break down the relationships and dynamics of the figures and factions where NAME is operating, describe the potential humanitarian and political effects of their efforts, and identify major obstacles to them.&lt;br /&gt;
&lt;br /&gt;
Healing**: NAME's special forces unit is equipped with a general-purpose healing kit that allows them to administer medical treatments to most common types of life form in the Multiverse.&lt;br /&gt;
&lt;br /&gt;
==Watch==&lt;br /&gt;
&lt;br /&gt;
The Lamplighters:&lt;br /&gt;
&lt;br /&gt;
NPCs**: NAME can call for support from fellow cells of the Watch. The resulting crowd is a disorganized and mismatched rabble composed of individual members of Watch organizations, and themed according to current faction composition.&lt;br /&gt;
&lt;br /&gt;
Field Shaping**, Entry Methods**: NAME is able to call on local Watch assets and sympathizers to aid in their endeavors. This takes the form of back doors being left open, tripwires being set, large trucks being backed out of alleys at strategic intervals, power lines being cut, keys being left out, or any other reasonable physical effect that could be achieved by having a few locals prepared to intercede semi-unobtrusively with whatever is physically available to the average person there.&lt;br /&gt;
&lt;br /&gt;
=Templates=&lt;br /&gt;
&lt;br /&gt;
Coming eventually!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Submissions=&lt;br /&gt;
&lt;br /&gt;
Submissions for Add-Ons and Templates will not be considered until January 2020. These are the guidelines that will apply at that time.&lt;br /&gt;
&lt;br /&gt;
Add-Ons and Templates can be suggested via +request/GENERAL.&lt;br /&gt;
&lt;br /&gt;
Requirements for consideration:&lt;br /&gt;
&lt;br /&gt;
The source of an Add-On or Template must be sourced from a permanent MUSH fixture, not a cast or specific themelist, and not a specific ongoing plot. For example: The Line and Afterus of today are both acceptable foundations for Add-Ons or Templates, but the Homestuck plot during its heyday wouldn't have been.&lt;br /&gt;
&lt;br /&gt;
Add-Ons and Templates must be free of non-Administrative gatekeeping. They can be particular to a faction (within reason), but that's about the limit of how much they can be roped off. Furthermore, be aware that being particular to a faction will often be timed exclusivity rather than indefinite exclusivity.&lt;br /&gt;
&lt;br /&gt;
Add-Ons and Templates must be clearly and cleanly themed. They are pre-approved packages, not generic.&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16409</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16409"/>
				<updated>2020-02-19T00:21:35Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
=What Advantages Are=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Advantage power&amp;quot;, 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:&lt;br /&gt;
 &lt;br /&gt;
●: 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.&lt;br /&gt;
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''Examples of these look like Jotaro's physical strength and toughness, Kamina's swordsmanship, Doctor Strange's medical genius, Kirito's ALO avatar spells, Zuko's lightning redirection ability, Emiya Shirou's reinforcement magecraft, Steve Rogers' firearms training, and similar.''&lt;br /&gt;
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●●: A two Pip Advantage is one of the character's strong points, which allow them to tackle the broad variety of challenges they face with reliable success. The character might be able to get by without these Advantages for a while, but they're valuable and effective tools in their kit.&lt;br /&gt;
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''Examples of these look like Batman's batmobile, Link's secondary gadgets such as the hookshot/mirror shield/hover boots, Captain Picard's phaser, Cloud Strife's Materia magic, Anakin's starfighter piloting, Leon Kennedy's stunt driving, Weiss Schnee's summoning ability, and similar.''&lt;br /&gt;
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●●●: A three Pip Advantage is something iconic, central, and/or defining to the character. These Advantages claim the lion's share of a character's narrative weight, are likely where a character has sunk most of their focus and/or potential, and they would be unrecognizable without them. These can be expected to suffice in any situation where it's reasonable for a PC to succeed with hard work.&lt;br /&gt;
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''Examples of these look like Superman's superhuman physique and flight, Darth Vader's lightsaber skills and Force powers, Goku's martial arts and ki techniques, Saber's Excalibur, Tony Stark's Iron Man suits, Solid Snake's stealth skills, Alucard's immortality, and similar.''&lt;br /&gt;
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None: An Advantage without any Pips is an Incidental Advantage. It has no important function in scenes. It exists as pure flavor, VFX, a neat benefit that doesn't meaningfully translate to an advantage in RP, or something with borderline superfluous utility.&lt;br /&gt;
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''Examples of these look like Sonic's skating skills, John Egbert's absurd inventory mechanics, C3P0's language and diplomacy protocols, Frieza being able to breathe in space, and similar.''&lt;br /&gt;
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4/5●: A four or five Pip Advantage is an area of excessive hyperfocus where the character overwhelmingly specializes. They're exceptionally impressive in use, but mostly indicate when a character has pushed a single capacity well beyond the point necessary to overcome related challenges. These usually belong to extremely narratively focused characters as their One Thing.&lt;br /&gt;
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''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always &amp;quot;extra&amp;quot;'''; the only new functionality they enable is self-starting, out of scope ideas.''&lt;br /&gt;
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''Examples of these look like the Incredible Hulk's strength, the Flash's speed, Wolverine's regeneration, Rock Lee's taijutsu, Megaman's mega buster, and similar.''&lt;br /&gt;
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All characters have '''38''' Pips in total. This can be increased to a small extent by the addition of Flaws, as described in our [[Disadvantages|Disadvantages article]]. There isn't any strict policy by which we dictate where a character is allowed to put theirs in which powers; a large part of applying for Advantages comes down to the player's perception of which things are most important or fun about a character.&lt;br /&gt;
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A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.&lt;br /&gt;
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It costs '''2''' Pips to push an Advantage above ●●●, and another '''2''' above ●●●●.  No more than '''8''' Pips can be spent pushing any Advantages above ●●●. In practice, this means that if a character has any ●●●● or ●●●●● Advantages at all, the maximum is 5/5, 5/4/4, or 4/4/4/4.&lt;br /&gt;
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A character with fewer Advantages, who doesn't spend all of their Pips, can convert the rest to ''Vanity Pips''. As per their name, Vanity Pips don't do anything concrete, but they highlight and emphasize which Advantages matter most, and should be given some extra spotlight where possible. Any Advantage can have any number of Vanity Pips, which don't cost extra above ●●●.&lt;br /&gt;
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In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing Advantage trappings &amp;lt;link to the section&amp;gt;, but otherwise, the player can write whatever they like.&lt;br /&gt;
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==Applying for Advantages==&lt;br /&gt;
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All Advantages should also be organized into thematically related groups, labeled with a header. This can include its own flavor or fluff text, but at bare minimum, it needs a title. You can group Advantages however you like, but don't leave loose Advantages scattered around the section on their own, or Advantages without trappings.&lt;br /&gt;
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Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of '''3800''' characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.&lt;br /&gt;
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Trappings should '''not use theme-specific jargon'''. A player who is unfamiliar with your theme should be able to understand what they mean. You may briefly explain any exclusive or unique terms within the trapping itself if the jargon is essential to include.&lt;br /&gt;
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Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
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''.&lt;br /&gt;
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An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
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Some Advantages come with a '''Surcharge'''. These are Advantages with much greater ability to bend roleplay around them than most. To buy this Advantage at ● or higher, the character has to pay an amount of extra Pips. Other advantages might have a '''Credit''', which makes it less costly to bring niche Advantages up to a valuable level. These are free Pips automatically added to the Advantage once it reaches ●. Only the base number of Pips spent on the Advantage, without the Credit, counts towards any limits on how many Advantages of what rating a character may possess.&lt;br /&gt;
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=Advantage Formatting=&lt;br /&gt;
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A complete Advantage grouping looks like:&lt;br /&gt;
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Black Magic:&lt;br /&gt;
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Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
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Combat Options***(*): Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.&lt;br /&gt;
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Debilitation**: In addition to damage, Black Mage can use the elements to weaken and hinder foes, such as lingering burns with fire, slowing cold auras with ice, brief stuns with lightning, etc.&lt;br /&gt;
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Field Shaping*: (Combat Options***:) Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.&lt;br /&gt;
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'''''Use this formatting'''''. Character generation is mostly processed automatically, and making up your own special formatting breaks the code unless we meticulously edit it by hand.&lt;br /&gt;
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As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and before the colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go ''fully inside parentheses''.&lt;br /&gt;
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==Minimum Expectation==&lt;br /&gt;
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When filling out your Advantages section, '''carefully read the entry for any Advantages you choose''', and '''fulfill their requirements''' (if any). Applications with Advantages that fail to clearly meet any inherent requirements will be sent back for revisions with ''pretty much just a direct pointer to the requirements being flubbed''. Since the minimum rules are right next to the Advantage's own name, staff aren't expected to reiterate and reexplain basic rules in every reply to every email. Staff offers detailed help for issues that aren't explicitly or implicitly pre-explained by these rules.&lt;br /&gt;
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==Non-Advantages==&lt;br /&gt;
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Some staple fictional powers don't appear in the Advantage list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broad thematic with a number of possible functions, and those functions themselves are the Advantages, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.&lt;br /&gt;
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Access to things that anyone should be able to get, or which just don't ever matter, is also beneath the Advantage system. Nobody needs an Advantage to have a car, own a place to live, or carry tools a civilian could legally acquire.&lt;br /&gt;
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==Redundant Advantages==&lt;br /&gt;
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.&lt;br /&gt;
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As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantages. No Advantage requires another Advantage to work.&lt;br /&gt;
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=Advantages A-K=&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages A-K'''&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract - Collateral/Exchange'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' From ● to ●●●, increases number of possible Contracts and how many pips of Advantages are shared. ●●●● '''only''' increases number of Contracts you can make by 1. ●●●●● '''only''' increases number of Contracts you can make by 1, and number of Contracts per discrete plot (on NPCs) by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;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 &amp;quot;fails the save&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; 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&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●●● for obtaining information about things one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ● otherwise. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible mortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;remove from combat&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character has Teleportation ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;opt out&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
|}&lt;br /&gt;
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= Advantages M-W =&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages M-W'''&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' or '''Flight''' at ●●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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|Power Copy]] are covered in their own article. This article is mandatory reading for characters who want Power Copy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Minimum ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;not being used&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;doubling their attendance&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;doing things stealthily&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.'''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; 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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;flash step&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; 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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;being further along the line&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, 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 &amp;quot;super fast&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;be invisible&amp;quot; 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 &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==Immortality==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
==Knowledge==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Resistance==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Adaptation''' (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
|}&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''-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.&lt;br /&gt;
&lt;br /&gt;
'''-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.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;whatever abilities are good for the story and fun&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;okay, ''now'' this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Power_Copy&amp;diff=16386</id>
		<title>Power Copy</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Power_Copy&amp;diff=16386"/>
				<updated>2020-02-17T23:59:43Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file delineates acceptable boundaries and practices for the Advantage of power copying, as-seen in characters like Megaman or Kakashi from Naruto. It also delineates the acceptable boundaries of the reverse, in the form of Contracts that allow the user to give others powers.&lt;br /&gt;
&lt;br /&gt;
# All Advantages obtained by Copy are presumed to be a half-step weaker than that of the originating PC. In the case of binary Advantages like Skeleton Catch, this is a full pip weaker than the source advantage. Regardless of which it is, if the copier directly contests the original PC's action with their copied version, the copier will lose by default.&lt;br /&gt;
# Copied Advantages may not be shared through Share Powers, or Contract.&lt;br /&gt;
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions.&lt;br /&gt;
# Players should write an +info pointer (+info PowerCopy or +info Contracts) into their Power Copy and Contract advantages. They are expected to fill these out with the details demanded in the Power Copy or Contract sections of [[Advantages]]. Additionally, Contract recipients are expected to make an +info Contracts file that matches the Contract dispensed to them.&lt;br /&gt;
# Neither Power Copy or Contract can be put into force &amp;quot;off-screen.&amp;quot;&lt;br /&gt;
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.&lt;br /&gt;
==Power Copy - Derivative==&lt;br /&gt;
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope &amp;quot;something&amp;quot; from your target. You may target eight (8) items at a time, which go away after being used in four (4) scenes. Consent isn't required, but the target dictates the specific effect the copier receives.&lt;br /&gt;
&lt;br /&gt;
Note that this is not the same as four USES.&lt;br /&gt;
&lt;br /&gt;
==Power Copy - Mirror== &lt;br /&gt;
Mirror Power Copy gives you 9 pips to spend on Advantages copied from other players. Except where otherwise noted, these Advantages are received exactly as written by the copied target. When copying uprated (4-5 pip) Advantages, they cap at 3 pips. Consent is required from target players, who may dictate entirely what can or cannot be stolen. Copied Advantages expire after being used in three (3) scenes. &lt;br /&gt;
&lt;br /&gt;
Note that this is not the same as three USES.&lt;br /&gt;
&lt;br /&gt;
==Contracts - Collateral/Exchange==&lt;br /&gt;
Contracts are the reverse of Power Copy. A character with Contracts is able to share (Rating) * 3 Pips worth of Advantages with up to (Rating) targets, which expire after three months. This models Faustian bargains, boons and curses, magical geases, and simple commitments of aid. Contracts expire after 3 months.&lt;br /&gt;
&lt;br /&gt;
Collateral Contracts establish terms, under which failure to meet them results in a penalty or punishment; usually revocation of conferred Advantages, and subjecting the penalized beneficiary to one or more of the benefactor's advantages as if they were present when the terms were broken. Penalties are commensurate to the Investment in the Contract.&lt;br /&gt;
&lt;br /&gt;
Exchange Contracts establish terms under which the Contract is validated, and the conferred Advantages are activated.&lt;br /&gt;
&lt;br /&gt;
Time-based expiration does not apply to NPCs. A character may have up to 2 Contracts per discrete plot on any number of Plot NPC in those plots, separate from their Contracts on PCs.&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16375</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16375"/>
				<updated>2020-02-17T23:33:32Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Rules on Trappings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
=What Advantages Are=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Advantage power&amp;quot;, 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:&lt;br /&gt;
 &lt;br /&gt;
●: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
●●: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
●●●: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;extra&amp;quot;; the only new functionality they enable is self-starting, out of scope ideas.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A character cannot have more than 6 ● Advantages, more than 6 Incidental Advantages, less than 3 or more than 8 ●●●+ Advantages. Numbers of Redundant Advantages should be &amp;quot;within reason&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 ●●●.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;link to the section&amp;gt;, but otherwise, the player can write whatever they like.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
 &lt;br /&gt;
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 ●●●.&lt;br /&gt;
&lt;br /&gt;
=Advantage Formatting=&lt;br /&gt;
&lt;br /&gt;
A complete Advantage grouping looks like:&lt;br /&gt;
&lt;br /&gt;
Black Magic:&lt;br /&gt;
&lt;br /&gt;
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
==Minimum Expectation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Non-Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Redundant Advantages==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantages A-K=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:1600px; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages A-K'''&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract - Collateral/Exchange'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 the corresponding article.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More Contracts active at once, a longer expiry time, and more potential positive effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;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 &amp;quot;fails the save&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; 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&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●●● for obtaining information about things one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ● otherwise. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible mortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;remove from combat&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character has Teleportation ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;opt out&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
|}&lt;br /&gt;
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= Advantages M-W =&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' or '''Flight''' at ●●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Minimum ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;not being used&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;doubling their attendance&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;doing things stealthily&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.'''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; 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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;flash step&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; 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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;being further along the line&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, 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 &amp;quot;super fast&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;be invisible&amp;quot; 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 &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Modern Mythos Supernaturals -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
Classical Folklore Monsters -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
Eastern Tradition Creatures -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
Undead -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
Mechanical Beings -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
Divine Power Users -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
Profane -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
Dragons -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==Immortality==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
Extreme Overkill: The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
Immortality Juice: The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
Minimum Bar: The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
Achilles Heel: The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
Backup Box: The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
Proxies: The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
==Knowledge==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Computers -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
Occult -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
Psychology -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
Tactics -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Resistance==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse Environmental Protection (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
Fire and Heat -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
Toxins and Disease -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
Arcane -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
|}&lt;br /&gt;
==Skill==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Architecture -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
Scouting -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
Spelunking -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Aerospace Superiority -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
Air-Ground Support -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
Watercraft -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
Fully Staffed Ships -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
Automobiles -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
Military Heavy Armor -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
Single Riding -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
Flying Cavalry Beasts -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
Humanoid Mecha -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
|}&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Polearms -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
Chopping Blades -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
Heavy Strikers -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
Modern Small Arms -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
Explosives -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
Hand-To-Hand -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
Flexible Wire -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
Martial Arts Sticks -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
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Mounted Heavy Weapons -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
Archaic Hand-Powered Projectile -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
Knives -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
Personal Sniping -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-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.&lt;br /&gt;
&lt;br /&gt;
-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.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy - 1, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;okay, now this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
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[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16374</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16374"/>
				<updated>2020-02-17T23:31:22Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
=What Advantages Are=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
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'''Narrative impact of Advantages:''' The Advantages system establishes what a character Actually Does on the grid, how central doing them is to the character, and how effective they can expect those things to be in narrative. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers, or measurements.&lt;br /&gt;
&lt;br /&gt;
Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Advantage power&amp;quot;, 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:&lt;br /&gt;
 &lt;br /&gt;
●: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
●●: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
●●●: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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4/5●: A four or five Pip Advantage is an area of excessive hyperfocus where the character overwhelmingly specializes. They're exceptionally impressive in use, but mostly indicate when a character has pushed a single capacity well beyond the point necessary to overcome related challenges. These usually belong to extremely narratively focused characters as their One Thing.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;extra&amp;quot;; the only new functionality they enable is self-starting, out of scope ideas.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
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A character cannot have more than 6 ● Advantages, more than 6 Incidental Advantages, less than 3 or more than 8 ●●●+ Advantages. Numbers of Redundant Advantages should be &amp;quot;within reason&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 ●●●.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;link to the section&amp;gt;, but otherwise, the player can write whatever they like.&lt;br /&gt;
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==Applying for Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
 &lt;br /&gt;
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 ●●●.&lt;br /&gt;
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=Advantage Formatting=&lt;br /&gt;
&lt;br /&gt;
A complete Advantage grouping looks like:&lt;br /&gt;
&lt;br /&gt;
Black Magic:&lt;br /&gt;
&lt;br /&gt;
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
==Minimum Expectation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Non-Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Redundant Advantages==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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=Advantages A-K=&lt;br /&gt;
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'''Advantages A-K'''&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract - Collateral/Exchange'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 the corresponding article.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More Contracts active at once, a longer expiry time, and more potential positive effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;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 &amp;quot;fails the save&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; 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&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●●● for obtaining information about things one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ● otherwise. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible mortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;remove from combat&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character has Teleportation ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;opt out&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
|}&lt;br /&gt;
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= Advantages M-W =&lt;br /&gt;
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'''Advantages M-W'''&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' or '''Flight''' at ●●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Minimum ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;not being used&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;doubling their attendance&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;doing things stealthily&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.'''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; 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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;flash step&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; 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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;being further along the line&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, 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 &amp;quot;super fast&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;be invisible&amp;quot; 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 &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Modern Mythos Supernaturals -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
Classical Folklore Monsters -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
Eastern Tradition Creatures -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
Undead -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
Mechanical Beings -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
Divine Power Users -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
Profane -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
Dragons -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==Immortality==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
Extreme Overkill: The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
Immortality Juice: The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
Minimum Bar: The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
Achilles Heel: The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
Backup Box: The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
Proxies: The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
==Knowledge==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Computers -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
Occult -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
Psychology -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
Tactics -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Resistance==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse Environmental Protection (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
Fire and Heat -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
Toxins and Disease -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
Arcane -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
|}&lt;br /&gt;
==Skill==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Architecture -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
Scouting -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
Spelunking -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Aerospace Superiority -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
Air-Ground Support -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
Watercraft -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
Fully Staffed Ships -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
Automobiles -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
Military Heavy Armor -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
Single Riding -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
Flying Cavalry Beasts -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
Humanoid Mecha -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
|}&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Polearms -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
Chopping Blades -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
Heavy Strikers -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
Modern Small Arms -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
Explosives -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
Hand-To-Hand -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
Flexible Wire -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
Martial Arts Sticks -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
&lt;br /&gt;
Mounted Heavy Weapons -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
Archaic Hand-Powered Projectile -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
Knives -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
Personal Sniping -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
==The Et Cetera Rule==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-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.&lt;br /&gt;
&lt;br /&gt;
-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.&lt;br /&gt;
&lt;br /&gt;
==Hard Numbers and Figures==&lt;br /&gt;
&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
==Meta Reference and Rules Restatement==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy - 1, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;okay, now this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
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----&lt;br /&gt;
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[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16373</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16373"/>
				<updated>2020-02-17T23:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
=What Advantages Are=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
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'''Breadth of Advantages:''' The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters who continually accrue new things through play for a long time.&lt;br /&gt;
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'''Narrative impact of Advantages:''' The Advantages system establishes what a character Actually Does on the grid, how central doing them is to the character, and how effective they can expect those things to be in narrative. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers, or measurements.&lt;br /&gt;
&lt;br /&gt;
Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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==Advantage Structure==&lt;br /&gt;
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The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent &amp;quot;Advantage power&amp;quot;, 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:&lt;br /&gt;
 &lt;br /&gt;
●: 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.&lt;br /&gt;
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Examples of these look like Jotaro's physical strength and toughness, Kamina's swordsmanship, Doctor Strange's medical genius, Kirito's ALO avatar spells, Zuko's lightning redirection ability, Emiya Shirou's reinforcement magecraft, Steve Rogers' firearms training, and similar.&lt;br /&gt;
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●●: A two Pip Advantage is one of the character's strong points, which allow them to tackle the broad variety of challenges they face with reliable success. The character might be able to get by without these Advantages for a while, but they're valuable and effective tools in their kit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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●●●: A three Pip Advantage is something iconic, central, and/or defining to the character. These Advantages claim the lion's share of a character's narrative weight, are likely where a character has sunk most of their focus and/or potential, and they would be unrecognizable without them. These can be expected to suffice in any situation where it's reasonable for a PC to succeed with hard work.&lt;br /&gt;
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Examples of these look like Superman's superhuman physique and flight, Darth Vader's lightsaber skills and Force powers, Goku's martial arts and ki techniques, Saber's Excalibur, Tony Stark's Iron Man suits, Solid Snake's stealth skills, Alucard's immortality, and similar.&lt;br /&gt;
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None: An Advantage without any Pips is an Incidental Advantage. It has no important function in scenes. It exists as pure flavor, VFX, a neat benefit that doesn't meaningfully translate to an advantage in RP, or something with borderline superfluous utility.&lt;br /&gt;
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Examples of these look like Sonic's skating skills, John Egbert's absurd inventory mechanics, C3P0's language and diplomacy protocols, Frieza being able to breathe in space, and similar.&lt;br /&gt;
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4/5●: A four or five Pip Advantage is an area of excessive hyperfocus where the character overwhelmingly specializes. They're exceptionally impressive in use, but mostly indicate when a character has pushed a single capacity well beyond the point necessary to overcome related challenges. These usually belong to extremely narratively focused characters as their One Thing.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;extra&amp;quot;; the only new functionality they enable is self-starting, out of scope ideas.&lt;br /&gt;
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Examples of these look like the Incredible Hulk's strength, the Flash's speed, Wolverine's regeneration, Rock Lee's taijutsu, Megaman's mega buster, and similar.&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
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A character cannot have more than 6 ● Advantages, more than 6 Incidental Advantages, less than 3 or more than 8 ●●●+ Advantages. Numbers of Redundant Advantages should be &amp;quot;within reason&amp;quot;.&lt;br /&gt;
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It costs 2 Pips to push an Advantage above ●●●, and another 2 above ●●●●.  No more than 8 Pips can be spent pushing any Advantages above ●●●. In practice, this means that if a character has any ●●●● or ●●●●● Advantages at all, the maximum is 5/5, 5/4/4, or 4/4/4/4.&lt;br /&gt;
&lt;br /&gt;
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 ●●●.&lt;br /&gt;
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In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing Advantage trappings &amp;lt;link to the section&amp;gt;, but otherwise, the player can write whatever they like.&lt;br /&gt;
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==Applying for Advantages==&lt;br /&gt;
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All Advantages should also be organized into thematically related groups, labeled with a header. This can include its own flavor or fluff text, but at bare minimum, it needs a title. You can group Advantages however you like, but don't leave loose Advantages scattered around the section on their own, or Advantages without trappings.&lt;br /&gt;
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Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of 3800 characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
 &lt;br /&gt;
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 ●●●.&lt;br /&gt;
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=Advantage Formatting=&lt;br /&gt;
&lt;br /&gt;
A complete Advantage grouping looks like:&lt;br /&gt;
&lt;br /&gt;
Black Magic:&lt;br /&gt;
&lt;br /&gt;
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
==Minimum Expectation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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==Non-Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Redundant Advantages==&lt;br /&gt;
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.&lt;br /&gt;
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As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantages. No Advantage requires another Advantage to work.&lt;br /&gt;
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=Advantages A-K=&lt;br /&gt;
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'''Advantages A-K'''&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract - Collateral/Exchange'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 the corresponding article.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More Contracts active at once, a longer expiry time, and more potential positive effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;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 &amp;quot;fails the save&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; 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&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●●● for obtaining information about things one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ● otherwise. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible mortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;remove from combat&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character has Teleportation ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;opt out&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
|}&lt;br /&gt;
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= Advantages M-W =&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:1600px; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages M-W'''&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' or '''Flight''' at ●●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Minimum ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;not being used&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;doubling their attendance&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;doing things stealthily&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.'''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; 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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;flash step&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; 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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;being further along the line&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, 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 &amp;quot;super fast&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;be invisible&amp;quot; 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 &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
&lt;br /&gt;
Modern Mythos Supernaturals -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
Classical Folklore Monsters -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
Eastern Tradition Creatures -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
Undead -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
Mechanical Beings -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
Divine Power Users -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
Profane -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
Dragons -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
&lt;br /&gt;
Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
Extreme Overkill: The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
Immortality Juice: The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
Minimum Bar: The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
Achilles Heel: The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
Backup Box: The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
Proxies: The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
&lt;br /&gt;
==Knowledge==&lt;br /&gt;
&lt;br /&gt;
Computers -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
Occult -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
Psychology -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
Tactics -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
&lt;br /&gt;
==Resistance==&lt;br /&gt;
Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse Environmental Protection (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
Fire and Heat -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
Toxins and Disease -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
Arcane -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
&lt;br /&gt;
Architecture -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
Scouting -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
Spelunking -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
&lt;br /&gt;
Aerospace Superiority -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
Air-Ground Support -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
Watercraft -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
Fully Staffed Ships -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
Automobiles -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
Military Heavy Armor -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
Single Riding -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
Flying Cavalry Beasts -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
Humanoid Mecha -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
Polearms -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
Chopping Blades -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
Heavy Strikers -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
Modern Small Arms -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
Explosives -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
Hand-To-Hand -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
Flexible Wire -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
Martial Arts Sticks -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
&lt;br /&gt;
Mounted Heavy Weapons -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
Archaic Hand-Powered Projectile -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
Knives -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
Personal Sniping -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
==The Et Cetera Rule==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-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.&lt;br /&gt;
&lt;br /&gt;
-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.&lt;br /&gt;
&lt;br /&gt;
==Hard Numbers and Figures==&lt;br /&gt;
&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
==Meta Reference and Rules Restatement==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy - 1, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;okay, now this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Multiverse_Crisis:Update_Application&amp;diff=16372</id>
		<title>Multiverse Crisis:Update Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Multiverse_Crisis:Update_Application&amp;diff=16372"/>
				<updated>2020-02-17T23:17:52Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&lt;br /&gt;
Multiverse Crisis MUSH - Upgrade Application 6.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Who are you upgrading?''': What is the name of the character you want to upgrade? If you're changing their @name, please say so here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. Advantages''': If you are updating your Advantages, fill out the appropriate categories below with your '''COMPLETE UPDATED ENTRY''' with all the other advantages for that section included. You do not need to include entries you're not updating. So, for example, if the only thing you're updating is Integral advantages, that's all you should fill out below. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Advantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-1. Advantages: Integral'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-2. Advantages: Supporting'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2b. Advantages: Patch Notes''': If you are updating your Advantages, tell us what you are adding, modifying, or removing here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Disadvantages''': If you are updating your Disadvantages, put the '''COMPLETE UPDATED SECTION (Trouble/Flaw/Etc.)''' in the field below. Note that if one or more Disadvantages are being resolved as part of this upgrade, something else must take their place if it would bring the character below the minimum requirement for Disadvantages. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Disadvantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-1. Disadvantages: Trouble'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-2. Disadvantages: Flaw'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-3. Disadvantages: Drawback'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3b. Disadvantages: Patch Notes''': If you are updating your Disadvantages, tell us what you are adding, modifying, or removing here.&lt;br /&gt;
&lt;br /&gt;
'''4. Profile Changes''': If you are changing your +finger information (Name, Concept, Profile), put the new fields here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Justification''': What are the reasons for this upgrade? What happened (or what will happen) to justify it? If this is an update application, feel free to leave this blank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Send your completed application to '''mcmush@gmail.com''' with a subject of '''Upgrade Application - Character Name'''. If using gmail, please disable the plain text feature.&lt;br /&gt;
[[Category: News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Character_Application&amp;diff=16371</id>
		<title>Character Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Character_Application&amp;diff=16371"/>
				<updated>2020-02-17T23:17:27Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiverse Crisis MUSH - Application Form 6.2&lt;br /&gt;
&lt;br /&gt;
'''A. OOC INFORMATION'''&lt;br /&gt;
&lt;br /&gt;
1a. '''Who are you?''' What is your name or online alias, and what is your age?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2a. '''Have you roleplayed before''', and if so, who and where? If you're new, how'd you find us? If you play here or previously played here, please list all of your current or most recent characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B. '''CHARACTER SUMMARY''': Your Profile, Advantages, and Disadvantages (Flaws) are your face on the MUSH. They tell people who you are, what you can do, and what you stumble at. Please remove all examples or explanatory text before submitting the application form. (For example --&amp;gt; Name: Your character's name. 18 character limit, no special letters. &amp;lt;-- should simply read --&amp;gt; Name: Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1b. Profile'''&lt;br /&gt;
&lt;br /&gt;
'''Name:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction:'''&lt;br /&gt;
&lt;br /&gt;
'''Series:'''&lt;br /&gt;
&lt;br /&gt;
'''Concept:''' A short, punchy descriptor of the overall thrust of your character. Can be humorous, but must not be meme-y.&lt;br /&gt;
&lt;br /&gt;
'''Profile:''' A broad overview of your character's personality, history, flaws, and abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2b. Character Type:''' What kind of character are you applying for? Categories are FCs (Canon Characters), OFCs (AU takes on canon characters), and OCs (Original Characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3b. Advantages:''' This section is divided into two categories: INTEGRAL and SUPPORTING. Each section has a 3800 character limit, and you may sort Advantages as you wish. To see how to fill out Advantages, read: http://multiversemush.com/mw/index.php?title=Advantages Incorrect formatting will be rejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3b-1. Advantages: Integral'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3b-2. Advantages: Supporting'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4b. Disadvantages:''' This is split into three sections: TROUBLE, FLAW, and DRAWBACK. To see how to fill out Disadvantages, read: http://multiversemush.com/mw/index.php?title=Disadvantages Both Flaws and Drawbacks are optional inclusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4b-1. Disadvantages: Trouble'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4b-2. Disadvantages: Flaw'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4b-3. Disadvantages: Drawback'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5b. Themelisting'''&lt;br /&gt;
&lt;br /&gt;
If a +themelisting does not already exist for your character, you will have to write one yourself. This should be a concise description of the setting from which the character comes, and if it is a modified/non-canon theme it should usually explain how it diverges from the original.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C. CHARACTER INFORMATION'''&lt;br /&gt;
&lt;br /&gt;
The following sections are for fleshing out and explaining your character to us, and are not &amp;quot;publicly visible fields&amp;quot;. We're expecting to see the questions we ask in each field answered, but feel free to say more in any section you feel is appropriate. All C sections should be at least over 100 words of &amp;quot;strong&amp;quot; content - not filler. If you're looking for some prompting, check out Arthur Lowell's personality guide.&lt;br /&gt;
&lt;br /&gt;
'''This Space Left Intentionally Blank: Begin writing on 1c.'''&lt;br /&gt;
&lt;br /&gt;
'''1c. &amp;quot;Who&amp;quot; - Personality''': Who is the character you're apping? What situations bring out their good side? What situations bring out their bad side? How do those sides manifest? What do they feel responsible for? What does it take to make them go all-out, or to avoid a challenge? How do they interact with others - friends and enemies? What can make them change how they treat the people around them?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2c. &amp;quot;Where&amp;quot; - Factional Relations''': Why is your character in the faction that they’re in, or failing that, why aren’t they in a faction at all? If you’re in a faction, what are the ways the faction might spark conflict with your character, and how might it be resolved in play? Additionally, give your character's impressions on the other factions, and if they are &amp;quot;wrong&amp;quot;, please explain why that's so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3c. &amp;quot;What&amp;quot; - Response to the Multiverse / Integration''': Why does your character explore, operate, get lost in, or otherwise wander and visit other worlds? What brings them outside of their world, and is this normal for them? Have they achieved what they want already, or are they ambitious? What drives them and motivates them? Most importantly: What does your character stand for?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4c. &amp;quot;When&amp;quot; - History''': Give us a brief, concise overview of your character's background.&lt;br /&gt;
&lt;br /&gt;
For OCs and OFCs: Three major moments of your character’s life that shaped them as an individual, explaining how each are important.&lt;br /&gt;
&lt;br /&gt;
For FCs: A quick rundown of “the story so far” in your own words, in full or bullet point format, and justify your portrayal of the personality you intend through the most significant moments.&lt;br /&gt;
&lt;br /&gt;
'''5c. &amp;quot;Why?&amp;quot; - Feel / Personal Drive''': Why are you applying for this character? What gets you excited about them? Do you think this character will have problems, or friction during roleplay? Have you thought of a character arc, or, if not, what sort of plots would you like to be involved in? What parts of this character, if an FC, are you downplaying or avoiding (if any)? What parts of this character, if an OC, are you most interested in playing?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''D. COMBAT'''&lt;br /&gt;
&lt;br /&gt;
This section informs us about your character's ability pertaining to combat RP.&lt;br /&gt;
&lt;br /&gt;
'''1d. Archetype:''' Which Archetype do you think fits your character best? For a list of Archetypes, refer to: Archetypes and Quirks. You may also give a list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2d. Role:''' What role does fighting play in your character’s narrative, and what role do they play in the larger context of their theme’s combat narrative? For example, is your character the flagship protagonist of a combat heavy plot? The team head who leads the heroes to save the world? The scrappy underdog who triumphs through smarts and resourcefulness? The ultimate final boss who seeks world domination? The renegade who gets in everyone’s way, hero and villain alike? Are they a supporting character who rarely fights themselves? Are they from a series where combat barely or never happens? Are they from a series that is overwhelmingly focused on combat? Furthermore, how does this role pan out in the context of MCM as a setting? Is it altered or recontextualized?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3d. Style:''' Where would you say your character’s specialties lie if you had to evaluate them up or down? Is your character glass cannon? A big, slow, heavy hitter? Hard to hit but very fragile? A tank/turtle? Are they just balanced across the board? If they are, where would you say their biggest strength is anyways? Please answer with an eye to our 4 stats: talking about ranged vs melee combat is unhelpful, but talking about their focus on precision strikes or slugging it out with dogged endurance is desirable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4d. Stats:''' Split 100 points between Power (how much damage your character can dish out, Precision (how accurate and consistent your character’s attacks are), Endurance (how well your character can resist damage), and Mitigation (how well your character can actively reduce exposure to attacks). The numbers you assign are to inform staff only, and do not translate directly into anything.&lt;br /&gt;
&lt;br /&gt;
Pow&lt;br /&gt;
&lt;br /&gt;
Pre&lt;br /&gt;
&lt;br /&gt;
End&lt;br /&gt;
&lt;br /&gt;
Mit     &lt;br /&gt;
&lt;br /&gt;
Once you're done filling the application form out, submit it in the body of an e-mail to '''mcmush@gmail.com''' with a subject line of: '''Character Application - NAME - FACTION'''. If using gmail, please disable the plain text feature.&lt;br /&gt;
&lt;br /&gt;
'''If you are applying for a Restricted concept, you are required to append the Restricted Concept application segment, found at the bottom of the Banned page.'''&lt;br /&gt;
&lt;br /&gt;
[[Category: News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16370</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16370"/>
				<updated>2020-02-17T23:15:04Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
=What Advantages Are=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Advantage power&amp;quot;, 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:&lt;br /&gt;
 &lt;br /&gt;
●: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
●●: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
●●●: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;extra&amp;quot;; the only new functionality they enable is self-starting, out of scope ideas.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A character cannot have more than 6 ● Advantages, more than 6 Incidental Advantages, less than 3 or more than 8 ●●●+ Advantages. Numbers of Redundant Advantages should be &amp;quot;within reason&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 ●●●.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;link to the section&amp;gt;, but otherwise, the player can write whatever they like.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
 &lt;br /&gt;
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 ●●●.&lt;br /&gt;
&lt;br /&gt;
=Advantage Formatting=&lt;br /&gt;
&lt;br /&gt;
A complete Advantage grouping looks like:&lt;br /&gt;
&lt;br /&gt;
Black Magic:&lt;br /&gt;
&lt;br /&gt;
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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Use this formatting. Character generation is mostly processed automatically, and making up your own special formatting breaks the code unless we meticulously edit it by hand.&lt;br /&gt;
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As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go fully inside parentheses.&lt;br /&gt;
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==Minimum Expectation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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==Non-Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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Access to things that anyone should be able to get, or which just don't ever matter, is also beneath the Advantage system. Nobody needs an Advantage to have a car, own a place to live, or carry tools a civilian could legally acquire.&lt;br /&gt;
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==Redundant Advantages==&lt;br /&gt;
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.&lt;br /&gt;
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As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantages. No Advantage requires another Advantage to work.&lt;br /&gt;
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=Advantages A-K=&lt;br /&gt;
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'''Advantages A-K'''&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
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! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract - Collateral/Exchange'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 the corresponding article.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More Contracts active at once, a longer expiry time, and more potential positive effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;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 &amp;quot;fails the save&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; 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&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●●● for obtaining information about things one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ● otherwise. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible mortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;remove from combat&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character has Teleportation ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;opt out&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; 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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Advantages M-W =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:1600px; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages M-W'''&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' or '''Flight''' at ●●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● 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.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Minimum ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;not being used&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; 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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;doubling their attendance&amp;quot;. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;doing things stealthily&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.'''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; 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'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;flash step&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; 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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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 &amp;quot;being further along the line&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, 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 &amp;quot;super fast&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;be invisible&amp;quot; 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 &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
&lt;br /&gt;
Modern Mythos Supernaturals -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
Classical Folklore Monsters -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
Eastern Tradition Creatures -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
Undead -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
Mechanical Beings -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
Divine Power Users -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
Profane -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
Dragons -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
&lt;br /&gt;
Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
Extreme Overkill: The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
Immortality Juice: The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
Minimum Bar: The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
Achilles Heel: The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
Backup Box: The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
Proxies: The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
&lt;br /&gt;
==Knowledge==&lt;br /&gt;
&lt;br /&gt;
Computers -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
Occult -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
Psychology -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
Tactics -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
&lt;br /&gt;
==Resistance==&lt;br /&gt;
Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse Environmental Protection (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
Fire and Heat -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
Toxins and Disease -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
Arcane -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
&lt;br /&gt;
Architecture -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
Scouting -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
Spelunking -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
&lt;br /&gt;
Aerospace Superiority -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
Air-Ground Support -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
Watercraft -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
Fully Staffed Ships -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
Automobiles -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
Military Heavy Armor -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
Single Riding -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
Flying Cavalry Beasts -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
Humanoid Mecha -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
Polearms -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
Chopping Blades -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
Heavy Strikers -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
Modern Small Arms -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
Explosives -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
Hand-To-Hand -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
Flexible Wire -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
Martial Arts Sticks -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
&lt;br /&gt;
Mounted Heavy Weapons -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
Archaic Hand-Powered Projectile -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
Knives -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
Personal Sniping -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
==The Et Cetera Rule==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-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.&lt;br /&gt;
&lt;br /&gt;
-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.&lt;br /&gt;
&lt;br /&gt;
==Hard Numbers and Figures==&lt;br /&gt;
&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
==Meta Reference and Rules Restatement==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters Don't Have Advantages==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy - 1, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&lt;br /&gt;
&lt;br /&gt;
==Threat to Player Characters==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
==Intensity of Effect==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Range of Effect==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Scope of Effect==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Interaction with MUSH Meta-Elements==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==On Gestalts==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
==On Force Fields and Energy Shields==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;okay, now this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Anti-Consequence Advantages==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Implicit Limitations==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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----&lt;br /&gt;
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[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Disadvantages&amp;diff=16369</id>
		<title>Disadvantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Disadvantages&amp;diff=16369"/>
				<updated>2020-02-17T23:14:40Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What Disadvantages Are=&lt;br /&gt;
The Disadvantages system here is a core conceit of MCM's style of roleplay, used to categorize and make official the ways in which a well-written character has flaws and imperfections as a person, experiences hardships, and makes interesting and narratively engaging, rather than purely optimal, decisions. &lt;br /&gt;
&lt;br /&gt;
Disadvantages are an essential part of a character fitting into stories and spinning story and engagement out of their presence. Disadvantages don't exist to be &amp;quot;balancing factors&amp;quot;, like in a tabletop game, which make the character weaker to keep things fair&amp;quot;. Rather, Disadvantages are narrative hooks and writing prompts; they are things to play and for others to play with, bouncing off of the character and creating content.&lt;br /&gt;
&lt;br /&gt;
With that stance in mind, the biggest thing we have to say on Disadvantages is the following: Every Disadvantage a character has should be something the player will enjoy roleplaying.&lt;br /&gt;
=Disadvantage Structure=&lt;br /&gt;
Disadvantages come in three varieties, which are descending grades of Disadvantage &amp;quot;weight&amp;quot;: Trouble, Flaw, and Drawback. All characters on MCM have a Trouble, representing the very core of their character conflict and personal struggles. Flaws and Drawbacks are optional, though a strong Flaw that adds to the character can award a minor amount of extra Advantage space. Drawbacks are mostly for fun, or included due to being canon for FCs but very niche.&lt;br /&gt;
&lt;br /&gt;
As a general rule, staff expects to see one Trouble. While two is technically permitted, it's very rare that an application can write two Troubles that aren't simply better off combined into a single one, or a Trouble and a Flaw, to ensure that each one is individually strong and can stand on its own. Staff always advises that plenty of thought go into these; we prefer to see players do well above the minimum bar, and reluctantly trying to scrape by as narrowly as possible is a likely source of repeated application rejections. Remember that Disadvantages are supposed to enrich the character, not &amp;quot;make them worse&amp;quot; or &amp;quot;make people hate them&amp;quot;.&lt;br /&gt;
==Drawback==&lt;br /&gt;
A Drawback can be just about anything that inconveniences your character to a reasonable extent. It can be an everyday annoyance, a deficiency that comes up frequently but has low impact, a stronger issue that is very niche and will happen rarely, or a significant weakness that the character strives to mitigate with reasonable effectiveness, though one they can't totally erase. These are usually played for flavor.&lt;br /&gt;
&lt;br /&gt;
===Outright Crippling Disadvantages===&lt;br /&gt;
If a Disadvantage, if invoked, would effectively remove a character's ability to participate in a scene, fully or partially, then it can only ever be used as a Drawback. This is because these sorts of incredibly severe Disadvantages are things that other players will rarely ever want to invoke, due to their propensity to result in quick and dirty, &amp;quot;feelbad&amp;quot; wins, and reducing the overall fun of the scene. Having a weak point that instantly defeats you, or having a vulnerable and comatose body somewhere else like in the Matrix, are examples of these.&lt;br /&gt;
&lt;br /&gt;
==Flaw==&lt;br /&gt;
A Flaw can take just about any form, but all Flaws are expected to be serious, concrete deficienciencies, faults, or weaknesses that could hypothetically be used against your character if someone put in the effort to learn and exploit them.&lt;br /&gt;
 &lt;br /&gt;
A Flaw could be a weakness to silver, a severe phobia of fire, being trusting to the point of gullibility, being strongly pacifistic, having a physical disability, a broad prejudice, a repulsive habit or behavior, an oath to never defeat an enemy through subterfuge or dishonesty, an inability to lie, susceptibility to unusual forms of harm, an overpowering urge to consume blood, a delusion which the character frequently acts upon, etc.&lt;br /&gt;
&lt;br /&gt;
Like any Disadvantage, these should be things that you would enjoy seeing come up, and the best ones are those that spotlight your character. It's inadvisable to pick a Flaw that will bore you, ruin your fun, put the character completely out of play, or only serve as aggravating “nerfs”.&lt;br /&gt;
===Vulnerabilities to Specialists===&lt;br /&gt;
Flaws sometimes include weaknesses or vulnerabilities to certain powers, items, or abilities. These can often seem valid, but turn out to be useless to the overwhelming majority of other characters in reality. These are typified by &amp;quot;banes&amp;quot; that are so specific that they require another character to have a relevant Advantage to have any business employing them, or being at a disadvantage against a certain skill set that would likewise require an Advantage to be competent at. These Disadvantages are never acceptable as a rule.&lt;br /&gt;
&lt;br /&gt;
e.x. A cyborg PC having a Disadvantage to merely represent the possibility of hacking them is unacceptable. A skilled hacker is already presumed to able to hack a cyborg's systems if the paradigm is remotely compatible. It is actually abusive behavior to insist that, for example, a cyborg character from Ghost in the Shell can't be hacked if they don't take a “hackable” Disadvantage. The only way this type of Disadvantage would be acceptable would be at the level that they could be adversely affected by broadcasting or jacking them with a generic computer virus, or perhaps whose security has such gaping holes that just about anyone could gain access with easily acquired equipment.&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
A Trouble is the character's main, driving Disadvantage. It is an aspect of the character, or a culmination of several aspects, that define who they are and secure a memorable place in their theme, just as much as their most iconic abilities do. A Trouble is something that, were it to no longer exist, a character would no longer be recognizable as themselves, which usually makes them something that their original writer(s) will never completely resolve, though they might morph and change over time. &lt;br /&gt;
&lt;br /&gt;
A Trouble in nature is a part of the character that is the root of most of the trouble the character gets themselves in. All real people are, at least in part, the architect of their own problems and life struggles, and the Trouble serves as a primary hook to engage the character in scenarios, to catch players’ attention, and to enrich the situations they find themselves in with complications and conflicts. This concept is a fundamental basis of good fiction, and, transparently, a character without one is almost certainly a de facto Mary Sue. You, the reader, have a Trouble. There is no such thing as a person who has never caused any of their own problems.&lt;br /&gt;
&lt;br /&gt;
A Trouble '''absolutely, non-negotiably has to be rooted in the character's intrinsic personality'''. A Trouble cannot be a combat weakness or physical limitation, nor can it be an externally imposed curse or compulsion. These things have no bearing on the character, and effectively allow them to be a perfect person with a single limitation that &amp;quot;isn't their fault&amp;quot;. Troubles also cannot be something that can be “fixed” or totally mitigated, or else “turned off” when they would be inconvenient.&lt;br /&gt;
&lt;br /&gt;
What can constitute a Trouble is extremely broad. They could be a single behavior or belief that is overwhelmingly impactful in their lives, often instantly recognizable in popular FCs. They could also be a complex combination of factors and traits that are the root of many of their problems as much as they are the summation of their identity. They might even be somewhere in between. A Trouble does not have to be cartoonishly simple, nor does it have to be all about how your character is a terrible person. Many Troubles come down to a take on how on how the character “being themself” is not always easy, glamorous, or something to be proud of.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that a character need not agree with, be proud of, or condone their Trouble behavior. They may believe themselves to be in the right when engaged with it, as many people do, or just never notice it, but there's no rule that a character has to be fine with their flaws.&lt;br /&gt;
&lt;br /&gt;
When character staff reviews a Trouble, the three things we always look for are:&amp;lt;br&amp;gt;&lt;br /&gt;
*When does the Trouble come into play? What situations prompt the character to act out the Trouble? Do not assume this is self-explanatory. If the situation is “when the character becomes angry”, what typically makes them angry?&lt;br /&gt;
*How does the character act when their Trouble is in play? What things are they liable to actually do in those situations? It’s not enough to simply say “they become reckless”. Recklessness can take many forms. What actions do they indulge in that are so reckless?&lt;br /&gt;
*What effects do these actions have on the character, their objective, and/or those around them, and how is that not a good thing? Sometimes this can be implicitly obvious (causing massive collateral damage or behaving in a completely aggravating and unlikable manner are obviously detrimental), but not always. How does being reckless come back to bite them? Recklessness can easily be portrayed as a style or attitude and nothing more, so what makes the character’s brand of recklessness actually get them into jams, and what kind?&lt;br /&gt;
&lt;br /&gt;
There are some examples of Troubles, and what staff expects and likes to see, later on.&lt;br /&gt;
===Being Evil is not a Trouble===&lt;br /&gt;
Sometimes players fall into the trap of quickly ascribing a character's core flaw and/or conflict to &amp;quot;being a bad guy that does bad things&amp;quot;. Aside from being a shallow take on a character, this type of Trouble will never pass. The reason for this is that a character being evil (or morally ambiguous/shady) is not intrinsically a character's problem. A character who is perfectly effective and accomplishes their goals just fine, but is &amp;quot;ethically wrong&amp;quot;, is still a character whose sole &amp;quot;flaw&amp;quot; is that people disagree with them, and go out of their way to &amp;quot;be mean to them&amp;quot;. This places the responsibility to play the Trouble on other players, not the applicant, and makes the Trouble self-negate when playing with other evil or morally unconcerned characters, or when players simply can't go out of their way to derail the scene into heroically bullying the character.&lt;br /&gt;
===Being Good is not a Trouble===&lt;br /&gt;
Likewise, Troubles for heroic characters are often scribbled in with a core basis that amounts to &amp;quot;being a hero is dangerous&amp;quot;. A character being the sort of person to involve themselves in matters head first, frequently face danger and adversity, try to be a good person and help or improve things where they can, value their friends and loved ones, and try to protect their relationships, is the standard archetype of a player character; any given human in the world tries to do most of these things, and on the subject of unusual danger, PCs simply have more dangerous and exciting lifestyles by virtue of going to scenes at all. Not having this &amp;quot;Trouble&amp;quot; usually just means a character would be utterly unplayable.&lt;br /&gt;
===Trouble Drift In Play===&lt;br /&gt;
It’s natural that sometimes characters, especially those played for a long time, will experience major shifts in their outlook, behavior, beliefs, personal codes, or similar aspects of their personality. Many times these are well within the scope of the Disadvantages they were approved with, but other times their core conflicts and flaws shift dramatically enough that their Trouble no longer adequately describes them. &lt;br /&gt;
&lt;br /&gt;
MCM generally follows the tack that a character doesn’t necessarily have to play by a specific Trouble so long as they always have a Trouble. If a player feels the basis of their trouble is shifting, or has shifted, very significantly, they may enter an Upgrade Application to change it at any time. If they're still feeling it out and don't feel ready to commit until they figure out what feels best, and feel as if their current Trouble has diminished presence, a +job request in the Faction box is an appropriate notification to communicate their current situation.&lt;br /&gt;
===Gestalt Characters===&lt;br /&gt;
A gestalt is a type of character bit that represents multiple characters simultaneously. Although characters like are these allowed without taking the NPCs advantage, gestalt characters are also required to incorporate their 'whole character bit' -- that is, all component characters of the bit -- into their Trouble. This can be in the form of a single consistent Trouble between them, or a cluster of sub-Troubles that apply to individuals within the gestalt.&lt;br /&gt;
 &lt;br /&gt;
==Disadvantage Returns==&lt;br /&gt;
A Trouble is mandatory for all characters. A character cannot be approved without one.&lt;br /&gt;
Including a strong Flaw entitles a character to 4 additional Pips of Advantages to spend however they please. A second Trouble, in the instance one is approved, counts as well.&lt;br /&gt;
If a character has a second strong Flaw, they may receive a small flavor benefit: the character may choose to receive two Vanity Pips, or increase the pip rating of an Advantage at a Pip rating of 3, to 4 or 5 Pips up to two times; this cannot be used to pay for an Advantage that has a minimum rating of 4 or 5.&lt;br /&gt;
Drawbacks have no specific return. They exist purely for fun.&lt;br /&gt;
 &lt;br /&gt;
=Disadvantage Policy and Philosophy=&lt;br /&gt;
Because Disadvantages fundamentally represent the human flaws and associations that embroil them in adventures, create exciting conflicts, and flesh out the situations they find themselves in, as accessible hooks for scene runners and other players to create RP from, there are a couple of types of Disadvantage that are generally unacceptable in character applications, for accomplishing none of these things.&lt;br /&gt;
&lt;br /&gt;
==Theme-Specific Disadvantages==&lt;br /&gt;
These are Disadvantages that only really apply within a specific setting, or require their player to go far out of the way to bring on themselves. Common examples are being hunted by a character or faction that nobody is playing (or likely will play) from their theme, experiencing a negative reaction to a specific place in their homeworld, or being weak to a kind of Advantage that only someone from their theme would have access to.&lt;br /&gt;
&lt;br /&gt;
==Non-Flaws==&lt;br /&gt;
These are Disadvantages which self-negate, are obviated by other aspects of the character, or which effectively do nothing. These most often happen where weak language allows a character to weasel out of their flaws where it's inconvenient to be fallible, but can also happen when another part of the character essentially makes them impossible to invoke, such as being terrified of fire, but having the ability to shut off emotions, for instance. An example of a Non-Flaw follows:&lt;br /&gt;
Hot-Headed Guy: Hero A is a very hot-headed guy. He gets angry easily and rushes his way into problems constantly. However, if he knows someone is trying to make him get angry, he's smart enough to stop himself from getting baited into making these mistakes. He also listens to his allies when they tell him to calm down or they need him to keep an even head for the mission.&lt;br /&gt;
Normally, this Disadvantage could be a great Trouble, or at least worthy of a Significant place, but the way it's written explicitly excludes someone playing Hero A with his anger, or from his anger inconveniencing a mission. He can effectively back out of any potential consequences caused by losing his temper whenever it would be to his detriment, and that makes it a half-hearted flaw with very poor hook material.&lt;br /&gt;
&lt;br /&gt;
==Faction Intrinsic Flaws==&lt;br /&gt;
There are a narrow variety of Disadvantages that are simply “the downside of being in a particular faction”. Frequently, these are pretty weak on their own anyways, but they can be judged flat out non-flaws in other circumstances. For instance, being an extreme vigilante who is hunted by the law, is not a very strong Disadvantage for a member of the Watch; they are typically signing up for being on the wrong side of the law by default. It's worth noting that blatantly faction intrinsic flaws probably won't be approved even on an unaffiliated character, for the complications presented if they then join the relevant faction.&lt;br /&gt;
 &lt;br /&gt;
=Example Troubles=&lt;br /&gt;
==Simple Trouble Examples==&lt;br /&gt;
These are some examples of obvious, iconic, and very easily identified Troubles in FCs, which are practically an elevator pitch, but the themes of which massively impact their everyday lives and aspirations:&lt;br /&gt;
&lt;br /&gt;
e.x. Marty McFly from Back to the Future is so insecure about how other people perceive his confidence and machismo, that he will effectively do just about anything, no matter how reckless or dangerous, if called a chicken or a coward. If someone questions if he has the guts, he will leap at the chance to prove that he does, even when doing so is obviously an absolutely terrible idea.&lt;br /&gt;
&lt;br /&gt;
e.x. Batman's obsession with thwarting crime and punishing villains, but without ever killing another human being, is something fundamentally ingrained in his character. He dedicates his life to pursuing criminals and crazies wherever he hears word of them, but makes things much more difficult by himself by refusing to make the frequently pragmatic choice of using lethal force, going to great pains to capture his marks alive and in relatively one piece. Villains commonly exploit this as a known fact to give themselves an edge over him, to make themselves harder to catch, and oftentimes they break out of jail almost immediately, making his problems never-ending, when he could have just shot the Joker a hundred times by then.&lt;br /&gt;
&lt;br /&gt;
e.x. Gilgamesh from the Fate/ series is known for his incredible arrogance. He looks down on anyone and everyone, and talks down to them too, refusing to ally himself with anyone who doesn't completely defer to him as their superior. He rejects help from anyone who doesn't admit to being his inferior, and often refuses to take opponents seriously, even when in severe danger in either case. Everything is a matter of pride to him, and it makes him touchy, difficult to work with, and it frequently bites him in the ass when he underestimates a foe, or stubbornly refuses to get serious.&lt;br /&gt;
&lt;br /&gt;
e.x. Natsu Dragneel from Fairy Tail is a heroic kind of guy who loves to help people and defeat badguys, but he's also kind of a blockhead who wants to fight at every opportunity he can get. He is prone to squabbling with strong allies and then challenging them to brawls to settle the score, often just to test their strength. Even when focused on task, he constantly gets carried away and causes massive collateral damage that results in a lot of angry people he was trying to protect, and tremendous bills. To make matters worse, he totally loses his cool when he sees an ally, or even a sympathetic potential ally, being abused or belittled, and will attempt to fight to the death even when he is clearly utterly outclassed.&lt;br /&gt;
&lt;br /&gt;
==Multifaceted Trouble Examples==&lt;br /&gt;
&lt;br /&gt;
These are some examples of nuanced, complicated, heavy, and/or subtle Troubles that might be difficult to pin down in FCs:&lt;br /&gt;
&lt;br /&gt;
e.x. Anakin Skywalker from Star Wars is a troubled young adult born into slavery and recruited by the Jedi Order, and has perpetually labored under the expectations of others without guidance or actualization. He is overly confident in his power, eager to throw it around to validate himself and reassure himself that he is more talented than everyone else, and so he suffers excessive angst and unrest when this results in admonishment and disaster instead of praise. His personality is fundamentally incompatible with the strict, selfless, monastic code and big picture thinking of the Jedi, and he rebels against it with needless selfishness and grabbing at power and authority. He suspects the motives of everyone around him, and is easily flipped on his perceptions of people by rudimentary manipulation, especially from those who validates him for his talent. He will take authority by force if he feels recognition is being withheld, and is angry, antisocial, and extremely demanding of the people in his life, holding them to ideas that amount to them existing to make him happy, and he often vents his frustration at their shortcomings with violence.&lt;br /&gt;
&lt;br /&gt;
e.x. John 117 from Halo often comes off a flat and emotionless person, derisively likened to a wind-up toy or a machine by others, but this is an intentionally professional and neutral facade that he shows as a way to avoid personally engaging with people. Indoctrinated as a child to be a perfect soldier without hesitation or humanity, the only people he understood were his peer SPARTANs, and with his &amp;quot;brothers and sisters&amp;quot; all dead or missing, he is a lost man, filled with guilt, loneliness, mistrust of authority, and flagging belief in a greater good, which makes him guarded, uncooperative, and uncommunicative in critical situations, and he refuses to please anyone else or heed advice or instruction even when highly valuable. In private moments, or with the few he trusts, he becomes protective and sentimental to a fault, going wildly off-script, abandoning carefully constructed plans, and often throwing others into tough situations, in order to rescue them from consequences. He is even so war weary of sacrificing the few to save the many that he will pass up what could be big advantages or long term gains in order to preserve a few lives where he is in the prime position of personal responsibility.&lt;br /&gt;
&lt;br /&gt;
e.x. Shinji Ikari from Neon Genesis Evangelion is a multi-dimensioned disaster of a human being. He is already as awkward and confused as any teenager, if not significantly more so, with little control of his high emotions, which sabotage or debilitate him at moments of high stress. He not only struggles for direction as a person, but actively avoids seeking a real way in life, and thus always defaults to whatever the people around him expect of him. He is easy to pressure into almost anything, especially when the alternative to is being ignored, and when he gains even a little confidence or receives praise, he becomes eager to show off without any idea of what he’s doing, making risky, stupid, or ill-informed decisions. He is categorically awful at communicating his feelings to anyone, bottling them up until they explode and make him unreasonable, short-sighted, stupid, or even just plain crazy. An average teen is not cut out for a life of danger either, and so he loses his nerve or either outright panics when put in exceptionally threatening situations, either imploding into a stubborn refusal to engage, or exploding into an unthinking, near-suicidal fury. If pushed too hard to perform, he is liable to retreat into himself and become listless, uncooperative, and generally useless, or even run away from responsibility.&lt;br /&gt;
&lt;br /&gt;
e.x. Desus from Exalted, even outside of the Great Curse, is a delusional, manipulative, sociopathic egomaniac. Completely sure of his rightness and righteousness, deservedning divine authority of rule, he acts solely in his own self-interest under the assumption that his actions are automatically justified by being one of the Solar Exalted. He takes his ego and his presentation incredibly seriously, and acts out disproportionate wrath and vengeance when he feels disrespected or slighted, no matter how unreasonable demands, even to the point of raging at purely natural processes. He is exceptionally ambitious and greedy, prone to taking whatever he wants by force if it isn’t given freely, and as a skilled manipulator and master liar, he frequently tries to deceive others and play them against each other even when there is no good reason to, just for his amusement. He is unhealthily possessive of people he likes, wanting their unswerving praise and loyalty and devotion, but due to his abhorrent lifestyle, he goes about it leading a double life of lies and excuses, depending entirely on undermining their confidence, isolating them, psychologically exploiting and gaslighting them, and using mind-influencing magic, to maintain any kind of positive relationship, which completely falls apart when he is exposed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16212</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16212"/>
				<updated>2020-02-06T00:05:23Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
==What Advantages Are==&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
Breadth of Advantages. The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This also prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters continually accruing new things in play for a long time.&lt;br /&gt;
&lt;br /&gt;
Narrative impact of Advantages. The Advantages system establishes what a character Actually Does on the grid, how central that being able to do them is to the character, and how effective they can expect them to usually be. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers or measurements.&lt;br /&gt;
&lt;br /&gt;
Essentially, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, etc. irrespective of the specific means through which the character accomplishes them, using the framework below. As long as those check out with the system, the details, description, and flavor they want are all basically free. In other words, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.&lt;br /&gt;
&lt;br /&gt;
==Advantage  Classification==&lt;br /&gt;
All Advantages are first given a classification based on the Advantage's power, scope, and narrative relevance to the character. The core classifications fall into three tiers: Defining, Significant and Minor.&lt;br /&gt;
 &lt;br /&gt;
===Defining===&lt;br /&gt;
Defining Advantages those so centrally iconic to the character and vital to their struggles that they would no longer be the same character without them. These represent the core of the character's abilities, and where they would be sinking their metaphorical XP into. The Defining classification usually allows a greater ceiling of effectiveness for Advantages, so carefully consider how much an Advantage is used and how important it is to the character.&lt;br /&gt;
&lt;br /&gt;
''Examples: Wolverine's Regeneration and Adamantium skeleton, Magneto's Electromagnetic control, Darth Vader's cybernetics and telekinesis / telepathy, Megaman's power copy, Himura Kenshin's swordsmanship, Willy Wonka's candy-making acumen, C3-P0's vast communications library, Link's Master Sword, Ganondorf's Triforce of Power, Batman's investigative skills.''&lt;br /&gt;
&lt;br /&gt;
===Significant===&lt;br /&gt;
Significant advantages represent a broader arsenal of tools and abilities that a character uses in various situations that call for them, rather than as their flagship way of tackling obstacles. While still very effective, the character could probably get by for a while without relying on them, and they're likely to shine best in certain circumstances instead of all the time.&lt;br /&gt;
&lt;br /&gt;
''Examples of Significant Advantages: Wolverine's special ops training and enhanced senses, Darth Vader's piloting and mechanical skills, Magneto's technical skills which allow him to construct an anti-telepathy helmet or machines that boost the magnitude of a mutant's powers. Link's inventory of gadgets like the hookshot and boomerang. Batman's Batmobile.''&lt;br /&gt;
 &lt;br /&gt;
===Minor===&lt;br /&gt;
A Minor Advantage is something useful, but often more of a passive perk or situational tool that the character doesn't really rely on. They typically provide thematic flavour, unique conveniences, or occasionally allow for a very niche application, but don't have much narrative potency, and always lose out to a Significant or Defining Advantage.&lt;br /&gt;
&lt;br /&gt;
''Examples of Minor Advantages: Wolverine's physical traits are generally superhuman but only really on the order of you might expect of a larger animal. Darth Vader showing up with a team of Stormtroopers is certainly something he does, but they rarely accomplish much more than menial tasks and adding scenery to a fight where he does all the heavy lifting. Link accrues a number of items that are important to game progression, but rarely all that important otherwise, or else eclipsed by later acquisitions, such as the ability to hold his breath longer underwater, or fire a slingshot in addition to a bow.''&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
Each player character is limited to a grand total of:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Two''''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Four''''' Significant Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
A '''''reasonable''''' number of Minor Advantages, subject to request of being condensed. In practice, above 3 full Advantages is where evaluation begins, and above 6 full Advantages is almost never permissible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these Advantages is meant to be a concise chunk of a character’s overall abilities and toolset, containing a handful of conceptually related “tricks”, “stunts”, “applications”, “roles”, “talents”, or whatever you’d like to call them. These are almost never defined power by power, but are abstract representations of “as many of the character’s abilities as contribute to a single narrative niche”. For brevity’s sake, we call these areas of capability “Points”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these Advantages serves to bind together '''up to three Points''' into a conceptually related package; the Advantage itself is a thematic package, while the Points define what uses and applications it has in play.&lt;br /&gt;
&lt;br /&gt;
In many cases, characters might have a singular ability, item, or other conceptually indivisible &amp;quot;thing&amp;quot; that has too many applications to fit inside a single Advantage and its three Points. This is fine. You can dedicate as many Advantages to it as you need until all of its Points are covered.i.e. A wizard divides his magic casting ability into &amp;quot;Offensive Spells&amp;quot; &amp;quot;Summoning Spells&amp;quot; and &amp;quot;Utility Spells&amp;quot; for a total of 9 Points of space to fit in all his magic.&lt;br /&gt;
&lt;br /&gt;
In rare cases, a character might have a singular defining ability that doesn't relate to anything else. A huge part of their character might simply be their phenomenal strength or skill with a sword, and trying to cram conceptually unrelated tricks into the same space muddies it up. If this happens, you can leave the Advantage with only one Point. Mono-Point Advantages, informally, are understood to get a little more respect, efficacy, and leeway, for their focus.&lt;br /&gt;
&lt;br /&gt;
Lastly, a character could theoretically be so broad in their capabilities that they cannot fit all of them into 6 Defining and 12 Significant Points. It's up to player to compromise on this. “The movie version” of that character is our advice; apply for what the character would use on screen instead of everything in their bio. These changes are assumed retroactive and always the case.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
When writing Advantages on your Character Application, divide all the capabilities you want them to have into the Defining, Significant, and Minor categories, observing the maximum limit. Give each Advantage a name, optionally adding descriptive text of your choice beneath it, list out its Points beneath that, and write in their descriptive text beside them. An example is provided on the Application. '''''Failure to use the demonstrated formatting can result in application rejection'''''. Outside of it sometimes just being hard to read, our character generation code breaks if people misformat things or make up their own unique notation.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
For brevity and ease, we refer to the descriptive text in Advantages and Points as &amp;quot;trappings&amp;quot;. The trappings of an Advantage or Point are free space for you to detail whatever you like about the character's particular abilities, and your prime real estate for describing the character's cool traits. To keep things sane though, we do demand all trappings observe the following things:&amp;lt;br&amp;gt;&lt;br /&gt;
Trappings must be '''no more than 240 characters each'''. If you find yourself struggling with this, make sure to use concise, understandable language that gets to the point, and look for places where you might be repeating yourself or adding unnecessary articles. We only flex this limit when it is absolutely necessary. 99.9% of the time, it isn't. If multiple Points necessitate being &amp;quot;on the same line&amp;quot;, being inextricably tied together, their limits are naturally combined.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Trappings '''must meet any Required Text''', if any exists for that Point. Please read the Required Text of a Point you're applying for, and satisfy it in the text.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
All available Points are laid out in the following list. Though we do include a Wildcard option for things that just don't fit, historically, it's been used single digit times. The following should be considered more than capable of representing any given character. You aren't required to read the full list, but you should carefully read the full contents of the Points you're applying for; the necessary reading isn't very long, and will save you rejections and revisions.&amp;lt;br&amp;gt;&lt;br /&gt;
Apply for Points by name, and note any redundant &amp;quot;free&amp;quot; Advantages with (Parentheses:). Free Points do not extend limits on trappings, and all free Points that don't fall in-line with another Point must be included in a single line with its own 240 character limit.&amp;lt;br&amp;gt;&lt;br /&gt;
If a Point ends with an extender (Point - ''Category'') then you need to name what it applies to. The same Point may be bought multiple times with different categories. Other Points cannot; please don't add category extenders to Points that don't have them.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked '''Standalone''' occupies an entire Advantage; it effectively costs 3 Points by itself.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked with a tier (such as '''Minor''') can only exist within that tier.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked '''Consent''' is an Advantage that has an effect so binary or dictatory that our usual policy of &amp;quot;something happens is better than nothing happens&amp;quot; is diminished for it. It's generated with a tag that indicates certain applications of it are always acceptable for anyone to say no to, and pressuring it can be considered abusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Accepted Advantage Designations and Trappings'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Agelessness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not age in the conventional sense, or ages at an arbitrarily extremely slow rate, such as with robots, Tolkien elves, and various immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to intentionally examine a target and gain useful information and details about its nature and capabilities. High-tech scanners, classical psychometry, and magic detection spells are frequent examples, but determining someone’s recent activities by smell or instantly analyzing a machine’s function with raw intellect are equally valid ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when studying PCs and/or their stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of targets the character is able to analyze (people, machines, landmarks, etc.) and what kinds of information are typically filled in by doing so.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is for intentional and targeted examination. For abilities that passively pick up on cues or simply look for things in a wide area, see '''Extraordinary Senses'''.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - ''Power Genre'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can dampen, counter, or nullify the use of a certain kind of other power by their interference. By far the most common example of this in fiction is the concept of an anti-magic field, as well as counterspells and disenchantment, but other incarnations might include suppression of psionic powers, or use in wards or technology that block teleportation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' except against other Consent Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A well-defined “genre” of power that this Advantage applies to, of no more broad a category than Anti-Arcane, exemplified by hitting wizards with counterspells; or Anti-Psionics, exemplified by scrambling psychic powers. Should also include what means the character takes to counter these powers, and must at least implicitly include how another character could avoid or get around it (for instance, getting out of a magic suppression field).&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Attack List - ''Melee/Ranged'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a variety of damage-dealing abilities or weapons that are generally too numerous and relatively similar to deserve separate entries. This is a very common Point, seen everywhere from elemental JRPG spells, to Pokemon moves, to the high-tech arsenals of shooter or mecha protagonists, to the ki techniques of anime martial artists, to all kinds of named and typically shouted special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of Advantage notation, Ranged indicates attacks that happen, deal damage, and stop, even if they can be or are used at point blank range. Melee is reserved for forms of attack that allow for complex close combat, usually being actual weapons, not not always. Basically, if you can stop a sword with the attacks on your list without an extraordinary feat  skill, it’s probably Melee. Otherwise, it’s probably Ranged. Some bleed between the two is fine when a character has both, such as enchanting their weapons with attack magic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A solid idea of the theme the attacks follow and enough examples of outstanding gimmicks that any remainder can be easily inferred. The variety of attacks that be encompassed within this Point can be very broad, but it should still constrain itself to a coherent, overarching motif or classification.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is a heavily subsidized space that compresses large and unwieldy lists of weapons and spells down to a single Point. By doing that, this Advantage only covers the attacks’ ability to deal damage, and not any special effects and applications that might come with them. An ice spell will deplete the target’s HP bar, but not freeze an enemy solid without any other Points, and a laser cannon will slag enemy mecha, but it won’t snipe missiles out of the air on its own. If you want to add status effects, see '''Debilitation'''. For crazy weapon stunts, see '''Weapon Mastery'''. Note that the existence of this Point to represent weaponry does already imply a degree of proficiency in using it; an Attack List of weapons is justification in of itself to fight with them to a reasonable level of skill. '''Weapon Mastery''' is geared towards representing a wide variety of offensive, defensive, control, and scenery stunts with a weapon, whereas this Point is heavily geared towards large selections of weapons and/or special gimmicks/abilities/twists to their attacks. The two are considered equally effective at winning fights.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - ''Target'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has immediate access to the typical weaknesses of an archetype of enemy, in as far they help in killing them, or a particular weapon or ability that is especially lethal against a specific class of foe. Typically, this Point is meant to indicate that the character probably has the necessary knowhow and gear on hand to exploit a weakness or Disadvantage that harms or weakens an applicable target (such as a werewolf and silver, a vampire and garlic, a fairy and cold iron, etc.). A World of Darkness Hunter carrying silver bullets and possessing True Faith to hunt modern-mythos supernatural evil is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of classical folklore, both of which should be taken as an indicator of the maximum breadth of this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A clearly defined and coherent archetype of applicable enemy. The criteria that define a valid target should be narrative and descriptive where possible; a vampire in one setting may be unholy and undead, but someone infected by nanomachines in the other, and merely share the name.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable archetypes later in this section.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character can, through means magical, scientific, or otherwise, improve the effectiveness of others applied to a task in a general sense. The character does not grant new abilities wholesale to other characters, but rather enhances their existing abilities and basic performance within a given area, typically being combat, though not always. This always expires at or before the end of a Scene. Most videogame buffs fall under this banner, but other incarnations could be things like a technopath increasing the performance of their allies’ gear, or the trope wherein a character with unusually high magical energy serves as a battery for a proper spellcaster.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The arena of interaction in which the character improves others. Combat buffs are the most common, but this can be reasonably bounded areas like general physical tasks, magic casting, building things, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For more involved empowerment of other characters, see '''Share Powers'''. Worth noting is that generic buffs to parameters like strength do not result in an increase commensurate to '''Superhumanity'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has access to one or more convenient gadgets or powers, defined as being not significantly greater than “what a middle-class citizen of New York would be able to do with what they have on the street”. For the most part, it is absolutely unnecessary to note that a character has a phone or a laptop, but using telepathic messaging to communicate, or having a memory equivalent to a quick Google search of information, are flavorful alternatives with occasional niche benefits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None, though the general thematic of the conveniences should be clearly established.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - ''Self/Other'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal or dispel abnormalities and afflictions that negatively impact another character, which fall outside the purview of the natural result of having taken a bunch of damage. Final Fantasy’s Esuna spell and Pokemon’s status clearing items are familiar examples, but this can be more realistically grounded in things like extensive surgical or toxicology skill. The affliction being cured need not be physical, so breaking curses and dispelling debuffs are far game too. This Point is effectively the direct opposite of '''Debilitation'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of abnormalities and afflictions that the character can cure.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Cure and simply write its opposite into either set of trappings. Only take Cure twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Cure is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). Recovery of actual damage, see '''Healing'''.''&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Damage Reduction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can survive significantly greater amounts of damage than a normal person, due to anything from armor to energy shields to protective wards to supernatural toughness. This is an extremely broad Point, and intentionally encompasses as many sources of “surviving damage” as possible, with the assumption they are relatively effective against almost all types of damage to some degree.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can inflict temporary maladies and afflictions on other characters that significantly hinder or harm them. The video game versions of poison, paralysis, freeze, etc. as well as most kinds of debuffs are the usual suspects, but this Point is intentionally extremely inclusive. Naruto martial arts pressure point tomfoolery and powers such as Prof. Xavier’s psychic seizure field from X-Men qualify, as do very realistic ideas of targeted crippling and riot control tools, and weird/exotic ideas such as found in various tabletops, like magically sticky floors.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The overall thematic of the debilitations the character inflicts. Not necessarily exhaustive, but should have clear bounding.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Destruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an ability, tool, or talent for accomplishing targeted and extremely thorough destruction of selective targets. This is assumed to be very different from the usual destructive effects of hitting people with missiles and fireballs, which exist to Deal Damage and Defeat the Target (though this Point will typically wind up being harmful to people anyways). This Point exists to represent the ability to do things like destroy equipment like a D&amp;amp;D Rust Monster, annihilate set pieces with controlled black holes, or turn someone to a pillar of salt like Drakengard’s Legion. In short, if it's possible to salvage the remains for anything remotely useful, it probably doesn't need this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when used on possessions of consequence belonging to other PCs. Being used on PCs themselves is just subject to normal combat exchange.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For extremely destructive abilities that reshape the battlefield at large with their power, rather than being highly targeted, see '''Field Shaping'''. Further note that this Point is not mandatory for damaging things that aren't people. Objects have HP bars, and intentionally attacking an object will apply the damage of the attack to it. This Point largely disposes with tracking this interaction, and instead directly applies a discrete destructive effect.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can effectively assume the form of something or someone else, whether via expert makeup and impersonation, magical shape changing, optical camouflage, etc. This Point does not cover gaining any Advantages associated with the new persona or form, but solely passing as them to avoid suspicion, gain access to their things, or what have you. Sometimes this Point comes down to simply adopting an alter ego or identity on a day to day basis, like Batman with Bruce Wayne, sometimes with minor cosmetic changes, in which case this Point qualifies for a '''Minor''' slot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' to impersonate another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Who or what the character can disguise themselves as.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally talented in gaining physical access to places that are difficult or restricted in entry. This is differentiated from various forms of stealth, in that the character is not necessarily sneaky about it, but through skills in break and enter or typical “dungeoneering”, or perhaps shrinking to a tiny size, turning into mobile mist, or some other trick, they are very good at reaching where they’re going without having to force down the front door, as well as potentially opening the way for others.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What entry methods are available to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Environmental Protection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can act with some significant degree of safety in hostile environments that would otherwise pose a significant or severely dangerous obstacle to a normal person. Hard vacuum, crushing pressure, high radiation, lethal heat or cold, extreme gravity, and other associated background hazards can be cited as things the character is prepared to deal with, as well as highly theme-specific threats, like Toukiden’s Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What environments the character can mitigate. This list should actually be more comprehensive than implicit where possible.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not confer broad capability in unusual environments, only safety. If the character wants to rocket around in space, see '''Flight'''. If they want to maneuver around under the sea, see '''Mobility'''. So on, so forth.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character’s senses are so finely tuned that they can pick up cues that no normal person would be able to, or the character possesses senses beyond the customary five that allow them to pick up cues that similarly would be otherwise undetectable. Feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone’s appearance from listening to rain like Daredevil, the D&amp;amp;D “Detect” spells, or sensors that search an area for specific criteria like sonar or infravision, fit this bill.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What additional sensory acuity the character has, and some examples of what they might pick up. Common, real life technology may not require examples. It’s expected that everyone knows what night vision goggles do. Likewise, generic ghost/spirit sight should just state that the character can see ghosts/spirits. '''These cues must be actual cues in roleplay, rather than just the desired target''', i.e. “sensing invisible things” is not a valid trapping. Said cues should also not make dictatory presumptions of other characters in order to work, such as with the anime trope of “killing intent”, where a successful spot check presumes another character was bubbling with murderous emotions all along.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Though this Point is typically something that a character simply has “switched on” at most, if not all times, a character is only going to get full use out of it by actively applying it. Passive info gathering is something other people might opt into, rather than something a character with this Point is entitled to. Extraordinary Senses expand the range of what cues might be obvious to a character that others otherwise wouldn’t normally notice, but unless the character decides to actively make use of them, information and clues that a scenerunner or other player might choose to give the player of a character with this Point, without prompting, are effectively voluntary. Simply put, if Extraordinary Senses aren’t being directed towards something, it is entirely possible for the character to not be told details that they might otherwise have noticed.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to alter large portions of the scene itself in the physical sense. An Earthbender from Avatar raising structures out of the terrain, a D&amp;amp;D Wizard laying down grease spells and walls of fire all over the battlefield, a giant monster or super robot leveling buildings or creating massive craters, and a skilled demolitionist collapsing caves or creating new passages around an area are all equally valid examples. This can also cover leaving the effects of other Points as traps or remote fixtures.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The general extent to which the character can manipulate the field and a clear idea of the breadth of its effects.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For highly targeted and specific removal of major scene obstacles, such as melting a way through a bulkhead to reach a command deck, potentially see '''Destruction'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flash Movement'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character has the ability to move from one point to another virtually instantaneously. Though in many cases, the character does not actually traverse the space in between, the character can only use this Point to move to somewhere they could already physically move without it. This Point is always the basis for a teleportation ability, though by itself the character can only instantly move to a place that rapid movement could carry them normally (think &amp;quot;flash steps&amp;quot;). &lt;br /&gt;
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Combinations of various other Points can naturally enhance this. '''Intangibility''' allows this Point to target through walls and obstacles. '''Mobility''' allows it to navigate through dense and complicated terrain to a desired point without line of sight. '''Flight''' allows it to travel high into the air, and sustainably through the air, like characters do in Dragon Ball and Bleach as examples. '''Share Power''' allows the character to teleport others along with them. '''Field Shaping''' allows them to leave accessible teleportation around the area which may undermine certain obstacles, usually being “gates”, like Chell from Portal or Yugo from Wakfu. '''Attack List''' could allow the character to “telefrag” into people. '''Remote Viewing''' could allow the character to teleport to faraway places they have previously never seen. This allows players to scale the space their teleportation takes up and down on a gradient of flexibility and power.&lt;br /&gt;
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Grades of this Point based on the tier of slot they use are relatively concrete. Most examples use combinations of Points to achieve their canon powers, and are placed as useful narrative benchmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Flash Movement has few to no limits on its distance and what places the character can end up in. They might instantly travel between entire worlds and almost always penetrate preventative measures, meaning that they can often Just Show Up. Examples of users of Defining Flash Movement are Protoman from Megaman, Kibito from Dragon Ball, and Nightcrawler from X-Men.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Flash Movement is generally limited to moving around the area of a scene, though its speed and distance are usually sufficient to provide a convenient escape or entry, and an advantage in combat. It usually does not allow a character to appear in an area protected against teleportation and similar, but it may if it happens under highly specific circumstances, such as the character’s name being called. Examples of Significant users of Flash Movement include Star Trek Transporters, Nox from Wakfu, Beetlejuice or Hastur.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Flash Movement is mostly cosmetic or convenient in nature. It rarely covers enough distance fast enough to allow it to be much more effective than a standard dodge or to establish surprise in combat, or in the cases it does cover long distances, it requires enough preparation that it can’t be used as an escape or entry in danger, or anywhere particularly secure, resembling a Stage Select, video game “fast travel”. Either way, it has no significant narrative strength.. It won't get the character out of a jail cell, intense combat, or anyone you'd assume somebody should use it but never does. Examples include every Megaman robot, common RPG town recall items, and nearly every single shounen character who gains teleportation in-story.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Descriptive terms that encompass the Flash Movement’s range, expedience, and possible destinations, which should be very clear and understandable.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While it is expected that '''Share Powers''' is necessary for situations where other characters are able to actively take advantage of a Flash Movement ability or ability package, it's worth noting that a character with this Point has a small amount of leeway in transporting other characters on their own terms. In the same way a character could throw someone over their shoulder and carry them somewhere with '''Mobility''' or '''Flight''', a character with this Point can typically grab someone and take them somewhere under the standard qualifier for Flash Movement, i.e. &amp;quot;as far as they could without it&amp;quot;. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character, put simply, can fly. We really don’t care to differentiate between different arenas of flight (mostly air and space), and so they can be applied for under one Point, but it still should observe canon/implicit limits. Hovering or slow non-combat flight typically occupies the '''Minor''' tier.&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While this Point covers getting around through the air, skipping over ground obstructions and hazards, and general combat flight, it and '''Mobility''' are separate narrative spaces that do stack. Extremely agile Flight fit to zip through an obstacle course or dogfight inside of an office building will likely require the second Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can take over digitally controlled machines. It is generally understood that characters with this Point may use it to substitute for a variety of other Advantages where hackable items appears appear in a scene, and so this breadth should be counterbalanced by respecting the bounds of the genre that the hacking applies to. Hacking cyborg/android/AI PCs plays out as combat does, and is not a binary win-lose state. Characters like the Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where it concerns dictatorial effects, outlined later in this section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a pocket dimension, Bag of Holding, a videogame inventory, impossibly roomy clothing, or something else that allows them to carry an unrealistically large amount of stuff very conveniently.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is allowed to be '''Minor''' only on the presumption that the character can’t use it to solve obstacles of significant scale. Dropping an incoming meteor into a Bag of Holding goes way beyond the these bounds, and thus require '''Significant''' or higher.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing - ''Self/Other'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the capacity to heal others or themselves of damage at a speed that is useful within the timeframe of a single scene. “Damage” in this case is more or less defined as “lost HP”, so this Point is all that is technically sufficient to prevent a character from becoming incapacitated through combat and dying, but it doesn’t extend into purging other harmful or inconvenient effects. Healing used on other characters is most straightforwardly exemplified by video game mechanics such as Final Fantasy’s White Magic or the healing technology of Overwatch’s support characters. Self-healing often takes more niche forms, like Wolverine’s regeneration from X-Men, or a vampire’s ability to restore itself by drinking blood, and self-healing is almost always something they can do on their turn alongside other actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Healing and simply write its opposite into either set of trappings. Only take Healing twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Healing is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). For non-HP purging of secondary effects, see '''Cure'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some sense or ability that they can invoke to gain useful insight regarding a situation or course of action, such as future sight, divine inspiration, or some spark of unusual genius. This Point is essentially requesting that the runner of a scene or plot give your character some form of information that will help move events forward to a desired conclusion, or present an actionable opportunity to gain something. Though this Point is not technically tagged with Consent, in practice it’s pretty much impossible to do it without.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' where the Hint provides useful and actionable information one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Under what circumstances the character gains hints, and the nature of information that they reveal, or nature of task they are applicable to.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create convincing facsimiles of people, objects, scenes, et. which can pass for the real thing, usually for purposes of deception and misdirection. Holograms, magically conjured phantoms, or direct psychic impressions are common ones, but regardless of the means, the illusions are insubstantial and harmless.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' along the same guidelines as Disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of how much can be faked at once, and what could give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not cover using an illusion to render oneself invisible or make oneself look like someone else. See '''Invisibility''' and '''Disguise''' respectively for those.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not die, or does not stay dead, when injured it ways that should be instantly or irreversibly fatal. Voldermort from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls are various examples. This Point, regardless of its tier, absolutely requires a “Catch”; a set of criteria in which the character faces the very real risk of permanent death, or a permanent state wherein the character is no longer playable. Depending on this Point’s tier of Advantage slot, this could be relatively easy to fulfill, or much more specific and difficult, but the Catch must always be something that the overwhelming majority of PCs could feasibly do if they put in the extra time and effort, and preferably something that could feasibly happen more often than very rarely in high-danger GMed scenarios.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The Catch, as well as when and where the character comes back to life, if it is somewhere else.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable Catches later in this section. Certain other Points may shift the definition of “fatal” for the purposes of this Point. A Defining regenerator may feasibly survive being stabbed in the heart just fine, since loss of heart function actually takes several minutes to cause total death, but regenerating from having their head blown off or being totally incinerated requires this Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Improbable Defense'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to apply their defensive options on an extremely implausible scale or basis, or the character possesses exotic defensive options that apply to esoteric or niche threats. Examples include Raiden parrying Metal Gear RAY and hellfire missiles with his sword in Metal Gear Rising, Avalon’s active defense from Fate/Stay Night, or Exalted perfect defense Charms. This Point is for evading active, rather than passive, threats to the character. Punching apart a tornado with their fists, parrying a volcanic explosion, or blocking a magical curse with a shield is a valid use of this Point, but “I dodge the background radiation” is not a valid way to get around the scary bits of the Fallout ‘verse (which would instead work off of '''Environmental Protection'''). This Point will generally not be necessary for characters who perform implausible feats that are justified by other Advantages. Vergil from Devil May Cry is justified in deflecting bullets with his katana by having superhuman swordsmanship and speed in his Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher, as Minor Advantages are presumed to fail in contest with &amp;quot;bought&amp;quot; abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kind of situations the character’s defenses apply in, and what drawbacks or holes they may include in the case that they are overwhelmingly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Exalted is used as an example here, but MCM does not ever permit defenses that automatically succeed and negate all consequences of another PC’s non-consent-based attacks. An improbable defense is not a guaranteed defense. Effectively, you are buying the ability to use your defense in a situation where it normally wouldn’t apply, not invincibility.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is highly capable of neutralizing or subduing opponents without relying on lethal harm. This Point goes a step beyond simply restraining someone or slapping them with the blunt side of a sword, which anyone can do, and enters the realm of methods that hit a coadjacent “health bar”, where the end result is being decisively incapacitated in some manner different from bleeding out. Examples include specialized non-lethal weapons such as phasers set to stun from Star Trek, or the infamous tranquilizer guns from the Metal Gear Solid series, various magic along the lines of The Sleep from Cardcaptor Sakura, Mid-Childan magic from the Nanoha series, or conditions such as Frog or Stone from the Final Fantasy series, as well as mundane methods like paralyzing poisons. While many of these methods are extraordinarily binary in their source material, it is understood that they will rarely be so effective on PCs. This Point may wind up easily knocking out NPCs en mass, but doing so to a PC will involve repeatedly hitting them with multiple applications, taking gradually further effect until they succumb, like regular damage with a different result.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' in the case of examples that alter some aspect of the character or reduce some part of their effectiveness beyond what combat damage would do.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A precise and fairly detailed account of the end condition the character achieves, and how it can be lifted (or else how long until it wears off naturally).&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Permanent use of this Point on PCs is not something MCM generally allows. Particularly severe examples may fall into the same restrictions as plots that involve capturing PCs. It is a universal assumption that if a character possesses this Point, it has the full functionality and weight of any other Advantage, and thus does not represent the character “holding back” or limiting themselves in some way. This Point represents a propensity for incapacitation as effectual as lethal combat of the same level.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to pass through solid objects. This could be a typical ghost phasing through walls, a Fate/ series Servant or Exalted spirit dematerializing, Kitty Pryde from X-Men, or as part of a teleportation ability in tandem with '''Flash Movement''', as examples. An extremely important point is that '''MCM does not allow invincibility to be an Advantage''', and so any long-lasting or permanent form of this Point automatically comes with the caveat that any other PC possesses whatever criteria is necessary to physically harm the character while they are intangible. Brief Intangibility may be a reason for an attack to have missed, but only within the confines of what the character could already avoid, otherwise the character needs '''Improbable Defense'''. Because this Point often allows the user to basically go wherever they please, it may be subject to the same preventative measures that keep out '''Flash Movement''' and similar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some form of special training, protective equipment, natural immunity, or similar, against unnatural mental influences and invasive examination of their thoughts or mindstate. This Point is essentially a hard &amp;quot;opt out&amp;quot; of effects that dictatorially affect a character's mental state, including some or any combination of mind reading, mind control, memory erasure, brain simulation, etc. While we still ask people to not be disrespectful about shrugging off hazards and powers, these spaces are so consent-heavy and tied up in players not getting to play their character that this Point is accepted as being playable up to the level of hard immunity to the same Advantage tier or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has powers of concealment that are potent enough for the default assumption to be that the character simply will not be found unless he does something obvious. This could be actual invisibility, chameleonic camouflage, a psychic compulsion to ignore the character, etc.; all are considered Invisibility. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Invisibility is at near enough to flawless that the character flat out won't be found out until they do something overtly noticeable, or are contested by a great deal of effort put towards finding them. It may conceal them in multiple ways beyond purely vision, or naturally resist methods that would normally be expected to reveal the character, and it likely continues to function in combat. Examples are Harry Potter's invisibility cloak, Kusanagi Motoko's opticamo, the Invisible Stalker from D&amp;amp;D, or Toru Hagakure from My Hero Academia.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Invisibility has notable limitations that are sufficient to cap the character's ability to go where they please. It may fail against reasonably important equipment or spells, have a strict time limit, dispel when the character attacks, or give off subtle clues a wary PC can watch for. Examples are most incarnations of the Predator, the Spy's cloaking watch from Team Fortress, the Dummy Check esper ability from A Certain Scientific Railgun, and your typical tabletop RPG invisibility spells.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Invisibility is only useful for discretion's sake, and likely only effective against unimportant NPCs. Anyone relevant to the plot will likely see through it unless they have some sort of deficiency, or aren't paying attention at all. If the invisibility can be obviated by a special trait that is common in the cast of the original source, it's assumed that all PCs count as having that trait. Examples are dematerialized Heroic Spirits, a Stand from JoJo's Bizarre Adventures, various ghosts and spirits with true forms, and basically every single ninja in shounen anime.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What traits of the character the Invisibility conceals, and at least implicitly how they could be detected in spite of it.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - ''Field'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally knowledgeable about a particular field of something, whether that be science, social interaction, tactics, etc. The Knowledge is broadly useful in enough circumstances that it still deserves to be called an Advantage, but it cannot grant the character the use of another Point implicitly (for instance, choosing “computers” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Skill'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of knowledge, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. A character being knowledgeable about their own theme, including the minutiae of its cosmology, local events, or unique mechanics, is not considered an Advantage. Incredibly theme-specific info is better used to run plots or scenes with. Knowledge in STEM fields will generally not be accepted as a Minor. These fields are too practically applicable for a Minor to be anything but useless trivia better left unpurchased.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Low Intake'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has little to no need of one or more typical biological necessities, such as food, water, sleep, and similar. Regular maintenance of their person is not a notable consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which things the character doesn’t need.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not negate or reduce actual threats in any significant way. Not needing to sleep doesn't protect you from a sleep spell, and not needing to breathe doesn't save you from a gas attack. Non-casual instances of dealing with threats like these are encompassed by '''Environmental Protection''' or '''Resistance'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can perceive, analyze, intuit, influence, create, remove, and/or edit the thoughts, feelings, memories, emotions, etc. of other beings, to an unnatural or assumed accurate degree. This Point is most typically used for outright mind reading or mind control, but can represent things like simulating behavior, uncanny judgement of character, reading or using microexpressions, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What &amp;quot;inner information&amp;quot; the character can access from others, and/or what compulsions or alterations they are able to affect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Note: There are certain mental effects that are so low-grade and simple that they can qualify for '''Debilitation''',  or wholly positive enough that they qualify for '''Buffs'''. Inflicting supernatural terror that causes targets to flee for their lives certainly is this Point. Projecting an aura of intense stress, or speaking an abhorrent eldritch word that is painful to hear, probably aren’t; the specifics are in the other character’s court, and they are still wholly in control of their actions. A Bard’s Inspiring Tune certainly isn’t this Point either. Likewise, non-intrusive and non-dictatory means of assessing and intuiting people's thoughts and feelings probably qualify as a '''Hint''' or '''Analysis''', putting together useful patterns out of cues people are already expressing, instead of learning things the character shouldn't rightfully know.''&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adroitly get around complex, dense, and/or hazardous environments by means of superior mobility, such as parkour, diving, jump packs, wall climbing, grapnel hooks, water propulsion, video game double jumps and air dashes, etc. They may also perform such feats as running across water, balancing on clotheslines, or clinging to ceilings. Examples are Spider Man, Batman and Catwoman, Mario and Luigi, Faith from Mirror’s Edge, Genji from Overwatch, and almost any Wuxia theatre fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The specific way in which the character's mobility is enhanced. Most of the examples listed above are acceptable short-hand.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can command one or more other entities who will usually try to comply to the best of their ability. The NPCs may be fully realized characters, or simply generic monsters or drones, but overall their relationship to the Player Character is a subordinate one, and were they to leave or die, the character concept would not be overwhelmingly changed, though their loss must still amount to some kind of appreciable setback or non-trivial consequence for them. The Advantages that an NPC can possess are limited to those the PC already possesses (for instance, a knight skilled in swordsmanship and riding might command a unit of cavalry skilled in the same), unless more Points are given over to the NPCs’ use, though it’s very rare that an NPC possesses all the Advantages of the PC and vice versa. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining-Grade:''' The NPCs are essentially at the same tier as PCs. They are serious combat entities, may be stronger or more capable than the character themselves in some areas, and can generally expect to viably compete with PCs in relevant situations. Usually, some Advantage space is dedicated to fleshing out their personal abilities. An example is Ash Ketchum's Pokemon team, including Pikachu. The loss of Defining NPCs is prohibitively costly to the PC, and represents a hefty diminishment of the character’s core effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant-Grade:''' The NPCs are essentially at the tier of a miniboss. They are meaningful obstacles in a conflict situation, and may have specialist skills or unique abilities, though they generally cannot expect to outdo a PC within their arena of expertise. Examples include R2-D2 or generic SOLDIERS from FF7. The loss of Significant NPCs is highly inconvenient to the PC, as they represent a great deal of investment and are effort/resource/time intensive to replace.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor-Grade:''' The NPCs are essentially window dressing or props. Their skills have niche uses at most, and cannot contribute more than a similar Minor Advantage would. Minor NPCs do not have PC-relevant combat power and are presumed to lose in any combat engagement against anything more important than them. Examples include C3-P0 or generic Stormtroopers from Star Wars, or generic “redshirts” from Star Trek. The loss of Minor NPCs is a lesser inconvenience to the PC, but one great enough that they have a good incentive not to throw them away without thinking.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the NPCs are capable of. This does not have to be extensively inclusive of specific Points, however “what the NPCs do” and the generalities of their limits should be obvious. A reader should be able to tell that Storm Troopers don’t use The Force or swing around lightsabers.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Where it actually matters, a Minor NPC specialized in combat will beat a Minor NPC that has no combat role. C3-P0 still loses to a squad of Stormtroopers, even though they're both Minor-grade.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - ''1/2/3'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Because Power Copying is an Advantage that can be almost any other Advantage, and often several at once, the way that Power Copying works is not covered here, but [[Power Copy|in its own article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' for 2 and 3.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of what is copied, in the case of '''Copy - 1'''.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a knack for occasionally producing unique, irreplicable, and incredibly situational solutions to various problems they encounter, through MacGyver-esque ingenuity, arbitrary access to mad science gizmos, absurdly flexible but situational magic, miraculous luck, or some other similar bag of tricks. Once per scene, this Point allows the character to produce a solution to a single, discrete obstacle or challenge. As per this Point’s name, said solution essentially doesn’t exist until it suddenly does. The form this solution takes and how effectively it solves the problem are up to the discretion of the scene or plot runner, but in a situation where no agreeable compromise can be reached, this Point is not “used up”.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A strong idea of what thematics the Point follows.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can physically manipulate objects at long distance, whether through telekinesis, magical puppet strings, manipulation of an element, sticking their hands through tiny portals, etc. Universally, this Point is a utility, covering practical tasks that can be done with physical manipulation, and typically not effectually imitating other Powers. Telekinetic flight and barriers and powerful attacks require other relevant Points. The default assumption is that the character manipulates objects as they could with their hands, or appropriate mundane tools in the case of things like water or sand.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the character can manipulate and to what extent.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can surveil a place extremely far away, or which they are otherwise unable to view normally, even with enhanced senses. Extremely mundane examples are the classical hidden camera and microphone, with fantasy equivalents being the crystal ball or Scrying spell, though this Point can also represent familiars or drones the character can see through, to name a few. This Point presumes that characters being watched are reasonably capable of realizing they are with mundane attention, unless appropriate concealment Points are taken alongside it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when spying on PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The mechanism by which the character views remotely, and the criteria that determines a valid place for them to see into.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to repair various equipment, devices, or structures, to working condition. This is very often a mundane skill assisted by tools, in which case there is typically a more narrow field, but it can also use sci-fi reprocessing or powerful supernatural means, such as in Starbound and Eclipse Phase, or Josuke’s Stand, Crazy Diamond, from Jojo’s Bizarre Adventures. How well the object functions when finished typically corresponds to the Point’s slot tier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What sorts of damages the character is able to repair, and at least implicitly, how their repair can be useful to a scene in progress. &amp;quot;Can repair things with enough time and the right materials to repair that thing&amp;quot; isn't a useful or accepted bounding.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - ''Source'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a natural resilience to, or a powerful preventative measure against, a specific category of harmful or unwanted influence. This can be almost anything, such as a red dragon having a Resistance to fire, but this Point has variable usefulness when it comes to PCs. As a general rule, a Resistance to a type of damage or harm can scale all the way up to an immunity to a natural or mundane source (such as a forest fire or black plague), provides a degree of utility based on its tier of Advantage slot against major plot obstacles (a melting down reactor or a super virus bioweapon), and only as much effect vs another PC as they are willing. How well this Point is respected by another PC is largely a matter of strongly encouraged etiquette. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Black Mage repeatedly slamming the canonically fire-immune Rubicante with fire spells, which he knows he should be strong against, while a whole list of other elements are at his disposal, is being a dick. An Avatar universe Firebender however, is free to light Rubicante up and assume it will be effective, perhaps with some extra effort, because it would be unreasonable to insist a Firebender couldn’t use their primary ability, and they don’t have much else to use anyways. The sole exception to this point is when a Point has an applicable '''Consent''' caveat, in which case it is generally acceptable for a Resistance to provide immunity of a certain level, understanding that the '''Significant''' and '''Defining''' Advantages of other PCs are still entitled to due sell when the target declines. The category of a Resistance that encompasses solely these effects can be fairly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Informative examples of what sources of harm the character has a Resistance against.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For a resistance or immunity to mental intrusion effects, see '''Intrusion Immunity'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to bring back the dead with the functionality they had in life. For the purposes of this Point, “dead” is when a target is going to stay dead unless someone brings them back to life full stop, not clinically dead or a state a scene runner would be explicitly allowing to “come back to life” anyways, such as with defibrillation or Phoenix Down.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The criteria needed for a target to be eligible for Resurrection. Note that this does mean that there needs to actually be a state of “dead” that a character cannot resurrect. It is typically understood that entities killed offscreen or as part of a plot won’t be subject to the same level of finality as a PC using '''Skeleton Catch''', but it is an obligate condition of Resurrection that there be a reason the character cannot go rubbing resurrection juice on every dusty old femur they find scattered around a crypt, as it quickly becomes laborious for scenerunners to constantly fabricate NPCs out of nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not extend to bringing your own character back to life. If your character self-resurrects, see '''Immortality'''. Obviously, resurrected targets are probably in perfect or near-perfect health, and so further healing Points are not strictly necessary. Not taking them does, however, mean that your character can’t heal someone who isn’t dead yet.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}}'''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character kills people dead, period. They automatically fulfil the Catch associated with another character’s Immortality without having to go to extra lengths, and killing someone will prevent their return through Resurrection. This Point is an explicit exception to the general notion that no Advantage automatically trumps another Advantage when contesting an Advantage of equal or lower tier. Though Skeleton Catch is technically still a threat to characters possessing higher-tier Immortality, the existence of condeath makes this little more than flavor.&lt;br /&gt;
&lt;br /&gt;
Because non-player controlled characters do not utilize the Advantage system, a Significant instance of Skeleton Catch should be considered adequate against entities that have any sort of defined Catch to their unkillability, and a Defining instance of Skeleton Catch should be considered always adequate period, including against theme entities that essentially aren’t killable without a plot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Obviously, concepts such as condeath still apply. This Point is an allowance for certain characters who are willing to spend the Point to always be able to meaningfully threaten any entity with actual and permanent death. Unless chosen to explicitly note otherwise, for the purposes of this Point, dead is dead is dead, and no form of “technically dead” obviates it.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - ''Field'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally skilled or capable in an area of expertise that is not encompassed by another Point, but is broadly useful in enough circumstances that it still deserves to be called an Advantage. The skill in question cannot grant the character the use of another Point implicitly (for instance, defining “programming” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Knowledge'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of expertise, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section, as well as a word on “skill minimums” required to make use of Advantages.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can grant the use of one or more of his Advantage Points to other characters, such as by handing out equipment, bestowing magical enhancements or blessings, synchronizing minds or abilities in some fashion, etc. Having this Point means that the character is able to provide others in the same scene with the benefits of their other Advantage Points of '''an equal tier or lower'''. In cases where the Point affects the self, such as '''Healing''', the character can now affect other characters, such as by casting healing spells. In cases where the Point is targeted at others, such as '''Attacks List''', the recipient gains the use of a similar ability for the scene, such as by handing them a raygun. In cases where the Point already affects others, such as '''Buffs''', the character is now able to use it on themselves, such as typical RPG moves. In cases where the Advantage is '''Standalone''' or incorporates '''Flash Movement''', others can only benefit from it by coordinating together with the character, such as huddling together under Harry Potter’s invisibility cloak, or setting up fixed teleportation pads. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recipients who wish to obtain these effects permanently must file an Upgrade Application as normal. Characters cannot Share Powers with recipients if they are not actually in the same scene. Certain Points are not eligible for sharing due to creating undesirable or redundant interactions. See '''Power Copy for this list''', as Share Powers' should be considered identical.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:'''  In what form the character shares their Advantages with others, defined as singular, broad thematic, such as mad science gadgets, enhancement spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is actually not strictly necessary to use Advantages on, or give them out to, other people. Just about any Advantage can be defined to do so, but in that case, it only works on '''others''' (or on oneself if it normally only works on others). This Point is '''always''' more efficient, and always preferred, when a character has more than one of these Points at a time, and should always be used in these cases.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, allowing them to accomplish more in the same amount of time and possibly in different physical locations. This often, though not nearly always, applies to character bits that are made up of multiple entities, though it can also apply to characters that create doubles or projections. For the most part, the typical JRPG party sticks together and tackles the same obstacle as a unit, and is frequently not an example of this Point. Conversely, the typical super AI forking its personality off to be in multiple places and manipulate multiple system almost always is. This more likely to be something possessed by a bit that is The Payday Gang or Master Chief and Cortana rather than a hypothetical team of Power Rangers or the appable cast of a Fire Emblem game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MCM ascribes to the principle that each player in a scene should get to focus on getting One Big Thing done on each of their pose rounds. Gunning down a horde of zombies, breaking the magical seal on the tower, hacking into the mainframe to track a target with security cameras, fighting another PC; these are things which the character should obviously be devoting their time and attention to, and other actions they perform at the same time will inevitably be relatively minor. This Point is an explicit exception to this general rule, allowing the character to pursue a second major course of action in each pose round, essentially “doubling up” on their attendance at the scene. The character might fight off the terrorists while also defusing a bomb, distract the guards with a fake report while looting the gold, hijack and remote control the mad science fortress and its traps while also chasing down the boss, etc. This stops at, and is hard limited, to two major actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are two natural exceptions to the general One Big Thing rule. They are: when three or more PCs are engaged in combat in unbalanced sides (in which case, the outnumbered PCs gain exactly as many extra actions as necessary to even it out, solely for the use of fighting those PCs outnumbering them), and when circumstances necessary to progress a scene require criteria that too few PCs at the scene possess (in which case the relevant PC can take the extra action to move things along for everyone’s benefit, e.x. Gandalf decodes the map, translates the Elvish text, finds the secret entrance and casts the correct magic because the rest of the party is combat Dwarves and a Hobbit and can’t do any of those things). This Point can confer one additional action in excess of these if the character is benefiting from them.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is skilled in getting around unseen and undetected. This may be a enhanced by, or a result of, things like camouflage technology, magical silence, extremely small size, and the like, but this Point is sharply differentiated from '''Invisibility''' in that the character can always be detected by sufficient mundane effort or attention, no matter the circumstance, and must actively avoid notice, instead of being presumed unnoticed until they engage in a competitive task, or something does something special. Users of this Point include Solid Snake from Metal Gear Solid, Altair from Assassin’s Creed, Garrett from the Thief series, and James Bond, though they rarely use only this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For approaches where the character is obviously present but undercover or unremarkable, see '''Disguise'''.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a “generic” kind of overall above-human physical aptitude, typically encompassing some combination of superhuman strength, speed, resilience, reflexes, stamina, etc. This is an unbelievably common package in anime, comic books, and martial arts films, and incredibly common among non-human races in fantasy and sci-fi books, games, and movies. This can all be represented as a single Point simply because it would be prohibitively unwieldy to do otherwise, however, some small amount of emphasis can go to particular traits if the character is only superhuman in a few areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For characters with individually outstanding physical traits which cannot be called generic, such as the Flash’s speed or the Hulk’s strength, see '''Superior - Attribute'''. The big three of Superior - Strength, Superior - Speed, or Damage Reduction, have greater narrative potency due to their greater focus and Advantage cost, while Superhumanity is subsidized, compact, and generalist. Where it matters, one of these Points at Significant can compete with, but not exceed, Defining Superhumanity, but it should be understood that this arrangement is redundant on the same character.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superior - ''Strength/Speed/Stamina'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a single physical trait which vastly exceeds the norm to the point of becoming one of the character’s primary tools, as opposed to '''Superhumanity''' being a general package.The Hulk would take this Point in “strength” instead of Superhumanity, which Superman might take instead, representing that all of his metaphorical “XP” is loaded into being really really strong, and that his strength is more relevant than a generic superhuman’s in solving problems.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' in the case of Superior - Stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which of the character’s attributes is exceptional, and at least one example of a feat they can perform with some, but not exceptional, effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Anything like “Superior - Durability” is represented with '''Damage Reduction'''. Something like &amp;quot;Superior - Reflexes&amp;quot; is still represented under the Speed class. Speed assumes the reflexes to use it and vice versa. Emphasizing one and downplaying the other, such as in the case of super reflexes but normal speed, is simply a matter of writing it into the trappings.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is well-versed in what it takes to provide for themselves and possibly others in situations far away from civilization and dependable infrastructure. This Point typically represents an abstract collection of abilities such as navigation and foraging suited to particular environments, but which rarely have central relevance, given that MCM’s structure makes it difficult to really be stranded anywhere for long.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of places the character is skilled at surviving in.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can accelerate the passage of time for other things. This could cause plants to grow, weapons to rust, food to rot, creatures to mature, machines to work faster, stone to wear away, etc. so long as it is naturally affected by the progression of time. How much what target can be accelerated almost wholly depends on how useful it is to actually do it. In any tier of Advantage slot, rusting away the blast doors of a sealed starship bridge would be more difficult than ageing a bottle of wine by the same amount of time. It is understood that many problems may simply be beyond the scope of being solvable by any practical amount of time passing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when applied to PCs, or possessions/NPCs of consequence.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.  &lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create closed time loops with themselves, wherein an iteration of them from the future briefly returns to present to assist them in some task, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past in order to keep causality happy. This is the only form of personal time travel that MCM accommodates. Future selves are primarily useful for already knowing of dangers ahead of time, having partial or full solutions to puzzles, or items that make a problem easier which lie beyond the problem, and so frequent consultation with a scene runner is usually necessary to be playable.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Note: This Point does not cover having future selves travel back in time to multiply the number of things you can do at one time. See '''Split Actions''' to do so.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act outside of time, such that they are able to act literally instantly. This is differentiated from slowing down time, in that their actions take place without significant opportunity for other characters to follow them until they’ve already happened. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Time Stop is extremely reliable and easily used, allowing the character to enhance nearly everything they do, often to the point their actions become difficult to follow. Similar to Defining teleportation and invisibility, the character often Just Shows Up out of frozen time. Examples are Sakuya Izayoi from Touhou, Dio Brando from JoJo's Bizarre Adventures, Shadow the Hedgehog's Chaos Control, and Homura Akemi from Puella Magi Madoka Magica.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Time Stop is incomplete, limited in use, very short lived, or else plausible to “resist” without any special powers, but still lends the character considerable utility in situations to which it is well suited. Other characters often don't have a hard time figuring out what they've done when time resumes, or else may be be able to anticipate or counter it with mundane effort and skill. Examples are Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most usable incarnations in videogames, such as Castlevania or Bayonetta.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Time Stop is more or less a flashier version of super speed or super reflexes. The character might only be able to see and not move while time is stopped, or else be unable to interact significantly with the environment while time is stopped, or the pause in time has such a short duration that little more than single motions can be accomplished. Examples include Accel World's Brain Burst program, and Hit from Dragon Ball Z Super in his first appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where actions taken in stopped time would directly affect another PC or undercut them to a goal without allowing for a competing effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For simply slowing down time, see '''Superior - Speed''', or for slowing down the time of a specific entity, see '''Debilitation'''. '''Superior - Speed''' and '''Flash Movement''' can be considered optional ways of representing time stopping characters, especially those who use it largely cosmetically or to simple effect in their source. Using one or both instead of this Point is less taxing on a character’s Advantage space, and adheres to general logic rather than the Consent tag, but the tradeoff is that actions the character takes using their time stopping powers are then eminently obvious and preventable, as well as lacking the same degree of flexibility and narrative punch. The choice is up to the player most of the time.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - ''Vehicle'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with operating a certain class of vehicle or in control of a certain kind of mount. When at the wheel/saddle/etc., in addition to their normal uses (taking off and landing with a helicopter, ramping off things with a motorcycle, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, as highlighted later in this section, character is not obligated to spend Points on &amp;quot;having a vehicle&amp;quot;. The Vehicle Mastery justifies its own use. Exceptional vehicles with unusual qualities or extremely high performance may require other Points.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The category of vehicle or mount the character is extraordinarily skilled with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - ''Style'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with a certain category of weaponry or in a certain style of combat. When using those weapons or within their arena of combat expertise, in addition to their normal uses (speed loading revolvers, parrying with swords, grappling in hand to hand, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, a character is not obligated to spend Points on &amp;quot;having a weapon&amp;quot;. The Weapon Mastery justifies its own use. Unusual or extremely exceptional weapons or attack techniques may require '''Attack List'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The field of weaponry or style of combat the character is extraordinarily skilled in.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. This Point is for above typical skill. MCM does not require players to spend Advantage space to put the pointy end of a sword towards the enemy, and does not run on “weapon proficiencies” like in tabletops. A character with Advantage space dedicated to a weapon or fighting is presumed to have a minimum amount of capability to use it effectively.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is fabulously wealthy or has access to incredibly abundant resources of a generally valuable rather than immediately practical nature. This Point doesn’t represent things that the character happens to own because they are wealthy, which would simply be a trapping. It represents an amount of liquid assets or useable resources they can throw at a problem by itself, such as bribing guards for entry, paying off politicians for info, hiring local help for a task, or local mercenaries to fight, investing capital in an ongoing project, taking ownership of set pieces to use immediately within the scene(s), reserving public spaces for Elite use, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wild Card - ''#'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an Advantage that isn’t sufficiently covered by anything else on this list! Human decisions made by staff on what may be required of this Point are unavoidable, and so the Point may wind up being considered '''Consent''' applicable, or may be asked to be tweaked in some other fashion to remain consistent with MCM’s universal rules. Wildcards are given a number instead of a category in their designation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A very clear and detailed explanation of what the Point is supposed to do and how, as well as any information required for others to known how to interact with, around, and against it.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: The category for Wildcard is simply a number, referencing how many the character has, since possible categories are about as broad as the Advantage’s name.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Non-Advantages===&lt;br /&gt;
Some staple fictional powers don't appear in the above list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broader Advantage with a number of possible functions, and those functions are applied for as Points, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Redundancy and Prerequisites===&lt;br /&gt;
Since Advantage Points are concerned only with what the character does as a whole, they naturally compress otherwise extensive lists of powers or items. In some cases though, it makes more sense for another Advantage to restate it as part of its conceptual package. In these cases, the same Point recurring at the '''same tier or lower''' effectively becomes a “free” Point. It is still noted in the Advantage slot, but it no longer costs any space. &lt;br /&gt;
e.x. A character has an Advantage slot that gives them sturdy, environmentally pressurized power armor, represented by the '''''Damage Reduction''''', '''''Environmental Protection''''', and '''''Superhumanity''''' Points. They also have a giant mecha, which has its own, different Advantage. They can add (Damage Reduction, Environmental Protection, Superhumanity:) as a new line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantage Points. No Point requires another Point to work.&lt;br /&gt;
&lt;br /&gt;
=== Advantage Category Examples ===&lt;br /&gt;
Points with - Categories are bounded to a maximum limit of what they can contain in one Point. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Points like '''''Resistance - Everything'''''. To help judge acceptable categories at a glance, we've listed a number of examples below. These are '''not''' complete entries. The categories themselves are valid, but the contents aren't trappings. ''Don't'' copypaste the whole thing.&lt;br /&gt;
&lt;br /&gt;
==== Bane ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
&lt;br /&gt;
This Point may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. A Defining might need them to be completely obliterated. A Significant might require excessive violence that doesn't typically exist in accidents or normal fights; someone would have to go the extra mile. A Minor would only help survive very casual threats, or battles with enemies not serious about killing them.&amp;lt;br&amp;gt;&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. A Defining would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. A Significant has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. A Minor example will only work to stabilize a character when they go a few metaphorical HP negative, and they could still be easily finished off.&amp;lt;br&amp;gt;&lt;br /&gt;
Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. A Defining would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A Significant could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in other, non-irrelevant cases. A Minor example would never save the character from an engineered death, but only a trivial, pointless, or ignominious one.&amp;lt;br&amp;gt;&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. A Defining presumes that it would almost never happen unintentionally. Someone would have to know the Catch and plan for it. A Significant presumes that the fatal threat won’t be commonly present, but may still turn up from time to time in regular scenes, and wouldn’t be too hard to acquire it if necessary. A Minor presumes that chances for it to fail are are abundant in everyday adventuring.&amp;lt;br&amp;gt;&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Past a certain level, a mechanism can be considered too obscure or difficult, and thus not acceptable (for instance, Ganon only dying if killed by the Master Sword).''&amp;lt;br&amp;gt; &lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. A Defining means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. A Significant means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. A Minor has some intensely limiting factor that makes it easy to locate and destroy, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&amp;lt;br&amp;gt;&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A Defining entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. A Significant means that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. A Minor means only that the character can tap out and choose to abandon the proxy before they're killed through feedback barely any less lethal than their own durability.&amp;lt;br&amp;gt;&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
====Knowledge====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
====Resistance====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage incorporating the Point, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''''Environmental Protection''''' (such as Resistance - Space Hazards).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&amp;lt;br&amp;gt; &lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or '''Consent''' effects such as polymorphs or disintegrations.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
====Vehicle Mastery====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Multi-Wheeled''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Military Ground''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
&lt;br /&gt;
This Particular Point allows for extremely limited selections with broad roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
====Weapon Mastery====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Hilted Slashing''' -- Most swords and daggers, axes, sickles, naginatas, most vibroblades, some energy swords or psychic/magic blades, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
This is as wide and catchall as melee weapons get, and it should be assumed that the weapons in this category are being applied in their generic roles; it won't get get you the unique styles and tricks of everything with a cutting blade.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Striking''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Modern Infantry Firearms''' -- Typical rifles, shotguns, handguns, submachine guns, etc. May include somewhat more specialist weapons used in a generic role, up to and including basic grenades.&amp;lt;br&amp;gt;&lt;br /&gt;
This is essentially the &amp;quot;Hilted Slashing&amp;quot; of guns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Particular Point allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, and thrown weapon, as per their roles in Hilted Slashing, Hand-To-Hand, Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advantage Standards==&lt;br /&gt;
While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory for Advantages to do exactly what they say.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''-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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''-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.&lt;br /&gt;
&lt;br /&gt;
===Up-rating Tiers===&lt;br /&gt;
When a single package of abilities is split up across multiple tiers of Advantage, any mention of the higher tiered Advantage should only appear in the lower tiered Advantage, not the reverse. Written inclusions of Significant or Minor Advantages shouldn't be appearing in a Defining Advantage's text.&lt;br /&gt;
&lt;br /&gt;
===Implicit Limitations===&lt;br /&gt;
Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Attack List - Ranged, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under an Attack List - Ranged for the others.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Points by their official names, directing the reader around an Advantage section like a wiki, explicitly leaning on conventions such as the Defining/Significant/Minor tiering system, or universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all. &lt;br /&gt;
&lt;br /&gt;
===Anti-Consequence Advantages===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===A Word on Force Fields and Energy Shields===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armour has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of &amp;quot;okay, now this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Advantage +1===&lt;br /&gt;
Lastly, MCM does not consider Advantages recurring multiple times equal to “Advantage but better”. A natural superhuman might put on a suit of powered armor that further enhances his superhuman physical abilities, but Superhumanity is Superhumanity, and is worth 1 Point. There is no Superhumanity+1, double Superhumanity, or Superhumanity squared.&lt;br /&gt;
&lt;br /&gt;
==Basic Advantage Policy and Limitations==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Point) abstractly have &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy - 1, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Conservation of Ninjutsu:''' It's possible to create PC-class power. It isn't possible to mass-produce PC-Class power. Cloning Superman once might get you another Superman, cloning him a hundred times gets you Superman-flavored mooks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
==Advantage Format on Applications==&lt;br /&gt;
This is the section to reference when filling out Advantages on a Character or Upgrade application. A walkthrough of the format follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which Advantages are Defining, Significant, or Minor is determined solely by which section they are placed under. i.e. an entry written under '''3b-1. Advantages: Defining''' on a character application is automatically a Defining Advantage. A name should be given to each Advantage by the player, which can be just about anything, though it should be related to what the Advantage represents. A very brief description of the Advantage may be added as well, as a form of broader trapping to the whole package. This follows the same guides for trappings on Points: less than '''240''' characters is the ideal. No more than this should really be needed when the Advantage Points will cover the bulk of explaining what it does.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, the Advantage can be populated with up to '''3''' Advantage Points. Write the proper designation of the Advantage Point, end it with a colon for neatness’ sake, and then fill in the Point’s individual trappings as desired. For the most part, keep one Point to one line. If two Points are extremely obviously intertwined and could be attributed the same trapping (such as with the components of a teleportation power), they can be put on the same line.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, add any “free” Advantage Points (as explained in the main body of the Advantages article), if any, to the end. All free Points should go together on a single line, and use the same trapping to encompass all of them, since by their very nature they should need a quick recap at the very most. If there are free Points that are clearly intertwined, they can go on the same line as an existing Point, as explained before. Put all free Points in (parenthesis) to designate them. Reserve parenthesis solely for free Points.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt; &lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: (Attack List - Ranged): Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&amp;lt;br&amp;gt;&lt;br /&gt;
''(Destruction, Incapacitation): Black Mage can use personal versions of the intensely destructive or non-lethal spells of his Aeon Summons, albeit weaker and more localized.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, the free Point added to Field Shaping is not strictly necessary, since how it relates to his elemental attack powers is blatantly obvious from its organization and trapping. It’s only an example of how it could be done. The example also references an Aeon Summon Advantage that obviously isn't included to demonstrate unrelated free Points. As a general rule, players should assume that explicitly compounding Points like this is unnecessary when their relation is very clear, or it’s very easy to figure out what comes out of the combination. i.e. Superhumanity + Weapon Mastery - Swords = superhuman feats of swordsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The character’s +advantages entry on the MUSH will parse in ANSI to make things easier to read: Advantage titles are white, Points are green, free Points are blue, and any Point that has a Consent application is automatically marked with a red asterisk (this*) by our code. Since Share Power can encompass Advantages up to and including “all of them”, there is no special format; the trapping should give a good idea of what Advantage Points it shares. Please format applications correctly to make things easier on staff generating your character, and to prevent errors.&lt;br /&gt;
&lt;br /&gt;
==Quick Characters==&lt;br /&gt;
Apart from the standard format presented here, written for MCM’s default character application process, players wishing to app relatively streamlined and straightforward character concepts have the option of writing their character to in the format of a &amp;quot;Quick Character Application&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
The Quick application effectively does the following:&amp;lt;br&amp;gt;&lt;br /&gt;
The character still has up to '''two''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
The character now has '''two''' Significant Advantages, rather than the default four.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is still limited to a reasonable number of Minor Advantages, but this will rarely be allowed to exceed '''three''' slots.&amp;lt;br&amp;gt;&lt;br /&gt;
The '''Wildcard''' Advantage Point is not accessible. Highly fiddly Advantage Points with high bars of required text (such as '''Improbable Defense, for example''') are discouraged but not disallowed, so long as they are relatively simple examples of their breed.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is obligated to fill out '''only''' a '''Trouble''' for Disadvantages. No further Disadvantages, Significant, Fluff (Minor) or otherwise, should be sent for approval.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Submitted Quick Character Applications are something staff places slightly higher priority on processing, and due to being smaller and simpler in scope, are generally processed and approved more quickly, which makes it the preferred format for characters who just don’t need the full sprawl of Advantage space.&lt;br /&gt;
 &lt;br /&gt;
A character approved under the Quick format can, at any later date, obtain the same '''four''' Significant Advantage slots, somewhat '''increased''' Minor Advantage slots, and access to the '''Wildcard''' Advantage Point, as well as more technical examples of other Advantage Points, afforded to regular character applications, by submitting an [http://multiversemush.com/mw/index.php?title=Upgrade_Application| upgrade application] which fills out the minimum three Disadvantages a normal character application requires. If the player anticipates their character will be upgrading into further Advantages in the near future, they should send in a full character application rather than the Quick format and a following upgrade shortly thereafter. Otherwise, this can be done at any time, so there are no lasting restrictions on a character approved under the Quick format.&lt;br /&gt;
 &lt;br /&gt;
To submit a Quick Character Application, simply submit the existing character application and re-title it from '''Character Application - Name - Faction''' to '''Quick Character - Name - Faction'''. Staff will process it under these adjusted parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Patch Notes 9/11/2019''': Overhaul to most text to drastically decrease length and amount of reading. Mind Manipulation and Mind Reading folded into new Mental Intrusion Point. Oration removed. Attack Redirection removed and considered part of Attack List or Buffs. Water Functionality removed and considered part of Environmental Protection and Mobility. Multiple Discrete Actions renamed to Split Actions. Required text in Repair changed. Benchmarks of comparison between Superhumanity and Superior - Attribute added.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 9/24/2018''': Required Text for Field Shaping and Power Copy cleaned up. Superior - Attribute now broken down into Superior Strength/Speed/Stamina.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 5/13/2018''': Standards on Meta Reference and Rules Restatement added. Cure now uses the Self/Other notation as Healing. Destruction and Skeleton Catch made Significant minimum for common sense's sake. Skeleton Catch now has more explicit interactions in its Significant permutation. Extraordinary senses now more clearly defines required cues. Mind Reading clarified for the purpose of &amp;quot;mundane&amp;quot; versions. NPCs are now more explicit about the fact that are required to be a non-trivial investment for the character, as opposed to Proxy. Share Powers now references the banlist of Power Copy to be specific. Both NPCs and Share Powers have had their standards of Required Text updated to account for the new Meta Reference and Rules Restatement clause.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 7/5/2019''': Proxy rolled into Immortality, Anti-Power Genre Required Text example regarding Anti-Magic revised, Stubs removed, Non-Advantages section added, Gestalt policy on Troubles updated.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/19/2018''': Flash Movement interaction with passengers, Healing interaction with different-tier Share Powers, and Destruction and Skeleton Catch interactions in general, clarified. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/13/2018''': Further/missing notes added to Destruction, Improbable Defense, and Mind Manipulation. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/31/2017''': Advantage Redundancy and associated instances of free Points updated. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/29/2017''': Missing Required Text added. Format example expanded. Up-rating Tiers section created. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/24/2017''': Format updated to 5.5 Application standards. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 6/14/2017''': Edited to flow better for learning the new system.&lt;br /&gt;
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'''Patch Notes 2/22/17 7:15 P.M.''': Edited the Conceptual file to encompass another form of broad shorthand: Molecular-level control.&lt;br /&gt;
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'''Patch Notes 1/16/2017 6:18 P.M.''': Edited Minor NPCs to clarify that they cannot have a PL, and how two minor NPCs of different specialties might interact.&lt;br /&gt;
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'''Patch Notes 1/12/2017 8:31 P.M.''': Edited out Monsters of the Week as a standalone advantage. A MotW would be a &amp;quot;blank&amp;quot; Defining NPC entry with possible advantages fleshed out as a mix'n'match package defined as a part of the character's other advantages.&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16187</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16187"/>
				<updated>2020-01-14T20:47:53Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Applying for Advantages */&lt;/p&gt;
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&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
==What Advantages Are==&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
Breadth of Advantages. The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This also prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters continually accruing new things in play for a long time.&lt;br /&gt;
&lt;br /&gt;
Narrative impact of Advantages. The Advantages system establishes what a character Actually Does on the grid, how central that being able to do them is to the character, and how effective they can expect them to usually be. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers or measurements.&lt;br /&gt;
&lt;br /&gt;
Essentially, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, etc. irrespective of the specific means through which the character accomplishes them, using the framework below. As long as those check out with the system, the details, description, and flavor they want are all basically free. In other words, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.&lt;br /&gt;
&lt;br /&gt;
==Advantage  Classification==&lt;br /&gt;
All Advantages are first given a classification based on the Advantage's power, scope, and narrative relevance to the character. The core classifications fall into three tiers: Defining, Significant and Minor.&lt;br /&gt;
 &lt;br /&gt;
===Defining===&lt;br /&gt;
Defining Advantages those so centrally iconic to the character and vital to their struggles that they would no longer be the same character without them. These represent the core of the character's abilities, and where they would be sinking their metaphorical XP into. The Defining classification usually allows a greater ceiling of effectiveness for Advantages, so carefully consider how much an Advantage is used and how important it is to the character.&lt;br /&gt;
&lt;br /&gt;
''Examples: Wolverine's Regeneration and Adamantium skeleton, Magneto's Electromagnetic control, Darth Vader's cybernetics and telekinesis / telepathy, Megaman's power copy, Himura Kenshin's swordsmanship, Willy Wonka's candy-making acumen, C3-P0's vast communications library, Link's Master Sword, Ganondorf's Triforce of Power, Batman's investigative skills.''&lt;br /&gt;
&lt;br /&gt;
===Significant===&lt;br /&gt;
Significant advantages represent a broader arsenal of tools and abilities that a character uses in various situations that call for them, rather than as their flagship way of tackling obstacles. While still very effective, the character could probably get by for a while without relying on them, and they're likely to shine best in certain circumstances instead of all the time.&lt;br /&gt;
&lt;br /&gt;
''Examples of Significant Advantages: Wolverine's special ops training and enhanced senses, Darth Vader's piloting and mechanical skills, Magneto's technical skills which allow him to construct an anti-telepathy helmet or machines that boost the magnitude of a mutant's powers. Link's inventory of gadgets like the hookshot and boomerang. Batman's Batmobile.''&lt;br /&gt;
 &lt;br /&gt;
===Minor===&lt;br /&gt;
A Minor Advantage is something useful, but often more of a passive perk or situational tool that the character doesn't really rely on. They typically provide thematic flavour, unique conveniences, or occasionally allow for a very niche application, but don't have much narrative potency, and always lose out to a Significant or Defining Advantage.&lt;br /&gt;
&lt;br /&gt;
''Examples of Minor Advantages: Wolverine's physical traits are generally superhuman but only really on the order of you might expect of a larger animal. Darth Vader showing up with a team of Stormtroopers is certainly something he does, but they rarely accomplish much more than menial tasks and adding scenery to a fight where he does all the heavy lifting. Link accrues a number of items that are important to game progression, but rarely all that important otherwise, or else eclipsed by later acquisitions, such as the ability to hold his breath longer underwater, or fire a slingshot in addition to a bow.''&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
Each player character is limited to a grand total of:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Two''''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Four''''' Significant Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
A '''''reasonable''''' number of Minor Advantages, subject to request of being condensed. In practice, above 3 full Advantages is where evaluation begins, and above 6 full Advantages is almost never permissible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these Advantages is meant to be a concise chunk of a character’s overall abilities and toolset, containing a handful of conceptually related “tricks”, “stunts”, “applications”, “roles”, “talents”, or whatever you’d like to call them. These are almost never defined power by power, but are abstract representations of “as many of the character’s abilities as contribute to a single narrative niche”. For brevity’s sake, we call these areas of capability “Points”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these Advantages serves to bind together '''up to three Points''' into a conceptually related package; the Advantage itself is a thematic package, while the Points define what uses and applications it has in play.&lt;br /&gt;
&lt;br /&gt;
In many cases, characters might have a singular ability, item, or other conceptually indivisible &amp;quot;thing&amp;quot; that has too many applications to fit inside a single Advantage and its three Points. This is fine. You can dedicate as many Advantages to it as you need until all of its Points are covered.i.e. A wizard divides his magic casting ability into &amp;quot;Offensive Spells&amp;quot; &amp;quot;Summoning Spells&amp;quot; and &amp;quot;Utility Spells&amp;quot; for a total of 9 Points of space to fit in all his magic.&lt;br /&gt;
&lt;br /&gt;
In rare cases, a character might have a singular defining ability that doesn't relate to anything else. A huge part of their character might simply be their phenomenal strength or skill with a sword, and trying to cram conceptually unrelated tricks into the same space muddies it up. If this happens, you can leave the Advantage with only one Point. Mono-Point Advantages, informally, are understood to get a little more respect, efficacy, and leeway, for their focus.&lt;br /&gt;
&lt;br /&gt;
Lastly, a character could theoretically be so broad in their capabilities that they cannot fit all of them into 6 Defining and 12 Significant Points. It's up to player to compromise on this. “The movie version” of that character is our advice; apply for what the character would use on screen instead of everything in their bio. These changes are assumed retroactive and always the case.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
When writing Advantages on your Character Application, divide all the capabilities you want them to have into the Defining, Significant, and Minor categories, observing the maximum limit. Give each Advantage a name, optionally adding descriptive text of your choice beneath it, list out its Points beneath that, and write in their descriptive text beside them. An example is provided on the Application. '''''Failure to use the demonstrated formatting can result in application rejection'''''. Outside of it sometimes just being hard to read, our character generation code breaks if people misformat things or make up their own unique notation.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
For brevity and ease, we refer to the descriptive text in Advantages and Points as &amp;quot;trappings&amp;quot;. The trappings of an Advantage or Point are free space for you to detail whatever you like about the character's particular abilities, and your prime real estate for describing the character's cool traits. To keep things sane though, we do demand all trappings observe the following things:&amp;lt;br&amp;gt;&lt;br /&gt;
Trappings must be '''no more than 240 characters each'''. If you find yourself struggling with this, make sure to use concise, understandable language that gets to the point, and look for places where you might be repeating yourself or adding unnecessary articles. We only flex this limit when it is absolutely necessary. 99.9% of the time, it isn't. If multiple Points necessitate being &amp;quot;on the same line&amp;quot;, being inextricably tied together, their limits are naturally combined.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Trappings '''must meet any Required Text''', if any exists for that Point. Please read the Required Text of a Point you're applying for, and satisfy it in the text.&lt;br /&gt;
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&lt;br /&gt;
All available Points are laid out in the following list. Though we do include a Wildcard option for things that just don't fit, historically, it's been used single digit times. The following should be considered more than capable of representing any given character. You aren't required to read the full list, but you should carefully read the full contents of the Points you're applying for; the necessary reading isn't very long, and will save you rejections and revisions.&amp;lt;br&amp;gt;&lt;br /&gt;
Apply for Points by name, and note any redundant &amp;quot;free&amp;quot; Advantages with (Parentheses:). Free Points do not extend limits on trappings, and all free Points that don't fall in-line with another Point must be included in a single line with its own 240 character limit.&amp;lt;br&amp;gt;&lt;br /&gt;
If a Point ends with an extender (Point - ''Category'') then you need to name what it applies to. The same Point may be bought multiple times with different categories. Other Points cannot; please don't add category extenders to Points that don't have them.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked '''Standalone''' occupies an entire Advantage; it effectively costs 3 Points by itself.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked with a tier (such as '''Minor''') can only exist within that tier.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked '''Consent''' is an Advantage that has an effect so binary or dictatory that our usual policy of &amp;quot;something happens is better than nothing happens&amp;quot; is diminished for it. It's generated with a tag that indicates certain applications of it are always acceptable for anyone to say no to, and pressuring it can be considered abusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Accepted Advantage Designations and Trappings'''&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Agelessness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not age in the conventional sense, or ages at an arbitrarily extremely slow rate, such as with robots, Tolkien elves, and various immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to intentionally examine a target and gain useful information and details about its nature and capabilities. High-tech scanners, classical psychometry, and magic detection spells are frequent examples, but determining someone’s recent activities by smell or instantly analyzing a machine’s function with raw intellect are equally valid ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when studying PCs and/or their stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of targets the character is able to analyze (people, machines, landmarks, etc.) and what kinds of information are typically filled in by doing so.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is for intentional and targeted examination. For abilities that passively pick up on cues or simply look for things in a wide area, see '''Extraordinary Senses'''.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - ''Power Genre'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can dampen, counter, or nullify the use of a certain kind of other power by their interference. By far the most common example of this in fiction is the concept of an anti-magic field, as well as counterspells and disenchantment, but other incarnations might include suppression of psionic powers, or use in wards or technology that block teleportation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' except against other Consent Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A well-defined “genre” of power that this Advantage applies to, of no more broad a category than Anti-Arcane, exemplified by hitting wizards with counterspells; or Anti-Psionics, exemplified by scrambling psychic powers. Should also include what means the character takes to counter these powers, and must at least implicitly include how another character could avoid or get around it (for instance, getting out of a magic suppression field).&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Attack List - ''Melee/Ranged'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a variety of damage-dealing abilities or weapons that are generally too numerous and relatively similar to deserve separate entries. This is a very common Point, seen everywhere from elemental JRPG spells, to Pokemon moves, to the high-tech arsenals of shooter or mecha protagonists, to the ki techniques of anime martial artists, to all kinds of named and typically shouted special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of Advantage notation, Ranged indicates attacks that happen, deal damage, and stop, even if they can be or are used at point blank range. Melee is reserved for forms of attack that allow for complex close combat, usually being actual weapons, not not always. Basically, if you can stop a sword with the attacks on your list without an extraordinary feat  skill, it’s probably Melee. Otherwise, it’s probably Ranged. Some bleed between the two is fine when a character has both, such as enchanting their weapons with attack magic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A solid idea of the theme the attacks follow and enough examples of outstanding gimmicks that any remainder can be easily inferred. The variety of attacks that be encompassed within this Point can be very broad, but it should still constrain itself to a coherent, overarching motif or classification.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is a heavily subsidized space that compresses large and unwieldy lists of weapons and spells down to a single Point. By doing that, this Advantage only covers the attacks’ ability to deal damage, and not any special effects and applications that might come with them. An ice spell will deplete the target’s HP bar, but not freeze an enemy solid without any other Points, and a laser cannon will slag enemy mecha, but it won’t snipe missiles out of the air on its own. If you want to add status effects, see '''Debilitation'''. For crazy weapon stunts, see '''Weapon Mastery'''. Note that the existence of this Point to represent weaponry does already imply a degree of proficiency in using it; an Attack List of weapons is justification in of itself to fight with them to a reasonable level of skill. '''Weapon Mastery''' is geared towards representing a wide variety of offensive, defensive, control, and scenery stunts with a weapon, whereas this Point is heavily geared towards large selections of weapons and/or special gimmicks/abilities/twists to their attacks. The two are considered equally effective at winning fights.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - ''Target'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has immediate access to the typical weaknesses of an archetype of enemy, in as far they help in killing them, or a particular weapon or ability that is especially lethal against a specific class of foe. Typically, this Point is meant to indicate that the character probably has the necessary knowhow and gear on hand to exploit a weakness or Disadvantage that harms or weakens an applicable target (such as a werewolf and silver, a vampire and garlic, a fairy and cold iron, etc.). A World of Darkness Hunter carrying silver bullets and possessing True Faith to hunt modern-mythos supernatural evil is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of classical folklore, both of which should be taken as an indicator of the maximum breadth of this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A clearly defined and coherent archetype of applicable enemy. The criteria that define a valid target should be narrative and descriptive where possible; a vampire in one setting may be unholy and undead, but someone infected by nanomachines in the other, and merely share the name.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable archetypes later in this section.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character can, through means magical, scientific, or otherwise, improve the effectiveness of others applied to a task in a general sense. The character does not grant new abilities wholesale to other characters, but rather enhances their existing abilities and basic performance within a given area, typically being combat, though not always. This always expires at or before the end of a Scene. Most videogame buffs fall under this banner, but other incarnations could be things like a technopath increasing the performance of their allies’ gear, or the trope wherein a character with unusually high magical energy serves as a battery for a proper spellcaster.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The arena of interaction in which the character improves others. Combat buffs are the most common, but this can be reasonably bounded areas like general physical tasks, magic casting, building things, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For more involved empowerment of other characters, see '''Share Powers'''. Worth noting is that generic buffs to parameters like strength do not result in an increase commensurate to '''Superhumanity'''.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has access to one or more convenient gadgets or powers, defined as being not significantly greater than “what a middle-class citizen of New York would be able to do with what they have on the street”. For the most part, it is absolutely unnecessary to note that a character has a phone or a laptop, but using telepathic messaging to communicate, or having a memory equivalent to a quick Google search of information, are flavorful alternatives with occasional niche benefits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None, though the general thematic of the conveniences should be clearly established.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - ''Self/Other'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal or dispel abnormalities and afflictions that negatively impact another character, which fall outside the purview of the natural result of having taken a bunch of damage. Final Fantasy’s Esuna spell and Pokemon’s status clearing items are familiar examples, but this can be more realistically grounded in things like extensive surgical or toxicology skill. The affliction being cured need not be physical, so breaking curses and dispelling debuffs are far game too. This Point is effectively the direct opposite of '''Debilitation'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of abnormalities and afflictions that the character can cure.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Cure and simply write its opposite into either set of trappings. Only take Cure twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Cure is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). Recovery of actual damage, see '''Healing'''.''&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Damage Reduction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can survive significantly greater amounts of damage than a normal person, due to anything from armor to energy shields to protective wards to supernatural toughness. This is an extremely broad Point, and intentionally encompasses as many sources of “surviving damage” as possible, with the assumption they are relatively effective against almost all types of damage to some degree.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None. &lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can inflict temporary maladies and afflictions on other characters that significantly hinder or harm them. The video game versions of poison, paralysis, freeze, etc. as well as most kinds of debuffs are the usual suspects, but this Point is intentionally extremely inclusive. Naruto martial arts pressure point tomfoolery and powers such as Prof. Xavier’s psychic seizure field from X-Men qualify, as do very realistic ideas of targeted crippling and riot control tools, and weird/exotic ideas such as found in various tabletops, like magically sticky floors.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The overall thematic of the debilitations the character inflicts. Not necessarily exhaustive, but should have clear bounding.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Destruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an ability, tool, or talent for accomplishing targeted and extremely thorough destruction of selective targets. This is assumed to be very different from the usual destructive effects of hitting people with missiles and fireballs, which exist to Deal Damage and Defeat the Target (though this Point will typically wind up being harmful to people anyways). This Point exists to represent the ability to do things like destroy equipment like a D&amp;amp;D Rust Monster, annihilate set pieces with controlled black holes, or turn someone to a pillar of salt like Drakengard’s Legion. In short, if it's possible to salvage the remains for anything remotely useful, it probably doesn't need this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when used on possessions of consequence belonging to other PCs. Being used on PCs themselves is just subject to normal combat exchange.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For extremely destructive abilities that reshape the battlefield at large with their power, rather than being highly targeted, see '''Field Shaping'''. Further note that this Point is not mandatory for damaging things that aren't people. Objects have HP bars, and intentionally attacking an object will apply the damage of the attack to it. This Point largely disposes with tracking this interaction, and instead directly applies a discrete destructive effect.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can effectively assume the form of something or someone else, whether via expert makeup and impersonation, magical shape changing, optical camouflage, etc. This Point does not cover gaining any Advantages associated with the new persona or form, but solely passing as them to avoid suspicion, gain access to their things, or what have you. Sometimes this Point comes down to simply adopting an alter ego or identity on a day to day basis, like Batman with Bruce Wayne, sometimes with minor cosmetic changes, in which case this Point qualifies for a '''Minor''' slot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' to impersonate another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Who or what the character can disguise themselves as.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally talented in gaining physical access to places that are difficult or restricted in entry. This is differentiated from various forms of stealth, in that the character is not necessarily sneaky about it, but through skills in break and enter or typical “dungeoneering”, or perhaps shrinking to a tiny size, turning into mobile mist, or some other trick, they are very good at reaching where they’re going without having to force down the front door, as well as potentially opening the way for others.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What entry methods are available to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Environmental Protection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can act with some significant degree of safety in hostile environments that would otherwise pose a significant or severely dangerous obstacle to a normal person. Hard vacuum, crushing pressure, high radiation, lethal heat or cold, extreme gravity, and other associated background hazards can be cited as things the character is prepared to deal with, as well as highly theme-specific threats, like Toukiden’s Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What environments the character can mitigate. This list should actually be more comprehensive than implicit where possible.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not confer broad capability in unusual environments, only safety. If the character wants to rocket around in space, see '''Flight'''. If they want to maneuver around under the sea, see '''Mobility'''. So on, so forth.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character’s senses are so finely tuned that they can pick up cues that no normal person would be able to, or the character possesses senses beyond the customary five that allow them to pick up cues that similarly would be otherwise undetectable. Feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone’s appearance from listening to rain like Daredevil, the D&amp;amp;D “Detect” spells, or sensors that search an area for specific criteria like sonar or infravision, fit this bill.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What additional sensory acuity the character has, and some examples of what they might pick up. Common, real life technology may not require examples. It’s expected that everyone knows what night vision goggles do. Likewise, generic ghost/spirit sight should just state that the character can see ghosts/spirits. '''These cues must be actual cues in roleplay, rather than just the desired target''', i.e. “sensing invisible things” is not a valid trapping. Said cues should also not make dictatory presumptions of other characters in order to work, such as with the anime trope of “killing intent”, where a successful spot check presumes another character was bubbling with murderous emotions all along.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Though this Point is typically something that a character simply has “switched on” at most, if not all times, a character is only going to get full use out of it by actively applying it. Passive info gathering is something other people might opt into, rather than something a character with this Point is entitled to. Extraordinary Senses expand the range of what cues might be obvious to a character that others otherwise wouldn’t normally notice, but unless the character decides to actively make use of them, information and clues that a scenerunner or other player might choose to give the player of a character with this Point, without prompting, are effectively voluntary. Simply put, if Extraordinary Senses aren’t being directed towards something, it is entirely possible for the character to not be told details that they might otherwise have noticed.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to alter large portions of the scene itself in the physical sense. An Earthbender from Avatar raising structures out of the terrain, a D&amp;amp;D Wizard laying down grease spells and walls of fire all over the battlefield, a giant monster or super robot leveling buildings or creating massive craters, and a skilled demolitionist collapsing caves or creating new passages around an area are all equally valid examples. This can also cover leaving the effects of other Points as traps or remote fixtures.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The general extent to which the character can manipulate the field and a clear idea of the breadth of its effects.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For highly targeted and specific removal of major scene obstacles, such as melting a way through a bulkhead to reach a command deck, potentially see '''Destruction'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flash Movement'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character has the ability to move from one point to another virtually instantaneously. Though in many cases, the character does not actually traverse the space in between, the character can only use this Point to move to somewhere they could already physically move without it. This Point is always the basis for a teleportation ability, though by itself the character can only instantly move to a place that rapid movement could carry them normally (think &amp;quot;flash steps&amp;quot;). &lt;br /&gt;
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Combinations of various other Points can naturally enhance this. '''Intangibility''' allows this Point to target through walls and obstacles. '''Mobility''' allows it to navigate through dense and complicated terrain to a desired point without line of sight. '''Flight''' allows it to travel high into the air, and sustainably through the air, like characters do in Dragon Ball and Bleach as examples. '''Share Power''' allows the character to teleport others along with them. '''Field Shaping''' allows them to leave accessible teleportation around the area which may undermine certain obstacles, usually being “gates”, like Chell from Portal or Yugo from Wakfu. '''Attack List''' could allow the character to “telefrag” into people. '''Remote Viewing''' could allow the character to teleport to faraway places they have previously never seen. This allows players to scale the space their teleportation takes up and down on a gradient of flexibility and power.&lt;br /&gt;
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Grades of this Point based on the tier of slot they use are relatively concrete. Most examples use combinations of Points to achieve their canon powers, and are placed as useful narrative benchmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Flash Movement has few to no limits on its distance and what places the character can end up in. They might instantly travel between entire worlds and almost always penetrate preventative measures, meaning that they can often Just Show Up. Examples of users of Defining Flash Movement are Protoman from Megaman, Kibito from Dragon Ball, and Nightcrawler from X-Men.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Flash Movement is generally limited to moving around the area of a scene, though its speed and distance are usually sufficient to provide a convenient escape or entry, and an advantage in combat. It usually does not allow a character to appear in an area protected against teleportation and similar, but it may if it happens under highly specific circumstances, such as the character’s name being called. Examples of Significant users of Flash Movement include Star Trek Transporters, Nox from Wakfu, Beetlejuice or Hastur.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Flash Movement is mostly cosmetic or convenient in nature. It rarely covers enough distance fast enough to allow it to be much more effective than a standard dodge or to establish surprise in combat, or in the cases it does cover long distances, it requires enough preparation that it can’t be used as an escape or entry in danger, or anywhere particularly secure, resembling a Stage Select, video game “fast travel”. Either way, it has no significant narrative strength.. It won't get the character out of a jail cell, intense combat, or anyone you'd assume somebody should use it but never does. Examples include every Megaman robot, common RPG town recall items, and nearly every single shounen character who gains teleportation in-story.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Descriptive terms that encompass the Flash Movement’s range, expedience, and possible destinations, which should be very clear and understandable.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While it is expected that '''Share Powers''' is necessary for situations where other characters are able to actively take advantage of a Flash Movement ability or ability package, it's worth noting that a character with this Point has a small amount of leeway in transporting other characters on their own terms. In the same way a character could throw someone over their shoulder and carry them somewhere with '''Mobility''' or '''Flight''', a character with this Point can typically grab someone and take them somewhere under the standard qualifier for Flash Movement, i.e. &amp;quot;as far as they could without it&amp;quot;. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character, put simply, can fly. We really don’t care to differentiate between different arenas of flight (mostly air and space), and so they can be applied for under one Point, but it still should observe canon/implicit limits. Hovering or slow non-combat flight typically occupies the '''Minor''' tier.&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While this Point covers getting around through the air, skipping over ground obstructions and hazards, and general combat flight, it and '''Mobility''' are separate narrative spaces that do stack. Extremely agile Flight fit to zip through an obstacle course or dogfight inside of an office building will likely require the second Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can take over digitally controlled machines. It is generally understood that characters with this Point may use it to substitute for a variety of other Advantages where hackable items appears appear in a scene, and so this breadth should be counterbalanced by respecting the bounds of the genre that the hacking applies to. Hacking cyborg/android/AI PCs plays out as combat does, and is not a binary win-lose state. Characters like the Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where it concerns dictatorial effects, outlined later in this section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a pocket dimension, Bag of Holding, a videogame inventory, impossibly roomy clothing, or something else that allows them to carry an unrealistically large amount of stuff very conveniently.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is allowed to be '''Minor''' only on the presumption that the character can’t use it to solve obstacles of significant scale. Dropping an incoming meteor into a Bag of Holding goes way beyond the these bounds, and thus require '''Significant''' or higher.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing - ''Self/Other'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the capacity to heal others or themselves of damage at a speed that is useful within the timeframe of a single scene. “Damage” in this case is more or less defined as “lost HP”, so this Point is all that is technically sufficient to prevent a character from becoming incapacitated through combat and dying, but it doesn’t extend into purging other harmful or inconvenient effects. Healing used on other characters is most straightforwardly exemplified by video game mechanics such as Final Fantasy’s White Magic or the healing technology of Overwatch’s support characters. Self-healing often takes more niche forms, like Wolverine’s regeneration from X-Men, or a vampire’s ability to restore itself by drinking blood, and self-healing is almost always something they can do on their turn alongside other actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Healing and simply write its opposite into either set of trappings. Only take Healing twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Healing is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). For non-HP purging of secondary effects, see '''Cure'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some sense or ability that they can invoke to gain useful insight regarding a situation or course of action, such as future sight, divine inspiration, or some spark of unusual genius. This Point is essentially requesting that the runner of a scene or plot give your character some form of information that will help move events forward to a desired conclusion, or present an actionable opportunity to gain something. Though this Point is not technically tagged with Consent, in practice it’s pretty much impossible to do it without.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' where the Hint provides useful and actionable information one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Under what circumstances the character gains hints, and the nature of information that they reveal, or nature of task they are applicable to.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create convincing facsimiles of people, objects, scenes, et. which can pass for the real thing, usually for purposes of deception and misdirection. Holograms, magically conjured phantoms, or direct psychic impressions are common ones, but regardless of the means, the illusions are insubstantial and harmless.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' along the same guidelines as Disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of how much can be faked at once, and what could give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not cover using an illusion to render oneself invisible or make oneself look like someone else. See '''Invisibility''' and '''Disguise''' respectively for those.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not die, or does not stay dead, when injured it ways that should be instantly or irreversibly fatal. Voldermort from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls are various examples. This Point, regardless of its tier, absolutely requires a “Catch”; a set of criteria in which the character faces the very real risk of permanent death, or a permanent state wherein the character is no longer playable. Depending on this Point’s tier of Advantage slot, this could be relatively easy to fulfill, or much more specific and difficult, but the Catch must always be something that the overwhelming majority of PCs could feasibly do if they put in the extra time and effort, and preferably something that could feasibly happen more often than very rarely in high-danger GMed scenarios.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The Catch, as well as when and where the character comes back to life, if it is somewhere else.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable Catches later in this section. Certain other Points may shift the definition of “fatal” for the purposes of this Point. A Defining regenerator may feasibly survive being stabbed in the heart just fine, since loss of heart function actually takes several minutes to cause total death, but regenerating from having their head blown off or being totally incinerated requires this Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Improbable Defense'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to apply their defensive options on an extremely implausible scale or basis, or the character possesses exotic defensive options that apply to esoteric or niche threats. Examples include Raiden parrying Metal Gear RAY and hellfire missiles with his sword in Metal Gear Rising, Avalon’s active defense from Fate/Stay Night, or Exalted perfect defense Charms. This Point is for evading active, rather than passive, threats to the character. Punching apart a tornado with their fists, parrying a volcanic explosion, or blocking a magical curse with a shield is a valid use of this Point, but “I dodge the background radiation” is not a valid way to get around the scary bits of the Fallout ‘verse (which would instead work off of '''Environmental Protection'''). This Point will generally not be necessary for characters who perform implausible feats that are justified by other Advantages. Vergil from Devil May Cry is justified in deflecting bullets with his katana by having superhuman swordsmanship and speed in his Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher, as Minor Advantages are presumed to fail in contest with &amp;quot;bought&amp;quot; abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kind of situations the character’s defenses apply in, and what drawbacks or holes they may include in the case that they are overwhelmingly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Exalted is used as an example here, but MCM does not ever permit defenses that automatically succeed and negate all consequences of another PC’s non-consent-based attacks. An improbable defense is not a guaranteed defense. Effectively, you are buying the ability to use your defense in a situation where it normally wouldn’t apply, not invincibility.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is highly capable of neutralizing or subduing opponents without relying on lethal harm. This Point goes a step beyond simply restraining someone or slapping them with the blunt side of a sword, which anyone can do, and enters the realm of methods that hit a coadjacent “health bar”, where the end result is being decisively incapacitated in some manner different from bleeding out. Examples include specialized non-lethal weapons such as phasers set to stun from Star Trek, or the infamous tranquilizer guns from the Metal Gear Solid series, various magic along the lines of The Sleep from Cardcaptor Sakura, Mid-Childan magic from the Nanoha series, or conditions such as Frog or Stone from the Final Fantasy series, as well as mundane methods like paralyzing poisons. While many of these methods are extraordinarily binary in their source material, it is understood that they will rarely be so effective on PCs. This Point may wind up easily knocking out NPCs en mass, but doing so to a PC will involve repeatedly hitting them with multiple applications, taking gradually further effect until they succumb, like regular damage with a different result.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' in the case of examples that alter some aspect of the character or reduce some part of their effectiveness beyond what combat damage would do.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A precise and fairly detailed account of the end condition the character achieves, and how it can be lifted (or else how long until it wears off naturally).&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Permanent use of this Point on PCs is not something MCM generally allows. Particularly severe examples may fall into the same restrictions as plots that involve capturing PCs. It is a universal assumption that if a character possesses this Point, it has the full functionality and weight of any other Advantage, and thus does not represent the character “holding back” or limiting themselves in some way. This Point represents a propensity for incapacitation as effectual as lethal combat of the same level.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to pass through solid objects. This could be a typical ghost phasing through walls, a Fate/ series Servant or Exalted spirit dematerializing, Kitty Pryde from X-Men, or as part of a teleportation ability in tandem with '''Flash Movement''', as examples. An extremely important point is that '''MCM does not allow invincibility to be an Advantage''', and so any long-lasting or permanent form of this Point automatically comes with the caveat that any other PC possesses whatever criteria is necessary to physically harm the character while they are intangible. Brief Intangibility may be a reason for an attack to have missed, but only within the confines of what the character could already avoid, otherwise the character needs '''Improbable Defense'''. Because this Point often allows the user to basically go wherever they please, it may be subject to the same preventative measures that keep out '''Flash Movement''' and similar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some form of special training, protective equipment, natural immunity, or similar, against unnatural mental influences and invasive examination of their thoughts or mindstate. This Point is essentially a hard &amp;quot;opt out&amp;quot; of effects that dictatorially affect a character's mental state, including some or any combination of mind reading, mind control, memory erasure, brain simulation, etc. While we still ask people to not be disrespectful about shrugging off hazards and powers, these spaces are so consent-heavy and tied up in players not getting to play their character that this Point is accepted as being playable up to the level of hard immunity to the same Advantage tier or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has powers of concealment that are potent enough for the default assumption to be that the character simply will not be found unless he does something obvious. This could be actual invisibility, chameleonic camouflage, a psychic compulsion to ignore the character, etc.; all are considered Invisibility. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Invisibility is at near enough to flawless that the character flat out won't be found out until they do something overtly noticeable, or are contested by a great deal of effort put towards finding them. It may conceal them in multiple ways beyond purely vision, or naturally resist methods that would normally be expected to reveal the character, and it likely continues to function in combat. Examples are Harry Potter's invisibility cloak, Kusanagi Motoko's opticamo, the Invisible Stalker from D&amp;amp;D, or Toru Hagakure from My Hero Academia.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Invisibility has notable limitations that are sufficient to cap the character's ability to go where they please. It may fail against reasonably important equipment or spells, have a strict time limit, dispel when the character attacks, or give off subtle clues a wary PC can watch for. Examples are most incarnations of the Predator, the Spy's cloaking watch from Team Fortress, the Dummy Check esper ability from A Certain Scientific Railgun, and your typical tabletop RPG invisibility spells.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Invisibility is only useful for discretion's sake, and likely only effective against unimportant NPCs. Anyone relevant to the plot will likely see through it unless they have some sort of deficiency, or aren't paying attention at all. If the invisibility can be obviated by a special trait that is common in the cast of the original source, it's assumed that all PCs count as having that trait. Examples are dematerialized Heroic Spirits, a Stand from JoJo's Bizarre Adventures, various ghosts and spirits with true forms, and basically every single ninja in shounen anime.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What traits of the character the Invisibility conceals, and at least implicitly how they could be detected in spite of it.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - ''Field'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally knowledgeable about a particular field of something, whether that be science, social interaction, tactics, etc. The Knowledge is broadly useful in enough circumstances that it still deserves to be called an Advantage, but it cannot grant the character the use of another Point implicitly (for instance, choosing “computers” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Skill'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of knowledge, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. A character being knowledgeable about their own theme, including the minutiae of its cosmology, local events, or unique mechanics, is not considered an Advantage. Incredibly theme-specific info is better used to run plots or scenes with. Knowledge in STEM fields will generally not be accepted as a Minor. These fields are too practically applicable for a Minor to be anything but useless trivia better left unpurchased.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Low Intake'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has little to no need of one or more typical biological necessities, such as food, water, sleep, and similar. Regular maintenance of their person is not a notable consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which things the character doesn’t need.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not negate or reduce actual threats in any significant way. Not needing to sleep doesn't protect you from a sleep spell, and not needing to breathe doesn't save you from a gas attack. Non-casual instances of dealing with threats like these are encompassed by '''Environmental Protection''' or '''Resistance'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can perceive, analyze, intuit, influence, create, remove, and/or edit the thoughts, feelings, memories, emotions, etc. of other beings, to an unnatural or assumed accurate degree. This Point is most typically used for outright mind reading or mind control, but can represent things like simulating behavior, uncanny judgement of character, reading or using microexpressions, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What &amp;quot;inner information&amp;quot; the character can access from others, and/or what compulsions or alterations they are able to affect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Note: There are certain mental effects that are so low-grade and simple that they can qualify for '''Debilitation''',  or wholly positive enough that they qualify for '''Buffs'''. Inflicting supernatural terror that causes targets to flee for their lives certainly is this Point. Projecting an aura of intense stress, or speaking an abhorrent eldritch word that is painful to hear, probably aren’t; the specifics are in the other character’s court, and they are still wholly in control of their actions. A Bard’s Inspiring Tune certainly isn’t this Point either. Likewise, non-intrusive and non-dictatory means of assessing and intuiting people's thoughts and feelings probably qualify as a '''Hint''' or '''Analysis''', putting together useful patterns out of cues people are already expressing, instead of learning things the character shouldn't rightfully know.''&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adroitly get around complex, dense, and/or hazardous environments by means of superior mobility, such as parkour, diving, jump packs, wall climbing, grapnel hooks, water propulsion, video game double jumps and air dashes, etc. They may also perform such feats as running across water, balancing on clotheslines, or clinging to ceilings. Examples are Spider Man, Batman and Catwoman, Mario and Luigi, Faith from Mirror’s Edge, Genji from Overwatch, and almost any Wuxia theatre fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The specific way in which the character's mobility is enhanced. Most of the examples listed above are acceptable short-hand.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can command one or more other entities who will usually try to comply to the best of their ability. The NPCs may be fully realized characters, or simply generic monsters or drones, but overall their relationship to the Player Character is a subordinate one, and were they to leave or die, the character concept would not be overwhelmingly changed, though their loss must still amount to some kind of appreciable setback or non-trivial consequence for them. The Advantages that an NPC can possess are limited to those the PC already possesses (for instance, a knight skilled in swordsmanship and riding might command a unit of cavalry skilled in the same), unless more Points are given over to the NPCs’ use, though it’s very rare that an NPC possesses all the Advantages of the PC and vice versa. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining-Grade:''' The NPCs are essentially at the same tier as PCs. They are serious combat entities, may be stronger or more capable than the character themselves in some areas, and can generally expect to viably compete with PCs in relevant situations. Usually, some Advantage space is dedicated to fleshing out their personal abilities. An example is Ash Ketchum's Pokemon team, including Pikachu. The loss of Defining NPCs is prohibitively costly to the PC, and represents a hefty diminishment of the character’s core effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant-Grade:''' The NPCs are essentially at the tier of a miniboss. They are meaningful obstacles in a conflict situation, and may have specialist skills or unique abilities, though they generally cannot expect to outdo a PC within their arena of expertise. Examples include R2-D2 or generic SOLDIERS from FF7. The loss of Significant NPCs is highly inconvenient to the PC, as they represent a great deal of investment and are effort/resource/time intensive to replace.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor-Grade:''' The NPCs are essentially window dressing or props. Their skills have niche uses at most, and cannot contribute more than a similar Minor Advantage would. Minor NPCs do not have PC-relevant combat power and are presumed to lose in any combat engagement against anything more important than them. Examples include C3-P0 or generic Stormtroopers from Star Wars, or generic “redshirts” from Star Trek. The loss of Minor NPCs is a lesser inconvenience to the PC, but one great enough that they have a good incentive not to throw them away without thinking.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the NPCs are capable of. This does not have to be extensively inclusive of specific Points, however “what the NPCs do” and the generalities of their limits should be obvious. A reader should be able to tell that Storm Troopers don’t use The Force or swing around lightsabers.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Where it actually matters, a Minor NPC specialized in combat will beat a Minor NPC that has no combat role. C3-P0 still loses to a squad of Stormtroopers, even though they're both Minor-grade.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - ''1/2/3'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Because Power Copying is an Advantage that can be almost any other Advantage, and often several at once, the way that Power Copying works is not covered here, but [[Power Copy|in its own article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' for 2 and 3.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of what is copied, in the case of '''Copy - 1'''.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a knack for occasionally producing unique, irreplicable, and incredibly situational solutions to various problems they encounter, through MacGyver-esque ingenuity, arbitrary access to mad science gizmos, absurdly flexible but situational magic, miraculous luck, or some other similar bag of tricks. Once per scene, this Point allows the character to produce a solution to a single, discrete obstacle or challenge. As per this Point’s name, said solution essentially doesn’t exist until it suddenly does. The form this solution takes and how effectively it solves the problem are up to the discretion of the scene or plot runner, but in a situation where no agreeable compromise can be reached, this Point is not “used up”.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A strong idea of what thematics the Point follows.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can physically manipulate objects at long distance, whether through telekinesis, magical puppet strings, manipulation of an element, sticking their hands through tiny portals, etc. Universally, this Point is a utility, covering practical tasks that can be done with physical manipulation, and typically not effectually imitating other Powers. Telekinetic flight and barriers and powerful attacks require other relevant Points. The default assumption is that the character manipulates objects as they could with their hands, or appropriate mundane tools in the case of things like water or sand.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the character can manipulate and to what extent.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can surveil a place extremely far away, or which they are otherwise unable to view normally, even with enhanced senses. Extremely mundane examples are the classical hidden camera and microphone, with fantasy equivalents being the crystal ball or Scrying spell, though this Point can also represent familiars or drones the character can see through, to name a few. This Point presumes that characters being watched are reasonably capable of realizing they are with mundane attention, unless appropriate concealment Points are taken alongside it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when spying on PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The mechanism by which the character views remotely, and the criteria that determines a valid place for them to see into.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to repair various equipment, devices, or structures, to working condition. This is very often a mundane skill assisted by tools, in which case there is typically a more narrow field, but it can also use sci-fi reprocessing or powerful supernatural means, such as in Starbound and Eclipse Phase, or Josuke’s Stand, Crazy Diamond, from Jojo’s Bizarre Adventures. How well the object functions when finished typically corresponds to the Point’s slot tier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What sorts of damages the character is able to repair, and at least implicitly, how their repair can be useful to a scene in progress. &amp;quot;Can repair things with enough time and the right materials to repair that thing&amp;quot; isn't a useful or accepted bounding.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - ''Source'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a natural resilience to, or a powerful preventative measure against, a specific category of harmful or unwanted influence. This can be almost anything, such as a red dragon having a Resistance to fire, but this Point has variable usefulness when it comes to PCs. As a general rule, a Resistance to a type of damage or harm can scale all the way up to an immunity to a natural or mundane source (such as a forest fire or black plague), provides a degree of utility based on its tier of Advantage slot against major plot obstacles (a melting down reactor or a super virus bioweapon), and only as much effect vs another PC as they are willing. How well this Point is respected by another PC is largely a matter of strongly encouraged etiquette. &lt;br /&gt;
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A Black Mage repeatedly slamming the canonically fire-immune Rubicante with fire spells, which he knows he should be strong against, while a whole list of other elements are at his disposal, is being a dick. An Avatar universe Firebender however, is free to light Rubicante up and assume it will be effective, perhaps with some extra effort, because it would be unreasonable to insist a Firebender couldn’t use their primary ability, and they don’t have much else to use anyways. The sole exception to this point is when a Point has an applicable '''Consent''' caveat, in which case it is generally acceptable for a Resistance to provide immunity of a certain level, understanding that the '''Significant''' and '''Defining''' Advantages of other PCs are still entitled to due sell when the target declines. The category of a Resistance that encompasses solely these effects can be fairly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Informative examples of what sources of harm the character has a Resistance against.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For a resistance or immunity to mental intrusion effects, see '''Intrusion Immunity'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to bring back the dead with the functionality they had in life. For the purposes of this Point, “dead” is when a target is going to stay dead unless someone brings them back to life full stop, not clinically dead or a state a scene runner would be explicitly allowing to “come back to life” anyways, such as with defibrillation or Phoenix Down.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The criteria needed for a target to be eligible for Resurrection. Note that this does mean that there needs to actually be a state of “dead” that a character cannot resurrect. It is typically understood that entities killed offscreen or as part of a plot won’t be subject to the same level of finality as a PC using '''Skeleton Catch''', but it is an obligate condition of Resurrection that there be a reason the character cannot go rubbing resurrection juice on every dusty old femur they find scattered around a crypt, as it quickly becomes laborious for scenerunners to constantly fabricate NPCs out of nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not extend to bringing your own character back to life. If your character self-resurrects, see '''Immortality'''. Obviously, resurrected targets are probably in perfect or near-perfect health, and so further healing Points are not strictly necessary. Not taking them does, however, mean that your character can’t heal someone who isn’t dead yet.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}}'''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character kills people dead, period. They automatically fulfil the Catch associated with another character’s Immortality without having to go to extra lengths, and killing someone will prevent their return through Resurrection. This Point is an explicit exception to the general notion that no Advantage automatically trumps another Advantage when contesting an Advantage of equal or lower tier. Though Skeleton Catch is technically still a threat to characters possessing higher-tier Immortality, the existence of condeath makes this little more than flavor.&lt;br /&gt;
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Because non-player controlled characters do not utilize the Advantage system, a Significant instance of Skeleton Catch should be considered adequate against entities that have any sort of defined Catch to their unkillability, and a Defining instance of Skeleton Catch should be considered always adequate period, including against theme entities that essentially aren’t killable without a plot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Obviously, concepts such as condeath still apply. This Point is an allowance for certain characters who are willing to spend the Point to always be able to meaningfully threaten any entity with actual and permanent death. Unless chosen to explicitly note otherwise, for the purposes of this Point, dead is dead is dead, and no form of “technically dead” obviates it.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - ''Field'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally skilled or capable in an area of expertise that is not encompassed by another Point, but is broadly useful in enough circumstances that it still deserves to be called an Advantage. The skill in question cannot grant the character the use of another Point implicitly (for instance, defining “programming” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Knowledge'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of expertise, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section, as well as a word on “skill minimums” required to make use of Advantages.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can grant the use of one or more of his Advantage Points to other characters, such as by handing out equipment, bestowing magical enhancements or blessings, synchronizing minds or abilities in some fashion, etc. Having this Point means that the character is able to provide others in the same scene with the benefits of their other Advantage Points of '''an equal tier or lower'''. In cases where the Point affects the self, such as '''Healing''', the character can now affect other characters, such as by casting healing spells. In cases where the Point is targeted at others, such as '''Attacks List''', the recipient gains the use of a similar ability for the scene, such as by handing them a raygun. In cases where the Point already affects others, such as '''Buffs''', the character is now able to use it on themselves, such as typical RPG moves. In cases where the Advantage is '''Standalone''' or incorporates '''Flash Movement''', others can only benefit from it by coordinating together with the character, such as huddling together under Harry Potter’s invisibility cloak, or setting up fixed teleportation pads. &lt;br /&gt;
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Recipients who wish to obtain these effects permanently must file an Upgrade Application as normal. Characters cannot Share Powers with recipients if they are not actually in the same scene. Certain Points are not eligible for sharing due to creating undesirable or redundant interactions. See '''Power Copy for this list''', as Share Powers' should be considered identical.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:'''  In what form the character shares their Advantages with others, defined as singular, broad thematic, such as mad science gadgets, enhancement spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is actually not strictly necessary to use Advantages on, or give them out to, other people. Just about any Advantage can be defined to do so, but in that case, it only works on '''others''' (or on oneself if it normally only works on others). This Point is '''always''' more efficient, and always preferred, when a character has more than one of these Points at a time, and should always be used in these cases.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, allowing them to accomplish more in the same amount of time and possibly in different physical locations. This often, though not nearly always, applies to character bits that are made up of multiple entities, though it can also apply to characters that create doubles or projections. For the most part, the typical JRPG party sticks together and tackles the same obstacle as a unit, and is frequently not an example of this Point. Conversely, the typical super AI forking its personality off to be in multiple places and manipulate multiple system almost always is. This more likely to be something possessed by a bit that is The Payday Gang or Master Chief and Cortana rather than a hypothetical team of Power Rangers or the appable cast of a Fire Emblem game.&lt;br /&gt;
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MCM ascribes to the principle that each player in a scene should get to focus on getting One Big Thing done on each of their pose rounds. Gunning down a horde of zombies, breaking the magical seal on the tower, hacking into the mainframe to track a target with security cameras, fighting another PC; these are things which the character should obviously be devoting their time and attention to, and other actions they perform at the same time will inevitably be relatively minor. This Point is an explicit exception to this general rule, allowing the character to pursue a second major course of action in each pose round, essentially “doubling up” on their attendance at the scene. The character might fight off the terrorists while also defusing a bomb, distract the guards with a fake report while looting the gold, hijack and remote control the mad science fortress and its traps while also chasing down the boss, etc. This stops at, and is hard limited, to two major actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are two natural exceptions to the general One Big Thing rule. They are: when three or more PCs are engaged in combat in unbalanced sides (in which case, the outnumbered PCs gain exactly as many extra actions as necessary to even it out, solely for the use of fighting those PCs outnumbering them), and when circumstances necessary to progress a scene require criteria that too few PCs at the scene possess (in which case the relevant PC can take the extra action to move things along for everyone’s benefit, e.x. Gandalf decodes the map, translates the Elvish text, finds the secret entrance and casts the correct magic because the rest of the party is combat Dwarves and a Hobbit and can’t do any of those things). This Point can confer one additional action in excess of these if the character is benefiting from them.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is skilled in getting around unseen and undetected. This may be a enhanced by, or a result of, things like camouflage technology, magical silence, extremely small size, and the like, but this Point is sharply differentiated from '''Invisibility''' in that the character can always be detected by sufficient mundane effort or attention, no matter the circumstance, and must actively avoid notice, instead of being presumed unnoticed until they engage in a competitive task, or something does something special. Users of this Point include Solid Snake from Metal Gear Solid, Altair from Assassin’s Creed, Garrett from the Thief series, and James Bond, though they rarely use only this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For approaches where the character is obviously present but undercover or unremarkable, see '''Disguise'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a “generic” kind of overall above-human physical aptitude, typically encompassing some combination of superhuman strength, speed, resilience, reflexes, stamina, etc. This is an unbelievably common package in anime, comic books, and martial arts films, and incredibly common among non-human races in fantasy and sci-fi books, games, and movies. This can all be represented as a single Point simply because it would be prohibitively unwieldy to do otherwise, however, some small amount of emphasis can go to particular traits if the character is only superhuman in a few areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For characters with individually outstanding physical traits which cannot be called generic, such as the Flash’s speed or the Hulk’s strength, see '''Superior - Attribute'''. The big three of Superior - Strength, Superior - Speed, or Damage Reduction, have greater narrative potency due to their greater focus and Advantage cost, while Superhumanity is subsidized, compact, and generalist. Where it matters, one of these Points at Significant can compete with, but not exceed, Defining Superhumanity, but it should be understood that this arrangement is redundant on the same character.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superior - ''Strength/Speed/Stamina'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a single physical trait which vastly exceeds the norm to the point of becoming one of the character’s primary tools, as opposed to '''Superhumanity''' being a general package.The Hulk would take this Point in “strength” instead of Superhumanity, which Superman might take instead, representing that all of his metaphorical “XP” is loaded into being really really strong, and that his strength is more relevant than a generic superhuman’s in solving problems.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' in the case of Superior - Stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which of the character’s attributes is exceptional, and at least one example of a feat they can perform with some, but not exceptional, effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Anything like “Superior - Durability” is represented with '''Damage Reduction'''. Something like &amp;quot;Superior - Reflexes&amp;quot; is still represented under the Speed class. Speed assumes the reflexes to use it and vice versa. Emphasizing one and downplaying the other, such as in the case of super reflexes but normal speed, is simply a matter of writing it into the trappings.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is well-versed in what it takes to provide for themselves and possibly others in situations far away from civilization and dependable infrastructure. This Point typically represents an abstract collection of abilities such as navigation and foraging suited to particular environments, but which rarely have central relevance, given that MCM’s structure makes it difficult to really be stranded anywhere for long.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of places the character is skilled at surviving in.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can accelerate the passage of time for other things. This could cause plants to grow, weapons to rust, food to rot, creatures to mature, machines to work faster, stone to wear away, etc. so long as it is naturally affected by the progression of time. How much what target can be accelerated almost wholly depends on how useful it is to actually do it. In any tier of Advantage slot, rusting away the blast doors of a sealed starship bridge would be more difficult than ageing a bottle of wine by the same amount of time. It is understood that many problems may simply be beyond the scope of being solvable by any practical amount of time passing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when applied to PCs, or possessions/NPCs of consequence.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.  &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create closed time loops with themselves, wherein an iteration of them from the future briefly returns to present to assist them in some task, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past in order to keep causality happy. This is the only form of personal time travel that MCM accommodates. Future selves are primarily useful for already knowing of dangers ahead of time, having partial or full solutions to puzzles, or items that make a problem easier which lie beyond the problem, and so frequent consultation with a scene runner is usually necessary to be playable.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Note: This Point does not cover having future selves travel back in time to multiply the number of things you can do at one time. See '''Split Actions''' to do so.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act outside of time, such that they are able to act literally instantly. This is differentiated from slowing down time, in that their actions take place without significant opportunity for other characters to follow them until they’ve already happened. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Time Stop is extremely reliable and easily used, allowing the character to enhance nearly everything they do, often to the point their actions become difficult to follow. Similar to Defining teleportation and invisibility, the character often Just Shows Up out of frozen time. Examples are Sakuya Izayoi from Touhou, Dio Brando from JoJo's Bizarre Adventures, Shadow the Hedgehog's Chaos Control, and Homura Akemi from Puella Magi Madoka Magica.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Time Stop is incomplete, limited in use, very short lived, or else plausible to “resist” without any special powers, but still lends the character considerable utility in situations to which it is well suited. Other characters often don't have a hard time figuring out what they've done when time resumes, or else may be be able to anticipate or counter it with mundane effort and skill. Examples are Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most usable incarnations in videogames, such as Castlevania or Bayonetta.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Time Stop is more or less a flashier version of super speed or super reflexes. The character might only be able to see and not move while time is stopped, or else be unable to interact significantly with the environment while time is stopped, or the pause in time has such a short duration that little more than single motions can be accomplished. Examples include Accel World's Brain Burst program, and Hit from Dragon Ball Z Super in his first appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where actions taken in stopped time would directly affect another PC or undercut them to a goal without allowing for a competing effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For simply slowing down time, see '''Superior - Speed''', or for slowing down the time of a specific entity, see '''Debilitation'''. '''Superior - Speed''' and '''Flash Movement''' can be considered optional ways of representing time stopping characters, especially those who use it largely cosmetically or to simple effect in their source. Using one or both instead of this Point is less taxing on a character’s Advantage space, and adheres to general logic rather than the Consent tag, but the tradeoff is that actions the character takes using their time stopping powers are then eminently obvious and preventable, as well as lacking the same degree of flexibility and narrative punch. The choice is up to the player most of the time.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - ''Vehicle'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with operating a certain class of vehicle or in control of a certain kind of mount. When at the wheel/saddle/etc., in addition to their normal uses (taking off and landing with a helicopter, ramping off things with a motorcycle, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, as highlighted later in this section, character is not obligated to spend Points on &amp;quot;having a vehicle&amp;quot;. The Vehicle Mastery justifies its own use. Exceptional vehicles with unusual qualities or extremely high performance may require other Points.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The category of vehicle or mount the character is extraordinarily skilled with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - ''Style'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with a certain category of weaponry or in a certain style of combat. When using those weapons or within their arena of combat expertise, in addition to their normal uses (speed loading revolvers, parrying with swords, grappling in hand to hand, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, a character is not obligated to spend Points on &amp;quot;having a weapon&amp;quot;. The Weapon Mastery justifies its own use. Unusual or extremely exceptional weapons or attack techniques may require '''Attack List'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The field of weaponry or style of combat the character is extraordinarily skilled in.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. This Point is for above typical skill. MCM does not require players to spend Advantage space to put the pointy end of a sword towards the enemy, and does not run on “weapon proficiencies” like in tabletops. A character with Advantage space dedicated to a weapon or fighting is presumed to have a minimum amount of capability to use it effectively.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is fabulously wealthy or has access to incredibly abundant resources of a generally valuable rather than immediately practical nature. This Point doesn’t represent things that the character happens to own because they are wealthy, which would simply be a trapping. It represents an amount of liquid assets or useable resources they can throw at a problem by itself, such as bribing guards for entry, paying off politicians for info, hiring local help for a task, or local mercenaries to fight, investing capital in an ongoing project, taking ownership of set pieces to use immediately within the scene(s), reserving public spaces for Elite use, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wild Card - ''#'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an Advantage that isn’t sufficiently covered by anything else on this list! Human decisions made by staff on what may be required of this Point are unavoidable, and so the Point may wind up being considered '''Consent''' applicable, or may be asked to be tweaked in some other fashion to remain consistent with MCM’s universal rules. Wildcards are given a number instead of a category in their designation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A very clear and detailed explanation of what the Point is supposed to do and how, as well as any information required for others to known how to interact with, around, and against it.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: The category for Wildcard is simply a number, referencing how many the character has, since possible categories are about as broad as the Advantage’s name.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Non-Advantages===&lt;br /&gt;
Some staple fictional powers don't appear in the above list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broader Advantage with a number of possible functions, and those functions are applied for as Points, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Redundancy and Prerequisites===&lt;br /&gt;
Since Advantage Points are concerned only with what the character does as a whole, they naturally compress otherwise extensive lists of powers or items. In some cases though, it makes more sense for another Advantage to restate it as part of its conceptual package. In these cases, the same Point recurring at the '''same tier or lower''' effectively becomes a “free” Point. It is still noted in the Advantage slot, but it no longer costs any space. &lt;br /&gt;
e.x. A character has an Advantage slot that gives them sturdy, environmentally pressurized power armor, represented by the '''''Damage Reduction''''', '''''Environmental Protection''''', and '''''Superhumanity''''' Points. They also have a giant mecha, which has its own, different Advantage. They can add (Damage Reduction, Environmental Protection, Superhumanity:) as a new line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantage Points. No Point requires another Point to work.&lt;br /&gt;
&lt;br /&gt;
=== Advantage Category Examples ===&lt;br /&gt;
Points with - Categories are bounded to a maximum limit of what they can contain in one Point. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Points like '''''Resistance - Everything'''''. To help judge acceptable categories at a glance, we've listed a number of examples below. These are '''not''' complete entries. The categories themselves are valid, but the contents aren't trappings. ''Don't'' copypaste the whole thing.&lt;br /&gt;
&lt;br /&gt;
==== Bane ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
&lt;br /&gt;
This Point may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. A Defining might need them to be completely obliterated. A Significant might require excessive violence that doesn't typically exist in accidents or normal fights; someone would have to go the extra mile. A Minor would only help survive very casual threats, or battles with enemies not serious about killing them.&amp;lt;br&amp;gt;&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. A Defining would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. A Significant has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. A Minor example will only work to stabilize a character when they go a few metaphorical HP negative, and they could still be easily finished off.&amp;lt;br&amp;gt;&lt;br /&gt;
Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. A Defining would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A Significant could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in other, non-irrelevant cases. A Minor example would never save the character from an engineered death, but only a trivial, pointless, or ignominious one.&amp;lt;br&amp;gt;&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. A Defining presumes that it would almost never happen unintentionally. Someone would have to know the Catch and plan for it. A Significant presumes that the fatal threat won’t be commonly present, but may still turn up from time to time in regular scenes, and wouldn’t be too hard to acquire it if necessary. A Minor presumes that chances for it to fail are are abundant in everyday adventuring.&amp;lt;br&amp;gt;&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Past a certain level, a mechanism can be considered too obscure or difficult, and thus not acceptable (for instance, Ganon only dying if killed by the Master Sword).''&amp;lt;br&amp;gt; &lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. A Defining means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. A Significant means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. A Minor has some intensely limiting factor that makes it easy to locate and destroy, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&amp;lt;br&amp;gt;&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A Defining entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. A Significant means that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. A Minor means only that the character can tap out and choose to abandon the proxy before they're killed through feedback barely any less lethal than their own durability.&amp;lt;br&amp;gt;&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
====Knowledge====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
====Resistance====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage incorporating the Point, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''''Environmental Protection''''' (such as Resistance - Space Hazards).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&amp;lt;br&amp;gt; &lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, &amp;quot;magical radiation&amp;quot;, pockets of wild magic, or '''Consent''' effects such as polymorphs or disintegrations.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
====Vehicle Mastery====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Multi-Wheeled''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Military Ground''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
&lt;br /&gt;
This Particular Point allows for extremely limited selections with broad roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
====Weapon Mastery====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Hilted Slashing''' -- Most swords and daggers, axes, sickles, naginatas, most vibroblades, some energy swords or psychic/magic blades, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
This is as wide and catchall as melee weapons get, and it should be assumed that the weapons in this category are being applied in their generic roles; it won't get get you the unique styles and tricks of everything with a cutting blade.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Striking''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Modern Infantry Firearms''' -- Typical rifles, shotguns, handguns, submachine guns, etc. May include somewhat more specialist weapons used in a generic role, up to and including basic grenades.&amp;lt;br&amp;gt;&lt;br /&gt;
This is essentially the &amp;quot;Hilted Slashing&amp;quot; of guns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Particular Point allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, and thrown weapon, as per their roles in Hilted Slashing, Hand-To-Hand, Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advantage Standards==&lt;br /&gt;
While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory for Advantages to do exactly what they say.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''-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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''-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.&lt;br /&gt;
&lt;br /&gt;
===Up-rating Tiers===&lt;br /&gt;
When a single package of abilities is split up across multiple tiers of Advantage, any mention of the higher tiered Advantage should only appear in the lower tiered Advantage, not the reverse. Written inclusions of Significant or Minor Advantages shouldn't be appearing in a Defining Advantage's text.&lt;br /&gt;
&lt;br /&gt;
===Implicit Limitations===&lt;br /&gt;
Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Attack List - Ranged, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under an Attack List - Ranged for the others.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Points by their official names, directing the reader around an Advantage section like a wiki, explicitly leaning on conventions such as the Defining/Significant/Minor tiering system, or universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all. &lt;br /&gt;
&lt;br /&gt;
===Anti-Consequence Advantages===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===A Word on Force Fields and Energy Shields===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armour has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of &amp;quot;okay, now this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Advantage +1===&lt;br /&gt;
Lastly, MCM does not consider Advantages recurring multiple times equal to “Advantage but better”. A natural superhuman might put on a suit of powered armor that further enhances his superhuman physical abilities, but Superhumanity is Superhumanity, and is worth 1 Point. There is no Superhumanity+1, double Superhumanity, or Superhumanity squared.&lt;br /&gt;
&lt;br /&gt;
==Basic Advantage Policy and Limitations==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Point) abstractly have &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy - 1, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Conservation of Ninjutsu:''' It's possible to create PC-class power. It isn't possible to mass-produce PC-Class power. Cloning Superman once might get you another Superman, cloning him a hundred times gets you Superman-flavored mooks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
==Advantage Format on Applications==&lt;br /&gt;
This is the section to reference when filling out Advantages on a Character or Upgrade application. A walkthrough of the format follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which Advantages are Defining, Significant, or Minor is determined solely by which section they are placed under. i.e. an entry written under '''3b-1. Advantages: Defining''' on a character application is automatically a Defining Advantage. A name should be given to each Advantage by the player, which can be just about anything, though it should be related to what the Advantage represents. A very brief description of the Advantage may be added as well, as a form of broader trapping to the whole package. This follows the same guides for trappings on Points: less than '''240''' characters is the ideal. No more than this should really be needed when the Advantage Points will cover the bulk of explaining what it does.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, the Advantage can be populated with up to '''3''' Advantage Points. Write the proper designation of the Advantage Point, end it with a colon for neatness’ sake, and then fill in the Point’s individual trappings as desired. For the most part, keep one Point to one line. If two Points are extremely obviously intertwined and could be attributed the same trapping (such as with the components of a teleportation power), they can be put on the same line.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, add any “free” Advantage Points (as explained in the main body of the Advantages article), if any, to the end. All free Points should go together on a single line, and use the same trapping to encompass all of them, since by their very nature they should need a quick recap at the very most. If there are free Points that are clearly intertwined, they can go on the same line as an existing Point, as explained before. Put all free Points in (parenthesis) to designate them. Reserve parenthesis solely for free Points.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt; &lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: (Attack List - Ranged): Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&amp;lt;br&amp;gt;&lt;br /&gt;
''(Destruction, Incapacitation): Black Mage can use personal versions of the intensely destructive or non-lethal spells of his Aeon Summons, albeit weaker and more localized.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, the free Point added to Field Shaping is not strictly necessary, since how it relates to his elemental attack powers is blatantly obvious from its organization and trapping. It’s only an example of how it could be done. The example also references an Aeon Summon Advantage that obviously isn't included to demonstrate unrelated free Points. As a general rule, players should assume that explicitly compounding Points like this is unnecessary when their relation is very clear, or it’s very easy to figure out what comes out of the combination. i.e. Superhumanity + Weapon Mastery - Swords = superhuman feats of swordsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The character’s +advantages entry on the MUSH will parse in ANSI to make things easier to read: Advantage titles are white, Points are green, free Points are blue, and any Point that has a Consent application is automatically marked with a red asterisk (this*) by our code. Since Share Power can encompass Advantages up to and including “all of them”, there is no special format; the trapping should give a good idea of what Advantage Points it shares. Please format applications correctly to make things easier on staff generating your character, and to prevent errors.&lt;br /&gt;
&lt;br /&gt;
==Quick Characters==&lt;br /&gt;
Apart from the standard format presented here, written for MCM’s default character application process, players wishing to app relatively streamlined and straightforward character concepts have the option of writing their character to in the format of a &amp;quot;Quick Character Application&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
The Quick application effectively does the following:&amp;lt;br&amp;gt;&lt;br /&gt;
The character still has up to '''two''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
The character now has '''two''' Significant Advantages, rather than the default four.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is still limited to a reasonable number of Minor Advantages, but this will rarely be allowed to exceed '''three''' slots.&amp;lt;br&amp;gt;&lt;br /&gt;
The '''Wildcard''' Advantage Point is not accessible. Highly fiddly Advantage Points with high bars of required text (such as '''Improbable Defense, for example''') are discouraged but not disallowed, so long as they are relatively simple examples of their breed.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is obligated to fill out '''only''' a '''Trouble''' for Disadvantages. No further Disadvantages, Significant, Fluff (Minor) or otherwise, should be sent for approval.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Submitted Quick Character Applications are something staff places slightly higher priority on processing, and due to being smaller and simpler in scope, are generally processed and approved more quickly, which makes it the preferred format for characters who just don’t need the full sprawl of Advantage space.&lt;br /&gt;
 &lt;br /&gt;
A character approved under the Quick format can, at any later date, obtain the same '''four''' Significant Advantage slots, somewhat '''increased''' Minor Advantage slots, and access to the '''Wildcard''' Advantage Point, as well as more technical examples of other Advantage Points, afforded to regular character applications, by submitting an [http://multiversemush.com/mw/index.php?title=Upgrade_Application| upgrade application] which fills out the minimum three Disadvantages a normal character application requires. If the player anticipates their character will be upgrading into further Advantages in the near future, they should send in a full character application rather than the Quick format and a following upgrade shortly thereafter. Otherwise, this can be done at any time, so there are no lasting restrictions on a character approved under the Quick format.&lt;br /&gt;
 &lt;br /&gt;
To submit a Quick Character Application, simply submit the existing character application and re-title it from '''Character Application - Name - Faction''' to '''Quick Character - Name - Faction'''. Staff will process it under these adjusted parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Patch Notes 9/11/2019''': Overhaul to most text to drastically decrease length and amount of reading. Mind Manipulation and Mind Reading folded into new Mental Intrusion Point. Oration removed. Attack Redirection removed and considered part of Attack List or Buffs. Water Functionality removed and considered part of Environmental Protection and Mobility. Multiple Discrete Actions renamed to Split Actions. Required text in Repair changed. Benchmarks of comparison between Superhumanity and Superior - Attribute added.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 9/24/2018''': Required Text for Field Shaping and Power Copy cleaned up. Superior - Attribute now broken down into Superior Strength/Speed/Stamina.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 5/13/2018''': Standards on Meta Reference and Rules Restatement added. Cure now uses the Self/Other notation as Healing. Destruction and Skeleton Catch made Significant minimum for common sense's sake. Skeleton Catch now has more explicit interactions in its Significant permutation. Extraordinary senses now more clearly defines required cues. Mind Reading clarified for the purpose of &amp;quot;mundane&amp;quot; versions. NPCs are now more explicit about the fact that are required to be a non-trivial investment for the character, as opposed to Proxy. Share Powers now references the banlist of Power Copy to be specific. Both NPCs and Share Powers have had their standards of Required Text updated to account for the new Meta Reference and Rules Restatement clause.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 7/5/2019''': Proxy rolled into Immortality, Anti-Power Genre Required Text example regarding Anti-Magic revised, Stubs removed, Non-Advantages section added, Gestalt policy on Troubles updated.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/19/2018''': Flash Movement interaction with passengers, Healing interaction with different-tier Share Powers, and Destruction and Skeleton Catch interactions in general, clarified. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/13/2018''': Further/missing notes added to Destruction, Improbable Defense, and Mind Manipulation. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/31/2017''': Advantage Redundancy and associated instances of free Points updated. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/29/2017''': Missing Required Text added. Format example expanded. Up-rating Tiers section created. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/24/2017''': Format updated to 5.5 Application standards. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 6/14/2017''': Edited to flow better for learning the new system.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 2/22/17 7:15 P.M.''': Edited the Conceptual file to encompass another form of broad shorthand: Molecular-level control.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/16/2017 6:18 P.M.''': Edited Minor NPCs to clarify that they cannot have a PL, and how two minor NPCs of different specialties might interact.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/12/2017 8:31 P.M.''': Edited out Monsters of the Week as a standalone advantage. A MotW would be a &amp;quot;blank&amp;quot; Defining NPC entry with possible advantages fleshed out as a mix'n'match package defined as a part of the character's other advantages.&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=6936/Say_Alola!&amp;diff=16160</id>
		<title>6936/Say Alola!</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=6936/Say_Alola!&amp;diff=16160"/>
				<updated>2019-12-25T03:07:12Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Log Header&lt;br /&gt;
|Date of Scene=2019/12/15&lt;br /&gt;
|Location=Route 1, Melemele Island, Alola&lt;br /&gt;
|Synopsis=Guzma steals an entire bus stop (with help), to the distaste of several hero-types.&lt;br /&gt;
|Cast of Characters=7148, 7151, 7084, 459, 6928, 7047&lt;br /&gt;
|pretty=yes&lt;br /&gt;
}}&lt;br /&gt;
{{Poses&lt;br /&gt;
|Poses=:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;HAU'OLI CITY, MELEMELE ISLAND, ALOLA&amp;lt;br&amp;gt;AFTERNOON&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In the largest city in Alola, there are several bus stops. One of them has a bench and an overhang. People sit at it, waiting for the bus to come by, playing with their Pokemon and listening to the sounds of the city bustle. It's a cute little city, straight on the edge of the wilderness, connected to Route 1, which leads to the Trainer School and the greater wilds nearby.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A pair of punks with bandanas and skull caps on, swagging as they walk, lead a giant fuzzy bull towards the bus stop. People gawk, a little, but say nothing - Ride Tauros are pretty common around here. It's when they take out a big spike, move to chain it to the ground near the concrete line, take a hammer, and just /plunge it/ into the concrete that people start freaking out. One of the grunts leaps onto the back of the Tauros, as the other smacks it on the rear, angering it and causing it to go berserk. It starts pulling the spike...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Tauros /rips/ the concrete out of the ground, bench, bus stop sign, and overhang all intact. People leap off it, or fall to the ground, as the concrete is spun around by the strong animal, smashing into a car that promptly has a heavily dented door. The grunt barely ducks out of the way of it, as he starts running alongside, but he can't keep up with his female friend and her Tauros.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Ride, dang it, ride!&amp;quot; He shouts, as it heads down to Route 1 and the warpgate past the Trainer School.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;TRAINER SCHOOL, ROUTE 1, MELEMELE ISLAND, ALOLA&amp;lt;br&amp;gt;A FEW MOMENTS LATER&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ilima has called Selene to the Trainer School for her Island Trial. She's been invited to bring any friends she wants, as they'll be learning about the various pokemon in the nearby wild, as well as earning herself a Z-Crystal if she succeeds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ilima, the dark-skinned pink-haired young man, stands outside the front, and as Selene eventually approaches, would greet her. &amp;quot;Welcome, Selene! Our trial will begin now. Let us just...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Tauros starts down Route 1. The concrete is being dragged along, making a horrible noise against the trail. Ilima can hear the car alarms going off down the trail and towards the city, just faintly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;How dare they...! I need to get to the city urgently and help any injured. Please, deal with this!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As Ilima starts to run off, there's a firm tough voice walking down the road. A man with short, messy white hair, golden glasses, a black jacket with zig-zag stripes, a white undershirt, a golden chain with a strange symbol as the head, a golden watch, and multiple bracelets. He juggles a round sphere, yellow and dark grey. He waits to see who comes down and around from his call. And then, he speaks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;That Ilima thinks he's so smart, because he has a fancy badge. Well, the hated boss who beats you down and beats you down and never lets up again is here to teach all of you who'd heed his words a lesson. But who's this, you're asking yourselves...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;He flashes a grin. The ball is clicked, and thrown out. A blue and white giant bug, with large arms and a heavy shell, goes out.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;That's right. It's ya boy, Guzma!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene has plenty of friends! She's just not sure what most of their names are what with being a new face to the whole Multiverse thing. She might not have invited anyone in particular to join her, but she's certainly not going to object to anyone coming along when she hears that a certain dealer is announcing the unveiling of his own bus stop. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When she arrives at the Trainer School, she's still got her eyes peeled for suspicious activity as she approaches Ilima with a broad grin plastered on her face and Torracat sitting atop her head. &amp;quot;Hi, Ilima! Alright, let's-oh!&amp;quot; She points at the Tauros as it that awful screeching grows louder, watching it pull that mass of concrete and squinting slgihtly as she hears a familiar-ish voice coming from further down the road. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;It's that guy! Hey!&amp;quot; Breaking into a run, Selene doesn't even seem to mind her fire cat latching onto her head for dear life. The giant with the shell gets a long look from her, an amused 'oooooh' coming from Selene for several seconds until she remembers to actually address Guzma himself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You finally did it, huh? So what're you gonna do now? Bring it back to your...&amp;quot; She pauses for dramatic effect, then points at Guzma at the end. &amp;quot;SECRET BASE? And then run a competing bus service to drive the city's out of business?!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene strikes a pose, and the cat leaps off her head to strut around the chicken hatted trainer. &amp;quot;Or are you going for something... BIGGER?&amp;quot; She looks like she's hoping for the latter, mostly.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory wasn't really here because anyone asked her to be. It was probably closer to say that a few people had asked her -not- to be here. But, when an officer hears about a crime in progress, they have an obligation to check it out. Not to mention Lory kind of wants to steer this Team Skull away from such activities. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; So, she was in town when the team appeared, and her sharp bunny senses quickly led her to the scene. Not that you need sharp senses to hear a bull pokemon dragging a concrete slab covered with a bus stop. She takes off after it, and once she is close enough she uses her grapple gun to latch onto the stop and starts pulling herself over. &amp;quot;Alright, that's enough of that! I told you guys I wouldn't just let you get away with this!&amp;quot; she calls out to the two thugs guiding the Tauros. And blinks as she sees the guy in the bling. &amp;quot;...so that's Guzma?&amp;quot; she says softly as she basically skiis behind the bus stop. &amp;quot;Sorry Guzma! No time to deal with you!&amp;quot; she calls out. &amp;quot;But I'll be happy to arrest you later!&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Of course, with the Tauros running and her grapple line still reeling in, it would be easy to cut or otherwise dislodge right now.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;As it turns out the people from Alola that were talking it up the other night weren't from the Alola from -her- pokemon world. So any of the information trolling Alexis had her Porygon-Z do was most likely invalid, and once she figured that out she was about ready to kick herself for jumping to such sloppy conclusions. Seriously, she should of known better with how long she's been involved in the Multiverse.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh well, that just gave her all the more reason to go check out this iteration for herself. Of course, you don't visit Alola without having a malasada or two. Can't go exploring the wilderness on an empty stomach, so that was the first place in Hau'oli Alexis was going to head.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Like several Trainers she had a Pikachu, which was sitting on her shoulder... Unlike most Pikachu, this one was wearing a red rocker jacket and tiny tight leather pants, and that was probably enough to place the brightly haired tomboy as a tourist. It's also said Pikachu that notices the Tauros stomping down the street while Alexis is checking out the flavors menu. &amp;quot;Chaaa?&amp;quot; Zapette nudges Alexis with her tail. &amp;quot;Yeah, what is i--&amp;quot; Alexis stops partway through the comment as she looks up, watching the Wild Bull pokemon storm off after ripping up the entire bus stop. Not just a sign, or the bench. The Whole. Damn. Thing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Cue facepalm. &amp;quot;Rayquaza dammit, that guy was serious?!&amp;quot; &amp;quot;Pika.&amp;quot; &amp;quot;Yeah, local delecacy is gonna have to wait.&amp;quot; Alexis kicks her heel against the curb to deploy her rollerblades, and promptly skates off after the expedient Tauros, likely catching up with other arrivals in the process.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Normally when there is a situation, Riku is there looming on a building, looking down with the kind of anticipation one might imagine Batman having when looking on an incipient crime spree. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;This time, he's on the roof of a nearby building, his body covered in bandages from severe burns. Even his face has some of them covering his looks, but he'd made sure to keep his eyes and mouth clear. He doesn't cut so much of a figure here, but he has his pride... And other reasons. His gaze moves along, following the path of the Tauros. &amp;quot;Well... Here goes.&amp;quot; He sighs to himself, and a Corridor of Darkness opens up. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;While the Ride Tauros is basically bludgeoning its way past all obstacles, the other end of that hole opens up near the Trainer School, Riku walking slowly out of it, walking slowly past Guzma as his gaze turns to the giant bug in the way. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;With the slowness of the injured, Riku turns his head to Guzma and simply says, &amp;quot;Get out of the way.&amp;quot; The fact that Selene's there jazzing next to the Team Skull leader doesn't seem to really make an impact on him right at the moment.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;There's a LASS on Route 1. She's just standing there, hoisting up and down a Pokeball! In fact she seems extra bored, with her classic hair flower, and white collared shirt, and green skirt. She just stands there...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hoisting the pokeball. She looks extra bored, waiting for a trainer to meet her eyes. An unsuspecting trainer to accept her SOCIALLY REINFORCED MUGGING OF CHILDREN!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Right as a Tauros tears down the path carrying an entire bus stop. And SELENE starts jazzing with the Team Skull grunts she feels a dark, tangible presence. A fear-effect?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS drops a hand on Selene's shoulder, leaning in to the chickenhat's shoulder and whispering in her ear. &amp;quot;You're supposed to lock eyes with me. Then Pokemon Battle. Right? Isn't that right?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene can notice that the LASS is seizing a RED AND WHITE COLORED ROCK in her hand. It's barely circular.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;A bunch of people show up! Guzma replies to Selene. &amp;quot;Heh, you want to know what we're gonna do? We're gonna make this bus stop real legit. Give Po Town her very own. But first...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As someone else wlaks up to Selene, since she's not fronting on him, he ignores her, letting the COMPLETELY NORMAL LOCAL LASS deal with her. Hey, it's Alola, she's following proper conduct.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Instead, Lory ignores him and tells him as much, Riku disrespects him, and Alexis is collateral damage for what comes next. &amp;quot;Did I say you can just /ignore me/ and go wherever you want? Did I give you a permission slip, officer? Did I say you can just walk past me, boy? I don't think so. You're gonna be playing with Guzma tonight. Let me teach you a lesson in respect.&amp;quot; He tenses his fist, and then speaks as Golisopod tenses with him.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Use First Impression.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod moves way too fast for a big man-sized bug. One of its giant two-clawed arms moves out, to strike into Riku's gut, knock him back, and hopefully towards Lory and the Tauros coming past. As it gets into range, Golisopod moves the other claw to grab Lory in the same superhuman burst, jab into her, and tear her line. Alexis is right nearby, rollerskating along...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When she'd be right in the middle of that, the giant bug ramming into her without a care of her safety. The Tauros is going to keep on moving past towards the warpgate, though a little slower thanks to the former carry-on.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Now then. Can you gamble with the Dealer of Destruction? Let's find out!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The bandaged teen looks back to Guzma, finally looking directly at him. &amp;quot;I don't need your permission for anything. And you're Guzma? That big bad guy on the radio? Well, that makes this easier.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Despite the bold words, Riku's reaction is slow. He leaps backwards only to be caught by the claw-arms, the impact sending him flying tight into the mess with Lory, crashing into the ground with a yelp of pain. He tumbles along the ground and comes to a stop, pausing there as lancing, intense pain rolls across his body. &amp;quot;Gggh...&amp;quot; He breathes, trying to steel himself... And forcing himself up. He can't fight this with his body... But he has another option. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He holds out a hand, his eyes hardening as he draws upon his Heart. &amp;quot;No one's gambling here.&amp;quot; He replies... And his shadow surges forward, the Darkside-like Eidolon emerging from the blackness to surge forward to clash with the Golisopod, the dark creature lashing out over and over with the clawed hands to harry the bug before it brings its hands up in an axehandle blow intended to smash into the Pokemon with intense force.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene places a hand on her chin while propping it up with her other hand, and Torracat mimics that motion as best it can despite the lack of human-shaped bone structure. After a few moments, she holds a fist out to Guzma, turns it slowly, and... &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gives him a big thumbs up. &amp;quot;Infrastructure's important to a deveoping town! That's an important step towards stimulating the local economy or something like that!&amp;quot; She doesn't quite get what it is that Lory's going on about not letting him do that, but... Eh. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Laws are hard. Besides, it looks like things are starting to get a little more hectic between her trying to stop the Tauros, Alexis chasing it, and Riku (who gets a not-so-subtle knowing nod) doing that thing with the door. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She has other things to worry about! Namely, the completely normal LASS approaching and making things a little weird. Not because Selene didn't notice her earlier, but because of her approach. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That hand on the shoulder. That whisper in the ear. The closeness of the LASS. A certain grunt's words echoed... &amp;quot;You put your hand on the wall, tilt your head down, and say 'hey'.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Except this LASS is taller than her. Unless... Are the roles being reversed here?! There's no time to doubt those sage words of wisdom, though, and Selene musters up her courage to lock eyes, tilt her head down slightly, and utter a low-pitched &amp;quot;Hey.&amp;quot; to the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's not until she sees that very normal POKEBALL (thanks to the power of her brain filling in the blanks and ignoring the important details like it being rock shaped) that Selene realizes her mistake. &amp;quot;..Oh! You wanted to battle. Right, let's do it! Although I'm pretty sure I was supposed to be doing something else at the school..&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Details, details. &amp;quot;How many rounds? I've got enough forrr...&amp;quot; She pats the shrunken multi-colored orbs on her bag's strap. &amp;quot;...Three!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory offers a small wave to Selene even as she skiis past. Then, her ears perk and she suddenly ducks down and slides through the dirt...just as that claw from the giant bug pokemon comes sailing over her head. This keeps her from taking a direct hit, but her grapple line is caught and it snaps loose from the bus stop before she gets pulled backward with the attack headed for Alexis and Riku. She manages to kick off the ground as she gets dragged and backflips to land...and ends up headed right toward Alexis. Although the bunny isn't that heavy, it certainly can't feel good to have some 80 lbs of bunny cop land on you. Somehow the bunny herself seems fine after the landing, and immediately hops off the trainer. &amp;quot;S-sorry about that!&amp;quot; she says and helps Alexis up if needed. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Riku speaks...and Lory's ears twitch. &amp;quot;...your voice. It sounds really familiar.&amp;quot; she says, her expression darkening. &amp;quot;You were there yesterday, weren't you?&amp;quot; she adds after a moment. Her fur bristles a bit, and in a rather serious tone she says. &amp;quot;After we deal with this guy, you are next. Got it?&amp;quot; she says before turning to Guzma and the big bug pokemon. &amp;quot;I guess that -was- kind of rude, not asking for your permission.&amp;quot; she says, voice dripping with sarcasm as she smirks confidently and reaches to pull some yellow discs from her belt. &amp;quot;But then...I guess I just don't have much confidence in your teaching abilities!&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She throws those discs, and they explode on impact around the bug to unleash a blast of foam that rapidly hardens to a pretty tough material. It is obviously meant to help slow down targets for ease of capture.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;Alexis comes skating along, most of her attention on chasing down the Tauros. &amp;quot;When we get close enough slow it down with a Thunder Wave.&amp;quot; &amp;quot;Pika!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately they never get to put that plan into action. Alexis sees the Golisopod at the edge of her vision, she hears Guzma shouting something, but First Impression being one of those moves only a certain pokemon has leaves her with lack of experience to know it, and the bug using it, are going to move disportionately fast to it's appearance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She lets out a curse and ducks under one of the swinging clawed limbs... But its twisting motion slams one of the smaller arms at it's side right into her face instead. Recoiling from that unexpected appendage gets the bunny cop slammed into her, and momentum does the rest as her legs are throw from under her and skidding across the ground. Zapette tumbles the other way as she's dislodged from her shoulder, rolling off to the side in a daze. &amp;quot;Pikaaaa...&amp;quot; Spinning dizzy eyes and all.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It takes a moment for Alexis to get dislodged from Lory and the pair pick themselves up. &amp;quot;Eh. Use to being in the right place at the wrong time.&amp;quot; Road burn is going to be a bitch, but there's no time to worry about that. She squints at the towering arthopod. She doesn't have time to yank out her Pokedex, but she can guess that's most likely some kind of Bug pokemon. And Zapette's out of it from the fall.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As much as this Guzma punk needs a beating, yanking out something like Talonflame or Hawlucha would being a bit overbearing, and not much of a challenge. What's the point to a Pokemon Battle if there isn't some challenge? So she grabs a different ball from her collection, opting to make things a little more interesting. &amp;quot;Tag in, Turnbuckle!&amp;quot; The brief burst of light from the ball consolidates itself into a large blue beetle with a long pronged horn. &amp;quot;Heracrsss!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You want to throw your weight around? Then we'll just do the same. Use Horn Attack!&amp;quot; The Heracross pops open the back of his shell and buzzes his small wings, using them for just enough lift and thrust to hurtle towards the larger Golisopod, head and rhino beetle horn leading the charge.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;Selene turns to the LASS with the crazy eyes and the pleasant flower placed aromatically in her hair. Locks eyes with the other 'trainer'. Lowers her voice, as the taller girl's hand rests firmly on her shoulder, and returns the attention with a low 'hey'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS's whole face brightens with the covetous smile that splits the corners of her mouth with mild surprise and clear 'reception' of...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Well it may not be exactly what Selene wanted to convey, but whatever message it is the LASS has her own conclusions about it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Yeah, let's go a few rounds. I'm sure I've got the stamina to keep going as long as you can stand.&amp;quot; The LASS practically purrs, her shoulder hand unmoving and immutable.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Her words become almost supernaturally sense-making. &amp;quot;Tell you what. If I win, we'll go to my place. If you win, we'll go to your place.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Without waiting for the acknowledgement of the stakes, the LASS picks up Selene - by the shoulder - and tosses her bodily into the Tauros, a literal start-of-battle bully shove...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With extra spice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Come on, girl! Show me your best monster, and maybe I'll show you mine!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;As Riku tries to dodge and Golisopod intercepts, Guzma grins. He's excited to fight this punk, finally. But the first hit knocking the injured kid back has him a little disappointed. Is this all the kid's got?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Riku summons his Eidolon in response, and the shadowy beast moves in on the pokemon. &amp;quot;Golisopod, block it!&amp;quot; Guzma shouts, right as the clawed hands come down and the axehandle blow moves in on Golisopod's head. Sweeping its arms around sideways, showing a plate-like shell, Golisopod intercepts the blow, being knocked backwards and having its arms battered but avoiding any vital hits.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Poison Jab.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The claws suddenly are charged with a purple energy, as Golisopod lunges in with an arm to smash into the Eidolon and channel that poison through it into Riku, or hit Riku himself if he's closer. It's not as blindingly fast as the last attack, but the sheer blow, if it impacts, is enough to induce rapid toxins, making it harder to aim accurately. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lory insults Guzma. Guzma just laughs at her as she smirks. &amp;quot;Then I'm gonna have to beat them into you. Let's see what a little buneary can do.&amp;quot; As the discs go flying, though, they impact hard material around Golisopod, getting it stuck. It grunts, as it tries to break out, stuck for a few moments...before it suddenly barrels through towards Lory, slower than before.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Go for the ears.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Buneary ears are pretty sensitive, so Guzma logics that hers are, too, especially with her hearing abilities. Golisopod takes both claws and moves to hammer into those ears, yanking them around, pulling them, and also just plain smashing into Lory's head if it gets a hit, trying to make it harder for her to dodge by upsetting her balance and hearing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alexis sounds out her Heracross. Guzma didn't even notice her at first, but, what can you do? She's a brat too, in his eyes. &amp;quot;You're a trainer, huh? Bug-type. Well, you've got good taste, but bad form.&amp;quot; And then the horn impacts Golisopod.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod moves for a block, but the sheer forn of the horn attack breaks open its arms, allowing the horn to impact its chest. It slides backwards, dazed, before attacking again. &amp;quot;Pin Missile.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;From Golisopod's back, little green-energized needles fire from Golisopod's back straight for Heracross, moving to jab into it. They move for the horn and the arms, trying to stagger and make it harder to aim or hit well, as well as doing raw damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meanwhile, Selene is being thrown backwards at the Tauros by the incredibly strong Lass. If that impacts...it's gonna hurt a hell of a lot for Selene, but drive the Tauros slightly off-course, making it take longer to get to the warp gate!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;The challenge is accepted, and Selene's beaming expression grows even brighter! Figuratively. She's pretty sure she's missing something here, but it's probably nothing to worry about if she can make a new battle friend and actually put a name to a face for once. &amp;quot;Heh, right! A Trainer can't just stand around for the whole fight, though! I mean, it'd be easier to show you what I mean duringt he fight, but...&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She looks at that hand on her shoulder. She does't shrug it off, but it really is kind of hard to pose properly with the LASS' hand there. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then her eyes light up at the notion of hanging out. &amp;quot;Oh? Cool! Alright, let's-er. Wait, but I'm out of sod-aaaAA?!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Aaaand she goes flying. The LASS proves to be much stronger than expected, and Selene goes sailing right into the Tauros, bouncing off of it and letting out a loud hoarking noise before landing. She groans painfully while the Torracat, having leapt off the trainer's head, starts hissing and spitting fire and vitriol at Sylvi. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Literal fire, even. It does not seem happy, and it only relents when Selene rolls over. &amp;quot;Guh... H-hey, cut that out! She's just roughousing a little... No harm done!&amp;quot; She jumps onto her feet with her hands on her hips, another broad grin, then topples right over with another groan and clutching of her back. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She'll be back up soon.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Using your heart as an avatar to strike has its benefits. One's will is often much more potent than the flesh of one's body if you are strong enough to be a Heartbrand in the first place. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;However, Riku's been heavily weakened as it is. Pride and circumstance has driven Riku to face Guzma in a state that he normally wouldn't. His body is weakened, pain running through him constantly as he works to sustain himself... And as the Golisopod jabs in and stabs the dark creature with his claws, the poison seethes through it, purple bubbles rising up from its flesh to pop in a classic tell. The Eidolon slows, and Riku grunts in sympathetic pain as the shadow-entity begins to disintegrate slowly. &amp;quot;It's not over...&amp;quot; He grunts. &amp;quot;I'm not going to make this easy on you!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The misshapen spectre twists, slamming a fist sidewise. There's no callout of the attack, this thing isn't a Pokemon even if it could blend in. The dark thing gets stuck in with the Golispod, trying to brawl with it and slam its fists together, a rush of black flames bursting outwards as it slams them together preferably with the Golispod in between!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory lets out just a bit of a laugh as Alexis speaks to her. &amp;quot;I guess I have kind of the opposite thing. The wrong place at the right time.&amp;quot; she says, then blinks in surprise as Alexis throws out a big bug of her own. She looks over at the dazed pikachu, then back toward the golisopod. Just in time to realize it is headed right for her! &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; The ears are indeed sensitive. Which is why Lory works /extra/ hard not to have them torn up. The Golisopod swipes at her, but with each swipe she ducks or backflips or sidesteps nimbly, just barely avoiding each one. Her ears even join in, flopping this way and that and finally laying flat against her head. &amp;quot;Good plan, but bad execution!&amp;quot; she says as she finally darts forward and in a swift motion pulls her pistols from their holsters and leaps back, doing a single somersault before aiming the weapons at the bug. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She flips a switch on the gauss pistols and a high pitched whine can be heard that is obviously a capacitor charging with electricity. Prongs pop out on the front of the guns before she fires them. The prongs sail through the air, trailing thin wires. Should they find their mark in the big water bug, they unleash a full stun charge into it.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;I like having options,&amp;quot; Alexis replies as she steps over to pick the still dazed Pikachu up so she doesn't get stomped on as attacks start flying around. Truth be told she came with pokemon more intended for exploration and scouting than a killer competative team, and it's showing a bit. Not that it's going to stop her from facing the challenge. &amp;quot;Brace for impact!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Turnbuckle hunches down, tucking as much of himself beneath his carapice as he can. But even so the Pin Missiles hit hard, digging through the tough exterior and doing some debilitating damage. &amp;quot;Heraaaaa.&amp;quot; Eyes clench shut for a moment, rasping through unseen mandibles before he starts to slowly lift himself back off the ground under the barrage pounding down. Finally reachs up to grab one of the needles jabbed into his shoulder and yank it out.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alexis nods as he's up and still willing to fight, then rubs a finger thoughtfully at her chin. &amp;quot;Looks like I was wrong.. Guzma was it? You've got the stuff to back up that bluster of yours.&amp;quot; She digs a heel into the ground as the rollerblades retract again, clenching her fists. &amp;quot;But we're not gonna back down just because you're tough! That'd be rude to a challenging foe!&amp;quot; &amp;quot;Heracross!&amp;quot; &amp;quot;And it sounds like Turnbuckle agrees. So let's show them how we do it in Hoenn.&amp;quot; She flicks her ponytail out over her shoulder and then does the dramatic point. &amp;quot;SEISMIC TOSS!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's the Heracross' turn to move faster than one might expect, diving towards the Golisopod but coming in low. To get his big horn under the larger bug, slam his limbs into the ground to push, and heave up. The beetle's stout build was immensely strong. Enough so to crash over trees and throw things much larger and heavier than it is.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Like now, as he attempts to catch the larger arthopod with his horn and swing up, flip over and slam Golisopod into the ground again like some kind of suplex throw.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;'Rough-housing'. That's a way of putting it. The LASS goes back to hoisting her poke-rock and waiting for a reprisal immediately after the advanced (actually-a-throw) shove - and she's not waiting long. A two foot tall fire red angry muscle cat starts spitting fire at her!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS raises a hand to shield her face as she just eats the torrent of fire, the blaze consuming her in a cloud of red-hot fury and immolation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It looks like Selene just killed another human being, because weaponized animals with superpowers are DANGEROUS MEANACES TO SOCI-&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Lass stands, smoke curling from her exposed skin and darkening the whites and greens of her clothes. The only two parts of her outfit that the fire consumes are the wonderful red flower in her hair (now a blackened bit of char) and the paint on the rock she had held.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now it's just a rock. The Lass's hand flexes and the stone crunches into pebbles and powder. &amp;quot;That was cute. Love the little pet. It's got a good heat to it.&amp;quot; The Lass notes, before thrusting forward her rock-crushing hand full of chunky dust at the Torracat as a painful distraction, taking two steps forward, and punting the cat hard enough to spike the red fire-type into the Tauros like a feline bullet.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;But I said show me your STRONGEST monsters! Come on, I can taste the fire in you!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Lass draws up, cupping her elbow with one hand and bringing up her free palm to yawn into, nose upturned with a derisive sneer painted across her face. &amp;quot;Or is that fear I taste? Is that all the innocent children of this place are? Tamed? Tamed, like their toothless partners? Show me something worth seeing, beanie-head.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;Riku says he's not going to make it easy, and Guzma laughs. &amp;quot;Show me what you've got, then! I can whoop your butt all day!&amp;quot; The Eidolon swings black flames as it tries to brawl with and slam its fist between Golisopod, and it hits on-center, burning into the bug for a super-effective hit and sending it reeling back. Golisopod responds on its own, Guzma trusting it, as it creates a massive water blade around its claw-shell, and moves to slash it straight into the Eidolon, trying to drive it back and cut it up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lory says bad execution, and Guzma grimaces. &amp;quot;Yeah, we'll see about a bad execution once you're under the guillotine.&amp;quot; It was the cleverest thing he could think of, but it's gonna be backed up shortly, as the gauss pistols stun into Golisopod with another super-effective hit, stunlocking it with a surge of electricity. It growls as best as a bug can, and rams forward, moving to strike both claws into Lory as precisely as possible, trying to hit weak points that'll stop her form moving as reflexively.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross keeps saying its own name. &amp;quot;Trainer girl, are your pokemon stupid? They keep saying their own name.&amp;quot; A pause. &amp;quot;Like, they sound defective.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross responds by slamming it straight into the ground with a seismic toss, hurting Golisopod bad, damaging its shell. As it rubs the sore shell, it head butts the Heracross, and then tries to chop into it with a karate chop as Guzma shouts. &amp;quot;Brick Break.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hopefully, the karate chop does major damage, as the Tauros keeps trying to get away, and Pokemon keep getting slung into it and off of it. It's slowly taking damage! That's not good, it's supposed to be on a heist.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; No one can dodge forever, and finally Lory is caught by those big claws. It isn't as bad as it could have been, since she manages to slip free before being totally crushed or something. She flips and lands atop those claws, then rears back with both pistols and aims to box the bug creature's...well, if it had normal ears, they'd probably get boxed! &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She leaps back after that, but winces and falls to a knee upon landing, the two bleeding gashes in her sides slowing her down. &amp;quot;Nnng...better.&amp;quot; she says before getting back to her feet. &amp;quot;But you're still fighting a losing battle here. Even if you somehow manage to beat us, there's a big drag mark leading right to your town, now.&amp;quot; she says, motioning to the road.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Facing down Guzma is proving to be agonizing even trying to keep things on a Battle Creature basis. The Golisopod is basically a murdertank. &amp;quot;Where the hell does a bug that big come from? What do you /feed/ it?&amp;quot; Riku asks, even as his stance shudders and falters under the assault on the Eidolon. It continues to fall apart, Riku trying to invest it with more and more of his will even as it sloughs away. The water blade shears one arm clean off of the creature, the limb vanishing into shadow as Riku staggers and falls to one knee. &amp;quot;Not... yet.&amp;quot; He says. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;In the meantime, the pseudo-Heartless horror takes on a new strategy. The moment it gets a chance, a yawning portal of blackness opens beneath it and the Eidlon slams into it, crashing through and forcing the bug through the spatial warp. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some distance above, the other side opens, the Eidolon continuing to drive it down through the Corridor and use gravity to crater it into the ground! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;quot;Who says he needs to hide it?&amp;quot; Riku grates. &amp;quot;He wants people to know it's there.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;Alexis laughs briefly at the radio conversation, but doesn't let it distract her from the here and now. That's a difference between worlds to note for later though.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Guzma's attitude is annoying her. Especially with the fussing over her Pokemon acting and sounding different. But that Golisopod? Is pretty damn impressive. It's got three people attacking it, it took being Seismic Tossed into the ground like a champ and still got up for more. Somehow it's hurt but not nearly as much as it should be. Whereas her Heracross is dishing it out just as much, but they're still on the back foot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yeah, right now she's probably got more respect for the Pokemon than it's Trainer. She'd be even more impressed if she knew how much of a Magikarp/Gyarados situation that evolution was.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross holds up his arms in a cross-over, using them and his horn to shield against the attack. It kind of works. Golisopod's arm slams into his arms, slamming them down into himself as he struggles against the attack. Eventually he manages to push to the side and throw the arm off, redirecting the force enough that it doesn't completely obliterate him.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Now, Arm Thrust!&amp;quot; Turnbuckle plants his feet and heaves, thrusting one arm at his opponent like a piston, and then the other, and so on in an alternating fashion multiple times.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;It takes Selene a fair few moments to pick herself up again, still reeling from that big toss courtesy of the LASS. Luckily, she's seeing figurative stars in addition to the also-figurative stars since... Well. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's not every day she sees someone capable of casually tossing someone so far in action. Or capable of getting melted down by a-wait a second &amp;quot;TORRA NO THAT'S NOT HOW-uhhh.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She's okay. A little singed-looking, but okay. Selene's brief moment of panic turns into an excited giggling spree. First that strange knight, and now this seemingly normal MEGALASS? One that's standing toe-to-toe with the fearsome elemental prowess of a fire-breathing housecat? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Of course Selene's going to get hyped up over that. &amp;quot;That was awesome! How'd you learn how to do that? Are you some kinda science project? A really smart Ditto? A-&amp;quot; She pauses in mid-sentence as the Torracat, having been blinded momentarily by that dust toss, gets punted into the rampaging Tauros. It catches itself on the significantly larger Pokemon just in time to not bounce off of it, but it lands rather awkwardly and seems to be having some trouble standing up. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The fear that the LASS senses is likely that of the Pokemon itself, mixed with frustration and indignance. Noticing her cat's hesitation, Selene crouches down briefly while holding her hand out to stop it from stepping forward again. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You want strong, huh? Alright... Let's give you something a little different!&amp;quot; Standing back up, Selene lifts one leg and rears her arm back not unlike a pitcher winding up. &amp;quot;Let's put some BUTTER on your popcorn!&amp;quot; She completes the pitch, throwing a fastball with a light blue Pokeball that bursts open as what looks like a whale-like beachball the size of a small car pops out and hurtles right at the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It has mask-like face paint on the top half of its face, of course.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;You're overestimating the police here. You think they're gonna come into my town? As if. They know exactly where it is.&amp;quot; The Golisopod gets hit in the head, staggering backwards only briefly, as Guzma speaks, staggering backwards. &amp;quot;News flash, girl. They don't care, and aren't competent enough anyways!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod is still active, as Riku's Eidolon slams Golisopod through a portal and into the ground. It creates a small crater in the process, shell cracked even more, as Alexis's Heracross Arm Thrusts it, smashing through its defenses and straight into its face.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod staggers backwards towards Guzma, and takes an offensive position, before...turning around, and looking up to him. &amp;quot;What's that, Golisopod? These people are /so/ boring that you're done with this?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod grunts, and then disappears back into its Pokeball on its own. Another Pokeball activates, releasing another large bug. This one's gray, with a massive pair of pincer-horns on its head.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Pinsir. Weaken their defenses. It's time to wrap this up.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Pinsir charges them, using sheer power at each foe to smash into them. The Eidolon, Heracross, and Lory all get hammered by the might of the bug, which isn't as strong as Golisopod, but is still fearsome. If it hits, their defenses will be shattered by the sheer power, weakened heavily and probably bleeding from it.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; The bunny cop is starting to look tired. It isn't easy to take on such powerful creatures, even with all her training and skill. But, that determined look remains. Lory blinks in surprise as the Golisopod 'gets bored', then again as another giant bug is called out. &amp;quot;...aren't there any like...butterflies or something?&amp;quot; she says as it charges at them. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She pulls her shield from her back and hops, trying to use the impact to send herself upward. It works...but that defense breaking impact shatters the bulletproof shield and sends her higher than she was expecting! She flips upward through the air, fighting to get her balance back. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; But, as she does, discs start droping from the sky as well. They fall all around the Pinsir, some black, some white. Then, she covers her eyes. Hopefully her allies follow suit, because as those disc grenades start exploding, the white ones turn out to be flashbang grenades! Mixed in with the more traditional explosives that are the black grenades, she is hoping to weaken their new opponent similarly to how it tried to weaken them. And as she comes down she aims to land on top of the Pinsir. That's how you deal with bugs, right? Step on them?&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;The LASS is praised for her amazing fireproof... everything, and her sinister look turns friendly once more - if still with maddened, wide eyes. &amp;quot;I was born to win. Born the strongest. Born to burn the world to cinders and swallow the ashes. But that doesn't mean I didn't train, either.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Casually extending her hand with fingers cupped into claws, a dark purple flame bursts into life with a strain at her wrist that vibrates through the muscles of her palm and digits.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;I've been practicing. And beating up all kinds of people, and creatures? That's just the best kind of training. I hear it's legal here. To just see what I want, and take it.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene rears back and throws, and the ball expands into a massive beach-ball containing a six-foot tall whale with a big doofus grin on its front and a facepaint mask.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Incredible.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With a quick flick of her wrist and discarding sweep of her hand, the purple flame snaps out of existance and Sylvi brings both hands to raised ready positions. &amp;quot;That's more like it!&amp;quot; She calls, with a wicked laugh, as she digs her toes into the earth and sets herself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then the titanic boom, and peal of forcefully ejected air splits a furrow into Route 1 as the LASS recieves a Wailmer right to the chest, right into her waiting arms, after being projectilely summon-ejected from a magic beachball. The ground gives way beneath her, shattering under her bare heels, and the sheer force drives her back in to two deep trenches.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The 'oof' she heaves out as her lungs are smashed into pales in comparison, and she laughs and laughs some more.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;I love it! BUT YOU KNOW WHAT THEY SAY!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With a heave, the Lass with planted feet, swings the enormous-yet-fairly-light enormous car-sized whale on her chest up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then back. And over her body. Right into the ground behind her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Spinning around to get her knees out from under her, the Lass leaps into the air a dozen feet, rotating with a full body heave to align her elbow with the center of the upturned whale.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;AFTER A DROP, YOU LAND BUTTER-SIDE-&amp;lt;span class=&amp;quot;bold_fg_r bg_n ++ hr&amp;quot;&amp;gt;DOWN&amp;lt;/span&amp;gt;.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;Turnbuckle hisses as he wobbles back his assault. That thing was a monster offensively, and he's feeling the strain from the effort. And the beating. Definately the beating. But the Golisopod is retreated from the fight, regardless if the 'bored' was really a reason or not.&amp;lt;br&amp;gt;And a Pinsir is released. Roaring directly into the fight as a replacement, plowing through the opposition, and hitting like truck with no brakes. The impact sends the Heracross rolling backwards several times, each bounce on the ground as hard as the last. Really roughed up, with several visible bruises and gouges in his own carapice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Oh, no no no. Not good!&amp;quot; Alexis... actually panics a little, not something she does very often, as she grabs for her Pokemon's ball. A Pinsir. Why did it have to be a Pinsir?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I don't know about Alola. But in Hoenn, Heracross and Pinsir are almost as bitter rivals as Zangoose and Seviper are. Not as predator and prey, but as competators for territory, food, and in general both being physical powerhouses.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Barely having the strength left to get up doesn't stop the Heracross from doing so, the beetle suddenly seething with rage at seeing his counterpart in the Badass Bug category. Enough to be completely ignorant of how hurt he already is. &amp;quot;Turnbuckle, no!&amp;quot; But it falls on deaf... whatever bugs hear with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Pain is forgotten as the Heracross lunges at the Pinsir. There's no strategy to it, no regard for his own safety and defense. Just a savage release of the beetle's remaining strength, swinging wildly with arms, horn and everything else he's got left.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene ohhs and ahhs with intrigued nods as the LASS gives her life story (kind of), the vagueness doing wonders for holding the teen's attention even as her miniature whale surges forward with that big dumb smile on its face. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The flame effects certainly don't hurt. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;That's the way it is with Pokemon. You gotta take 'em out to fight everything so they can get strong and you can teach 'em right!&amp;quot; The legality of it all isn't something that Selene seems all that concerned with, and she crouches down to give the Torracat a gentle pat on the head. &amp;quot;Take Torracat here. I've only had him for about two weeks, but he's already evolved once because we've formed a strong bond and fought every day and night!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The cat, meanwhile, seems content to lay there. After that kick and being dragged around so much, it's fine just taking a break for the rest of this fight. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Wailmer, meanwhile, has energy to go for quite a bit! The LASS' counterattack in the form of grabbing it and slamming it around leave it with little room to evade at all, but it's a tough bundle of meat! The slams against the ground leave sizable cracks in the pavement and impact craters in the dirt, but the whale keeps smiling all the while and making odd burbling noises. Even when it's spitting out water mixed with chunks of fish it had for lunch, it keeps grinning that same dumb grin! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Its face is shaped like that. It knows no other expression despite getting elbow dropped and wedged firmly into the ground. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Come on, Butter! Get out from under her and give. Her. The. JUICE!&amp;quot; Selene claps in time with the last four words as she starts stomping to psyche her Pokemon up. The whale's insides start to churn while the entire Pokemon starts vibrating, and it opens its mouth. It clamps its mouth mostly shut as it sneezes, sending a sludgy mist up arund itself and the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The real meat of the technique, though, is the force of the sneeze sending it into the air, with or without the LASS in tow. Once it's up, it starts blasting water out of its mouth at random intervals, bounding off nearby buildings and trees to try confounding the LASS before rocketing towards her again, opening wide to try and chomp right down on top of her!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The police aren't coming. Guzma is in control here. There's nothing they can do but solve this with their own power. And it might not be enough. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The Golisopod and the Eidolon brawl with each other through the darkness, cratering into the ground. It gets a moment to recuperate when it is knocked away... But the Pinsir comes in The smashing strike crashes into the dark being, the toxic nature of the bug withering the Eidolon and making Riku waver there even on one knee. &amp;quot;I'm not... going to say it...&amp;quot; He hisses, shaking as if being wracked with a fever... But at the same time, he knows he's on his last legs. &amp;quot;I'm going to finish you.... right now!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He saw what the black fire did to the last bug beast. Maybe more of it will help. The Eidolon surges with a wave of black-purple flames, Riku channelling all of his remaining power into a decisive attack. The beast emits a soundless roar as its one arm claws the sky.... And it descends like a meteor to crash down upon Guzma's Pinsir! If he can clear it out of the way...&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;Rolling off the whale after delivering her elbow-drop, the LASS turns and gets up, ready to point at Selene and demand a third challenger before seizing the trainer to take back to 'her place' for further Extreme Mean Girl actions (most likely: Xbox), the Wailmer makes a weird noise. She doesn't look.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She annihilated that stupid flying whale.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So that's when Wailmer barfs on her. Covered in sludge that drips from her long tumbling hair and pools at her feet, the LASS remains standing there, sliding the side of her hand across her eyes to clear them. When she does, her eyes flash in a glimmering of yellow-green with slit ophidian pupils. &amp;quot;I'm going to break your pinata fish in two, you know that, right?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Wailmer has all the time in the world to fall, baleen-white FREAKING TEETH first down on her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And, for a moment, there's a crash and a wet *crunch* as six feet of whale meet five-something of LASS.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then comes the laughter again. And Wailmer rises. Up and up. Lifted by two olive sets of fingers, then two olive arms, and then a slimy collared shirt and green skirt.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS raises the Wailmer by the gosh darned teeth up over her head, spins once as if aiming to hammer toss, and releases in a full-body-torque professional toss not just 'at' the Tauros, or Selene, but off darn near to the horizon line fit to twinkle as a big stupid doofy smiling idiot set of stars.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You might wanna get your third out.&amp;quot; The LASS announces, as if she didn't just heave a whale into the air on pure armstrength.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;And there goes. The. JUICE!&amp;quot; Selene cheers her Wailmer on as it completes its vile maneuver, although there is a brief moment of worry when it actually bites down onto the LASS. The laughter that follows brings her several confusing feelings, somewhere between relief and dread at her opponent being made of some freakishly tough stuff. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then the LASS starts spinning Butter around like some kind of professional athlete at a sporting event. At first, she's watching him sail off into the sky in awe of the LASS' physical might. Next, she realizes that he's not coming down yet, and might not for a while. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then she realizes that she'd have to CHASE the Wailmer down if she waits for him to land somewhere off the island. That's when Selene finally scrambles for the dopey whale's Dive Ball, raising it high to fire off those telltale red beams into the sky that signify someone trying to actually recall their Pokemon. &amp;quot;Oh crap oh crap HEY BUTTER TWIST A LITTLE!&amp;quot; It's only then that she actually manages to catch the giant with one of those beams, pulling it back to safety. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; And then Selene collapses in that standard bow-legged sitting position, grunting tiredly from the adrenaline rush wearing off. &amp;quot;Oh geez, that was close... Eh? Number three? That would be...&amp;quot; Tapping her fingers against the mini-Pokeballs on her bag, she counts them out before grinning her dopey grin at the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Afraid that's all I got! Slunch is still recovering, and Torracat here's...&amp;quot; It hisses, but quiets down when the chickenhat trainer ruffles its head a little to get it to calm down with a light wince. &amp;quot;Can't really compete with all that. But we gotta do this again sometime, and you gotta show me how you got that beefy!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;Guzma doesn't respond to Lory, who stomps on top of Pinsir. Her sheer agility and powerful attack stomps it down, unexpected. Pinsir wasn't as durable as Golisopod, either...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross swinged wildly at it, and the Pinsir's eyes lit up. A Heracross, huh? Arch-rival. It went at the Heracross, too, but the rival got in all the attacks, no hits by the Pinsir, and swung it back. Well, it's looking pretty weak, and it hasn't even attacked yet.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Eidolon comes in for the Pinsir. Like a meter, surging with a wave of flames, roaring soundlessly, and smashes straight into it. There's a dust cloud. When the smoke fades...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Pinsir is KO'd, clearly in its eyes. Guzma returns it to the ball. He considers grabbing another ball, but that was a /painful/ defeat. One round. He's lost this. He can feel it in his bones.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So, he slicks his hand through his hair, and turns, unharmed himself, but exhausted and with weakened core pokemon. He takes out some loose change and throws it to the ground. &amp;quot;Your reward. I'm bored of this, and my team's already far down the route, so I'm going home. Next time, maybe you'll deserve a taste of one of my stronger Pokemon.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As Guzma leaves, turning completely away from the group, he grimaces in anger. Time to go home.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Time to smash another trophy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meanwhile, the bus stop...&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;The LASS is gloating, now, still covered in Wailmer slime. She doesn't seem bothered by the odd, viscous bile at all, wiping it off with crisp flicks of her fingers across her arms and face. Her eyes remain in that odd oscillatory color between yellow and green and ophidian-slit vertically.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Walking right towards Selene, she unmistakeably struts with mean girl confidence, sweeping steps that crunch in a line of the previous foot, the distance between the LASS and selene disappearing in heartbeats. She looms, and her smile is a line of shark-like toothy white.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;What shall I do with you... Your money? Just... take you? You were so amusing!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene's reaction, her absurd purity, causes Sylvi to throw back her head and laugh, wiping her hand off on the unhitched Tauros behind Selene, then offering it to the girl to help her up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Love the spirit, though. Sure. Some other time. Your penalty game is: I won't be taking you to play Xbox in Hel!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She pronounces it &amp;quot;Hell&amp;quot;. It's an easy mistake.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;But I need to help that stupid idiot, so...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Leaning over towards the shattered slab of earth the Bus Stop had fallen to rest in, right in the middle of Route 1, the LASS rolls her arm as if winding up, using her other hand to roll up her sleeve as she...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grabs the lip of the earth and with a heave, one-hands to entire bus stop chunk on Route 1, Sign, Stop, and all, into the air over her head. &amp;quot;I'll be taking this as my prize!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hey, at least now it's not in the middle of a major Route!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With that, the LASS crouches, and, with a springing pump of her legs...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Leaps away into the distance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With the bus stop.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The Pinsir is defeated... But not without incident. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;In the aftermath of Guzma throwing down his change and walking off, Riku does not make any commentary. There is no smug response. He doesn't even step forward to grab the coinage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The Eidolon dissolves away back into his shadow, his will no longer capable of sustaining it as he wavers and simply slumps back, his back against a tree as the injured, bandaged boy sits there half-sensate. His body and mind are both burned to their limits, Riku just sitting there with a hand on his face, his senses turned inwards. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Maybe he's hearing something other people aren't.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;The last-ditch rampage somehow paid off. At least enough that Riku's... whatever that is put the Pinsir out of the fight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That was not a fight she would of won alone, and Alexis is painfully aware of it. Both from the collision abrasions and being as emotionally drained as her pokemon is physically.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Speaking of which, she's quick to recall the exhausted Heracross now that he's done venting before Turnbuckle tries to do anything else wreckless. &amp;quot;I could say the same thing,&amp;quot; she mutters, but isn't going to acknowledge Guzma's Big Bad Boss attitude by shouting after him. Instead she just growls mentally at herself. Next time, she's bringing more of her big hitters and not holding back for the sake of a challenge.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Team Skull's attitude may be obnoxious, but their Leader proved he can back that attitude up. Numbers is the only reason he had to retreat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The pokeball is tucked away, and the money is eyed. Didn't think this counted as a competative fight to require a payout, but there it is.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;No one else is collecting it so Alexis scoops down to do so. &amp;quot;Officer.&amp;quot; As no one else seems to want it she passes it to Lory. &amp;quot;Not enough to replace the bench, but the city should probably be compensated for the loss, yeah?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene snickers at the Tauros getting beslimed by the LASS' hand in that 'oh ew gross hehe' sort of way. Indeed, despite her age, she's still kind of deficient in other aspects. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Mentally. She's dumb. Pure, but dumb. Still, she suspects nothing whatsoever as she takes Sylvi's hand to get up, wobbling a bit in the process. Just how out of shape is she? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yes. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Alright, sounds good! Wait. In He-Your parents let you have an Xbox?! All I've got is this chunky tablet thing...&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She misheard that hell part, right? Probably. Or it might just be an exaggeration. Either way, it's enough to have Selene laughing even as she hands over a neat... Ten credits or so's worth of currency. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She hasn't been mugging enough people. &amp;quot;The heat's not that bad, is it? It's the humidity that really sucks, but if there's no breeze...&amp;quot; As she mulls over the possible ventilation issues in the LASS' home, she snaps out of her daze long enough to remember something even more important. &amp;quot;Oh! What's your na-aaaah?&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The bus stop is gone. Once again, those stars return to her eyes. Even being lightheaded and falling over from getting up too quickly can't stop that.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory takes a few moments to catch her breath a bit, and to assess the still bleeding gashes in her sides keeping her from going after Guzma like she usually would. Her ears perk and she looks toward Alexis as she is offered the money, then nods and takes it. &amp;quot;I'll make sure it gets to them.&amp;quot; she says. Aaaand...the bus stop is really gone now. Lory is left staring wide-eyed as the LASS just picks it up and leaps away like some anime character or something. Which she totally doesn't watch in her spare time or anything. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; This at least leaves her free to level a glare at Riku. &amp;quot;...&amp;quot; And wordlessly she pulls out a pair of handcuffs. &amp;quot;Now for you.&amp;quot; she says, making her way toward him.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;As Sylvi escapes with the bus stop from the spun around Tauros (who is fine) and the grunts. One of them has already escaped after Guzma did, and the other, riding the Tauros, is now unable to control her Tauros. So...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She rides it into the warpgate, in a completely random direction, and is going to be lost until Team Skull can pick her up. And return the Tauros to where they stole it from, probably.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;And then the cop goes after the shadow boy. Alexis just asumes it's got to do with the Big Things that happen last night. Not her problem. Sometimes it's nice not having to deal with Faction Issues any more.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Yep, that's my cue to leave.&amp;quot; She starts walking back towards the center of town, to get her hurt Pokemon over to the Pokecenter.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Riku continues to sit there, saving his energy, marshalling it for the time it will be needed. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That time comes sooner than he expected. Fresh from Guzma leaving, Lory turns to try to arrest him. &amp;quot;No.&amp;quot; Riku says. &amp;quot;Not this time.&amp;quot; A Corridor of Darkness opens up behind him at that point, and Riku tumbles backwards, rolling into it despite the pain. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Looks like he's making his escape!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory's pace quickly accelerates as Riku speaks up. &amp;quot;Hey! Get back here!&amp;quot; she exclaims as he rolls. She dashes and leaps, trying to get through that portal before it closes. She has no idea how dangerous the darkness is, or what awaits through that portal. Or even the rules to keep herself from falling off the path. She just sees a criminal getting away, and hears a challenge that supposedly she'll just get lost in there. &amp;quot;Like I am going to listen to you!&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; And with that, she goes sailing through the air toward the portal, and right through it!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=6936/Say_Alola!&amp;diff=16159</id>
		<title>6936/Say Alola!</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=6936/Say_Alola!&amp;diff=16159"/>
				<updated>2019-12-25T03:06:57Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Log Header&lt;br /&gt;
|Date of Scene=2019/12/15&lt;br /&gt;
|Location=Route 1, Melemele Island, Alola&lt;br /&gt;
|Synopsis=Guzma steals an entire bus stop (with help), to the distaste of several hero-types.&lt;br /&gt;
|Cast of Characters=7148, 7151, 7084, 459, 6928, 7047&lt;br /&gt;
|pretty=yes&lt;br /&gt;
}}&lt;br /&gt;
{{Poses&lt;br /&gt;
|Poses=:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;HAU'OLI CITY, MELEMELE ISLAND, ALOLA&amp;lt;br&amp;gt;AFTERNOON&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In the largest city in Alola, there are several bus stops. One of them has a bench and an overhang. People sit at it, waiting for the bus to come by, playing with their Pokemon and listening to the sounds of the city bustle. It's a cute little city, straight on the edge of the wilderness, connected to Route 1, which leads to the Trainer School and the greater wilds nearby.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A pair of punks with bandanas and skull caps on, swagging as they walk, lead a giant fuzzy bull towards the bus stop. People gawk, a little, but say nothing - Ride Tauros are pretty common around here. It's when they take out a big spike, move to chain it to the ground near the concrete line, take a hammer, and just /plunge it/ into the concrete that people start freaking out. One of the grunts leaps onto the back of the Tauros, as the other smacks it on the rear, angering it and causing it to go berserk. It starts pulling the spike...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Tauros /rips/ the concrete out of the ground, bench, bus stop sign, and overhang all intact. People leap off it, or fall to the ground, as the concrete is spun around by the strong animal, smashing into a car that promptly has a heavily dented door. The grunt barely ducks out of the way of it, as he starts running alongside, but he can't keep up with his female friend and her Tauros.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Ride, dang it, ride!&amp;quot; He shouts, as it heads down to Route 1 and the warpgate past the Trainer School.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;TRAINER SCHOOl, ROUTE 1, MELEMELE ISLAND, ALOLA&amp;lt;br&amp;gt;A FEW MOMENTS LATER&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ilima has called Selene to the Trainer School for her Island Trial. She's been invited to bring any friends she wants, as they'll be learning about the various pokemon in the nearby wild, as well as earning herself a Z-Crystal if she succeeds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ilima, the dark-skinned pink-haired young man, stands outside the front, and as Selene eventually approaches, would greet her. &amp;quot;Welcome, Selene! Our trial will begin now. Let us just...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Tauros starts down Route 1. The concrete is being dragged along, making a horrible noise against the trail. Ilima can hear the car alarms going off down the trail and towards the city, just faintly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;How dare they...! I need to get to the city urgently and help any injured. Please, deal with this!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As Ilima starts to run off, there's a firm tough voice walking down the road. A man with short, messy white hair, golden glasses, a black jacket with zig-zag stripes, a white undershirt, a golden chain with a strange symbol as the head, a golden watch, and multiple bracelets. He juggles a round sphere, yellow and dark grey. He waits to see who comes down and around from his call. And then, he speaks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;That Ilima thinks he's so smart, because he has a fancy badge. Well, the hated boss who beats you down and beats you down and never lets up again is here to teach all of you who'd heed his words a lesson. But who's this, you're asking yourselves...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;He flashes a grin. The ball is clicked, and thrown out. A blue and white giant bug, with large arms and a heavy shell, goes out.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;That's right. It's ya boy, Guzma!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene has plenty of friends! She's just not sure what most of their names are what with being a new face to the whole Multiverse thing. She might not have invited anyone in particular to join her, but she's certainly not going to object to anyone coming along when she hears that a certain dealer is announcing the unveiling of his own bus stop. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When she arrives at the Trainer School, she's still got her eyes peeled for suspicious activity as she approaches Ilima with a broad grin plastered on her face and Torracat sitting atop her head. &amp;quot;Hi, Ilima! Alright, let's-oh!&amp;quot; She points at the Tauros as it that awful screeching grows louder, watching it pull that mass of concrete and squinting slgihtly as she hears a familiar-ish voice coming from further down the road. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;It's that guy! Hey!&amp;quot; Breaking into a run, Selene doesn't even seem to mind her fire cat latching onto her head for dear life. The giant with the shell gets a long look from her, an amused 'oooooh' coming from Selene for several seconds until she remembers to actually address Guzma himself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You finally did it, huh? So what're you gonna do now? Bring it back to your...&amp;quot; She pauses for dramatic effect, then points at Guzma at the end. &amp;quot;SECRET BASE? And then run a competing bus service to drive the city's out of business?!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene strikes a pose, and the cat leaps off her head to strut around the chicken hatted trainer. &amp;quot;Or are you going for something... BIGGER?&amp;quot; She looks like she's hoping for the latter, mostly.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory wasn't really here because anyone asked her to be. It was probably closer to say that a few people had asked her -not- to be here. But, when an officer hears about a crime in progress, they have an obligation to check it out. Not to mention Lory kind of wants to steer this Team Skull away from such activities. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; So, she was in town when the team appeared, and her sharp bunny senses quickly led her to the scene. Not that you need sharp senses to hear a bull pokemon dragging a concrete slab covered with a bus stop. She takes off after it, and once she is close enough she uses her grapple gun to latch onto the stop and starts pulling herself over. &amp;quot;Alright, that's enough of that! I told you guys I wouldn't just let you get away with this!&amp;quot; she calls out to the two thugs guiding the Tauros. And blinks as she sees the guy in the bling. &amp;quot;...so that's Guzma?&amp;quot; she says softly as she basically skiis behind the bus stop. &amp;quot;Sorry Guzma! No time to deal with you!&amp;quot; she calls out. &amp;quot;But I'll be happy to arrest you later!&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Of course, with the Tauros running and her grapple line still reeling in, it would be easy to cut or otherwise dislodge right now.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;As it turns out the people from Alola that were talking it up the other night weren't from the Alola from -her- pokemon world. So any of the information trolling Alexis had her Porygon-Z do was most likely invalid, and once she figured that out she was about ready to kick herself for jumping to such sloppy conclusions. Seriously, she should of known better with how long she's been involved in the Multiverse.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh well, that just gave her all the more reason to go check out this iteration for herself. Of course, you don't visit Alola without having a malasada or two. Can't go exploring the wilderness on an empty stomach, so that was the first place in Hau'oli Alexis was going to head.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Like several Trainers she had a Pikachu, which was sitting on her shoulder... Unlike most Pikachu, this one was wearing a red rocker jacket and tiny tight leather pants, and that was probably enough to place the brightly haired tomboy as a tourist. It's also said Pikachu that notices the Tauros stomping down the street while Alexis is checking out the flavors menu. &amp;quot;Chaaa?&amp;quot; Zapette nudges Alexis with her tail. &amp;quot;Yeah, what is i--&amp;quot; Alexis stops partway through the comment as she looks up, watching the Wild Bull pokemon storm off after ripping up the entire bus stop. Not just a sign, or the bench. The Whole. Damn. Thing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Cue facepalm. &amp;quot;Rayquaza dammit, that guy was serious?!&amp;quot; &amp;quot;Pika.&amp;quot; &amp;quot;Yeah, local delecacy is gonna have to wait.&amp;quot; Alexis kicks her heel against the curb to deploy her rollerblades, and promptly skates off after the expedient Tauros, likely catching up with other arrivals in the process.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Normally when there is a situation, Riku is there looming on a building, looking down with the kind of anticipation one might imagine Batman having when looking on an incipient crime spree. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;This time, he's on the roof of a nearby building, his body covered in bandages from severe burns. Even his face has some of them covering his looks, but he'd made sure to keep his eyes and mouth clear. He doesn't cut so much of a figure here, but he has his pride... And other reasons. His gaze moves along, following the path of the Tauros. &amp;quot;Well... Here goes.&amp;quot; He sighs to himself, and a Corridor of Darkness opens up. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;While the Ride Tauros is basically bludgeoning its way past all obstacles, the other end of that hole opens up near the Trainer School, Riku walking slowly out of it, walking slowly past Guzma as his gaze turns to the giant bug in the way. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;With the slowness of the injured, Riku turns his head to Guzma and simply says, &amp;quot;Get out of the way.&amp;quot; The fact that Selene's there jazzing next to the Team Skull leader doesn't seem to really make an impact on him right at the moment.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;There's a LASS on Route 1. She's just standing there, hoisting up and down a Pokeball! In fact she seems extra bored, with her classic hair flower, and white collared shirt, and green skirt. She just stands there...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hoisting the pokeball. She looks extra bored, waiting for a trainer to meet her eyes. An unsuspecting trainer to accept her SOCIALLY REINFORCED MUGGING OF CHILDREN!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Right as a Tauros tears down the path carrying an entire bus stop. And SELENE starts jazzing with the Team Skull grunts she feels a dark, tangible presence. A fear-effect?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS drops a hand on Selene's shoulder, leaning in to the chickenhat's shoulder and whispering in her ear. &amp;quot;You're supposed to lock eyes with me. Then Pokemon Battle. Right? Isn't that right?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene can notice that the LASS is seizing a RED AND WHITE COLORED ROCK in her hand. It's barely circular.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;A bunch of people show up! Guzma replies to Selene. &amp;quot;Heh, you want to know what we're gonna do? We're gonna make this bus stop real legit. Give Po Town her very own. But first...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As someone else wlaks up to Selene, since she's not fronting on him, he ignores her, letting the COMPLETELY NORMAL LOCAL LASS deal with her. Hey, it's Alola, she's following proper conduct.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Instead, Lory ignores him and tells him as much, Riku disrespects him, and Alexis is collateral damage for what comes next. &amp;quot;Did I say you can just /ignore me/ and go wherever you want? Did I give you a permission slip, officer? Did I say you can just walk past me, boy? I don't think so. You're gonna be playing with Guzma tonight. Let me teach you a lesson in respect.&amp;quot; He tenses his fist, and then speaks as Golisopod tenses with him.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Use First Impression.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod moves way too fast for a big man-sized bug. One of its giant two-clawed arms moves out, to strike into Riku's gut, knock him back, and hopefully towards Lory and the Tauros coming past. As it gets into range, Golisopod moves the other claw to grab Lory in the same superhuman burst, jab into her, and tear her line. Alexis is right nearby, rollerskating along...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When she'd be right in the middle of that, the giant bug ramming into her without a care of her safety. The Tauros is going to keep on moving past towards the warpgate, though a little slower thanks to the former carry-on.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Now then. Can you gamble with the Dealer of Destruction? Let's find out!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The bandaged teen looks back to Guzma, finally looking directly at him. &amp;quot;I don't need your permission for anything. And you're Guzma? That big bad guy on the radio? Well, that makes this easier.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Despite the bold words, Riku's reaction is slow. He leaps backwards only to be caught by the claw-arms, the impact sending him flying tight into the mess with Lory, crashing into the ground with a yelp of pain. He tumbles along the ground and comes to a stop, pausing there as lancing, intense pain rolls across his body. &amp;quot;Gggh...&amp;quot; He breathes, trying to steel himself... And forcing himself up. He can't fight this with his body... But he has another option. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He holds out a hand, his eyes hardening as he draws upon his Heart. &amp;quot;No one's gambling here.&amp;quot; He replies... And his shadow surges forward, the Darkside-like Eidolon emerging from the blackness to surge forward to clash with the Golisopod, the dark creature lashing out over and over with the clawed hands to harry the bug before it brings its hands up in an axehandle blow intended to smash into the Pokemon with intense force.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene places a hand on her chin while propping it up with her other hand, and Torracat mimics that motion as best it can despite the lack of human-shaped bone structure. After a few moments, she holds a fist out to Guzma, turns it slowly, and... &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gives him a big thumbs up. &amp;quot;Infrastructure's important to a deveoping town! That's an important step towards stimulating the local economy or something like that!&amp;quot; She doesn't quite get what it is that Lory's going on about not letting him do that, but... Eh. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Laws are hard. Besides, it looks like things are starting to get a little more hectic between her trying to stop the Tauros, Alexis chasing it, and Riku (who gets a not-so-subtle knowing nod) doing that thing with the door. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She has other things to worry about! Namely, the completely normal LASS approaching and making things a little weird. Not because Selene didn't notice her earlier, but because of her approach. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That hand on the shoulder. That whisper in the ear. The closeness of the LASS. A certain grunt's words echoed... &amp;quot;You put your hand on the wall, tilt your head down, and say 'hey'.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Except this LASS is taller than her. Unless... Are the roles being reversed here?! There's no time to doubt those sage words of wisdom, though, and Selene musters up her courage to lock eyes, tilt her head down slightly, and utter a low-pitched &amp;quot;Hey.&amp;quot; to the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's not until she sees that very normal POKEBALL (thanks to the power of her brain filling in the blanks and ignoring the important details like it being rock shaped) that Selene realizes her mistake. &amp;quot;..Oh! You wanted to battle. Right, let's do it! Although I'm pretty sure I was supposed to be doing something else at the school..&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Details, details. &amp;quot;How many rounds? I've got enough forrr...&amp;quot; She pats the shrunken multi-colored orbs on her bag's strap. &amp;quot;...Three!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory offers a small wave to Selene even as she skiis past. Then, her ears perk and she suddenly ducks down and slides through the dirt...just as that claw from the giant bug pokemon comes sailing over her head. This keeps her from taking a direct hit, but her grapple line is caught and it snaps loose from the bus stop before she gets pulled backward with the attack headed for Alexis and Riku. She manages to kick off the ground as she gets dragged and backflips to land...and ends up headed right toward Alexis. Although the bunny isn't that heavy, it certainly can't feel good to have some 80 lbs of bunny cop land on you. Somehow the bunny herself seems fine after the landing, and immediately hops off the trainer. &amp;quot;S-sorry about that!&amp;quot; she says and helps Alexis up if needed. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Riku speaks...and Lory's ears twitch. &amp;quot;...your voice. It sounds really familiar.&amp;quot; she says, her expression darkening. &amp;quot;You were there yesterday, weren't you?&amp;quot; she adds after a moment. Her fur bristles a bit, and in a rather serious tone she says. &amp;quot;After we deal with this guy, you are next. Got it?&amp;quot; she says before turning to Guzma and the big bug pokemon. &amp;quot;I guess that -was- kind of rude, not asking for your permission.&amp;quot; she says, voice dripping with sarcasm as she smirks confidently and reaches to pull some yellow discs from her belt. &amp;quot;But then...I guess I just don't have much confidence in your teaching abilities!&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She throws those discs, and they explode on impact around the bug to unleash a blast of foam that rapidly hardens to a pretty tough material. It is obviously meant to help slow down targets for ease of capture.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;Alexis comes skating along, most of her attention on chasing down the Tauros. &amp;quot;When we get close enough slow it down with a Thunder Wave.&amp;quot; &amp;quot;Pika!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately they never get to put that plan into action. Alexis sees the Golisopod at the edge of her vision, she hears Guzma shouting something, but First Impression being one of those moves only a certain pokemon has leaves her with lack of experience to know it, and the bug using it, are going to move disportionately fast to it's appearance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She lets out a curse and ducks under one of the swinging clawed limbs... But its twisting motion slams one of the smaller arms at it's side right into her face instead. Recoiling from that unexpected appendage gets the bunny cop slammed into her, and momentum does the rest as her legs are throw from under her and skidding across the ground. Zapette tumbles the other way as she's dislodged from her shoulder, rolling off to the side in a daze. &amp;quot;Pikaaaa...&amp;quot; Spinning dizzy eyes and all.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It takes a moment for Alexis to get dislodged from Lory and the pair pick themselves up. &amp;quot;Eh. Use to being in the right place at the wrong time.&amp;quot; Road burn is going to be a bitch, but there's no time to worry about that. She squints at the towering arthopod. She doesn't have time to yank out her Pokedex, but she can guess that's most likely some kind of Bug pokemon. And Zapette's out of it from the fall.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As much as this Guzma punk needs a beating, yanking out something like Talonflame or Hawlucha would being a bit overbearing, and not much of a challenge. What's the point to a Pokemon Battle if there isn't some challenge? So she grabs a different ball from her collection, opting to make things a little more interesting. &amp;quot;Tag in, Turnbuckle!&amp;quot; The brief burst of light from the ball consolidates itself into a large blue beetle with a long pronged horn. &amp;quot;Heracrsss!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You want to throw your weight around? Then we'll just do the same. Use Horn Attack!&amp;quot; The Heracross pops open the back of his shell and buzzes his small wings, using them for just enough lift and thrust to hurtle towards the larger Golisopod, head and rhino beetle horn leading the charge.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;Selene turns to the LASS with the crazy eyes and the pleasant flower placed aromatically in her hair. Locks eyes with the other 'trainer'. Lowers her voice, as the taller girl's hand rests firmly on her shoulder, and returns the attention with a low 'hey'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS's whole face brightens with the covetous smile that splits the corners of her mouth with mild surprise and clear 'reception' of...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Well it may not be exactly what Selene wanted to convey, but whatever message it is the LASS has her own conclusions about it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Yeah, let's go a few rounds. I'm sure I've got the stamina to keep going as long as you can stand.&amp;quot; The LASS practically purrs, her shoulder hand unmoving and immutable.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Her words become almost supernaturally sense-making. &amp;quot;Tell you what. If I win, we'll go to my place. If you win, we'll go to your place.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Without waiting for the acknowledgement of the stakes, the LASS picks up Selene - by the shoulder - and tosses her bodily into the Tauros, a literal start-of-battle bully shove...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With extra spice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Come on, girl! Show me your best monster, and maybe I'll show you mine!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;As Riku tries to dodge and Golisopod intercepts, Guzma grins. He's excited to fight this punk, finally. But the first hit knocking the injured kid back has him a little disappointed. Is this all the kid's got?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Riku summons his Eidolon in response, and the shadowy beast moves in on the pokemon. &amp;quot;Golisopod, block it!&amp;quot; Guzma shouts, right as the clawed hands come down and the axehandle blow moves in on Golisopod's head. Sweeping its arms around sideways, showing a plate-like shell, Golisopod intercepts the blow, being knocked backwards and having its arms battered but avoiding any vital hits.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Poison Jab.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The claws suddenly are charged with a purple energy, as Golisopod lunges in with an arm to smash into the Eidolon and channel that poison through it into Riku, or hit Riku himself if he's closer. It's not as blindingly fast as the last attack, but the sheer blow, if it impacts, is enough to induce rapid toxins, making it harder to aim accurately. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lory insults Guzma. Guzma just laughs at her as she smirks. &amp;quot;Then I'm gonna have to beat them into you. Let's see what a little buneary can do.&amp;quot; As the discs go flying, though, they impact hard material around Golisopod, getting it stuck. It grunts, as it tries to break out, stuck for a few moments...before it suddenly barrels through towards Lory, slower than before.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Go for the ears.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Buneary ears are pretty sensitive, so Guzma logics that hers are, too, especially with her hearing abilities. Golisopod takes both claws and moves to hammer into those ears, yanking them around, pulling them, and also just plain smashing into Lory's head if it gets a hit, trying to make it harder for her to dodge by upsetting her balance and hearing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alexis sounds out her Heracross. Guzma didn't even notice her at first, but, what can you do? She's a brat too, in his eyes. &amp;quot;You're a trainer, huh? Bug-type. Well, you've got good taste, but bad form.&amp;quot; And then the horn impacts Golisopod.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod moves for a block, but the sheer forn of the horn attack breaks open its arms, allowing the horn to impact its chest. It slides backwards, dazed, before attacking again. &amp;quot;Pin Missile.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;From Golisopod's back, little green-energized needles fire from Golisopod's back straight for Heracross, moving to jab into it. They move for the horn and the arms, trying to stagger and make it harder to aim or hit well, as well as doing raw damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meanwhile, Selene is being thrown backwards at the Tauros by the incredibly strong Lass. If that impacts...it's gonna hurt a hell of a lot for Selene, but drive the Tauros slightly off-course, making it take longer to get to the warp gate!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;The challenge is accepted, and Selene's beaming expression grows even brighter! Figuratively. She's pretty sure she's missing something here, but it's probably nothing to worry about if she can make a new battle friend and actually put a name to a face for once. &amp;quot;Heh, right! A Trainer can't just stand around for the whole fight, though! I mean, it'd be easier to show you what I mean duringt he fight, but...&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She looks at that hand on her shoulder. She does't shrug it off, but it really is kind of hard to pose properly with the LASS' hand there. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then her eyes light up at the notion of hanging out. &amp;quot;Oh? Cool! Alright, let's-er. Wait, but I'm out of sod-aaaAA?!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Aaaand she goes flying. The LASS proves to be much stronger than expected, and Selene goes sailing right into the Tauros, bouncing off of it and letting out a loud hoarking noise before landing. She groans painfully while the Torracat, having leapt off the trainer's head, starts hissing and spitting fire and vitriol at Sylvi. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Literal fire, even. It does not seem happy, and it only relents when Selene rolls over. &amp;quot;Guh... H-hey, cut that out! She's just roughousing a little... No harm done!&amp;quot; She jumps onto her feet with her hands on her hips, another broad grin, then topples right over with another groan and clutching of her back. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She'll be back up soon.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Using your heart as an avatar to strike has its benefits. One's will is often much more potent than the flesh of one's body if you are strong enough to be a Heartbrand in the first place. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;However, Riku's been heavily weakened as it is. Pride and circumstance has driven Riku to face Guzma in a state that he normally wouldn't. His body is weakened, pain running through him constantly as he works to sustain himself... And as the Golisopod jabs in and stabs the dark creature with his claws, the poison seethes through it, purple bubbles rising up from its flesh to pop in a classic tell. The Eidolon slows, and Riku grunts in sympathetic pain as the shadow-entity begins to disintegrate slowly. &amp;quot;It's not over...&amp;quot; He grunts. &amp;quot;I'm not going to make this easy on you!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The misshapen spectre twists, slamming a fist sidewise. There's no callout of the attack, this thing isn't a Pokemon even if it could blend in. The dark thing gets stuck in with the Golispod, trying to brawl with it and slam its fists together, a rush of black flames bursting outwards as it slams them together preferably with the Golispod in between!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory lets out just a bit of a laugh as Alexis speaks to her. &amp;quot;I guess I have kind of the opposite thing. The wrong place at the right time.&amp;quot; she says, then blinks in surprise as Alexis throws out a big bug of her own. She looks over at the dazed pikachu, then back toward the golisopod. Just in time to realize it is headed right for her! &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; The ears are indeed sensitive. Which is why Lory works /extra/ hard not to have them torn up. The Golisopod swipes at her, but with each swipe she ducks or backflips or sidesteps nimbly, just barely avoiding each one. Her ears even join in, flopping this way and that and finally laying flat against her head. &amp;quot;Good plan, but bad execution!&amp;quot; she says as she finally darts forward and in a swift motion pulls her pistols from their holsters and leaps back, doing a single somersault before aiming the weapons at the bug. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She flips a switch on the gauss pistols and a high pitched whine can be heard that is obviously a capacitor charging with electricity. Prongs pop out on the front of the guns before she fires them. The prongs sail through the air, trailing thin wires. Should they find their mark in the big water bug, they unleash a full stun charge into it.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;I like having options,&amp;quot; Alexis replies as she steps over to pick the still dazed Pikachu up so she doesn't get stomped on as attacks start flying around. Truth be told she came with pokemon more intended for exploration and scouting than a killer competative team, and it's showing a bit. Not that it's going to stop her from facing the challenge. &amp;quot;Brace for impact!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Turnbuckle hunches down, tucking as much of himself beneath his carapice as he can. But even so the Pin Missiles hit hard, digging through the tough exterior and doing some debilitating damage. &amp;quot;Heraaaaa.&amp;quot; Eyes clench shut for a moment, rasping through unseen mandibles before he starts to slowly lift himself back off the ground under the barrage pounding down. Finally reachs up to grab one of the needles jabbed into his shoulder and yank it out.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alexis nods as he's up and still willing to fight, then rubs a finger thoughtfully at her chin. &amp;quot;Looks like I was wrong.. Guzma was it? You've got the stuff to back up that bluster of yours.&amp;quot; She digs a heel into the ground as the rollerblades retract again, clenching her fists. &amp;quot;But we're not gonna back down just because you're tough! That'd be rude to a challenging foe!&amp;quot; &amp;quot;Heracross!&amp;quot; &amp;quot;And it sounds like Turnbuckle agrees. So let's show them how we do it in Hoenn.&amp;quot; She flicks her ponytail out over her shoulder and then does the dramatic point. &amp;quot;SEISMIC TOSS!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's the Heracross' turn to move faster than one might expect, diving towards the Golisopod but coming in low. To get his big horn under the larger bug, slam his limbs into the ground to push, and heave up. The beetle's stout build was immensely strong. Enough so to crash over trees and throw things much larger and heavier than it is.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Like now, as he attempts to catch the larger arthopod with his horn and swing up, flip over and slam Golisopod into the ground again like some kind of suplex throw.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;'Rough-housing'. That's a way of putting it. The LASS goes back to hoisting her poke-rock and waiting for a reprisal immediately after the advanced (actually-a-throw) shove - and she's not waiting long. A two foot tall fire red angry muscle cat starts spitting fire at her!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS raises a hand to shield her face as she just eats the torrent of fire, the blaze consuming her in a cloud of red-hot fury and immolation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It looks like Selene just killed another human being, because weaponized animals with superpowers are DANGEROUS MEANACES TO SOCI-&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Lass stands, smoke curling from her exposed skin and darkening the whites and greens of her clothes. The only two parts of her outfit that the fire consumes are the wonderful red flower in her hair (now a blackened bit of char) and the paint on the rock she had held.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now it's just a rock. The Lass's hand flexes and the stone crunches into pebbles and powder. &amp;quot;That was cute. Love the little pet. It's got a good heat to it.&amp;quot; The Lass notes, before thrusting forward her rock-crushing hand full of chunky dust at the Torracat as a painful distraction, taking two steps forward, and punting the cat hard enough to spike the red fire-type into the Tauros like a feline bullet.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;But I said show me your STRONGEST monsters! Come on, I can taste the fire in you!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Lass draws up, cupping her elbow with one hand and bringing up her free palm to yawn into, nose upturned with a derisive sneer painted across her face. &amp;quot;Or is that fear I taste? Is that all the innocent children of this place are? Tamed? Tamed, like their toothless partners? Show me something worth seeing, beanie-head.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;Riku says he's not going to make it easy, and Guzma laughs. &amp;quot;Show me what you've got, then! I can whoop your butt all day!&amp;quot; The Eidolon swings black flames as it tries to brawl with and slam its fist between Golisopod, and it hits on-center, burning into the bug for a super-effective hit and sending it reeling back. Golisopod responds on its own, Guzma trusting it, as it creates a massive water blade around its claw-shell, and moves to slash it straight into the Eidolon, trying to drive it back and cut it up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lory says bad execution, and Guzma grimaces. &amp;quot;Yeah, we'll see about a bad execution once you're under the guillotine.&amp;quot; It was the cleverest thing he could think of, but it's gonna be backed up shortly, as the gauss pistols stun into Golisopod with another super-effective hit, stunlocking it with a surge of electricity. It growls as best as a bug can, and rams forward, moving to strike both claws into Lory as precisely as possible, trying to hit weak points that'll stop her form moving as reflexively.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross keeps saying its own name. &amp;quot;Trainer girl, are your pokemon stupid? They keep saying their own name.&amp;quot; A pause. &amp;quot;Like, they sound defective.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross responds by slamming it straight into the ground with a seismic toss, hurting Golisopod bad, damaging its shell. As it rubs the sore shell, it head butts the Heracross, and then tries to chop into it with a karate chop as Guzma shouts. &amp;quot;Brick Break.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hopefully, the karate chop does major damage, as the Tauros keeps trying to get away, and Pokemon keep getting slung into it and off of it. It's slowly taking damage! That's not good, it's supposed to be on a heist.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; No one can dodge forever, and finally Lory is caught by those big claws. It isn't as bad as it could have been, since she manages to slip free before being totally crushed or something. She flips and lands atop those claws, then rears back with both pistols and aims to box the bug creature's...well, if it had normal ears, they'd probably get boxed! &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She leaps back after that, but winces and falls to a knee upon landing, the two bleeding gashes in her sides slowing her down. &amp;quot;Nnng...better.&amp;quot; she says before getting back to her feet. &amp;quot;But you're still fighting a losing battle here. Even if you somehow manage to beat us, there's a big drag mark leading right to your town, now.&amp;quot; she says, motioning to the road.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Facing down Guzma is proving to be agonizing even trying to keep things on a Battle Creature basis. The Golisopod is basically a murdertank. &amp;quot;Where the hell does a bug that big come from? What do you /feed/ it?&amp;quot; Riku asks, even as his stance shudders and falters under the assault on the Eidolon. It continues to fall apart, Riku trying to invest it with more and more of his will even as it sloughs away. The water blade shears one arm clean off of the creature, the limb vanishing into shadow as Riku staggers and falls to one knee. &amp;quot;Not... yet.&amp;quot; He says. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;In the meantime, the pseudo-Heartless horror takes on a new strategy. The moment it gets a chance, a yawning portal of blackness opens beneath it and the Eidlon slams into it, crashing through and forcing the bug through the spatial warp. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some distance above, the other side opens, the Eidolon continuing to drive it down through the Corridor and use gravity to crater it into the ground! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;quot;Who says he needs to hide it?&amp;quot; Riku grates. &amp;quot;He wants people to know it's there.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;Alexis laughs briefly at the radio conversation, but doesn't let it distract her from the here and now. That's a difference between worlds to note for later though.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Guzma's attitude is annoying her. Especially with the fussing over her Pokemon acting and sounding different. But that Golisopod? Is pretty damn impressive. It's got three people attacking it, it took being Seismic Tossed into the ground like a champ and still got up for more. Somehow it's hurt but not nearly as much as it should be. Whereas her Heracross is dishing it out just as much, but they're still on the back foot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yeah, right now she's probably got more respect for the Pokemon than it's Trainer. She'd be even more impressed if she knew how much of a Magikarp/Gyarados situation that evolution was.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross holds up his arms in a cross-over, using them and his horn to shield against the attack. It kind of works. Golisopod's arm slams into his arms, slamming them down into himself as he struggles against the attack. Eventually he manages to push to the side and throw the arm off, redirecting the force enough that it doesn't completely obliterate him.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Now, Arm Thrust!&amp;quot; Turnbuckle plants his feet and heaves, thrusting one arm at his opponent like a piston, and then the other, and so on in an alternating fashion multiple times.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;It takes Selene a fair few moments to pick herself up again, still reeling from that big toss courtesy of the LASS. Luckily, she's seeing figurative stars in addition to the also-figurative stars since... Well. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's not every day she sees someone capable of casually tossing someone so far in action. Or capable of getting melted down by a-wait a second &amp;quot;TORRA NO THAT'S NOT HOW-uhhh.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She's okay. A little singed-looking, but okay. Selene's brief moment of panic turns into an excited giggling spree. First that strange knight, and now this seemingly normal MEGALASS? One that's standing toe-to-toe with the fearsome elemental prowess of a fire-breathing housecat? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Of course Selene's going to get hyped up over that. &amp;quot;That was awesome! How'd you learn how to do that? Are you some kinda science project? A really smart Ditto? A-&amp;quot; She pauses in mid-sentence as the Torracat, having been blinded momentarily by that dust toss, gets punted into the rampaging Tauros. It catches itself on the significantly larger Pokemon just in time to not bounce off of it, but it lands rather awkwardly and seems to be having some trouble standing up. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The fear that the LASS senses is likely that of the Pokemon itself, mixed with frustration and indignance. Noticing her cat's hesitation, Selene crouches down briefly while holding her hand out to stop it from stepping forward again. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You want strong, huh? Alright... Let's give you something a little different!&amp;quot; Standing back up, Selene lifts one leg and rears her arm back not unlike a pitcher winding up. &amp;quot;Let's put some BUTTER on your popcorn!&amp;quot; She completes the pitch, throwing a fastball with a light blue Pokeball that bursts open as what looks like a whale-like beachball the size of a small car pops out and hurtles right at the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It has mask-like face paint on the top half of its face, of course.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;You're overestimating the police here. You think they're gonna come into my town? As if. They know exactly where it is.&amp;quot; The Golisopod gets hit in the head, staggering backwards only briefly, as Guzma speaks, staggering backwards. &amp;quot;News flash, girl. They don't care, and aren't competent enough anyways!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod is still active, as Riku's Eidolon slams Golisopod through a portal and into the ground. It creates a small crater in the process, shell cracked even more, as Alexis's Heracross Arm Thrusts it, smashing through its defenses and straight into its face.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod staggers backwards towards Guzma, and takes an offensive position, before...turning around, and looking up to him. &amp;quot;What's that, Golisopod? These people are /so/ boring that you're done with this?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod grunts, and then disappears back into its Pokeball on its own. Another Pokeball activates, releasing another large bug. This one's gray, with a massive pair of pincer-horns on its head.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Pinsir. Weaken their defenses. It's time to wrap this up.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Pinsir charges them, using sheer power at each foe to smash into them. The Eidolon, Heracross, and Lory all get hammered by the might of the bug, which isn't as strong as Golisopod, but is still fearsome. If it hits, their defenses will be shattered by the sheer power, weakened heavily and probably bleeding from it.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; The bunny cop is starting to look tired. It isn't easy to take on such powerful creatures, even with all her training and skill. But, that determined look remains. Lory blinks in surprise as the Golisopod 'gets bored', then again as another giant bug is called out. &amp;quot;...aren't there any like...butterflies or something?&amp;quot; she says as it charges at them. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She pulls her shield from her back and hops, trying to use the impact to send herself upward. It works...but that defense breaking impact shatters the bulletproof shield and sends her higher than she was expecting! She flips upward through the air, fighting to get her balance back. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; But, as she does, discs start droping from the sky as well. They fall all around the Pinsir, some black, some white. Then, she covers her eyes. Hopefully her allies follow suit, because as those disc grenades start exploding, the white ones turn out to be flashbang grenades! Mixed in with the more traditional explosives that are the black grenades, she is hoping to weaken their new opponent similarly to how it tried to weaken them. And as she comes down she aims to land on top of the Pinsir. That's how you deal with bugs, right? Step on them?&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;The LASS is praised for her amazing fireproof... everything, and her sinister look turns friendly once more - if still with maddened, wide eyes. &amp;quot;I was born to win. Born the strongest. Born to burn the world to cinders and swallow the ashes. But that doesn't mean I didn't train, either.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Casually extending her hand with fingers cupped into claws, a dark purple flame bursts into life with a strain at her wrist that vibrates through the muscles of her palm and digits.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;I've been practicing. And beating up all kinds of people, and creatures? That's just the best kind of training. I hear it's legal here. To just see what I want, and take it.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene rears back and throws, and the ball expands into a massive beach-ball containing a six-foot tall whale with a big doofus grin on its front and a facepaint mask.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Incredible.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With a quick flick of her wrist and discarding sweep of her hand, the purple flame snaps out of existance and Sylvi brings both hands to raised ready positions. &amp;quot;That's more like it!&amp;quot; She calls, with a wicked laugh, as she digs her toes into the earth and sets herself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then the titanic boom, and peal of forcefully ejected air splits a furrow into Route 1 as the LASS recieves a Wailmer right to the chest, right into her waiting arms, after being projectilely summon-ejected from a magic beachball. The ground gives way beneath her, shattering under her bare heels, and the sheer force drives her back in to two deep trenches.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The 'oof' she heaves out as her lungs are smashed into pales in comparison, and she laughs and laughs some more.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;I love it! BUT YOU KNOW WHAT THEY SAY!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With a heave, the Lass with planted feet, swings the enormous-yet-fairly-light enormous car-sized whale on her chest up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then back. And over her body. Right into the ground behind her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Spinning around to get her knees out from under her, the Lass leaps into the air a dozen feet, rotating with a full body heave to align her elbow with the center of the upturned whale.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;AFTER A DROP, YOU LAND BUTTER-SIDE-&amp;lt;span class=&amp;quot;bold_fg_r bg_n ++ hr&amp;quot;&amp;gt;DOWN&amp;lt;/span&amp;gt;.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;Turnbuckle hisses as he wobbles back his assault. That thing was a monster offensively, and he's feeling the strain from the effort. And the beating. Definately the beating. But the Golisopod is retreated from the fight, regardless if the 'bored' was really a reason or not.&amp;lt;br&amp;gt;And a Pinsir is released. Roaring directly into the fight as a replacement, plowing through the opposition, and hitting like truck with no brakes. The impact sends the Heracross rolling backwards several times, each bounce on the ground as hard as the last. Really roughed up, with several visible bruises and gouges in his own carapice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Oh, no no no. Not good!&amp;quot; Alexis... actually panics a little, not something she does very often, as she grabs for her Pokemon's ball. A Pinsir. Why did it have to be a Pinsir?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I don't know about Alola. But in Hoenn, Heracross and Pinsir are almost as bitter rivals as Zangoose and Seviper are. Not as predator and prey, but as competators for territory, food, and in general both being physical powerhouses.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Barely having the strength left to get up doesn't stop the Heracross from doing so, the beetle suddenly seething with rage at seeing his counterpart in the Badass Bug category. Enough to be completely ignorant of how hurt he already is. &amp;quot;Turnbuckle, no!&amp;quot; But it falls on deaf... whatever bugs hear with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Pain is forgotten as the Heracross lunges at the Pinsir. There's no strategy to it, no regard for his own safety and defense. Just a savage release of the beetle's remaining strength, swinging wildly with arms, horn and everything else he's got left.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene ohhs and ahhs with intrigued nods as the LASS gives her life story (kind of), the vagueness doing wonders for holding the teen's attention even as her miniature whale surges forward with that big dumb smile on its face. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The flame effects certainly don't hurt. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;That's the way it is with Pokemon. You gotta take 'em out to fight everything so they can get strong and you can teach 'em right!&amp;quot; The legality of it all isn't something that Selene seems all that concerned with, and she crouches down to give the Torracat a gentle pat on the head. &amp;quot;Take Torracat here. I've only had him for about two weeks, but he's already evolved once because we've formed a strong bond and fought every day and night!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The cat, meanwhile, seems content to lay there. After that kick and being dragged around so much, it's fine just taking a break for the rest of this fight. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Wailmer, meanwhile, has energy to go for quite a bit! The LASS' counterattack in the form of grabbing it and slamming it around leave it with little room to evade at all, but it's a tough bundle of meat! The slams against the ground leave sizable cracks in the pavement and impact craters in the dirt, but the whale keeps smiling all the while and making odd burbling noises. Even when it's spitting out water mixed with chunks of fish it had for lunch, it keeps grinning that same dumb grin! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Its face is shaped like that. It knows no other expression despite getting elbow dropped and wedged firmly into the ground. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Come on, Butter! Get out from under her and give. Her. The. JUICE!&amp;quot; Selene claps in time with the last four words as she starts stomping to psyche her Pokemon up. The whale's insides start to churn while the entire Pokemon starts vibrating, and it opens its mouth. It clamps its mouth mostly shut as it sneezes, sending a sludgy mist up arund itself and the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The real meat of the technique, though, is the force of the sneeze sending it into the air, with or without the LASS in tow. Once it's up, it starts blasting water out of its mouth at random intervals, bounding off nearby buildings and trees to try confounding the LASS before rocketing towards her again, opening wide to try and chomp right down on top of her!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The police aren't coming. Guzma is in control here. There's nothing they can do but solve this with their own power. And it might not be enough. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The Golisopod and the Eidolon brawl with each other through the darkness, cratering into the ground. It gets a moment to recuperate when it is knocked away... But the Pinsir comes in The smashing strike crashes into the dark being, the toxic nature of the bug withering the Eidolon and making Riku waver there even on one knee. &amp;quot;I'm not... going to say it...&amp;quot; He hisses, shaking as if being wracked with a fever... But at the same time, he knows he's on his last legs. &amp;quot;I'm going to finish you.... right now!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He saw what the black fire did to the last bug beast. Maybe more of it will help. The Eidolon surges with a wave of black-purple flames, Riku channelling all of his remaining power into a decisive attack. The beast emits a soundless roar as its one arm claws the sky.... And it descends like a meteor to crash down upon Guzma's Pinsir! If he can clear it out of the way...&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;Rolling off the whale after delivering her elbow-drop, the LASS turns and gets up, ready to point at Selene and demand a third challenger before seizing the trainer to take back to 'her place' for further Extreme Mean Girl actions (most likely: Xbox), the Wailmer makes a weird noise. She doesn't look.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She annihilated that stupid flying whale.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So that's when Wailmer barfs on her. Covered in sludge that drips from her long tumbling hair and pools at her feet, the LASS remains standing there, sliding the side of her hand across her eyes to clear them. When she does, her eyes flash in a glimmering of yellow-green with slit ophidian pupils. &amp;quot;I'm going to break your pinata fish in two, you know that, right?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Wailmer has all the time in the world to fall, baleen-white FREAKING TEETH first down on her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And, for a moment, there's a crash and a wet *crunch* as six feet of whale meet five-something of LASS.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then comes the laughter again. And Wailmer rises. Up and up. Lifted by two olive sets of fingers, then two olive arms, and then a slimy collared shirt and green skirt.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS raises the Wailmer by the gosh darned teeth up over her head, spins once as if aiming to hammer toss, and releases in a full-body-torque professional toss not just 'at' the Tauros, or Selene, but off darn near to the horizon line fit to twinkle as a big stupid doofy smiling idiot set of stars.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You might wanna get your third out.&amp;quot; The LASS announces, as if she didn't just heave a whale into the air on pure armstrength.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;And there goes. The. JUICE!&amp;quot; Selene cheers her Wailmer on as it completes its vile maneuver, although there is a brief moment of worry when it actually bites down onto the LASS. The laughter that follows brings her several confusing feelings, somewhere between relief and dread at her opponent being made of some freakishly tough stuff. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then the LASS starts spinning Butter around like some kind of professional athlete at a sporting event. At first, she's watching him sail off into the sky in awe of the LASS' physical might. Next, she realizes that he's not coming down yet, and might not for a while. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then she realizes that she'd have to CHASE the Wailmer down if she waits for him to land somewhere off the island. That's when Selene finally scrambles for the dopey whale's Dive Ball, raising it high to fire off those telltale red beams into the sky that signify someone trying to actually recall their Pokemon. &amp;quot;Oh crap oh crap HEY BUTTER TWIST A LITTLE!&amp;quot; It's only then that she actually manages to catch the giant with one of those beams, pulling it back to safety. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; And then Selene collapses in that standard bow-legged sitting position, grunting tiredly from the adrenaline rush wearing off. &amp;quot;Oh geez, that was close... Eh? Number three? That would be...&amp;quot; Tapping her fingers against the mini-Pokeballs on her bag, she counts them out before grinning her dopey grin at the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Afraid that's all I got! Slunch is still recovering, and Torracat here's...&amp;quot; It hisses, but quiets down when the chickenhat trainer ruffles its head a little to get it to calm down with a light wince. &amp;quot;Can't really compete with all that. But we gotta do this again sometime, and you gotta show me how you got that beefy!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;Guzma doesn't respond to Lory, who stomps on top of Pinsir. Her sheer agility and powerful attack stomps it down, unexpected. Pinsir wasn't as durable as Golisopod, either...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross swinged wildly at it, and the Pinsir's eyes lit up. A Heracross, huh? Arch-rival. It went at the Heracross, too, but the rival got in all the attacks, no hits by the Pinsir, and swung it back. Well, it's looking pretty weak, and it hasn't even attacked yet.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Eidolon comes in for the Pinsir. Like a meter, surging with a wave of flames, roaring soundlessly, and smashes straight into it. There's a dust cloud. When the smoke fades...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Pinsir is KO'd, clearly in its eyes. Guzma returns it to the ball. He considers grabbing another ball, but that was a /painful/ defeat. One round. He's lost this. He can feel it in his bones.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So, he slicks his hand through his hair, and turns, unharmed himself, but exhausted and with weakened core pokemon. He takes out some loose change and throws it to the ground. &amp;quot;Your reward. I'm bored of this, and my team's already far down the route, so I'm going home. Next time, maybe you'll deserve a taste of one of my stronger Pokemon.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As Guzma leaves, turning completely away from the group, he grimaces in anger. Time to go home.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Time to smash another trophy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meanwhile, the bus stop...&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;The LASS is gloating, now, still covered in Wailmer slime. She doesn't seem bothered by the odd, viscous bile at all, wiping it off with crisp flicks of her fingers across her arms and face. Her eyes remain in that odd oscillatory color between yellow and green and ophidian-slit vertically.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Walking right towards Selene, she unmistakeably struts with mean girl confidence, sweeping steps that crunch in a line of the previous foot, the distance between the LASS and selene disappearing in heartbeats. She looms, and her smile is a line of shark-like toothy white.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;What shall I do with you... Your money? Just... take you? You were so amusing!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene's reaction, her absurd purity, causes Sylvi to throw back her head and laugh, wiping her hand off on the unhitched Tauros behind Selene, then offering it to the girl to help her up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Love the spirit, though. Sure. Some other time. Your penalty game is: I won't be taking you to play Xbox in Hel!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She pronounces it &amp;quot;Hell&amp;quot;. It's an easy mistake.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;But I need to help that stupid idiot, so...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Leaning over towards the shattered slab of earth the Bus Stop had fallen to rest in, right in the middle of Route 1, the LASS rolls her arm as if winding up, using her other hand to roll up her sleeve as she...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grabs the lip of the earth and with a heave, one-hands to entire bus stop chunk on Route 1, Sign, Stop, and all, into the air over her head. &amp;quot;I'll be taking this as my prize!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hey, at least now it's not in the middle of a major Route!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With that, the LASS crouches, and, with a springing pump of her legs...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Leaps away into the distance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With the bus stop.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The Pinsir is defeated... But not without incident. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;In the aftermath of Guzma throwing down his change and walking off, Riku does not make any commentary. There is no smug response. He doesn't even step forward to grab the coinage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The Eidolon dissolves away back into his shadow, his will no longer capable of sustaining it as he wavers and simply slumps back, his back against a tree as the injured, bandaged boy sits there half-sensate. His body and mind are both burned to their limits, Riku just sitting there with a hand on his face, his senses turned inwards. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Maybe he's hearing something other people aren't.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;The last-ditch rampage somehow paid off. At least enough that Riku's... whatever that is put the Pinsir out of the fight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That was not a fight she would of won alone, and Alexis is painfully aware of it. Both from the collision abrasions and being as emotionally drained as her pokemon is physically.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Speaking of which, she's quick to recall the exhausted Heracross now that he's done venting before Turnbuckle tries to do anything else wreckless. &amp;quot;I could say the same thing,&amp;quot; she mutters, but isn't going to acknowledge Guzma's Big Bad Boss attitude by shouting after him. Instead she just growls mentally at herself. Next time, she's bringing more of her big hitters and not holding back for the sake of a challenge.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Team Skull's attitude may be obnoxious, but their Leader proved he can back that attitude up. Numbers is the only reason he had to retreat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The pokeball is tucked away, and the money is eyed. Didn't think this counted as a competative fight to require a payout, but there it is.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;No one else is collecting it so Alexis scoops down to do so. &amp;quot;Officer.&amp;quot; As no one else seems to want it she passes it to Lory. &amp;quot;Not enough to replace the bench, but the city should probably be compensated for the loss, yeah?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene snickers at the Tauros getting beslimed by the LASS' hand in that 'oh ew gross hehe' sort of way. Indeed, despite her age, she's still kind of deficient in other aspects. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Mentally. She's dumb. Pure, but dumb. Still, she suspects nothing whatsoever as she takes Sylvi's hand to get up, wobbling a bit in the process. Just how out of shape is she? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yes. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Alright, sounds good! Wait. In He-Your parents let you have an Xbox?! All I've got is this chunky tablet thing...&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She misheard that hell part, right? Probably. Or it might just be an exaggeration. Either way, it's enough to have Selene laughing even as she hands over a neat... Ten credits or so's worth of currency. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She hasn't been mugging enough people. &amp;quot;The heat's not that bad, is it? It's the humidity that really sucks, but if there's no breeze...&amp;quot; As she mulls over the possible ventilation issues in the LASS' home, she snaps out of her daze long enough to remember something even more important. &amp;quot;Oh! What's your na-aaaah?&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The bus stop is gone. Once again, those stars return to her eyes. Even being lightheaded and falling over from getting up too quickly can't stop that.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory takes a few moments to catch her breath a bit, and to assess the still bleeding gashes in her sides keeping her from going after Guzma like she usually would. Her ears perk and she looks toward Alexis as she is offered the money, then nods and takes it. &amp;quot;I'll make sure it gets to them.&amp;quot; she says. Aaaand...the bus stop is really gone now. Lory is left staring wide-eyed as the LASS just picks it up and leaps away like some anime character or something. Which she totally doesn't watch in her spare time or anything. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; This at least leaves her free to level a glare at Riku. &amp;quot;...&amp;quot; And wordlessly she pulls out a pair of handcuffs. &amp;quot;Now for you.&amp;quot; she says, making her way toward him.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;As Sylvi escapes with the bus stop from the spun around Tauros (who is fine) and the grunts. One of them has already escaped after Guzma did, and the other, riding the Tauros, is now unable to control her Tauros. So...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She rides it into the warpgate, in a completely random direction, and is going to be lost until Team Skull can pick her up. And return the Tauros to where they stole it from, probably.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;And then the cop goes after the shadow boy. Alexis just asumes it's got to do with the Big Things that happen last night. Not her problem. Sometimes it's nice not having to deal with Faction Issues any more.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Yep, that's my cue to leave.&amp;quot; She starts walking back towards the center of town, to get her hurt Pokemon over to the Pokecenter.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Riku continues to sit there, saving his energy, marshalling it for the time it will be needed. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That time comes sooner than he expected. Fresh from Guzma leaving, Lory turns to try to arrest him. &amp;quot;No.&amp;quot; Riku says. &amp;quot;Not this time.&amp;quot; A Corridor of Darkness opens up behind him at that point, and Riku tumbles backwards, rolling into it despite the pain. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Looks like he's making his escape!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory's pace quickly accelerates as Riku speaks up. &amp;quot;Hey! Get back here!&amp;quot; she exclaims as he rolls. She dashes and leaps, trying to get through that portal before it closes. She has no idea how dangerous the darkness is, or what awaits through that portal. Or even the rules to keep herself from falling off the path. She just sees a criminal getting away, and hears a challenge that supposedly she'll just get lost in there. &amp;quot;Like I am going to listen to you!&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; And with that, she goes sailing through the air toward the portal, and right through it!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=August_Kohler&amp;diff=16158</id>
		<title>August Kohler</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=August_Kohler&amp;diff=16158"/>
				<updated>2019-12-25T02:59:10Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNew&lt;br /&gt;
|NameOnMUSH=August Kohler&lt;br /&gt;
|Color=#0099FF&lt;br /&gt;
|Char_id=894&lt;br /&gt;
|Img=http://i.imgur.com/f6PFVK0.jpg&lt;br /&gt;
|FullName=August Kohler&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Theme=Persona: Were the World Mine-1&lt;br /&gt;
|Chartype=OC&lt;br /&gt;
|Active=Dropped&lt;br /&gt;
|Function=Hanged Man Arcana&lt;br /&gt;
|Faction=Watch&lt;br /&gt;
|Rank=2-Second&lt;br /&gt;
|Ranktype=Fachead&lt;br /&gt;
|Groups=Die Reisende&lt;br /&gt;
|Quote=&amp;quot;I won't let you get away with this! Help me, Tin Soldier!&amp;quot;&lt;br /&gt;
|PAge=Late Teen&lt;br /&gt;
|AAge=18&lt;br /&gt;
|Aging=Yes&lt;br /&gt;
|Height=Average&lt;br /&gt;
|Weight=Lanky&lt;br /&gt;
|Hair=Red&lt;br /&gt;
|Eyes=Blue&lt;br /&gt;
|Voice=Danny DeVito&lt;br /&gt;
|Profile=A scholarship student at the exclusive Drachenblatt Academy in Germany, August Kohler was an intelligent student with a focus on mechanical engineering, but in a school for the rich, his lack of wealth led to him being bullied and ostracized, causing him to isolate himself from others. August never expected himself to make friends after this, but by chance he learned of a rumor and partook in it, gaining himself the power of Persona, the manifestation of one's ego, from the terrifying magical realm known as the Mirror Forest. Using hammers as a weapon and armed with the Persona known as the Tin Soldier, which uses powerful fire attacks and a gun-leg to fight off its foes, as well as powerful buffs to assist August's allies, he adventures into the Mirror Forest to discover what is going on in there and put a stop at it, and likely with the help of new allies, as well. However, it's not going to be easy! August has a habit of lying about things he deems unimportant, and despite using it as his primary elemental attack, he's also very weak to fire! August will have to rely on the strength of allies and bonds, if he's going to get anywhere in his goal!&lt;br /&gt;
|Powers=PERSONA: The manifestation of August's ego, the Persona is a mask that one dons to protect them through hardships, empowered by bonds and friendship. A Persona is a spirit based off the user's personality, and is used to fight with supernatural power. August's persona is the Tin Soldier, of the Hanged Man Arcana. Using a gun leg as its primary weapon, it specializes in Fire attacks as well as Piercing attacks from its bullets, and can provide buffs to its allies to help them in combat. It is resistant to wind attacks, but weak to fire attacks, and is a highly durable Persona. (See +info August/Tin Soldier for more info.)&lt;br /&gt;
|Skills=INTELLECT: August is very smart for his age, being a scholarship student to one of the most prestigious schools in the world. He has a specialty in Mechanical Engineering, and is good at putting things together or figuring out how things work, as well as planning for actions and figuring out what is truly happening in a situation.&lt;br /&gt;
&lt;br /&gt;
WILLPOWER: August is very willful, and once he has set his mind on an action, it is very hard to get him to stop. Scaring him off is nigh-impossible, and when it comes to his goals in the Mirror Forest, almost nothing is capable of making him give up, even death. He will fight until the very last breath.&lt;br /&gt;
&lt;br /&gt;
HAMMER TIME: August's primary weapons are hammers, especially one-handed hammers, as well as categories such as tool hammers, sledge hammers, or war hammers. He is decently good at using them, and is always learning more skills for fighting.&lt;br /&gt;
|Disadvantages=PERSONA COMBAT: Using a Persona is taxing on both the wielder's mind and spirit, and every use wears the wielder down more and more. After battle, August needs to rest in order to regain his lost energy, and during long combat, there's a chance of him collapsing completely from strain.&lt;br /&gt;
&lt;br /&gt;
HABITUAL LIAR: August tends to lie about minor things, which can put him in trouble depending on who he lies to. He won't lie about the most important situations, but he will lie about things he doesn't think matters, and will definitely lie about his own social status whenever he believes he can get away with it.&lt;br /&gt;
&lt;br /&gt;
SOCIAL SITUATIONS: August doesn't have the best grasp on social situations, and can be incredibly blunt. He will usually put his own needs over the needs of others, and will speak his mind, even when it might hurt somebody's feelings.&lt;br /&gt;
&lt;br /&gt;
SHARED WEAKNESS: Anything that harms the Persona, in turn harms August. He will feel any damage done to his Persona, and fire attacks will harm him just like they would the Persona, much worse than any average person.&lt;br /&gt;
&lt;br /&gt;
STILL A STUDENT: Despite being a superpowered being fighting eldritch horrors in an alternate world, August is also still a teenager, and must deal with things such as class, homework, and keeping his double life a secret. This can put a lot of stress on him, as well as limit the time he can fight during important school weeks.&lt;br /&gt;
&lt;br /&gt;
BULLIED: Due to being a poor student in a school full of wealthy teenagers, August has been extensively bullied for his status. This has led to him becoming more withdrawn, and isolating himself from others due to feeling he's a burden. It takes a bit to get him out of his shell as a result, and he will often avoid social situations when he can.&lt;br /&gt;
&lt;br /&gt;
FIGHTING FIRE WITH FIRE: Despite the Tin Soldier's use of fire attacks, it is simultaneously weak to them, taking more damage than the average person. This also applies to the Tin Soldier's own fire attacks, which can be turned against it to seriously harm it.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Dropped]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=August_Kohler&amp;diff=16157</id>
		<title>August Kohler</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=August_Kohler&amp;diff=16157"/>
				<updated>2019-12-25T02:58:09Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNew&lt;br /&gt;
|NameOnMUSH=August Kohler&lt;br /&gt;
|Color=#0099FF&lt;br /&gt;
|Char_id=894&lt;br /&gt;
|Img=http://i.imgur.com/f6PFVK0.jpg&lt;br /&gt;
|FullName=August Kohler&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Theme=Persona: Were the World Mine-1&lt;br /&gt;
|Chartype=OC&lt;br /&gt;
|Active=Dropped&lt;br /&gt;
|Function=Hanged Man Arcana&lt;br /&gt;
|Faction=Watch&lt;br /&gt;
|Rank=2-Second&lt;br /&gt;
|Ranktype=Fachead&lt;br /&gt;
|Groups=Die Reisende&lt;br /&gt;
|Quote=&amp;quot;I won't let you get away with this! Help me, Tin Soldier!&amp;quot;&lt;br /&gt;
|PAge=Late Teen&lt;br /&gt;
|AAge=18&lt;br /&gt;
|Aging=Yes&lt;br /&gt;
|Height=Average&lt;br /&gt;
|Weight=Lanky&lt;br /&gt;
|Hair=Red&lt;br /&gt;
|Eyes=Blue&lt;br /&gt;
|Voice=Danny DeVito&lt;br /&gt;
|Profile=A scholarship student at the exclusive Drachenblatt Academy in Germany, August Kohler was an intelligent student with a focus on mechanical engineering, but in a school for the rich, his lack of wealth led to him being bullied and ostracized, causing him to isolate himself from others. August never expected himself to make friends after this, but by chance he learned of a rumor and partook in it, gaining himself the power of Persona, the manifestation of one's ego, from the terrifying magical realm known as the Mirror Forest. Using hammers as a weapon and armed with the Persona known as the Tin Soldier, which uses powerful fire attacks and a gun-leg to fight off its foes, as well as powerful buffs to assist August's allies, he adventures into the Mirror Forest to discover what is going on in there and put a stop at it, and likely with the help of new allies, as well. However, it's not going to be easy! August has a habit of lying about things he deems unimportant, and despite using it as his primary elemental attack, he's also very weak to fire! August will have to rely on the strength of allies and bonds, if he's going to get anywhere in his goal!&lt;br /&gt;
|Powers=PERSONA: The manifestation of August's ego, the Persona is a mask that one dons to protect them through hardships, empowered by bonds and friendship. A Persona is a spirit based off the user's personality, and is used to fight with supernatural power. August's persona is the Tin Soldier, of the Hanged Man Arcana. Using a gun leg as its primary weapon, it specializes in Fire attacks as well as Piercing attacks from its bullets, and can provide buffs to its allies to help them in combat. It is resistant to wind attacks, but weak to fire attacks, and is a highly durable Persona. (See +info August/Tin Soldier for more info.)&lt;br /&gt;
|Skills=INTELLECT: August is very smart for his age, being a scholarship student to one of the most prestigious schools in the world. He has a specialty in Mechanical Engineering, and is good at putting things together or figuring out how things work, as well as planning for actions and figuring out what is truly happening in a situation.&lt;br /&gt;
&lt;br /&gt;
WILLPOWER: August is very willful, and once he has set his mind on an action, it is very hard to get him to stop. Scaring him off is nigh-impossible, and when it comes to his goals in the Mirror Forest, almost nothing is capable of making him give up, even death. He will fight until the very last breath.&lt;br /&gt;
&lt;br /&gt;
HAMMER TIME: August's primary weapons are hammers, especially one-handed hammers, as well as categories such as tool hammers, sledge hammers, or war hammers. He is decently good at using them, and is always learning more skills for fighting.&lt;br /&gt;
|Disadvantages=PERSONA COMBAT: Using a Persona is taxing on both the wielder's mind and spirit, and every use wears the wielder down more and more. After battle, August needs to rest in order to regain his lost energy, and during long combat, there's a chance of him collapsing completely from strain.&lt;br /&gt;
&lt;br /&gt;
HABITUAL LIAR: August tends to lie about minor things, which can put him in trouble depending on who he lies to. He won't lie about the most important situations, but he will lie about things he doesn't think matters, and will definitely lie about his own social status whenever he believes he can get away with it.&lt;br /&gt;
&lt;br /&gt;
SOCIAL SITUATIONS: August doesn't have the best grasp on social situations, and can be incredibly blunt. He will usually put his own needs over the needs of others, and will speak his mind, even when it might hurt somebody's feelings.&lt;br /&gt;
&lt;br /&gt;
SHARED WEAKNESS: Anything that harms the Persona, in turn harms August. He will feel any damage done to his Persona, and fire attacks will harm him just like they would the Persona, much worse than any average person.&lt;br /&gt;
&lt;br /&gt;
STILL A STUDENT: Despite being a superpowered being fighting eldritch horrors in an alternate world, August is also still a teenager, and must deal with things such as class, homework, and keeping his double life a secret. This can put a lot of stress on him, as well as limit the time he can fight during important school weeks.&lt;br /&gt;
&lt;br /&gt;
BULLIED: Due to being a poor student in a school full of wealthy teenagers, August has been extensively bullied for his status. This has led to him becoming more withdrawn, and isolating himself from others due to feeling he's a burden. It takes a bit to get him out of his shell as a result, and he will often avoid social situations when he can.&lt;br /&gt;
&lt;br /&gt;
FIGHTING FIRE WITH FIRE: Despite the Tin Soldier's use of fire attacks, it is simultaneously weak to them, taking more damage than the average person. This also applies to the Tin Soldier's own fire attacks, which can be turned against it to seriously harm it.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Big_Boss&amp;diff=16156</id>
		<title>Big Boss</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Big_Boss&amp;diff=16156"/>
				<updated>2019-12-25T02:56:39Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterRedux&lt;br /&gt;
|NameOnMUSH=Big Boss&lt;br /&gt;
|Color=#0099FF&lt;br /&gt;
|Char_id=7120&lt;br /&gt;
|Img=https://vignette.wikia.nocookie.net/metalgear/images/a/a5/Mgs-big-boss.jpg/revision/latest?cb=20180423192215&lt;br /&gt;
|FullName=Big Boss&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Theme=Metal Gear-1&lt;br /&gt;
|Chartype=FC&lt;br /&gt;
|Active=Active&lt;br /&gt;
|Function=The Legendary Soldier&lt;br /&gt;
|Faction=Watch&lt;br /&gt;
|Rank=1-Mask&lt;br /&gt;
|Ranktype=Fachead&lt;br /&gt;
|Quote=&amp;quot;Once you've been on the battlefield, tasted the exhilaration, the tension... it all becomes part of you. Once you've awakened the warrior within... it never sleeps again.&amp;quot;&lt;br /&gt;
|PAge=Late-50s&lt;br /&gt;
|AAge=57&lt;br /&gt;
|Aging=Yes&lt;br /&gt;
|Height=Tall&lt;br /&gt;
|Weight=Fit&lt;br /&gt;
|Hair=White&lt;br /&gt;
|Eyes=Brown&lt;br /&gt;
|Voice=David Hayter&lt;br /&gt;
|Profile=Commander of Outer Heaven, a mercenary force and independent nation located in South Africa, Big Boss is one of the most famous soldiers to ever walk the planet. One of the progenitors of CQC and a master of stealth and firearms, the aging soldier has become disillusioned with governments and how they use and abuse soldiers, and has formed a sanctuary for them. A ruthless, manipulative man who schemes even at the expense of his allies, as well as a bit of a poor judge of character, Big Boss's dream is nothing more than a world where soldiers aren't used and discarded as convenient - and the means to achieve that is, in his eyes, never-ending war and conflict, even when it leads to hypocrisy.&lt;br /&gt;
|Defining=Outer Heaven:&amp;lt;br&amp;gt;&lt;br /&gt;
Leader of a powerful mercenary force and nation known as Outer Heaven, Big Boss is physically fit and armored, commands soldiers, and possesses a giant robot.&amp;lt;br&amp;gt;&lt;br /&gt;
NPCs: Big Boss leads Outer Heaven as the commander of many soldiers, all of whom may possess any of his skills and equipment. The top soldiers have various specialties.&amp;lt;br&amp;gt;&lt;br /&gt;
Superhumanity: A mixture of a soldier's highly trained (though aged) physique and a durable muscle-enhancing combat suit make Big Boss practically superhuman. His Metal Gear is a heavily superhuman mecha-like bipedal tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Attack List - Ranged: Whether on or off foot, Outer Heaven and the Metal Gear are equipped with various modern firearms, explosives (including guided), laser weapons, flamethrowers, railguns, and machine cannons. Outer Heaven also possesses a nuclear missile.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Legend of the Battlefield:&amp;lt;br&amp;gt;&lt;br /&gt;
Big Boss is a legendary soldier, talented in unarmed combat, stealth, and with firearms. The soldiers under his command are also pretty good.&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Mastery - CQC: One of the progenitors of CQC alongside his mentor, Big Boss is a master of the combat system, able to perform expert close-combat techniques unarmed or with a knife as enhancer.&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Mastery - Modern Infantry Firearms: Outer Heaven is highly talented in the use of modern infantry firearms, including the usage of grenades.&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth: Outer Heaven's members are stealth experts, capable of sneaking, muffling their steps, using camouflage, and slipping through security. They use silencers and cardboard boxes to assist their attempts, and are talented at silent takedowns.&amp;lt;br&amp;gt;&lt;br /&gt;
|Significant=Traversal Methods:&amp;lt;br&amp;gt;&lt;br /&gt;
Flight: (Superhumanity, Attack List - Ranged:) Transport, cargo, and attack helicopters are durable, fast, and manned with turrets and rocket launchers. Elite members of Outer Heaven can have personal jetpacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Mobility: (Superhumanity, Attack List - Ranged:) Land vehicles such as jeeps, cargo transports, sturdy tanks, and even an armored bulldozer are all part of Outer Heaven. Some soldiers are agile, capable of parkour tricks mid-combat, as well as rappelling and parachuting.&amp;lt;br&amp;gt;&lt;br /&gt;
Entry Methods: Lockpicking, shaped explosive charges, and crawling through vents are all options to get in or out of a location.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Intel Team:&amp;lt;br&amp;gt;&lt;br /&gt;
An intel team as well as various devices give Outer Heaven an informational advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Extraordinary Senses: Outer Heaven uses several types of high-quality sensors: HUD, holographic map, binoculars, directional microphones, nightvision, radar, thermal, audio-to-visual scanners, and plain old keen senses.&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis: A mixture of portable scanning equipment and an intel team allows Outer Heaven to quickly learn the capabilities and weaknesses of people, vehicles, and equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
Hint: Reconnaissance, sources, and intel digging during a mission can provide Outer Heaven's members with information on how to accomplish their current objectives, get through a facility, or who to talk to for further intel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Capture and Control:&amp;lt;br&amp;gt;&lt;br /&gt;
Incapacitation: CQC techniques, stun rods, sleep gas grenades, and tranquilizer guns are all used by Outer Heaven to non-lethally take out opponents, usually knocking them out after defeat or for minutes at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
Mental Intrusion: Outer Heaven is skilled at turning captured enemies, converting them to their side via various military techniques and learning information they may possess regarding themselves and their former employers or missions.&amp;lt;br&amp;gt;&lt;br /&gt;
(Flight:) Fulton recovery balloons allow the capture and rapid transportation of incapacitated targets to an interrogation center.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Always A Tactic:&amp;lt;br&amp;gt;&lt;br /&gt;
Field Shaping: Explosives are effective as traps, for tearing down structures and collapsing caves, creating crevasses and tunnels, and similar.&amp;lt;br&amp;gt;&lt;br /&gt;
Debilitation: Smoke grenades obscure vision, stun grenades slow opponents, chaff grenades temporarily disable and mess with both opponents and equipment like cameras or sensors, and CQC strikes in the right areas can disable.&amp;lt;br&amp;gt;&lt;br /&gt;
Disguise: Outer Heaven has access to various disguises for common occupations and militaries, as well as forgers who can create identification papers and badges that can stand up to scrutiny. Voice modulators and masks are used for obfuscation.&amp;lt;br&amp;gt;&lt;br /&gt;
|Minor=iDroid:&amp;lt;br&amp;gt;&lt;br /&gt;
Conveniences: High-tech radios, holographic maps, and similar equipment are available for Outer Heaven, especially their top ranks. The iDroid tactical device in particular can scan documents and upload them to Outer Heaven databases rapidly.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Survivalist:&amp;lt;br&amp;gt;&lt;br /&gt;
Survival Skills: Big Boss and his men are capable of foraging, hunting, and surviving in deserts, jungles, forests, and similar environments.&amp;lt;br&amp;gt;&lt;br /&gt;
Environmental Protection: Big Boss and his men are capable of lasting longer than most in the heat or cold, as well as holding their breath longer in extreme situations.&amp;lt;br&amp;gt;&lt;br /&gt;
Illusions: Inflatable decoys can be used to distract an enemy, but do not move and are destroyed easily.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Medical Team:&amp;lt;br&amp;gt;&lt;br /&gt;
Healing - Self, Cure - Self, Share Powers: Outer Heaven's medics and some soldiers are capable of doing basic first aid and treatment on the battlefield, stabilizing the injured, and more advanced recovery over protracted periods of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Resources:&amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: Outer Heaven has access to both money and cold hard resources that it can spend in a pinch, though most of these are wrapped up in the mercenary organization's affairs.&lt;br /&gt;
|Disadvantages=World Of Conflict &amp;lt;Trouble&amp;gt;: Big Boss's dream is a world where soldiers aren't used and abused by higher powers, and his means to achieve that involve of a world of everlasting conflict. To achieve this goal at any cost, he's ruthlessly manipulative and not very personable, often blunt and to the point. His schemes lead him to be willing to manipulate several sides in a situation even when it's heavily risky, leave allies without crucial information for his plans despite how it may be to their detriment or lead to them resenting him, straight-out lie to allies when it suits his goals, and show little remorse for it.&lt;br /&gt;
&lt;br /&gt;
Poor Judge Of Character &amp;lt;Significant&amp;gt;: Despite his manipulative nature, Big Boss is also a poor judge of character. He alternatively either trusts people he absolutely shouldn't trust and gives them more leeway or access to important things than is wise, or trusts people he already trusts to do things that will bring great risks because he underestimates the impact. He also has a tendency to underestimate enemies, believing that his plans will go off without a hitch despite their capabilities, advantages, or origins.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Big_Boss&amp;diff=16155</id>
		<title>Big Boss</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Big_Boss&amp;diff=16155"/>
				<updated>2019-12-25T02:56:21Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: Created page with &amp;quot;{{CharacterRedux |NameOnMUSH=Big Boss |Color=#0099FF |Char_id=7120 |Img=https://vignette.wikia.nocookie.net/metalgear/images/a/a5/Mgs-big-boss.jpg/revision/latest?cb=201804231...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterRedux&lt;br /&gt;
|NameOnMUSH=Big Boss&lt;br /&gt;
|Color=#0099FF&lt;br /&gt;
|Char_id=7120&lt;br /&gt;
|Img=https://vignette.wikia.nocookie.net/metalgear/images/a/a5/Mgs-big-boss.jpg/revision/latest?cb=20180423192215&lt;br /&gt;
|FullName=Big Boss&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Theme=Metal Gear-1&lt;br /&gt;
|Chartype=FC&lt;br /&gt;
|Active=Active&lt;br /&gt;
|Function=The Legendary Soldier&lt;br /&gt;
|Faction=Watch&lt;br /&gt;
|Rank=1-Mask&lt;br /&gt;
|Ranktype=Fachead&lt;br /&gt;
|Quote=&amp;quot;Once you've been on the battlefield, tasted the exhilaration, the tension... it all becomes part of you. Once you've awakened the warrior within... it never sleeps again.&amp;quot;&lt;br /&gt;
|PAge=Late-50s&lt;br /&gt;
|AAge=57&lt;br /&gt;
|Aging=Yes&lt;br /&gt;
|Height=Tall&lt;br /&gt;
|Weight=Fit&lt;br /&gt;
|Hair=White&lt;br /&gt;
|Eyes=Brown&lt;br /&gt;
|Voice=David Hayter&lt;br /&gt;
|Profile=Commander of Outer Heaven, a mercenary force and independent nation located in South Africa, Big Boss is one of the most famous soldiers to ever walk the planet. One of the progenitors of CQC and a master of stealth and firearms, the aging soldier has become disillusioned with governments and how they use and abuse soldiers, and has formed a sanctuary for them. A ruthless, manipulative man who schemes even at the expense of his allies, as well as a bit of a poor judge of character, Big Boss's dream is nothing more than a world where soldiers aren't used and discarded as convenient - and the means to achieve that is, in his eyes, never-ending war and conflict, even when it leads to hypocrisy.&lt;br /&gt;
|Defining=Outer Heaven:&amp;lt;br&amp;gt;&lt;br /&gt;
Leader of a powerful mercenary force and nation known as Outer Heaven, Big Boss is physically fit and armored, commands soldiers, and possesses a giant robot.&amp;lt;br&amp;gt;&lt;br /&gt;
NPCs: Big Boss leads Outer Heaven as the commander of many soldiers, all of whom may possess any of his skills and equipment. The top soldiers have various specialties.&amp;lt;br&amp;gt;&lt;br /&gt;
Superhumanity: A mixture of a soldier's highly trained (though aged) physique and a durable muscle-enhancing combat suit make Big Boss practically superhuman. His Metal Gear is a heavily superhuman mecha-like bipedal tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Attack List - Ranged: Whether on or off foot, Outer Heaven and the Metal Gear are equipped with various modern firearms, explosives (including guided), laser weapons, flamethrowers, railguns, and machine cannons. Outer Heaven also possesses a nuclear missile.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Legend of the Battlefield:&amp;lt;br&amp;gt;&lt;br /&gt;
Big Boss is a legendary soldier, talented in unarmed combat, stealth, and with firearms. The soldiers under his command are also pretty good.&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Mastery - CQC: One of the progenitors of CQC alongside his mentor, Big Boss is a master of the combat system, able to perform expert close-combat techniques unarmed or with a knife as enhancer.&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Mastery - Modern Infantry Firearms: Outer Heaven is highly talented in the use of modern infantry firearms, including the usage of grenades.&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth: Outer Heaven's members are stealth experts, capable of sneaking, muffling their steps, using camouflage, and slipping through security. They use silencers and cardboard boxes to assist their attempts, and are talented at silent takedowns.&amp;lt;br&amp;gt;&lt;br /&gt;
|Significant=Traversal Methods:&amp;lt;br&amp;gt;&lt;br /&gt;
Flight: (Superhumanity, Attack List - Ranged:) Transport, cargo, and attack helicopters are durable, fast, and manned with turrets and rocket launchers. Elite members of Outer Heaven can have personal jetpacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Mobility: (Superhumanity, Attack List - Ranged:) Land vehicles such as jeeps, cargo transports, sturdy tanks, and even an armored bulldozer are all part of Outer Heaven. Some soldiers are agile, capable of parkour tricks mid-combat, as well as rappelling and parachuting.&amp;lt;br&amp;gt;&lt;br /&gt;
Entry Methods: Lockpicking, shaped explosive charges, and crawling through vents are all options to get in or out of a location.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;&lt;br /&gt;
Intel Team:&amp;lt;br&amp;gt;&lt;br /&gt;
An intel team as well as various devices give Outer Heaven an informational advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Extraordinary Senses: Outer Heaven uses several types of high-quality sensors: HUD, holographic map, binoculars, directional microphones, nightvision, radar, thermal, audio-to-visual scanners, and plain old keen senses.&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis: A mixture of portable scanning equipment and an intel team allows Outer Heaven to quickly learn the capabilities and weaknesses of people, vehicles, and equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
Hint: Reconnaissance, sources, and intel digging during a mission can provide Outer Heaven's members with information on how to accomplish their current objectives, get through a facility, or who to talk to for further intel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Capture and Control:&amp;lt;br&amp;gt;&lt;br /&gt;
Incapacitation: CQC techniques, stun rods, sleep gas grenades, and tranquilizer guns are all used by Outer Heaven to non-lethally take out opponents, usually knocking them out after defeat or for minutes at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
Mental Intrusion: Outer Heaven is skilled at turning captured enemies, converting them to their side via various military techniques and learning information they may possess regarding themselves and their former employers or missions.&amp;lt;br&amp;gt;&lt;br /&gt;
(Flight:) Fulton recovery balloons allow the capture and rapid transportation of incapacitated targets to an interrogation center.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Always A Tactic:&amp;lt;br&amp;gt;&lt;br /&gt;
Field Shaping: Explosives are effective as traps, for tearing down structures and collapsing caves, creating crevasses and tunnels, and similar.&amp;lt;br&amp;gt;&lt;br /&gt;
Debilitation: Smoke grenades obscure vision, stun grenades slow opponents, chaff grenades temporarily disable and mess with both opponents and equipment like cameras or sensors, and CQC strikes in the right areas can disable.&amp;lt;br&amp;gt;&lt;br /&gt;
Disguise: Outer Heaven has access to various disguises for common occupations and militaries, as well as forgers who can create identification papers and badges that can stand up to scrutiny. Voice modulators and masks are used for obfuscation.&amp;lt;br&amp;gt;&lt;br /&gt;
|Minor=iDroid:&amp;lt;br&amp;gt;&lt;br /&gt;
Conveniences: High-tech radios, holographic maps, and similar equipment are available for Outer Heaven, especially their top ranks. The iDroid tactical device in particular can scan documents and upload them to Outer Heaven databases rapidly.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Survivalist:&amp;lt;br&amp;gt;&lt;br /&gt;
Survival Skills: Big Boss and his men are capable of foraging, hunting, and surviving in deserts, jungles, forests, and similar environments.&amp;lt;br&amp;gt;&lt;br /&gt;
Environmental Protection: Big Boss and his men are capable of lasting longer than most in the heat or cold, as well as holding their breath longer in extreme situations.&amp;lt;br&amp;gt;&lt;br /&gt;
Illusions: Inflatable decoys can be used to distract an enemy, but do not move and are destroyed easily.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Medical Team:&amp;lt;br&amp;gt;&lt;br /&gt;
Healing - Self, Cure - Self, Share Powers: Outer Heaven's medics and some soldiers are capable of doing basic first aid and treatment on the battlefield, stabilizing the injured, and more advanced recovery over protracted periods of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Resources:&amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: Outer Heaven has access to both money and cold hard resources that it can spend in a pinch, though most of these are wrapped up in the mercenary organization's affairs.&lt;br /&gt;
|Disadvantages=World Of Conflict &amp;lt;Trouble&amp;gt;: Big Boss's dream is a world where soldiers aren't used and abused by higher powers, and his means to achieve that involve of a world of everlasting conflict. To achieve this goal at any cost, he's ruthlessly manipulative and not very personable, often blunt and to the point. His schemes lead him to be willing to manipulate several sides in a situation even when it's heavily risky, leave allies without crucial information for his plans despite how it may be to their detriment or lead to them resenting him, straight-out lie to allies when it suits his goals, and show little remorse for it.&lt;br /&gt;
&lt;br /&gt;
Poor Judge Of Character &amp;lt;Significant&amp;gt;: Despite his manipulative nature, Big Boss is also a poor judge of character. He alternatively either trusts people he absolutely shouldn't trust and gives them more leeway or access to important things than is wise, or trusts people he already trusts to do things that will bring great risks because he underestimates the impact. He also has a tendency to underestimate enemies, believing that his plans will go off without a hitch despite their capabilities, advantages, or origins.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=User:Sirrus&amp;diff=16154</id>
		<title>User:Sirrus</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=User:Sirrus&amp;diff=16154"/>
				<updated>2019-12-25T02:48:36Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i'm [[Sir Gawain|gawain]], [[Guzma|guzma]], and [[Big Boss|big boss]], among others&lt;br /&gt;
&lt;br /&gt;
i play characters&lt;br /&gt;
&lt;br /&gt;
hi&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=6936/Say_Alola!&amp;diff=16153</id>
		<title>6936/Say Alola!</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=6936/Say_Alola!&amp;diff=16153"/>
				<updated>2019-12-25T02:47:41Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: Created page with &amp;quot;{{Log Header |Date of Scene=2019/12/15 |Location=Route 1, Melemele Island, Alola |Synopsis=Guzma steals an entire bus stop, to the distaste of several hero-types. |Cast of Cha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Log Header&lt;br /&gt;
|Date of Scene=2019/12/15&lt;br /&gt;
|Location=Route 1, Melemele Island, Alola&lt;br /&gt;
|Synopsis=Guzma steals an entire bus stop, to the distaste of several hero-types.&lt;br /&gt;
|Cast of Characters=7148, 7151, 7084, 459, 6928, 7047&lt;br /&gt;
|pretty=yes&lt;br /&gt;
}}&lt;br /&gt;
{{Poses&lt;br /&gt;
|Poses=:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;HAU'OLI CITY, MELEMELE ISLAND, ALOLA&amp;lt;br&amp;gt;AFTERNOON&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In the largest city in Alola, there are several bus stops. One of them has a bench and an overhang. People sit at it, waiting for the bus to come by, playing with their Pokemon and listening to the sounds of the city bustle. It's a cute little city, straight on the edge of the wilderness, connected to Route 1, which leads to the Trainer School and the greater wilds nearby.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A pair of punks with bandanas and skull caps on, swagging as they walk, lead a giant fuzzy bull towards the bus stop. People gawk, a little, but say nothing - Ride Tauros are pretty common around here. It's when they take out a big spike, move to chain it to the ground near the concrete line, take a hammer, and just /plunge it/ into the concrete that people start freaking out. One of the grunts leaps onto the back of the Tauros, as the other smacks it on the rear, angering it and causing it to go berserk. It starts pulling the spike...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Tauros /rips/ the concrete out of the ground, bench, bus stop sign, and overhang all intact. People leap off it, or fall to the ground, as the concrete is spun around by the strong animal, smashing into a car that promptly has a heavily dented door. The grunt barely ducks out of the way of it, as he starts running alongside, but he can't keep up with his female friend and her Tauros.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Ride, dang it, ride!&amp;quot; He shouts, as it heads down to Route 1 and the warpgate past the Trainer School.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;TRAINER SCHOOl, ROUTE 1, MELEMELE ISLAND, ALOLA&amp;lt;br&amp;gt;A FEW MOMENTS LATER&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ilima has called Selene to the Trainer School for her Island Trial. She's been invited to bring any friends she wants, as they'll be learning about the various pokemon in the nearby wild, as well as earning herself a Z-Crystal if she succeeds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ilima, the dark-skinned pink-haired young man, stands outside the front, and as Selene eventually approaches, would greet her. &amp;quot;Welcome, Selene! Our trial will begin now. Let us just...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Tauros starts down Route 1. The concrete is being dragged along, making a horrible noise against the trail. Ilima can hear the car alarms going off down the trail and towards the city, just faintly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;How dare they...! I need to get to the city urgently and help any injured. Please, deal with this!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As Ilima starts to run off, there's a firm tough voice walking down the road. A man with short, messy white hair, golden glasses, a black jacket with zig-zag stripes, a white undershirt, a golden chain with a strange symbol as the head, a golden watch, and multiple bracelets. He juggles a round sphere, yellow and dark grey. He waits to see who comes down and around from his call. And then, he speaks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;That Ilima thinks he's so smart, because he has a fancy badge. Well, the hated boss who beats you down and beats you down and never lets up again is here to teach all of you who'd heed his words a lesson. But who's this, you're asking yourselves...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;He flashes a grin. The ball is clicked, and thrown out. A blue and white giant bug, with large arms and a heavy shell, goes out.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;That's right. It's ya boy, Guzma!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene has plenty of friends! She's just not sure what most of their names are what with being a new face to the whole Multiverse thing. She might not have invited anyone in particular to join her, but she's certainly not going to object to anyone coming along when she hears that a certain dealer is announcing the unveiling of his own bus stop. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When she arrives at the Trainer School, she's still got her eyes peeled for suspicious activity as she approaches Ilima with a broad grin plastered on her face and Torracat sitting atop her head. &amp;quot;Hi, Ilima! Alright, let's-oh!&amp;quot; She points at the Tauros as it that awful screeching grows louder, watching it pull that mass of concrete and squinting slgihtly as she hears a familiar-ish voice coming from further down the road. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;It's that guy! Hey!&amp;quot; Breaking into a run, Selene doesn't even seem to mind her fire cat latching onto her head for dear life. The giant with the shell gets a long look from her, an amused 'oooooh' coming from Selene for several seconds until she remembers to actually address Guzma himself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You finally did it, huh? So what're you gonna do now? Bring it back to your...&amp;quot; She pauses for dramatic effect, then points at Guzma at the end. &amp;quot;SECRET BASE? And then run a competing bus service to drive the city's out of business?!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene strikes a pose, and the cat leaps off her head to strut around the chicken hatted trainer. &amp;quot;Or are you going for something... BIGGER?&amp;quot; She looks like she's hoping for the latter, mostly.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory wasn't really here because anyone asked her to be. It was probably closer to say that a few people had asked her -not- to be here. But, when an officer hears about a crime in progress, they have an obligation to check it out. Not to mention Lory kind of wants to steer this Team Skull away from such activities. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; So, she was in town when the team appeared, and her sharp bunny senses quickly led her to the scene. Not that you need sharp senses to hear a bull pokemon dragging a concrete slab covered with a bus stop. She takes off after it, and once she is close enough she uses her grapple gun to latch onto the stop and starts pulling herself over. &amp;quot;Alright, that's enough of that! I told you guys I wouldn't just let you get away with this!&amp;quot; she calls out to the two thugs guiding the Tauros. And blinks as she sees the guy in the bling. &amp;quot;...so that's Guzma?&amp;quot; she says softly as she basically skiis behind the bus stop. &amp;quot;Sorry Guzma! No time to deal with you!&amp;quot; she calls out. &amp;quot;But I'll be happy to arrest you later!&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Of course, with the Tauros running and her grapple line still reeling in, it would be easy to cut or otherwise dislodge right now.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;As it turns out the people from Alola that were talking it up the other night weren't from the Alola from -her- pokemon world. So any of the information trolling Alexis had her Porygon-Z do was most likely invalid, and once she figured that out she was about ready to kick herself for jumping to such sloppy conclusions. Seriously, she should of known better with how long she's been involved in the Multiverse.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh well, that just gave her all the more reason to go check out this iteration for herself. Of course, you don't visit Alola without having a malasada or two. Can't go exploring the wilderness on an empty stomach, so that was the first place in Hau'oli Alexis was going to head.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Like several Trainers she had a Pikachu, which was sitting on her shoulder... Unlike most Pikachu, this one was wearing a red rocker jacket and tiny tight leather pants, and that was probably enough to place the brightly haired tomboy as a tourist. It's also said Pikachu that notices the Tauros stomping down the street while Alexis is checking out the flavors menu. &amp;quot;Chaaa?&amp;quot; Zapette nudges Alexis with her tail. &amp;quot;Yeah, what is i--&amp;quot; Alexis stops partway through the comment as she looks up, watching the Wild Bull pokemon storm off after ripping up the entire bus stop. Not just a sign, or the bench. The Whole. Damn. Thing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Cue facepalm. &amp;quot;Rayquaza dammit, that guy was serious?!&amp;quot; &amp;quot;Pika.&amp;quot; &amp;quot;Yeah, local delecacy is gonna have to wait.&amp;quot; Alexis kicks her heel against the curb to deploy her rollerblades, and promptly skates off after the expedient Tauros, likely catching up with other arrivals in the process.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Normally when there is a situation, Riku is there looming on a building, looking down with the kind of anticipation one might imagine Batman having when looking on an incipient crime spree. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;This time, he's on the roof of a nearby building, his body covered in bandages from severe burns. Even his face has some of them covering his looks, but he'd made sure to keep his eyes and mouth clear. He doesn't cut so much of a figure here, but he has his pride... And other reasons. His gaze moves along, following the path of the Tauros. &amp;quot;Well... Here goes.&amp;quot; He sighs to himself, and a Corridor of Darkness opens up. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;While the Ride Tauros is basically bludgeoning its way past all obstacles, the other end of that hole opens up near the Trainer School, Riku walking slowly out of it, walking slowly past Guzma as his gaze turns to the giant bug in the way. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;With the slowness of the injured, Riku turns his head to Guzma and simply says, &amp;quot;Get out of the way.&amp;quot; The fact that Selene's there jazzing next to the Team Skull leader doesn't seem to really make an impact on him right at the moment.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;There's a LASS on Route 1. She's just standing there, hoisting up and down a Pokeball! In fact she seems extra bored, with her classic hair flower, and white collared shirt, and green skirt. She just stands there...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hoisting the pokeball. She looks extra bored, waiting for a trainer to meet her eyes. An unsuspecting trainer to accept her SOCIALLY REINFORCED MUGGING OF CHILDREN!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Right as a Tauros tears down the path carrying an entire bus stop. And SELENE starts jazzing with the Team Skull grunts she feels a dark, tangible presence. A fear-effect?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS drops a hand on Selene's shoulder, leaning in to the chickenhat's shoulder and whispering in her ear. &amp;quot;You're supposed to lock eyes with me. Then Pokemon Battle. Right? Isn't that right?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene can notice that the LASS is seizing a RED AND WHITE COLORED ROCK in her hand. It's barely circular.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;A bunch of people show up! Guzma replies to Selene. &amp;quot;Heh, you want to know what we're gonna do? We're gonna make this bus stop real legit. Give Po Town her very own. But first...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As someone else wlaks up to Selene, since she's not fronting on him, he ignores her, letting the COMPLETELY NORMAL LOCAL LASS deal with her. Hey, it's Alola, she's following proper conduct.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Instead, Lory ignores him and tells him as much, Riku disrespects him, and Alexis is collateral damage for what comes next. &amp;quot;Did I say you can just /ignore me/ and go wherever you want? Did I give you a permission slip, officer? Did I say you can just walk past me, boy? I don't think so. You're gonna be playing with Guzma tonight. Let me teach you a lesson in respect.&amp;quot; He tenses his fist, and then speaks as Golisopod tenses with him.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Use First Impression.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod moves way too fast for a big man-sized bug. One of its giant two-clawed arms moves out, to strike into Riku's gut, knock him back, and hopefully towards Lory and the Tauros coming past. As it gets into range, Golisopod moves the other claw to grab Lory in the same superhuman burst, jab into her, and tear her line. Alexis is right nearby, rollerskating along...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When she'd be right in the middle of that, the giant bug ramming into her without a care of her safety. The Tauros is going to keep on moving past towards the warpgate, though a little slower thanks to the former carry-on.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Now then. Can you gamble with the Dealer of Destruction? Let's find out!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The bandaged teen looks back to Guzma, finally looking directly at him. &amp;quot;I don't need your permission for anything. And you're Guzma? That big bad guy on the radio? Well, that makes this easier.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Despite the bold words, Riku's reaction is slow. He leaps backwards only to be caught by the claw-arms, the impact sending him flying tight into the mess with Lory, crashing into the ground with a yelp of pain. He tumbles along the ground and comes to a stop, pausing there as lancing, intense pain rolls across his body. &amp;quot;Gggh...&amp;quot; He breathes, trying to steel himself... And forcing himself up. He can't fight this with his body... But he has another option. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He holds out a hand, his eyes hardening as he draws upon his Heart. &amp;quot;No one's gambling here.&amp;quot; He replies... And his shadow surges forward, the Darkside-like Eidolon emerging from the blackness to surge forward to clash with the Golisopod, the dark creature lashing out over and over with the clawed hands to harry the bug before it brings its hands up in an axehandle blow intended to smash into the Pokemon with intense force.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene places a hand on her chin while propping it up with her other hand, and Torracat mimics that motion as best it can despite the lack of human-shaped bone structure. After a few moments, she holds a fist out to Guzma, turns it slowly, and... &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gives him a big thumbs up. &amp;quot;Infrastructure's important to a deveoping town! That's an important step towards stimulating the local economy or something like that!&amp;quot; She doesn't quite get what it is that Lory's going on about not letting him do that, but... Eh. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Laws are hard. Besides, it looks like things are starting to get a little more hectic between her trying to stop the Tauros, Alexis chasing it, and Riku (who gets a not-so-subtle knowing nod) doing that thing with the door. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She has other things to worry about! Namely, the completely normal LASS approaching and making things a little weird. Not because Selene didn't notice her earlier, but because of her approach. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That hand on the shoulder. That whisper in the ear. The closeness of the LASS. A certain grunt's words echoed... &amp;quot;You put your hand on the wall, tilt your head down, and say 'hey'.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Except this LASS is taller than her. Unless... Are the roles being reversed here?! There's no time to doubt those sage words of wisdom, though, and Selene musters up her courage to lock eyes, tilt her head down slightly, and utter a low-pitched &amp;quot;Hey.&amp;quot; to the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's not until she sees that very normal POKEBALL (thanks to the power of her brain filling in the blanks and ignoring the important details like it being rock shaped) that Selene realizes her mistake. &amp;quot;..Oh! You wanted to battle. Right, let's do it! Although I'm pretty sure I was supposed to be doing something else at the school..&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Details, details. &amp;quot;How many rounds? I've got enough forrr...&amp;quot; She pats the shrunken multi-colored orbs on her bag's strap. &amp;quot;...Three!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory offers a small wave to Selene even as she skiis past. Then, her ears perk and she suddenly ducks down and slides through the dirt...just as that claw from the giant bug pokemon comes sailing over her head. This keeps her from taking a direct hit, but her grapple line is caught and it snaps loose from the bus stop before she gets pulled backward with the attack headed for Alexis and Riku. She manages to kick off the ground as she gets dragged and backflips to land...and ends up headed right toward Alexis. Although the bunny isn't that heavy, it certainly can't feel good to have some 80 lbs of bunny cop land on you. Somehow the bunny herself seems fine after the landing, and immediately hops off the trainer. &amp;quot;S-sorry about that!&amp;quot; she says and helps Alexis up if needed. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Riku speaks...and Lory's ears twitch. &amp;quot;...your voice. It sounds really familiar.&amp;quot; she says, her expression darkening. &amp;quot;You were there yesterday, weren't you?&amp;quot; she adds after a moment. Her fur bristles a bit, and in a rather serious tone she says. &amp;quot;After we deal with this guy, you are next. Got it?&amp;quot; she says before turning to Guzma and the big bug pokemon. &amp;quot;I guess that -was- kind of rude, not asking for your permission.&amp;quot; she says, voice dripping with sarcasm as she smirks confidently and reaches to pull some yellow discs from her belt. &amp;quot;But then...I guess I just don't have much confidence in your teaching abilities!&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She throws those discs, and they explode on impact around the bug to unleash a blast of foam that rapidly hardens to a pretty tough material. It is obviously meant to help slow down targets for ease of capture.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;Alexis comes skating along, most of her attention on chasing down the Tauros. &amp;quot;When we get close enough slow it down with a Thunder Wave.&amp;quot; &amp;quot;Pika!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately they never get to put that plan into action. Alexis sees the Golisopod at the edge of her vision, she hears Guzma shouting something, but First Impression being one of those moves only a certain pokemon has leaves her with lack of experience to know it, and the bug using it, are going to move disportionately fast to it's appearance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She lets out a curse and ducks under one of the swinging clawed limbs... But its twisting motion slams one of the smaller arms at it's side right into her face instead. Recoiling from that unexpected appendage gets the bunny cop slammed into her, and momentum does the rest as her legs are throw from under her and skidding across the ground. Zapette tumbles the other way as she's dislodged from her shoulder, rolling off to the side in a daze. &amp;quot;Pikaaaa...&amp;quot; Spinning dizzy eyes and all.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It takes a moment for Alexis to get dislodged from Lory and the pair pick themselves up. &amp;quot;Eh. Use to being in the right place at the wrong time.&amp;quot; Road burn is going to be a bitch, but there's no time to worry about that. She squints at the towering arthopod. She doesn't have time to yank out her Pokedex, but she can guess that's most likely some kind of Bug pokemon. And Zapette's out of it from the fall.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As much as this Guzma punk needs a beating, yanking out something like Talonflame or Hawlucha would being a bit overbearing, and not much of a challenge. What's the point to a Pokemon Battle if there isn't some challenge? So she grabs a different ball from her collection, opting to make things a little more interesting. &amp;quot;Tag in, Turnbuckle!&amp;quot; The brief burst of light from the ball consolidates itself into a large blue beetle with a long pronged horn. &amp;quot;Heracrsss!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You want to throw your weight around? Then we'll just do the same. Use Horn Attack!&amp;quot; The Heracross pops open the back of his shell and buzzes his small wings, using them for just enough lift and thrust to hurtle towards the larger Golisopod, head and rhino beetle horn leading the charge.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;Selene turns to the LASS with the crazy eyes and the pleasant flower placed aromatically in her hair. Locks eyes with the other 'trainer'. Lowers her voice, as the taller girl's hand rests firmly on her shoulder, and returns the attention with a low 'hey'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS's whole face brightens with the covetous smile that splits the corners of her mouth with mild surprise and clear 'reception' of...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Well it may not be exactly what Selene wanted to convey, but whatever message it is the LASS has her own conclusions about it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Yeah, let's go a few rounds. I'm sure I've got the stamina to keep going as long as you can stand.&amp;quot; The LASS practically purrs, her shoulder hand unmoving and immutable.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Her words become almost supernaturally sense-making. &amp;quot;Tell you what. If I win, we'll go to my place. If you win, we'll go to your place.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Without waiting for the acknowledgement of the stakes, the LASS picks up Selene - by the shoulder - and tosses her bodily into the Tauros, a literal start-of-battle bully shove...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With extra spice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Come on, girl! Show me your best monster, and maybe I'll show you mine!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;As Riku tries to dodge and Golisopod intercepts, Guzma grins. He's excited to fight this punk, finally. But the first hit knocking the injured kid back has him a little disappointed. Is this all the kid's got?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Riku summons his Eidolon in response, and the shadowy beast moves in on the pokemon. &amp;quot;Golisopod, block it!&amp;quot; Guzma shouts, right as the clawed hands come down and the axehandle blow moves in on Golisopod's head. Sweeping its arms around sideways, showing a plate-like shell, Golisopod intercepts the blow, being knocked backwards and having its arms battered but avoiding any vital hits.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Poison Jab.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The claws suddenly are charged with a purple energy, as Golisopod lunges in with an arm to smash into the Eidolon and channel that poison through it into Riku, or hit Riku himself if he's closer. It's not as blindingly fast as the last attack, but the sheer blow, if it impacts, is enough to induce rapid toxins, making it harder to aim accurately. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lory insults Guzma. Guzma just laughs at her as she smirks. &amp;quot;Then I'm gonna have to beat them into you. Let's see what a little buneary can do.&amp;quot; As the discs go flying, though, they impact hard material around Golisopod, getting it stuck. It grunts, as it tries to break out, stuck for a few moments...before it suddenly barrels through towards Lory, slower than before.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Go for the ears.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Buneary ears are pretty sensitive, so Guzma logics that hers are, too, especially with her hearing abilities. Golisopod takes both claws and moves to hammer into those ears, yanking them around, pulling them, and also just plain smashing into Lory's head if it gets a hit, trying to make it harder for her to dodge by upsetting her balance and hearing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alexis sounds out her Heracross. Guzma didn't even notice her at first, but, what can you do? She's a brat too, in his eyes. &amp;quot;You're a trainer, huh? Bug-type. Well, you've got good taste, but bad form.&amp;quot; And then the horn impacts Golisopod.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod moves for a block, but the sheer forn of the horn attack breaks open its arms, allowing the horn to impact its chest. It slides backwards, dazed, before attacking again. &amp;quot;Pin Missile.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;From Golisopod's back, little green-energized needles fire from Golisopod's back straight for Heracross, moving to jab into it. They move for the horn and the arms, trying to stagger and make it harder to aim or hit well, as well as doing raw damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meanwhile, Selene is being thrown backwards at the Tauros by the incredibly strong Lass. If that impacts...it's gonna hurt a hell of a lot for Selene, but drive the Tauros slightly off-course, making it take longer to get to the warp gate!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;The challenge is accepted, and Selene's beaming expression grows even brighter! Figuratively. She's pretty sure she's missing something here, but it's probably nothing to worry about if she can make a new battle friend and actually put a name to a face for once. &amp;quot;Heh, right! A Trainer can't just stand around for the whole fight, though! I mean, it'd be easier to show you what I mean duringt he fight, but...&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She looks at that hand on her shoulder. She does't shrug it off, but it really is kind of hard to pose properly with the LASS' hand there. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then her eyes light up at the notion of hanging out. &amp;quot;Oh? Cool! Alright, let's-er. Wait, but I'm out of sod-aaaAA?!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Aaaand she goes flying. The LASS proves to be much stronger than expected, and Selene goes sailing right into the Tauros, bouncing off of it and letting out a loud hoarking noise before landing. She groans painfully while the Torracat, having leapt off the trainer's head, starts hissing and spitting fire and vitriol at Sylvi. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Literal fire, even. It does not seem happy, and it only relents when Selene rolls over. &amp;quot;Guh... H-hey, cut that out! She's just roughousing a little... No harm done!&amp;quot; She jumps onto her feet with her hands on her hips, another broad grin, then topples right over with another groan and clutching of her back. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She'll be back up soon.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Using your heart as an avatar to strike has its benefits. One's will is often much more potent than the flesh of one's body if you are strong enough to be a Heartbrand in the first place. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;However, Riku's been heavily weakened as it is. Pride and circumstance has driven Riku to face Guzma in a state that he normally wouldn't. His body is weakened, pain running through him constantly as he works to sustain himself... And as the Golisopod jabs in and stabs the dark creature with his claws, the poison seethes through it, purple bubbles rising up from its flesh to pop in a classic tell. The Eidolon slows, and Riku grunts in sympathetic pain as the shadow-entity begins to disintegrate slowly. &amp;quot;It's not over...&amp;quot; He grunts. &amp;quot;I'm not going to make this easy on you!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The misshapen spectre twists, slamming a fist sidewise. There's no callout of the attack, this thing isn't a Pokemon even if it could blend in. The dark thing gets stuck in with the Golispod, trying to brawl with it and slam its fists together, a rush of black flames bursting outwards as it slams them together preferably with the Golispod in between!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory lets out just a bit of a laugh as Alexis speaks to her. &amp;quot;I guess I have kind of the opposite thing. The wrong place at the right time.&amp;quot; she says, then blinks in surprise as Alexis throws out a big bug of her own. She looks over at the dazed pikachu, then back toward the golisopod. Just in time to realize it is headed right for her! &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; The ears are indeed sensitive. Which is why Lory works /extra/ hard not to have them torn up. The Golisopod swipes at her, but with each swipe she ducks or backflips or sidesteps nimbly, just barely avoiding each one. Her ears even join in, flopping this way and that and finally laying flat against her head. &amp;quot;Good plan, but bad execution!&amp;quot; she says as she finally darts forward and in a swift motion pulls her pistols from their holsters and leaps back, doing a single somersault before aiming the weapons at the bug. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She flips a switch on the gauss pistols and a high pitched whine can be heard that is obviously a capacitor charging with electricity. Prongs pop out on the front of the guns before she fires them. The prongs sail through the air, trailing thin wires. Should they find their mark in the big water bug, they unleash a full stun charge into it.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;I like having options,&amp;quot; Alexis replies as she steps over to pick the still dazed Pikachu up so she doesn't get stomped on as attacks start flying around. Truth be told she came with pokemon more intended for exploration and scouting than a killer competative team, and it's showing a bit. Not that it's going to stop her from facing the challenge. &amp;quot;Brace for impact!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Turnbuckle hunches down, tucking as much of himself beneath his carapice as he can. But even so the Pin Missiles hit hard, digging through the tough exterior and doing some debilitating damage. &amp;quot;Heraaaaa.&amp;quot; Eyes clench shut for a moment, rasping through unseen mandibles before he starts to slowly lift himself back off the ground under the barrage pounding down. Finally reachs up to grab one of the needles jabbed into his shoulder and yank it out.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alexis nods as he's up and still willing to fight, then rubs a finger thoughtfully at her chin. &amp;quot;Looks like I was wrong.. Guzma was it? You've got the stuff to back up that bluster of yours.&amp;quot; She digs a heel into the ground as the rollerblades retract again, clenching her fists. &amp;quot;But we're not gonna back down just because you're tough! That'd be rude to a challenging foe!&amp;quot; &amp;quot;Heracross!&amp;quot; &amp;quot;And it sounds like Turnbuckle agrees. So let's show them how we do it in Hoenn.&amp;quot; She flicks her ponytail out over her shoulder and then does the dramatic point. &amp;quot;SEISMIC TOSS!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's the Heracross' turn to move faster than one might expect, diving towards the Golisopod but coming in low. To get his big horn under the larger bug, slam his limbs into the ground to push, and heave up. The beetle's stout build was immensely strong. Enough so to crash over trees and throw things much larger and heavier than it is.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Like now, as he attempts to catch the larger arthopod with his horn and swing up, flip over and slam Golisopod into the ground again like some kind of suplex throw.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;'Rough-housing'. That's a way of putting it. The LASS goes back to hoisting her poke-rock and waiting for a reprisal immediately after the advanced (actually-a-throw) shove - and she's not waiting long. A two foot tall fire red angry muscle cat starts spitting fire at her!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS raises a hand to shield her face as she just eats the torrent of fire, the blaze consuming her in a cloud of red-hot fury and immolation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It looks like Selene just killed another human being, because weaponized animals with superpowers are DANGEROUS MEANACES TO SOCI-&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Lass stands, smoke curling from her exposed skin and darkening the whites and greens of her clothes. The only two parts of her outfit that the fire consumes are the wonderful red flower in her hair (now a blackened bit of char) and the paint on the rock she had held.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now it's just a rock. The Lass's hand flexes and the stone crunches into pebbles and powder. &amp;quot;That was cute. Love the little pet. It's got a good heat to it.&amp;quot; The Lass notes, before thrusting forward her rock-crushing hand full of chunky dust at the Torracat as a painful distraction, taking two steps forward, and punting the cat hard enough to spike the red fire-type into the Tauros like a feline bullet.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;But I said show me your STRONGEST monsters! Come on, I can taste the fire in you!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Lass draws up, cupping her elbow with one hand and bringing up her free palm to yawn into, nose upturned with a derisive sneer painted across her face. &amp;quot;Or is that fear I taste? Is that all the innocent children of this place are? Tamed? Tamed, like their toothless partners? Show me something worth seeing, beanie-head.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;Riku says he's not going to make it easy, and Guzma laughs. &amp;quot;Show me what you've got, then! I can whoop your butt all day!&amp;quot; The Eidolon swings black flames as it tries to brawl with and slam its fist between Golisopod, and it hits on-center, burning into the bug for a super-effective hit and sending it reeling back. Golisopod responds on its own, Guzma trusting it, as it creates a massive water blade around its claw-shell, and moves to slash it straight into the Eidolon, trying to drive it back and cut it up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lory says bad execution, and Guzma grimaces. &amp;quot;Yeah, we'll see about a bad execution once you're under the guillotine.&amp;quot; It was the cleverest thing he could think of, but it's gonna be backed up shortly, as the gauss pistols stun into Golisopod with another super-effective hit, stunlocking it with a surge of electricity. It growls as best as a bug can, and rams forward, moving to strike both claws into Lory as precisely as possible, trying to hit weak points that'll stop her form moving as reflexively.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross keeps saying its own name. &amp;quot;Trainer girl, are your pokemon stupid? They keep saying their own name.&amp;quot; A pause. &amp;quot;Like, they sound defective.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross responds by slamming it straight into the ground with a seismic toss, hurting Golisopod bad, damaging its shell. As it rubs the sore shell, it head butts the Heracross, and then tries to chop into it with a karate chop as Guzma shouts. &amp;quot;Brick Break.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hopefully, the karate chop does major damage, as the Tauros keeps trying to get away, and Pokemon keep getting slung into it and off of it. It's slowly taking damage! That's not good, it's supposed to be on a heist.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; No one can dodge forever, and finally Lory is caught by those big claws. It isn't as bad as it could have been, since she manages to slip free before being totally crushed or something. She flips and lands atop those claws, then rears back with both pistols and aims to box the bug creature's...well, if it had normal ears, they'd probably get boxed! &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She leaps back after that, but winces and falls to a knee upon landing, the two bleeding gashes in her sides slowing her down. &amp;quot;Nnng...better.&amp;quot; she says before getting back to her feet. &amp;quot;But you're still fighting a losing battle here. Even if you somehow manage to beat us, there's a big drag mark leading right to your town, now.&amp;quot; she says, motioning to the road.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Facing down Guzma is proving to be agonizing even trying to keep things on a Battle Creature basis. The Golisopod is basically a murdertank. &amp;quot;Where the hell does a bug that big come from? What do you /feed/ it?&amp;quot; Riku asks, even as his stance shudders and falters under the assault on the Eidolon. It continues to fall apart, Riku trying to invest it with more and more of his will even as it sloughs away. The water blade shears one arm clean off of the creature, the limb vanishing into shadow as Riku staggers and falls to one knee. &amp;quot;Not... yet.&amp;quot; He says. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;In the meantime, the pseudo-Heartless horror takes on a new strategy. The moment it gets a chance, a yawning portal of blackness opens beneath it and the Eidlon slams into it, crashing through and forcing the bug through the spatial warp. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some distance above, the other side opens, the Eidolon continuing to drive it down through the Corridor and use gravity to crater it into the ground! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;quot;Who says he needs to hide it?&amp;quot; Riku grates. &amp;quot;He wants people to know it's there.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;Alexis laughs briefly at the radio conversation, but doesn't let it distract her from the here and now. That's a difference between worlds to note for later though.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Guzma's attitude is annoying her. Especially with the fussing over her Pokemon acting and sounding different. But that Golisopod? Is pretty damn impressive. It's got three people attacking it, it took being Seismic Tossed into the ground like a champ and still got up for more. Somehow it's hurt but not nearly as much as it should be. Whereas her Heracross is dishing it out just as much, but they're still on the back foot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yeah, right now she's probably got more respect for the Pokemon than it's Trainer. She'd be even more impressed if she knew how much of a Magikarp/Gyarados situation that evolution was.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross holds up his arms in a cross-over, using them and his horn to shield against the attack. It kind of works. Golisopod's arm slams into his arms, slamming them down into himself as he struggles against the attack. Eventually he manages to push to the side and throw the arm off, redirecting the force enough that it doesn't completely obliterate him.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Now, Arm Thrust!&amp;quot; Turnbuckle plants his feet and heaves, thrusting one arm at his opponent like a piston, and then the other, and so on in an alternating fashion multiple times.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;It takes Selene a fair few moments to pick herself up again, still reeling from that big toss courtesy of the LASS. Luckily, she's seeing figurative stars in addition to the also-figurative stars since... Well. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's not every day she sees someone capable of casually tossing someone so far in action. Or capable of getting melted down by a-wait a second &amp;quot;TORRA NO THAT'S NOT HOW-uhhh.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She's okay. A little singed-looking, but okay. Selene's brief moment of panic turns into an excited giggling spree. First that strange knight, and now this seemingly normal MEGALASS? One that's standing toe-to-toe with the fearsome elemental prowess of a fire-breathing housecat? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Of course Selene's going to get hyped up over that. &amp;quot;That was awesome! How'd you learn how to do that? Are you some kinda science project? A really smart Ditto? A-&amp;quot; She pauses in mid-sentence as the Torracat, having been blinded momentarily by that dust toss, gets punted into the rampaging Tauros. It catches itself on the significantly larger Pokemon just in time to not bounce off of it, but it lands rather awkwardly and seems to be having some trouble standing up. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The fear that the LASS senses is likely that of the Pokemon itself, mixed with frustration and indignance. Noticing her cat's hesitation, Selene crouches down briefly while holding her hand out to stop it from stepping forward again. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You want strong, huh? Alright... Let's give you something a little different!&amp;quot; Standing back up, Selene lifts one leg and rears her arm back not unlike a pitcher winding up. &amp;quot;Let's put some BUTTER on your popcorn!&amp;quot; She completes the pitch, throwing a fastball with a light blue Pokeball that bursts open as what looks like a whale-like beachball the size of a small car pops out and hurtles right at the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It has mask-like face paint on the top half of its face, of course.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;You're overestimating the police here. You think they're gonna come into my town? As if. They know exactly where it is.&amp;quot; The Golisopod gets hit in the head, staggering backwards only briefly, as Guzma speaks, staggering backwards. &amp;quot;News flash, girl. They don't care, and aren't competent enough anyways!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod is still active, as Riku's Eidolon slams Golisopod through a portal and into the ground. It creates a small crater in the process, shell cracked even more, as Alexis's Heracross Arm Thrusts it, smashing through its defenses and straight into its face.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod staggers backwards towards Guzma, and takes an offensive position, before...turning around, and looking up to him. &amp;quot;What's that, Golisopod? These people are /so/ boring that you're done with this?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Golisopod grunts, and then disappears back into its Pokeball on its own. Another Pokeball activates, releasing another large bug. This one's gray, with a massive pair of pincer-horns on its head.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Pinsir. Weaken their defenses. It's time to wrap this up.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Pinsir charges them, using sheer power at each foe to smash into them. The Eidolon, Heracross, and Lory all get hammered by the might of the bug, which isn't as strong as Golisopod, but is still fearsome. If it hits, their defenses will be shattered by the sheer power, weakened heavily and probably bleeding from it.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; The bunny cop is starting to look tired. It isn't easy to take on such powerful creatures, even with all her training and skill. But, that determined look remains. Lory blinks in surprise as the Golisopod 'gets bored', then again as another giant bug is called out. &amp;quot;...aren't there any like...butterflies or something?&amp;quot; she says as it charges at them. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; She pulls her shield from her back and hops, trying to use the impact to send herself upward. It works...but that defense breaking impact shatters the bulletproof shield and sends her higher than she was expecting! She flips upward through the air, fighting to get her balance back. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; But, as she does, discs start droping from the sky as well. They fall all around the Pinsir, some black, some white. Then, she covers her eyes. Hopefully her allies follow suit, because as those disc grenades start exploding, the white ones turn out to be flashbang grenades! Mixed in with the more traditional explosives that are the black grenades, she is hoping to weaken their new opponent similarly to how it tried to weaken them. And as she comes down she aims to land on top of the Pinsir. That's how you deal with bugs, right? Step on them?&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;The LASS is praised for her amazing fireproof... everything, and her sinister look turns friendly once more - if still with maddened, wide eyes. &amp;quot;I was born to win. Born the strongest. Born to burn the world to cinders and swallow the ashes. But that doesn't mean I didn't train, either.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Casually extending her hand with fingers cupped into claws, a dark purple flame bursts into life with a strain at her wrist that vibrates through the muscles of her palm and digits.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;I've been practicing. And beating up all kinds of people, and creatures? That's just the best kind of training. I hear it's legal here. To just see what I want, and take it.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene rears back and throws, and the ball expands into a massive beach-ball containing a six-foot tall whale with a big doofus grin on its front and a facepaint mask.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Incredible.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With a quick flick of her wrist and discarding sweep of her hand, the purple flame snaps out of existance and Sylvi brings both hands to raised ready positions. &amp;quot;That's more like it!&amp;quot; She calls, with a wicked laugh, as she digs her toes into the earth and sets herself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then the titanic boom, and peal of forcefully ejected air splits a furrow into Route 1 as the LASS recieves a Wailmer right to the chest, right into her waiting arms, after being projectilely summon-ejected from a magic beachball. The ground gives way beneath her, shattering under her bare heels, and the sheer force drives her back in to two deep trenches.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The 'oof' she heaves out as her lungs are smashed into pales in comparison, and she laughs and laughs some more.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;I love it! BUT YOU KNOW WHAT THEY SAY!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With a heave, the Lass with planted feet, swings the enormous-yet-fairly-light enormous car-sized whale on her chest up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then back. And over her body. Right into the ground behind her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Spinning around to get her knees out from under her, the Lass leaps into the air a dozen feet, rotating with a full body heave to align her elbow with the center of the upturned whale.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;AFTER A DROP, YOU LAND BUTTER-SIDE-&amp;lt;span class=&amp;quot;bold_fg_r bg_n ++ hr&amp;quot;&amp;gt;DOWN&amp;lt;/span&amp;gt;.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;Turnbuckle hisses as he wobbles back his assault. That thing was a monster offensively, and he's feeling the strain from the effort. And the beating. Definately the beating. But the Golisopod is retreated from the fight, regardless if the 'bored' was really a reason or not.&amp;lt;br&amp;gt;And a Pinsir is released. Roaring directly into the fight as a replacement, plowing through the opposition, and hitting like truck with no brakes. The impact sends the Heracross rolling backwards several times, each bounce on the ground as hard as the last. Really roughed up, with several visible bruises and gouges in his own carapice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Oh, no no no. Not good!&amp;quot; Alexis... actually panics a little, not something she does very often, as she grabs for her Pokemon's ball. A Pinsir. Why did it have to be a Pinsir?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I don't know about Alola. But in Hoenn, Heracross and Pinsir are almost as bitter rivals as Zangoose and Seviper are. Not as predator and prey, but as competators for territory, food, and in general both being physical powerhouses.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Barely having the strength left to get up doesn't stop the Heracross from doing so, the beetle suddenly seething with rage at seeing his counterpart in the Badass Bug category. Enough to be completely ignorant of how hurt he already is. &amp;quot;Turnbuckle, no!&amp;quot; But it falls on deaf... whatever bugs hear with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Pain is forgotten as the Heracross lunges at the Pinsir. There's no strategy to it, no regard for his own safety and defense. Just a savage release of the beetle's remaining strength, swinging wildly with arms, horn and everything else he's got left.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene ohhs and ahhs with intrigued nods as the LASS gives her life story (kind of), the vagueness doing wonders for holding the teen's attention even as her miniature whale surges forward with that big dumb smile on its face. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The flame effects certainly don't hurt. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;That's the way it is with Pokemon. You gotta take 'em out to fight everything so they can get strong and you can teach 'em right!&amp;quot; The legality of it all isn't something that Selene seems all that concerned with, and she crouches down to give the Torracat a gentle pat on the head. &amp;quot;Take Torracat here. I've only had him for about two weeks, but he's already evolved once because we've formed a strong bond and fought every day and night!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The cat, meanwhile, seems content to lay there. After that kick and being dragged around so much, it's fine just taking a break for the rest of this fight. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Wailmer, meanwhile, has energy to go for quite a bit! The LASS' counterattack in the form of grabbing it and slamming it around leave it with little room to evade at all, but it's a tough bundle of meat! The slams against the ground leave sizable cracks in the pavement and impact craters in the dirt, but the whale keeps smiling all the while and making odd burbling noises. Even when it's spitting out water mixed with chunks of fish it had for lunch, it keeps grinning that same dumb grin! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Its face is shaped like that. It knows no other expression despite getting elbow dropped and wedged firmly into the ground. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Come on, Butter! Get out from under her and give. Her. The. JUICE!&amp;quot; Selene claps in time with the last four words as she starts stomping to psyche her Pokemon up. The whale's insides start to churn while the entire Pokemon starts vibrating, and it opens its mouth. It clamps its mouth mostly shut as it sneezes, sending a sludgy mist up arund itself and the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The real meat of the technique, though, is the force of the sneeze sending it into the air, with or without the LASS in tow. Once it's up, it starts blasting water out of its mouth at random intervals, bounding off nearby buildings and trees to try confounding the LASS before rocketing towards her again, opening wide to try and chomp right down on top of her!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The police aren't coming. Guzma is in control here. There's nothing they can do but solve this with their own power. And it might not be enough. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The Golisopod and the Eidolon brawl with each other through the darkness, cratering into the ground. It gets a moment to recuperate when it is knocked away... But the Pinsir comes in The smashing strike crashes into the dark being, the toxic nature of the bug withering the Eidolon and making Riku waver there even on one knee. &amp;quot;I'm not... going to say it...&amp;quot; He hisses, shaking as if being wracked with a fever... But at the same time, he knows he's on his last legs. &amp;quot;I'm going to finish you.... right now!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He saw what the black fire did to the last bug beast. Maybe more of it will help. The Eidolon surges with a wave of black-purple flames, Riku channelling all of his remaining power into a decisive attack. The beast emits a soundless roar as its one arm claws the sky.... And it descends like a meteor to crash down upon Guzma's Pinsir! If he can clear it out of the way...&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;Rolling off the whale after delivering her elbow-drop, the LASS turns and gets up, ready to point at Selene and demand a third challenger before seizing the trainer to take back to 'her place' for further Extreme Mean Girl actions (most likely: Xbox), the Wailmer makes a weird noise. She doesn't look.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She annihilated that stupid flying whale.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So that's when Wailmer barfs on her. Covered in sludge that drips from her long tumbling hair and pools at her feet, the LASS remains standing there, sliding the side of her hand across her eyes to clear them. When she does, her eyes flash in a glimmering of yellow-green with slit ophidian pupils. &amp;quot;I'm going to break your pinata fish in two, you know that, right?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Wailmer has all the time in the world to fall, baleen-white FREAKING TEETH first down on her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And, for a moment, there's a crash and a wet *crunch* as six feet of whale meet five-something of LASS.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then comes the laughter again. And Wailmer rises. Up and up. Lifted by two olive sets of fingers, then two olive arms, and then a slimy collared shirt and green skirt.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LASS raises the Wailmer by the gosh darned teeth up over her head, spins once as if aiming to hammer toss, and releases in a full-body-torque professional toss not just 'at' the Tauros, or Selene, but off darn near to the horizon line fit to twinkle as a big stupid doofy smiling idiot set of stars.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You might wanna get your third out.&amp;quot; The LASS announces, as if she didn't just heave a whale into the air on pure armstrength.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;And there goes. The. JUICE!&amp;quot; Selene cheers her Wailmer on as it completes its vile maneuver, although there is a brief moment of worry when it actually bites down onto the LASS. The laughter that follows brings her several confusing feelings, somewhere between relief and dread at her opponent being made of some freakishly tough stuff. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then the LASS starts spinning Butter around like some kind of professional athlete at a sporting event. At first, she's watching him sail off into the sky in awe of the LASS' physical might. Next, she realizes that he's not coming down yet, and might not for a while. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then she realizes that she'd have to CHASE the Wailmer down if she waits for him to land somewhere off the island. That's when Selene finally scrambles for the dopey whale's Dive Ball, raising it high to fire off those telltale red beams into the sky that signify someone trying to actually recall their Pokemon. &amp;quot;Oh crap oh crap HEY BUTTER TWIST A LITTLE!&amp;quot; It's only then that she actually manages to catch the giant with one of those beams, pulling it back to safety. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; And then Selene collapses in that standard bow-legged sitting position, grunting tiredly from the adrenaline rush wearing off. &amp;quot;Oh geez, that was close... Eh? Number three? That would be...&amp;quot; Tapping her fingers against the mini-Pokeballs on her bag, she counts them out before grinning her dopey grin at the LASS. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Afraid that's all I got! Slunch is still recovering, and Torracat here's...&amp;quot; It hisses, but quiets down when the chickenhat trainer ruffles its head a little to get it to calm down with a light wince. &amp;quot;Can't really compete with all that. But we gotta do this again sometime, and you gotta show me how you got that beefy!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;Guzma doesn't respond to Lory, who stomps on top of Pinsir. Her sheer agility and powerful attack stomps it down, unexpected. Pinsir wasn't as durable as Golisopod, either...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Heracross swinged wildly at it, and the Pinsir's eyes lit up. A Heracross, huh? Arch-rival. It went at the Heracross, too, but the rival got in all the attacks, no hits by the Pinsir, and swung it back. Well, it's looking pretty weak, and it hasn't even attacked yet.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Eidolon comes in for the Pinsir. Like a meter, surging with a wave of flames, roaring soundlessly, and smashes straight into it. There's a dust cloud. When the smoke fades...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Pinsir is KO'd, clearly in its eyes. Guzma returns it to the ball. He considers grabbing another ball, but that was a /painful/ defeat. One round. He's lost this. He can feel it in his bones.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So, he slicks his hand through his hair, and turns, unharmed himself, but exhausted and with weakened core pokemon. He takes out some loose change and throws it to the ground. &amp;quot;Your reward. I'm bored of this, and my team's already far down the route, so I'm going home. Next time, maybe you'll deserve a taste of one of my stronger Pokemon.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As Guzma leaves, turning completely away from the group, he grimaces in anger. Time to go home.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Time to smash another trophy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meanwhile, the bus stop...&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7047|Sylvi (7047)}} has posed:'''&amp;lt;br&amp;gt;The LASS is gloating, now, still covered in Wailmer slime. She doesn't seem bothered by the odd, viscous bile at all, wiping it off with crisp flicks of her fingers across her arms and face. Her eyes remain in that odd oscillatory color between yellow and green and ophidian-slit vertically.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Walking right towards Selene, she unmistakeably struts with mean girl confidence, sweeping steps that crunch in a line of the previous foot, the distance between the LASS and selene disappearing in heartbeats. She looms, and her smile is a line of shark-like toothy white.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;What shall I do with you... Your money? Just... take you? You were so amusing!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Selene's reaction, her absurd purity, causes Sylvi to throw back her head and laugh, wiping her hand off on the unhitched Tauros behind Selene, then offering it to the girl to help her up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Love the spirit, though. Sure. Some other time. Your penalty game is: I won't be taking you to play Xbox in Hel!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She pronounces it &amp;quot;Hell&amp;quot;. It's an easy mistake.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;But I need to help that stupid idiot, so...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Leaning over towards the shattered slab of earth the Bus Stop had fallen to rest in, right in the middle of Route 1, the LASS rolls her arm as if winding up, using her other hand to roll up her sleeve as she...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grabs the lip of the earth and with a heave, one-hands to entire bus stop chunk on Route 1, Sign, Stop, and all, into the air over her head. &amp;quot;I'll be taking this as my prize!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hey, at least now it's not in the middle of a major Route!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With that, the LASS crouches, and, with a springing pump of her legs...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Leaps away into the distance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With the bus stop.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The Pinsir is defeated... But not without incident. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;In the aftermath of Guzma throwing down his change and walking off, Riku does not make any commentary. There is no smug response. He doesn't even step forward to grab the coinage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The Eidolon dissolves away back into his shadow, his will no longer capable of sustaining it as he wavers and simply slumps back, his back against a tree as the injured, bandaged boy sits there half-sensate. His body and mind are both burned to their limits, Riku just sitting there with a hand on his face, his senses turned inwards. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Maybe he's hearing something other people aren't.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;The last-ditch rampage somehow paid off. At least enough that Riku's... whatever that is put the Pinsir out of the fight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That was not a fight she would of won alone, and Alexis is painfully aware of it. Both from the collision abrasions and being as emotionally drained as her pokemon is physically.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Speaking of which, she's quick to recall the exhausted Heracross now that he's done venting before Turnbuckle tries to do anything else wreckless. &amp;quot;I could say the same thing,&amp;quot; she mutters, but isn't going to acknowledge Guzma's Big Bad Boss attitude by shouting after him. Instead she just growls mentally at herself. Next time, she's bringing more of her big hitters and not holding back for the sake of a challenge.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Team Skull's attitude may be obnoxious, but their Leader proved he can back that attitude up. Numbers is the only reason he had to retreat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The pokeball is tucked away, and the money is eyed. Didn't think this counted as a competative fight to require a payout, but there it is.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;No one else is collecting it so Alexis scoops down to do so. &amp;quot;Officer.&amp;quot; As no one else seems to want it she passes it to Lory. &amp;quot;Not enough to replace the bench, but the city should probably be compensated for the loss, yeah?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7151|Selene (7151)}} has posed:'''&amp;lt;br&amp;gt;Selene snickers at the Tauros getting beslimed by the LASS' hand in that 'oh ew gross hehe' sort of way. Indeed, despite her age, she's still kind of deficient in other aspects. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Mentally. She's dumb. Pure, but dumb. Still, she suspects nothing whatsoever as she takes Sylvi's hand to get up, wobbling a bit in the process. Just how out of shape is she? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yes. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Alright, sounds good! Wait. In He-Your parents let you have an Xbox?! All I've got is this chunky tablet thing...&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She misheard that hell part, right? Probably. Or it might just be an exaggeration. Either way, it's enough to have Selene laughing even as she hands over a neat... Ten credits or so's worth of currency. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She hasn't been mugging enough people. &amp;quot;The heat's not that bad, is it? It's the humidity that really sucks, but if there's no breeze...&amp;quot; As she mulls over the possible ventilation issues in the LASS' home, she snaps out of her daze long enough to remember something even more important. &amp;quot;Oh! What's your na-aaaah?&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The bus stop is gone. Once again, those stars return to her eyes. Even being lightheaded and falling over from getting up too quickly can't stop that.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory takes a few moments to catch her breath a bit, and to assess the still bleeding gashes in her sides keeping her from going after Guzma like she usually would. Her ears perk and she looks toward Alexis as she is offered the money, then nods and takes it. &amp;quot;I'll make sure it gets to them.&amp;quot; she says. Aaaand...the bus stop is really gone now. Lory is left staring wide-eyed as the LASS just picks it up and leaps away like some anime character or something. Which she totally doesn't watch in her spare time or anything. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; This at least leaves her free to level a glare at Riku. &amp;quot;...&amp;quot; And wordlessly she pulls out a pair of handcuffs. &amp;quot;Now for you.&amp;quot; she says, making her way toward him.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7148|Guzma (7148)}} has posed:'''&amp;lt;br&amp;gt;As Sylvi escapes with the bus stop from the spun around Tauros (who is fine) and the grunts. One of them has already escaped after Guzma did, and the other, riding the Tauros, is now unable to control her Tauros. So...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She rides it into the warpgate, in a completely random direction, and is going to be lost until Team Skull can pick her up. And return the Tauros to where they stole it from, probably.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:459|Alexis (459)}} has posed:'''&amp;lt;br&amp;gt;And then the cop goes after the shadow boy. Alexis just asumes it's got to do with the Big Things that happen last night. Not her problem. Sometimes it's nice not having to deal with Faction Issues any more.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Yep, that's my cue to leave.&amp;quot; She starts walking back towards the center of town, to get her hurt Pokemon over to the Pokecenter.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:6928|Riku (6928)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Riku continues to sit there, saving his energy, marshalling it for the time it will be needed. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That time comes sooner than he expected. Fresh from Guzma leaving, Lory turns to try to arrest him. &amp;quot;No.&amp;quot; Riku says. &amp;quot;Not this time.&amp;quot; A Corridor of Darkness opens up behind him at that point, and Riku tumbles backwards, rolling into it despite the pain. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Looks like he's making his escape!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:7084|Lory Thumper (7084)}} has posed:'''&amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Lory's pace quickly accelerates as Riku speaks up. &amp;quot;Hey! Get back here!&amp;quot; she exclaims as he rolls. She dashes and leaps, trying to get through that portal before it closes. She has no idea how dangerous the darkness is, or what awaits through that portal. Or even the rules to keep herself from falling off the path. She just sees a criminal getting away, and hears a challenge that supposedly she'll just get lost in there. &amp;quot;Like I am going to listen to you!&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; And with that, she goes sailing through the air toward the portal, and right through it!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Guzma&amp;diff=16152</id>
		<title>Guzma</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Guzma&amp;diff=16152"/>
				<updated>2019-12-25T02:44:50Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterRedux&lt;br /&gt;
|NameOnMUSH=Guzma&lt;br /&gt;
|Color=#0099FF&lt;br /&gt;
|Char_id=7148&lt;br /&gt;
|Img=https://cdn.bulbagarden.net/upload/thumb/8/8a/Sun_Moon_Guzma.png/312px-Sun_Moon_Guzma.png&lt;br /&gt;
|FullName=Guzma&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Theme=Pokemon-2&lt;br /&gt;
|Chartype=FC&lt;br /&gt;
|Active=Active&lt;br /&gt;
|Function=Team Skull Boss&lt;br /&gt;
|Faction=Concord&lt;br /&gt;
|Rank=4-Partner&lt;br /&gt;
|Ranktype=Member&lt;br /&gt;
|Quote=&amp;quot;Wanna see what destruction looks like? Here it is in human form--it's ya boy Guzma!&amp;quot;&lt;br /&gt;
|PAge=Mid-20s&lt;br /&gt;
|AAge=Mid-20s&lt;br /&gt;
|Aging=Yes&lt;br /&gt;
|Height=Tall&lt;br /&gt;
|Weight=Average&lt;br /&gt;
|Hair=White&lt;br /&gt;
|Eyes=Gray&lt;br /&gt;
|Voice=Evan Maltby&lt;br /&gt;
|Song=https://www.youtube.com/watch?v=REC7daXbjho&lt;br /&gt;
|Profile=Decked in chains and bracelets, Guzma tries to ooze confidence. In a world where elemental monsters known as Pokemon are trained for battle and companionship, Guzma claims himself as the best in his region. Leading the ruffian gang Team Skull with the help of his buglike Pokemon and their various abilities, he's really a punk and a thug who searches for validation more than anything else, trying to impress those who acknowledge him while leading his gang in the pursuit of a bigger, better world for these outcasts, one where they hold power and respect. The fact that they're a bunch of hooligans with sometimes ridiculous or foolish plans doesn't stop them.&lt;br /&gt;
|Defining=Team Skull Boss:&amp;lt;br&amp;gt;&lt;br /&gt;
Guzma is a trainer of Pokemon, elemental monsters that fight by his side. He also leads Team Skull, a gang of punks.&amp;lt;br&amp;gt;&lt;br /&gt;
NPCs: Team Skull's members aid Guzma in his escapades, including his admin, Plumeria. They all fight using their own personal Pokemon, which come in various species.&amp;lt;br&amp;gt;&lt;br /&gt;
Split Actions: Members of Team Skull can work separately to pursue two objectives simultaneously.&amp;lt;br&amp;gt;&lt;br /&gt;
Superhumanity: Pokemon have strong physical attributes, and can boost them to highly superhuman levels via special techniques.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Offensive Options:&amp;lt;br&amp;gt;&lt;br /&gt;
Attack List - Ranged: Pokemon attack with various elemental blasts: toxic, wind, water, fire, ice, electricity, energy, and ghostly power.&amp;lt;br&amp;gt;&lt;br /&gt;
Attack List - Melee: Pokemon use both natural weapons (wings, fangs, claws, tails, shells, pincers, stingers, webbing, etc) as well as basic martial arts-styled attacks, sometimes elementally enhanced, in combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Debilitation: Pokemon can use ice, webbing, and threads to slow, bind, and trap, burn with fire, violently poison and sicken with toxic attacks, paralyze with electric attacks, and briefly confuse with rays.&lt;br /&gt;
|Significant=Movement Options:&amp;lt;br&amp;gt;&lt;br /&gt;
Flight: Some Pokemon can fly agilely using wings, or otherwise levitate.&amp;lt;br&amp;gt;&lt;br /&gt;
Mobility: Both Pokemon and humans can move rapidly through crowded environments and do parkour-style stunts. Some Pokemon can swim with ease and speed, including up waterfalls, as well as climb walls.&amp;lt;br&amp;gt;&lt;br /&gt;
Intangibility: Some Pokemon can phase through solid objects, though they can be stopped by strong wards or protection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Utility Options:&amp;lt;br&amp;gt;&lt;br /&gt;
Incapacitation: Pokemon can put foes to sleep, freeze them, or trap them in webbing, which wears off over a short period of time in the case of sleep or freezing unless forcibly broken, or when the webbing is torn.&amp;lt;br&amp;gt;&lt;br /&gt;
Field Shaping: (Attack List - Ranged:) Webbing can be used to blockade the environment, or to create platforms to quickly maneuver past obstacles. Techniques and sheer strength aid in shifting rocks and the earth below them, especially as an attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Environmental Protection: Some Pokemon are resistant to extreme temperatures, while others can survive oceanic environmental hazards. Humans can do so as well with special equipment.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Pokemon Senses:&amp;lt;br&amp;gt;&lt;br /&gt;
Extraordinary Senses: Pokemon have sharpened animalistic five senses, and some can see in the dark or through echolocation. Tracking through scent, sight, and hearing is easy.&lt;br /&gt;
|Minor=The Hooligan's Life:&lt;br /&gt;
Survival Skills: Team Skull can survive well in abandoned urban environments, navigating and scavenging easily.&lt;br /&gt;
|Disadvantages=Ya Boy &amp;lt;Trouble&amp;gt;: Guzma seeks, more than anything, to be acknowledged and respected by those outside his gang. He does insane stunts and goofy thuggery in an attempt to get his name out there and be seen as an actual power, even when they're impractical or draw more heat than he can handle. When someone actually validates him, he tries to pay them back with loyalty and favors, which can be manipulated for decent periods of time before he wises up to that person, either sticking with them and subtly trying to gain more freedom, or self-destructively trying to break out of their hold.&lt;br /&gt;
&lt;br /&gt;
Anger Issues &amp;lt;Significant&amp;gt;: Guzma handles losing poorly, and in general, is a bad sport. While he tries to avoid outright cheating, he's extremely brutal and ruthless in combat, and handles losing anything with real stakes with anger and an attempt to best that opponent no matter what it takes, whether in an actual battle or through some other means, creating violent rivalries quickly. When angry, Guzma also has a frequent tendency to smash things up, whether they be people, places, or items.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Guzma&amp;diff=16151</id>
		<title>Guzma</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Guzma&amp;diff=16151"/>
				<updated>2019-12-25T02:44:40Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterRedux&lt;br /&gt;
|NameOnMUSH=Guzma&lt;br /&gt;
|Color=#0099FF&lt;br /&gt;
|Char_id=7148&lt;br /&gt;
|Img=https://cdn.bulbagarden.net/upload/thumb/8/8a/Sun_Moon_Guzma.png/312px-Sun_Moon_Guzma.png&lt;br /&gt;
|FullName=Guzma&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Theme=Pokemon-2&lt;br /&gt;
|Chartype=FC&lt;br /&gt;
|Active=Active&lt;br /&gt;
|Function=Team Skull Boss&lt;br /&gt;
|Faction=Concord&lt;br /&gt;
|Rank=4-Partner&lt;br /&gt;
|Ranktype=Member&lt;br /&gt;
|Quote=&amp;quot;Wanna see what destruction looks like? Here it is in human form--it's ya boy Guzma!&amp;quot;&lt;br /&gt;
|PAge=Mid-20s&lt;br /&gt;
|AAge=Mid-20s&lt;br /&gt;
|Aging=Yes&lt;br /&gt;
|Height=Tall&lt;br /&gt;
|Weight=Average&lt;br /&gt;
|Hair=White&lt;br /&gt;
|Eyes=Gray&lt;br /&gt;
|Voice=Evan Maltby&lt;br /&gt;
|Song=https://www.youtube.com/watch?v=REC7daXbjho&lt;br /&gt;
|Profile=Decked in chains and bracelets, Guzma tries to ooze confidence. In a world where elemental monsters known as Pokemon are trained for battle and companionship, Guzma claims himself as the best in his region. Leading the ruffian gang Team Skull with the help of his buglike Pokemon and their various abilities, he's really a punk and a thug who searches for validation more than anything else, trying to impress those who acknowledge him while leading his gang in the pursuit of a bigger, better world for these outcasts, one where they hold power and respect. The fact that they're a bunch of hooligans with sometimes ridiculous or foolish plans doesn't stop them.&lt;br /&gt;
|Defining=Team Skull Boss:&lt;br /&gt;
Guzma is a trainer of Pokemon, elemental monsters that fight by his side. He also leads Team Skull, a gang of punks.&amp;lt;br&amp;gt;&lt;br /&gt;
NPCs: Team Skull's members aid Guzma in his escapades, including his admin, Plumeria. They all fight using their own personal Pokemon, which come in various species.&amp;lt;br&amp;gt;&lt;br /&gt;
Split Actions: Members of Team Skull can work separately to pursue two objectives simultaneously.&amp;lt;br&amp;gt;&lt;br /&gt;
Superhumanity: Pokemon have strong physical attributes, and can boost them to highly superhuman levels via special techniques.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Offensive Options:&amp;lt;br&amp;gt;&lt;br /&gt;
Attack List - Ranged: Pokemon attack with various elemental blasts: toxic, wind, water, fire, ice, electricity, energy, and ghostly power.&amp;lt;br&amp;gt;&lt;br /&gt;
Attack List - Melee: Pokemon use both natural weapons (wings, fangs, claws, tails, shells, pincers, stingers, webbing, etc) as well as basic martial arts-styled attacks, sometimes elementally enhanced, in combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Debilitation: Pokemon can use ice, webbing, and threads to slow, bind, and trap, burn with fire, violently poison and sicken with toxic attacks, paralyze with electric attacks, and briefly confuse with rays.&lt;br /&gt;
|Significant=Movement Options:&amp;lt;br&amp;gt;&lt;br /&gt;
Flight: Some Pokemon can fly agilely using wings, or otherwise levitate.&amp;lt;br&amp;gt;&lt;br /&gt;
Mobility: Both Pokemon and humans can move rapidly through crowded environments and do parkour-style stunts. Some Pokemon can swim with ease and speed, including up waterfalls, as well as climb walls.&amp;lt;br&amp;gt;&lt;br /&gt;
Intangibility: Some Pokemon can phase through solid objects, though they can be stopped by strong wards or protection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Utility Options:&amp;lt;br&amp;gt;&lt;br /&gt;
Incapacitation: Pokemon can put foes to sleep, freeze them, or trap them in webbing, which wears off over a short period of time in the case of sleep or freezing unless forcibly broken, or when the webbing is torn.&amp;lt;br&amp;gt;&lt;br /&gt;
Field Shaping: (Attack List - Ranged:) Webbing can be used to blockade the environment, or to create platforms to quickly maneuver past obstacles. Techniques and sheer strength aid in shifting rocks and the earth below them, especially as an attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Environmental Protection: Some Pokemon are resistant to extreme temperatures, while others can survive oceanic environmental hazards. Humans can do so as well with special equipment.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Pokemon Senses:&amp;lt;br&amp;gt;&lt;br /&gt;
Extraordinary Senses: Pokemon have sharpened animalistic five senses, and some can see in the dark or through echolocation. Tracking through scent, sight, and hearing is easy.&lt;br /&gt;
|Minor=The Hooligan's Life:&lt;br /&gt;
Survival Skills: Team Skull can survive well in abandoned urban environments, navigating and scavenging easily.&lt;br /&gt;
|Disadvantages=Ya Boy &amp;lt;Trouble&amp;gt;: Guzma seeks, more than anything, to be acknowledged and respected by those outside his gang. He does insane stunts and goofy thuggery in an attempt to get his name out there and be seen as an actual power, even when they're impractical or draw more heat than he can handle. When someone actually validates him, he tries to pay them back with loyalty and favors, which can be manipulated for decent periods of time before he wises up to that person, either sticking with them and subtly trying to gain more freedom, or self-destructively trying to break out of their hold.&lt;br /&gt;
&lt;br /&gt;
Anger Issues &amp;lt;Significant&amp;gt;: Guzma handles losing poorly, and in general, is a bad sport. While he tries to avoid outright cheating, he's extremely brutal and ruthless in combat, and handles losing anything with real stakes with anger and an attempt to best that opponent no matter what it takes, whether in an actual battle or through some other means, creating violent rivalries quickly. When angry, Guzma also has a frequent tendency to smash things up, whether they be people, places, or items.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Guzma&amp;diff=16150</id>
		<title>Guzma</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Guzma&amp;diff=16150"/>
				<updated>2019-12-25T02:42:57Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: Created page with &amp;quot;{{CharacterRedux |NameOnMUSH=Guzma |Color=#0099FF |Char_id=7148 |Img=https://cdn.bulbagarden.net/upload/thumb/8/8a/Sun_Moon_Guzma.png/312px-Sun_Moon_Guzma.png |FullName=Guzma...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterRedux&lt;br /&gt;
|NameOnMUSH=Guzma&lt;br /&gt;
|Color=#0099FF&lt;br /&gt;
|Char_id=7148&lt;br /&gt;
|Img=https://cdn.bulbagarden.net/upload/thumb/8/8a/Sun_Moon_Guzma.png/312px-Sun_Moon_Guzma.png&lt;br /&gt;
|FullName=Guzma&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Theme=Pokemon-2&lt;br /&gt;
|Chartype=FC&lt;br /&gt;
|Active=Active&lt;br /&gt;
|Function=Team Skull Boss&lt;br /&gt;
|Faction=Concord&lt;br /&gt;
|Rank=4-Partner&lt;br /&gt;
|Ranktype=Member&lt;br /&gt;
|Quote=&amp;quot;Wanna see what destruction looks like? Here it is in human form--it's ya boy Guzma!&amp;quot;&lt;br /&gt;
|PAge=Mid-20s&lt;br /&gt;
|AAge=Mid-20s&lt;br /&gt;
|Aging=Yes&lt;br /&gt;
|Height=Tall&lt;br /&gt;
|Weight=Average&lt;br /&gt;
|Hair=White&lt;br /&gt;
|Eyes=Gray&lt;br /&gt;
|Voice=Evan Maltby&lt;br /&gt;
|Song=https://www.youtube.com/watch?v=REC7daXbjho&lt;br /&gt;
|Profile=Decked in chains and bracelets, Guzma tries to ooze confidence. In a world where elemental monsters known as Pokemon are trained for battle and companionship, Guzma claims himself as the best in his region. Leading the ruffian gang Team Skull with the help of his buglike Pokemon and their various abilities, he's really a punk and a thug who searches for validation more than anything else, trying to impress those who acknowledge him while leading his gang in the pursuit of a bigger, better world for these outcasts, one where they hold power and respect. The fact that they're a bunch of hooligans with sometimes ridiculous or foolish plans doesn't stop them.&lt;br /&gt;
|Defining=Team Skull Boss:&lt;br /&gt;
Guzma is a trainer of Pokemon, elemental monsters that fight by his side. He also leads Team Skull, a gang of punks.&lt;br /&gt;
NPCs: Team Skull's members aid Guzma in his escapades, including his admin, Plumeria. They all fight using their own personal Pokemon, which come in various species.&lt;br /&gt;
Split Actions: Members of Team Skull can work separately to pursue two objectives simultaneously.&lt;br /&gt;
Superhumanity: Pokemon have strong physical attributes, and can boost them to highly superhuman levels via special techniques.&lt;br /&gt;
&lt;br /&gt;
Offensive Options:&lt;br /&gt;
Attack List - Ranged: Pokemon attack with various elemental blasts: toxic, wind, water, fire, ice, electricity, energy, and ghostly power.&lt;br /&gt;
Attack List - Melee: Pokemon use both natural weapons (wings, fangs, claws, tails, shells, pincers, stingers, webbing, etc) as well as basic martial arts-styled attacks, sometimes elementally enhanced, in combat.&lt;br /&gt;
Debilitation: Pokemon can use ice, webbing, and threads to slow, bind, and trap, burn with fire, violently poison and sicken with toxic attacks, paralyze with electric attacks, and briefly confuse with rays.&lt;br /&gt;
|Significant=Movement Options:&lt;br /&gt;
Flight: Some Pokemon can fly agilely using wings, or otherwise levitate.&lt;br /&gt;
Mobility: Both Pokemon and humans can move rapidly through crowded environments and do parkour-style stunts. Some Pokemon can swim with ease and speed, including up waterfalls, as well as climb walls.&lt;br /&gt;
Intangibility: Some Pokemon can phase through solid objects, though they can be stopped by strong wards or protection.&lt;br /&gt;
&lt;br /&gt;
Utility Options:&lt;br /&gt;
Incapacitation: Pokemon can put foes to sleep, freeze them, or trap them in webbing, which wears off over a short period of time in the case of sleep or freezing unless forcibly broken, or when the webbing is torn.&lt;br /&gt;
Field Shaping: Attack List - Ranged: Webbing can be used to blockade the environment, or to create platforms to quickly maneuver past obstacles. Techniques and sheer strength aid in shifting rocks and the earth below them, especially as an attack.&lt;br /&gt;
Environmental Protection: Some Pokemon are resistant to extreme temperatures, while others can survive oceanic environmental hazards. Humans can do so as well with special equipment. &lt;br /&gt;
&lt;br /&gt;
Pokemon Senses:&lt;br /&gt;
Extraordinary Senses: Pokemon have sharpened animalistic five senses, and some can see in the dark or through echolocation. Tracking through scent, sight, and hearing is easy.&lt;br /&gt;
|Minor=The Hooligan's Life:&lt;br /&gt;
Survival Skills: Team Skull can survive well in abandoned urban environments, navigating and scavenging easily.&lt;br /&gt;
|Disadvantages=Ya Boy &amp;lt;Trouble&amp;gt;: Guzma seeks, more than anything, to be acknowledged and respected by those outside his gang. He does insane stunts and goofy thuggery in an attempt to get his name out there and be seen as an actual power, even when they're impractical or draw more heat than he can handle. When someone actually validates him, he tries to pay them back with loyalty and favors, which can be manipulated for decent periods of time before he wises up to that person, either sticking with them and subtly trying to gain more freedom, or self-destructively trying to break out of their hold.&lt;br /&gt;
&lt;br /&gt;
Anger Issues &amp;lt;Significant&amp;gt;: Guzma handles losing poorly, and in general, is a bad sport. While he tries to avoid outright cheating, he's extremely brutal and ruthless in combat, and handles losing anything with real stakes with anger and an attempt to best that opponent no matter what it takes, whether in an actual battle or through some other means, creating violent rivalries quickly. When angry, Guzma also has a frequent tendency to smash things up, whether they be people, places, or items.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Banned&amp;diff=16095</id>
		<title>Banned</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Banned&amp;diff=16095"/>
				<updated>2019-11-29T06:47:27Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Restricted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some concepts and characters are unobtainable at '''Multiverse Crisis MUSH'''. This is an overview, not a comprehensive list, of what and why. The second half of this news file is dedicated to concepts and characters who are Restricted; difficult to acquire but not strictly banned.&lt;br /&gt;
&lt;br /&gt;
='''Banned Concepts'''=&lt;br /&gt;
&lt;br /&gt;
# Completely straight portrayals of real people and religious figures. Exceptions may apply to fictionalized versions of such characters, like Dracula, but straight-up applying for Abraham Lincoln or Jesus won't fly.&lt;br /&gt;
# Comedy/Gag/Adult Series. Duke Nukem, Futurama, Space Balls, Family Guy, Simpsons, ATHF, Leisure Suit Larry, etc. These just don't fit the tone. They're either too sex oriented, too crude, or too cartoony. Comedy-focused fan abridged versions of existing media also fall under this category.&lt;br /&gt;
# A-list Disney (Mickey Mouse, Donald Duck, Lion King, etc. as well as anything we determine to be too tone-straining or inappropriate for the MUSH), Mercedes Lackey, Pern, Steve Jackson Games, George R. R. Martin works, and possibly others are unavailable due to copyright issues.&lt;br /&gt;
# Concepts that require absolute primacy over setting to function are banned. The Sandman's Endless being the only existing example. Most Gods do NOT fall under this category.&lt;br /&gt;
# Omni-Capable characters.&lt;br /&gt;
# If YOU as a player cannot wrap your head around a character being defeatable by other PCs, you don't get to play that character.&lt;br /&gt;
# '''Character+1''', and by extension '''Theme+1'''. In effect, this is a take on a character which renders the canon version effectively obsolete, or a subset of canon characters entirely redundant, by their design. This typically doesn't refer to an iteration of a character who is simply further along in their arc or has more experience, but usually a version of a character who has baked-in access to advantage space that the original has no business sticking their hands in, or would normally only be able to acquire a cross-theme version of through roleplay. Think Ash Ketchum with psychic powers and martial arts, Amuro Ray who pilots Mazinger Z and an Evangelion Unit in addition to his Gundam, Goku who is also a master sorcerer, etc. These kinds of concepts essentially weasel out of MCM's focus on respecting the original/canon source of a cool power or toy by declaring said power or toy effectively &amp;quot;native to the character&amp;quot;, leaving little to no valid reason to ever apply for the flatly less functional original character/owner, including when it doesn't mechanically expand the utility of a character (a sorcerer who already has clairvoyance, telepathy, telekinesis, and lightning spells cannot simply add being a master Force user to their base character concept). This may apply to an original character in cases where they subsume unique powersets in such a way as to completely displace their canon origin. For instance, an original Harry Potter wizard who has a slew of horcruxes, a phoenix familiar, runs a magic academy, has a scar that makes him immune to death curses, etc.&lt;br /&gt;
# Source materials that present and validate an ideology, set of characters, or way of life, as an objectively correct and/or optimal &amp;quot;way to be&amp;quot; in a demonstrable fashion. Approving these themes endorses a state of all other characters and themes holding a permanent idiot ball and being objectively wrong for differing. Typically exemplified by children's shows and &amp;quot;moral lesson&amp;quot; properties.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
='''Restricted Themes'''=&lt;br /&gt;
 &lt;br /&gt;
A restricted theme is a theme that is not overtly banned, but is understood to have a higher bar of execution than other themes to be judged suitable to be integrated into MCM. This is always judged on a theme to theme and player to player basis, both in terms of the theme's writing and portrayal, and the player's history with how they've handled the dicey aspects of that theme in past. A character from a restricted theme will always be required to answer section 4c. Why? on a character application if they are Hard or Soft Restricted, and may be rejected at staff's discretion if the answer is unsatisfactory. Noticed Restrictions may be asked by staff to answer the same question on a case to case basis. Hard Restricted themes have a higher bar of required information for why the character concept is a desirable one, what the player intends to do with it, how they intend to present the theme and character, how they expect people to interact with them, what other players would get out of it, and why the character absolutely must be from the theme they are, than a Soft Restricted theme. Transparently disingenuous answers that are clearly a flat checklist of safe things staff should want to hear may be scrutinized and bounced back. If in doubt, it’s better to answer and not need to.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
We cannot give an exhaustive list of what specific themes or things are restricted on MCM simply because MCM allows for far too many themes for a list to be comprehensive and not utterly massive even. A lack of definitive list also provides staff some leeway in exercising best judgement, rather than interpretative rules that immediately become bait for conjecture on how a character is (or as is the more likely case, is not) beholden to or noticed under the rule. Therefore, we align and distinguish only: that which we know beyond the shadow of a doubt has these problems endemic to the theme and thus by-default incur a critical eye (Hard Restricted), those themes which we know in general are portrayed or played as having restricted elements but do not by their very nature engender such problems (Soft Restricted), and finally themes with those elements that could fall under the umbrella but we cannot possibly capture through direct example and thus notice the elements we wish to have downplayed (Noticed Restrictions). Accepted themes/characters that swerve into these territories in an unacceptable or badly misplayed manner may be subject to audit.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=='''Hard Restricted'''==&lt;br /&gt;
&lt;br /&gt;
These themes automatically incur a critical eye due to their history, base setting, or attempted reach, and may not be applied for unless staff is sure without a shadow of a doubt that they will be handled gracefully and in a way that is fun for players to engage with.&lt;br /&gt;
&lt;br /&gt;
* Exalted. While sometimes played acceptably, this theme has a long history of being presented with extreme overreach of character ability, rampant cases of dictatory theme primacy, being replete with “You Must Be This High To Ride” bars to interact with its world at a significant level, presented in such a fashion that is heavily self-obfuscating and dense with proprietary jargon that makes it impossible to properly understand or engage with for players who haven't read entire game books, and frequently exclusive or discriminatory against non-Exalted characters and downplaying the ability of other PCs. Exalted characters also have a tendency to use up enormously disproportionate amount of our application staff's time and effort in processing, and may be conrejected if this grows too onerous.&lt;br /&gt;
* &amp;quot;Cosmic Scale&amp;quot; themes, which require massive scale of influence or power to meaningfully engage with the setting as a whole. Themes like The Culture or Nobilis fall into this trap, where it is not plausible for a player character to do much without galaxy-bending scale of powers, or powers that affect extremely abstract cosmic principles.&lt;br /&gt;
* &amp;quot;Cthulhu&amp;quot; or Lovecraftian Themes, World of Darkness, and similar. These overwhelmingly rely on a tone of player helplessness and entities that cannot be meaningfully challenged or defeated. This is usually the territory of horror themes such as Five Nights At Freddy's and Slender. Exalted is also frequently guilty of this as well.&lt;br /&gt;
* Themes which naturally resist player attempts to make lasting changes in them by some core conceit of their design. Eclipse Phase is an example, where if it were played straight, it would be nearly impossible for player character to so much as kill a random NPC off the street.&lt;br /&gt;
* Original '''[[Mash-Up]]''' themelists, in the spirit of such source materials as Kingdom Hearts, Project X Zone, or Super Robot Wars / Taisen.&lt;br /&gt;
* Any setting which is not sufficiently compliant with MCM's tone*, such as My Little Pony, Carebears, Undertale, etc. Unless considerably edited for tone, these can be considered banned.&lt;br /&gt;
&lt;br /&gt;
=='''Soft Restricted'''==&lt;br /&gt;
&lt;br /&gt;
These themes are known to draw a critical eye due to their history, base setting, or attempted reach, but are less difficult to work with than Hard Restricted themes, and are not always a problem due to a variety of factors.&lt;br /&gt;
&lt;br /&gt;
* Fate/ and all derivative properties of the &amp;quot;Nasuverse&amp;quot;. These themes are heavily steeped in self-obfuscation, jargon, and strict rules that make them difficult to approach and find comparable translations, but have been toned down and made more approachable with recent releases.&lt;br /&gt;
*Extremely impenetrable tabletop settings (In Nomine, for example), for roughly similar reasons.&lt;br /&gt;
* Disney. Some Disney properties are tentatively allowed. See above for what explicitly isn't. Please note that this is subject to change at any time, and may have to go back on the ban list abruptly. Stuff like Tron, Gargoyles, or Kingdom Hearts are fine, but as noted in banned, A-List Disney properties aren't.&lt;br /&gt;
*Themes that center on time travel. Time travel is already de facto only permitted to exist and change events within the scope of a single theme, and can quickly become a complicated mess that loses players or removes player agency if handled clumsily.&lt;br /&gt;
* Themes that depend on frequently involving players being made to play characters other than what they are. Themes that transform characters into other things as a canon conceit, themes that require characters to play the role of a different person, or themes that force characters to downplay or not use pieces of their toolkit. The Twilight World from some Legend of Zelda games is an example.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=='''Noticed Restrictions'''==&lt;br /&gt;
&lt;br /&gt;
These elements generally, when found, draw a critical eye but cannot be expressed by a theme-to-theme or setting-to-setting degree. They can pass muster when proper steps are taken to bridge over these specific issues.&lt;br /&gt;
* Dense, Jargon-Heavy, or intentionally Obfuscatory settings.&lt;br /&gt;
* Settings which require certain specific entities or very narrow specialist powers to interact with issues &amp;quot;Hard Stop&amp;quot;. This includes settings that are primarily progressed via “middleman” theme exclusive concepts which players may universally interact with, but typically have no choice in the matter, such as Homestuck's many game concepts.&lt;br /&gt;
* Settings where a “Masquerade”, or requirement of apparent total normalcy, are important to maintaining theme integrity that does not somehow self-enforce. This is specifically not related to settings where magic is quickly forgotten or later fades into some normal excuse, but rather to themes where nobody is allowed to do anything, interact, or use their powers due to it changing the world or making people aware the outside land/greater multiverse exists. In essence, you shouldn't have themes broadly ignorant that the Multiverse exists as a long-term issue.&lt;br /&gt;
* Source materials that self-enforce a 'back-to-normal' effect that make even large-scale battles or disasters perfectly collateral free.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Restricted Characters'''=&lt;br /&gt;
&lt;br /&gt;
In addition to restricted themes, there are some character concepts that we restrict in much the same way simply for the content of the character concept itself, rather than its theme of origin. These can be either due to conceptual conceits that are actively anti-fun, which are generally ripe for being tastelessly portrayed and possibly even offensive, in dodgy intellectual property territory, and/or some mix of the previous or others aspects.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=='''Hard Restricted'''==&lt;br /&gt;
&lt;br /&gt;
These character concepts are heavily scrutinized for all aspects of potentially problematic portrayal or behavior, and hinge heavily on player precedent and capability.&lt;br /&gt;
* OC Relatives of FCs. These are banned except when it's glaringly plausible in the relevant source. An exception exists for setting where OC relatives of FCs is core to the premise of the source material (e.g. Percy Jackson)&lt;br /&gt;
* Self-Inserts. Informally these are pretty much banned, but if we can't really tell then we may not care.&lt;br /&gt;
* Realistically portrayed psychological or behavioral problems, such as mental illness or substance abuse.&lt;br /&gt;
* Excessive focus on sexuality, focus on flags that indicate a character is sexually available, or obvious presentation of player fetishes.&lt;br /&gt;
* Characters whose primary method of interaction is overtly derogatory or hostile. Handsome Jack from Borderlands 2, Gregory House from House, Dr. Cox from Scrubs, etc.&lt;br /&gt;
* OFCs or similarly altered characters who have been edited to have some contrived reason to be significantly more powerful, or to have more abilities, than their canon portrayal. This can slide for characters who are very weak or difficult to play without a considerable upgrade, but in general we will not accept characters who have been spuriously “souped up” for no pressing reason.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=='''Soft Restricted'''==&lt;br /&gt;
&lt;br /&gt;
These are character concepts that pass the bar if they can be written in such a way that their problematic aspects are not the focus of the character, or are downplayed enough to be inoffensive and/or ignorable.&lt;br /&gt;
*&amp;lt;Name&amp;gt;-Tan. For example, taking a Gundam and making it a cutesy female character with gundam-themed gear. This is a matter of just plain not being embarrassing, or a transparent attempt to play a cute girl for the sake of it.&lt;br /&gt;
*MMO Characters will be expected to adhere to reasonable standards for their universe. You can't apply for a Night Elf Hunter who is the Hero of Every Quest. Treat them more like characters from tabletop RPGs. In summary, you can apply for characters from an MMO, but you cannot apply for your MMO character exactly most of the time.&lt;br /&gt;
*Child characters in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''Noticed Restrictions'''==&lt;br /&gt;
&lt;br /&gt;
These are character concepts that are entirely doable, but require a basic understanding of how MCM works and a willingness to engage with it in good faith rather than trying to force the character concept into action 1:1 with the original theme.&lt;br /&gt;
&lt;br /&gt;
*Characters who frequently engage with time travel.&lt;br /&gt;
*Characters that require overriding theme primacy to be presented straight to their source material. Light Yagami from Death Note and Saitama from One Punch Man are examples.&lt;br /&gt;
*Characters who are heavily defined in their source material as always being right, always knowing everything, always making the perfect move, and/or always winning. These are characters who get by because their writers give them all the cards and have perfect control of the situation to make sure they cleverly come out on top, which does not exist on MCM and can make these characters difficult to portray accurately. Examples are the protagonists from No Game No Life, Shiro from Log Horizon, and basically a long list of Isekai characters too substantial to spell out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Restricted Application Section=&lt;br /&gt;
&lt;br /&gt;
This is the section you append to your application if you are applying for a Restricted concept. For more information on Restricted concepts, see the [[Banned]] page's sub-headers for Restricted.&lt;br /&gt;
&lt;br /&gt;
'''E. RESTRICTED'''&lt;br /&gt;
&lt;br /&gt;
This is an extra application section for Restricted concepts. If you are applying for a RESTRICTED or BANNED concept, you must answer 1e and 2e. &lt;br /&gt;
&lt;br /&gt;
'''1e. Intention'''&lt;br /&gt;
&lt;br /&gt;
What do you intend to do with this character or theme? Be broad - we're looking for you to have a good handle on why the concept is Restricted (or complicated) in the first place, and what you're doing to avoid that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2e.  Tone'''&lt;br /&gt;
&lt;br /&gt;
What tone do you intend to use with the character or theme? Why is this tone &amp;quot;Good for MCM', and how does it broadly fit in with the themes and other characters of the Multiverse? If you have (or must) adjust the tone to work with MCM, what have you done to address these concerns?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
An example of a setting where OC relatives of FCs is basically a given would be Rick Riordan's &amp;quot;Percy Jackson&amp;quot; series and spinoffs, since the entire cast is composed of bastard demigods who often have unknown siblings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tone: What do we expect?''': The general tone that Multiverse Crisis MUSH aims for is roughly comparable to that which you find in modern day superhero comics. A pretty consistent middle of the road, occasional silly / dumb stuff, with occasional swerves into some seriously dark alleys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Banned&amp;diff=16094</id>
		<title>Banned</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Banned&amp;diff=16094"/>
				<updated>2019-11-29T06:43:25Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some concepts and characters are unobtainable at '''Multiverse Crisis MUSH'''. This is an overview, not a comprehensive list, of what and why. The second half of this news file is dedicated to concepts and characters who are Restricted; difficult to acquire but not strictly banned.&lt;br /&gt;
&lt;br /&gt;
='''Banned Concepts'''=&lt;br /&gt;
&lt;br /&gt;
# Completely straight portrayals of real people and religious figures. Exceptions may apply to fictionalized versions of such characters, like Dracula, but straight-up applying for Abraham Lincoln or Jesus won't fly.&lt;br /&gt;
# Comedy/Gag/Adult Series. Duke Nukem, Futurama, Space Balls, Family Guy, Simpsons, ATHF, Leisure Suit Larry, etc. These just don't fit the tone. They're either too sex oriented, too crude, or too cartoony. Comedy-focused fan abridged versions of existing media also fall under this category.&lt;br /&gt;
# A-list Disney (Mickey Mouse, Donald Duck, Lion King, etc. as well as anything we determine to be too tone-straining or inappropriate for the MUSH), Mercedes Lackey, Pern, Steve Jackson Games, George R. R. Martin works, and possibly others are unavailable due to copyright issues.&lt;br /&gt;
# Concepts that require absolute primacy over setting to function are banned. The Sandman's Endless being the only existing example. Most Gods do NOT fall under this category.&lt;br /&gt;
# Omni-Capable characters.&lt;br /&gt;
# If YOU as a player cannot wrap your head around a character being defeatable by other PCs, you don't get to play that character.&lt;br /&gt;
# '''Character+1''', and by extension '''Theme+1'''. In effect, this is a take on a character which renders the canon version effectively obsolete, or a subset of canon characters entirely redundant, by their design. This typically doesn't refer to an iteration of a character who is simply further along in their arc or has more experience, but usually a version of a character who has baked-in access to advantage space that the original has no business sticking their hands in, or would normally only be able to acquire a cross-theme version of through roleplay. Think Ash Ketchum with psychic powers and martial arts, Amuro Ray who pilots Mazinger Z and an Evangelion Unit in addition to his Gundam, Goku who is also a master sorcerer, etc. These kinds of concepts essentially weasel out of MCM's focus on respecting the original/canon source of a cool power or toy by declaring said power or toy effectively &amp;quot;native to the character&amp;quot;, leaving little to no valid reason to ever apply for the flatly less functional original character/owner, including when it doesn't mechanically expand the utility of a character (a sorcerer who already has clairvoyance, telepathy, telekinesis, and lightning spells cannot simply add being a master Force user to their base character concept). This may apply to an original character in cases where they subsume unique powersets in such a way as to completely displace their canon origin. For instance, an original Harry Potter wizard who has a slew of horcruxes, a phoenix familiar, runs a magic academy, has a scar that makes him immune to death curses, etc.&lt;br /&gt;
# Source materials that present and validate an ideology, set of characters, or way of life, as an objectively correct and/or optimal &amp;quot;way to be&amp;quot; in a demonstrable fashion. Approving these themes endorses a state of all other characters and themes holding a permanent idiot ball and being objectively wrong for differing. Typically exemplified by children's shows and &amp;quot;moral lesson&amp;quot; properties.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
='''Restricted Themes'''=&lt;br /&gt;
 &lt;br /&gt;
A restricted theme is a theme that is not overtly banned, but is understood to have a higher bar of execution than other themes to be judged suitable to be integrated into MCM. This is always judged on a theme to theme and player to player basis, both in terms of the theme's writing and portrayal, and the player's history with how they've handled the dicey aspects of that theme in past. A character from a restricted theme will always be required to answer section 4c. Why? on a character application if they are Hard or Soft Restricted, and may be rejected at staff's discretion if the answer is unsatisfactory. Noticed Restrictions may be asked by staff to answer the same question on a case to case basis. Hard Restricted themes have a higher bar of required information for why the character concept is a desirable one, what the player intends to do with it, how they intend to present the theme and character, how they expect people to interact with them, what other players would get out of it, and why the character absolutely must be from the theme they are, than a Soft Restricted theme. Transparently disingenuous answers that are clearly a flat checklist of safe things staff should want to hear may be scrutinized and bounced back. If in doubt, it’s better to answer and not need to.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
We cannot give an exhaustive list of what specific themes or things are restricted on MCM simply because MCM allows for far too many themes for a list to be comprehensive and not utterly massive even. A lack of definitive list also provides staff some leeway in exercising best judgement, rather than interpretative rules that immediately become bait for conjecture on how a character is (or as is the more likely case, is not) beholden to or noticed under the rule. Therefore, we align and distinguish only: that which we know beyond the shadow of a doubt has these problems endemic to the theme and thus by-default incur a critical eye (Hard Restricted), those themes which we know in general are portrayed or played as having restricted elements but do not by their very nature engender such problems (Soft Restricted), and finally themes with those elements that could fall under the umbrella but we cannot possibly capture through direct example and thus notice the elements we wish to have downplayed (Noticed Restrictions). Accepted themes/characters that swerve into these territories in an unacceptable or badly misplayed manner may be subject to audit.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=='''Hard Restricted'''==&lt;br /&gt;
&lt;br /&gt;
These themes automatically incur a critical eye due to their history, base setting, or attempted reach, and may not be applied for unless staff is sure without a shadow of a doubt that they will be handled gracefully and in a way that is fun for players to engage with.&lt;br /&gt;
&lt;br /&gt;
* Exalted. While sometimes played acceptably, this theme has a long history of being presented with extreme overreach of character ability, rampant cases of dictatory theme primacy, being replete with “You Must Be This High To Ride” bars to interact with its world at a significant level, presented in such a fashion that is heavily self-obfuscating and dense with proprietary jargon that makes it impossible to properly understand or engage with for players who haven't read entire game books, and frequently exclusive or discriminatory against non-Exalted characters and downplaying the ability of other PCs. Exalted characters also have a tendency to use up enormously disproportionate amount of our application staff's time and effort in processing, and may be conrejected if this grows too onerous.&lt;br /&gt;
* &amp;quot;Cosmic Scale&amp;quot; themes, which require massive scale of influence or power to meaningfully engage with the setting as a whole. Themes like The Culture or Nobilis fall into this trap, where it is not plausible for a player character to do much without galaxy-bending scale of powers, or powers that affect extremely abstract cosmic principles.&lt;br /&gt;
* &amp;quot;Cthulhu&amp;quot; or Lovecraftian Themes, World of Darkness, and similar. These overwhelmingly rely on a tone of player helplessness and entities that cannot be meaningfully challenged or defeated. This is usually the territory of horror themes such as Five Nights At Freddy's and Slender. Exalted is also frequently guilty of this as well.&lt;br /&gt;
* Themes which naturally resist player attempts to make lasting changes in them by some core conceit of their design. Eclipse Phase is an example, where if it were played straight, it would be nearly impossible for player character to so much as kill a random NPC off the street.&lt;br /&gt;
* Original '''[[Mash-Up]]''' themelists, in the spirit of such source materials as Kingdom Hearts, Project X Zone, or Super Robot Wars / Taisen.&lt;br /&gt;
* Any setting which is not sufficiently compliant with MCM's tone*, such as My Little Pony, Carebears, Undertale, etc. Unless considerably edited for tone, these can be considered banned.&lt;br /&gt;
&lt;br /&gt;
=='''Soft Restricted'''==&lt;br /&gt;
&lt;br /&gt;
These themes are known to draw a critical eye due to their history, base setting, or attempted reach, but are less difficult to work with than Hard Restricted themes, and are not always a problem due to a variety of factors.&lt;br /&gt;
&lt;br /&gt;
* Fate/ and all derivative properties of the &amp;quot;Nasuverse&amp;quot;. These themes are heavily steeped in self-obfuscation, jargon, and strict rules that make them difficult to approach and find comparable translations, but have been toned down and made more approachable with recent releases.&lt;br /&gt;
*Extremely impenetrable tabletop settings (In Nomine, for example), for roughly similar reasons.&lt;br /&gt;
* Disney. Some Disney properties are tentatively allowed. See above for what explicitly isn't. Please note that this is subject to change at any time, and may have to go back on the ban list abruptly. Stuff like Tron, Gargoyles, or Kingdom Hearts are fine, but as noted in banned, A-List Disney properties aren't.&lt;br /&gt;
*Themes that center on time travel. Time travel is already de facto only permitted to exist and change events within the scope of a single theme, and can quickly become a complicated mess that loses players or removes player agency if handled clumsily.&lt;br /&gt;
* Themes that depend on frequently involving players being made to play characters other than what they are. Themes that transform characters into other things as a canon conceit, themes that require characters to play the role of a different person, or themes that force characters to downplay or not use pieces of their toolkit. The Twilight World from some Legend of Zelda games is an example.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=='''Noticed Restrictions'''==&lt;br /&gt;
&lt;br /&gt;
These elements generally, when found, draw a critical eye but cannot be expressed by a theme-to-theme or setting-to-setting degree. They can pass muster when proper steps are taken to bridge over these specific issues.&lt;br /&gt;
* Dense, Jargon-Heavy, or intentionally Obfuscatory settings.&lt;br /&gt;
* Settings which require certain specific entities or very narrow specialist powers to interact with issues &amp;quot;Hard Stop&amp;quot;. This includes settings that are primarily progressed via “middleman” theme exclusive concepts which players may universally interact with, but typically have no choice in the matter, such as Homestuck's many game concepts.&lt;br /&gt;
* Settings where a “Masquerade”, or requirement of apparent total normalcy, are important to maintaining theme integrity that does not somehow self-enforce. This is specifically not related to settings where magic is quickly forgotten or later fades into some normal excuse, but rather to themes where nobody is allowed to do anything, interact, or use their powers due to it changing the world or making people aware the outside land/greater multiverse exists. In essence, you shouldn't have themes broadly ignorant that the Multiverse exists as a long-term issue.&lt;br /&gt;
* Source materials that self-enforce a 'back-to-normal' effect that make even large-scale battles or disasters perfectly collateral free.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Restricted'''=&lt;br /&gt;
&lt;br /&gt;
In addition to restricted themes, there are some character concepts that we restrict in much the same way simply for the content of the character concept itself, rather than its theme of origin. These can be either due to conceptual conceits that are actively anti-fun, which are generally ripe for being tastelessly portrayed and possibly even offensive, in dodgy intellectual property territory, and/or some mix of the previous or others aspects.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=='''Hard Restricted'''==&lt;br /&gt;
&lt;br /&gt;
These character concepts are heavily scrutinized for all aspects of potentially problematic portrayal or behavior, and hinge heavily on player precedent and capability.&lt;br /&gt;
* OC Relatives of FCs. These are banned except when it's glaringly plausible in the relevant source. An exception exists for setting where OC relatives of FCs is core to the premise of the source material (e.g. Percy Jackson)&lt;br /&gt;
* Self-Inserts. Informally these are pretty much banned, but if we can't really tell then we may not care.&lt;br /&gt;
* Realistically portrayed psychological or behavioral problems, such as mental illness or substance abuse.&lt;br /&gt;
* Excessive focus on sexuality, focus on flags that indicate a character is sexually available, or obvious presentation of player fetishes.&lt;br /&gt;
* Characters whose primary method of interaction is overtly derogatory or hostile. Handsome Jack from Borderlands 2, Gregory House from House, Dr. Cox from Scrubs, etc.&lt;br /&gt;
* OFCs or similarly altered characters who have been edited to have some contrived reason to be significantly more powerful, or to have more abilities, than their canon portrayal. This can slide for characters who are very weak or difficult to play without a considerable upgrade, but in general we will not accept characters who have been spuriously “souped up” for no pressing reason.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=='''Soft Restricted'''==&lt;br /&gt;
&lt;br /&gt;
These are character concepts that pass the bar if they can be written in such a way that their problematic aspects are not the focus of the character, or are downplayed enough to be inoffensive and/or ignorable.&lt;br /&gt;
*&amp;lt;Name&amp;gt;-Tan. For example, taking a Gundam and making it a cutesy female character with gundam-themed gear. This is a matter of just plain not being embarrassing, or a transparent attempt to play a cute girl for the sake of it.&lt;br /&gt;
*MMO Characters will be expected to adhere to reasonable standards for their universe. You can't apply for a Night Elf Hunter who is the Hero of Every Quest. Treat them more like characters from tabletop RPGs. In summary, you can apply for characters from an MMO, but you cannot apply for your MMO character exactly most of the time.&lt;br /&gt;
*Child characters in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''Noticed Restrictions'''==&lt;br /&gt;
&lt;br /&gt;
These are character concepts that are entirely doable, but require a basic understanding of how MCM works and a willingness to engage with it in good faith rather than trying to force the character concept into action 1:1 with the original theme.&lt;br /&gt;
&lt;br /&gt;
*Characters who frequently engage with time travel.&lt;br /&gt;
*Characters that require overriding theme primacy to be presented straight to their source material. Light Yagami from Death Note and Saitama from One Punch Man are examples.&lt;br /&gt;
*Characters who are heavily defined in their source material as always being right, always knowing everything, always making the perfect move, and/or always winning. These are characters who get by because their writers give them all the cards and have perfect control of the situation to make sure they cleverly come out on top, which does not exist on MCM and can make these characters difficult to portray accurately. Examples are the protagonists from No Game No Life, Shiro from Log Horizon, and basically a long list of Isekai characters too substantial to spell out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Restricted Application Section=&lt;br /&gt;
&lt;br /&gt;
This is the section you append to your application if you are applying for a Restricted concept. For more information on Restricted concepts, see the [[Banned]] page's sub-headers for Restricted.&lt;br /&gt;
&lt;br /&gt;
'''E. RESTRICTED'''&lt;br /&gt;
&lt;br /&gt;
This is an extra application section for Restricted concepts. If you are applying for a RESTRICTED or BANNED concept, you must answer 1e and 2e. &lt;br /&gt;
&lt;br /&gt;
'''1e. Intention'''&lt;br /&gt;
&lt;br /&gt;
What do you intend to do with this character or theme? Be broad - we're looking for you to have a good handle on why the concept is Restricted (or complicated) in the first place, and what you're doing to avoid that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2e.  Tone'''&lt;br /&gt;
&lt;br /&gt;
What tone do you intend to use with the character or theme? Why is this tone &amp;quot;Good for MCM', and how does it broadly fit in with the themes and other characters of the Multiverse? If you have (or must) adjust the tone to work with MCM, what have you done to address these concerns?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
An example of a setting where OC relatives of FCs is basically a given would be Rick Riordan's &amp;quot;Percy Jackson&amp;quot; series and spinoffs, since the entire cast is composed of bastard demigods who often have unknown siblings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tone: What do we expect?''': The general tone that Multiverse Crisis MUSH aims for is roughly comparable to that which you find in modern day superhero comics. A pretty consistent middle of the road, occasional silly / dumb stuff, with occasional swerves into some seriously dark alleys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16074</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16074"/>
				<updated>2019-10-23T20:28:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Quick Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
==What Advantages Are==&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
Breadth of Advantages. The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This also prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters continually accruing new things in play for a long time.&lt;br /&gt;
&lt;br /&gt;
Narrative impact of Advantages. The Advantages system establishes what a character Actually Does on the grid, how central that being able to do them is to the character, and how effective they can expect them to usually be. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers or measurements.&lt;br /&gt;
&lt;br /&gt;
Essentially, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, etc. irrespective of the specific means through which the character accomplishes them, using the framework below. As long as those check out with the system, the details, description, and flavor they want are all basically free. In other words, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.&lt;br /&gt;
&lt;br /&gt;
==Advantage  Classification==&lt;br /&gt;
All Advantages are first given a classification based on the Advantage's power, scope, and narrative relevance to the character. The core classifications fall into three tiers: Defining, Significant and Minor.&lt;br /&gt;
 &lt;br /&gt;
===Defining===&lt;br /&gt;
Defining Advantages those so centrally iconic to the character and vital to their struggles that they would no longer be the same character without them. These represent the core of the character's abilities, and where they would be sinking their metaphorical XP into. The Defining classification usually allows a greater ceiling of effectiveness for Advantages, so carefully consider how much an Advantage is used and how important it is to the character.&lt;br /&gt;
&lt;br /&gt;
''Examples: Wolverine's Regeneration and Adamantium skeleton, Magneto's Electromagnetic control, Darth Vader's cybernetics and telekinesis / telepathy, Megaman's power copy, Himura Kenshin's swordsmanship, Willy Wonka's candy-making acumen, C3-P0's vast communications library, Link's Master Sword, Ganondorf's Triforce of Power, Batman's investigative skills.''&lt;br /&gt;
&lt;br /&gt;
===Significant===&lt;br /&gt;
Significant advantages represent a broader arsenal of tools and abilities that a character uses in various situations that call for them, rather than as their flagship way of tackling obstacles. While still very effective, the character could probably get by for a while without relying on them, and they're likely to shine best in certain circumstances instead of all the time.&lt;br /&gt;
&lt;br /&gt;
''Examples of Significant Advantages: Wolverine's special ops training and enhanced senses, Darth Vader's piloting and mechanical skills, Magneto's technical skills which allow him to construct an anti-telepathy helmet or machines that boost the magnitude of a mutant's powers. Link's inventory of gadgets like the hookshot and boomerang. Batman's Batmobile.''&lt;br /&gt;
 &lt;br /&gt;
===Minor===&lt;br /&gt;
A Minor Advantage is something useful, but often more of a passive perk or situational tool that the character doesn't really rely on. They typically provide thematic flavour, unique conveniences, or occasionally allow for a very niche application, but don't have much narrative potency, and always lose out to a Significant or Defining Advantage.&lt;br /&gt;
&lt;br /&gt;
''Examples of Minor Advantages: Wolverine's physical traits are generally superhuman but only really on the order of you might expect of a larger animal. Darth Vader showing up with a team of Stormtroopers is certainly something he does, but they rarely accomplish much more than menial tasks and adding scenery to a fight where he does all the heavy lifting. Link accrues a number of items that are important to game progression, but rarely all that important otherwise, or else eclipsed by later acquisitions, such as the ability to hold his breath longer underwater, or fire a slingshot in addition to a bow.''&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
Each player character is limited to a grand total of:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Two''''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Four''''' Significant Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
A '''''reasonable''''' number of Minor Advantages, subject to request of being condensed. In practice, above 3 full Advantages is where evaluation begins, and above 6 full Advantages is almost never permissible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these Advantages is meant to be a concise chunk of a character’s overall abilities and toolset, containing a handful of conceptually related “tricks”, “stunts”, “applications”, “roles”, “talents”, or whatever you’d like to call them. These are almost never defined power by power, but are abstract representations of “as many of the character’s abilities as contribute to a single narrative niche”. For brevity’s sake, we call these areas of capability “Points”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these Advantages serves to bind together '''up to three Points''' into a conceptually related package; the Advantage itself is a thematic package, while the Points define what uses and applications it has in play.&lt;br /&gt;
&lt;br /&gt;
In many cases, characters might have a singular ability, item, or other conceptually indivisible &amp;quot;thing&amp;quot; that has too many applications to fit inside a single Advantage and its three Points. This is fine. You can dedicate as many Advantages to it as you need until all of its Points are covered.i.e. A wizard divides his magic casting ability into &amp;quot;Offensive Spells&amp;quot; &amp;quot;Summoning Spells&amp;quot; and &amp;quot;Utility Spells&amp;quot; for a total of 9 Points of space to fit in all his magic.&lt;br /&gt;
&lt;br /&gt;
In rare cases, a character might have a singular defining ability that doesn't relate to anything else. A huge part of their character might simply be their phenomenal strength or skill with a sword, and trying to cram conceptually unrelated tricks into the same space muddies it up. If this happens, you can leave the Advantage with only one Point. Mono-Point Advantages, informally, are understood to get a little more respect, efficacy, and leeway, for their focus.&lt;br /&gt;
&lt;br /&gt;
Lastly, a character could theoretically be so broad in their capabilities that they cannot fit all of them into 6 Defining and 12 Significant Points. It's up to player to compromise on this. “The movie version” of that character is our advice; apply for what the character would use on screen instead of everything in their bio. These changes are assumed retroactive and always the case.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
When writing Advantages on your Character Application, divide all the capabilities you want them to have into the Defining, Significant, and Minor categories, observing the maximum limit. Give each Advantage a name, optionally adding descriptive text of your choice beneath it, list out its Points beneath that, and write in their descriptive text beside them. An example is provided on the Application. '''''Failure to use the demonstrated formatting can result in application rejection'''''. Outside of it sometimes just being hard to read, our character generation code breaks if people misformat things or make up their own unique notation.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
For brevity and ease, we refer to the descriptive text in Advantages and Points as &amp;quot;trappings&amp;quot;. The trappings of an Advantage or Point are free space for you to detail whatever you like about the character's particular abilities, and your prime real estate for describing the character's cool traits. To keep things sane though, we do demand all trappings observe the following things:&amp;lt;br&amp;gt;&lt;br /&gt;
Trappings must be '''no more than 240 characters each'''. If you find yourself struggling with this, make sure to use concise, understandable language that gets to the point, and look for places where you might be repeating yourself or adding unnecessary articles. We only flex this limit when it is absolutely necessary. 99.9% of the time, it isn't. If multiple Points necessitate being &amp;quot;on the same line&amp;quot;, being inextricably tied together, their limits are naturally combined.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Trappings '''must meet any Required Text''', if any exists for that Point. Please read the Required Text of a Point you're applying for, and satisfy it in the text.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
All available Points are laid out in the following list. Though we do include a Wildcard option for things that just don't fit, historically, it's been used single digit times. The following should be considered more than capable of representing any given character. You aren't required to read the full list, but you should carefully read the full contents of the Points you're applying for; the necessary reading isn't very long, and will save you rejections and revisions.&amp;lt;br&amp;gt;&lt;br /&gt;
Apply for Points by name, and note any redundant &amp;quot;free&amp;quot; Advantages with (Parentheses:). Free Points do not extend limits on trappings, and all free Points that don't fall in-line with another Point must be included in a single line with its own 240 character limit.&amp;lt;br&amp;gt;&lt;br /&gt;
If a Point ends with an extender (Point - ''Category'') then you need to name what it applies to. The same Point may be bought multiple times with different categories. Other Points cannot; please don't add category extenders to Points that don't have them.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked '''Standalone''' occupies an entire Advantage; it effectively costs 3 Points by itself.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked with a tier (such as '''Minor''') can only exist within that tier.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked '''Consent''' is an Advantage that has an effect so binary or dictatory that our usual policy of &amp;quot;something happens is better than nothing happens&amp;quot; is diminished for it. It's generated with a tag that indicates certain applications of it are always acceptable for anyone to say no to, and pressuring it can be considered abusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Accepted Advantage Designations and Trappings'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Agelessness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not age in the conventional sense, or ages at an arbitrarily extremely slow rate, such as with robots, Tolkien elves, and various immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to intentionally examine a target and gain useful information and details about its nature and capabilities. High-tech scanners, classical psychometry, and magic detection spells are frequent examples, but determining someone’s recent activities by smell or instantly analyzing a machine’s function with raw intellect are equally valid ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when studying PCs and/or their stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of targets the character is able to analyze (people, machines, landmarks, etc.) and what kinds of information are typically filled in by doing so.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is for intentional and targeted examination. For abilities that passively pick up on cues or simply look for things in a wide area, see '''Extraordinary Senses'''.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - ''Power Genre'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can dampen, counter, or nullify the use of a certain kind of other power by their interference. By far the most common example of this in fiction is the concept of an anti-magic field, as well as counterspells and disenchantment, but other incarnations might include suppression of psionic powers, or use in wards or technology that block teleportation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' except against other Consent Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A well-defined “genre” of power that this Advantage applies to, of no more broad a category than Anti-Arcane, exemplified by hitting wizards with counterspells; or Anti-Psionics, exemplified by scrambling psychic powers. Should also include what means the character takes to counter these powers, and must at least implicitly include how another character could avoid or get around it (for instance, getting out of a magic suppression field).&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Attack List - ''Melee/Ranged'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a variety of damage-dealing abilities or weapons that are generally too numerous and relatively similar to deserve separate entries. This is a very common Point, seen everywhere from elemental JRPG spells, to Pokemon moves, to the high-tech arsenals of shooter or mecha protagonists, to the ki techniques of anime martial artists, to all kinds of named and typically shouted special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of Advantage notation, Ranged indicates attacks that happen, deal damage, and stop, even if they can be or are used at point blank range. Melee is reserved for forms of attack that allow for complex close combat, usually being actual weapons, not not always. Basically, if you can stop a sword with the attacks on your list without an extraordinary feat  skill, it’s probably Melee. Otherwise, it’s probably Ranged. Some bleed between the two is fine when a character has both, such as enchanting their weapons with attack magic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A solid idea of the theme the attacks follow and enough examples of outstanding gimmicks that any remainder can be easily inferred. The variety of attacks that be encompassed within this Point can be very broad, but it should still constrain itself to a coherent, overarching motif or classification.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is a heavily subsidized space that compresses large and unwieldy lists of weapons and spells down to a single Point. By doing that, this Advantage only covers the attacks’ ability to deal damage, and not any special effects and applications that might come with them. An ice spell will deplete the target’s HP bar, but not freeze an enemy solid without any other Points, and a laser cannon will slag enemy mecha, but it won’t snipe missiles out of the air on its own. If you want to add status effects, see '''Debilitation'''. For crazy weapon stunts, see '''Weapon Mastery'''. Note that the existence of this Point to represent weaponry does already imply a degree of proficiency in using it; an Attack List of weapons is justification in of itself to fight with them to a reasonable level of skill. '''Weapon Mastery''' is geared towards representing a wide variety of offensive, defensive, control, and scenery stunts with a weapon, whereas this Point is heavily geared towards large selections of weapons and/or special gimmicks/abilities/twists to their attacks. The two are considered equally effective at winning fights.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - ''Target'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has immediate access to the typical weaknesses of an archetype of enemy, in as far they help in killing them, or a particular weapon or ability that is especially lethal against a specific class of foe. Typically, this Point is meant to indicate that the character probably has the necessary knowhow and gear on hand to exploit a weakness or Disadvantage that harms or weakens an applicable target (such as a werewolf and silver, a vampire and garlic, a fairy and cold iron, etc.). A World of Darkness Hunter carrying silver bullets and possessing True Faith to hunt modern-mythos supernatural evil is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of classical folklore, both of which should be taken as an indicator of the maximum breadth of this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A clearly defined and coherent archetype of applicable enemy. The criteria that define a valid target should be narrative and descriptive where possible; a vampire in one setting may be unholy and undead, but someone infected by nanomachines in the other, and merely share the name.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable archetypes later in this section.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character can, through means magical, scientific, or otherwise, improve the effectiveness of others applied to a task in a general sense. The character does not grant new abilities wholesale to other characters, but rather enhances their existing abilities and basic performance within a given area, typically being combat, though not always. This always expires at or before the end of a Scene. Most videogame buffs fall under this banner, but other incarnations could be things like a technopath increasing the performance of their allies’ gear, or the trope wherein a character with unusually high magical energy serves as a battery for a proper spellcaster.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The arena of interaction in which the character improves others. Combat buffs are the most common, but this can be reasonably bounded areas like general physical tasks, magic casting, building things, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For more involved empowerment of other characters, see '''Share Powers'''. Worth noting is that generic buffs to parameters like strength do not result in an increase commensurate to '''Superhumanity'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has access to one or more convenient gadgets or powers, defined as being not significantly greater than “what a middle-class citizen of New York would be able to do with what they have on the street”. For the most part, it is absolutely unnecessary to note that a character has a phone or a laptop, but using telepathic messaging to communicate, or having a memory equivalent to a quick Google search of information, are flavorful alternatives with occasional niche benefits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None, though the general thematic of the conveniences should be clearly established.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - ''Self/Other'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal or dispel abnormalities and afflictions that negatively impact another character, which fall outside the purview of the natural result of having taken a bunch of damage. Final Fantasy’s Esuna spell and Pokemon’s status clearing items are familiar examples, but this can be more realistically grounded in things like extensive surgical or toxicology skill. The affliction being cured need not be physical, so breaking curses and dispelling debuffs are far game too. This Point is effectively the direct opposite of '''Debilitation'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of abnormalities and afflictions that the character can cure.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Cure and simply write its opposite into either set of trappings. Only take Cure twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Cure is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). Recovery of actual damage, see '''Healing'''.''&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Damage Reduction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can survive significantly greater amounts of damage than a normal person, due to anything from armor to energy shields to protective wards to supernatural toughness. This is an extremely broad Point, and intentionally encompasses as many sources of “surviving damage” as possible, with the assumption they are relatively effective against almost all types of damage to some degree.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can inflict temporary maladies and afflictions on other characters that significantly hinder or harm them. The video game versions of poison, paralysis, freeze, etc. as well as most kinds of debuffs are the usual suspects, but this Point is intentionally extremely inclusive. Naruto martial arts pressure point tomfoolery and powers such as Prof. Xavier’s psychic seizure field from X-Men qualify, as do very realistic ideas of targeted crippling and riot control tools, and weird/exotic ideas such as found in various tabletops, like magically sticky floors.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The overall thematic of the debilitations the character inflicts. Not necessarily exhaustive, but should have clear bounding.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Destruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an ability, tool, or talent for accomplishing targeted and extremely thorough destruction of selective targets. This is assumed to be very different from the usual destructive effects of hitting people with missiles and fireballs, which exist to Deal Damage and Defeat the Target (though this Point will typically wind up being harmful to people anyways). This Point exists to represent the ability to do things like destroy equipment like a D&amp;amp;D Rust Monster, annihilate set pieces with controlled black holes, or turn someone to a pillar of salt like Drakengard’s Legion. In short, if it's possible to salvage the remains for anything remotely useful, it probably doesn't need this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when used on possessions of consequence belonging to other PCs. Being used on PCs themselves is just subject to normal combat exchange.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For extremely destructive abilities that reshape the battlefield at large with their power, rather than being highly targeted, see '''Field Shaping'''. Further note that this Point is not mandatory for damaging things that aren't people. Objects have HP bars, and intentionally attacking an object will apply the damage of the attack to it. This Point largely disposes with tracking this interaction, and instead directly applies a discrete destructive effect.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can effectively assume the form of something or someone else, whether via expert makeup and impersonation, magical shape changing, optical camouflage, etc. This Point does not cover gaining any Advantages associated with the new persona or form, but solely passing as them to avoid suspicion, gain access to their things, or what have you. Sometimes this Point comes down to simply adopting an alter ego or identity on a day to day basis, like Batman with Bruce Wayne, sometimes with minor cosmetic changes, in which case this Point qualifies for a '''Minor''' slot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' to impersonate another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Who or what the character can disguise themselves as.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally talented in gaining physical access to places that are difficult or restricted in entry. This is differentiated from various forms of stealth, in that the character is not necessarily sneaky about it, but through skills in break and enter or typical “dungeoneering”, or perhaps shrinking to a tiny size, turning into mobile mist, or some other trick, they are very good at reaching where they’re going without having to force down the front door, as well as potentially opening the way for others.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What entry methods are available to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Environmental Protection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can act with some significant degree of safety in hostile environments that would otherwise pose a significant or severely dangerous obstacle to a normal person. Hard vacuum, crushing pressure, high radiation, lethal heat or cold, extreme gravity, and other associated background hazards can be cited as things the character is prepared to deal with, as well as highly theme-specific threats, like Toukiden’s Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What environments the character can mitigate. This list should actually be more comprehensive than implicit where possible.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not confer broad capability in unusual environments, only safety. If the character wants to rocket around in space, see '''Flight'''. If they want to maneuver around under the sea, see '''Mobility'''. So on, so forth.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character’s senses are so finely tuned that they can pick up cues that no normal person would be able to, or the character possesses senses beyond the customary five that allow them to pick up cues that similarly would be otherwise undetectable. Feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone’s appearance from listening to rain like Daredevil, the D&amp;amp;D “Detect” spells, or sensors that search an area for specific criteria like sonar or infravision, fit this bill.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What additional sensory acuity the character has, and some examples of what they might pick up. Common, real life technology may not require examples. It’s expected that everyone knows what night vision goggles do. Likewise, generic ghost/spirit sight should just state that the character can see ghosts/spirits. '''These cues must be actual cues in roleplay, rather than just the desired target''', i.e. “sensing invisible things” is not a valid trapping. Said cues should also not make dictatory presumptions of other characters in order to work, such as with the anime trope of “killing intent”, where a successful spot check presumes another character was bubbling with murderous emotions all along.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Though this Point is typically something that a character simply has “switched on” at most, if not all times, a character is only going to get full use out of it by actively applying it. Passive info gathering is something other people might opt into, rather than something a character with this Point is entitled to. Extraordinary Senses expand the range of what cues might be obvious to a character that others otherwise wouldn’t normally notice, but unless the character decides to actively make use of them, information and clues that a scenerunner or other player might choose to give the player of a character with this Point, without prompting, are effectively voluntary. Simply put, if Extraordinary Senses aren’t being directed towards something, it is entirely possible for the character to not be told details that they might otherwise have noticed.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to alter large portions of the scene itself in the physical sense. An Earthbender from Avatar raising structures out of the terrain, a D&amp;amp;D Wizard laying down grease spells and walls of fire all over the battlefield, a giant monster or super robot leveling buildings or creating massive craters, and a skilled demolitionist collapsing caves or creating new passages around an area are all equally valid examples. This can also cover leaving the effects of other Points as traps or remote fixtures.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The general extent to which the character can manipulate the field and a clear idea of the breadth of its effects.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For highly targeted and specific removal of major scene obstacles, such as melting a way through a bulkhead to reach a command deck, potentially see '''Destruction'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flash Movement'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character has the ability to move from one point to another virtually instantaneously. Though in many cases, the character does not actually traverse the space in between, the character can only use this Point to move to somewhere they could already physically move without it. This Point is always the basis for a teleportation ability, though by itself the character can only instantly move to a place that rapid movement could carry them normally (think &amp;quot;flash steps&amp;quot;). &lt;br /&gt;
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Combinations of various other Points can naturally enhance this. '''Intangibility''' allows this Point to target through walls and obstacles. '''Mobility''' allows it to navigate through dense and complicated terrain to a desired point without line of sight. '''Flight''' allows it to travel high into the air, and sustainably through the air, like characters do in Dragon Ball and Bleach as examples. '''Share Power''' allows the character to teleport others along with them. '''Field Shaping''' allows them to leave accessible teleportation around the area which may undermine certain obstacles, usually being “gates”, like Chell from Portal or Yugo from Wakfu. '''Attack List''' could allow the character to “telefrag” into people. '''Remote Viewing''' could allow the character to teleport to faraway places they have previously never seen. This allows players to scale the space their teleportation takes up and down on a gradient of flexibility and power.&lt;br /&gt;
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Grades of this Point based on the tier of slot they use are relatively concrete. Most examples use combinations of Points to achieve their canon powers, and are placed as useful narrative benchmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Flash Movement has few to no limits on its distance and what places the character can end up in. They might instantly travel between entire worlds and almost always penetrate preventative measures, meaning that they can often Just Show Up. Examples of users of Defining Flash Movement are Protoman from Megaman, Kibito from Dragon Ball, and Nightcrawler from X-Men.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Flash Movement is generally limited to moving around the area of a scene, though its speed and distance are usually sufficient to provide a convenient escape or entry, and an advantage in combat. It usually does not allow a character to appear in an area protected against teleportation and similar, but it may if it happens under highly specific circumstances, such as the character’s name being called. Examples of Significant users of Flash Movement include Star Trek Transporters, Nox from Wakfu, Beetlejuice or Hastur.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Flash Movement is mostly cosmetic or convenient in nature. It rarely covers enough distance fast enough to allow it to be much more effective than a standard dodge or to establish surprise in combat, or in the cases it does cover long distances, it requires enough preparation that it can’t be used as an escape or entry in danger, or anywhere particularly secure, resembling a Stage Select, video game “fast travel”. Either way, it has no significant narrative strength.. It won't get the character out of a jail cell, intense combat, or anyone you'd assume somebody should use it but never does. Examples include every Megaman robot, common RPG town recall items, and nearly every single shounen character who gains teleportation in-story.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Descriptive terms that encompass the Flash Movement’s range, expedience, and possible destinations, which should be very clear and understandable.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While it is expected that '''Share Powers''' is necessary for situations where other characters are able to actively take advantage of a Flash Movement ability or ability package, it's worth noting that a character with this Point has a small amount of leeway in transporting other characters on their own terms. In the same way a character could throw someone over their shoulder and carry them somewhere with '''Mobility''' or '''Flight''', a character with this Point can typically grab someone and take them somewhere under the standard qualifier for Flash Movement, i.e. &amp;quot;as far as they could without it&amp;quot;. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character, put simply, can fly. We really don’t care to differentiate between different arenas of flight (mostly air and space), and so they can be applied for under one Point, but it still should observe canon/implicit limits. Hovering or slow non-combat flight typically occupies the '''Minor''' tier.&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While this Point covers getting around through the air, skipping over ground obstructions and hazards, and general combat flight, it and '''Mobility''' are separate narrative spaces that do stack. Extremely agile Flight fit to zip through an obstacle course or dogfight inside of an office building will likely require the second Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can take over digitally controlled machines. It is generally understood that characters with this Point may use it to substitute for a variety of other Advantages where hackable items appears appear in a scene, and so this breadth should be counterbalanced by respecting the bounds of the genre that the hacking applies to. Hacking cyborg/android/AI PCs plays out as combat does, and is not a binary win-lose state. Characters like the Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where it concerns dictatorial effects, outlined later in this section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a pocket dimension, Bag of Holding, a videogame inventory, impossibly roomy clothing, or something else that allows them to carry an unrealistically large amount of stuff very conveniently.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is allowed to be '''Minor''' only on the presumption that the character can’t use it to solve obstacles of significant scale. Dropping an incoming meteor into a Bag of Holding goes way beyond the these bounds, and thus require '''Significant''' or higher.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing - ''Self/Other'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the capacity to heal others or themselves of damage at a speed that is useful within the timeframe of a single scene. “Damage” in this case is more or less defined as “lost HP”, so this Point is all that is technically sufficient to prevent a character from becoming incapacitated through combat and dying, but it doesn’t extend into purging other harmful or inconvenient effects. Healing used on other characters is most straightforwardly exemplified by video game mechanics such as Final Fantasy’s White Magic or the healing technology of Overwatch’s support characters. Self-healing often takes more niche forms, like Wolverine’s regeneration from X-Men, or a vampire’s ability to restore itself by drinking blood, and self-healing is almost always something they can do on their turn alongside other actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Healing and simply write its opposite into either set of trappings. Only take Healing twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Healing is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). For non-HP purging of secondary effects, see '''Cure'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some sense or ability that they can invoke to gain useful insight regarding a situation or course of action, such as future sight, divine inspiration, or some spark of unusual genius. This Point is essentially requesting that the runner of a scene or plot give your character some form of information that will help move events forward to a desired conclusion, or present an actionable opportunity to gain something. Though this Point is not technically tagged with Consent, in practice it’s pretty much impossible to do it without.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' where the Hint provides useful and actionable information one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Under what circumstances the character gains hints, and the nature of information that they reveal, or nature of task they are applicable to.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create convincing facsimiles of people, objects, scenes, et. which can pass for the real thing, usually for purposes of deception and misdirection. Holograms, magically conjured phantoms, or direct psychic impressions are common ones, but regardless of the means, the illusions are insubstantial and harmless.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' along the same guidelines as Disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of how much can be faked at once, and what could give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not cover using an illusion to render oneself invisible or make oneself look like someone else. See '''Invisibility''' and '''Disguise''' respectively for those.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not die, or does not stay dead, when injured it ways that should be instantly or irreversibly fatal. Voldermort from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls are various examples. This Point, regardless of its tier, absolutely requires a “Catch”; a set of criteria in which the character faces the very real risk of permanent death, or a permanent state wherein the character is no longer playable. Depending on this Point’s tier of Advantage slot, this could be relatively easy to fulfill, or much more specific and difficult, but the Catch must always be something that the overwhelming majority of PCs could feasibly do if they put in the extra time and effort, and preferably something that could feasibly happen more often than very rarely in high-danger GMed scenarios.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The Catch, as well as when and where the character comes back to life, if it is somewhere else.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable Catches later in this section. Certain other Points may shift the definition of “fatal” for the purposes of this Point. A Defining regenerator may feasibly survive being stabbed in the heart just fine, since loss of heart function actually takes several minutes to cause total death, but regenerating from having their head blown off or being totally incinerated requires this Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Improbable Defense'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to apply their defensive options on an extremely implausible scale or basis, or the character possesses exotic defensive options that apply to esoteric or niche threats. Examples include Raiden parrying Metal Gear RAY and hellfire missiles with his sword in Metal Gear Rising, Avalon’s active defense from Fate/Stay Night, or Exalted perfect defense Charms. This Point is for evading active, rather than passive, threats to the character. Punching apart a tornado with their fists, parrying a volcanic explosion, or blocking a magical curse with a shield is a valid use of this Point, but “I dodge the background radiation” is not a valid way to get around the scary bits of the Fallout ‘verse (which would instead work off of '''Environmental Protection'''). This Point will generally not be necessary for characters who perform implausible feats that are justified by other Advantages. Vergil from Devil May Cry is justified in deflecting bullets with his katana by having superhuman swordsmanship and speed in his Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher, as Minor Advantages are presumed to fail in contest with &amp;quot;bought&amp;quot; abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kind of situations the character’s defenses apply in, and what drawbacks or holes they may include in the case that they are overwhelmingly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Exalted is used as an example here, but MCM does not ever permit defenses that automatically succeed and negate all consequences of another PC’s non-consent-based attacks. An improbable defense is not a guaranteed defense. Effectively, you are buying the ability to use your defense in a situation where it normally wouldn’t apply, not invincibility.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is highly capable of neutralizing or subduing opponents without relying on lethal harm. This Point goes a step beyond simply restraining someone or slapping them with the blunt side of a sword, which anyone can do, and enters the realm of methods that hit a coadjacent “health bar”, where the end result is being decisively incapacitated in some manner different from bleeding out. Examples include specialized non-lethal weapons such as phasers set to stun from Star Trek, or the infamous tranquilizer guns from the Metal Gear Solid series, various magic along the lines of The Sleep from Cardcaptor Sakura, Mid-Childan magic from the Nanoha series, or conditions such as Frog or Stone from the Final Fantasy series, as well as mundane methods like paralyzing poisons. While many of these methods are extraordinarily binary in their source material, it is understood that they will rarely be so effective on PCs. This Point may wind up easily knocking out NPCs en mass, but doing so to a PC will involve repeatedly hitting them with multiple applications, taking gradually further effect until they succumb, like regular damage with a different result.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' in the case of examples that alter some aspect of the character or reduce some part of their effectiveness beyond what combat damage would do.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A precise and fairly detailed account of the end condition the character achieves, and how it can be lifted (or else how long until it wears off naturally).&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Permanent use of this Point on PCs is not something MCM generally allows. Particularly severe examples may fall into the same restrictions as plots that involve capturing PCs. It is a universal assumption that if a character possesses this Point, it has the full functionality and weight of any other Advantage, and thus does not represent the character “holding back” or limiting themselves in some way. This Point represents a propensity for incapacitation as effectual as lethal combat of the same level.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to pass through solid objects. This could be a typical ghost phasing through walls, a Fate/ series Servant or Exalted spirit dematerializing, Kitty Pryde from X-Men, or as part of a teleportation ability in tandem with '''Flash Movement''', as examples. An extremely important point is that '''MCM does not allow invincibility to be an Advantage''', and so any long-lasting or permanent form of this Point automatically comes with the caveat that any other PC possesses whatever criteria is necessary to physically harm the character while they are intangible. Brief Intangibility may be a reason for an attack to have missed, but only within the confines of what the character could already avoid, otherwise the character needs '''Improbable Defense'''. Because this Point often allows the user to basically go wherever they please, it may be subject to the same preventative measures that keep out '''Flash Movement''' and similar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some form of special training, protective equipment, natural immunity, or similar, against unnatural mental influences and invasive examination of their thoughts or mindstate. This Point is essentially a hard &amp;quot;opt out&amp;quot; of effects that dictatorially affect a character's mental state, including some or any combination of mind reading, mind control, memory erasure, brain simulation, etc. While we still ask people to not be disrespectful about shrugging off hazards and powers, these spaces are so consent-heavy and tied up in players not getting to play their character that this Point is accepted as being playable up to the level of hard immunity to the same Advantage tier or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has powers of concealment that are potent enough for the default assumption to be that the character simply will not be found unless he does something obvious. This could be actual invisibility, chameleonic camouflage, a psychic compulsion to ignore the character, etc.; all are considered Invisibility. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Invisibility is at near enough to flawless that the character flat out won't be found out until they do something overtly noticeable, or are contested by a great deal of effort put towards finding them. It may conceal them in multiple ways beyond purely vision, or naturally resist methods that would normally be expected to reveal the character, and it likely continues to function in combat. Examples are Harry Potter's invisibility cloak, Kusanagi Motoko's opticamo, the Invisible Stalker from D&amp;amp;D, or Toru Hagakure from My Hero Academia.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Invisibility has notable limitations that are sufficient to cap the character's ability to go where they please. It may fail against reasonably important equipment or spells, have a strict time limit, dispel when the character attacks, or give off subtle clues a wary PC can watch for. Examples are most incarnations of the Predator, the Spy's cloaking watch from Team Fortress, the Dummy Check esper ability from A Certain Scientific Railgun, and your typical tabletop RPG invisibility spells.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Invisibility is only useful for discretion's sake, and likely only effective against unimportant NPCs. Anyone relevant to the plot will likely see through it unless they have some sort of deficiency, or aren't paying attention at all. If the invisibility can be obviated by a special trait that is common in the cast of the original source, it's assumed that all PCs count as having that trait. Examples are dematerialized Heroic Spirits, a Stand from JoJo's Bizarre Adventures, various ghosts and spirits with true forms, and basically every single ninja in shounen anime.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What traits of the character the Invisibility conceals, and at least implicitly how they could be detected in spite of it.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - ''Field'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally knowledgeable about a particular field of something, whether that be science, social interaction, tactics, etc. The Knowledge is broadly useful in enough circumstances that it still deserves to be called an Advantage, but it cannot grant the character the use of another Point implicitly (for instance, choosing “computers” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Skill'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of knowledge, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. A character being knowledgeable about their own theme, including the minutiae of its cosmology, local events, or unique mechanics, is not considered an Advantage. Incredibly theme-specific info is better used to run plots or scenes with. Knowledge in STEM fields will generally not be accepted as a Minor. These fields are too practically applicable for a Minor to be anything but useless trivia better left unpurchased.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Low Intake'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has little to no need of one or more typical biological necessities, such as food, water, sleep, and similar. Regular maintenance of their person is not a notable consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which things the character doesn’t need.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not negate or reduce actual threats in any significant way. Not needing to sleep doesn't protect you from a sleep spell, and not needing to breathe doesn't save you from a gas attack. Non-casual instances of dealing with threats like these are encompassed by '''Environmental Protection''' or '''Resistance'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can perceive, analyze, intuit, influence, create, remove, and/or edit the thoughts, feelings, memories, emotions, etc. of other beings, to an unnatural or assumed accurate degree. This Point is most typically used for outright mind reading or mind control, but can represent things like simulating behavior, uncanny judgement of character, reading or using microexpressions, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What &amp;quot;inner information&amp;quot; the character can access from others, and/or what compulsions or alterations they are able to affect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Note: There are certain mental effects that are so low-grade and simple that they can qualify for '''Debilitation''',  or wholly positive enough that they qualify for '''Buffs'''. Inflicting supernatural terror that causes targets to flee for their lives certainly is this Point. Projecting an aura of intense stress, or speaking an abhorrent eldritch word that is painful to hear, probably aren’t; the specifics are in the other character’s court, and they are still wholly in control of their actions. A Bard’s Inspiring Tune certainly isn’t this Point either. Likewise, non-intrusive and non-dictatory means of assessing and intuiting people's thoughts and feelings probably qualify as a '''Hint''' or '''Analysis''', putting together useful patterns out of cues people are already expressing, instead of learning things the character shouldn't rightfully know.''&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adroitly get around complex, dense, and/or hazardous environments by means of superior mobility, such as parkour, diving, jump packs, wall climbing, grapnel hooks, water propulsion, video game double jumps and air dashes, etc. They may also perform such feats as running across water, balancing on clotheslines, or clinging to ceilings. Examples are Spider Man, Batman and Catwoman, Mario and Luigi, Faith from Mirror’s Edge, Genji from Overwatch, and almost any Wuxia theatre fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The specific way in which the character's mobility is enhanced. Most of the examples listed above are acceptable short-hand.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can command one or more other entities who will usually try to comply to the best of their ability. The NPCs may be fully realized characters, or simply generic monsters or drones, but overall their relationship to the Player Character is a subordinate one, and were they to leave or die, the character concept would not be overwhelmingly changed, though their loss must still amount to some kind of appreciable setback or non-trivial consequence for them. The Advantages that an NPC can possess are limited to those the PC already possesses (for instance, a knight skilled in swordsmanship and riding might command a unit of cavalry skilled in the same), unless more Points are given over to the NPCs’ use, though it’s very rare that an NPC possesses all the Advantages of the PC and vice versa. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining-Grade:''' The NPCs are essentially at the same tier as PCs. They are serious combat entities, may be stronger or more capable than the character themselves in some areas, and can generally expect to viably compete with PCs in relevant situations. Usually, some Advantage space is dedicated to fleshing out their personal abilities. An example is Ash Ketchum's Pokemon team, including Pikachu. The loss of Defining NPCs is prohibitively costly to the PC, and represents a hefty diminishment of the character’s core effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant-Grade:''' The NPCs are essentially at the tier of a miniboss. They are meaningful obstacles in a conflict situation, and may have specialist skills or unique abilities, though they generally cannot expect to outdo a PC within their arena of expertise. Examples include R2-D2 or generic SOLDIERS from FF7. The loss of Significant NPCs is highly inconvenient to the PC, as they represent a great deal of investment and are effort/resource/time intensive to replace.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor-Grade:''' The NPCs are essentially window dressing or props. Their skills have niche uses at most, and cannot contribute more than a similar Minor Advantage would. Minor NPCs do not have PC-relevant combat power and are presumed to lose in any combat engagement against anything more important than them. Examples include C3-P0 or generic Stormtroopers from Star Wars, or generic “redshirts” from Star Trek. The loss of Minor NPCs is a lesser inconvenience to the PC, but one great enough that they have a good incentive not to throw them away without thinking.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the NPCs are capable of. This does not have to be extensively inclusive of specific Points, however “what the NPCs do” and the generalities of their limits should be obvious. A reader should be able to tell that Storm Troopers don’t use The Force or swing around lightsabers.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Where it actually matters, a Minor NPC specialized in combat will beat a Minor NPC that has no combat role. C3-P0 still loses to a squad of Stormtroopers, even though they're both Minor-grade.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - ''1/2/3'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Because Power Copying is an Advantage that can be almost any other Advantage, and often several at once, the way that Power Copying works is not covered here, but [[Power Copy|in its own article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' for 2 and 3.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of what is copied, in the case of '''Copy - 1'''.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a knack for occasionally producing unique, irreplicable, and incredibly situational solutions to various problems they encounter, through MacGyver-esque ingenuity, arbitrary access to mad science gizmos, absurdly flexible but situational magic, miraculous luck, or some other similar bag of tricks. Once per scene, this Point allows the character to produce a solution to a single, discrete obstacle or challenge. As per this Point’s name, said solution essentially doesn’t exist until it suddenly does. The form this solution takes and how effectively it solves the problem are up to the discretion of the scene or plot runner, but in a situation where no agreeable compromise can be reached, this Point is not “used up”.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A strong idea of what thematics the Point follows.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can physically manipulate objects at long distance, whether through telekinesis, magical puppet strings, manipulation of an element, sticking their hands through tiny portals, etc. Universally, this Point is a utility, covering practical tasks that can be done with physical manipulation, and typically not effectually imitating other Powers. Telekinetic flight and barriers and powerful attacks require other relevant Points. The default assumption is that the character manipulates objects as they could with their hands, or appropriate mundane tools in the case of things like water or sand.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the character can manipulate and to what extent.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can surveil a place extremely far away, or which they are otherwise unable to view normally, even with enhanced senses. Extremely mundane examples are the classical hidden camera and microphone, with fantasy equivalents being the crystal ball or Scrying spell, though this Point can also represent familiars or drones the character can see through, to name a few. This Point presumes that characters being watched are reasonably capable of realizing they are with mundane attention, unless appropriate concealment Points are taken alongside it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when spying on PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The mechanism by which the character views remotely, and the criteria that determines a valid place for them to see into.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to repair various equipment, devices, or structures, to working condition. This is very often a mundane skill assisted by tools, in which case there is typically a more narrow field, but it can also use sci-fi reprocessing or powerful supernatural means, such as in Starbound and Eclipse Phase, or Josuke’s Stand, Crazy Diamond, from Jojo’s Bizarre Adventures. How well the object functions when finished typically corresponds to the Point’s slot tier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What sorts of damages the character is able to repair, and at least implicitly, how their repair can be useful to a scene in progress. &amp;quot;Can repair things with enough time and the right materials to repair that thing&amp;quot; isn't a useful or accepted bounding.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - ''Source'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a natural resilience to, or a powerful preventative measure against, a specific category of harmful or unwanted influence. This can be almost anything, such as a red dragon having a Resistance to fire, but this Point has variable usefulness when it comes to PCs. As a general rule, a Resistance to a type of damage or harm can scale all the way up to an immunity to a natural or mundane source (such as a forest fire or black plague), provides a degree of utility based on its tier of Advantage slot against major plot obstacles (a melting down reactor or a super virus bioweapon), and only as much effect vs another PC as they are willing. How well this Point is respected by another PC is largely a matter of strongly encouraged etiquette. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Black Mage repeatedly slamming the canonically fire-immune Rubicante with fire spells, which he knows he should be strong against, while a whole list of other elements are at his disposal, is being a dick. An Avatar universe Firebender however, is free to light Rubicante up and assume it will be effective, perhaps with some extra effort, because it would be unreasonable to insist a Firebender couldn’t use their primary ability, and they don’t have much else to use anyways. The sole exception to this point is when a Point has an applicable '''Consent''' caveat, in which case it is generally acceptable for a Resistance to provide immunity of a certain level, understanding that the '''Significant''' and '''Defining''' Advantages of other PCs are still entitled to due sell when the target declines. The category of a Resistance that encompasses solely these effects can be fairly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Informative examples of what sources of harm the character has a Resistance against.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For a resistance or immunity to mental intrusion effects, see '''Intrusion Immunity'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to bring back the dead with the functionality they had in life. For the purposes of this Point, “dead” is when a target is going to stay dead unless someone brings them back to life full stop, not clinically dead or a state a scene runner would be explicitly allowing to “come back to life” anyways, such as with defibrillation or Phoenix Down.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The criteria needed for a target to be eligible for Resurrection. Note that this does mean that there needs to actually be a state of “dead” that a character cannot resurrect. It is typically understood that entities killed offscreen or as part of a plot won’t be subject to the same level of finality as a PC using '''Skeleton Catch''', but it is an obligate condition of Resurrection that there be a reason the character cannot go rubbing resurrection juice on every dusty old femur they find scattered around a crypt, as it quickly becomes laborious for scenerunners to constantly fabricate NPCs out of nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not extend to bringing your own character back to life. If your character self-resurrects, see '''Immortality'''. Obviously, resurrected targets are probably in perfect or near-perfect health, and so further healing Points are not strictly necessary. Not taking them does, however, mean that your character can’t heal someone who isn’t dead yet.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}}'''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character kills people dead, period. They automatically fulfil the Catch associated with another character’s Immortality without having to go to extra lengths, and killing someone will prevent their return through Resurrection. This Point is an explicit exception to the general notion that no Advantage automatically trumps another Advantage when contesting an Advantage of equal or lower tier. Though Skeleton Catch is technically still a threat to characters possessing higher-tier Immortality, the existence of condeath makes this little more than flavor.&lt;br /&gt;
&lt;br /&gt;
Because non-player controlled characters do not utilize the Advantage system, a Significant instance of Skeleton Catch should be considered adequate against entities that have any sort of defined Catch to their unkillability, and a Defining instance of Skeleton Catch should be considered always adequate period, including against theme entities that essentially aren’t killable without a plot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Obviously, concepts such as condeath still apply. This Point is an allowance for certain characters who are willing to spend the Point to always be able to meaningfully threaten any entity with actual and permanent death. Unless chosen to explicitly note otherwise, for the purposes of this Point, dead is dead is dead, and no form of “technically dead” obviates it.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - ''Field'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally skilled or capable in an area of expertise that is not encompassed by another Point, but is broadly useful in enough circumstances that it still deserves to be called an Advantage. The skill in question cannot grant the character the use of another Point implicitly (for instance, defining “programming” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Knowledge'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of expertise, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section, as well as a word on “skill minimums” required to make use of Advantages.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can grant the use of one or more of his Advantage Points to other characters, such as by handing out equipment, bestowing magical enhancements or blessings, synchronizing minds or abilities in some fashion, etc. Having this Point means that the character is able to provide others in the same scene with the benefits of their other Advantage Points of '''an equal tier or lower'''. In cases where the Point affects the self, such as '''Healing''', the character can now affect other characters, such as by casting healing spells. In cases where the Point is targeted at others, such as '''Attacks List''', the recipient gains the use of a similar ability for the scene, such as by handing them a raygun. In cases where the Point already affects others, such as '''Buffs''', the character is now able to use it on themselves, such as typical RPG moves. In cases where the Advantage is '''Standalone''' or incorporates '''Flash Movement''', others can only benefit from it by coordinating together with the character, such as huddling together under Harry Potter’s invisibility cloak, or setting up fixed teleportation pads. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recipients who wish to obtain these effects permanently must file an Upgrade Application as normal. Characters cannot Share Powers with recipients if they are not actually in the same scene. Certain Points are not eligible for sharing due to creating undesirable or redundant interactions. See '''Power Copy for this list''', as Share Powers' should be considered identical.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:'''  In what form the character shares their Advantages with others, defined as singular, broad thematic, such as mad science gadgets, enhancement spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is actually not strictly necessary to use Advantages on, or give them out to, other people. Just about any Advantage can be defined to do so, but in that case, it only works on '''others''' (or on oneself if it normally only works on others). This Point is '''always''' more efficient, and always preferred, when a character has more than one of these Points at a time, and should always be used in these cases.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, allowing them to accomplish more in the same amount of time and possibly in different physical locations. This often, though not nearly always, applies to character bits that are made up of multiple entities, though it can also apply to characters that create doubles or projections. For the most part, the typical JRPG party sticks together and tackles the same obstacle as a unit, and is frequently not an example of this Point. Conversely, the typical super AI forking its personality off to be in multiple places and manipulate multiple system almost always is. This more likely to be something possessed by a bit that is The Payday Gang or Master Chief and Cortana rather than a hypothetical team of Power Rangers or the appable cast of a Fire Emblem game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MCM ascribes to the principle that each player in a scene should get to focus on getting One Big Thing done on each of their pose rounds. Gunning down a horde of zombies, breaking the magical seal on the tower, hacking into the mainframe to track a target with security cameras, fighting another PC; these are things which the character should obviously be devoting their time and attention to, and other actions they perform at the same time will inevitably be relatively minor. This Point is an explicit exception to this general rule, allowing the character to pursue a second major course of action in each pose round, essentially “doubling up” on their attendance at the scene. The character might fight off the terrorists while also defusing a bomb, distract the guards with a fake report while looting the gold, hijack and remote control the mad science fortress and its traps while also chasing down the boss, etc. This stops at, and is hard limited, to two major actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are two natural exceptions to the general One Big Thing rule. They are: when three or more PCs are engaged in combat in unbalanced sides (in which case, the outnumbered PCs gain exactly as many extra actions as necessary to even it out, solely for the use of fighting those PCs outnumbering them), and when circumstances necessary to progress a scene require criteria that too few PCs at the scene possess (in which case the relevant PC can take the extra action to move things along for everyone’s benefit, e.x. Gandalf decodes the map, translates the Elvish text, finds the secret entrance and casts the correct magic because the rest of the party is combat Dwarves and a Hobbit and can’t do any of those things). This Point can confer one additional action in excess of these if the character is benefiting from them.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is skilled in getting around unseen and undetected. This may be a enhanced by, or a result of, things like camouflage technology, magical silence, extremely small size, and the like, but this Point is sharply differentiated from '''Invisibility''' in that the character can always be detected by sufficient mundane effort or attention, no matter the circumstance, and must actively avoid notice, instead of being presumed unnoticed until they engage in a competitive task, or something does something special. Users of this Point include Solid Snake from Metal Gear Solid, Altair from Assassin’s Creed, Garrett from the Thief series, and James Bond, though they rarely use only this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For approaches where the character is obviously present but undercover or unremarkable, see '''Disguises''', and possibly '''Oration''' if they infiltrate through social subterfuge, such as bluffing, acting, and imitating.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a “generic” kind of overall above-human physical aptitude, typically encompassing some combination of superhuman strength, speed, resilience, reflexes, stamina, etc. This is an unbelievably common package in anime, comic books, and martial arts films, and incredibly common among non-human races in fantasy and sci-fi books, games, and movies. This can all be represented as a single Point simply because it would be prohibitively unwieldy to do otherwise, however, some small amount of emphasis can go to particular traits if the character is only superhuman in a few areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For characters with individually outstanding physical traits which cannot be called generic, such as the Flash’s speed or the Hulk’s strength, see '''Superior - Attribute'''. The big three of Superior - Strength, Superior - Speed, or Damage Reduction, have greater narrative potency due to their greater focus and Advantage cost, while Superhumanity is subsidized, compact, and generalist. Where it matters, one of these Points at Significant can compete with, but not exceed, Defining Superhumanity, but it should be understood that this arrangement is redundant on the same character.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superior - ''Strength/Speed/Stamina'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a single physical trait which vastly exceeds the norm to the point of becoming one of the character’s primary tools, as opposed to '''Superhumanity''' being a general package.The Hulk would take this Point in “strength” instead of Superhumanity, which Superman might take instead, representing that all of his metaphorical “XP” is loaded into being really really strong, and that his strength is more relevant than a generic superhuman’s in solving problems.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' in the case of Superior - Stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which of the character’s attributes is exceptional, and at least one example of a feat they can perform with some, but not exceptional, effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Anything like “Superior - Durability” is represented with '''Damage Reduction'''. Something like &amp;quot;Superior - Reflexes&amp;quot; is still represented under the Speed class. Speed assumes the reflexes to use it and vice versa. Emphasizing one and downplaying the other, such as in the case of super reflexes but normal speed, is simply a matter of writing it into the trappings.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is well-versed in what it takes to provide for themselves and possibly others in situations far away from civilization and dependable infrastructure. This Point typically represents an abstract collection of abilities such as navigation and foraging suited to particular environments, but which rarely have central relevance, given that MCM’s structure makes it difficult to really be stranded anywhere for long.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of places the character is skilled at surviving in.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can accelerate the passage of time for other things. This could cause plants to grow, weapons to rust, food to rot, creatures to mature, machines to work faster, stone to wear away, etc. so long as it is naturally affected by the progression of time. How much what target can be accelerated almost wholly depends on how useful it is to actually do it. In any tier of Advantage slot, rusting away the blast doors of a sealed starship bridge would be more difficult than ageing a bottle of wine by the same amount of time. It is understood that many problems may simply be beyond the scope of being solvable by any practical amount of time passing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when applied to PCs, or possessions/NPCs of consequence.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.  &lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create closed time loops with themselves, wherein an iteration of them from the future briefly returns to present to assist them in some task, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past in order to keep causality happy. This is the only form of personal time travel that MCM accommodates. Future selves are primarily useful for already knowing of dangers ahead of time, having partial or full solutions to puzzles, or items that make a problem easier which lie beyond the problem, and so frequent consultation with a scene runner is usually necessary to be playable.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Note: This Point does not cover having future selves travel back in time to multiply the number of things you can do at one time. See '''Split Actions''' to do so.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act outside of time, such that they are able to act literally instantly. This is differentiated from slowing down time, in that their actions take place without significant opportunity for other characters to follow them until they’ve already happened. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Time Stop is extremely reliable and easily used, allowing the character to enhance nearly everything they do, often to the point their actions become difficult to follow. Similar to Defining teleportation and invisibility, the character often Just Shows Up out of frozen time. Examples are Sakuya Izayoi from Touhou, Dio Brando from JoJo's Bizarre Adventures, Shadow the Hedgehog's Chaos Control, and Homura Akemi from Puella Magi Madoka Magica.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Time Stop is incomplete, limited in use, very short lived, or else plausible to “resist” without any special powers, but still lends the character considerable utility in situations to which it is well suited. Other characters often don't have a hard time figuring out what they've done when time resumes, or else may be be able to anticipate or counter it with mundane effort and skill. Examples are Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most usable incarnations in videogames, such as Castlevania or Bayonetta.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Time Stop is more or less a flashier version of super speed or super reflexes. The character might only be able to see and not move while time is stopped, or else be unable to interact significantly with the environment while time is stopped, or the pause in time has such a short duration that little more than single motions can be accomplished. Examples include Accel World's Brain Burst program, and Hit from Dragon Ball Z Super in his first appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where actions taken in stopped time would directly affect another PC or undercut them to a goal without allowing for a competing effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For simply slowing down time, see '''Superior - Speed''', or for slowing down the time of a specific entity, see '''Debilitation'''. '''Superior - Speed''' and '''Flash Movement''' can be considered optional ways of representing time stopping characters, especially those who use it largely cosmetically or to simple effect in their source. Using one or both instead of this Point is less taxing on a character’s Advantage space, and adheres to general logic rather than the Consent tag, but the tradeoff is that actions the character takes using their time stopping powers are then eminently obvious and preventable, as well as lacking the same degree of flexibility and narrative punch. The choice is up to the player most of the time.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - ''Vehicle'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with operating a certain class of vehicle or in control of a certain kind of mount. When at the wheel/saddle/etc., in addition to their normal uses (taking off and landing with a helicopter, ramping off things with a motorcycle, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, as highlighted later in this section, character is not obligated to spend Points on &amp;quot;having a vehicle&amp;quot;. The Vehicle Mastery justifies its own use. Exceptional vehicles with unusual qualities or extremely high performance may require other Points.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The category of vehicle or mount the character is extraordinarily skilled with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - ''Style'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with a certain category of weaponry or in a certain style of combat. When using those weapons or within their arena of combat expertise, in addition to their normal uses (speed loading revolvers, parrying with swords, grappling in hand to hand, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, a character is not obligated to spend Points on &amp;quot;having a weapon&amp;quot;. The Weapon Mastery justifies its own use. Unusual or extremely exceptional weapons or attack techniques may require '''Attack List'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The field of weaponry or style of combat the character is extraordinarily skilled in.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. This Point is for above typical skill. MCM does not require players to spend Advantage space to put the pointy end of a sword towards the enemy, and does not run on “weapon proficiencies” like in tabletops. A character with Advantage space dedicated to a weapon or fighting is presumed to have a minimum amount of capability to use it effectively.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is fabulously wealthy or has access to incredibly abundant resources of a generally valuable rather than immediately practical nature. This Point doesn’t represent things that the character happens to own because they are wealthy, which would simply be a trapping. It represents an amount of liquid assets or useable resources they can throw at a problem by itself, such as bribing guards for entry, paying off politicians for info, hiring local help for a task, or local mercenaries to fight, investing capital in an ongoing project, taking ownership of set pieces to use immediately within the scene(s), reserving public spaces for Elite use, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wild Card - ''#'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an Advantage that isn’t sufficiently covered by anything else on this list! Human decisions made by staff on what may be required of this Point are unavoidable, and so the Point may wind up being considered '''Consent''' applicable, or may be asked to be tweaked in some other fashion to remain consistent with MCM’s universal rules. Wildcards are given a number instead of a category in their designation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A very clear and detailed explanation of what the Point is supposed to do and how, as well as any information required for others to known how to interact with, around, and against it.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: The category for Wildcard is simply a number, referencing how many the character has, since possible categories are about as broad as the Advantage’s name.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Non-Advantages===&lt;br /&gt;
Some staple fictional powers don't appear in the above list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broader Advantage with a number of possible functions, and those functions are applied for as Points, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Redundancy and Prerequisites===&lt;br /&gt;
Since Advantage Points are concerned only with what the character does as a whole, they naturally compress otherwise extensive lists of powers or items. In some cases though, it makes more sense for another Advantage to restate it as part of its conceptual package. In these cases, the same Point recurring at the '''same tier or lower''' effectively becomes a “free” Point. It is still noted in the Advantage slot, but it no longer costs any space. &lt;br /&gt;
e.x. A character has an Advantage slot that gives them sturdy, environmentally pressurized power armor, represented by the '''''Damage Reduction''''', '''''Environmental Protection''''', and '''''Superhumanity''''' Points. They also have a giant mecha, which has its own, different Advantage. They can add (Damage Reduction, Environmental Protection, Superhumanity:) as a new line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantage Points. No Point requires another Point to work.&lt;br /&gt;
&lt;br /&gt;
=== Advantage Category Examples ===&lt;br /&gt;
Points with - Categories are bounded to a maximum limit of what they can contain in one Point. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Points like '''''Resistance - Everything'''''. To help judge acceptable categories at a glance, we've listed a number of examples below. These are '''not''' complete entries. The categories themselves are valid, but the contents aren't trappings. ''Don't'' copypaste the whole thing.&lt;br /&gt;
&lt;br /&gt;
==== Bane ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
&lt;br /&gt;
This Point may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. A Defining might need them to be completely obliterated. A Significant might require excessive violence that doesn't typically exist in accidents or normal fights; someone would have to go the extra mile. A Minor would only help survive very casual threats, or battles with enemies not serious about killing them.&amp;lt;br&amp;gt;&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. A Defining would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. A Significant has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. A Minor example will only work to stabilize a character when they go a few metaphorical HP negative, and they could still be easily finished off.&amp;lt;br&amp;gt;&lt;br /&gt;
Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. A Defining would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A Significant could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in other, non-irrelevant cases. A Minor example would never save the character from an engineered death, but only a trivial, pointless, or ignominious one.&amp;lt;br&amp;gt;&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. A Defining presumes that it would almost never happen unintentionally. Someone would have to know the Catch and plan for it. A Significant presumes that the fatal threat won’t be commonly present, but may still turn up from time to time in regular scenes, and wouldn’t be too hard to acquire it if necessary. A Minor presumes that chances for it to fail are are abundant in everyday adventuring.&amp;lt;br&amp;gt;&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Past a certain level, a mechanism can be considered too obscure or difficult, and thus not acceptable (for instance, Ganon only dying if killed by the Master Sword).''&amp;lt;br&amp;gt; &lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. A Defining means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. A Significant means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. A Minor has some intensely limiting factor that makes it easy to locate and destroy, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&amp;lt;br&amp;gt;&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A Defining entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. A Significant means that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. A Minor means only that the character can tap out and choose to abandon the proxy before they're killed through feedback barely any less lethal than their own durability.&amp;lt;br&amp;gt;&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
====Knowledge====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
====Resistance====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage incorporating the Point, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''''Environmental Protection''''' (such as Resistance - Space Hazards).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&amp;lt;br&amp;gt; &lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, &amp;quot;magical radiation&amp;quot;, pockets of wild magic, or '''Consent''' effects such as polymorphs or disintegrations.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
====Vehicle Mastery====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Multi-Wheeled''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Military Ground''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
&lt;br /&gt;
This Particular Point allows for extremely limited selections with broad roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
====Weapon Mastery====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Hilted Slashing''' -- Most swords and daggers, axes, sickles, naginatas, most vibroblades, some energy swords or psychic/magic blades, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
This is as wide and catchall as melee weapons get, and it should be assumed that the weapons in this category are being applied in their generic roles; it won't get get you the unique styles and tricks of everything with a cutting blade.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Striking''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Modern Infantry Firearms''' -- Typical rifles, shotguns, handguns, submachine guns, etc. May include somewhat more specialist weapons used in a generic role, up to and including basic grenades.&amp;lt;br&amp;gt;&lt;br /&gt;
This is essentially the &amp;quot;Hilted Slashing&amp;quot; of guns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Particular Point allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, and thrown weapon, as per their roles in Hilted Slashing, Hand-To-Hand, Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advantage Standards==&lt;br /&gt;
While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory for Advantages to do exactly what they say.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''-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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''-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.&lt;br /&gt;
&lt;br /&gt;
===Up-rating Tiers===&lt;br /&gt;
When a single package of abilities is split up across multiple tiers of Advantage, any mention of the higher tiered Advantage should only appear in the lower tiered Advantage, not the reverse. Written inclusions of Significant or Minor Advantages shouldn't be appearing in a Defining Advantage's text.&lt;br /&gt;
&lt;br /&gt;
===Implicit Limitations===&lt;br /&gt;
Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Attack List - Ranged, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under an Attack List - Ranged for the others.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Points by their official names, directing the reader around an Advantage section like a wiki, explicitly leaning on conventions such as the Defining/Significant/Minor tiering system, or universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all. &lt;br /&gt;
&lt;br /&gt;
===Anti-Consequence Advantages===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===A Word on Force Fields and Energy Shields===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armour has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of &amp;quot;okay, now this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Advantage +1===&lt;br /&gt;
Lastly, MCM does not consider Advantages recurring multiple times equal to “Advantage but better”. A natural superhuman might put on a suit of powered armor that further enhances his superhuman physical abilities, but Superhumanity is Superhumanity, and is worth 1 Point. There is no Superhumanity+1, double Superhumanity, or Superhumanity squared.&lt;br /&gt;
&lt;br /&gt;
==Basic Advantage Policy and Limitations==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Point) abstractly have &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy - 1, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Conservation of Ninjutsu:''' It's possible to create PC-class power. It isn't possible to mass-produce PC-Class power. Cloning Superman once might get you another Superman, cloning him a hundred times gets you Superman-flavored mooks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
==Advantage Format on Applications==&lt;br /&gt;
This is the section to reference when filling out Advantages on a Character or Upgrade application. A walkthrough of the format follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which Advantages are Defining, Significant, or Minor is determined solely by which section they are placed under. i.e. an entry written under '''3b-1. Advantages: Defining''' on a character application is automatically a Defining Advantage. A name should be given to each Advantage by the player, which can be just about anything, though it should be related to what the Advantage represents. A very brief description of the Advantage may be added as well, as a form of broader trapping to the whole package. This follows the same guides for trappings on Points: less than '''240''' characters is the ideal. No more than this should really be needed when the Advantage Points will cover the bulk of explaining what it does.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, the Advantage can be populated with up to '''3''' Advantage Points. Write the proper designation of the Advantage Point, end it with a colon for neatness’ sake, and then fill in the Point’s individual trappings as desired. For the most part, keep one Point to one line. If two Points are extremely obviously intertwined and could be attributed the same trapping (such as with the components of a teleportation power), they can be put on the same line.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, add any “free” Advantage Points (as explained in the main body of the Advantages article), if any, to the end. All free Points should go together on a single line, and use the same trapping to encompass all of them, since by their very nature they should need a quick recap at the very most. If there are free Points that are clearly intertwined, they can go on the same line as an existing Point, as explained before. Put all free Points in (parenthesis) to designate them. Reserve parenthesis solely for free Points.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt; &lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: (Attack List - Ranged): Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&amp;lt;br&amp;gt;&lt;br /&gt;
''(Destruction, Incapacitation): Black Mage can use personal versions of the intensely destructive or non-lethal spells of his Aeon Summons, albeit weaker and more localized.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, the free Point added to Field Shaping is not strictly necessary, since how it relates to his elemental attack powers is blatantly obvious from its organization and trapping. It’s only an example of how it could be done. The example also references an Aeon Summon Advantage that obviously isn't included to demonstrate unrelated free Points. As a general rule, players should assume that explicitly compounding Points like this is unnecessary when their relation is very clear, or it’s very easy to figure out what comes out of the combination. i.e. Superhumanity + Weapon Mastery - Swords = superhuman feats of swordsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The character’s +advantages entry on the MUSH will parse in ANSI to make things easier to read: Advantage titles are white, Points are green, free Points are blue, and any Point that has a Consent application is automatically marked with a red asterisk (this*) by our code. Since Share Power can encompass Advantages up to and including “all of them”, there is no special format; the trapping should give a good idea of what Advantage Points it shares. Please format applications correctly to make things easier on staff generating your character, and to prevent errors.&lt;br /&gt;
&lt;br /&gt;
==Quick Characters==&lt;br /&gt;
Apart from the standard format presented here, written for MCM’s default character application process, players wishing to app relatively streamlined and straightforward character concepts have the option of writing their character to in the format of a &amp;quot;Quick Character Application&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
The Quick application effectively does the following:&amp;lt;br&amp;gt;&lt;br /&gt;
The character still has up to '''two''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
The character now has '''two''' Significant Advantages, rather than the default four.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is still limited to a reasonable number of Minor Advantages, but this will rarely be allowed to exceed '''three''' slots.&amp;lt;br&amp;gt;&lt;br /&gt;
The '''Wildcard''' Advantage Point is not accessible. Highly fiddly Advantage Points with high bars of required text (such as '''Improbable Defense, for example''') are discouraged but not disallowed, so long as they are relatively simple examples of their breed.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is obligated to fill out '''only''' a '''Trouble''' for Disadvantages. No further Disadvantages, Significant, Fluff (Minor) or otherwise, should be sent for approval.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Submitted Quick Character Applications are something staff places slightly higher priority on processing, and due to being smaller and simpler in scope, are generally processed and approved more quickly, which makes it the preferred format for characters who just don’t need the full sprawl of Advantage space.&lt;br /&gt;
 &lt;br /&gt;
A character approved under the Quick format can, at any later date, obtain the same '''four''' Significant Advantage slots, somewhat '''increased''' Minor Advantage slots, and access to the '''Wildcard''' Advantage Point, as well as more technical examples of other Advantage Points, afforded to regular character applications, by submitting an [http://multiversemush.com/mw/index.php?title=Upgrade_Application| upgrade application] which fills out the minimum three Disadvantages a normal character application requires. If the player anticipates their character will be upgrading into further Advantages in the near future, they should send in a full character application rather than the Quick format and a following upgrade shortly thereafter. Otherwise, this can be done at any time, so there are no lasting restrictions on a character approved under the Quick format.&lt;br /&gt;
 &lt;br /&gt;
To submit a Quick Character Application, simply submit the existing character application and re-title it from '''Character Application - Name - Faction''' to '''Quick Character - Name - Faction'''. Staff will process it under these adjusted parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Patch Notes 9/11/2019''': Overhaul to most text to drastically decrease length and amount of reading. Mind Manipulation and Mind Reading folded into new Mental Intrusion Point. Oration removed. Attack Redirection removed and considered part of Attack List or Buffs. Water Functionality removed and considered part of Environmental Protection and Mobility. Multiple Discrete Actions renamed to Split Actions. Required text in Repair changed. Benchmarks of comparison between Superhumanity and Superior - Attribute added.&lt;br /&gt;
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'''Patch Notes 9/24/2018''': Required Text for Field Shaping and Power Copy cleaned up. Superior - Attribute now broken down into Superior Strength/Speed/Stamina.&lt;br /&gt;
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'''Patch Notes 5/13/2018''': Standards on Meta Reference and Rules Restatement added. Cure now uses the Self/Other notation as Healing. Destruction and Skeleton Catch made Significant minimum for common sense's sake. Skeleton Catch now has more explicit interactions in its Significant permutation. Extraordinary senses now more clearly defines required cues. Mind Reading clarified for the purpose of &amp;quot;mundane&amp;quot; versions. NPCs are now more explicit about the fact that are required to be a non-trivial investment for the character, as opposed to Proxy. Share Powers now references the banlist of Power Copy to be specific. Both NPCs and Share Powers have had their standards of Required Text updated to account for the new Meta Reference and Rules Restatement clause.&lt;br /&gt;
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'''Patch Notes 7/5/2019''': Proxy rolled into Immortality, Anti-Power Genre Required Text example regarding Anti-Magic revised, Stubs removed, Non-Advantages section added, Gestalt policy on Troubles updated.&lt;br /&gt;
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'''Patch Notes 1/19/2018''': Flash Movement interaction with passengers, Healing interaction with different-tier Share Powers, and Destruction and Skeleton Catch interactions in general, clarified. &lt;br /&gt;
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'''Patch Notes 1/13/2018''': Further/missing notes added to Destruction, Improbable Defense, and Mind Manipulation. &lt;br /&gt;
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'''Patch Notes 12/31/2017''': Advantage Redundancy and associated instances of free Points updated. &lt;br /&gt;
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'''Patch Notes 12/29/2017''': Missing Required Text added. Format example expanded. Up-rating Tiers section created. &lt;br /&gt;
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'''Patch Notes 12/24/2017''': Format updated to 5.5 Application standards. &lt;br /&gt;
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'''Patch Notes 6/14/2017''': Edited to flow better for learning the new system.&lt;br /&gt;
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'''Patch Notes 2/22/17 7:15 P.M.''': Edited the Conceptual file to encompass another form of broad shorthand: Molecular-level control.&lt;br /&gt;
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'''Patch Notes 1/16/2017 6:18 P.M.''': Edited Minor NPCs to clarify that they cannot have a PL, and how two minor NPCs of different specialties might interact.&lt;br /&gt;
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'''Patch Notes 1/12/2017 8:31 P.M.''': Edited out Monsters of the Week as a standalone advantage. A MotW would be a &amp;quot;blank&amp;quot; Defining NPC entry with possible advantages fleshed out as a mix'n'match package defined as a part of the character's other advantages.&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16073</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16073"/>
				<updated>2019-10-23T20:27:53Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
==What Advantages Are==&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
Breadth of Advantages. The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This also prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters continually accruing new things in play for a long time.&lt;br /&gt;
&lt;br /&gt;
Narrative impact of Advantages. The Advantages system establishes what a character Actually Does on the grid, how central that being able to do them is to the character, and how effective they can expect them to usually be. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers or measurements.&lt;br /&gt;
&lt;br /&gt;
Essentially, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, etc. irrespective of the specific means through which the character accomplishes them, using the framework below. As long as those check out with the system, the details, description, and flavor they want are all basically free. In other words, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.&lt;br /&gt;
&lt;br /&gt;
==Advantage  Classification==&lt;br /&gt;
All Advantages are first given a classification based on the Advantage's power, scope, and narrative relevance to the character. The core classifications fall into three tiers: Defining, Significant and Minor.&lt;br /&gt;
 &lt;br /&gt;
===Defining===&lt;br /&gt;
Defining Advantages those so centrally iconic to the character and vital to their struggles that they would no longer be the same character without them. These represent the core of the character's abilities, and where they would be sinking their metaphorical XP into. The Defining classification usually allows a greater ceiling of effectiveness for Advantages, so carefully consider how much an Advantage is used and how important it is to the character.&lt;br /&gt;
&lt;br /&gt;
''Examples: Wolverine's Regeneration and Adamantium skeleton, Magneto's Electromagnetic control, Darth Vader's cybernetics and telekinesis / telepathy, Megaman's power copy, Himura Kenshin's swordsmanship, Willy Wonka's candy-making acumen, C3-P0's vast communications library, Link's Master Sword, Ganondorf's Triforce of Power, Batman's investigative skills.''&lt;br /&gt;
&lt;br /&gt;
===Significant===&lt;br /&gt;
Significant advantages represent a broader arsenal of tools and abilities that a character uses in various situations that call for them, rather than as their flagship way of tackling obstacles. While still very effective, the character could probably get by for a while without relying on them, and they're likely to shine best in certain circumstances instead of all the time.&lt;br /&gt;
&lt;br /&gt;
''Examples of Significant Advantages: Wolverine's special ops training and enhanced senses, Darth Vader's piloting and mechanical skills, Magneto's technical skills which allow him to construct an anti-telepathy helmet or machines that boost the magnitude of a mutant's powers. Link's inventory of gadgets like the hookshot and boomerang. Batman's Batmobile.''&lt;br /&gt;
 &lt;br /&gt;
===Minor===&lt;br /&gt;
A Minor Advantage is something useful, but often more of a passive perk or situational tool that the character doesn't really rely on. They typically provide thematic flavour, unique conveniences, or occasionally allow for a very niche application, but don't have much narrative potency, and always lose out to a Significant or Defining Advantage.&lt;br /&gt;
&lt;br /&gt;
''Examples of Minor Advantages: Wolverine's physical traits are generally superhuman but only really on the order of you might expect of a larger animal. Darth Vader showing up with a team of Stormtroopers is certainly something he does, but they rarely accomplish much more than menial tasks and adding scenery to a fight where he does all the heavy lifting. Link accrues a number of items that are important to game progression, but rarely all that important otherwise, or else eclipsed by later acquisitions, such as the ability to hold his breath longer underwater, or fire a slingshot in addition to a bow.''&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
Each player character is limited to a grand total of:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Two''''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Four''''' Significant Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
A '''''reasonable''''' number of Minor Advantages, subject to request of being condensed. In practice, above 3 full Advantages is where evaluation begins, and above 6 full Advantages is almost never permissible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these Advantages is meant to be a concise chunk of a character’s overall abilities and toolset, containing a handful of conceptually related “tricks”, “stunts”, “applications”, “roles”, “talents”, or whatever you’d like to call them. These are almost never defined power by power, but are abstract representations of “as many of the character’s abilities as contribute to a single narrative niche”. For brevity’s sake, we call these areas of capability “Points”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these Advantages serves to bind together '''up to three Points''' into a conceptually related package; the Advantage itself is a thematic package, while the Points define what uses and applications it has in play.&lt;br /&gt;
&lt;br /&gt;
In many cases, characters might have a singular ability, item, or other conceptually indivisible &amp;quot;thing&amp;quot; that has too many applications to fit inside a single Advantage and its three Points. This is fine. You can dedicate as many Advantages to it as you need until all of its Points are covered.i.e. A wizard divides his magic casting ability into &amp;quot;Offensive Spells&amp;quot; &amp;quot;Summoning Spells&amp;quot; and &amp;quot;Utility Spells&amp;quot; for a total of 9 Points of space to fit in all his magic.&lt;br /&gt;
&lt;br /&gt;
In rare cases, a character might have a singular defining ability that doesn't relate to anything else. A huge part of their character might simply be their phenomenal strength or skill with a sword, and trying to cram conceptually unrelated tricks into the same space muddies it up. If this happens, you can leave the Advantage with only one Point. Mono-Point Advantages, informally, are understood to get a little more respect, efficacy, and leeway, for their focus.&lt;br /&gt;
&lt;br /&gt;
Lastly, a character could theoretically be so broad in their capabilities that they cannot fit all of them into 6 Defining and 12 Significant Points. It's up to player to compromise on this. “The movie version” of that character is our advice; apply for what the character would use on screen instead of everything in their bio. These changes are assumed retroactive and always the case.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
When writing Advantages on your Character Application, divide all the capabilities you want them to have into the Defining, Significant, and Minor categories, observing the maximum limit. Give each Advantage a name, optionally adding descriptive text of your choice beneath it, list out its Points beneath that, and write in their descriptive text beside them. An example is provided on the Application. '''''Failure to use the demonstrated formatting can result in application rejection'''''. Outside of it sometimes just being hard to read, our character generation code breaks if people misformat things or make up their own unique notation.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
For brevity and ease, we refer to the descriptive text in Advantages and Points as &amp;quot;trappings&amp;quot;. The trappings of an Advantage or Point are free space for you to detail whatever you like about the character's particular abilities, and your prime real estate for describing the character's cool traits. To keep things sane though, we do demand all trappings observe the following things:&amp;lt;br&amp;gt;&lt;br /&gt;
Trappings must be '''no more than 240 characters each'''. If you find yourself struggling with this, make sure to use concise, understandable language that gets to the point, and look for places where you might be repeating yourself or adding unnecessary articles. We only flex this limit when it is absolutely necessary. 99.9% of the time, it isn't. If multiple Points necessitate being &amp;quot;on the same line&amp;quot;, being inextricably tied together, their limits are naturally combined.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Trappings '''must meet any Required Text''', if any exists for that Point. Please read the Required Text of a Point you're applying for, and satisfy it in the text.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
All available Points are laid out in the following list. Though we do include a Wildcard option for things that just don't fit, historically, it's been used single digit times. The following should be considered more than capable of representing any given character. You aren't required to read the full list, but you should carefully read the full contents of the Points you're applying for; the necessary reading isn't very long, and will save you rejections and revisions.&amp;lt;br&amp;gt;&lt;br /&gt;
Apply for Points by name, and note any redundant &amp;quot;free&amp;quot; Advantages with (Parentheses:). Free Points do not extend limits on trappings, and all free Points that don't fall in-line with another Point must be included in a single line with its own 240 character limit.&amp;lt;br&amp;gt;&lt;br /&gt;
If a Point ends with an extender (Point - ''Category'') then you need to name what it applies to. The same Point may be bought multiple times with different categories. Other Points cannot; please don't add category extenders to Points that don't have them.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked '''Standalone''' occupies an entire Advantage; it effectively costs 3 Points by itself.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked with a tier (such as '''Minor''') can only exist within that tier.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked '''Consent''' is an Advantage that has an effect so binary or dictatory that our usual policy of &amp;quot;something happens is better than nothing happens&amp;quot; is diminished for it. It's generated with a tag that indicates certain applications of it are always acceptable for anyone to say no to, and pressuring it can be considered abusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Accepted Advantage Designations and Trappings'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
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  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
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  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
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  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Agelessness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not age in the conventional sense, or ages at an arbitrarily extremely slow rate, such as with robots, Tolkien elves, and various immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to intentionally examine a target and gain useful information and details about its nature and capabilities. High-tech scanners, classical psychometry, and magic detection spells are frequent examples, but determining someone’s recent activities by smell or instantly analyzing a machine’s function with raw intellect are equally valid ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when studying PCs and/or their stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of targets the character is able to analyze (people, machines, landmarks, etc.) and what kinds of information are typically filled in by doing so.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is for intentional and targeted examination. For abilities that passively pick up on cues or simply look for things in a wide area, see '''Extraordinary Senses'''.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - ''Power Genre'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can dampen, counter, or nullify the use of a certain kind of other power by their interference. By far the most common example of this in fiction is the concept of an anti-magic field, as well as counterspells and disenchantment, but other incarnations might include suppression of psionic powers, or use in wards or technology that block teleportation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' except against other Consent Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A well-defined “genre” of power that this Advantage applies to, of no more broad a category than Anti-Arcane, exemplified by hitting wizards with counterspells; or Anti-Psionics, exemplified by scrambling psychic powers. Should also include what means the character takes to counter these powers, and must at least implicitly include how another character could avoid or get around it (for instance, getting out of a magic suppression field).&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Attack List - ''Melee/Ranged'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a variety of damage-dealing abilities or weapons that are generally too numerous and relatively similar to deserve separate entries. This is a very common Point, seen everywhere from elemental JRPG spells, to Pokemon moves, to the high-tech arsenals of shooter or mecha protagonists, to the ki techniques of anime martial artists, to all kinds of named and typically shouted special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of Advantage notation, Ranged indicates attacks that happen, deal damage, and stop, even if they can be or are used at point blank range. Melee is reserved for forms of attack that allow for complex close combat, usually being actual weapons, not not always. Basically, if you can stop a sword with the attacks on your list without an extraordinary feat  skill, it’s probably Melee. Otherwise, it’s probably Ranged. Some bleed between the two is fine when a character has both, such as enchanting their weapons with attack magic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A solid idea of the theme the attacks follow and enough examples of outstanding gimmicks that any remainder can be easily inferred. The variety of attacks that be encompassed within this Point can be very broad, but it should still constrain itself to a coherent, overarching motif or classification.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is a heavily subsidized space that compresses large and unwieldy lists of weapons and spells down to a single Point. By doing that, this Advantage only covers the attacks’ ability to deal damage, and not any special effects and applications that might come with them. An ice spell will deplete the target’s HP bar, but not freeze an enemy solid without any other Points, and a laser cannon will slag enemy mecha, but it won’t snipe missiles out of the air on its own. If you want to add status effects, see '''Debilitation'''. For crazy weapon stunts, see '''Weapon Mastery'''. Note that the existence of this Point to represent weaponry does already imply a degree of proficiency in using it; an Attack List of weapons is justification in of itself to fight with them to a reasonable level of skill. '''Weapon Mastery''' is geared towards representing a wide variety of offensive, defensive, control, and scenery stunts with a weapon, whereas this Point is heavily geared towards large selections of weapons and/or special gimmicks/abilities/twists to their attacks. The two are considered equally effective at winning fights.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - ''Target'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has immediate access to the typical weaknesses of an archetype of enemy, in as far they help in killing them, or a particular weapon or ability that is especially lethal against a specific class of foe. Typically, this Point is meant to indicate that the character probably has the necessary knowhow and gear on hand to exploit a weakness or Disadvantage that harms or weakens an applicable target (such as a werewolf and silver, a vampire and garlic, a fairy and cold iron, etc.). A World of Darkness Hunter carrying silver bullets and possessing True Faith to hunt modern-mythos supernatural evil is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of classical folklore, both of which should be taken as an indicator of the maximum breadth of this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A clearly defined and coherent archetype of applicable enemy. The criteria that define a valid target should be narrative and descriptive where possible; a vampire in one setting may be unholy and undead, but someone infected by nanomachines in the other, and merely share the name.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable archetypes later in this section.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character can, through means magical, scientific, or otherwise, improve the effectiveness of others applied to a task in a general sense. The character does not grant new abilities wholesale to other characters, but rather enhances their existing abilities and basic performance within a given area, typically being combat, though not always. This always expires at or before the end of a Scene. Most videogame buffs fall under this banner, but other incarnations could be things like a technopath increasing the performance of their allies’ gear, or the trope wherein a character with unusually high magical energy serves as a battery for a proper spellcaster.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The arena of interaction in which the character improves others. Combat buffs are the most common, but this can be reasonably bounded areas like general physical tasks, magic casting, building things, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For more involved empowerment of other characters, see '''Share Powers'''. Worth noting is that generic buffs to parameters like strength do not result in an increase commensurate to '''Superhumanity'''.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has access to one or more convenient gadgets or powers, defined as being not significantly greater than “what a middle-class citizen of New York would be able to do with what they have on the street”. For the most part, it is absolutely unnecessary to note that a character has a phone or a laptop, but using telepathic messaging to communicate, or having a memory equivalent to a quick Google search of information, are flavorful alternatives with occasional niche benefits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None, though the general thematic of the conveniences should be clearly established.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - ''Self/Other'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal or dispel abnormalities and afflictions that negatively impact another character, which fall outside the purview of the natural result of having taken a bunch of damage. Final Fantasy’s Esuna spell and Pokemon’s status clearing items are familiar examples, but this can be more realistically grounded in things like extensive surgical or toxicology skill. The affliction being cured need not be physical, so breaking curses and dispelling debuffs are far game too. This Point is effectively the direct opposite of '''Debilitation'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of abnormalities and afflictions that the character can cure.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Cure and simply write its opposite into either set of trappings. Only take Cure twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Cure is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). Recovery of actual damage, see '''Healing'''.''&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Damage Reduction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can survive significantly greater amounts of damage than a normal person, due to anything from armor to energy shields to protective wards to supernatural toughness. This is an extremely broad Point, and intentionally encompasses as many sources of “surviving damage” as possible, with the assumption they are relatively effective against almost all types of damage to some degree.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None. &lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can inflict temporary maladies and afflictions on other characters that significantly hinder or harm them. The video game versions of poison, paralysis, freeze, etc. as well as most kinds of debuffs are the usual suspects, but this Point is intentionally extremely inclusive. Naruto martial arts pressure point tomfoolery and powers such as Prof. Xavier’s psychic seizure field from X-Men qualify, as do very realistic ideas of targeted crippling and riot control tools, and weird/exotic ideas such as found in various tabletops, like magically sticky floors.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The overall thematic of the debilitations the character inflicts. Not necessarily exhaustive, but should have clear bounding.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Destruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an ability, tool, or talent for accomplishing targeted and extremely thorough destruction of selective targets. This is assumed to be very different from the usual destructive effects of hitting people with missiles and fireballs, which exist to Deal Damage and Defeat the Target (though this Point will typically wind up being harmful to people anyways). This Point exists to represent the ability to do things like destroy equipment like a D&amp;amp;D Rust Monster, annihilate set pieces with controlled black holes, or turn someone to a pillar of salt like Drakengard’s Legion. In short, if it's possible to salvage the remains for anything remotely useful, it probably doesn't need this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when used on possessions of consequence belonging to other PCs. Being used on PCs themselves is just subject to normal combat exchange.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For extremely destructive abilities that reshape the battlefield at large with their power, rather than being highly targeted, see '''Field Shaping'''. Further note that this Point is not mandatory for damaging things that aren't people. Objects have HP bars, and intentionally attacking an object will apply the damage of the attack to it. This Point largely disposes with tracking this interaction, and instead directly applies a discrete destructive effect.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can effectively assume the form of something or someone else, whether via expert makeup and impersonation, magical shape changing, optical camouflage, etc. This Point does not cover gaining any Advantages associated with the new persona or form, but solely passing as them to avoid suspicion, gain access to their things, or what have you. Sometimes this Point comes down to simply adopting an alter ego or identity on a day to day basis, like Batman with Bruce Wayne, sometimes with minor cosmetic changes, in which case this Point qualifies for a '''Minor''' slot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' to impersonate another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Who or what the character can disguise themselves as.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally talented in gaining physical access to places that are difficult or restricted in entry. This is differentiated from various forms of stealth, in that the character is not necessarily sneaky about it, but through skills in break and enter or typical “dungeoneering”, or perhaps shrinking to a tiny size, turning into mobile mist, or some other trick, they are very good at reaching where they’re going without having to force down the front door, as well as potentially opening the way for others.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What entry methods are available to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Environmental Protection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can act with some significant degree of safety in hostile environments that would otherwise pose a significant or severely dangerous obstacle to a normal person. Hard vacuum, crushing pressure, high radiation, lethal heat or cold, extreme gravity, and other associated background hazards can be cited as things the character is prepared to deal with, as well as highly theme-specific threats, like Toukiden’s Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What environments the character can mitigate. This list should actually be more comprehensive than implicit where possible.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not confer broad capability in unusual environments, only safety. If the character wants to rocket around in space, see '''Flight'''. If they want to maneuver around under the sea, see '''Mobility'''. So on, so forth.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character’s senses are so finely tuned that they can pick up cues that no normal person would be able to, or the character possesses senses beyond the customary five that allow them to pick up cues that similarly would be otherwise undetectable. Feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone’s appearance from listening to rain like Daredevil, the D&amp;amp;D “Detect” spells, or sensors that search an area for specific criteria like sonar or infravision, fit this bill.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What additional sensory acuity the character has, and some examples of what they might pick up. Common, real life technology may not require examples. It’s expected that everyone knows what night vision goggles do. Likewise, generic ghost/spirit sight should just state that the character can see ghosts/spirits. '''These cues must be actual cues in roleplay, rather than just the desired target''', i.e. “sensing invisible things” is not a valid trapping. Said cues should also not make dictatory presumptions of other characters in order to work, such as with the anime trope of “killing intent”, where a successful spot check presumes another character was bubbling with murderous emotions all along.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Though this Point is typically something that a character simply has “switched on” at most, if not all times, a character is only going to get full use out of it by actively applying it. Passive info gathering is something other people might opt into, rather than something a character with this Point is entitled to. Extraordinary Senses expand the range of what cues might be obvious to a character that others otherwise wouldn’t normally notice, but unless the character decides to actively make use of them, information and clues that a scenerunner or other player might choose to give the player of a character with this Point, without prompting, are effectively voluntary. Simply put, if Extraordinary Senses aren’t being directed towards something, it is entirely possible for the character to not be told details that they might otherwise have noticed.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to alter large portions of the scene itself in the physical sense. An Earthbender from Avatar raising structures out of the terrain, a D&amp;amp;D Wizard laying down grease spells and walls of fire all over the battlefield, a giant monster or super robot leveling buildings or creating massive craters, and a skilled demolitionist collapsing caves or creating new passages around an area are all equally valid examples. This can also cover leaving the effects of other Points as traps or remote fixtures.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The general extent to which the character can manipulate the field and a clear idea of the breadth of its effects.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For highly targeted and specific removal of major scene obstacles, such as melting a way through a bulkhead to reach a command deck, potentially see '''Destruction'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flash Movement'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character has the ability to move from one point to another virtually instantaneously. Though in many cases, the character does not actually traverse the space in between, the character can only use this Point to move to somewhere they could already physically move without it. This Point is always the basis for a teleportation ability, though by itself the character can only instantly move to a place that rapid movement could carry them normally (think &amp;quot;flash steps&amp;quot;). &lt;br /&gt;
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Combinations of various other Points can naturally enhance this. '''Intangibility''' allows this Point to target through walls and obstacles. '''Mobility''' allows it to navigate through dense and complicated terrain to a desired point without line of sight. '''Flight''' allows it to travel high into the air, and sustainably through the air, like characters do in Dragon Ball and Bleach as examples. '''Share Power''' allows the character to teleport others along with them. '''Field Shaping''' allows them to leave accessible teleportation around the area which may undermine certain obstacles, usually being “gates”, like Chell from Portal or Yugo from Wakfu. '''Attack List''' could allow the character to “telefrag” into people. '''Remote Viewing''' could allow the character to teleport to faraway places they have previously never seen. This allows players to scale the space their teleportation takes up and down on a gradient of flexibility and power.&lt;br /&gt;
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Grades of this Point based on the tier of slot they use are relatively concrete. Most examples use combinations of Points to achieve their canon powers, and are placed as useful narrative benchmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Flash Movement has few to no limits on its distance and what places the character can end up in. They might instantly travel between entire worlds and almost always penetrate preventative measures, meaning that they can often Just Show Up. Examples of users of Defining Flash Movement are Protoman from Megaman, Kibito from Dragon Ball, and Nightcrawler from X-Men.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Flash Movement is generally limited to moving around the area of a scene, though its speed and distance are usually sufficient to provide a convenient escape or entry, and an advantage in combat. It usually does not allow a character to appear in an area protected against teleportation and similar, but it may if it happens under highly specific circumstances, such as the character’s name being called. Examples of Significant users of Flash Movement include Star Trek Transporters, Nox from Wakfu, Beetlejuice or Hastur.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Flash Movement is mostly cosmetic or convenient in nature. It rarely covers enough distance fast enough to allow it to be much more effective than a standard dodge or to establish surprise in combat, or in the cases it does cover long distances, it requires enough preparation that it can’t be used as an escape or entry in danger, or anywhere particularly secure, resembling a Stage Select, video game “fast travel”. Either way, it has no significant narrative strength.. It won't get the character out of a jail cell, intense combat, or anyone you'd assume somebody should use it but never does. Examples include every Megaman robot, common RPG town recall items, and nearly every single shounen character who gains teleportation in-story.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Descriptive terms that encompass the Flash Movement’s range, expedience, and possible destinations, which should be very clear and understandable.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While it is expected that '''Share Powers''' is necessary for situations where other characters are able to actively take advantage of a Flash Movement ability or ability package, it's worth noting that a character with this Point has a small amount of leeway in transporting other characters on their own terms. In the same way a character could throw someone over their shoulder and carry them somewhere with '''Mobility''' or '''Flight''', a character with this Point can typically grab someone and take them somewhere under the standard qualifier for Flash Movement, i.e. &amp;quot;as far as they could without it&amp;quot;. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character, put simply, can fly. We really don’t care to differentiate between different arenas of flight (mostly air and space), and so they can be applied for under one Point, but it still should observe canon/implicit limits. Hovering or slow non-combat flight typically occupies the '''Minor''' tier.&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While this Point covers getting around through the air, skipping over ground obstructions and hazards, and general combat flight, it and '''Mobility''' are separate narrative spaces that do stack. Extremely agile Flight fit to zip through an obstacle course or dogfight inside of an office building will likely require the second Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can take over digitally controlled machines. It is generally understood that characters with this Point may use it to substitute for a variety of other Advantages where hackable items appears appear in a scene, and so this breadth should be counterbalanced by respecting the bounds of the genre that the hacking applies to. Hacking cyborg/android/AI PCs plays out as combat does, and is not a binary win-lose state. Characters like the Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where it concerns dictatorial effects, outlined later in this section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a pocket dimension, Bag of Holding, a videogame inventory, impossibly roomy clothing, or something else that allows them to carry an unrealistically large amount of stuff very conveniently.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is allowed to be '''Minor''' only on the presumption that the character can’t use it to solve obstacles of significant scale. Dropping an incoming meteor into a Bag of Holding goes way beyond the these bounds, and thus require '''Significant''' or higher.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing - ''Self/Other'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the capacity to heal others or themselves of damage at a speed that is useful within the timeframe of a single scene. “Damage” in this case is more or less defined as “lost HP”, so this Point is all that is technically sufficient to prevent a character from becoming incapacitated through combat and dying, but it doesn’t extend into purging other harmful or inconvenient effects. Healing used on other characters is most straightforwardly exemplified by video game mechanics such as Final Fantasy’s White Magic or the healing technology of Overwatch’s support characters. Self-healing often takes more niche forms, like Wolverine’s regeneration from X-Men, or a vampire’s ability to restore itself by drinking blood, and self-healing is almost always something they can do on their turn alongside other actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Healing and simply write its opposite into either set of trappings. Only take Healing twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Healing is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). For non-HP purging of secondary effects, see '''Cure'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some sense or ability that they can invoke to gain useful insight regarding a situation or course of action, such as future sight, divine inspiration, or some spark of unusual genius. This Point is essentially requesting that the runner of a scene or plot give your character some form of information that will help move events forward to a desired conclusion, or present an actionable opportunity to gain something. Though this Point is not technically tagged with Consent, in practice it’s pretty much impossible to do it without.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' where the Hint provides useful and actionable information one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Under what circumstances the character gains hints, and the nature of information that they reveal, or nature of task they are applicable to.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create convincing facsimiles of people, objects, scenes, et. which can pass for the real thing, usually for purposes of deception and misdirection. Holograms, magically conjured phantoms, or direct psychic impressions are common ones, but regardless of the means, the illusions are insubstantial and harmless.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' along the same guidelines as Disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of how much can be faked at once, and what could give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not cover using an illusion to render oneself invisible or make oneself look like someone else. See '''Invisibility''' and '''Disguise''' respectively for those.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not die, or does not stay dead, when injured it ways that should be instantly or irreversibly fatal. Voldermort from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls are various examples. This Point, regardless of its tier, absolutely requires a “Catch”; a set of criteria in which the character faces the very real risk of permanent death, or a permanent state wherein the character is no longer playable. Depending on this Point’s tier of Advantage slot, this could be relatively easy to fulfill, or much more specific and difficult, but the Catch must always be something that the overwhelming majority of PCs could feasibly do if they put in the extra time and effort, and preferably something that could feasibly happen more often than very rarely in high-danger GMed scenarios.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The Catch, as well as when and where the character comes back to life, if it is somewhere else.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable Catches later in this section. Certain other Points may shift the definition of “fatal” for the purposes of this Point. A Defining regenerator may feasibly survive being stabbed in the heart just fine, since loss of heart function actually takes several minutes to cause total death, but regenerating from having their head blown off or being totally incinerated requires this Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Improbable Defense'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to apply their defensive options on an extremely implausible scale or basis, or the character possesses exotic defensive options that apply to esoteric or niche threats. Examples include Raiden parrying Metal Gear RAY and hellfire missiles with his sword in Metal Gear Rising, Avalon’s active defense from Fate/Stay Night, or Exalted perfect defense Charms. This Point is for evading active, rather than passive, threats to the character. Punching apart a tornado with their fists, parrying a volcanic explosion, or blocking a magical curse with a shield is a valid use of this Point, but “I dodge the background radiation” is not a valid way to get around the scary bits of the Fallout ‘verse (which would instead work off of '''Environmental Protection'''). This Point will generally not be necessary for characters who perform implausible feats that are justified by other Advantages. Vergil from Devil May Cry is justified in deflecting bullets with his katana by having superhuman swordsmanship and speed in his Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher, as Minor Advantages are presumed to fail in contest with &amp;quot;bought&amp;quot; abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kind of situations the character’s defenses apply in, and what drawbacks or holes they may include in the case that they are overwhelmingly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Exalted is used as an example here, but MCM does not ever permit defenses that automatically succeed and negate all consequences of another PC’s non-consent-based attacks. An improbable defense is not a guaranteed defense. Effectively, you are buying the ability to use your defense in a situation where it normally wouldn’t apply, not invincibility.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is highly capable of neutralizing or subduing opponents without relying on lethal harm. This Point goes a step beyond simply restraining someone or slapping them with the blunt side of a sword, which anyone can do, and enters the realm of methods that hit a coadjacent “health bar”, where the end result is being decisively incapacitated in some manner different from bleeding out. Examples include specialized non-lethal weapons such as phasers set to stun from Star Trek, or the infamous tranquilizer guns from the Metal Gear Solid series, various magic along the lines of The Sleep from Cardcaptor Sakura, Mid-Childan magic from the Nanoha series, or conditions such as Frog or Stone from the Final Fantasy series, as well as mundane methods like paralyzing poisons. While many of these methods are extraordinarily binary in their source material, it is understood that they will rarely be so effective on PCs. This Point may wind up easily knocking out NPCs en mass, but doing so to a PC will involve repeatedly hitting them with multiple applications, taking gradually further effect until they succumb, like regular damage with a different result.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' in the case of examples that alter some aspect of the character or reduce some part of their effectiveness beyond what combat damage would do.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A precise and fairly detailed account of the end condition the character achieves, and how it can be lifted (or else how long until it wears off naturally).&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Permanent use of this Point on PCs is not something MCM generally allows. Particularly severe examples may fall into the same restrictions as plots that involve capturing PCs. It is a universal assumption that if a character possesses this Point, it has the full functionality and weight of any other Advantage, and thus does not represent the character “holding back” or limiting themselves in some way. This Point represents a propensity for incapacitation as effectual as lethal combat of the same level.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to pass through solid objects. This could be a typical ghost phasing through walls, a Fate/ series Servant or Exalted spirit dematerializing, Kitty Pryde from X-Men, or as part of a teleportation ability in tandem with '''Flash Movement''', as examples. An extremely important point is that '''MCM does not allow invincibility to be an Advantage''', and so any long-lasting or permanent form of this Point automatically comes with the caveat that any other PC possesses whatever criteria is necessary to physically harm the character while they are intangible. Brief Intangibility may be a reason for an attack to have missed, but only within the confines of what the character could already avoid, otherwise the character needs '''Improbable Defense'''. Because this Point often allows the user to basically go wherever they please, it may be subject to the same preventative measures that keep out '''Flash Movement''' and similar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some form of special training, protective equipment, natural immunity, or similar, against unnatural mental influences and invasive examination of their thoughts or mindstate. This Point is essentially a hard &amp;quot;opt out&amp;quot; of effects that dictatorially affect a character's mental state, including some or any combination of mind reading, mind control, memory erasure, brain simulation, etc. While we still ask people to not be disrespectful about shrugging off hazards and powers, these spaces are so consent-heavy and tied up in players not getting to play their character that this Point is accepted as being playable up to the level of hard immunity to the same Advantage tier or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has powers of concealment that are potent enough for the default assumption to be that the character simply will not be found unless he does something obvious. This could be actual invisibility, chameleonic camouflage, a psychic compulsion to ignore the character, etc.; all are considered Invisibility. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Invisibility is at near enough to flawless that the character flat out won't be found out until they do something overtly noticeable, or are contested by a great deal of effort put towards finding them. It may conceal them in multiple ways beyond purely vision, or naturally resist methods that would normally be expected to reveal the character, and it likely continues to function in combat. Examples are Harry Potter's invisibility cloak, Kusanagi Motoko's opticamo, the Invisible Stalker from D&amp;amp;D, or Toru Hagakure from My Hero Academia.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Invisibility has notable limitations that are sufficient to cap the character's ability to go where they please. It may fail against reasonably important equipment or spells, have a strict time limit, dispel when the character attacks, or give off subtle clues a wary PC can watch for. Examples are most incarnations of the Predator, the Spy's cloaking watch from Team Fortress, the Dummy Check esper ability from A Certain Scientific Railgun, and your typical tabletop RPG invisibility spells.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Invisibility is only useful for discretion's sake, and likely only effective against unimportant NPCs. Anyone relevant to the plot will likely see through it unless they have some sort of deficiency, or aren't paying attention at all. If the invisibility can be obviated by a special trait that is common in the cast of the original source, it's assumed that all PCs count as having that trait. Examples are dematerialized Heroic Spirits, a Stand from JoJo's Bizarre Adventures, various ghosts and spirits with true forms, and basically every single ninja in shounen anime.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What traits of the character the Invisibility conceals, and at least implicitly how they could be detected in spite of it.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - ''Field'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally knowledgeable about a particular field of something, whether that be science, social interaction, tactics, etc. The Knowledge is broadly useful in enough circumstances that it still deserves to be called an Advantage, but it cannot grant the character the use of another Point implicitly (for instance, choosing “computers” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Skill'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of knowledge, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. A character being knowledgeable about their own theme, including the minutiae of its cosmology, local events, or unique mechanics, is not considered an Advantage. Incredibly theme-specific info is better used to run plots or scenes with. Knowledge in STEM fields will generally not be accepted as a Minor. These fields are too practically applicable for a Minor to be anything but useless trivia better left unpurchased.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Low Intake'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has little to no need of one or more typical biological necessities, such as food, water, sleep, and similar. Regular maintenance of their person is not a notable consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which things the character doesn’t need.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not negate or reduce actual threats in any significant way. Not needing to sleep doesn't protect you from a sleep spell, and not needing to breathe doesn't save you from a gas attack. Non-casual instances of dealing with threats like these are encompassed by '''Environmental Protection''' or '''Resistance'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can perceive, analyze, intuit, influence, create, remove, and/or edit the thoughts, feelings, memories, emotions, etc. of other beings, to an unnatural or assumed accurate degree. This Point is most typically used for outright mind reading or mind control, but can represent things like simulating behavior, uncanny judgement of character, reading or using microexpressions, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What &amp;quot;inner information&amp;quot; the character can access from others, and/or what compulsions or alterations they are able to affect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Note: There are certain mental effects that are so low-grade and simple that they can qualify for '''Debilitation''',  or wholly positive enough that they qualify for '''Buffs'''. Inflicting supernatural terror that causes targets to flee for their lives certainly is this Point. Projecting an aura of intense stress, or speaking an abhorrent eldritch word that is painful to hear, probably aren’t; the specifics are in the other character’s court, and they are still wholly in control of their actions. A Bard’s Inspiring Tune certainly isn’t this Point either. Likewise, non-intrusive and non-dictatory means of assessing and intuiting people's thoughts and feelings probably qualify as a '''Hint''' or '''Analysis''', putting together useful patterns out of cues people are already expressing, instead of learning things the character shouldn't rightfully know.''&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adroitly get around complex, dense, and/or hazardous environments by means of superior mobility, such as parkour, diving, jump packs, wall climbing, grapnel hooks, water propulsion, video game double jumps and air dashes, etc. They may also perform such feats as running across water, balancing on clotheslines, or clinging to ceilings. Examples are Spider Man, Batman and Catwoman, Mario and Luigi, Faith from Mirror’s Edge, Genji from Overwatch, and almost any Wuxia theatre fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The specific way in which the character's mobility is enhanced. Most of the examples listed above are acceptable short-hand.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can command one or more other entities who will usually try to comply to the best of their ability. The NPCs may be fully realized characters, or simply generic monsters or drones, but overall their relationship to the Player Character is a subordinate one, and were they to leave or die, the character concept would not be overwhelmingly changed, though their loss must still amount to some kind of appreciable setback or non-trivial consequence for them. The Advantages that an NPC can possess are limited to those the PC already possesses (for instance, a knight skilled in swordsmanship and riding might command a unit of cavalry skilled in the same), unless more Points are given over to the NPCs’ use, though it’s very rare that an NPC possesses all the Advantages of the PC and vice versa. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining-Grade:''' The NPCs are essentially at the same tier as PCs. They are serious combat entities, may be stronger or more capable than the character themselves in some areas, and can generally expect to viably compete with PCs in relevant situations. Usually, some Advantage space is dedicated to fleshing out their personal abilities. An example is Ash Ketchum's Pokemon team, including Pikachu. The loss of Defining NPCs is prohibitively costly to the PC, and represents a hefty diminishment of the character’s core effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant-Grade:''' The NPCs are essentially at the tier of a miniboss. They are meaningful obstacles in a conflict situation, and may have specialist skills or unique abilities, though they generally cannot expect to outdo a PC within their arena of expertise. Examples include R2-D2 or generic SOLDIERS from FF7. The loss of Significant NPCs is highly inconvenient to the PC, as they represent a great deal of investment and are effort/resource/time intensive to replace.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor-Grade:''' The NPCs are essentially window dressing or props. Their skills have niche uses at most, and cannot contribute more than a similar Minor Advantage would. Minor NPCs do not have PC-relevant combat power and are presumed to lose in any combat engagement against anything more important than them. Examples include C3-P0 or generic Stormtroopers from Star Wars, or generic “redshirts” from Star Trek. The loss of Minor NPCs is a lesser inconvenience to the PC, but one great enough that they have a good incentive not to throw them away without thinking.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the NPCs are capable of. This does not have to be extensively inclusive of specific Points, however “what the NPCs do” and the generalities of their limits should be obvious. A reader should be able to tell that Storm Troopers don’t use The Force or swing around lightsabers.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Where it actually matters, a Minor NPC specialized in combat will beat a Minor NPC that has no combat role. C3-P0 still loses to a squad of Stormtroopers, even though they're both Minor-grade.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - ''1/2/3'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Because Power Copying is an Advantage that can be almost any other Advantage, and often several at once, the way that Power Copying works is not covered here, but [[Power Copy|in its own article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' for 2 and 3.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of what is copied, in the case of '''Copy - 1'''.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a knack for occasionally producing unique, irreplicable, and incredibly situational solutions to various problems they encounter, through MacGyver-esque ingenuity, arbitrary access to mad science gizmos, absurdly flexible but situational magic, miraculous luck, or some other similar bag of tricks. Once per scene, this Point allows the character to produce a solution to a single, discrete obstacle or challenge. As per this Point’s name, said solution essentially doesn’t exist until it suddenly does. The form this solution takes and how effectively it solves the problem are up to the discretion of the scene or plot runner, but in a situation where no agreeable compromise can be reached, this Point is not “used up”.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A strong idea of what thematics the Point follows.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can physically manipulate objects at long distance, whether through telekinesis, magical puppet strings, manipulation of an element, sticking their hands through tiny portals, etc. Universally, this Point is a utility, covering practical tasks that can be done with physical manipulation, and typically not effectually imitating other Powers. Telekinetic flight and barriers and powerful attacks require other relevant Points. The default assumption is that the character manipulates objects as they could with their hands, or appropriate mundane tools in the case of things like water or sand.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the character can manipulate and to what extent.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can surveil a place extremely far away, or which they are otherwise unable to view normally, even with enhanced senses. Extremely mundane examples are the classical hidden camera and microphone, with fantasy equivalents being the crystal ball or Scrying spell, though this Point can also represent familiars or drones the character can see through, to name a few. This Point presumes that characters being watched are reasonably capable of realizing they are with mundane attention, unless appropriate concealment Points are taken alongside it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when spying on PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The mechanism by which the character views remotely, and the criteria that determines a valid place for them to see into.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to repair various equipment, devices, or structures, to working condition. This is very often a mundane skill assisted by tools, in which case there is typically a more narrow field, but it can also use sci-fi reprocessing or powerful supernatural means, such as in Starbound and Eclipse Phase, or Josuke’s Stand, Crazy Diamond, from Jojo’s Bizarre Adventures. How well the object functions when finished typically corresponds to the Point’s slot tier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What sorts of damages the character is able to repair, and at least implicitly, how their repair can be useful to a scene in progress. &amp;quot;Can repair things with enough time and the right materials to repair that thing&amp;quot; isn't a useful or accepted bounding.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - ''Source'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a natural resilience to, or a powerful preventative measure against, a specific category of harmful or unwanted influence. This can be almost anything, such as a red dragon having a Resistance to fire, but this Point has variable usefulness when it comes to PCs. As a general rule, a Resistance to a type of damage or harm can scale all the way up to an immunity to a natural or mundane source (such as a forest fire or black plague), provides a degree of utility based on its tier of Advantage slot against major plot obstacles (a melting down reactor or a super virus bioweapon), and only as much effect vs another PC as they are willing. How well this Point is respected by another PC is largely a matter of strongly encouraged etiquette. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Black Mage repeatedly slamming the canonically fire-immune Rubicante with fire spells, which he knows he should be strong against, while a whole list of other elements are at his disposal, is being a dick. An Avatar universe Firebender however, is free to light Rubicante up and assume it will be effective, perhaps with some extra effort, because it would be unreasonable to insist a Firebender couldn’t use their primary ability, and they don’t have much else to use anyways. The sole exception to this point is when a Point has an applicable '''Consent''' caveat, in which case it is generally acceptable for a Resistance to provide immunity of a certain level, understanding that the '''Significant''' and '''Defining''' Advantages of other PCs are still entitled to due sell when the target declines. The category of a Resistance that encompasses solely these effects can be fairly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Informative examples of what sources of harm the character has a Resistance against.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For a resistance or immunity to mental intrusion effects, see '''Intrusion Immunity'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to bring back the dead with the functionality they had in life. For the purposes of this Point, “dead” is when a target is going to stay dead unless someone brings them back to life full stop, not clinically dead or a state a scene runner would be explicitly allowing to “come back to life” anyways, such as with defibrillation or Phoenix Down.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The criteria needed for a target to be eligible for Resurrection. Note that this does mean that there needs to actually be a state of “dead” that a character cannot resurrect. It is typically understood that entities killed offscreen or as part of a plot won’t be subject to the same level of finality as a PC using '''Skeleton Catch''', but it is an obligate condition of Resurrection that there be a reason the character cannot go rubbing resurrection juice on every dusty old femur they find scattered around a crypt, as it quickly becomes laborious for scenerunners to constantly fabricate NPCs out of nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not extend to bringing your own character back to life. If your character self-resurrects, see '''Immortality'''. Obviously, resurrected targets are probably in perfect or near-perfect health, and so further healing Points are not strictly necessary. Not taking them does, however, mean that your character can’t heal someone who isn’t dead yet.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}}'''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character kills people dead, period. They automatically fulfil the Catch associated with another character’s Immortality without having to go to extra lengths, and killing someone will prevent their return through Resurrection. This Point is an explicit exception to the general notion that no Advantage automatically trumps another Advantage when contesting an Advantage of equal or lower tier. Though Skeleton Catch is technically still a threat to characters possessing higher-tier Immortality, the existence of condeath makes this little more than flavor.&lt;br /&gt;
&lt;br /&gt;
Because non-player controlled characters do not utilize the Advantage system, a Significant instance of Skeleton Catch should be considered adequate against entities that have any sort of defined Catch to their unkillability, and a Defining instance of Skeleton Catch should be considered always adequate period, including against theme entities that essentially aren’t killable without a plot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Obviously, concepts such as condeath still apply. This Point is an allowance for certain characters who are willing to spend the Point to always be able to meaningfully threaten any entity with actual and permanent death. Unless chosen to explicitly note otherwise, for the purposes of this Point, dead is dead is dead, and no form of “technically dead” obviates it.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - ''Field'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally skilled or capable in an area of expertise that is not encompassed by another Point, but is broadly useful in enough circumstances that it still deserves to be called an Advantage. The skill in question cannot grant the character the use of another Point implicitly (for instance, defining “programming” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Knowledge'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of expertise, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section, as well as a word on “skill minimums” required to make use of Advantages.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can grant the use of one or more of his Advantage Points to other characters, such as by handing out equipment, bestowing magical enhancements or blessings, synchronizing minds or abilities in some fashion, etc. Having this Point means that the character is able to provide others in the same scene with the benefits of their other Advantage Points of '''an equal tier or lower'''. In cases where the Point affects the self, such as '''Healing''', the character can now affect other characters, such as by casting healing spells. In cases where the Point is targeted at others, such as '''Attacks List''', the recipient gains the use of a similar ability for the scene, such as by handing them a raygun. In cases where the Point already affects others, such as '''Buffs''', the character is now able to use it on themselves, such as typical RPG moves. In cases where the Advantage is '''Standalone''' or incorporates '''Flash Movement''', others can only benefit from it by coordinating together with the character, such as huddling together under Harry Potter’s invisibility cloak, or setting up fixed teleportation pads. &lt;br /&gt;
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Recipients who wish to obtain these effects permanently must file an Upgrade Application as normal. Characters cannot Share Powers with recipients if they are not actually in the same scene. Certain Points are not eligible for sharing due to creating undesirable or redundant interactions. See '''Power Copy for this list''', as Share Powers' should be considered identical.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:'''  In what form the character shares their Advantages with others, defined as singular, broad thematic, such as mad science gadgets, enhancement spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is actually not strictly necessary to use Advantages on, or give them out to, other people. Just about any Advantage can be defined to do so, but in that case, it only works on '''others''' (or on oneself if it normally only works on others). This Point is '''always''' more efficient, and always preferred, when a character has more than one of these Points at a time, and should always be used in these cases.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, allowing them to accomplish more in the same amount of time and possibly in different physical locations. This often, though not nearly always, applies to character bits that are made up of multiple entities, though it can also apply to characters that create doubles or projections. For the most part, the typical JRPG party sticks together and tackles the same obstacle as a unit, and is frequently not an example of this Point. Conversely, the typical super AI forking its personality off to be in multiple places and manipulate multiple system almost always is. This more likely to be something possessed by a bit that is The Payday Gang or Master Chief and Cortana rather than a hypothetical team of Power Rangers or the appable cast of a Fire Emblem game.&lt;br /&gt;
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MCM ascribes to the principle that each player in a scene should get to focus on getting One Big Thing done on each of their pose rounds. Gunning down a horde of zombies, breaking the magical seal on the tower, hacking into the mainframe to track a target with security cameras, fighting another PC; these are things which the character should obviously be devoting their time and attention to, and other actions they perform at the same time will inevitably be relatively minor. This Point is an explicit exception to this general rule, allowing the character to pursue a second major course of action in each pose round, essentially “doubling up” on their attendance at the scene. The character might fight off the terrorists while also defusing a bomb, distract the guards with a fake report while looting the gold, hijack and remote control the mad science fortress and its traps while also chasing down the boss, etc. This stops at, and is hard limited, to two major actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are two natural exceptions to the general One Big Thing rule. They are: when three or more PCs are engaged in combat in unbalanced sides (in which case, the outnumbered PCs gain exactly as many extra actions as necessary to even it out, solely for the use of fighting those PCs outnumbering them), and when circumstances necessary to progress a scene require criteria that too few PCs at the scene possess (in which case the relevant PC can take the extra action to move things along for everyone’s benefit, e.x. Gandalf decodes the map, translates the Elvish text, finds the secret entrance and casts the correct magic because the rest of the party is combat Dwarves and a Hobbit and can’t do any of those things). This Point can confer one additional action in excess of these if the character is benefiting from them.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is skilled in getting around unseen and undetected. This may be a enhanced by, or a result of, things like camouflage technology, magical silence, extremely small size, and the like, but this Point is sharply differentiated from '''Invisibility''' in that the character can always be detected by sufficient mundane effort or attention, no matter the circumstance, and must actively avoid notice, instead of being presumed unnoticed until they engage in a competitive task, or something does something special. Users of this Point include Solid Snake from Metal Gear Solid, Altair from Assassin’s Creed, Garrett from the Thief series, and James Bond, though they rarely use only this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For approaches where the character is obviously present but undercover or unremarkable, see '''Disguises''', and possibly '''Oration''' if they infiltrate through social subterfuge, such as bluffing, acting, and imitating.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a “generic” kind of overall above-human physical aptitude, typically encompassing some combination of superhuman strength, speed, resilience, reflexes, stamina, etc. This is an unbelievably common package in anime, comic books, and martial arts films, and incredibly common among non-human races in fantasy and sci-fi books, games, and movies. This can all be represented as a single Point simply because it would be prohibitively unwieldy to do otherwise, however, some small amount of emphasis can go to particular traits if the character is only superhuman in a few areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For characters with individually outstanding physical traits which cannot be called generic, such as the Flash’s speed or the Hulk’s strength, see '''Superior - Attribute'''. The big three of Superior - Strength, Superior - Speed, or Damage Reduction, have greater narrative potency due to their greater focus and Advantage cost, while Superhumanity is subsidized, compact, and generalist. Where it matters, one of these Points at Significant can compete with, but not exceed, Defining Superhumanity, but it should be understood that this arrangement is redundant on the same character.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superior - ''Strength/Speed/Stamina'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a single physical trait which vastly exceeds the norm to the point of becoming one of the character’s primary tools, as opposed to '''Superhumanity''' being a general package.The Hulk would take this Point in “strength” instead of Superhumanity, which Superman might take instead, representing that all of his metaphorical “XP” is loaded into being really really strong, and that his strength is more relevant than a generic superhuman’s in solving problems.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' in the case of Superior - Stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which of the character’s attributes is exceptional, and at least one example of a feat they can perform with some, but not exceptional, effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Anything like “Superior - Durability” is represented with '''Damage Reduction'''. Something like &amp;quot;Superior - Reflexes&amp;quot; is still represented under the Speed class. Speed assumes the reflexes to use it and vice versa. Emphasizing one and downplaying the other, such as in the case of super reflexes but normal speed, is simply a matter of writing it into the trappings.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is well-versed in what it takes to provide for themselves and possibly others in situations far away from civilization and dependable infrastructure. This Point typically represents an abstract collection of abilities such as navigation and foraging suited to particular environments, but which rarely have central relevance, given that MCM’s structure makes it difficult to really be stranded anywhere for long.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of places the character is skilled at surviving in.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can accelerate the passage of time for other things. This could cause plants to grow, weapons to rust, food to rot, creatures to mature, machines to work faster, stone to wear away, etc. so long as it is naturally affected by the progression of time. How much what target can be accelerated almost wholly depends on how useful it is to actually do it. In any tier of Advantage slot, rusting away the blast doors of a sealed starship bridge would be more difficult than ageing a bottle of wine by the same amount of time. It is understood that many problems may simply be beyond the scope of being solvable by any practical amount of time passing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when applied to PCs, or possessions/NPCs of consequence.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.  &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create closed time loops with themselves, wherein an iteration of them from the future briefly returns to present to assist them in some task, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past in order to keep causality happy. This is the only form of personal time travel that MCM accommodates. Future selves are primarily useful for already knowing of dangers ahead of time, having partial or full solutions to puzzles, or items that make a problem easier which lie beyond the problem, and so frequent consultation with a scene runner is usually necessary to be playable.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Note: This Point does not cover having future selves travel back in time to multiply the number of things you can do at one time. See '''Split Actions''' to do so.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act outside of time, such that they are able to act literally instantly. This is differentiated from slowing down time, in that their actions take place without significant opportunity for other characters to follow them until they’ve already happened. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Time Stop is extremely reliable and easily used, allowing the character to enhance nearly everything they do, often to the point their actions become difficult to follow. Similar to Defining teleportation and invisibility, the character often Just Shows Up out of frozen time. Examples are Sakuya Izayoi from Touhou, Dio Brando from JoJo's Bizarre Adventures, Shadow the Hedgehog's Chaos Control, and Homura Akemi from Puella Magi Madoka Magica.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Time Stop is incomplete, limited in use, very short lived, or else plausible to “resist” without any special powers, but still lends the character considerable utility in situations to which it is well suited. Other characters often don't have a hard time figuring out what they've done when time resumes, or else may be be able to anticipate or counter it with mundane effort and skill. Examples are Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most usable incarnations in videogames, such as Castlevania or Bayonetta.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Time Stop is more or less a flashier version of super speed or super reflexes. The character might only be able to see and not move while time is stopped, or else be unable to interact significantly with the environment while time is stopped, or the pause in time has such a short duration that little more than single motions can be accomplished. Examples include Accel World's Brain Burst program, and Hit from Dragon Ball Z Super in his first appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where actions taken in stopped time would directly affect another PC or undercut them to a goal without allowing for a competing effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For simply slowing down time, see '''Superior - Speed''', or for slowing down the time of a specific entity, see '''Debilitation'''. '''Superior - Speed''' and '''Flash Movement''' can be considered optional ways of representing time stopping characters, especially those who use it largely cosmetically or to simple effect in their source. Using one or both instead of this Point is less taxing on a character’s Advantage space, and adheres to general logic rather than the Consent tag, but the tradeoff is that actions the character takes using their time stopping powers are then eminently obvious and preventable, as well as lacking the same degree of flexibility and narrative punch. The choice is up to the player most of the time.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - ''Vehicle'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with operating a certain class of vehicle or in control of a certain kind of mount. When at the wheel/saddle/etc., in addition to their normal uses (taking off and landing with a helicopter, ramping off things with a motorcycle, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, as highlighted later in this section, character is not obligated to spend Points on &amp;quot;having a vehicle&amp;quot;. The Vehicle Mastery justifies its own use. Exceptional vehicles with unusual qualities or extremely high performance may require other Points.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The category of vehicle or mount the character is extraordinarily skilled with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - ''Style'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with a certain category of weaponry or in a certain style of combat. When using those weapons or within their arena of combat expertise, in addition to their normal uses (speed loading revolvers, parrying with swords, grappling in hand to hand, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, a character is not obligated to spend Points on &amp;quot;having a weapon&amp;quot;. The Weapon Mastery justifies its own use. Unusual or extremely exceptional weapons or attack techniques may require '''Attack List'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The field of weaponry or style of combat the character is extraordinarily skilled in.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. This Point is for above typical skill. MCM does not require players to spend Advantage space to put the pointy end of a sword towards the enemy, and does not run on “weapon proficiencies” like in tabletops. A character with Advantage space dedicated to a weapon or fighting is presumed to have a minimum amount of capability to use it effectively.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is fabulously wealthy or has access to incredibly abundant resources of a generally valuable rather than immediately practical nature. This Point doesn’t represent things that the character happens to own because they are wealthy, which would simply be a trapping. It represents an amount of liquid assets or useable resources they can throw at a problem by itself, such as bribing guards for entry, paying off politicians for info, hiring local help for a task, or local mercenaries to fight, investing capital in an ongoing project, taking ownership of set pieces to use immediately within the scene(s), reserving public spaces for Elite use, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wild Card - ''#'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an Advantage that isn’t sufficiently covered by anything else on this list! Human decisions made by staff on what may be required of this Point are unavoidable, and so the Point may wind up being considered '''Consent''' applicable, or may be asked to be tweaked in some other fashion to remain consistent with MCM’s universal rules. Wildcards are given a number instead of a category in their designation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A very clear and detailed explanation of what the Point is supposed to do and how, as well as any information required for others to known how to interact with, around, and against it.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: The category for Wildcard is simply a number, referencing how many the character has, since possible categories are about as broad as the Advantage’s name.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Non-Advantages===&lt;br /&gt;
Some staple fictional powers don't appear in the above list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broader Advantage with a number of possible functions, and those functions are applied for as Points, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Redundancy and Prerequisites===&lt;br /&gt;
Since Advantage Points are concerned only with what the character does as a whole, they naturally compress otherwise extensive lists of powers or items. In some cases though, it makes more sense for another Advantage to restate it as part of its conceptual package. In these cases, the same Point recurring at the '''same tier or lower''' effectively becomes a “free” Point. It is still noted in the Advantage slot, but it no longer costs any space. &lt;br /&gt;
e.x. A character has an Advantage slot that gives them sturdy, environmentally pressurized power armor, represented by the '''''Damage Reduction''''', '''''Environmental Protection''''', and '''''Superhumanity''''' Points. They also have a giant mecha, which has its own, different Advantage. They can add (Damage Reduction, Environmental Protection, Superhumanity:) as a new line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantage Points. No Point requires another Point to work.&lt;br /&gt;
&lt;br /&gt;
=== Advantage Category Examples ===&lt;br /&gt;
Points with - Categories are bounded to a maximum limit of what they can contain in one Point. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Points like '''''Resistance - Everything'''''. To help judge acceptable categories at a glance, we've listed a number of examples below. These are '''not''' complete entries. The categories themselves are valid, but the contents aren't trappings. ''Don't'' copypaste the whole thing.&lt;br /&gt;
&lt;br /&gt;
==== Bane ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
&lt;br /&gt;
This Point may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. A Defining might need them to be completely obliterated. A Significant might require excessive violence that doesn't typically exist in accidents or normal fights; someone would have to go the extra mile. A Minor would only help survive very casual threats, or battles with enemies not serious about killing them.&amp;lt;br&amp;gt;&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. A Defining would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. A Significant has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. A Minor example will only work to stabilize a character when they go a few metaphorical HP negative, and they could still be easily finished off.&amp;lt;br&amp;gt;&lt;br /&gt;
Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. A Defining would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A Significant could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in other, non-irrelevant cases. A Minor example would never save the character from an engineered death, but only a trivial, pointless, or ignominious one.&amp;lt;br&amp;gt;&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. A Defining presumes that it would almost never happen unintentionally. Someone would have to know the Catch and plan for it. A Significant presumes that the fatal threat won’t be commonly present, but may still turn up from time to time in regular scenes, and wouldn’t be too hard to acquire it if necessary. A Minor presumes that chances for it to fail are are abundant in everyday adventuring.&amp;lt;br&amp;gt;&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Past a certain level, a mechanism can be considered too obscure or difficult, and thus not acceptable (for instance, Ganon only dying if killed by the Master Sword).''&amp;lt;br&amp;gt; &lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. A Defining means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. A Significant means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. A Minor has some intensely limiting factor that makes it easy to locate and destroy, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&amp;lt;br&amp;gt;&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A Defining entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. A Significant means that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. A Minor means only that the character can tap out and choose to abandon the proxy before they're killed through feedback barely any less lethal than their own durability.&amp;lt;br&amp;gt;&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
====Knowledge====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
====Resistance====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage incorporating the Point, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''''Environmental Protection''''' (such as Resistance - Space Hazards).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&amp;lt;br&amp;gt; &lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, &amp;quot;magical radiation&amp;quot;, pockets of wild magic, or '''Consent''' effects such as polymorphs or disintegrations.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
====Vehicle Mastery====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Multi-Wheeled''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Military Ground''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
&lt;br /&gt;
This Particular Point allows for extremely limited selections with broad roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
====Weapon Mastery====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Hilted Slashing''' -- Most swords and daggers, axes, sickles, naginatas, most vibroblades, some energy swords or psychic/magic blades, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
This is as wide and catchall as melee weapons get, and it should be assumed that the weapons in this category are being applied in their generic roles; it won't get get you the unique styles and tricks of everything with a cutting blade.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Striking''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Modern Infantry Firearms''' -- Typical rifles, shotguns, handguns, submachine guns, etc. May include somewhat more specialist weapons used in a generic role, up to and including basic grenades.&amp;lt;br&amp;gt;&lt;br /&gt;
This is essentially the &amp;quot;Hilted Slashing&amp;quot; of guns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Particular Point allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, and thrown weapon, as per their roles in Hilted Slashing, Hand-To-Hand, Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advantage Standards==&lt;br /&gt;
While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory for Advantages to do exactly what they say.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''-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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''-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.&lt;br /&gt;
&lt;br /&gt;
===Up-rating Tiers===&lt;br /&gt;
When a single package of abilities is split up across multiple tiers of Advantage, any mention of the higher tiered Advantage should only appear in the lower tiered Advantage, not the reverse. Written inclusions of Significant or Minor Advantages shouldn't be appearing in a Defining Advantage's text.&lt;br /&gt;
&lt;br /&gt;
===Implicit Limitations===&lt;br /&gt;
Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Attack List - Ranged, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under an Attack List - Ranged for the others.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Points by their official names, directing the reader around an Advantage section like a wiki, explicitly leaning on conventions such as the Defining/Significant/Minor tiering system, or universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all. &lt;br /&gt;
&lt;br /&gt;
===Anti-Consequence Advantages===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===A Word on Force Fields and Energy Shields===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armour has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of &amp;quot;okay, now this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Advantage +1===&lt;br /&gt;
Lastly, MCM does not consider Advantages recurring multiple times equal to “Advantage but better”. A natural superhuman might put on a suit of powered armor that further enhances his superhuman physical abilities, but Superhumanity is Superhumanity, and is worth 1 Point. There is no Superhumanity+1, double Superhumanity, or Superhumanity squared.&lt;br /&gt;
&lt;br /&gt;
==Basic Advantage Policy and Limitations==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Point) abstractly have &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy - 1, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Conservation of Ninjutsu:''' It's possible to create PC-class power. It isn't possible to mass-produce PC-Class power. Cloning Superman once might get you another Superman, cloning him a hundred times gets you Superman-flavored mooks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
==Advantage Format on Applications==&lt;br /&gt;
This is the section to reference when filling out Advantages on a Character or Upgrade application. A walkthrough of the format follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which Advantages are Defining, Significant, or Minor is determined solely by which section they are placed under. i.e. an entry written under '''3b-1. Advantages: Defining''' on a character application is automatically a Defining Advantage. A name should be given to each Advantage by the player, which can be just about anything, though it should be related to what the Advantage represents. A very brief description of the Advantage may be added as well, as a form of broader trapping to the whole package. This follows the same guides for trappings on Points: less than '''240''' characters is the ideal. No more than this should really be needed when the Advantage Points will cover the bulk of explaining what it does.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, the Advantage can be populated with up to '''3''' Advantage Points. Write the proper designation of the Advantage Point, end it with a colon for neatness’ sake, and then fill in the Point’s individual trappings as desired. For the most part, keep one Point to one line. If two Points are extremely obviously intertwined and could be attributed the same trapping (such as with the components of a teleportation power), they can be put on the same line.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, add any “free” Advantage Points (as explained in the main body of the Advantages article), if any, to the end. All free Points should go together on a single line, and use the same trapping to encompass all of them, since by their very nature they should need a quick recap at the very most. If there are free Points that are clearly intertwined, they can go on the same line as an existing Point, as explained before. Put all free Points in (parenthesis) to designate them. Reserve parenthesis solely for free Points.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt; &lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: (Attack List - Ranged): Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&amp;lt;br&amp;gt;&lt;br /&gt;
''(Destruction, Incapacitation): Black Mage can use personal versions of the intensely destructive or non-lethal spells of his Aeon Summons, albeit weaker and more localized.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, the free Point added to Field Shaping is not strictly necessary, since how it relates to his elemental attack powers is blatantly obvious from its organization and trapping. It’s only an example of how it could be done. The example also references an Aeon Summon Advantage that obviously isn't included to demonstrate unrelated free Points. As a general rule, players should assume that explicitly compounding Points like this is unnecessary when their relation is very clear, or it’s very easy to figure out what comes out of the combination. i.e. Superhumanity + Weapon Mastery - Swords = superhuman feats of swordsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The character’s +advantages entry on the MUSH will parse in ANSI to make things easier to read: Advantage titles are white, Points are green, free Points are blue, and any Point that has a Consent application is automatically marked with a red asterisk (this*) by our code. Since Share Power can encompass Advantages up to and including “all of them”, there is no special format; the trapping should give a good idea of what Advantage Points it shares. Please format applications correctly to make things easier on staff generating your character, and to prevent errors.&lt;br /&gt;
&lt;br /&gt;
==Quick Characters==&lt;br /&gt;
Apart from the standard format presented here, written for MCM’s default character application process, players wishing to app relatively streamlined and straightforward character concepts have the option of writing their character to in the format of a &amp;quot;Quick Character Application&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
The Quick application effectively does the following:&amp;lt;br&amp;gt;&lt;br /&gt;
The character still has up to '''two''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
The character now has '''two''' Significant Advantages, rather than the default four.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is still limited to a reasonable number of Minor Advantages, but this will rarely be allowed to exceed '''three''' slots.&amp;lt;br&amp;gt;&lt;br /&gt;
The '''Wildcard''' Advantage Point is not accessible. Highly fiddly Advantage Points with high bars of required text (such as '''Improbable Defense, for example''') are discouraged but not disallowed, so long as they are relatively simple examples of their breed.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is obligated to fill out '''only''' a '''Trouble''' for Disadvantages. No further Disadvantages, Significant, Fluff or otherwise, should be sent for approval.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Submitted Quick Character Applications are something staff places slightly higher priority on processing, and due to being smaller and simpler in scope, are generally processed and approved more quickly, which makes it the preferred format for characters who just don’t need the full sprawl of Advantage space.&lt;br /&gt;
 &lt;br /&gt;
A character approved under the Quick format can, at any later date, obtain the same '''four''' Significant Advantage slots, somewhat '''increased''' Minor Advantage slots, and access to the '''Wildcard''' Advantage Point, as well as more technical examples of other Advantage Points, afforded to regular character applications, by submitting an [http://multiversemush.com/mw/index.php?title=Upgrade_Application| upgrade application] which fills out the minimum three Disadvantages a normal character application requires. If the player anticipates their character will be upgrading into further Advantages in the near future, they should send in a full character application rather than the Quick format and a following upgrade shortly thereafter. Otherwise, this can be done at any time, so there are no lasting restrictions on a character approved under the Quick format.&lt;br /&gt;
 &lt;br /&gt;
To submit a Quick Character Application, simply submit the existing character application and re-title it from '''Character Application - Name - Faction''' to '''Quick Character - Name - Faction'''. Staff will process it under these adjusted parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Patch Notes 9/11/2019''': Overhaul to most text to drastically decrease length and amount of reading. Mind Manipulation and Mind Reading folded into new Mental Intrusion Point. Oration removed. Attack Redirection removed and considered part of Attack List or Buffs. Water Functionality removed and considered part of Environmental Protection and Mobility. Multiple Discrete Actions renamed to Split Actions. Required text in Repair changed. Benchmarks of comparison between Superhumanity and Superior - Attribute added.&lt;br /&gt;
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'''Patch Notes 9/24/2018''': Required Text for Field Shaping and Power Copy cleaned up. Superior - Attribute now broken down into Superior Strength/Speed/Stamina.&lt;br /&gt;
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'''Patch Notes 5/13/2018''': Standards on Meta Reference and Rules Restatement added. Cure now uses the Self/Other notation as Healing. Destruction and Skeleton Catch made Significant minimum for common sense's sake. Skeleton Catch now has more explicit interactions in its Significant permutation. Extraordinary senses now more clearly defines required cues. Mind Reading clarified for the purpose of &amp;quot;mundane&amp;quot; versions. NPCs are now more explicit about the fact that are required to be a non-trivial investment for the character, as opposed to Proxy. Share Powers now references the banlist of Power Copy to be specific. Both NPCs and Share Powers have had their standards of Required Text updated to account for the new Meta Reference and Rules Restatement clause.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 7/5/2019''': Proxy rolled into Immortality, Anti-Power Genre Required Text example regarding Anti-Magic revised, Stubs removed, Non-Advantages section added, Gestalt policy on Troubles updated.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/19/2018''': Flash Movement interaction with passengers, Healing interaction with different-tier Share Powers, and Destruction and Skeleton Catch interactions in general, clarified. &lt;br /&gt;
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'''Patch Notes 1/13/2018''': Further/missing notes added to Destruction, Improbable Defense, and Mind Manipulation. &lt;br /&gt;
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'''Patch Notes 12/31/2017''': Advantage Redundancy and associated instances of free Points updated. &lt;br /&gt;
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'''Patch Notes 12/29/2017''': Missing Required Text added. Format example expanded. Up-rating Tiers section created. &lt;br /&gt;
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'''Patch Notes 12/24/2017''': Format updated to 5.5 Application standards. &lt;br /&gt;
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'''Patch Notes 6/14/2017''': Edited to flow better for learning the new system.&lt;br /&gt;
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'''Patch Notes 2/22/17 7:15 P.M.''': Edited the Conceptual file to encompass another form of broad shorthand: Molecular-level control.&lt;br /&gt;
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'''Patch Notes 1/16/2017 6:18 P.M.''': Edited Minor NPCs to clarify that they cannot have a PL, and how two minor NPCs of different specialties might interact.&lt;br /&gt;
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'''Patch Notes 1/12/2017 8:31 P.M.''': Edited out Monsters of the Week as a standalone advantage. A MotW would be a &amp;quot;blank&amp;quot; Defining NPC entry with possible advantages fleshed out as a mix'n'match package defined as a part of the character's other advantages.&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16059</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16059"/>
				<updated>2019-09-12T03:08:37Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
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==What Advantages Are==&lt;br /&gt;
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 &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
Breadth of Advantages. The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This also prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters continually accruing new things in play for a long time.&lt;br /&gt;
&lt;br /&gt;
Narrative impact of Advantages. The Advantages system establishes what a character Actually Does on the grid, how central that being able to do them is to the character, and how effective they can expect them to usually be. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers or measurements.&lt;br /&gt;
&lt;br /&gt;
Essentially, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, etc. irrespective of the specific means through which the character accomplishes them, using the framework below. As long as those check out with the system, the details, description, and flavor they want are all basically free. In other words, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.&lt;br /&gt;
&lt;br /&gt;
==Advantage  Classification==&lt;br /&gt;
All Advantages are first given a classification based on the Advantage's power, scope, and narrative relevance to the character. The core classifications fall into three tiers: Defining, Significant and Minor.&lt;br /&gt;
 &lt;br /&gt;
===Defining===&lt;br /&gt;
Defining Advantages those so centrally iconic to the character and vital to their struggles that they would no longer be the same character without them. These represent the core of the character's abilities, and where they would be sinking their metaphorical XP into. The Defining classification usually allows a greater ceiling of effectiveness for Advantages, so carefully consider how much an Advantage is used and how important it is to the character.&lt;br /&gt;
&lt;br /&gt;
''Examples: Wolverine's Regeneration and Adamantium skeleton, Magneto's Electromagnetic control, Darth Vader's cybernetics and telekinesis / telepathy, Megaman's power copy, Himura Kenshin's swordsmanship, Willy Wonka's candy-making acumen, C3-P0's vast communications library, Link's Master Sword, Ganondorf's Triforce of Power, Batman's investigative skills.''&lt;br /&gt;
&lt;br /&gt;
===Significant===&lt;br /&gt;
Significant advantages represent a broader arsenal of tools and abilities that a character uses in various situations that call for them, rather than as their flagship way of tackling obstacles. While still very effective, the character could probably get by for a while without relying on them, and they're likely to shine best in certain circumstances instead of all the time.&lt;br /&gt;
&lt;br /&gt;
''Examples of Significant Advantages: Wolverine's special ops training and enhanced senses, Darth Vader's piloting and mechanical skills, Magneto's technical skills which allow him to construct an anti-telepathy helmet or machines that boost the magnitude of a mutant's powers. Link's inventory of gadgets like the hookshot and boomerang. Batman's Batmobile.''&lt;br /&gt;
 &lt;br /&gt;
===Minor===&lt;br /&gt;
A Minor Advantage is something useful, but often more of a passive perk or situational tool that the character doesn't really rely on. They typically provide thematic flavour, unique conveniences, or occasionally allow for a very niche application, but don't have much narrative potency, and always lose out to a Significant or Defining Advantage.&lt;br /&gt;
&lt;br /&gt;
''Examples of Minor Advantages: Wolverine's physical traits are generally superhuman but only really on the order of you might expect of a larger animal. Darth Vader showing up with a team of Stormtroopers is certainly something he does, but they rarely accomplish much more than menial tasks and adding scenery to a fight where he does all the heavy lifting. Link accrues a number of items that are important to game progression, but rarely all that important otherwise, or else eclipsed by later acquisitions, such as the ability to hold his breath longer underwater, or fire a slingshot in addition to a bow.''&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
Each player character is limited to a grand total of:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Two''''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Four''''' Significant Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
A '''''reasonable''''' number of Minor Advantages, subject to request of being condensed. In practice, above 3 full Advantages is where evaluation begins, and above 6 full Advantages is almost never permissible.&amp;lt;br&amp;gt;&lt;br /&gt;
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Each of these Advantages is meant to be a concise chunk of a character’s overall abilities and toolset, containing a handful of conceptually related “tricks”, “stunts”, “applications”, “roles”, “talents”, or whatever you’d like to call them. These are almost never defined power by power, but are abstract representations of “as many of the character’s abilities as contribute to a single narrative niche”. For brevity’s sake, we call these areas of capability “Points”.&lt;br /&gt;
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Each of these Advantages serves to bind together '''up to three Points''' into a conceptually related package; the Advantage itself is a thematic package, while the Points define what uses and applications it has in play.&lt;br /&gt;
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In many cases, characters might have a singular ability, item, or other conceptually indivisible &amp;quot;thing&amp;quot; that has too many applications to fit inside a single Advantage and its three Points. This is fine. You can dedicate as many Advantages to it as you need until all of its Points are covered.i.e. A wizard divides his magic casting ability into &amp;quot;Offensive Spells&amp;quot; &amp;quot;Summoning Spells&amp;quot; and &amp;quot;Utility Spells&amp;quot; for a total of 9 Points of space to fit in all his magic.&lt;br /&gt;
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In rare cases, a character might have a singular defining ability that doesn't relate to anything else. A huge part of their character might simply be their phenomenal strength or skill with a sword, and trying to cram conceptually unrelated tricks into the same space muddies it up. If this happens, you can leave the Advantage with only one Point. Mono-Point Advantages, informally, are understood to get a little more respect, efficacy, and leeway, for their focus.&lt;br /&gt;
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Lastly, a character could theoretically be so broad in their capabilities that they cannot fit all of them into 6 Defining and 12 Significant Points. It's up to player to compromise on this. “The movie version” of that character is our advice; apply for what the character would use on screen instead of everything in their bio. These changes are assumed retroactive and always the case.&lt;br /&gt;
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==Applying for Advantages==&lt;br /&gt;
When writing Advantages on your Character Application, divide all the capabilities you want them to have into the Defining, Significant, and Minor categories, observing the maximum limit. Give each Advantage a name, optionally adding descriptive text of your choice beneath it, list out its Points beneath that, and write in their descriptive text beside them. An example is provided on the Application. '''''Failure to use the demonstrated formatting can result in application rejection'''''. Outside of it sometimes just being hard to read, our character generation code breaks if people misformat things or make up their own unique notation.&lt;br /&gt;
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For brevity and ease, we refer to the descriptive text in Advantages and Points as &amp;quot;trappings&amp;quot;. The trappings of an Advantage or Point are free space for you to detail whatever you like about the character's particular abilities, and your prime real estate for describing the character's cool traits. To keep things sane though, we do demand all trappings observe the following things:&amp;lt;br&amp;gt;&lt;br /&gt;
Trappings must be '''no more than 240 characters each'''. If you find yourself struggling with this, make sure to use concise, understandable language that gets to the point, and look for places where you might be repeating yourself or adding unnecessary articles. We only flex this limit when it is absolutely necessary. 99.9% of the time, it isn't. If multiple Points necessitate being &amp;quot;on the same line&amp;quot;, being inextricably tied together, their limits are naturally combined.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Trappings '''must meet any Required Text''', if any exists for that Point. Please read the Required Text of a Point you're applying for, and satisfy it in the text.&lt;br /&gt;
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All available Points are laid out in the following list. Though we do include a Wildcard option for things that just don't fit, historically, it's been used single digit times. The following should be considered more than capable of representing any given character. You aren't required to read the full list, but you should carefully read the full contents of the Points you're applying for; the necessary reading isn't very long, and will save you rejections and revisions.&amp;lt;br&amp;gt;&lt;br /&gt;
Apply for Points by name, and note any redundant &amp;quot;free&amp;quot; Advantages with (Parentheses:). Free Points do not extend limits on trappings, and all free Points that don't fall in-line with another Point must be included in a single line with its own 240 character limit.&amp;lt;br&amp;gt;&lt;br /&gt;
If a Point ends with an extender (Point - ''Category'') then you need to name what it applies to. The same Point may be bought multiple times with different categories. Other Points cannot; please don't add category extenders to Points that don't have them.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked '''Standalone''' occupies an entire Advantage; it effectively costs 3 Points by itself.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked with a tier (such as '''Minor''') can only exist within that tier.&amp;lt;br&amp;gt;&lt;br /&gt;
A Point marked '''Consent''' is an Advantage that has an effect so binary or dictatory that our usual policy of &amp;quot;something happens is better than nothing happens&amp;quot; is diminished for it. It's generated with a tag that indicates certain applications of it are always acceptable for anyone to say no to, and pressuring it can be considered abusive.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Accepted Advantage Designations and Trappings'''&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Agelessness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not age in the conventional sense, or ages at an arbitrarily extremely slow rate, such as with robots, Tolkien elves, and various immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to intentionally examine a target and gain useful information and details about its nature and capabilities. High-tech scanners, classical psychometry, and magic detection spells are frequent examples, but determining someone’s recent activities by smell or instantly analyzing a machine’s function with raw intellect are equally valid ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when studying PCs and/or their stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of targets the character is able to analyze (people, machines, landmarks, etc.) and what kinds of information are typically filled in by doing so.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is for intentional and targeted examination. For abilities that passively pick up on cues or simply look for things in a wide area, see '''Extraordinary Senses'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - ''Power Genre'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can dampen, counter, or nullify the use of a certain kind of other power by their interference. By far the most common example of this in fiction is the concept of an anti-magic field, as well as counterspells and disenchantment, but other incarnations might include suppression of psionic powers, or use in wards or technology that block teleportation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' except against other Consent Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A well-defined “genre” of power that this Advantage applies to, of no more broad a category than Anti-Arcane, exemplified by hitting wizards with counterspells; or Anti-Psionics, exemplified by scrambling psychic powers. Should also include what means the character takes to counter these powers, and must at least implicitly include how another character could avoid or get around it (for instance, getting out of a magic suppression field).&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Attack List - ''Melee/Ranged'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a variety of damage-dealing abilities or weapons that are generally too numerous and relatively similar to deserve separate entries. This is a very common Point, seen everywhere from elemental JRPG spells, to Pokemon moves, to the high-tech arsenals of shooter or mecha protagonists, to the ki techniques of anime martial artists, to all kinds of named and typically shouted special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of Advantage notation, Ranged indicates attacks that happen, deal damage, and stop, even if they can be or are used at point blank range. Melee is reserved for forms of attack that allow for complex close combat, usually being actual weapons, not not always. Basically, if you can stop a sword with the attacks on your list without an extraordinary feat  skill, it’s probably Melee. Otherwise, it’s probably Ranged. Some bleed between the two is fine when a character has both, such as enchanting their weapons with attack magic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A solid idea of the theme the attacks follow and enough examples of outstanding gimmicks that any remainder can be easily inferred. The variety of attacks that be encompassed within this Point can be very broad, but it should still constrain itself to a coherent, overarching motif or classification.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is a heavily subsidized space that compresses large and unwieldy lists of weapons and spells down to a single Point. By doing that, this Advantage only covers the attacks’ ability to deal damage, and not any special effects and applications that might come with them. An ice spell will deplete the target’s HP bar, but not freeze an enemy solid without any other Points, and a laser cannon will slag enemy mecha, but it won’t snipe missiles out of the air on its own. If you want to add status effects, see '''Debilitation'''. For crazy weapon stunts, see '''Weapon Mastery'''. Note that the existence of this Point to represent weaponry does already imply a degree of proficiency in using it; an Attack List of weapons is justification in of itself to fight with them to a reasonable level of skill. '''Weapon Mastery''' is geared towards representing a wide variety of offensive, defensive, control, and scenery stunts with a weapon, whereas this Point is heavily geared towards large selections of weapons and/or special gimmicks/abilities/twists to their attacks. The two are considered equally effective at winning fights.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - ''Target'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has immediate access to the typical weaknesses of an archetype of enemy, in as far they help in killing them, or a particular weapon or ability that is especially lethal against a specific class of foe. Typically, this Point is meant to indicate that the character probably has the necessary knowhow and gear on hand to exploit a weakness or Disadvantage that harms or weakens an applicable target (such as a werewolf and silver, a vampire and garlic, a fairy and cold iron, etc.). A World of Darkness Hunter carrying silver bullets and possessing True Faith to hunt modern-mythos supernatural evil is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of classical folklore, both of which should be taken as an indicator of the maximum breadth of this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A clearly defined and coherent archetype of applicable enemy. The criteria that define a valid target should be narrative and descriptive where possible; a vampire in one setting may be unholy and undead, but someone infected by nanomachines in the other, and merely share the name.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable archetypes later in this section.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character can, through means magical, scientific, or otherwise, improve the effectiveness of others applied to a task in a general sense. The character does not grant new abilities wholesale to other characters, but rather enhances their existing abilities and basic performance within a given area, typically being combat, though not always. This always expires at or before the end of a Scene. Most videogame buffs fall under this banner, but other incarnations could be things like a technopath increasing the performance of their allies’ gear, or the trope wherein a character with unusually high magical energy serves as a battery for a proper spellcaster.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The arena of interaction in which the character improves others. Combat buffs are the most common, but this can be reasonably bounded areas like general physical tasks, magic casting, building things, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For more involved empowerment of other characters, see '''Share Powers'''. Worth noting is that generic buffs to parameters like strength do not result in an increase commensurate to '''Superhumanity'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has access to one or more convenient gadgets or powers, defined as being not significantly greater than “what a middle-class citizen of New York would be able to do with what they have on the street”. For the most part, it is absolutely unnecessary to note that a character has a phone or a laptop, but using telepathic messaging to communicate, or having a memory equivalent to a quick Google search of information, are flavorful alternatives with occasional niche benefits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None, though the general thematic of the conveniences should be clearly established.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - ''Self/Other'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal or dispel abnormalities and afflictions that negatively impact another character, which fall outside the purview of the natural result of having taken a bunch of damage. Final Fantasy’s Esuna spell and Pokemon’s status clearing items are familiar examples, but this can be more realistically grounded in things like extensive surgical or toxicology skill. The affliction being cured need not be physical, so breaking curses and dispelling debuffs are far game too. This Point is effectively the direct opposite of '''Debilitation'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of abnormalities and afflictions that the character can cure.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Cure and simply write its opposite into either set of trappings. Only take Cure twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Cure is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). Recovery of actual damage, see '''Healing'''.''&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Damage Reduction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can survive significantly greater amounts of damage than a normal person, due to anything from armor to energy shields to protective wards to supernatural toughness. This is an extremely broad Point, and intentionally encompasses as many sources of “surviving damage” as possible, with the assumption they are relatively effective against almost all types of damage to some degree.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can inflict temporary maladies and afflictions on other characters that significantly hinder or harm them. The video game versions of poison, paralysis, freeze, etc. as well as most kinds of debuffs are the usual suspects, but this Point is intentionally extremely inclusive. Naruto martial arts pressure point tomfoolery and powers such as Prof. Xavier’s psychic seizure field from X-Men qualify, as do very realistic ideas of targeted crippling and riot control tools, and weird/exotic ideas such as found in various tabletops, like magically sticky floors.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The overall thematic of the debilitations the character inflicts. Not necessarily exhaustive, but should have clear bounding.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Destruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an ability, tool, or talent for accomplishing targeted and extremely thorough destruction of selective targets. This is assumed to be very different from the usual destructive effects of hitting people with missiles and fireballs, which exist to Deal Damage and Defeat the Target (though this Point will typically wind up being harmful to people anyways). This Point exists to represent the ability to do things like destroy equipment like a D&amp;amp;D Rust Monster, annihilate set pieces with controlled black holes, or turn someone to a pillar of salt like Drakengard’s Legion. In short, if it's possible to salvage the remains for anything remotely useful, it probably doesn't need this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when used on possessions of consequence belonging to other PCs. Being used on PCs themselves is just subject to normal combat exchange.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For extremely destructive abilities that reshape the battlefield at large with their power, rather than being highly targeted, see '''Field Shaping'''. Further note that this Point is not mandatory for damaging things that aren't people. Objects have HP bars, and intentionally attacking an object will apply the damage of the attack to it. This Point largely disposes with tracking this interaction, and instead directly applies a discrete destructive effect.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can effectively assume the form of something or someone else, whether via expert makeup and impersonation, magical shape changing, optical camouflage, etc. This Point does not cover gaining any Advantages associated with the new persona or form, but solely passing as them to avoid suspicion, gain access to their things, or what have you. Sometimes this Point comes down to simply adopting an alter ego or identity on a day to day basis, like Batman with Bruce Wayne, sometimes with minor cosmetic changes, in which case this Point qualifies for a '''Minor''' slot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' to impersonate another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Who or what the character can disguise themselves as.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally talented in gaining physical access to places that are difficult or restricted in entry. This is differentiated from various forms of stealth, in that the character is not necessarily sneaky about it, but through skills in break and enter or typical “dungeoneering”, or perhaps shrinking to a tiny size, turning into mobile mist, or some other trick, they are very good at reaching where they’re going without having to force down the front door, as well as potentially opening the way for others.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What entry methods are available to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Environmental Protection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can act with some significant degree of safety in hostile environments that would otherwise pose a significant or severely dangerous obstacle to a normal person. Hard vacuum, crushing pressure, high radiation, lethal heat or cold, extreme gravity, and other associated background hazards can be cited as things the character is prepared to deal with, as well as highly theme-specific threats, like Toukiden’s Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What environments the character can mitigate. This list should actually be more comprehensive than implicit where possible.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not confer broad capability in unusual environments, only safety. If the character wants to rocket around in space, see '''Flight'''. If they want to maneuver around under the sea, see '''Mobility'''. So on, so forth.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character’s senses are so finely tuned that they can pick up cues that no normal person would be able to, or the character possesses senses beyond the customary five that allow them to pick up cues that similarly would be otherwise undetectable. Feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone’s appearance from listening to rain like Daredevil, the D&amp;amp;D “Detect” spells, or sensors that search an area for specific criteria like sonar or infravision, fit this bill.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What additional sensory acuity the character has, and some examples of what they might pick up. Common, real life technology may not require examples. It’s expected that everyone knows what night vision goggles do. Likewise, generic ghost/spirit sight should just state that the character can see ghosts/spirits. '''These cues must be actual cues in roleplay, rather than just the desired target''', i.e. “sensing invisible things” is not a valid trapping. Said cues should also not make dictatory presumptions of other characters in order to work, such as with the anime trope of “killing intent”, where a successful spot check presumes another character was bubbling with murderous emotions all along.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Though this Point is typically something that a character simply has “switched on” at most, if not all times, a character is only going to get full use out of it by actively applying it. Passive info gathering is something other people might opt into, rather than something a character with this Point is entitled to. Extraordinary Senses expand the range of what cues might be obvious to a character that others otherwise wouldn’t normally notice, but unless the character decides to actively make use of them, information and clues that a scenerunner or other player might choose to give the player of a character with this Point, without prompting, are effectively voluntary. Simply put, if Extraordinary Senses aren’t being directed towards something, it is entirely possible for the character to not be told details that they might otherwise have noticed.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to alter large portions of the scene itself in the physical sense. An Earthbender from Avatar raising structures out of the terrain, a D&amp;amp;D Wizard laying down grease spells and walls of fire all over the battlefield, a giant monster or super robot leveling buildings or creating massive craters, and a skilled demolitionist collapsing caves or creating new passages around an area are all equally valid examples. This can also cover leaving the effects of other Points as traps or remote fixtures.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The general extent to which the character can manipulate the field and a clear idea of the breadth of its effects.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For highly targeted and specific removal of major scene obstacles, such as melting a way through a bulkhead to reach a command deck, potentially see '''Destruction'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flash Movement'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character has the ability to move from one point to another virtually instantaneously. Though in many cases, the character does not actually traverse the space in between, the character can only use this Point to move to somewhere they could already physically move without it. This Point is always the basis for a teleportation ability, though by itself the character can only instantly move to a place that rapid movement could carry them normally (think &amp;quot;flash steps&amp;quot;). &lt;br /&gt;
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&lt;br /&gt;
Combinations of various other Points can naturally enhance this. '''Intangibility''' allows this Point to target through walls and obstacles. '''Mobility''' allows it to navigate through dense and complicated terrain to a desired point without line of sight. '''Flight''' allows it to travel high into the air, and sustainably through the air, like characters do in Dragon Ball and Bleach as examples. '''Share Power''' allows the character to teleport others along with them. '''Field Shaping''' allows them to leave accessible teleportation around the area which may undermine certain obstacles, usually being “gates”, like Chell from Portal or Yugo from Wakfu. '''Attack List''' could allow the character to “telefrag” into people. '''Remote Viewing''' could allow the character to teleport to faraway places they have previously never seen. This allows players to scale the space their teleportation takes up and down on a gradient of flexibility and power.&lt;br /&gt;
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&lt;br /&gt;
Grades of this Point based on the tier of slot they use are relatively concrete. Most examples use combinations of Points to achieve their canon powers, and are placed as useful narrative benchmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Flash Movement has few to no limits on its distance and what places the character can end up in. They might instantly travel between entire worlds and almost always penetrate preventative measures, meaning that they can often Just Show Up. Examples of users of Defining Flash Movement are Protoman from Megaman, Kibito from Dragon Ball, and Nightcrawler from X-Men.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Flash Movement is generally limited to moving around the area of a scene, though its speed and distance are usually sufficient to provide a convenient escape or entry, and an advantage in combat. It usually does not allow a character to appear in an area protected against teleportation and similar, but it may if it happens under highly specific circumstances, such as the character’s name being called. Examples of Significant users of Flash Movement include Star Trek Transporters, Nox from Wakfu, Beetlejuice or Hastur.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Flash Movement is mostly cosmetic or convenient in nature. It rarely covers enough distance fast enough to allow it to be much more effective than a standard dodge or to establish surprise in combat, or in the cases it does cover long distances, it requires enough preparation that it can’t be used as an escape or entry in danger, or anywhere particularly secure, resembling a Stage Select, video game “fast travel”. Either way, it has no significant narrative strength.. It won't get the character out of a jail cell, intense combat, or anyone you'd assume somebody should use it but never does. Examples include every Megaman robot, common RPG town recall items, and nearly every single shounen character who gains teleportation in-story.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Descriptive terms that encompass the Flash Movement’s range, expedience, and possible destinations, which should be very clear and understandable.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While it is expected that '''Share Powers''' is necessary for situations where other characters are able to actively take advantage of a Flash Movement ability or ability package, it's worth noting that a character with this Point has a small amount of leeway in transporting other characters on their own terms. In the same way a character could throw someone over their shoulder and carry them somewhere with '''Mobility''' or '''Flight''', a character with this Point can typically grab someone and take them somewhere under the standard qualifier for Flash Movement, i.e. &amp;quot;as far as they could without it&amp;quot;. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character, put simply, can fly. We really don’t care to differentiate between different arenas of flight (mostly air and space), and so they can be applied for under one Point, but it still should observe canon/implicit limits. Hovering or slow non-combat flight typically occupies the '''Minor''' tier.&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While this Point covers getting around through the air, skipping over ground obstructions and hazards, and general combat flight, it and '''Mobility''' are separate narrative spaces that do stack. Extremely agile Flight fit to zip through an obstacle course or dogfight inside of an office building will likely require the second Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can take over digitally controlled machines. It is generally understood that characters with this Point may use it to substitute for a variety of other Advantages where hackable items appears appear in a scene, and so this breadth should be counterbalanced by respecting the bounds of the genre that the hacking applies to. Hacking cyborg/android/AI PCs plays out as combat does, and is not a binary win-lose state. Characters like the Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where it concerns dictatorial effects, outlined later in this section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a pocket dimension, Bag of Holding, a videogame inventory, impossibly roomy clothing, or something else that allows them to carry an unrealistically large amount of stuff very conveniently.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is allowed to be '''Minor''' only on the presumption that the character can’t use it to solve obstacles of significant scale. Dropping an incoming meteor into a Bag of Holding goes way beyond the these bounds, and thus require '''Significant''' or higher.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing - ''Self/Other'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the capacity to heal others or themselves of damage at a speed that is useful within the timeframe of a single scene. “Damage” in this case is more or less defined as “lost HP”, so this Point is all that is technically sufficient to prevent a character from becoming incapacitated through combat and dying, but it doesn’t extend into purging other harmful or inconvenient effects. Healing used on other characters is most straightforwardly exemplified by video game mechanics such as Final Fantasy’s White Magic or the healing technology of Overwatch’s support characters. Self-healing often takes more niche forms, like Wolverine’s regeneration from X-Men, or a vampire’s ability to restore itself by drinking blood, and self-healing is almost always something they can do on their turn alongside other actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Healing and simply write its opposite into either set of trappings. Only take Healing twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Healing is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). For non-HP purging of secondary effects, see '''Cure'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some sense or ability that they can invoke to gain useful insight regarding a situation or course of action, such as future sight, divine inspiration, or some spark of unusual genius. This Point is essentially requesting that the runner of a scene or plot give your character some form of information that will help move events forward to a desired conclusion, or present an actionable opportunity to gain something. Though this Point is not technically tagged with Consent, in practice it’s pretty much impossible to do it without.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' where the Hint provides useful and actionable information one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Under what circumstances the character gains hints, and the nature of information that they reveal, or nature of task they are applicable to.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create convincing facsimiles of people, objects, scenes, et. which can pass for the real thing, usually for purposes of deception and misdirection. Holograms, magically conjured phantoms, or direct psychic impressions are common ones, but regardless of the means, the illusions are insubstantial and harmless.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' along the same guidelines as Disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of how much can be faked at once, and what could give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not cover using an illusion to render oneself invisible or make oneself look like someone else. See '''Invisibility''' and '''Disguise''' respectively for those.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not die, or does not stay dead, when injured it ways that should be instantly or irreversibly fatal. Voldermort from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls are various examples. This Point, regardless of its tier, absolutely requires a “Catch”; a set of criteria in which the character faces the very real risk of permanent death, or a permanent state wherein the character is no longer playable. Depending on this Point’s tier of Advantage slot, this could be relatively easy to fulfill, or much more specific and difficult, but the Catch must always be something that the overwhelming majority of PCs could feasibly do if they put in the extra time and effort, and preferably something that could feasibly happen more often than very rarely in high-danger GMed scenarios.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The Catch, as well as when and where the character comes back to life, if it is somewhere else.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable Catches later in this section. Certain other Points may shift the definition of “fatal” for the purposes of this Point. A Defining regenerator may feasibly survive being stabbed in the heart just fine, since loss of heart function actually takes several minutes to cause total death, but regenerating from having their head blown off or being totally incinerated requires this Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Improbable Defense'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to apply their defensive options on an extremely implausible scale or basis, or the character possesses exotic defensive options that apply to esoteric or niche threats. Examples include Raiden parrying Metal Gear RAY and hellfire missiles with his sword in Metal Gear Rising, Avalon’s active defense from Fate/Stay Night, or Exalted perfect defense Charms. This Point is for evading active, rather than passive, threats to the character. Punching apart a tornado with their fists, parrying a volcanic explosion, or blocking a magical curse with a shield is a valid use of this Point, but “I dodge the background radiation” is not a valid way to get around the scary bits of the Fallout ‘verse (which would instead work off of '''Environmental Protection'''). This Point will generally not be necessary for characters who perform implausible feats that are justified by other Advantages. Vergil from Devil May Cry is justified in deflecting bullets with his katana by having superhuman swordsmanship and speed in his Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher, as Minor Advantages are presumed to fail in contest with &amp;quot;bought&amp;quot; abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kind of situations the character’s defenses apply in, and what drawbacks or holes they may include in the case that they are overwhelmingly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Exalted is used as an example here, but MCM does not ever permit defenses that automatically succeed and negate all consequences of another PC’s non-consent-based attacks. An improbable defense is not a guaranteed defense. Effectively, you are buying the ability to use your defense in a situation where it normally wouldn’t apply, not invincibility.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is highly capable of neutralizing or subduing opponents without relying on lethal harm. This Point goes a step beyond simply restraining someone or slapping them with the blunt side of a sword, which anyone can do, and enters the realm of methods that hit a coadjacent “health bar”, where the end result is being decisively incapacitated in some manner different from bleeding out. Examples include specialized non-lethal weapons such as phasers set to stun from Star Trek, or the infamous tranquilizer guns from the Metal Gear Solid series, various magic along the lines of The Sleep from Cardcaptor Sakura, Mid-Childan magic from the Nanoha series, or conditions such as Frog or Stone from the Final Fantasy series, as well as mundane methods like paralyzing poisons. While many of these methods are extraordinarily binary in their source material, it is understood that they will rarely be so effective on PCs. This Point may wind up easily knocking out NPCs en mass, but doing so to a PC will involve repeatedly hitting them with multiple applications, taking gradually further effect until they succumb, like regular damage with a different result.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' in the case of examples that alter some aspect of the character or reduce some part of their effectiveness beyond what combat damage would do.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A precise and fairly detailed account of the end condition the character achieves, and how it can be lifted (or else how long until it wears off naturally).&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Permanent use of this Point on PCs is not something MCM generally allows. Particularly severe examples may fall into the same restrictions as plots that involve capturing PCs. It is a universal assumption that if a character possesses this Point, it has the full functionality and weight of any other Advantage, and thus does not represent the character “holding back” or limiting themselves in some way. This Point represents a propensity for incapacitation as effectual as lethal combat of the same level.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to pass through solid objects. This could be a typical ghost phasing through walls, a Fate/ series Servant or Exalted spirit dematerializing, Kitty Pryde from X-Men, or as part of a teleportation ability in tandem with '''Flash Movement''', as examples. An extremely important point is that '''MCM does not allow invincibility to be an Advantage''', and so any long-lasting or permanent form of this Point automatically comes with the caveat that any other PC possesses whatever criteria is necessary to physically harm the character while they are intangible. Brief Intangibility may be a reason for an attack to have missed, but only within the confines of what the character could already avoid, otherwise the character needs '''Improbable Defense'''. Because this Point often allows the user to basically go wherever they please, it may be subject to the same preventative measures that keep out '''Flash Movement''' and similar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some form of special training, protective equipment, natural immunity, or similar, against unnatural mental influences and invasive examination of their thoughts or mindstate. This Point is essentially a hard &amp;quot;opt out&amp;quot; of effects that dictatorially affect a character's mental state, including some or any combination of mind reading, mind control, memory erasure, brain simulation, etc. While we still ask people to not be disrespectful about shrugging off hazards and powers, these spaces are so consent-heavy and tied up in players not getting to play their character that this Point is accepted as being playable up to the level of hard immunity to the same Advantage tier or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has powers of concealment that are potent enough for the default assumption to be that the character simply will not be found unless he does something obvious. This could be actual invisibility, chameleonic camouflage, a psychic compulsion to ignore the character, etc.; all are considered Invisibility. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Invisibility is at near enough to flawless that the character flat out won't be found out until they do something overtly noticeable, or are contested by a great deal of effort put towards finding them. It may conceal them in multiple ways beyond purely vision, or naturally resist methods that would normally be expected to reveal the character, and it likely continues to function in combat. Examples are Harry Potter's invisibility cloak, Kusanagi Motoko's opticamo, the Invisible Stalker from D&amp;amp;D, or Toru Hagakure from My Hero Academia.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Invisibility has notable limitations that are sufficient to cap the character's ability to go where they please. It may fail against reasonably important equipment or spells, have a strict time limit, dispel when the character attacks, or give off subtle clues a wary PC can watch for. Examples are most incarnations of the Predator, the Spy's cloaking watch from Team Fortress, the Dummy Check esper ability from A Certain Scientific Railgun, and your typical tabletop RPG invisibility spells.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Invisibility is only useful for discretion's sake, and likely only effective against unimportant NPCs. Anyone relevant to the plot will likely see through it unless they have some sort of deficiency, or aren't paying attention at all. If the invisibility can be obviated by a special trait that is common in the cast of the original source, it's assumed that all PCs count as having that trait. Examples are dematerialized Heroic Spirits, a Stand from JoJo's Bizarre Adventures, various ghosts and spirits with true forms, and basically every single ninja in shounen anime.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What traits of the character the Invisibility conceals, and at least implicitly how they could be detected in spite of it.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - ''Field'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally knowledgeable about a particular field of something, whether that be science, social interaction, tactics, etc. The Knowledge is broadly useful in enough circumstances that it still deserves to be called an Advantage, but it cannot grant the character the use of another Point implicitly (for instance, choosing “computers” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Skill'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of knowledge, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. A character being knowledgeable about their own theme, including the minutiae of its cosmology, local events, or unique mechanics, is not considered an Advantage. Incredibly theme-specific info is better used to run plots or scenes with. Knowledge in STEM fields will generally not be accepted as a Minor. These fields are too practically applicable for a Minor to be anything but useless trivia better left unpurchased.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Low Intake'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has little to no need of one or more typical biological necessities, such as food, water, sleep, and similar. Regular maintenance of their person is not a notable consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which things the character doesn’t need.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not negate or reduce actual threats in any significant way. Not needing to sleep doesn't protect you from a sleep spell, and not needing to breathe doesn't save you from a gas attack. Non-casual instances of dealing with threats like these are encompassed by '''Environmental Protection''' or '''Resistance'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can perceive, analyze, intuit, influence, create, remove, and/or edit the thoughts, feelings, memories, emotions, etc. of other beings, to an unnatural or assumed accurate degree. This Point is most typically used for outright mind reading or mind control, but can represent things like simulating behavior, uncanny judgement of character, reading or using microexpressions, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What &amp;quot;inner information&amp;quot; the character can access from others, and/or what compulsions or alterations they are able to affect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Note: There are certain mental effects that are so low-grade and simple that they can qualify for '''Debilitation''',  or wholly positive enough that they qualify for '''Buffs'''. Inflicting supernatural terror that causes targets to flee for their lives certainly is this Point. Projecting an aura of intense stress, or speaking an abhorrent eldritch word that is painful to hear, probably aren’t; the specifics are in the other character’s court, and they are still wholly in control of their actions. A Bard’s Inspiring Tune certainly isn’t this Point either. Likewise, non-intrusive and non-dictatory means of assessing and intuiting people's thoughts and feelings probably qualify as a '''Hint''' or '''Analysis''', putting together useful patterns out of cues people are already expressing, instead of learning things the character shouldn't rightfully know.''&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adroitly get around complex, dense, and/or hazardous environments by means of superior mobility, such as parkour, diving, jump packs, wall climbing, grapnel hooks, water propulsion, video game double jumps and air dashes, etc. They may also perform such feats as running across water, balancing on clotheslines, or clinging to ceilings. Examples are Spider Man, Batman and Catwoman, Mario and Luigi, Faith from Mirror’s Edge, Genji from Overwatch, and almost any Wuxia theatre fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The specific way in which the character's mobility is enhanced. Most of the examples listed above are acceptable short-hand.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can command one or more other entities who will usually try to comply to the best of their ability. The NPCs may be fully realized characters, or simply generic monsters or drones, but overall their relationship to the Player Character is a subordinate one, and were they to leave or die, the character concept would not be overwhelmingly changed, though their loss must still amount to some kind of appreciable setback or non-trivial consequence for them. The Advantages that an NPC can possess are limited to those the PC already possesses (for instance, a knight skilled in swordsmanship and riding might command a unit of cavalry skilled in the same), unless more Points are given over to the NPCs’ use, though it’s very rare that an NPC possesses all the Advantages of the PC and vice versa. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining-Grade:''' The NPCs are essentially at the same tier as PCs. They are serious combat entities, may be stronger or more capable than the character themselves in some areas, and can generally expect to viably compete with PCs in relevant situations. Usually, some Advantage space is dedicated to fleshing out their personal abilities. An example is Ash Ketchum's Pokemon team, including Pikachu. The loss of Defining NPCs is prohibitively costly to the PC, and represents a hefty diminishment of the character’s core effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant-Grade:''' The NPCs are essentially at the tier of a miniboss. They are meaningful obstacles in a conflict situation, and may have specialist skills or unique abilities, though they generally cannot expect to outdo a PC within their arena of expertise. Examples include R2-D2 or generic SOLDIERS from FF7. The loss of Significant NPCs is highly inconvenient to the PC, as they represent a great deal of investment and are effort/resource/time intensive to replace.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor-Grade:''' The NPCs are essentially window dressing or props. Their skills have niche uses at most, and cannot contribute more than a similar Minor Advantage would. Minor NPCs do not have PC-relevant combat power and are presumed to lose in any combat engagement against anything more important than them. Examples include C3-P0 or generic Stormtroopers from Star Wars, or generic “redshirts” from Star Trek. The loss of Minor NPCs is a lesser inconvenience to the PC, but one great enough that they have a good incentive not to throw them away without thinking.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the NPCs are capable of. This does not have to be extensively inclusive of specific Points, however “what the NPCs do” and the generalities of their limits should be obvious. A reader should be able to tell that Storm Troopers don’t use The Force or swing around lightsabers.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Where it actually matters, a Minor NPC specialized in combat will beat a Minor NPC that has no combat role. C3-P0 still loses to a squad of Stormtroopers, even though they're both Minor-grade.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - ''1/2/3'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Because Power Copying is an Advantage that can be almost any other Advantage, and often several at once, the way that Power Copying works is not covered here, but [[Power Copy|in its own article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' for 2 and 3.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of what is copied, in the case of '''Copy - 1'''.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a knack for occasionally producing unique, irreplicable, and incredibly situational solutions to various problems they encounter, through MacGyver-esque ingenuity, arbitrary access to mad science gizmos, absurdly flexible but situational magic, miraculous luck, or some other similar bag of tricks. Once per scene, this Point allows the character to produce a solution to a single, discrete obstacle or challenge. As per this Point’s name, said solution essentially doesn’t exist until it suddenly does. The form this solution takes and how effectively it solves the problem are up to the discretion of the scene or plot runner, but in a situation where no agreeable compromise can be reached, this Point is not “used up”.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A strong idea of what thematics the Point follows.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can physically manipulate objects at long distance, whether through telekinesis, magical puppet strings, manipulation of an element, sticking their hands through tiny portals, etc. Universally, this Point is a utility, covering practical tasks that can be done with physical manipulation, and typically not effectually imitating other Powers. Telekinetic flight and barriers and powerful attacks require other relevant Points. The default assumption is that the character manipulates objects as they could with their hands, or appropriate mundane tools in the case of things like water or sand.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the character can manipulate and to what extent.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can surveil a place extremely far away, or which they are otherwise unable to view normally, even with enhanced senses. Extremely mundane examples are the classical hidden camera and microphone, with fantasy equivalents being the crystal ball or Scrying spell, though this Point can also represent familiars or drones the character can see through, to name a few. This Point presumes that characters being watched are reasonably capable of realizing they are with mundane attention, unless appropriate concealment Points are taken alongside it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when spying on PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The mechanism by which the character views remotely, and the criteria that determines a valid place for them to see into.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to repair various equipment, devices, or structures, to working condition. This is very often a mundane skill assisted by tools, in which case there is typically a more narrow field, but it can also use sci-fi reprocessing or powerful supernatural means, such as in Starbound and Eclipse Phase, or Josuke’s Stand, Crazy Diamond, from Jojo’s Bizarre Adventures. How well the object functions when finished typically corresponds to the Point’s slot tier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What sorts of damages the character is able to repair, and at least implicitly, how their repair can be useful to a scene in progress. &amp;quot;Can repair things with enough time and the right materials to repair that thing&amp;quot; isn't a useful or accepted bounding.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - ''Source'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a natural resilience to, or a powerful preventative measure against, a specific category of harmful or unwanted influence. This can be almost anything, from a red dragon having a Resistance to fire, to a psion having a Resistance to mind control, but this Point has variable usefulness when it comes to PCs. As a general rule, a Resistance to a type of damage or harm can scale all the way up to an immunity to a natural or mundane source (such as a forest fire or black plague), provides a degree of utility based on its tier of Advantage slot against major plot obstacles (a melting down reactor or a super virus bioweapon), and only as much effect vs another PC as they are willing. How well this Point is respected by another PC is largely a matter of strongly encouraged etiquette. &lt;br /&gt;
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&lt;br /&gt;
A Black Mage repeatedly slamming the canonically fire-immune Rubicante with fire spells, which he knows he should be strong against, while a whole list of other elements are at his disposal, is being a dick. An Avatar universe Firebender however, is free to light Rubicante up and assume it will be effective, perhaps with some extra effort, because it would be unreasonable to insist a Firebender couldn’t use their primary ability, and they don’t have much else to use anyways. The sole exception to this point is when a Point has an applicable '''Consent''' caveat, such as Mind '''Manipulation''', in which case it is generally acceptable for a Resistance to provide immunity of a certain level, understanding that the '''Significant''' and '''Defining''' Advantages of other PCs are still entitled to due sell when the target declines. The category of a Resistance that encompasses solely these effects can be fairly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Informative examples of what sources of harm the character has a Resistance against.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to bring back the dead with the functionality they had in life. For the purposes of this Point, “dead” is when a target is going to stay dead unless someone brings them back to life full stop, not clinically dead or a state a scene runner would be explicitly allowing to “come back to life” anyways, such as with defibrillation or Phoenix Down.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The criteria needed for a target to be eligible for Resurrection. Note that this does mean that there needs to actually be a state of “dead” that a character cannot resurrect. It is typically understood that entities killed offscreen or as part of a plot won’t be subject to the same level of finality as a PC using '''Skeleton Catch''', but it is an obligate condition of Resurrection that there be a reason the character cannot go rubbing resurrection juice on every dusty old femur they find scattered around a crypt, as it quickly becomes laborious for scenerunners to constantly fabricate NPCs out of nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not extend to bringing your own character back to life. If your character self-resurrects, see '''Immortality'''. Obviously, resurrected targets are probably in perfect or near-perfect health, and so further healing Points are not strictly necessary. Not taking them does, however, mean that your character can’t heal someone who isn’t dead yet.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}}'''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character kills people dead, period. They automatically fulfil the Catch associated with another character’s Immortality without having to go to extra lengths, users of Proxies always receive full deadly harm from their attacks equivalent to that suffered by their Proxy, and killing someone will prevent their return through Resurrection. This Point is an explicit exception to the general notion that no Advantage automatically trumps another Advantage when contesting an Advantage of equal or lower tier. Though Skeleton Catch is technically still a threat to characters possessing higher-tier Immortality, the existence of condeath makes this little more than flavor.&lt;br /&gt;
&lt;br /&gt;
Because non-player controlled characters do not utilize the Advantage system, a Significant instance of Skeleton Catch should be considered adequate against entities that have any sort of defined Catch to their unkillability, and a Defining instance of Skeleton Catch should be considered always adequate period, including against theme entities that essentially aren’t killable without a plot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Obviously, concepts such as condeath still apply. This Point is an allowance for certain characters who are willing to spend the Point to always be able to meaningfully threaten any entity with actual and permanent death. Unless chosen to explicitly note otherwise, for the purposes of this Point, dead is dead is dead, and no form of “technically dead” obviates it.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - ''Field'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally skilled or capable in an area of expertise that is not encompassed by another Point, but is broadly useful in enough circumstances that it still deserves to be called an Advantage. The skill in question cannot grant the character the use of another Point implicitly (for instance, defining “programming” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Knowledge'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of expertise, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section, as well as a word on “skill minimums” required to make use of Advantages.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can grant the use of one or more of his Advantage Points to other characters, such as by handing out equipment, bestowing magical enhancements or blessings, synchronizing minds or abilities in some fashion, etc. Having this Point means that the character is able to provide others in the same scene with the benefits of their other Advantage Points of '''an equal tier or lower'''. In cases where the Point affects the self, such as '''Healing''', the character can now affect other characters, such as by casting healing spells. In cases where the Point is targeted at others, such as '''Attacks List''', the recipient gains the use of a similar ability for the scene, such as by handing them a raygun. In cases where the Point already affects others, such as '''Buffs''', the character is now able to use it on themselves, such as typical RPG moves. In cases where the Advantage is '''Standalone''' or incorporates '''Flash Movement''', others can only benefit from it by coordinating together with the character, such as huddling together under Harry Potter’s invisibility cloak, or setting up fixed teleportation pads. &lt;br /&gt;
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Recipients who wish to obtain these effects permanently must file an Upgrade Application as normal. Characters cannot Share Powers with recipients if they are not actually in the same scene. Certain Points are not eligible for sharing due to creating undesirable or redundant interactions. See '''Power Copy for this list''', as Share Powers' should be considered identical.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:'''  In what form the character shares their Advantages with others, defined as singular, broad thematic, such as mad science gadgets, enhancement spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is actually not strictly necessary to use Advantages on, or give them out to, other people. Just about any Advantage can be defined to do so, but in that case, it only works on '''others''' (or on oneself if it normally only works on others). This Point is '''always''' more efficient, and always preferred, when a character has more than one of these Points at a time, and should always be used in these cases.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, allowing them to accomplish more in the same amount of time and possibly in different physical locations. This often, though not nearly always, applies to character bits that are made up of multiple entities, though it can also apply to characters that create doubles or projections. For the most part, the typical JRPG party sticks together and tackles the same obstacle as a unit, and is frequently not an example of this Point. Conversely, the typical super AI forking its personality off to be in multiple places and manipulate multiple system almost always is. This more likely to be something possessed by a bit that is The Payday Gang or Master Chief and Cortana rather than a hypothetical team of Power Rangers or the appable cast of a Fire Emblem game.&lt;br /&gt;
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MCM ascribes to the principle that each player in a scene should get to focus on getting One Big Thing done on each of their pose rounds. Gunning down a horde of zombies, breaking the magical seal on the tower, hacking into the mainframe to track a target with security cameras, fighting another PC; these are things which the character should obviously be devoting their time and attention to, and other actions they perform at the same time will inevitably be relatively minor. This Point is an explicit exception to this general rule, allowing the character to pursue a second major course of action in each pose round, essentially “doubling up” on their attendance at the scene. The character might fight off the terrorists while also defusing a bomb, distract the guards with a fake report while looting the gold, hijack and remote control the mad science fortress and its traps while also chasing down the boss, etc. This stops at, and is hard limited, to two major actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are two natural exceptions to the general One Big Thing rule. They are: when three or more PCs are engaged in combat in unbalanced sides (in which case, the outnumbered PCs gain exactly as many extra actions as necessary to even it out, solely for the use of fighting those PCs outnumbering them), and when circumstances necessary to progress a scene require criteria that too few PCs at the scene possess (in which case the relevant PC can take the extra action to move things along for everyone’s benefit, e.x. Gandalf decodes the map, translates the Elvish text, finds the secret entrance and casts the correct magic because the rest of the party is combat Dwarves and a Hobbit and can’t do any of those things). This Point can confer one additional action in excess of these if the character is benefiting from them.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is skilled in getting around unseen and undetected. This may be a enhanced by, or a result of, things like camouflage technology, magical silence, extremely small size, and the like, but this Point is sharply differentiated from '''Invisibility''' in that the character can always be detected by sufficient mundane effort or attention, no matter the circumstance, and must actively avoid notice, instead of being presumed unnoticed until they engage in a competitive task, or something does something special. Users of this Point include Solid Snake from Metal Gear Solid, Altair from Assassin’s Creed, Garrett from the Thief series, and James Bond, though they rarely use only this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For approaches where the character is obviously present but undercover or unremarkable, see '''Disguises''', and possibly '''Oration''' if they infiltrate through social subterfuge, such as bluffing, acting, and imitating.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a “generic” kind of overall above-human physical aptitude, typically encompassing some combination of superhuman strength, speed, resilience, reflexes, stamina, etc. This is an unbelievably common package in anime, comic books, and martial arts films, and incredibly common among non-human races in fantasy and sci-fi books, games, and movies. This can all be represented as a single Point simply because it would be prohibitively unwieldy to do otherwise, however, some small amount of emphasis can go to particular traits if the character is only superhuman in a few areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For characters with individually outstanding physical traits which cannot be called generic, such as the Flash’s speed or the Hulk’s strength, see '''Superior - Attribute'''. The big three of Superior - Strength, Superior - Speed, or Damage Reduction, have greater narrative potency due to their greater focus and Advantage cost, while Superhumanity is subsidized, compact, and generalist. Where it matters, one of these Points at Significant can compete with, but not exceed, Defining Superhumanity, but it should be understood that this arrangement is redundant on the same character.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superior - ''Strength/Speed/Stamina'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a single physical trait which vastly exceeds the norm to the point of becoming one of the character’s primary tools, as opposed to '''Superhumanity''' being a general package.The Hulk would take this Point in “strength” instead of Superhumanity, which Superman might take instead, representing that all of his metaphorical “XP” is loaded into being really really strong, and that his strength is more relevant than a generic superhuman’s in solving problems.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' in the case of Superior - Stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which of the character’s attributes is exceptional, and at least one example of a feat they can perform with some, but not exceptional, effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Anything like “Superior - Durability” is represented with '''Damage Reduction'''. Something like &amp;quot;Superior - Reflexes&amp;quot; is still represented under the Speed class. Speed assumes the reflexes to use it and vice versa. Emphasizing one and downplaying the other, such as in the case of super reflexes but normal speed, is simply a matter of writing it into the trappings.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is well-versed in what it takes to provide for themselves and possibly others in situations far away from civilization and dependable infrastructure. This Point typically represents an abstract collection of abilities such as navigation and foraging suited to particular environments, but which rarely have central relevance, given that MCM’s structure makes it difficult to really be stranded anywhere for long.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of places the character is skilled at surviving in.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can accelerate the passage of time for other things. This could cause plants to grow, weapons to rust, food to rot, creatures to mature, machines to work faster, stone to wear away, etc. so long as it is naturally affected by the progression of time. How much what target can be accelerated almost wholly depends on how useful it is to actually do it. In any tier of Advantage slot, rusting away the blast doors of a sealed starship bridge would be more difficult than ageing a bottle of wine by the same amount of time. It is understood that many problems may simply be beyond the scope of being solvable by any practical amount of time passing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when applied to PCs, or possessions/NPCs of consequence.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.  &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create closed time loops with themselves, wherein an iteration of them from the future briefly returns to present to assist them in some task, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past in order to keep causality happy. This is the only form of personal time travel that MCM accommodates. Future selves are primarily useful for already knowing of dangers ahead of time, having partial or full solutions to puzzles, or items that make a problem easier which lie beyond the problem, and so frequent consultation with a scene runner is usually necessary to be playable.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Note: This Point does not cover having future selves travel back in time to multiply the number of things you can do at one time. See '''Multiple Discrete Actions''' to do so.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act outside of time, such that they are able to act literally instantly. This is differentiated from slowing down time, in that their actions take place without significant opportunity for other characters to follow them until they’ve already happened. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Time Stop is extremely reliable and easily used, allowing the character to enhance nearly everything they do, often to the point their actions become difficult to follow. Similar to Defining teleportation and invisibility, the character often Just Shows Up out of frozen time. Examples are Sakuya Izayoi from Touhou, Dio Brando from JoJo's Bizarre Adventures, Shadow the Hedgehog's Chaos Control, and Homura Akemi from Puella Magi Madoka Magica.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Time Stop is incomplete, limited in use, very short lived, or else plausible to “resist” without any special powers, but still lends the character considerable utility in situations to which it is well suited. Other characters often don't have a hard time figuring out what they've done when time resumes, or else may be be able to anticipate or counter it with mundane effort and skill. Examples are Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most usable incarnations in videogames, such as Castlevania or Bayonetta.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Time Stop is more or less a flashier version of super speed or super reflexes. The character might only be able to see and not move while time is stopped, or else be unable to interact significantly with the environment while time is stopped, or the pause in time has such a short duration that little more than single motions can be accomplished. Examples include Accel World's Brain Burst program, and Hit from Dragon Ball Z Super in his first appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where actions taken in stopped time would directly affect another PC or undercut them to a goal without allowing for a competing effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For simply slowing down time, see '''Superior - Speed''', or for slowing down the time of a specific entity, see '''Debilitation'''. '''Superior - Speed''' and '''Flash Movement''' can be considered optional ways of representing time stopping characters, especially those who use it largely cosmetically or to simple effect in their source. Using one or both instead of this Point is less taxing on a character’s Advantage space, and adheres to general logic rather than the Consent tag, but the tradeoff is that actions the character takes using their time stopping powers are then eminently obvious and preventable, as well as lacking the same degree of flexibility and narrative punch. The choice is up to the player most of the time.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - ''Vehicle'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with operating a certain class of vehicle or in control of a certain kind of mount. When at the wheel/saddle/etc., in addition to their normal uses (taking off and landing with a helicopter, ramping off things with a motorcycle, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, as highlighted later in this section, character is not obligated to spend Points on &amp;quot;having a vehicle&amp;quot;. The Vehicle Mastery justifies its own use. Exceptional vehicles with unusual qualities or extremely high performance may require other Points.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The category of vehicle or mount the character is extraordinarily skilled with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - ''Style'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with a certain category of weaponry or in a certain style of combat. When using those weapons or within their arena of combat expertise, in addition to their normal uses (speed loading revolvers, parrying with swords, grappling in hand to hand, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, a character is not obligated to spend Points on &amp;quot;having a weapon&amp;quot;. The Weapon Mastery justifies its own use. Unusual or extremely exceptional weapons or attack techniques may require '''Attack List'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The field of weaponry or style of combat the character is extraordinarily skilled in.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. This Point is for above typical skill. MCM does not require players to spend Advantage space to put the pointy end of a sword towards the enemy, and does not run on “weapon proficiencies” like in tabletops. A character with Advantage space dedicated to a weapon or fighting is presumed to have a minimum amount of capability to use it effectively.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is fabulously wealthy or has access to incredibly abundant resources of a generally valuable rather than immediately practical nature. This Point doesn’t represent things that the character happens to own because they are wealthy, which would simply be a trapping. It represents an amount of liquid assets or useable resources they can throw at a problem by itself, such as bribing guards for entry, paying off politicians for info, hiring local help for a task, or local mercenaries to fight, investing capital in an ongoing project, taking ownership of set pieces to use immediately within the scene(s), reserving public spaces for Elite use, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wild Card - ''#'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an Advantage that isn’t sufficiently covered by anything else on this list! Human decisions made by staff on what may be required of this Point are unavoidable, and so the Point may wind up being considered '''Consent''' applicable, or may be asked to be tweaked in some other fashion to remain consistent with MCM’s universal rules. Wildcards are given a number instead of a category in their designation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A very clear and detailed explanation of what the Point is supposed to do and how, as well as any information required for others to known how to interact with, around, and against it.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: The category for Wildcard is simply a number, referencing how many the character has, since possible categories are about as broad as the Advantage’s name.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Non-Advantages===&lt;br /&gt;
Some staple fictional powers don't appear in the above list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broader Advantage with a number of possible functions, and those functions are applied for as Points, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
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===Redundancy and Prerequisites===&lt;br /&gt;
Since Advantage Points are concerned only with what the character does as a whole, they naturally compress otherwise extensive lists of powers or items. In some cases though, it makes more sense for another Advantage to restate it as part of its conceptual package. In these cases, the same Point recurring at the '''same tier or lower''' effectively becomes a “free” Point. It is still noted in the Advantage slot, but it no longer costs any space. &lt;br /&gt;
e.x. A character has an Advantage slot that gives them sturdy, environmentally pressurized power armor, represented by the '''''Damage Reduction''''', '''''Environmental Protection''''', and '''''Superhumanity''''' Points. They also have a giant mecha, which has its own, different Advantage. They can add (Damage Reduction, Environmental Protection, Superhumanity:) as a new line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantage Points. No Point requires another Point to work.&lt;br /&gt;
&lt;br /&gt;
=== Advantage Category Examples ===&lt;br /&gt;
Points with - Categories are bounded to a maximum limit of what they can contain in one Point. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Points like '''''Resistance - Everything'''''. To help judge acceptable categories at a glance, we've listed a number of examples below. These are '''not''' complete entries. The categories themselves are valid, but the contents aren't trappings. ''Don't'' copypaste the whole thing.&lt;br /&gt;
&lt;br /&gt;
==== Bane ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
&lt;br /&gt;
This Point may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. A Defining might need them to be completely obliterated. A Significant might require excessive violence that doesn't typically exist in accidents or normal fights; someone would have to go the extra mile. A Minor would only help survive very casual threats, or battles with enemies not serious about killing them.&amp;lt;br&amp;gt;&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. A Defining would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. A Significant has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. A Minor example will only work to stabilize a character when they go a few metaphorical HP negative, and they could still be easily finished off.&amp;lt;br&amp;gt;&lt;br /&gt;
Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. A Defining would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A Significant could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in other, non-irrelevant cases. A Minor example would never save the character from an engineered death, but only a trivial, pointless, or ignominious one.&amp;lt;br&amp;gt;&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. A Defining presumes that it would almost never happen unintentionally. Someone would have to know the Catch and plan for it. A Significant presumes that the fatal threat won’t be commonly present, but may still turn up from time to time in regular scenes, and wouldn’t be too hard to acquire it if necessary. A Minor presumes that chances for it to fail are are abundant in everyday adventuring.&amp;lt;br&amp;gt;&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Past a certain level, a mechanism can be considered too obscure or difficult, and thus not acceptable (for instance, Ganon only dying if killed by the Master Sword).''&amp;lt;br&amp;gt; &lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. A Defining means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. A Significant means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. A Minor has some intensely limiting factor that makes it easy to locate and destroy, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&amp;lt;br&amp;gt;&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A Defining entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. A Significant means that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. A Minor means only that the character can tap out and choose to abandon the proxy before they're killed through feedback barely any less lethal than their own durability.&amp;lt;br&amp;gt;&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
====Knowledge====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
====Resistance====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage incorporating the Point, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''''Environmental Protection''''' (such as Resistance - Space Hazards).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&amp;lt;br&amp;gt; &lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane''' -- Minor cantrips, mild hazard spells, &amp;quot;magical radiation&amp;quot;, pockets of wild magic, or '''Consent''' effects such as polymorphs or disintegrations.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
====Vehicle Mastery====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Multi-Wheeled''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Military Ground''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
&lt;br /&gt;
This Particular Point allows for extremely limited selections with broad roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
====Weapon Mastery====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Hilted Slashing''' -- Most swords and daggers, axes, sickles, naginatas, most vibroblades, some energy swords or psychic/magic blades, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
This is as wide and catchall as melee weapons get, and it should be assumed that the weapons in this category are being applied in their generic roles; it won't get get you the unique styles and tricks of everything with a cutting blade.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Striking''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Modern Infantry Firearms''' -- Typical rifles, shotguns, handguns, submachine guns, etc. May include somewhat more specialist weapons used in a generic role, up to and including basic grenades.&amp;lt;br&amp;gt;&lt;br /&gt;
This is essentially the &amp;quot;Hilted Slashing&amp;quot; of guns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Particular Point allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, and thrown weapon, as per their roles in Hilted Slashing, Hand-To-Hand, Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
==Advantage Standards==&lt;br /&gt;
While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory for Advantages to do exactly what they say.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
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 &amp;quot;conceptual&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''-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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''-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.&lt;br /&gt;
&lt;br /&gt;
===Up-rating Tiers===&lt;br /&gt;
When a single package of abilities is split up across multiple tiers of Advantage, any mention of the higher tiered Advantage should only appear in the lower tiered Advantage, not the reverse. Written inclusions of Significant or Minor Advantages shouldn't be appearing in a Defining Advantage's text.&lt;br /&gt;
&lt;br /&gt;
===Implicit Limitations===&lt;br /&gt;
Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Attack List - Ranged, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under an Attack List - Ranged for the others.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
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. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Points by their official names, directing the reader around an Advantage section like a wiki, explicitly leaning on conventions such as the Defining/Significant/Minor tiering system, or universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all. &lt;br /&gt;
&lt;br /&gt;
===Anti-Consequence Advantages===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===A Word on Force Fields and Energy Shields===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armour has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of &amp;quot;okay, now this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Advantage +1===&lt;br /&gt;
Lastly, MCM does not consider Advantages recurring multiple times equal to “Advantage but better”. A natural superhuman might put on a suit of powered armor that further enhances his superhuman physical abilities, but Superhumanity is Superhumanity, and is worth 1 Point. There is no Superhumanity+1, double Superhumanity, or Superhumanity squared.&lt;br /&gt;
&lt;br /&gt;
==Basic Advantage Policy and Limitations==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Point) abstractly have &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy - 1, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;switch off&amp;quot; the potential for consequences to a character.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Conservation of Ninjutsu:''' It's possible to create PC-class power. It isn't possible to mass-produce PC-Class power. Cloning Superman once might get you another Superman, cloning him a hundred times gets you Superman-flavored mooks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
==Advantage Format on Applications==&lt;br /&gt;
This is the section to reference when filling out Advantages on a Character or Upgrade application. A walkthrough of the format follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which Advantages are Defining, Significant, or Minor is determined solely by which section they are placed under. i.e. an entry written under '''3b-1. Advantages: Defining''' on a character application is automatically a Defining Advantage. A name should be given to each Advantage by the player, which can be just about anything, though it should be related to what the Advantage represents. A very brief description of the Advantage may be added as well, as a form of broader trapping to the whole package. This follows the same guides for trappings on Points: less than '''240''' characters is the ideal. No more than this should really be needed when the Advantage Points will cover the bulk of explaining what it does.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, the Advantage can be populated with up to '''3''' Advantage Points. Write the proper designation of the Advantage Point, end it with a colon for neatness’ sake, and then fill in the Point’s individual trappings as desired. For the most part, keep one Point to one line. If two Points are extremely obviously intertwined and could be attributed the same trapping (such as with the components of a teleportation power), they can be put on the same line.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, add any “free” Advantage Points (as explained in the main body of the Advantages article), if any, to the end. All free Points should go together on a single line, and use the same trapping to encompass all of them, since by their very nature they should need a quick recap at the very most. If there are free Points that are clearly intertwined, they can go on the same line as an existing Point, as explained before. Put all free Points in (parenthesis) to designate them. Reserve parenthesis solely for free Points.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt; &lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: (Attack List - Ranged): Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&amp;lt;br&amp;gt;&lt;br /&gt;
''(Destruction, Incapacitation): Black Mage can use personal versions of the intensely destructive or non-lethal spells of his Aeon Summons, albeit weaker and more localized.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, the free Point added to Field Shaping is not strictly necessary, since how it relates to his elemental attack powers is blatantly obvious from its organization and trapping. It’s only an example of how it could be done. The example also references an Aeon Summon Advantage that obviously isn't included to demonstrate unrelated free Points. As a general rule, players should assume that explicitly compounding Points like this is unnecessary when their relation is very clear, or it’s very easy to figure out what comes out of the combination. i.e. Superhumanity + Weapon Mastery - Swords = superhuman feats of swordsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The character’s +advantages entry on the MUSH will parse in ANSI to make things easier to read: Advantage titles are white, Points are green, free Points are blue, and any Point that has a Consent application is automatically marked with a red asterisk (this*) by our code. Since Share Power can encompass Advantages up to and including “all of them”, there is no special format; the trapping should give a good idea of what Advantage Points it shares. Please format applications correctly to make things easier on staff generating your character, and to prevent errors.&lt;br /&gt;
&lt;br /&gt;
==Quick Characters==&lt;br /&gt;
Apart from the standard format presented here, written for MCM’s default character application process, players wishing to app relatively streamlined and straightforward character concepts have the option of writing their character to in the format of a &amp;quot;Quick Character Application&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
The Quick application effectively does the following:&amp;lt;br&amp;gt;&lt;br /&gt;
The character still has up to '''two''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
The character now has '''two''' Significant Advantages, rather than the default four.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is still limited to a reasonable number of Minor Advantages, but this will rarely be allowed to exceed '''three''' slots.&amp;lt;br&amp;gt;&lt;br /&gt;
The '''Wildcard''' Advantage Point is not accessible. Highly fiddly Advantage Points with high bars of required text (such as '''Improbable Defense, for example''') are discouraged but not disallowed, so long as they are relatively simple examples of their breed.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is obligated to fill out '''only''' a '''Trouble''' for Disadvantages. No further Disadvantages, Significant, Minor or otherwise, should be sent for approval.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Submitted Quick Character Applications are something staff places slightly higher priority on processing, and due to being smaller and simpler in scope, are generally processed and approved more quickly, which makes it the preferred format for characters who just don’t need the full sprawl of Advantage space.&lt;br /&gt;
 &lt;br /&gt;
A character approved under the Quick format can, at any later date, obtain the same '''four''' Significant Advantage slots, somewhat '''increased''' Minor Advantage slots, and access to the '''Wildcard''' Advantage Point, as well as more technical examples of other Advantage Points, afforded to regular character applications, by submitting an [http://multiversemush.com/mw/index.php?title=Upgrade_Application| upgrade application] which fills out the minimum three Disadvantages a normal character application requires. If the player anticipates their character will be upgrading into further Advantages in the near future, they should send in a full character application rather than the Quick format and a following upgrade shortly thereafter. Otherwise, this can be done at any time, so there are no lasting restrictions on a character approved under the Quick format.&lt;br /&gt;
 &lt;br /&gt;
To submit a Quick Character Application, simply submit the existing character application and re-title it from '''Character Application - Name - Faction''' to '''Quick Character - Name - Faction'''. Staff will process it under these adjusted parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Patch Notes 9/11/2019''': Overhaul to most text to drastically decrease length and amount of reading. Mind Manipulation and Mind Reading folded into new Mental Intrusion Point. Oration removed. Attack Redirection removed and considered part of Attack List or Buffs. Water Functionality removed and considered part of Environmental Protection and Mobility. Multiple Discrete Actions renamed to Split Actions. Required text in Repair changed. Benchmarks of comparison between Superhumanity and Superior - Attribute added.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 9/24/2018''': Required Text for Field Shaping and Power Copy cleaned up. Superior - Attribute now broken down into Superior Strength/Speed/Stamina.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 5/13/2018''': Standards on Meta Reference and Rules Restatement added. Cure now uses the Self/Other notation as Healing. Destruction and Skeleton Catch made Significant minimum for common sense's sake. Skeleton Catch now has more explicit interactions in its Significant permutation. Extraordinary senses now more clearly defines required cues. Mind Reading clarified for the purpose of &amp;quot;mundane&amp;quot; versions. NPCs are now more explicit about the fact that are required to be a non-trivial investment for the character, as opposed to Proxy. Share Powers now references the banlist of Power Copy to be specific. Both NPCs and Share Powers have had their standards of Required Text updated to account for the new Meta Reference and Rules Restatement clause.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 7/5/2019''': Proxy rolled into Immortality, Anti-Power Genre Required Text example regarding Anti-Magic revised, Stubs removed, Non-Advantages section added, Gestalt policy on Troubles updated.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/19/2018''': Flash Movement interaction with passengers, Healing interaction with different-tier Share Powers, and Destruction and Skeleton Catch interactions in general, clarified. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/13/2018''': Further/missing notes added to Destruction, Improbable Defense, and Mind Manipulation. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/31/2017''': Advantage Redundancy and associated instances of free Points updated. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/29/2017''': Missing Required Text added. Format example expanded. Up-rating Tiers section created. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/24/2017''': Format updated to 5.5 Application standards. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 6/14/2017''': Edited to flow better for learning the new system.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 2/22/17 7:15 P.M.''': Edited the Conceptual file to encompass another form of broad shorthand: Molecular-level control.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/16/2017 6:18 P.M.''': Edited Minor NPCs to clarify that they cannot have a PL, and how two minor NPCs of different specialties might interact.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/12/2017 8:31 P.M.''': Edited out Monsters of the Week as a standalone advantage. A MotW would be a &amp;quot;blank&amp;quot; Defining NPC entry with possible advantages fleshed out as a mix'n'match package defined as a part of the character's other advantages.&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=15434</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=15434"/>
				<updated>2018-09-13T02:16:28Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Applying and Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (csys) uses the AGE system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE. The most important thing to immediately understand is the Mantle system.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a cohesive package of combat data that contains all the necessary parts to be thrown into the combat system and run, analogous to a &amp;quot;stat block&amp;quot; or &amp;quot;loadout&amp;quot;, and is what a player uses when interacting with the csys. They are named Mantles because the prime function of the Mantle system is the ability to exchange and put on different Mantles to allow for a player to represent entities other than their own character in combat, primarily in the case of scene and plot runners. &lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for alongside the character. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their core combat sheet, and is made to be customized, as well as to keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs.&lt;br /&gt;
&lt;br /&gt;
A character Mantle is automatically assigned to the character as the default. When you feel the need to try on another, use '''+mantle/claim''' to see a list of all available Mantles. From there, use '''+mantle/claim &amp;lt;ID or Name&amp;gt;''' to pick one from the list, and add it to your personal list. Your personal list can be viewed with the '''+mantle''' command, where your claimed Mantles can be managed. Finally, select a Mantle to load with '''+mantle #'''. The next time you ready for combat, you will don the selected Mantle. Using the '''+reset''' command will load the Mantle you currently have claimed.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, especially for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
The central aspects that comprise a Mantle, or any combat entity in general, are the '''Archetype''', their '''Quirks''', their '''Stats''', their '''Weight''' class, and any '''Enhancement''' bonuses. These five elements together build up most of a character's combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''+stats''' command, however not all of them will be visible unless the target is your own character (no target defaults to your character).&lt;br /&gt;
&lt;br /&gt;
A list of all Archetypes and Quirks can be found in this article: &amp;lt;big&amp;gt;[[Archetypes and Quirks]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, an player character's Archetype may be changed once in the case that the original just doesn't isn't their style, but otherwise, an application is required to change an Archetype. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''Quirks:''' Any Mantle may have up to three different Quirks assigned to it at any given time. Quirks amount to smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Quirks may be changed at any time by the Mantle owner until a battle has begun, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks comprise the core tool by which players are able to put their character's own unique stamp on their Archetype, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: '''Poor''', '''Average''', '''Good''', '''Great''', and '''Excellent'''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value. One character's Average Power may commonly deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Stats are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''+keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters, to an extent. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Boss Weight Mantles are not mechanically unbeatable, even by single characters. They largely exist to provide tough fights for large crowds at important moments in TPs and more authentic escalation.&lt;br /&gt;
&lt;br /&gt;
'''Enhancement:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can accrue Enhancement Stars across their characters, usually representing that the character's power has grown in some incremental manner. These stars are assigned to a stat of the player's choice, where they provide a small, permanent boost. The total number of stars add up to the character's Enhancement level. All characters enter play with '''0''' stars, and the maximum Enhancement level currently attainable is '''3'''. Enhancement level has only a minor impact on combat, and serves to represent character growth and player effort put into developing them, rather than an inherent narrative trait. Enhancement level is visible to other players, while placement of stars is not.&lt;br /&gt;
&lt;br /&gt;
==On Balance, Power, and Matchups==&lt;br /&gt;
The AGE system is designed with a very high degree of modularity to allow it to be tailored to the audience of an individual MUSH. As far as MCM goes, we've started on the side closer to fair arbitration, as opposed to immediately pursuing a full tabletop/video game system. That means MCM's combat system is heavily tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery of said system. This is intended to minimize the amount of mechanical learning necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to allow combat to play out in a low-stress way, rather than be a  zero-sum fun mechanic. We've sunk a great deal of effort into cleaning the system of trap choices and secret options that can break a character, and are committed to maintaining the moving parts of the csys as items that don't require spreadsheets to use correctly.&lt;br /&gt;
&lt;br /&gt;
That said, in order to allow for our csys to retain breadth and depth of choice in building characters and in play, our csys is designed with a minimum expectation of common sense when it comes to choices. If a character has rock bottom accuracy, we expect our players are smart enough not to stock up on Quirks that require accurate hits to be useful. Likewise, if a player is sitting at 1 HP and has piles of attack resources, we assume they know better than to throw out their puniest attack for their last ditch effort. The general rule is that if something explicitly says exactly how it works, it is presented as &amp;quot;use at discretion&amp;quot;. If an expensive ability says it doubles damage, and you spend it to double your weakest attack, we can't help you.&lt;br /&gt;
&lt;br /&gt;
Overall, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other rather than compare odds, and our csys is designed to make ordinary fights fairly fast and casual.&lt;br /&gt;
&lt;br /&gt;
==Core Concepts of Combat==&lt;br /&gt;
'''Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus.&lt;br /&gt;
&lt;br /&gt;
The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
&lt;br /&gt;
''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
&lt;br /&gt;
Certain effects cannot be quantified in their impact by static and universal means. Instead, they use a second track of Adjectives that denote tight ranges of relative effect. This ladder goes:&lt;br /&gt;
&lt;br /&gt;
''Tiny''&amp;lt;br&amp;gt;&lt;br /&gt;
''Small''&amp;lt;br&amp;gt;&lt;br /&gt;
''Standard''&amp;lt;br&amp;gt;&lt;br /&gt;
''Considerable''&amp;lt;br&amp;gt;&lt;br /&gt;
''Substantial''&amp;lt;br&amp;gt;&lt;br /&gt;
''Overwhelming''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' There are three resources that are tracked during a battle. '''HP''', '''Drive''', and '''Hype'''. These are universal across all characters and Mantles, and are the most important parts of combat.&lt;br /&gt;
:'''HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have a default pool of 1000 HP under normal circumstances, though this may be raised or lowered by their choice of Archetype and Quirks. Unlike many games, HP on MCM does not correspond strictly to character injury. While we expect all characters to face a reasonable degree of harm in combat, hitting 0 HP does not equate to total incapacitation under normal circumstances, but rather the point at which the character ceases fighting due to being a sane actor who isn't eager to be severely wounded or killed over day to day skirmishes. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later. HP is visible to other players as a percentage of your maximum.&lt;br /&gt;
:'''Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of 100 Drive, and begin with 70, which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-0:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;0:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. Drive thresholds are visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
:'''Hype:''' Hype is the resource used to use Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype when used, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''Attacking:''' Players take turns attacking each other with the '''+attack''' command, formatted as '''+attack &amp;lt;target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Massive:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    65    The character loses 65 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is the level of the attack.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that level 1, 2, and 3 attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Level 4 and 5 attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day.&lt;br /&gt;
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'''Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''+defend''' command, formatted as '''+defend target=type'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Bolster: Your next attack gains a Moderate bonus to Power.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum. Attack/defense resolution is considered the start of a &amp;quot;new turn&amp;quot; overall. The first defender of a battle gains 25 bonus Drive to counterbalance being attacked first.&lt;br /&gt;
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'''Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Hype gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. When you do so, the opponent is notified that you have used a Push, but not which one. The command '''+push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''+push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff. &lt;br /&gt;
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It should be mentioned that Pushes are largely self-balancing; unless they clearly state otherwise, they result in proportionally higher gains when used with lower level attacks, and proportionally lower gains when used with higher level attacks. This is to allow people to spend Hype freely and use Pushes when dramatically appropriate,rather than being required to hoard it to spend optimally.&lt;br /&gt;
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'''Support Actions:''' Some Archetypes have the ability to support and empower teammates in battle. These Archetypes have access to the +support command, which makes an ally the recipient of that Archetype's special support action benefits. If no target is selected, the benefits of '''+support''' are applied to your own character until one is. Once a target is set, it cannot be changed until the battle is finished. This is the mechanical compromise that allows support characters to exist without any special rules regarding who they're allowed to support and when.&lt;br /&gt;
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'''Consequences:''' When finishing a battle below a certain threshold of HP, a character receives a lasting malus to their combat performance called a Consequence. Consequences represent that the character has taken a degree of damage that they won't immediately walk off, and are the only real way in which MCM tracks and enforces healing/repair time. Consequences come in three severities:&lt;br /&gt;
:'''Mild:''' When finishing a battle below 35% HP. Automatically applied when Playing for Keeps. Reduces maximum HP to 90%. &lt;br /&gt;
The character has one or more minor but non-superficial injuries, resulting in some degree of pain, exhaustion, weakness, or impaired mobility, which hampers them somewhat in combat. These will typically heal on their own even without medical attention.&lt;br /&gt;
:'''Moderate:''' When finishing a battle below 50% HP while Playing for Keeps. Reduces maximum HP to 75%. &lt;br /&gt;
The character has suffered serious but non-life threatening injuries, which necessitate some medical attention. Broken bones, severe blood loss, damaged muscles, or other heavily impairing injuries are to be expected. The character should try to avoid serious fighting.&lt;br /&gt;
:'''Severe:''' When finishing a battle below 25% HP while playing for Keeps. Reduces maximum HP to 60%. Prohibits the use of +keeps. &lt;br /&gt;
The character has sustained extensive or critical injuries that put them at serious risk and will require prolonged attention to see repaired. The character has likely suffered injuries that came close to killing them, and can expect to probably lose in any real fight until they get better.&lt;br /&gt;
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Consequences decrease in severity and disappear over time, either in real time, or decreased by number of scenes. Simply RPing is the fastest way to clear up a Consequence (especially RP that gets healing-type characters involved). When a character gets into a big fight and takes some heavy hits to show for it, going out into the MUSH and actually playing the result is preferable in every way to not playing them at all until they fully heal, so we reward the former. As a general note, scenes only count towards Consequence timers once they have been closed, so if you're chronically terrible at remembering to hit +scene/finish, improve that habit!&lt;br /&gt;
:'''Mild:''' Expires after 1 scene or 7 days.&lt;br /&gt;
:'''Moderate:''' Downgrades to Mild after 1 scene or 14 days.&lt;br /&gt;
:'''Severe:''' Downgrades to Moderate after 2 scenes or 28 days.&lt;br /&gt;
Taking further Consequences does not increase their severity, it only refreshes the timer of the existing one.&lt;br /&gt;
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==Playing for Keeps==&lt;br /&gt;
In most battles, the characters participating will inevitably have a mutually exclusive goal which they've come into conflict over, but not be so invested in that they're willing to die or be seriously wounded for it. No sensible actor, real or fictional, voluntarily fights to the death over anything of less than critical importance or value, and even in the combat-heavy lives of most player characters, these kinds of battles are likely to be in the minority. MCM assumes that as a general rule, player characters fight with self-preservation mind, and will concede the objective when they are persuasively injured. For those exceptional circumstances in which this isn't the case, the player has the option of Playing for Keeps.&lt;br /&gt;
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Playing for Keeps is activated by the '''+keeps''' command, which comes with a '''&amp;lt;Reason&amp;gt;''' field, because each time it is activated, the use of +keeps is logged alongside the pressing reason the character had for doing so. When this command is activated, it indicates that a serious tone shift has occurred, and that a player character is no longer fighting an ordinary conflict, but is so invested that they're willing to put everything on the line to win. Different characters will inevitably have different reasons for getting this serious. Some might only Play for Keeps when the lives of their friends or threatened, where others might do so simply out of sheer unthinking fury, and others might do so for a grave insult to their pride or honor. Whatever the case, staff keeps track of this fairly powerful tool to make sure it's being used appropriately, and not &amp;quot;because the other guy did&amp;quot;.&lt;br /&gt;
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When +keeps is activated, the character who is now Playing for Keeps receives an immediate boost to all their combat stats, and visibly increases one Weight class, for the entire length of the battle. If +keeps is activated partway into a battle, they gain a boost to their next attack and defense proportionate to how many turns the battle has already progressed, so as to enable dramatic triggers to happen in battle without wasting most of the command. Pressing +keeps is a considerable advantage, and will either significantly tilt a battle in a character's favour, or significantly even out one slanted against them. In exchange for this temporary surge in fighting ability, the character opens themselves up to much more grievous injury, by going past their ordinary limits and prioritizing victory over their safety, reflected in the Consequences system.&lt;br /&gt;
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It should be noted that this boost in power is not absolute, and users should be warned that it is still entirely possible to lose after hitting +keeps. The tool doesn't exist as a win button with drawbacks, but a way to have some control over the narrative of their character, to pick out and underscore pivotal moments, and to have some extra say in the outcome of a battle with important ramifications. So long as there is a solid reason for a character to Play for Keeps, any mechanism by which they do so is up to the player. Whether it's a dramatic transformation or simply trying their absolute hardest, all player characters can Play for Keeps. Public Mantles do not have access to this command.&lt;br /&gt;
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==Fighting Multiple Opponents==&lt;br /&gt;
COMING SOON™&amp;lt;br&amp;gt;&lt;br /&gt;
In the meantime, we have the '''+tank &amp;lt;#&amp;gt;''' command, which multiplies your maximum HP by the chosen number (up to five times), which should be the number of other players you're fighting. This is a stopgap tool until the full infrastructure is done, not a finely honed mechanic. Since it just multiplies HP, the player using this is still at somewhat of a disadvantage (though not a crippling one), and should basically be using it with some level of magnanimity. Two opponents might be plausible, but it's a command to fight groups without being atomized in one turn.&lt;br /&gt;
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==Scenarios==&lt;br /&gt;
ALSO COMING SOON™&lt;br /&gt;
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==Applying and Upgrades==&lt;br /&gt;
&amp;lt;big&amp;gt;'''''For characters existing before the implementation of the AGE combat system, please use [http://multiversemush.com/mw/index.php?title=Csys_Application this form] to update from your Unshaped Mantle to a personalized Character Mantle.'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
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When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
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In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement Stars (and notify the player), but in the majority of instances, these are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
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The application for Enhancement Stars or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
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MCM's standards for Enhancement Star approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment and satisfaction of players who want to go for them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;. The typical (though not universal) case for an Enhancement Star is a character concretely and demonstrably increasing their combat ability in some way due to RP, but in all cases, this should be RP that the player has some ownership of; simply tagging along to a lot of scenes and scavenging toys isn't sufficient. The process that lead up to the upgrade should have involved either directly creating RP, or taking a lead role in fostering and/or expanding upon existing RP with the character. Because we're very much aware that the time dedicated to running scenes rarely allows the player's character to feature as prominently in them, staff will also try to acknowledge the contributions to the community of players consistently running scenes and plot and approve upgrades to their characters without them overtly pursuing a powerup on-screen.&lt;br /&gt;
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In general though, Enhancement Stars are a fairly small benefit, and considered a luxury rather than a necessity to make a character a credible combatant. We consider upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, not something that will skyrocket a character's combat ability well beyond their point at chargen.&lt;br /&gt;
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==Stance on Combat RP==&lt;br /&gt;
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'''Lethality and Sell:''' As far as MUSHes go, MCM's csys presumes that damage and injury to player characters is handled with a certain degree of cinematic frequency and logic, and that all PCs are able to access Multiversal healing and repair some way or another. We also presume that any sane and rational character isn't eager to have their guts spilled over the pavement to get a granny's purse back from an alley robber, and have some basic concept of self-preservation. Because of this, we don't assign a strict or particular value or correlation to HP, nor do we strictly demand that players portray damage to their characters in a highly regulated way. Our default tone for combat can roughly be considered &amp;quot;pulp action&amp;quot;, so players have some liberty deciding how gritty or how Star Wars they want their fights to be. &lt;br /&gt;
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In typical, day to day skirmishes, the ground assumption is that characters will fight until they have a convincing enough reason not to. This most commonly takes the form of hitting 0 HP and picking up a Mild Consequence, which is where real people usually look to get out of a fight they're not highly invested in, but can also be due to the circumstances they're fighting over having changed, one or both characters withdrawing before any decisive blow happens, or players simply running out of time. Whatever the reason, the presumed state of affairs is that combat ends with one side conceding the goal and breaking off to fight another day, as most properties go when they have a limited cast of core characters expected to fight many times, and indeed as most real life battles go. Playing for Keeps is the exception to this, as hitting +keeps indicates a tone shift from an episodic skirmish to a serious moment where the character is putting their life on the line. Hitting 0 HP while Playing for Keeps indicates being physically unable to fight any longer, and in real (albeit hypothetical) danger of being killed.&lt;br /&gt;
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The one big demand we have in how players treat the combat system, is that when they take Consequences, they own them and play to them. If your character takes a Consequence, they were meaningfully injured in some way, and not only is that not up for argument, it is mechanically incarnated. Rather than demanding our players be ultra serious and measure their combat sell turn by turn, have their characters mangled half to death by every attack to properly respect how big a deal other characters are, or enforce a codified set of healing downtime in which a character can't be played, we can afford to allow people to have ownership of how they want to portray their characters in combat, and we can incorporate the idea of a &amp;quot;casual fight&amp;quot;, by boiling the hurt that matters down to Consequences. Be good with them. Engage with them in good faith, and treat them with some respect. Consequences are the evidence that a fight happened between two characters (at least more than a quick exchange of blows), and playing one out is a great way to legitimize the RP that happened. If players can do that, then we need ask nothing further of them, and combat shouldn't be a stressful exercise.&lt;br /&gt;
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'''Team Fights:''' It is far from uncommon for fights to break out between numerous player characters in the same scene, arranged in two or more groups. The much preferred way to handle this is by pairing off into one on one battles that can happen simultaneously; at the moment, the tools for handling multiple vs one are still in the works. When team battles arise, people should prioritize choosing matchups they think would be interesting and fun. Where fairness is a strong concern, matchups can be judged &amp;quot;close enough&amp;quot; by letting characters of a lower Weight class, Enhancement level, and significantly base lesser stat adjectives (shared at player discretion) take first picks.&lt;br /&gt;
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'''Dummy Testing:''' Because MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems, we simply can't have players sitting around with spreadsheets and whiteboards trying to reverse engineer its nuts and bolts. The combat system is already pulling off fifteen layers of black magic behind the scenes to ensure that it is tightly balanced regardless of advanced game knowledge, so not only is attempting reverse engineering incredibly unlikely to go very far, it also yields no significant benefit for doing so. We prohibit intensive testing of the system not so we can protect a pot of secret gold at the end of a mathematical rainbow, but because it infringes on the freedom of future installations of AGE on sister MUSHes to construct their combat systems in a sterile environment and in a way they like, and is generally a huge waste of people's time besides. &lt;br /&gt;
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That means we do not allow players conducting coded battles between their own alts, sitting in rooms bashing on public Mantles as dummy targets, pairing up with a friend to fiddle with stats and weights, or other applications of the csys that have nothing to do with RP. There's no reason for it to be used outside of an actual scene where a fight is happening, period. This is really easy for us to notice with our back end tools and will be considered extreme ill-faith interaction with system, and concerning not just MCM. This is something we will punish.&lt;br /&gt;
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'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
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'''Long Memory:''' The way that MCM incorporates power divide between characters in combat is intentionally in the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with only some pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be understood and internalized by players in regards to combat RP as a culture, because it indicates how MCM is intentionally set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but soon enough it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in long memory and milk a victory or rub a loss in someone's face for months or years, often because one win or loss can be indicative of a character's overall chances on some roleplays. This is absolutely not the case on MCM, and so we discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work very well with our narrowly banded power scale.&lt;br /&gt;
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==Commands Glossary==&lt;br /&gt;
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'''+mantle/claim'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Mantles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle/claim &amp;lt;Name or ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
Copies a Mantle to your personal list.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle/release &amp;lt;Name or ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes a Mantle from your personal list.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles on your personal list.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number shown next to the Mantles on your list.&amp;lt;br&amp;gt;&lt;br /&gt;
Loads the targeted Mantle. Will be initialized and loaded when you use +reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+reset'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Weight class, and Enhancement level, as well as Drive Threshold and current HP as a percentage of max. It also shows Consequences, if any are currently applied.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Weight Class, Enhancement level, and Enhancement Stars, as well as any Consequences you may be under.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+health &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Target&amp;gt; is the name of the opponent. Defaults to user if left blank.&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all status effects applied to the target and their number of remaining turns. When used on yourself, it also shows HP, Drive and its threshold, and Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+quirk/add &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Does not work during a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+quirk/remove &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for removing Quirks. Only works for player character Mantles. Does not work during a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+quirk/wipe'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Does not work during a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until the battle concludes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo +keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+keeps &amp;lt;Reason&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Reason&amp;gt; must be filled in with the circumstances surrounding the use of the +keeps command. Use of +keeps is logged with its attached reason.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, and it becomes possible to suffer Moderate and Severe Consequences. If +keeps is used partway through a battle, you gain a bonus to your next attack and defense to make up for lost turns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+takehit &amp;lt;Severity&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Severity&amp;gt; must be Mild, Moderate, or Severe.&amp;lt;br&amp;gt;&lt;br /&gt;
Automatically applies the chosen level of Consequence to yourself when the current scene closes. Has no other mechanical interaction. This is just a tool to use to underscore a dramatic moment or intense fight in non-coded RP for the fun of it, or possibly to show a scenerunner that you mean business with your pose.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+restrain'''&amp;lt;br&amp;gt;&lt;br /&gt;
Applies a slight penalty to your combat stats overall. Stacks with +pull.&amp;lt;br&amp;gt; &lt;br /&gt;
'''+pull'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lowers your Weight class by one step. Has no effect for Lightweights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lowers your defense against the next attack used on you, or lowers your attack on the next attack you use, whichever comes first.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
As +sell, but with a much stronger penalty. Does not stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+tank &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; must be from 1-5.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, multiplies maximum HP by the chosen number. Placeholder command.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+boss'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''+scale'''&amp;lt;br&amp;gt;&lt;br /&gt;
To be implemented.&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=15433</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=15433"/>
				<updated>2018-09-13T02:16:20Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Applying and Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (csys) uses the AGE system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE. The most important thing to immediately understand is the Mantle system.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a cohesive package of combat data that contains all the necessary parts to be thrown into the combat system and run, analogous to a &amp;quot;stat block&amp;quot; or &amp;quot;loadout&amp;quot;, and is what a player uses when interacting with the csys. They are named Mantles because the prime function of the Mantle system is the ability to exchange and put on different Mantles to allow for a player to represent entities other than their own character in combat, primarily in the case of scene and plot runners. &lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for alongside the character. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their core combat sheet, and is made to be customized, as well as to keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs.&lt;br /&gt;
&lt;br /&gt;
A character Mantle is automatically assigned to the character as the default. When you feel the need to try on another, use '''+mantle/claim''' to see a list of all available Mantles. From there, use '''+mantle/claim &amp;lt;ID or Name&amp;gt;''' to pick one from the list, and add it to your personal list. Your personal list can be viewed with the '''+mantle''' command, where your claimed Mantles can be managed. Finally, select a Mantle to load with '''+mantle #'''. The next time you ready for combat, you will don the selected Mantle. Using the '''+reset''' command will load the Mantle you currently have claimed.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, especially for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
The central aspects that comprise a Mantle, or any combat entity in general, are the '''Archetype''', their '''Quirks''', their '''Stats''', their '''Weight''' class, and any '''Enhancement''' bonuses. These five elements together build up most of a character's combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''+stats''' command, however not all of them will be visible unless the target is your own character (no target defaults to your character).&lt;br /&gt;
&lt;br /&gt;
A list of all Archetypes and Quirks can be found in this article: &amp;lt;big&amp;gt;[[Archetypes and Quirks]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, an player character's Archetype may be changed once in the case that the original just doesn't isn't their style, but otherwise, an application is required to change an Archetype. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''Quirks:''' Any Mantle may have up to three different Quirks assigned to it at any given time. Quirks amount to smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Quirks may be changed at any time by the Mantle owner until a battle has begun, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks comprise the core tool by which players are able to put their character's own unique stamp on their Archetype, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: '''Poor''', '''Average''', '''Good''', '''Great''', and '''Excellent'''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value. One character's Average Power may commonly deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Stats are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''+keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters, to an extent. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Boss Weight Mantles are not mechanically unbeatable, even by single characters. They largely exist to provide tough fights for large crowds at important moments in TPs and more authentic escalation.&lt;br /&gt;
&lt;br /&gt;
'''Enhancement:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can accrue Enhancement Stars across their characters, usually representing that the character's power has grown in some incremental manner. These stars are assigned to a stat of the player's choice, where they provide a small, permanent boost. The total number of stars add up to the character's Enhancement level. All characters enter play with '''0''' stars, and the maximum Enhancement level currently attainable is '''3'''. Enhancement level has only a minor impact on combat, and serves to represent character growth and player effort put into developing them, rather than an inherent narrative trait. Enhancement level is visible to other players, while placement of stars is not.&lt;br /&gt;
&lt;br /&gt;
==On Balance, Power, and Matchups==&lt;br /&gt;
The AGE system is designed with a very high degree of modularity to allow it to be tailored to the audience of an individual MUSH. As far as MCM goes, we've started on the side closer to fair arbitration, as opposed to immediately pursuing a full tabletop/video game system. That means MCM's combat system is heavily tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery of said system. This is intended to minimize the amount of mechanical learning necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to allow combat to play out in a low-stress way, rather than be a  zero-sum fun mechanic. We've sunk a great deal of effort into cleaning the system of trap choices and secret options that can break a character, and are committed to maintaining the moving parts of the csys as items that don't require spreadsheets to use correctly.&lt;br /&gt;
&lt;br /&gt;
That said, in order to allow for our csys to retain breadth and depth of choice in building characters and in play, our csys is designed with a minimum expectation of common sense when it comes to choices. If a character has rock bottom accuracy, we expect our players are smart enough not to stock up on Quirks that require accurate hits to be useful. Likewise, if a player is sitting at 1 HP and has piles of attack resources, we assume they know better than to throw out their puniest attack for their last ditch effort. The general rule is that if something explicitly says exactly how it works, it is presented as &amp;quot;use at discretion&amp;quot;. If an expensive ability says it doubles damage, and you spend it to double your weakest attack, we can't help you.&lt;br /&gt;
&lt;br /&gt;
Overall, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other rather than compare odds, and our csys is designed to make ordinary fights fairly fast and casual.&lt;br /&gt;
&lt;br /&gt;
==Core Concepts of Combat==&lt;br /&gt;
'''Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus.&lt;br /&gt;
&lt;br /&gt;
The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
&lt;br /&gt;
''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
&lt;br /&gt;
Certain effects cannot be quantified in their impact by static and universal means. Instead, they use a second track of Adjectives that denote tight ranges of relative effect. This ladder goes:&lt;br /&gt;
&lt;br /&gt;
''Tiny''&amp;lt;br&amp;gt;&lt;br /&gt;
''Small''&amp;lt;br&amp;gt;&lt;br /&gt;
''Standard''&amp;lt;br&amp;gt;&lt;br /&gt;
''Considerable''&amp;lt;br&amp;gt;&lt;br /&gt;
''Substantial''&amp;lt;br&amp;gt;&lt;br /&gt;
''Overwhelming''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' There are three resources that are tracked during a battle. '''HP''', '''Drive''', and '''Hype'''. These are universal across all characters and Mantles, and are the most important parts of combat.&lt;br /&gt;
:'''HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have a default pool of 1000 HP under normal circumstances, though this may be raised or lowered by their choice of Archetype and Quirks. Unlike many games, HP on MCM does not correspond strictly to character injury. While we expect all characters to face a reasonable degree of harm in combat, hitting 0 HP does not equate to total incapacitation under normal circumstances, but rather the point at which the character ceases fighting due to being a sane actor who isn't eager to be severely wounded or killed over day to day skirmishes. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later. HP is visible to other players as a percentage of your maximum.&lt;br /&gt;
:'''Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of 100 Drive, and begin with 70, which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-0:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;0:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. Drive thresholds are visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
:'''Hype:''' Hype is the resource used to use Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype when used, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attacking:''' Players take turns attacking each other with the '''+attack''' command, formatted as '''+attack &amp;lt;target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Massive:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    65    The character loses 65 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is the level of the attack.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that level 1, 2, and 3 attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Level 4 and 5 attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''+defend''' command, formatted as '''+defend target=type'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Bolster: Your next attack gains a Moderate bonus to Power.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum. Attack/defense resolution is considered the start of a &amp;quot;new turn&amp;quot; overall. The first defender of a battle gains 25 bonus Drive to counterbalance being attacked first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Hype gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. When you do so, the opponent is notified that you have used a Push, but not which one. The command '''+push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''+push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff. &lt;br /&gt;
&lt;br /&gt;
It should be mentioned that Pushes are largely self-balancing; unless they clearly state otherwise, they result in proportionally higher gains when used with lower level attacks, and proportionally lower gains when used with higher level attacks. This is to allow people to spend Hype freely and use Pushes when dramatically appropriate,rather than being required to hoard it to spend optimally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Support Actions:''' Some Archetypes have the ability to support and empower teammates in battle. These Archetypes have access to the +support command, which makes an ally the recipient of that Archetype's special support action benefits. If no target is selected, the benefits of '''+support''' are applied to your own character until one is. Once a target is set, it cannot be changed until the battle is finished. This is the mechanical compromise that allows support characters to exist without any special rules regarding who they're allowed to support and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Consequences:''' When finishing a battle below a certain threshold of HP, a character receives a lasting malus to their combat performance called a Consequence. Consequences represent that the character has taken a degree of damage that they won't immediately walk off, and are the only real way in which MCM tracks and enforces healing/repair time. Consequences come in three severities:&lt;br /&gt;
:'''Mild:''' When finishing a battle below 35% HP. Automatically applied when Playing for Keeps. Reduces maximum HP to 90%. &lt;br /&gt;
The character has one or more minor but non-superficial injuries, resulting in some degree of pain, exhaustion, weakness, or impaired mobility, which hampers them somewhat in combat. These will typically heal on their own even without medical attention.&lt;br /&gt;
:'''Moderate:''' When finishing a battle below 50% HP while Playing for Keeps. Reduces maximum HP to 75%. &lt;br /&gt;
The character has suffered serious but non-life threatening injuries, which necessitate some medical attention. Broken bones, severe blood loss, damaged muscles, or other heavily impairing injuries are to be expected. The character should try to avoid serious fighting.&lt;br /&gt;
:'''Severe:''' When finishing a battle below 25% HP while playing for Keeps. Reduces maximum HP to 60%. Prohibits the use of +keeps. &lt;br /&gt;
The character has sustained extensive or critical injuries that put them at serious risk and will require prolonged attention to see repaired. The character has likely suffered injuries that came close to killing them, and can expect to probably lose in any real fight until they get better.&lt;br /&gt;
&lt;br /&gt;
Consequences decrease in severity and disappear over time, either in real time, or decreased by number of scenes. Simply RPing is the fastest way to clear up a Consequence (especially RP that gets healing-type characters involved). When a character gets into a big fight and takes some heavy hits to show for it, going out into the MUSH and actually playing the result is preferable in every way to not playing them at all until they fully heal, so we reward the former. As a general note, scenes only count towards Consequence timers once they have been closed, so if you're chronically terrible at remembering to hit +scene/finish, improve that habit!&lt;br /&gt;
:'''Mild:''' Expires after 1 scene or 7 days.&lt;br /&gt;
:'''Moderate:''' Downgrades to Mild after 1 scene or 14 days.&lt;br /&gt;
:'''Severe:''' Downgrades to Moderate after 2 scenes or 28 days.&lt;br /&gt;
Taking further Consequences does not increase their severity, it only refreshes the timer of the existing one.&lt;br /&gt;
&lt;br /&gt;
==Playing for Keeps==&lt;br /&gt;
In most battles, the characters participating will inevitably have a mutually exclusive goal which they've come into conflict over, but not be so invested in that they're willing to die or be seriously wounded for it. No sensible actor, real or fictional, voluntarily fights to the death over anything of less than critical importance or value, and even in the combat-heavy lives of most player characters, these kinds of battles are likely to be in the minority. MCM assumes that as a general rule, player characters fight with self-preservation mind, and will concede the objective when they are persuasively injured. For those exceptional circumstances in which this isn't the case, the player has the option of Playing for Keeps.&lt;br /&gt;
&lt;br /&gt;
Playing for Keeps is activated by the '''+keeps''' command, which comes with a '''&amp;lt;Reason&amp;gt;''' field, because each time it is activated, the use of +keeps is logged alongside the pressing reason the character had for doing so. When this command is activated, it indicates that a serious tone shift has occurred, and that a player character is no longer fighting an ordinary conflict, but is so invested that they're willing to put everything on the line to win. Different characters will inevitably have different reasons for getting this serious. Some might only Play for Keeps when the lives of their friends or threatened, where others might do so simply out of sheer unthinking fury, and others might do so for a grave insult to their pride or honor. Whatever the case, staff keeps track of this fairly powerful tool to make sure it's being used appropriately, and not &amp;quot;because the other guy did&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When +keeps is activated, the character who is now Playing for Keeps receives an immediate boost to all their combat stats, and visibly increases one Weight class, for the entire length of the battle. If +keeps is activated partway into a battle, they gain a boost to their next attack and defense proportionate to how many turns the battle has already progressed, so as to enable dramatic triggers to happen in battle without wasting most of the command. Pressing +keeps is a considerable advantage, and will either significantly tilt a battle in a character's favour, or significantly even out one slanted against them. In exchange for this temporary surge in fighting ability, the character opens themselves up to much more grievous injury, by going past their ordinary limits and prioritizing victory over their safety, reflected in the Consequences system.&lt;br /&gt;
&lt;br /&gt;
It should be noted that this boost in power is not absolute, and users should be warned that it is still entirely possible to lose after hitting +keeps. The tool doesn't exist as a win button with drawbacks, but a way to have some control over the narrative of their character, to pick out and underscore pivotal moments, and to have some extra say in the outcome of a battle with important ramifications. So long as there is a solid reason for a character to Play for Keeps, any mechanism by which they do so is up to the player. Whether it's a dramatic transformation or simply trying their absolute hardest, all player characters can Play for Keeps. Public Mantles do not have access to this command.&lt;br /&gt;
&lt;br /&gt;
==Fighting Multiple Opponents==&lt;br /&gt;
COMING SOON™&amp;lt;br&amp;gt;&lt;br /&gt;
In the meantime, we have the '''+tank &amp;lt;#&amp;gt;''' command, which multiplies your maximum HP by the chosen number (up to five times), which should be the number of other players you're fighting. This is a stopgap tool until the full infrastructure is done, not a finely honed mechanic. Since it just multiplies HP, the player using this is still at somewhat of a disadvantage (though not a crippling one), and should basically be using it with some level of magnanimity. Two opponents might be plausible, but it's a command to fight groups without being atomized in one turn.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
ALSO COMING SOON™&lt;br /&gt;
&lt;br /&gt;
==Applying and Upgrades==&lt;br /&gt;
&amp;lt;big&amp;gt;'''''For characters existing before the implementation of the AGE combat system, please use [http://multiversemush.com/mw/index.php?title=Csys_Application this form] to update from your Unshaped Mantle to a personalized Character Mantle.'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
&lt;br /&gt;
In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement Stars (and notify the player), but in the majority of instances, these are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
&lt;br /&gt;
The application for Enhancement Stars or other upgrades is here: [[Enhancement App]]&lt;br /&gt;
&lt;br /&gt;
MCM's standards for Enhancement Star approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment and satisfaction of players who want to go for them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;. The typical (though not universal) case for an Enhancement Star is a character concretely and demonstrably increasing their combat ability in some way due to RP, but in all cases, this should be RP that the player has some ownership of; simply tagging along to a lot of scenes and scavenging toys isn't sufficient. The process that lead up to the upgrade should have involved either directly creating RP, or taking a lead role in fostering and/or expanding upon existing RP with the character. Because we're very much aware that the time dedicated to running scenes rarely allows the player's character to feature as prominently in them, staff will also try to acknowledge the contributions to the community of players consistently running scenes and plot and approve upgrades to their characters without them overtly pursuing a powerup on-screen.&lt;br /&gt;
&lt;br /&gt;
In general though, Enhancement Stars are a fairly small benefit, and considered a luxury rather than a necessity to make a character a credible combatant. We consider upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, not something that will skyrocket a character's combat ability well beyond their point at chargen.&lt;br /&gt;
&lt;br /&gt;
==Stance on Combat RP==&lt;br /&gt;
&lt;br /&gt;
'''Lethality and Sell:''' As far as MUSHes go, MCM's csys presumes that damage and injury to player characters is handled with a certain degree of cinematic frequency and logic, and that all PCs are able to access Multiversal healing and repair some way or another. We also presume that any sane and rational character isn't eager to have their guts spilled over the pavement to get a granny's purse back from an alley robber, and have some basic concept of self-preservation. Because of this, we don't assign a strict or particular value or correlation to HP, nor do we strictly demand that players portray damage to their characters in a highly regulated way. Our default tone for combat can roughly be considered &amp;quot;pulp action&amp;quot;, so players have some liberty deciding how gritty or how Star Wars they want their fights to be. &lt;br /&gt;
&lt;br /&gt;
In typical, day to day skirmishes, the ground assumption is that characters will fight until they have a convincing enough reason not to. This most commonly takes the form of hitting 0 HP and picking up a Mild Consequence, which is where real people usually look to get out of a fight they're not highly invested in, but can also be due to the circumstances they're fighting over having changed, one or both characters withdrawing before any decisive blow happens, or players simply running out of time. Whatever the reason, the presumed state of affairs is that combat ends with one side conceding the goal and breaking off to fight another day, as most properties go when they have a limited cast of core characters expected to fight many times, and indeed as most real life battles go. Playing for Keeps is the exception to this, as hitting +keeps indicates a tone shift from an episodic skirmish to a serious moment where the character is putting their life on the line. Hitting 0 HP while Playing for Keeps indicates being physically unable to fight any longer, and in real (albeit hypothetical) danger of being killed.&lt;br /&gt;
&lt;br /&gt;
The one big demand we have in how players treat the combat system, is that when they take Consequences, they own them and play to them. If your character takes a Consequence, they were meaningfully injured in some way, and not only is that not up for argument, it is mechanically incarnated. Rather than demanding our players be ultra serious and measure their combat sell turn by turn, have their characters mangled half to death by every attack to properly respect how big a deal other characters are, or enforce a codified set of healing downtime in which a character can't be played, we can afford to allow people to have ownership of how they want to portray their characters in combat, and we can incorporate the idea of a &amp;quot;casual fight&amp;quot;, by boiling the hurt that matters down to Consequences. Be good with them. Engage with them in good faith, and treat them with some respect. Consequences are the evidence that a fight happened between two characters (at least more than a quick exchange of blows), and playing one out is a great way to legitimize the RP that happened. If players can do that, then we need ask nothing further of them, and combat shouldn't be a stressful exercise.&lt;br /&gt;
&lt;br /&gt;
'''Team Fights:''' It is far from uncommon for fights to break out between numerous player characters in the same scene, arranged in two or more groups. The much preferred way to handle this is by pairing off into one on one battles that can happen simultaneously; at the moment, the tools for handling multiple vs one are still in the works. When team battles arise, people should prioritize choosing matchups they think would be interesting and fun. Where fairness is a strong concern, matchups can be judged &amp;quot;close enough&amp;quot; by letting characters of a lower Weight class, Enhancement level, and significantly base lesser stat adjectives (shared at player discretion) take first picks.&lt;br /&gt;
&lt;br /&gt;
'''Dummy Testing:''' Because MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems, we simply can't have players sitting around with spreadsheets and whiteboards trying to reverse engineer its nuts and bolts. The combat system is already pulling off fifteen layers of black magic behind the scenes to ensure that it is tightly balanced regardless of advanced game knowledge, so not only is attempting reverse engineering incredibly unlikely to go very far, it also yields no significant benefit for doing so. We prohibit intensive testing of the system not so we can protect a pot of secret gold at the end of a mathematical rainbow, but because it infringes on the freedom of future installations of AGE on sister MUSHes to construct their combat systems in a sterile environment and in a way they like, and is generally a huge waste of people's time besides. &lt;br /&gt;
&lt;br /&gt;
That means we do not allow players conducting coded battles between their own alts, sitting in rooms bashing on public Mantles as dummy targets, pairing up with a friend to fiddle with stats and weights, or other applications of the csys that have nothing to do with RP. There's no reason for it to be used outside of an actual scene where a fight is happening, period. This is really easy for us to notice with our back end tools and will be considered extreme ill-faith interaction with system, and concerning not just MCM. This is something we will punish.&lt;br /&gt;
&lt;br /&gt;
'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates power divide between characters in combat is intentionally in the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with only some pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be understood and internalized by players in regards to combat RP as a culture, because it indicates how MCM is intentionally set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but soon enough it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in long memory and milk a victory or rub a loss in someone's face for months or years, often because one win or loss can be indicative of a character's overall chances on some roleplays. This is absolutely not the case on MCM, and so we discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work very well with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
&lt;br /&gt;
'''+mantle/claim'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Mantles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle/claim &amp;lt;Name or ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
Copies a Mantle to your personal list.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle/release &amp;lt;Name or ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes a Mantle from your personal list.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles on your personal list.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number shown next to the Mantles on your list.&amp;lt;br&amp;gt;&lt;br /&gt;
Loads the targeted Mantle. Will be initialized and loaded when you use +reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+reset'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Weight class, and Enhancement level, as well as Drive Threshold and current HP as a percentage of max. It also shows Consequences, if any are currently applied.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Weight Class, Enhancement level, and Enhancement Stars, as well as any Consequences you may be under.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+health &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Target&amp;gt; is the name of the opponent. Defaults to user if left blank.&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all status effects applied to the target and their number of remaining turns. When used on yourself, it also shows HP, Drive and its threshold, and Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+quirk/add &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Does not work during a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+quirk/remove &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for removing Quirks. Only works for player character Mantles. Does not work during a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+quirk/wipe'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Does not work during a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until the battle concludes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo +keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+keeps &amp;lt;Reason&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Reason&amp;gt; must be filled in with the circumstances surrounding the use of the +keeps command. Use of +keeps is logged with its attached reason.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, and it becomes possible to suffer Moderate and Severe Consequences. If +keeps is used partway through a battle, you gain a bonus to your next attack and defense to make up for lost turns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+takehit &amp;lt;Severity&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Severity&amp;gt; must be Mild, Moderate, or Severe.&amp;lt;br&amp;gt;&lt;br /&gt;
Automatically applies the chosen level of Consequence to yourself when the current scene closes. Has no other mechanical interaction. This is just a tool to use to underscore a dramatic moment or intense fight in non-coded RP for the fun of it, or possibly to show a scenerunner that you mean business with your pose.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+restrain'''&amp;lt;br&amp;gt;&lt;br /&gt;
Applies a slight penalty to your combat stats overall. Stacks with +pull.&amp;lt;br&amp;gt; &lt;br /&gt;
'''+pull'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lowers your Weight class by one step. Has no effect for Lightweights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lowers your defense against the next attack used on you, or lowers your attack on the next attack you use, whichever comes first.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
As +sell, but with a much stronger penalty. Does not stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+tank &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; must be from 1-5.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, multiplies maximum HP by the chosen number. Placeholder command.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+boss'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''+scale'''&amp;lt;br&amp;gt;&lt;br /&gt;
To be implemented.&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=MediaWiki:Sidebar&amp;diff=15432</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=MediaWiki:Sidebar&amp;diff=15432"/>
				<updated>2018-09-13T01:41:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
* Calendar &amp;amp; Logs&lt;br /&gt;
** Schedule_View|Scene Calendar&lt;br /&gt;
** Cutscenes|Cutscenes&lt;br /&gt;
** Logs|Logs&lt;br /&gt;
** TinyPlots|TinyPlots&lt;br /&gt;
* MUSH Rules &amp;amp; Information&lt;br /&gt;
** FAQ|FAQ&lt;br /&gt;
** Help Files|Help Files&lt;br /&gt;
** Rules Index|Rules Index&lt;br /&gt;
* Applications&lt;br /&gt;
** Sample_Applications|Sample Applications&lt;br /&gt;
** Character_Application|Character Application&lt;br /&gt;
** Group_Application|Group Application&lt;br /&gt;
** Plot_Application|Plot Application&lt;br /&gt;
** Upgrade_Application|Upgrade Application&lt;br /&gt;
** Clerical_Application|Clerical Application&lt;br /&gt;
** Csys_Application|Csys Application&lt;br /&gt;
** Enhancement_Application|Enhancement Application&lt;br /&gt;
* Character Pages &amp;amp; Themelistings&lt;br /&gt;
** Making_A_Character_Page|How To Make A Character Page&lt;br /&gt;
** Character_Index|Character Index&lt;br /&gt;
** Theme_Index|Themelist Index&lt;br /&gt;
** Group_Index|Group Index&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Rules_Index&amp;diff=15431</id>
		<title>Rules Index</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Rules_Index&amp;diff=15431"/>
				<updated>2018-09-13T01:41:24Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is an index of '''Multiverse Crisis MUSH's''' policy, rules, and setting information. Everything you need to know to get started on the game can be found here. Players are expected to have read and agreed to the contents of our [[Disclaimer]] and [[Policy]] files prior to submitting their applications. Files with italicized titles are pending implementation or works in progress.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|[[Sample_Applications|Sample Applications]]&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|[[Character_Application|Character]]&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|[[Group_Application|Group]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|[[Plot_Application|Plot]]&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|[[Upgrade_Application|Upgrade]]&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|[[Clerical_Application|Clerical]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|[[Csys_Application|Csys]]&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|[[Enhancement_Application|Enhancement]]&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|&lt;br /&gt;
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'''How long until I can submit another application after getting one approved?''' 14 days for characters, 7 for upgrades, variable for plots because we mostly just don't want somebody taking on the burden of running more than they can handle. Can be waived at request. You MAY have multiple types of application in simultaneously.&lt;br /&gt;
&lt;br /&gt;
'''When can I bug you about how long my application is taking?''': '''4''' days for guests, which does encompass players who simply have no currently-approved and compliant characters.&lt;br /&gt;
&lt;br /&gt;
'''Application processing priority''' is: Guest Applications &amp;gt; Character Applications &amp;gt; Upgrade Applications (Compliance) &amp;gt; Upgrade Applications.&lt;br /&gt;
&lt;br /&gt;
'''Note''' that having multiple applications in the box de-escalates the priority of your lowest priority item. It's fine to do, just understand that if you have a character application and an upgrade application in simultaneously, the upgrade application is going to take a major back seat to everything else in the box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MUSH Policy &amp;amp; Information==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Audit]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Combat]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Consent]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Disclaimer]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[FAQ]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Groups]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Plots]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Policy]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Rating]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Rulings]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Spoilers]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Staff]]&lt;br /&gt;
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&lt;br /&gt;
==Setting &amp;amp; Character Rules==&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Advantages]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Banned]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Characters]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Disadvantages]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Factions]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Gods]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Integration]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Language]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Power Copy]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Theme]]&lt;br /&gt;
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|-&lt;br /&gt;
|width=&amp;quot;205&amp;quot;|[[Tone]]&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|[[Warpgates]]&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
[[Category: News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Enhancement_Application&amp;diff=15430</id>
		<title>Enhancement Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Enhancement_Application&amp;diff=15430"/>
				<updated>2018-09-13T01:39:34Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: Created page with &amp;quot;'''1. Who are you enhancing?'''&amp;lt;br&amp;gt; What is the name of the character you want to apply a combat enhancement to?    '''2. Stat Choice'''&amp;lt;br&amp;gt; Which stat ('''Power''', '''Precis...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''1. Who are you enhancing?'''&amp;lt;br&amp;gt;&lt;br /&gt;
What is the name of the character you want to apply a combat enhancement to?&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''2. Stat Choice'''&amp;lt;br&amp;gt;&lt;br /&gt;
Which stat ('''Power''', '''Precision''', '''Mitigation''', or '''Endurance''') do you want to apply your Enhancement to? If you are back-claiming a very large amount of RP potentially worth two or more Stars, please specify them individually.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''3. Justification'''&amp;lt;br&amp;gt;&lt;br /&gt;
What events have transpired that have resulted in your character increasing in ability to the point that you feel an a combat Enhancement is warranted, and why? These events must be things that can be followed &amp;quot;on-screen&amp;quot; and which created RP for happening; offscreen training or acquisitions, and/or attending scenes that resulted in walking away with new toys, are not in of themselves sufficient justification. Running or creating a considerable amount of scene content for a significant audience overall, is always a valid justification, regardless of whether the character being Enhanced was present and/or gained power from it.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''3-2. Role Shift (OPTIONAL)'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the character has experienced a transformative shift that goes beyond iterative powering up, and fundamentally alters the character's role within their theme and/or the narrative of MCM, please elaborate how and why here. e.g. Anakin's fall to the Dark Side and becoming Darth Vader, or Magus defeated and joining the party. If this would result in a change of Archetype, please specify which. Note that this kind of change requires significantly greater justification and a greater level of detail in explaining it than an Enhancement Star, and fine details are largely up to staff discretion, however this need not necessarily involve extensive content creation in many cases.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''4. Scene Reference'''&amp;lt;br&amp;gt;&lt;br /&gt;
Please list the IDs of the scenes necessary to track this sequence of events. You may leave scenes out if they were of minor significance and resulted in little or no RP creation, but overall please try to be complete for record keeping's sake.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Send your completed application to '''mcmush@gmail.com''' with a subject of '''Enhancement Application - Character Name''' as PLAIN ASCII TEXT in the message's body.&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=15421</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=15421"/>
				<updated>2018-08-21T22:40:01Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Advantage Slots and Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This news file covers how we handle Advantages; our means of universally encompassing all the powers, skills, assets, etc. that a fictional character might have. If there's something in this page or not in this page that you aren't sure about, please ask a staff member or fachead for clarification!&lt;br /&gt;
&lt;br /&gt;
==Advantage Creation and Classification==&lt;br /&gt;
All Advantages are first given a classification based on the Advantage's power, scope, and narrative relevance to the character. The core classifications fall into three tiers: Defining, Significant and Minor. A character breaks the totality their powers, skills, assets, etc. into sensible pieces, and then places them into these three tiers. The general idea behind these tiers follows.&lt;br /&gt;
 &lt;br /&gt;
===Defining===&lt;br /&gt;
Defining Advantages are the skills, powers, and assets so centrally iconic to the character, and so vital to their tackling obstacles or living their lives, that the character would no longer be the same character without them. They don't have to be really powerful or flashy, but they represent the core of the character's abilities, and where they would be sinking their metaphorical XP into. To a certain extent, Defining Advantages will get a little extra respect in play, and in some situations, the Defining classification will allow a greater ceiling of power for certain beefier Advantages, and so consideration should go to how much an Advantage is used and how important it is to the character, rather than what their strongest technique is.&lt;br /&gt;
&lt;br /&gt;
''Examples: Wolverine's Regeneration and Adamantium skeleton, Magneto's Electromagnetic control, Darth Vader's cybernetics and telekinesis / telepathy, Megaman's power copy, Himura Kenshin's swordsmanship, Willy Wonka's candy-making acumen, C3-P0's vast communications library, Link's Master Sword, Ganondorf's Triforce of Power, Batman's investigative skills.''&lt;br /&gt;
&lt;br /&gt;
===Significant===&lt;br /&gt;
A Significant Advantage is an important and effective part of a character's arsenal. The character may use them all the time, or only very rarely, but they are go-to tools for the situation that calls for them. These are areas where the character is highly skilled or specialized, and have much greater potency than the average person, but are not their core identity, and are generally greater in number and less vital than Defining Advantages. These are usually where the greatest volume of a character's abilities will be, or sometimes lesser used extensions of Defining ones.&lt;br /&gt;
&lt;br /&gt;
''Examples of Significant Advantages: Wolverine's special ops training and enhanced senses, Darth Vader's piloting and mechanical skills, Magneto's technical skills which allow him to construct an anti-telepathy helmet or machines that boost the magnitude of a mutant's powers. Link's inventory of gadgets like the hookshot and boomerang. Batman's Batmobile.''&lt;br /&gt;
 &lt;br /&gt;
===Minor===&lt;br /&gt;
A Minor Advantage is something useful, but often more of a passive perk or situational tool that the character doesn't really focus on, and rarely seeks to significantly improve. They typically provide thematic flavour, unique conveniences, or occasionally allow for a very niche application. They likewise don't have much narrative potency, and shouldn't be expected to tackle major obstacles. Minor Advantages may also be lesser versions of a character's Significant and Defining Advantages that simply aren't conceptually related.&lt;br /&gt;
&lt;br /&gt;
''Examples of Minor Advantages: Wolverine's physical traits are generally superhuman but only really on the order of you might expect of a larger animal. Darth Vader showing up with a team of Stormtroopers is certainly something he does, but they rarely accomplish much more than menial tasks and adding scenery to a fight where he does all the heavy lifting. Link accrues a number of items that are important to game progression, but rarely all that important otherwise, or else eclipsed by later acquisitions, such as the ability to hold his breath longer underwater, or fire a slingshot in addition to a bow.''&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
As MCM is an environment where an enormous variety of characters are possible, and which supports those characters growing from exposure to other themes and plots, the primary thing we look out for in a character's Advantages is the point of “conceptual fullness” where the character has slipped from reasonable into ridiculous. Even in cases where a character picks up new tricks, talents and gear from other worlds over a long period of time, where each upgrade and acquisition was well earned and sensible, there eventually comes a time where a long-running character who was originally well-designed, has become the time-manipulating psychic dragon slayer and pokemon trainer who pilots a super robot and uses three different kinds of magic and a lightsaber, and everyone begins to roll their eyes.&lt;br /&gt;
&lt;br /&gt;
Where our basic policy is geared towards managing the wide vertical scope of Advantages that can be played on MCM, for managing their theoretically infinite breadth, we employ these Defining/Significant/Minor classifications in a “Slot” system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put simply, each player character is limited to a grand total of:&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Two''''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Four''''' Significant Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
A '''''reasonable''''' number of Minor Advantages, subject to request of being condensed. In practice, above 3 full Advantages is where evaluation begins, and above 6 full Advantages is almost never permissible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these Advantages is meant to be a concise chunk of a character’s overall abilities and toolset, containing a handful of conceptually related “tricks”, “stunts”, “applications”, “roles”, “talents”, or whatever you’d like to call them. These are almost never defined power by power, but are abstract representations of “as many of the character’s abilities as contribute to a single narrative niche”. For brevity’s sake, we call these areas of capability “Points”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Advantage contains a total of '''''one to three Points''''', making for a maximum grand total of:&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Six''''' Defining Points.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Twelve''''' Significant Points.&amp;lt;br&amp;gt;&lt;br /&gt;
Again, a '''''reasonable''''' number of Minor Points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We find that this balance allows the overwhelming majority of characters to begin play with little to no adjustment to their toolbox of powers, talents, and equipment, and creates a generally acceptable ballpark of how far certain characters can expand and accrue new major abilities before they have to slim down again. To be transparent, a conceptually very simple character will have an easy time accumulating new skills and toys on-grid than an already highly developed and powerful character. We’ll cover what constitutes an Advantage Point in just a minute.&lt;br /&gt;
&lt;br /&gt;
===Omnicompetent FCs===&lt;br /&gt;
It is rare, but technically possible, for an FC to be so broad in their capabilities that they do not completely fit within these parameters from the start. In this case, the player should app something like “the movie version” of that character, which focuses on what the character would actually use in play, rather than various powers that may have been stapled onto them through their published lifetime. It bears mentioning that these changes are RETROACTIVE to the character's source. That is, if Superman as apped on MCM cannot hurl planets out of orbit (likely because it would never come up), he COULD NOT in his own world before it unified. This is basically to prevent “I'd kick your ass if the Multiverse hadn't nerfed me!” attitudes.&lt;br /&gt;
&lt;br /&gt;
===On Specialism and Multiple Slots===&lt;br /&gt;
In many cases, a character will have an ability, or conceptually related set of skills or items, that is broad enough that it cannot be encompassed in a single Advantage slot of three Points. These tend to be things like a wizard's ability to cast magic, or a mad scientist's arsenal of inventions. This is perfectly fine, and intentionally accommodated for by the system, being easily worked with by simply filling up multiple Slots to encompass the full range of the Advantage's capabilities. e.g. a wizard might have a Defining Advantage for their blasting spells, buffing spells, and status infliction spells, and a Significant Advantage for summoning spells, defensive spells, and enchantments.&lt;br /&gt;
 &lt;br /&gt;
Conversely, characters who are extremely specialized in a particular area, or famous for a particular skill or power, may wish to intentionally not fill an Advantage slot up to capacity. This is also perfectly okay, and though we don’t offer any hard, mechanical benefits for doing so, it is to be understood that a character whose entire Defining Advantage comes down to “sword mastery” has a level of skill with swords that is more narratively effective than when another character with a Defining Advantage that encompasses a much wider variety of weapons uses a sword.&lt;br /&gt;
&lt;br /&gt;
==Advantage Slots and Points==&lt;br /&gt;
With the nearly infinite variety of characters and their capabilities that can be brought to MCM, it can be difficult and confusing to both break up their narrative toolkits into an easily readable and consistent format, and just as difficult to figure out where to draw the line on when various skills, powers, and items cease to really be related to one another. Rather than leaving this to a selective process where our staff are forced to debate over and approve each individual player character on an inconsistent, subjective, and potentially biased basis, we’ve boiled down the vast majority of Advantages that we see applied for on MCM into a number of categories that any and all players have full access to, within the objective standards of the rules. These categories are intentionally very broad in what can go inside them, and very concise in what their actual function amounts to in roleplay. This is both to make it easier for a player to figure out how their character’s Advantage space works, and easier for a fellow player on the MUSH to read through a character’s Advantage and understand what it is they do, without staff being forced to heavily dictate the writing style of each individual player.&lt;br /&gt;
&lt;br /&gt;
Essentially, each Advantage Slot is comprised of one to three Points, gathered together by a common conceptual thread, and put under a single thematic header. Each of its Points is made up of two parts: a designation selected from the following list, and an associated “trapping” written by the player. The designated Points found on the list are quite literally “the point of having the Advantage”, and are universally accepted. The trappings of an Advantage are the general details of how the Advantage uniquely achieves that point, and contain the descriptive and mechanical details of the Advantage, as well as whatever fluff and minutiae the player would like to include with a certain level of brevity. Trappings should use '''concise language''' and be '''free of theme-specific jargon''', or else '''briefly''' explain the terms where that isn’t possible. '''Under 240 characters per Point is ideal'''. Unless the Point itself is very complicated, frequently or egregiously exceeding this guide might result in an application being sent back to be streamlined. For each Point on the list, we’ve included examples of what kinds of tools and abilities might find themselves within each category, and any details of what a player should or must include in its trapping in addition to its general description, if there are any. &lt;br /&gt;
&lt;br /&gt;
You’ll see that some Advantages have a category descriptor in (parentheses), in which case the Advantage is broad enough that it is limited to a single categorical descriptor per-Advantage (for instance, the Advantage Point “'''Resistance'''” has to choose a thing to be resistant to each time that it is taken, otherwise the character could technically be resistant to everything). You’ll also see that some Advantages possess a '''Standalone''' or '''Consent''' notation. These are explained afterwards. The '''Required Text''' field outlines the bare minimum of things staff needs to see explained before an Advantage can be approved. An entry of “None” doesn’t mean the Advantage doesn’t need to be explained at all, but that it is relatively self-explanatory or its particulars don’t matter as much, so please still include a trapping. A '''Minor''', '''Significant''' or '''Defining''' note indicate that the Point should always occupy that tier of Advantage Slot. ''Italicised'' designations indicate an Advantage stub: something that exists on the table solely for convenience or explanation.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' If you don’t see anything that adequately describes something your character has on the list, don’t fret! We’ve included a Wildcard option for especially strange or finicky abilities. These do require much more clear and mechanical explanation in the trapping, but we try to accept these as often as humanly possible.&lt;br /&gt;
&lt;br /&gt;
Please make sure all Advantages are properly formatted as demonstrated in '''[[Advantages#Advantage_Format_on_Applications|this section]]'''. This is not only necessary for readability, but for our character generation code to smoothly process it into a MUSH entry as well. Applications can be sent back for not following the format demonstrated below, so please check for errors such as writing the wrong Point names, or putting brackets and asterisks into them.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Accepted Advantage Designations and Trappings'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
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  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Agelessness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not age in the conventional sense, or ages at an arbitrarily extremely slow rate, such as with robots, Tolkien elves, and various immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to intentionally examine a target and gain useful information and details about its nature and capabilities. High-tech scanners, classical psychometry, and magic detection spells are frequent examples, but determining someone’s recent activities by smell or instantly analyzing a machine’s function with raw intellect are equally valid ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when studying PCs and/or their stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of targets the character is able to analyze (people, machines, landmarks, etc.) and what kinds of information are typically filled in by doing so.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is for intentional and targeted examination. For abilities that passively pick up on cues or simply look for things in a wide area, see '''Extraordinary Senses'''.''&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti-(Power Genre)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can dampen, counter, or nullify the use of a certain kind of other power by their interference. By far the most common example of this in fiction is the concept of an anti-magic field, as well as counterspells and disenchantment, but other incarnations might include suppression of psionic powers, or use in wards or technology that block teleportation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' except against other Consent Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A well-defined “genre” of power that this Advantage applies to, no more broad than the archetypical D&amp;amp;D Anti-Magic Field. Should also include what means the character takes to counter these powers, and must at least implicitly include how another character could avoid or get around it (for instance, getting out of the field).&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Attack List - (Melee/Ranged)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a variety of damage-dealing abilities or weapons that are generally too numerous and relatively similar to deserve separate entries. This is a very common Point, seen everywhere from elemental JRPG spells, to Pokemon moves, to the high-tech arsenals of shooter or mecha protagonists, to the ki techniques of anime martial artists, to all kinds of named and typically shouted special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of Advantage notation, Ranged indicates attacks that happen, deal damage, and stop, even if they can be or are used at point blank range. Melee is reserved for forms of attack that allow for complex close combat, usually being actual weapons, not not always. Basically, if you can stop a sword with the attacks on your list without an extraordinary feat  skill, it’s probably Melee. Otherwise, it’s probably Ranged. Some bleed between the two is fine when a character has both, such as enchanting their weapons with attack magic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A solid idea of the theme the attacks follow and enough examples of outstanding gimmicks that any remainder can be easily inferred. The variety of attacks that be encompassed within this Point can be very broad, but it should still constrain itself to a coherent, overarching motif or classification.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is a heavily subsidized space that compresses large and unwieldy lists of weapons and spells down to a single Point. By doing that, this Advantage only covers the attacks’ ability to deal damage, and not any special effects and applications that might come with them. An ice spell will deplete the target’s HP bar, but not freeze an enemy solid without any other Points, and a laser cannon will slag enemy mecha, but it won’t snipe missiles out of the air on its own. If you want to add status effects, see '''Debilitation'''. For crazy weapon stunts, see '''Weapon Mastery'''. Note that the existence of this Point to represent weaponry does already imply a degree of proficiency in using it; an Attack List of weapons is justification in of itself to fight with them to a reasonable level of skill. '''Weapon Mastery''' is geared towards representing a wide variety of offensive, defensive, control, and scenery stunts with a weapon, whereas this Point is heavily geared towards large selections of weapons and/or special gimmicks/abilities/twists to their attacks. The two are considered equally effective at winning fights.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Attack Redirection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can redirect one or more kinds of incoming attack attack in some fashion, commonly including things like reflective barriers, absorbing and re-firing energy. Well known examples include Zuko from Avatar redirecting lightning, and the deflective properties of lightsabers from Star Wars. Extremely simple examples of this idea, like using judo moves to use an attack’s weight to throw someone, are likely just part and parcel of their relevant Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' In what state attacks are sent back in and by what delivery mechanism. This can be &amp;quot;exactly the same way&amp;quot;, but it can also abstracted.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point alone doesn’t reduce the damage the character takes! If the character prevents the attack from harming him as well as sending it back, see '''Damage Reduction''' or possibly '''Improbable Defense'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - (Target)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has immediate access to the typical weaknesses of an archetype of enemy, in as far they help in killing them, or a particular weapon or ability that is especially lethal against a specific class of foe. Typically, this Point is meant to indicate that the character probably has the necessary knowhow and gear on hand to exploit a weakness or Disadvantage that harms or weakens an applicable target (such as a werewolf and silver, a vampire and garlic, a fairy and cold iron, etc.). A World of Darkness Hunter carrying silver bullets and possessing True Faith to hunt modern-mythos supernatural evil is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of classical folklore, both of which should be taken as an indicator of the maximum breadth of this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A clearly defined and coherent archetype of applicable enemy. The criteria that define a valid target should be narrative and descriptive where possible; a vampire in one setting may be unholy and undead, but someone infected by nanomachines in the other, and merely share the name.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable archetypes later in this section.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character can, through means magical, scientific, or otherwise, improve the effectiveness of others applied to a task in a general sense. The character does not grant new abilities wholesale to other characters, but rather enhances their existing abilities and basic performance within a given area, typically being combat, though not always. This always expires at or before the end of a Scene. Most videogame buffs fall under this banner, but other incarnations could be things like a technopath increasing the performance of their allies’ gear, or the trope wherein a character with unusually high magical energy serves as a battery for a proper spellcaster.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The arena of interaction in which the character improves others. Combat buffs are the most common, but this can be reasonably bounded areas like general physical tasks, magic casting, building things, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For more involved empowerment of other characters, see '''Share Powers'''. Worth noting is that generic buffs to parameters like strength do not result in an increase commensurate to '''Superhumanity'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has access to one or more convenient gadgets or powers, defined as being not significantly greater than “what a middle-class citizen of New York would be able to do with what they have on the street”. For the most part, it is absolutely unnecessary to note that a character has a phone or a laptop, but using telepathic messaging to communicate, or having a memory equivalent to a quick Google search of information, are flavorful alternatives with occasional niche benefits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None, though the general thematic of the conveniences should be clearly established.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''''Crafting'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} This Point is a pseudo-stub, mostly for reference to the '''Share Powers''' Point, since PC crafting typically works in the exact same way. Overall, the ability to (re)build the character’s own equipment is a non-Advantage, so crafting only becomes relevant when they produce it for use by others. Just as how its parent Point can be used on the character themself by the inclusion of a second Point, doing the same assumes that the character Just Has any of the stuff they usually build and give to others, and can make use of it themselves.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - (Self/Other)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal or dispel abnormalities and afflictions that negatively impact another character, which fall outside the purview of the natural result of having taken a bunch of damage. Final Fantasy’s Esuna spell and Pokemon’s status clearing items are familiar examples, but this can be more realistically grounded in things like extensive surgical or toxicology skill. The affliction being cured need not be physical, so breaking curses and dispelling debuffs are far game too. This Point is effectively the direct opposite of '''Debilitation'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of abnormalities and afflictions that the character can cure.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Cure and simply write its opposite into either set of trappings. Only take Cure twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Cure is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). Recovery of actual damage, see '''Healing'''.''&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Damage Reduction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can survive significantly greater amounts of damage than a normal person, due to anything from armor to energy shields to protective wards to supernatural toughness. This is an extremely broad Point, and intentionally encompasses as many sources of “surviving damage” as possible, with the assumption they are relatively effective against almost all types of damage to some degree.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can inflict temporary maladies and afflictions on other characters that significantly hinder or harm them. The video game versions of poison, paralysis, freeze, etc. as well as most kinds of debuffs are the usual suspects, but this Point is intentionally extremely inclusive. Naruto martial arts pressure point tomfoolery and powers such as Prof. Xavier’s psychic seizure field from X-Men qualify, as do very realistic ideas of targeted crippling and riot control tools, and weird/exotic ideas such as found in various tabletops, like magically sticky floors.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The overall thematic of the debilitations the character inflicts. Not necessarily exhaustive, but should have clear bounding.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Destruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an ability, tool, or talent for accomplishing targeted and extremely thorough destruction of selective targets. This is assumed to be very different from the usual destructive effects of hitting people with missiles and fireballs, which exist to Deal Damage and Defeat the Target (though this Point will typically wind up being harmful to people anyways). This Point exists to represent the ability to do things like destroy equipment like a D&amp;amp;D Rust Monster, annihilate set pieces with controlled black holes, or turn someone to a pillar of salt like Drakengard’s Legion. In short, if it's possible to salvage the remains for anything remotely useful, it probably doesn't need this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when used on possessions of consequence belonging to other PCs. Being used on PCs themselves is just subject to normal combat exchange.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For extremely destructive abilities that reshape the battlefield at large with their power, rather than being highly targeted, see '''Field Shaping'''. Further note that this Point is not mandatory for damaging things that aren't people. Objects have HP bars, and intentionally attacking an object will apply the damage of the attack to it. This Point largely disposes with tracking this interaction, and instead directly applies a discrete destructive effect.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can effectively assume the form of something or someone else, whether via expert makeup and impersonation, magical shape changing, optical camouflage, etc. This Point does not cover gaining any Advantages associated with the new persona or form, but solely passing as them to avoid suspicion, gain access to their things, or what have you. Sometimes this Point comes down to simply adopting an alter ego or identity on a day to day basis, like Batman with Bruce Wayne, sometimes with minor cosmetic changes, in which case this Point qualifies for a '''Minor''' slot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' to impersonate another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Who or what the character can disguise themselves as.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''''Elemental Bullets'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} This is deprecated terminology. This stub exists to direct seekers to '''Attack List'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally talented in gaining physical access to places that are difficult or restricted in entry. This is differentiated from various forms of stealth, in that the character is not necessarily sneaky about it, but through skills in break and enter or typical “dungeoneering”, or perhaps shrinking to a tiny size, turning into mobile mist, or some other trick, they are very good at reaching where they’re going without having to force down the front door, as well as potentially opening the way for others.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What entry methods are available to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Environmental Protection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can act with some significant degree of safety in hostile environments that would otherwise pose a significant or severely dangerous obstacle to a normal person. Hard vacuum, crushing pressure, high radiation, lethal heat or cold, extreme gravity, and other associated background hazards can be cited as things the character is prepared to deal with, as well as highly theme-specific threats, like Toukiden’s Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What environments the character can mitigate. This list should actually be more comprehensive than implicit where possible.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not confer broad capability in unusual environments, only safety. If the character wants to rocket around in space, see '''Flight'''. If they want to maneuver around under the sea, see '''Water Functionality'''. So on, so forth.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character’s senses are so finely tuned that they can pick up cues that no normal person would be able to, or the character possesses senses beyond the customary five that allow them to pick up cues that similarly would be otherwise undetectable. Feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone’s appearance from listening to rain like Daredevil, the D&amp;amp;D “Detect” spells, or sensors that search an area for specific criteria like sonar or infravision, fit this bill.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What additional sensory acuity the character has, and some examples of what they might pick up. Common, real life technology may not require examples. It’s expected that everyone knows what night vision goggles do. Likewise, generic ghost/spirit sight should just state that the character can see ghosts/spirits. These cues must be actual cues in roleplay, rather than just the desired target, i.e. “sensing invisible things” is not a valid trapping. Said cues should also not make dictatory presumptions of other characters in order to work, such as with the anime trope of “killing intent”, where a successful spot check presumes another character was bubbling with murderous emotions all along.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Though this Point is typically something that a character simply has “switched on” at most, if not all times, a character is only going to get full use out of it by actively applying it. Passive info gathering is something other people might opt into, rather than something a character with this Point is entitled to. Extraordinary Senses expand the range of what cues might be obvious to a character that others otherwise wouldn’t normally notice, but unless the character decides to actively make use of them, information and clues that a scenerunner or other player might choose to give the player of a character with this Point, without prompting, are effectively voluntary. Simply put, if Extraordinary Senses aren’t being directed towards something, it is entirely possible for the character to not be told details that they might otherwise have noticed.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to alter large portions of the scene itself in the physical sense. An Earthbender from Avatar raising structures out of the terrain, a D&amp;amp;D Wizard laying down grease spells and walls of fire all over the battlefield, a giant monster or super robot leveling buildings or creating massive craters, and a skilled demolitionist collapsing caves or creating new passages around an area are all equally valid examples. This can also cover leaving the effects of other Points as traps or remote fixtures.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The general extent to which the character can manipulate the field and a clear idea of the maximum range and spread of its effects.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For highly targeted and specific removal of major scene obstacles, such as melting a way through a bulkhead to reach a command deck, potentially see '''Destruction'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flash Movement'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} &lt;br /&gt;
The character has the ability to move from one point to another virtually instantaneously. Though in many cases, the character does not actually traverse the space in between, the character can only use this Point to move to somewhere they could already physically move without it. This Point is always the basis for a teleportation ability, though by itself the character can only instantly move to a place that rapid movement could carry them normally (think &amp;quot;flash steps&amp;quot;). &lt;br /&gt;
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Combinations of various other Points can naturally enhance this. '''Intangibility''' allows this Point to target through walls and obstacles. '''Mobility''' allows it to navigate through dense and complicated terrain to a desired point without line of sight. '''Flight''' allows it to travel high into the air, and sustainably through the air, like characters do in Dragon Ball and Bleach as examples. '''Share Power''' allows the character to teleport others along with them. '''Field Shaping''' allows them to leave accessible teleportation around the area which may undermine certain obstacles, usually being “gates”, like Chell from Portal or Yugo from Wakfu. '''Attack List''' could allow the character to “telefrag” into people. '''Remote Viewing''' could allow the character to teleport to faraway places they have previously never seen. This allows players to scale the space their teleportation takes up and down on a gradient of flexibility and power.&lt;br /&gt;
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Grades of this Point based on the tier of slot they use are relatively concrete. Most examples use combinations of Points to achieve their canon powers, and are placed as useful narrative benchmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Flash Movement has few to no limits on its distance and what places the character can end up in. They might instantly travel between entire worlds and almost always penetrate preventative measures, meaning that they can often Just Show Up. Examples of users of Defining Flash Movement are Protoman from Megaman, Kibito from Dragon Ball, and Nightcrawler from X-Men.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Flash Movement is generally limited to moving around the area of a scene, though its speed and distance are usually sufficient to provide a convenient escape or entry, and an advantage in combat. It usually does not allow a character to appear in an area protected against teleportation and similar, but it may if it happens under highly specific circumstances, such as the character’s name being called. Examples of Significant users of Flash Movement include Star Trek Transporters, Nox from Wakfu, Beetlejuice or Hastur.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Flash Movement is mostly cosmetic or convenient in nature. It rarely covers enough distance fast enough to allow it to be much more effective than a standard dodge or to establish surprise in combat, or in the cases it does cover long distances, it requires enough preparation that it can’t be used as an escape or entry in danger, or anywhere particularly secure, resembling a Stage Select, video game “fast travel”. Either way, it has no significant narrative strength.. It won't get the character out of a jail cell, intense combat, or anyone you'd assume somebody should use it but never does. Examples include every Megaman robot, common RPG town recall items, and nearly every single shounen character who gains teleportation in-story.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Descriptive terms that encompass the Flash Movement’s range, expedience, and possible destinations, which should be very clear and understandable.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While it is expected that '''Share Powers''' is necessary for situations where other characters are able to actively take advantage of a Flash Movement ability or ability package, it's worth noting that a character with this Point has a small amount of leeway in transporting other characters on their own terms. In the same way a character could throw someone over their shoulder and carry them somewhere with '''Mobility''' or '''Flight''', a character with this Point can typically grab someone and take them somewhere under the standard qualifier for Flash Movement, i.e. &amp;quot;as far as they could without it&amp;quot;. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character, put simply, can fly. We really don’t care to differentiate between different arenas of flight (mostly air and space), and so they can be applied for under one Point, but it still should observe canon/implicit limits. Hovering or slow non-combat flight typically occupies the '''Minor''' tier.&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: While this Point covers getting around through the air, skipping over ground obstructions and hazards, and general combat flight, it and '''Mobility''' are separate narrative spaces that do stack. Extremely agile Flight fit to zip through an obstacle course or dogfight inside of an office building will likely require the second Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can take over digitally controlled machines. It is generally understood that characters with this Point may use it to substitute for a variety of other Advantages where hackable items appears appear in a scene, and so this breadth should be counterbalanced by respecting the bounds of the genre that the hacking applies to. Hacking cyborg/android/AI PCs plays out as combat does, and is not a binary win-lose state. Characters like the Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where it concerns dictatorial effects, outlined later in this section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a pocket dimension, Bag of Holding, a videogame inventory, impossibly roomy clothing, or something else that allows them to carry an unrealistically large amount of stuff very conveniently.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is allowed to be '''Minor''' only on the presumption that the character can’t use it to solve obstacles of significant scale. Dropping an incoming meteor into a Bag of Holding goes way beyond the these bounds, and thus require '''Significant''' or higher.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing - (Self/Other)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the capacity to heal others or themselves of damage at a speed that is useful within the timeframe of a single scene. “Damage” in this case is more or less defined as “lost HP”, so this Point is all that is technically sufficient to prevent a character from becoming incapacitated through combat and dying, but it doesn’t extend into purging other harmful or inconvenient effects. Healing used on other characters is most straightforwardly exemplified by video game mechanics such as Final Fantasy’s White Magic or the healing technology of Overwatch’s support characters. Self-healing often takes more niche forms, like Wolverine’s regeneration from X-Men, or a vampire’s ability to restore itself by drinking blood, and self-healing is almost always something they can do on their turn alongside other actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Just about any Advantage can be made to target the character’s self or another character, but healing is such a common one on both sides of the fence that we want to make it obvious up front in the designation. This distinction is effectively using the same rules as '''Share Power''', so if the character has that Point as well , pick a default form of Healing and simply write its opposite into either set of trappings. Only take Healing twice if the character doesn't share any other Points (in which case it's just neater and simpler), or if one type of Healing is a higher Advantage tier than Share Power (in which case the extra Point entitles the Healing to a greater degree of respect). For non-HP purging of secondary effects, see '''Cure'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some sense or ability that they can invoke to gain useful insight regarding a situation or course of action, such as future sight, divine inspiration, or some spark of unusual genius. This Point is essentially requesting that the runner of a scene or plot give your character some form of information that will help move events forward to a desired conclusion, or present an actionable opportunity to gain something. Though this Point is not technically tagged with Consent, in practice it’s pretty much impossible to do it without.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' where the Hint provides useful and actionable information one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Under what circumstances the character gains hints, and the nature of information that they reveal, or nature of task they are applicable to.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''''Home Base'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} This Point is a stub. “Having a place to live” in of itself is a non-Advantage. In the vast majority of instances, a character’s home village or apartment or the like doesn’t merit a Point at all. In instances where the people who live there or the facilities it incorporates might be significantly useful, see '''NPCs''', '''Field Shaping''', '''Share Powers''', '''Environmental Protection''', etc. Essentially, pick Points that represent what the location can actually do.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create convincing facsimiles of people, objects, scenes, et. which can pass for the real thing, usually for purposes of deception and misdirection. Holograms, magically conjured phantoms, or direct psychic impressions are common ones, but regardless of the means, the illusions are insubstantial and harmless.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' along the same guidelines as Disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The scope of how much can be faked at once, and what could give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not cover using an illusion to render oneself invisible or make oneself look like someone else. See '''Invisibility''' and '''Disguise''' respectively for those.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character does not die, or does not stay dead, when injured it ways that should be instantly or irreversibly fatal. Voldermort from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls are various examples. This Point, regardless of its tier, absolutely requires a “Catch”; a set of criteria in which the character faces the very real risk of permanent death, or a permanent state wherein the character is no longer playable. Depending on this Point’s tier of Advantage slot, this could be relatively easy to fulfill, or much more specific and difficult, but the Catch must always be something that the overwhelming majority of PCs could feasibly do if they put in the extra time and effort, and preferably something that could feasibly happen more often than very rarely in high-danger GMed scenarios.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The Catch, as well as when and where the character comes back to life, if it is somewhere else.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable Catches later in this section. Certain other Points may shift the definition of “fatal” for the purposes of this Point. A Defining regenerator may feasibly survive being stabbed in the heart just fine, since loss of heart function actually takes several minutes to cause total death, but regenerating from having their head blown off or being totally incinerated requires this Point.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Improbable Defense'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to apply their defensive options on an extremely implausible scale or basis, or the character possesses exotic defensive options that apply to esoteric or niche threats. Examples include Raiden parrying Metal Gear RAY and hellfire missiles with his sword in Metal Gear Rising, Avalon’s active defense from Fate/Stay Night, or Exalted perfect defense Charms. This Point is for evading active, rather than passive, threats to the character. Punching apart a tornado with their fists, parrying a volcanic explosion, or blocking a magical curse with a shield is a valid use of this Point, but “I dodge the background radiation” is not a valid way to get around the scary bits of the Fallout ‘verse (which would instead work off of '''Environmental Protection'''). This Point will generally not be necessary for characters who perform implausible feats that are justified by other Advantages. Vergil from Devil May Cry is justified in deflecting bullets with his katana by having superhuman swordsmanship and speed in his Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher, as Minor Advantages are presumed to fail in contest with &amp;quot;bought&amp;quot; abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kind of situations the character’s defenses apply in, and what drawbacks or holes they may include in the case that they are overwhelmingly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Exalted is used as an example here, but MCM does not ever permit defenses that automatically succeed and negate all consequences of another PC’s non-consent-based attacks. An improbable defense is not a guaranteed defense. Effectively, you are buying the ability to use your defense in a situation where it normally wouldn’t apply, not invincibility.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is highly capable of neutralizing or subduing opponents without relying on lethal harm. This Point goes a step beyond simply restraining someone or slapping them with the blunt side of a sword, which anyone can do, and enters the realm of methods that hit a coadjacent “health bar”, where the end result is being decisively incapacitated in some manner different from bleeding out. Examples include specialized non-lethal weapons such as phasers set to stun from Star Trek, or the infamous tranquilizer guns from the Metal Gear Solid series, various magic along the lines of The Sleep from Cardcaptor Sakura, Mid-Childan magic from the Nanoha series, or conditions such as Frog or Stone from the Final Fantasy series, as well as mundane methods like paralyzing poisons. While many of these methods are extraordinarily binary in their source material, it is understood that they will rarely be so effective on PCs. This Point may wind up easily knocking out NPCs en mass, but doing so to a PC will involve repeatedly hitting them with multiple applications, taking gradually further effect until they succumb, like regular damage with a different result.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' in the case of examples that alter some aspect of the character or reduce some part of their effectiveness beyond what combat damage would do.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A precise and fairly detailed account of the end condition the character achieves, and how it can be lifted (or else how long until it wears off naturally).&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Permanent use of this Point on PCs is not something MCM generally allows. Particularly severe examples may fall into the same restrictions as plots that involve capturing PCs. It is a universal assumption that if a character possesses this Point, it has the full functionality and weight of any other Advantage, and thus does not represent the character “holding back” or limiting themselves in some way. This Point represents a propensity for incapacitation as effectual as lethal combat of the same level.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to pass through solid objects. This could be a typical ghost phasing through walls, a Fate/ series Servant or Exalted spirit dematerializing, Kitty Pryde from X-Men, or as part of a teleportation ability in tandem with '''Flash Movement''', as examples. An extremely important point is that '''MCM does not allow invincibility to be an Advantage''', and so any long-lasting or permanent form of this Point automatically comes with the caveat that any other PC possesses whatever criteria is necessary to physically harm the character while they are intangible. Brief Intangibility may be a reason for an attack to have missed, but only within the confines of what the character could already avoid, otherwise the character needs '''Improbable Defense'''. Because this Point often allows the user to basically go wherever they please, it may be subject to the same preventative measures that keep out '''Flash Movement''' and similar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has powers of concealment that are potent enough for the default assumption to be that the character simply will not be found unless he does something obvious. This could be actual invisibility, chameleonic camouflage, a psychic compulsion to ignore the character, etc.; all are considered Invisibility. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Invisibility is at near enough to flawless that the character flat out won't be found out until they do something overtly noticeable, or are contested by a great deal of effort put towards finding them. It may conceal them in multiple ways beyond purely vision, or naturally resist methods that would normally be expected to reveal the character, and it likely continues to function in combat. Examples are Harry Potter's invisibility cloak, Kusanagi Motoko's opticamo, the Invisible Stalker from D&amp;amp;D, or Toru Hagakure from My Hero Academia.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Invisibility has notable limitations that are sufficient to cap the character's ability to go where they please. It may fail against reasonably important equipment or spells, have a strict time limit, dispel when the character attacks, or give off subtle clues a wary PC can watch for. Examples are most incarnations of the Predator, the Spy's cloaking watch from Team Fortress, the Dummy Check esper ability from A Certain Scientific Railgun, and your typical tabletop RPG invisibility spells.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Invisibility is only useful for discretion's sake, and likely only effective against unimportant NPCs. Anyone relevant to the plot will likely see through it unless they have some sort of deficiency, or aren't paying attention at all. If the invisibility can be obviated by a special trait that is common in the cast of the original source, it's assumed that all PCs count as having that trait. Examples are dematerialized Heroic Spirits, a Stand from JoJo's Bizarre Adventures, various ghosts and spirits with true forms, and basically every single ninja in shounen anime.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What traits of the character the Invisibility conceals, and at least implicitly how they could be detected in spite of it.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - (Field)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally knowledgeable about a particular field of something, whether that be science, social interaction, tactics, etc. The Knowledge is broadly useful in enough circumstances that it still deserves to be called an Advantage, but it cannot grant the character the use of another Point implicitly (for instance, choosing “computers” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Skill'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of knowledge, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. A character being knowledgeable about their own theme, including the minutiae of its cosmology, local events, or unique mechanics, is not considered an Advantage. Incredibly theme-specific info is better used to run plots or scenes with. Knowledge in STEM fields will generally not be accepted as a Minor. These fields are too practically applicable for a Minor to be anything but useless trivia better left unpurchased.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Low Intake'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has little to no need of one or more typical biological necessities, such as food, water, sleep, and similar. Regular maintenance of their person is not a notable consideration.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which things the character doesn’t need.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not negate or reduce actual threats in any significant way. Not needing to sleep doesn't protect you from a sleep spell, and not needing to breathe doesn't save you from a gas attack. Non-casual instances of dealing with threats like these are encompassed by '''Environmental Protection''' or '''Resistance'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can somehow forcibly influence the thoughts, memories, and/or feelings of others to the point that they can heavily dictate their actions. This Point goes beyond the bounds of persuasive speaking or evocative performance, and assumes that the subject will act on the given compulsion as a default outcome, whether that be a command, an urge, an altered memory, a set of emotions, etc. Examples include Lelouch vi Britannia from Code Geass, Xavier from X-Men, the Imperius Curse from Harry Potter, various supernatural entities from the Harry Dresden books, or even very benign or positive users, such as Nilin from Remember Me or Raz from Psychonauts.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What compulsions or alterations the character is able to affect on others.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are certain compulsions that are either so low-grade or incredibly simple and positive that they qualify for either '''Debilitation''' or '''Buffs''', or else similar. Inflicting supernatural terror that causes targets to flee for their lives is certainly this Point. Projecting an aura that induces stress and anxiety, or speaking an abhorrent eldritch word that makes the mind flinch to hear, probably aren’t, since the specifics are in the other character’s court, and they are still wholly in control of their actions (though these might get less respect in play than usual). A Bard’s Inspiring Tune certainly isn’t either.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to perceive the thoughts, feelings, intentions, or immediate future actions of a subject. Usually this is some form of Telepathy or “Aura” reading such as present in X-Men or Vampire: the Masquerade, but it can encompass things like astrological prediction or computer analysis and simulation that effectively reads into the target’s inner intentions indirectly, or even extraordinarily skilled “mundane” analysis of speech and nonverbal cues to discern hidden meanings.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What information the character can gather on their subject.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adroitly get around complex, dense, and/or hazardous environments by means of superior mobility, such as parkour, jump packs, wall climbing, grapnel hooks, hand gliders, video game double jumps and air dashes, etc. They may also perform such feats as briefly running across water, balancing on clotheslines, or clinging to ceilings. Examples are Spider Man, Batman and Catwoman, Mario and Luigi, Faith from Mirror’s Edge, Genji from Overwatch, and almost any Wuxia theatre fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None, but examples are encouraged.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Multiple Discrete Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, allowing them to accomplish more in the same amount of time and possibly in different physical locations. This often, though not nearly always, applies to character bits that are made up of multiple entities, though it can also apply to characters that create doubles or projections. For the most part, the typical JRPG party sticks together and tackles the same obstacle as a unit, and is frequently not an example of this Point. Conversely, the typical super AI forking its personality off to be in multiple places and manipulate multiple system almost always is. This more likely to be something possessed by a bit that is The Payday Gang or Master Chief and Cortana rather than a hypothetical team of Power Rangers or the appable cast of a Fire Emblem game.&lt;br /&gt;
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MCM ascribes to the principle that each player in a scene should get to focus on getting One Big Thing done on each of their pose rounds. Gunning down a horde of zombies, breaking the magical seal on the tower, hacking into the mainframe to track a target with security cameras, fighting another PC; these are things which the character should obviously be devoting their time and attention to, and other actions they perform at the same time will inevitably be relatively minor. This Point is an explicit exception to this general rule, allowing the character to pursue a second major course of action in each pose round, essentially “doubling up” on their attendance at the scene. The character might fight off the terrorists while also defusing a bomb, distract the guards with a fake report while looting the gold, hijack and remote control the mad science fortress and its traps while also chasing down the boss, etc. This stops at, and is hard limited, to two major actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are two natural exceptions to the general One Big Thing rule. They are: when three or more PCs are engaged in combat in unbalanced sides (in which case, the outnumbered PCs gain exactly as many extra actions as necessary to even it out, solely for the use of fighting those PCs outnumbering them), and when circumstances necessary to progress a scene require criteria that too few PCs at the scene possess (in which case the relevant PC can take the extra action to move things along for everyone’s benefit, e.x. Gandalf decodes the map, translates the Elvish text, finds the secret entrance and casts the correct magic because the rest of the party is combat Dwarves and a Hobbit and can’t do any of those things). This Point can confer one additional action in excess of these if the character is benefiting from them.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can command one or more other entities who will usually try to comply to the best of their ability. The NPCs may be fully realized characters, or simply generic monsters or drones, but overall their relationship to the Player Character is a subordinate one, and were they to leave or die, the character concept would not be overwhelmingly changed, though their loss must still amount to some kind of appreciable setback or non-trivial consequence for them. The Advantages that an NPC can possess are limited to those the PC already possesses (for instance, a knight skilled in swordsmanship and riding might command a unit of cavalry skilled in the same), unless more Points are given over to the NPCs’ use, though it’s very rare that an NPC possesses all the Advantages of the PC and vice versa. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining-Grade:''' The NPCs are essentially at the same tier as PCs. They are serious combat entities, may be stronger or more capable than the character themselves in some areas, and can generally expect to viably compete with PCs in relevant situations. Usually, some Advantage space is dedicated to fleshing out their personal abilities. An example is Ash Ketchum's Pokemon team, including Pikachu. The loss of Defining NPCs is prohibitively costly to the PC, and represents a hefty diminishment of the character’s core effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant-Grade:''' The NPCs are essentially at the tier of a miniboss. They are meaningful obstacles in a conflict situation, and may have specialist skills or unique abilities, though they generally cannot expect to outdo a PC within their arena of expertise. Examples include R2-D2 or generic SOLDIERS from FF7. The loss of Significant NPCs is highly inconvenient to the PC, as they represent a great deal of investment and are effort/resource/time intensive to replace.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor-Grade:''' The NPCs are essentially window dressing or props. Their skills have niche uses at most, and cannot contribute more than a similar Minor Advantage would. Minor NPCs cannot have a PL, and are presumed to lose in any combat engagement against anything more important than them. Examples include C3-P0 or generic Stormtroopers from Star Wars, or generic “redshirts” from Star Trek. The loss of Minor NPCs is a lesser inconvenience to the PC, but one great enough that they have a good incentive not to throw them away without thinking.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the NPCs are capable of. This does not have to be extensively inclusive of specific Points, however “what the NPCs do” and the generalities of their limits should be obvious. A reader should be able to tell that Storm Troopers don’t use The Force or swing around lightsabers.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Where it actually matters, a Minor NPC specialized in combat will beat a Minor NPC that has no combat role. C3-P0 still loses to a squad of Stormtroopers, even though they're both Minor-grade.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Oration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has exceptional social skills, has extraordinary charisma, is trained in diplomacy, persuasion, and deception, uses some kind of magical glamour, or otherwise has some means to make them an unusually effective speaker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or lower. This Point cannot be a Defining Advantage solely for the difficulty of portraying and respecting it in play.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None, so long as it is obviously distinct from '''Mind Manipulation'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - (1/2/3)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Because Power Copying is an Advantage that can be almost any other Advantage, and often several at once, the way that Power Copying works is not covered here, but [[Power Copy|in its own article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' for 2 and 3.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' See article.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Proxies'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the option of working through an expendable and sometimes remote actor, minimizing risk to themselves while still allowing them to employ the bulk of their Advantages. Examples include Warframes, remote bodies from Ghost in the Shell, as well as swappable/expendable bodies from it and similar Transhuman themes, and the typical depiction of avatars such as in Accel World and other video game-inspired series. Possession, in the sense of ghosts, demons, body snatching, etc. is also considered a Proxy, but will usually require a Point to allow forcible acquisition and control of Proxies, such as '''Mind Manipulation'''. &lt;br /&gt;
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Proxies are a somewhat complicated territory, as '''MCM absolutely requires that the use of proxies not be able to obviate all danger to the user'''. As such, this Point follows almost identical rules to '''Immortality''', where the Catch is assumed to be some form of feedback to the user such that they are harmed when their Proxy is. Examples include psychic nosebleeds, cyber shock, magical soul rending, etc.This means that the user can die if their Proxy presence in a scene is rendered “dead enough”, or they were previously low on metaphorical HP and damage to Proxies “made up the difference”. &lt;br /&gt;
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The user of this Point has the option of how to scale their investment in their Proxy. A player can decide to use a lower tier of Proxy than this Point occupies, but cannot freely switch mid-scene.&lt;br /&gt;
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A '''Defining''' Proxy effectively can have all the tools and the full combat power of the character at their disposal, but translates “loss of HP” almost 1:1. If the Proxy jumps on a bomb and is blown to smithereens for their heroic sacrifice, the user is either dead, crippled, or in critical condition.&amp;lt;br&amp;gt;&lt;br /&gt;
A '''Significant''' Proxy has limited use of the character’s Defining Advantages and likely possesses only a partial chunk of their Advantages overall, as well as having reduced combat power. Being damaged can seriously harm the user, but life-threatening injury rarely, though not never, occurs. The user is safer, but has less ability to influence events for it.&amp;lt;br&amp;gt;&lt;br /&gt;
A '''Minor''' Proxy is of extremely limited help, with no realistic chance of winning meaningful combat, and any Advantages they keep are effectively “Minor-tier”. Their destruction is painful but usually only causes minor injuries to the user.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the character sends ahead instead of themselves, and generally what abilities the Proxies possess.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point rarely applies to summoners, drone operators, and the like, who wield their minions while already in the scene. If another participant can simply shoot the controller without additional difficulty, it’s not a Proxy. Likewise, sending an important NPC in a character’s place is not a Proxy, for the fact that the NPC is perfectly capable of dying, thus the character can be threatened by meaningful losses.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a knack for occasionally producing unique, irreplicable, and incredibly situational solutions to various problems they encounter, through MacGyver-esque ingenuity, arbitrary access to mad science gizmos, absurdly flexible but situational magic, miraculous luck, or some other similar bag of tricks. Once per scene, this Point allows the character to produce a solution to a single, discrete obstacle or challenge. As per this Point’s name, said solution essentially doesn’t exist until it suddenly does. The form this solution takes and how effectively it solves the problem are up to the discretion of the scene or plot runner, but in a situation where no agreeable compromise can be reached, this Point is not “used up”.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A strong idea of what thematics the Point follows.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can physically manipulate objects at long distance, whether through telekinesis, magical puppet strings, manipulation of an element, sticking their hands through tiny portals, etc. Universally, this Point is a utility, covering practical tasks that can be done with physical manipulation, and typically not effectually imitating other Powers. Telekinetic flight and barriers and powerful attacks require other relevant Points. The default assumption is that the character manipulates objects as they could with their hands, or appropriate mundane tools in the case of things like water or sand.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What the character can manipulate and how.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can surveil a place extremely far away, or which they are otherwise unable to view normally, even with enhanced senses. Extremely mundane examples are the classical hidden camera and microphone, with fantasy equivalents being the crystal ball or Scrying spell, though this Point can also represent familiars or drones the character can see through, to name a few. This Point presumes that characters being watched are reasonably capable of realizing they are with mundane attention, unless appropriate concealment Points are taken alongside it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when spying on PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The mechanism by which the character views remotely, and the criteria that determines a valid place for them to see into.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to repair various equipment, devices, or structures, to working condition. This is very often a mundane skill assisted by tools, in which case there is typically a more narrow field, but it can also use sci-fi reprocessing or powerful supernatural means, such as in Starbound and Eclipse Phase, or Josuke’s Stand, Crazy Diamond, from Jojo’s Bizarre Adventures. How well the object functions when finished typically corresponds to the Point’s slot tier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What sorts of targets the character is able to repair, and broadly in what general timeframe.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - (Source)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a natural resilience to, or a powerful preventative measure against, a specific category of harmful or unwanted influence. This can be almost anything, from a red dragon having a Resistance to fire, to a psion having a Resistance to mind control, but this Point has variable usefulness when it comes to PCs. As a general rule, a Resistance to a type of damage or harm can scale all the way up to an immunity to a natural or mundane source (such as a forest fire or black plague), provides a degree of utility based on its tier of Advantage slot against major plot obstacles (a melting down reactor or a super virus bioweapon), and only as much effect vs another PC as they are willing. How well this Point is respected by another PC is largely a matter of strongly encouraged etiquette. &lt;br /&gt;
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&lt;br /&gt;
A Black Mage repeatedly slamming the canonically fire-immune Rubicante with fire spells, which he knows he should be strong against, while a whole list of other elements are at his disposal, is being a dick. An Avatar universe Firebender however, is free to light Rubicante up and assume it will be effective, perhaps with some extra effort, because it would be unreasonable to insist a Firebender couldn’t use their primary ability, and they don’t have much else to use anyways. The sole exception to this point is when a Point has an applicable '''Consent''' caveat, such as Mind '''Manipulation''', in which case it is generally acceptable for a Resistance to provide immunity of a certain level, understanding that the '''Significant''' and '''Defining''' Advantages of other PCs are still entitled to due sell when the target declines. The category of a Resistance that encompasses solely these effects can be fairly broad.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Informative examples of what sources of harm the character has a Resistance against.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to bring back the dead with the functionality they had in life. For the purposes of this Point, “dead” is when a target is going to stay dead unless someone brings them back to life full stop, not clinically dead or a state a scene runner would be explicitly allowing to “come back to life” anyways, such as with defibrillation or Phoenix Down.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The criteria needed for a target to be eligible for Resurrection. Note that this does mean that there needs to actually be a state of “dead” that a character cannot resurrect. It is typically understood that entities killed offscreen or as part of a plot won’t be subject to the same level of finality as a PC using '''Skeleton Catch''', but it is an obligate condition of Resurrection that there be a reason the character cannot go rubbing resurrection juice on every dusty old femur they find scattered around a crypt, as it quickly becomes laborious for scenerunners to constantly fabricate NPCs out of nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point does not extend to bringing your own character back to life. If your character self-resurrects, see '''Immortality'''. Obviously, resurrected targets are probably in perfect or near-perfect health, and so further healing Points are not strictly necessary. Not taking them does, however, mean that your character can’t heal someone who isn’t dead yet.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''''Riding'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} This Point is a stub. See '''Vehicle Mastery'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}}'''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character kills people dead, period. They automatically fulfil the Catch associated with another character’s Immortality without having to go to extra lengths, users of Proxies always receive full deadly harm from their attacks equivalent to that suffered by their Proxy, and killing someone will prevent their return through Resurrection. This Point is an explicit exception to the general notion that no Advantage automatically trumps another Advantage when contesting an Advantage of equal or lower tier. Though Skeleton Catch is technically still a threat to characters possessing higher-tier Immortality, the existence of condeath makes this little more than flavor.&lt;br /&gt;
&lt;br /&gt;
Because non-player controlled characters do not utilize the Advantage system, a Significant instance of Skeleton Catch should be considered adequate against entities that have any sort of defined Catch to their unkillability, and a Defining instance of Skeleton Catch should be considered always adequate period, including against theme entities that essentially aren’t killable without a plot.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Obviously, concepts such as condeath still apply. This Point is an allowance for certain characters who are willing to spend the Point to always be able to meaningfully threaten any entity with actual and permanent death. Unless chosen to explicitly note otherwise, for the purposes of this Point, dead is dead is dead, and no form of “technically dead” obviates it.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - (Skill)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally skilled or capable in an area of expertise that is not encompassed by another Point, but is broadly useful in enough circumstances that it still deserves to be called an Advantage. The skill in question cannot grant the character the use of another Point implicitly (for instance, defining “programming” as a category of this Point does not suddenly make the character capable of '''Hacking'''). This Point is effectively a differently flavored mirror of '''Knowledge'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The character’s Advantage-worthy area of expertise, with at least two example applications.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section, as well as a word on “skill minimums” required to make use of Advantages.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can grant the use of one or more of his Advantage Points to other characters, such as by handing out equipment, bestowing magical enhancements or blessings, synchronizing minds or abilities in some fashion, etc. Having this Point means that the character is able to provide others in the same scene with the benefits of their other Advantage Points of '''an equal tier or lower'''. In cases where the Point affects the self, such as '''Healing''', the character can now affect other characters, such as by casting healing spells. In cases where the Point is targeted at others, such as '''Attacks List''', the recipient gains the use of a similar ability for the scene, such as by handing them a raygun. In cases where the Point already affects others, such as '''Buffs''', the character is now able to use it on themselves, such as typical RPG moves. In cases where the Advantage is '''Standalone''' or incorporates '''Flash Movement''', others can only benefit from it by coordinating together with the character, such as huddling together under Harry Potter’s invisibility cloak, or setting up fixed teleportation pads. &lt;br /&gt;
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Recipients who wish to obtain these effects permanently must file an Upgrade Application as normal. Characters cannot Share Powers with recipients if they are not actually in the same scene. Certain Points are not eligible for sharing due to creating undesirable or redundant interactions. See '''Power Copy for this list''', as Share Powers' should be considered identical.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:'''  In what form the character shares their Advantages with others, defined as singular, broad thematic, such as mad science gadgets, enhancement spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: This Point is actually not strictly necessary to use Advantages on, or give them out to, other people. Just about any Advantage can be defined to do so, but in that case, it only works on '''others''' (or on oneself if it normally only works on others). This Point is '''always''' more efficient, and always preferred, when a character has more than one of these Points at a time, and should always be used in these cases.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''''Shapeshifting'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Shape shifting is not actually considered an Advantage Point. The power to change forms is a trapping. It is the fluffy dressing on the actual point of taking a new form. This stub exists to guide people looking for shape shifting into checking out '''Disguise''', '''Superior (Attribute)''', '''Environmental Protection''', '''Entry Methods''', '''Flight''', '''Water Functionality''', and other such things that different bodies might do.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is skilled in getting around unseen and undetected. This may be a enhanced by, or a result of, things like camouflage technology, magical silence, extremely small size, and the like, but this Point is sharply differentiated from '''Invisibility''' in that the character can always be detected by sufficient mundane effort or attention, no matter the circumstance, and must actively avoid notice, instead of being presumed unnoticed until they engage in a competitive task, or something does something special. Users of this Point include Solid Snake from Metal Gear Solid, Altair from Assassin’s Creed, Garrett from the Thief series, and James Bond, though they rarely use only this Point.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For approaches where the character is obviously present but undercover or unremarkable, see '''Disguises''', and possibly '''Oration''' if they infiltrate through social subterfuge, such as bluffing, acting, and imitating.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a “generic” kind of overall above-human physical aptitude, typically encompassing some combination of superhuman strength, speed, resilience, reflexes, stamina, etc. This is an unbelievably common package in anime, comic books, and martial arts films, and incredibly common among non-human races in fantasy and sci-fi books, games, and movies. This can all be represented as a single Point simply because it would be prohibitively unwieldy to do otherwise, however, some small amount of emphasis can go to particular traits if the character is only superhuman in a few areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For characters with individually outstanding physical traits which cannot be called generic, such as the Flash’s speed or the Hulk’s strength, see '''Superior - Attribute'''.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superior - (Attribute)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a single physical trait, such as those outlined in '''Superhumanity''', which vastly exceeds the norm to the point of becoming one of the character’s primary tools.The Hulk would take this Point in “strength” instead of Superhumanity, which Superman might take instead, representing that all of his metaphorical “XP” is loaded into being really really strong, and that his strength is more relevant than a generic superhuman’s in solving problems.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' Which of the character’s attributes is exceptional, and at least one example of a feat they can perform with some, but not exceptional, effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Anything like “Superior Durability” should be represented with '''Damage Reduction'''. Note that this Point can be taken multiple times to represent multiple areas in which a character is categorically exceptional. If being physically absurd is their main gimmick, they may wind up using an entire slot like this.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is well-versed in what it takes to provide for themselves and possibly others in situations far away from civilization and dependable infrastructure. This Point typically represents an abstract collection of abilities such as navigation and foraging suited to particular environments, but which rarely have central relevance, given that MCM’s structure makes it difficult to really be stranded anywhere for long.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' What kinds of places the character is skilled at surviving in.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''''Teleportation'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} This is a stub. Teleportation is almost always going to be represented with '''Flash Movement''', which elaborates fully on how teleportation can be represented on MCM.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can accelerate the passage of time for other things. This could cause plants to grow, weapons to rust, food to rot, creatures to mature, machines to work faster, stone to wear away, etc. so long as it is naturally affected by the progression of time. How much what target can be accelerated almost wholly depends on how useful it is to actually do it. In any tier of Advantage slot, rusting away the blast doors of a sealed starship bridge would be more difficult than ageing a bottle of wine by the same amount of time. It is understood that many problems may simply be beyond the scope of being solvable by any practical amount of time passing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' when applied to PCs, or possessions/NPCs of consequence.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.  &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create closed time loops with themselves, wherein an iteration of them from the future briefly returns to present to assist them in some task, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past in order to keep causality happy. This is the only form of personal time travel that MCM accommodates. Future selves are primarily useful for already knowing of dangers ahead of time, having partial or full solutions to puzzles, or items that make a problem easier which lie beyond the problem, and so frequent consultation with a scene runner is usually necessary to be playable.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Note: This Point does not cover having future selves travel back in time to multiply the number of things you can do at one time. See '''Multiple Discrete Actions''' to do so.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act outside of time, such that they are able to act literally instantly. This is differentiated from slowing down time, in that their actions take place without significant opportunity for other characters to follow them until they’ve already happened. Grades of this Point based on the tier of slot they use are relatively concrete.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defining''' Time Stop is extremely reliable and easily used, allowing the character to enhance nearly everything they do, often to the point their actions become difficult to follow. Similar to Defining teleportation and invisibility, the character often Just Shows Up out of frozen time. Examples are Sakuya Izayoi from Touhou, Dio Brando from JoJo's Bizarre Adventures, Shadow the Hedgehog's Chaos Control, and Homura Akemi from Puella Magi Madoka Magica.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Significant''' Time Stop is incomplete, limited in use, very short lived, or else plausible to “resist” without any special powers, but still lends the character considerable utility in situations to which it is well suited. Other characters often don't have a hard time figuring out what they've done when time resumes, or else may be be able to anticipate or counter it with mundane effort and skill. Examples are Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most usable incarnations in videogames, such as Castlevania or Bayonetta.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minor''' Time Stop is more or less a flashier version of super speed or super reflexes. The character might only be able to see and not move while time is stopped, or else be unable to interact significantly with the environment while time is stopped, or the pause in time has such a short duration that little more than single motions can be accomplished. Examples include Accel World's Brain Burst program, and Hit from Dragon Ball Z Super in his first appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consent''' where actions taken in stopped time would directly affect another PC or undercut them to a goal without allowing for a competing effort.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: For simply slowing down time, see '''Superior - Speed''', or for slowing down the time of a specific entity, see '''Debilitation'''. '''Superior - Speed''' and '''Flash Movement''' can be considered optional ways of representing time stopping characters, especially those who use it largely cosmetically or to simple effect in their source. Using one or both instead of this Point is less taxing on a character’s Advantage space, and adheres to general logic rather than the Consent tag, but the tradeoff is that actions the character takes using their time stopping powers are then eminently obvious and preventable, as well as lacking the same degree of flexibility and narrative punch. The choice is up to the player most of the time.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''''Transfiguration'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Just like '''Shape Shifting''', turning people into things is not an Advantage Point in of itself, but the trappings on one. This stub serves a similar purpose, except also to note that any power which transfigures someone into something else, whether transforming them into a squirrel, ageing them 50 years, or turning them to stone, is automatically '''Consent''' noted.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''''Transportation'''''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some means of getting from point A to point B in a highly day-to-day fashion, with no applicability in combat or with significant obstacles in play. This is effectively a non-Advantage, because we always assume that players should have access to what they need to Get To The RP, which is why Warpgates exist in the first place. This stub exists to affirm this. If the transport method has some basic utility, it may instead qualify for a '''Minor''' level of a Point like '''Flight'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - (Vehicle)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with operating a certain class of vehicle or in control of a certain kind of mount. When at the wheel/saddle/etc., in addition to their normal uses (taking off and landing with a helicopter, ramping off things with a motorcycle, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, as highlighted later in this section, character is not obligated to spend Points on &amp;quot;having a vehicle&amp;quot;. The Vehicle Mastery justifies its own use. Exceptional vehicles with unusual qualities or extremely high performance may require other Points.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The category of vehicle or mount the character is extraordinarily skilled with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Functionality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some combination of traits, equipment, or abilities that grant them comprehensive functionality on and under water. This Point effectively always includes the ability to breathe underwater in some fashion, as almost always incorporates a high degree of water mobility and lack of impediment in fighting or performing tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - (Style)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a high degree of personal skill with a certain category of weaponry or in a certain style of combat. When using those weapons or within their arena of combat expertise, in addition to their normal uses (speed loading revolvers, parrying with swords, grappling in hand to hand, etc.) they are capable of performing a variety of uncommonly skilled and/or unusual stunts. Due to the way Advantage Redundancy works, a character is not obligated to spend Points on &amp;quot;having a weapon&amp;quot;. The Weapon Mastery justifies its own use. Unusual or extremely exceptional weapons or attack techniques may require '''Attack List'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' The field of weaponry or style of combat the character is extraordinarily skilled in.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: There are some examples of acceptable categories later in this section. This Point is for above typical skill. MCM does not require players to spend Advantage space to put the pointy end of a sword towards the enemy, and does not run on “weapon proficiencies” like in tabletops. A character with Advantage space dedicated to a weapon or fighting is presumed to have a minimum amount of capability to use it effectively.''&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is fabulously wealthy or has access to incredibly abundant resources of a generally valuable rather than immediately practical nature. This Point doesn’t represent things that the character happens to own because they are wealthy, which would simply be a trapping. It represents an amount of liquid assets or useable resources they can throw at a problem by itself, such as bribing guards for entry, paying off politicians for info, hiring local help for a task, or local mercenaries to fight, investing capital in an ongoing project, taking ownership of set pieces to use immediately within the scene(s), reserving public spaces for Elite use, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' None.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wild Card - (#)'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an Advantage that isn’t sufficiently covered by anything else on this list! Human decisions made by staff on what may be required of this Point are unavoidable, and so the Point may wind up being considered '''Consent''' applicable, or may be asked to be tweaked in some other fashion to remain consistent with MCM’s universal rules. Wildcards are given a number instead of a category in their designation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required Text:''' A very clear and detailed explanation of what the Point is supposed to do and how, as well as any information required for others to known how to interact with, around, and against it.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: The category for Wildcard is simply a number, referencing how many the character has, since possible categories are about as broad as the Advantage’s name.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Standalone Advantages ===&lt;br /&gt;
Some abilities that characters have access to have such broad power, extreme volumes of possible applications, or narrative-bending weight, that their Point fills up the entire Advantage slot it is assigned to by itself; that is to say, they effectively count as three Points each. Unless the Point also indicates a specific tier, they may still be taken at Defining, Significant, or Minor levels.&lt;br /&gt;
&lt;br /&gt;
=== Consent-Based Advantages ===&lt;br /&gt;
Overall, MCM is a consent-based MUSH, and there is exceedingly little that can be done to another player character without that player’s consent, but MCM does have a general stance that when players interact, “something happens” is better than “nothing happens”. When an Advantage features one or more applications tagged with '''Consent''' above, it means that particular use of the Advantage does not benefit from this guideline. The other player is completely free to have their character avoid the effect altogether, and attempting to pressure them into accepting it can be considered abuse.&lt;br /&gt;
&lt;br /&gt;
The Consent tag is applied to Advantages that can be considered “dictatorial”, in that they strip control of the situation away from a player, are highly invasive of their character, and/or heavily dictate the outcome of events, which is why no player is obligated to humor them. Things like mind control, instant incapacitation, removing PCs from the scene, taking away powers, heavy transformation, etc. are some examples of this. To be transparently straightforward this does mean Professor Xavier will have a harder time using his abilities than Magneto, and Magneto should expect that controlling the iron in another PC’s blood to puppet their body will only go as far as other players find it fun.&lt;br /&gt;
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=== Advantage Category Examples ===&lt;br /&gt;
Several Advantage Points allow the player to define their own categories wherein they take effect. These are left wholly up to the applicant to decide on, but there are still limits to the acceptable breadth they can encompass ('''Weapon Mastery - Everything''' is not a real Advantage, sadly), which are judged by how clearly and sensibly they define a limited set of narratively related examples, either explicitly or by way of obvious extrapolation. For the sake of applicants being able to judge their own categories at a glance, we have listed a number of examples below. These are '''not''' complete entries we want to see exactly copied and pasted, but a typical example of a category name, in cases where they have one, and then the kinds of examples that might show up in its trapping, in order to give the reader an idea where the bounds are.&lt;br /&gt;
&lt;br /&gt;
==== Bane ====&lt;br /&gt;
'''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
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This Point may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Though very common subjects are demons, vampires, evil spirits, corrupt gods, the undead, various eldritch monsters, and some kinds of dark magic users, the fact that it has such an incredibly broad reach into so many themes means that it is entirely at the mercy of any particular theme’s conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma, and the Bane is required to respect that.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, making killing them an exercise in “killing them really really dead”. A Defining example might require them to be completely obliterated to an extremely fine level. A Significant example might only require “enough” firepower that someone would have to intentionally go the extra mile in most cases. A Minor example would be a level of overkill that could frequently happen by accident, and so only helps in surviving casual threats or battles with enemies not serious about killing them. Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their soul or magic reserves, or maybe dying enough times in a short enough period of time just leaves them so exhausted and beaten that they can be finished off with a mundane action anyone could pull off. A Defining example would probably take a concerted effort to trap/track and kill the character over a long period of time. A Significant example has a plausible chance of wearing out in an especially prolonged fight, or has enough of a failure chance that the character thinks twice about dying in general. A Minor example will typically only work to stabilize a character they go a few metaphorical HP negative, and they could still be easily finished off by someone paying attention. Alucard from Hellsing and Fujiwara no Mokou are examples of this Catch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse as a spirit, or needing to hold on with sheer will that could have been broken by dying. A Defining example would rarely ever happen on its own, and likely require deliberate and intentional effort and setup on the part of another to enforce a scenario where it would fail. A Significant example could provide broadly useful arenas where the Immortality is basically guaranteed to work, but leave its reliability sorely lacking in other, very important situations which the character will inevitably end up in. A Minor example would only save the character from an especially pointless, trivial, or ignominious death, and certainly not of their own devising. The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Achilles Heel:''' The character is killed for good when exposed to or killed by a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, or something similar. This one is very straightforward, and is graded entirely by how obscure or difficult to obtain the killing mechanism is. A Defining example presumes that it could almost never happen unintentionally --someone would have to know the Catch, and go the extra mile to carry or plan for something few people normally do. A Significant example presumes that the fatal threat won’t usually be present on its own, but may still turn up from time to time in regular scenes, and that even though few characters may actively carry the countermeasure, it wouldn’t be hard to acquire it if necessary. A Minor examples presumes that the character’s final death is a matter of “when” and not “if”; chances for it to happen are abundant in everyday adventuring, and any character who doesn’t have access to the Catch could gain it trivially easily. A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Past a certain level, a mechanism can be considered too obscure or difficult, and thus not acceptable (for instance, Ganon only dying if killed by the Master Sword).''&amp;lt;br&amp;gt; &lt;br /&gt;
'''Backup Box:''' The character dies, but reconstitutes at a remote object or place, usually heavily defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. A Defining example means that the character is almost never in danger unless an enemy actively plans for his demise, and even then they will have difficulty, though there should still be some pertinent reason they hesitate to throw their life away whenever convenient (no suicide to fast travel). A Significant example includes that the process could be damaged or compromised in some way other than an enemy intentionally going to its physical location and sabotaging it, through a means most characters could acquire with some effort, or else it is solely secured by its obscure location. A Minor example has some intensely limiting factor that makes it easy to locate and destroy, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through. Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: A Catch like this must be wholly and entirely secured by the character’s own means. It cannot ever be defended or secured by a conceit or fixture of the theme at large. Requiring an enemy to turn a landmark upside down or inflict mass casualties to threaten a PC is not something MCM permits, since it effectively “hides behind” extra layers of consent and dissuasion.''&lt;br /&gt;
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====Knowledge====&lt;br /&gt;
'''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
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====Resistance====&lt;br /&gt;
Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of slot incorporating this Point, and any special factors that make the source important. They are automatically trumped by PCs according to the rules expressed in the table, and which examples  apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Environmental Protection''' (such as Resistance - Space Hazards).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&amp;lt;br&amp;gt; &lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Magic''' -- Immune: Extremely mild or benign local effects, or '''Consent''' effects such as transformation. Magic resistance is such a broadly reaching genre of Resistance that it is very rarely going to provide immunity.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Curses, passive local hazards, “magical radiation”, and highly subjective and variable grades of non-PC attack magic, depending on the tier of Resistance and potency of attack. This example is so broad and capable of shutting down an entire genre of threats that a dedicated caster attempting to hurt the character through magic is always going to succeed to a decent degree, unless they are effectively a mook.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mind Control''' -- Immune: Any of it the same tier and below.&amp;lt;br&amp;gt;&lt;br /&gt;
Resistant: Any of it of a higher tier. This is always a '''Consent''' Point to use on anyone to begin with, and so the threats it protects against are not something a player is nearly as obligated to respect. In the extremely niche and unlikely occurrence a non-'''Consent''' effect could be considered Mind Control, see the previous example.&lt;br /&gt;
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====Skill====&lt;br /&gt;
'''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
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====Vehicle Mastery====&lt;br /&gt;
'''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Multi-Wheeled''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Military Ground''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
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This Particular Point allows for extremely limited selections with broad roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&amp;lt;br&amp;gt;&lt;br /&gt;
====Weapon Mastery====&lt;br /&gt;
'''Hilted Slashing''' -- Most swords and daggers, axes, sickles, naginatas, most vibroblades, some energy swords or psychic/magic blades, etc. This is as wide and catchall as melee weapons get, and it should be assumed that the weapons in this category are being applied in their generic roles; it won't get get you the unique styles and tricks of everything with a cutting blade. A category this broad correlates to stunts and techniques shared between most or all of these weapons, i.e. things that can be done with most any cutting blade.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy Striking''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Modern Infantry Firearms''' -- Typical rifles, shotguns, handguns, submachine guns, etc. May include somewhat more specialist weapons used in a generic role, up to and including basic grenades.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
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This Particular Point allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, and thrown weapon, as per their roles in Hilted Slashing, Hand-To-Hand, Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
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===Redundancy and Prerequisites===&lt;br /&gt;
One of the core concepts of the Point system is to avoid judging a character’s conceptual fullness by how many toys they have, but by the scope of what they can accomplish in a scene. Most Advantage Points encompass and compress what might otherwise be extensive lists of individual powers or items, because they do roughly the same thing. Sometimes a character ends up with multiple different Advantages that happen to share some of the same Points. In these cases, the same Point recurring at the '''same tier or lower''' effectively becomes a “free” Point. It is still noted in the Advantage slot, but it no longer costs any space.&amp;lt;br&amp;gt;&lt;br /&gt;
''e.x. A character has an Advantage slot that gives him sturdy, environmentally pressurized power armor, represented by the '''Damage Reduction''', '''Environmental Protection''', and '''Superhumanity''' Points. He also has a giant mecha, which occupies a different Advantage slot. His mecha may then have any or all of those same Points, listed alongside the 1-3 unique things it does, for free.''&lt;br /&gt;
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As a niche but universal rule, characters with special skills, equipment, and talents, are always assumed to have access to the basic items required to exercise that skill, or the basic skills required to properly utilize that item. A powerful weapon comes with a passable level of skill in wielding it, and conversely, advanced weapon skill comes with a passable level of weaponry to exercise it. A knack for medicine comes with a kit of medical and surgical items, the ability to cast magic comes with the mana bar and wand as required, etc.&lt;br /&gt;
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==Advantage Standards==&lt;br /&gt;
While MCM leaves the standards of writing trappings and designing Advantage space relatively freeform, there are certain stylistic guides that should be adhered to as a matter of policy. These rules are few, and not mere suggestions. These decisions exist in order for Advantages to do exactly what they say, and maintain a minimum level of sanity in play. Applications have been turned around for wildly diverging from these precepts.&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
When an Advantage is asserted to work on a “conceptual” level, it is all too often used as shorthand for the Advantage having massively reaching control over a thematic space that can be stretched and extrapolated with no clear limits. “Molecular level control” is understood to be effectively the comic book equivalent. While we allow for Advantages that incorporate these mechanics, such as in Fate/ and DC series, we don’t want to see this terminology appear in their writeups. Advantages are predicated on clear and understandable language, without cleverly hidden gotchas or secret extra utility obfuscated to the reader, and these terms run counter to this goal.&lt;br /&gt;
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===The Et Cetera Rule===&lt;br /&gt;
For the same sake of Advantage clarity, using “etc.”, “and so forth”, and other thought extenders, should only be done in the context of a tight grouping of examples that relate in an obvious fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
'''-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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''''-Unacceptable:''''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows. This forces other players, not to mention staff, to consult a wiki to understand what the character does in the case of an FC, and leaves them completely in the dark in the case of an OC.&lt;br /&gt;
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===Up-rating Tiers===&lt;br /&gt;
When a single power, item, skillset, etc. is represented by multiple Advantage slots across different tiers, always include mention of the higher tiered Advantage in the lower tiered Advantage, never the reverse. If a Defining mecha has Significant-grade guns, then the Significant Attack List - Ranged Point should include mention in its trapping that the guns are used by the mecha. The Defining Advantage that describes the mecha should not contain Attack List - Ranged as a free Point, though it is permitted to include the fact that the mecha is armed in the Advantage's trapping. This is to prevent lower level Advantages from being artificially inflated by prominently appearing in higher tiers, thus projecting idea that various aspect of the character are more narratively important than they really are.&lt;br /&gt;
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===Implicit Limitations===&lt;br /&gt;
For simplicity and accessibility, MCM allows a lot of functional breadth in most Advantage Points, and prefers them to be explained in useful narrative terms rather than hard and comparative numbers. However, there are certain expectations that Advantages be played to what they say, especially in the case of FCs with a defined canon. Essentially, “my Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. &lt;br /&gt;
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As an example, Cloud Strife, an Adeptus Astartes, and Superman might all take the Superhumanity Point, but if said Adeptus Astartes suddenly begins bench pressing locomotives just because Superman can, he is reaching far beyond the implicit scope of his Advantage, constituting abuse. Likewise, a Black Mage, Link, and the Doom Slayer might all take Attack List - (Ranged), but there is a serious problem when Black Mage pulls a BFG out from under his hat because it would technically be permissible under the same Point. '''This does not enforce a hierarchy of usefulness within the same Advantage outside of its tier of slot'''. Even if Superman can objectively lift more weight than Cloud Strife, if both of them have their Superhumanity at the Defining level, for instance, them applying their Superhumanity to a task that requires it should yield results that are similarly helpful. Superman might casually deadlift what takes Cloud involving leverage with his giant sword, but the description is immaterial to the fact they both got the job done.&lt;br /&gt;
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On a related note, '''there are no such thing as Advantages that implicitly exist'''. A character seldom or never using an ability means that the player has a choice of cutting it from the character entirely until a time that they want to start using it, or applying for it and waiting for a dramatic moment to use it. They do not have the choice of writing it in as a footnote for when it becomes convenient.&lt;br /&gt;
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===Hard Numbers and Figures===&lt;br /&gt;
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers is discouraged, and will typically be bounced back for revisions if they are present. MCM is not a roleplay where comparing statistics is particularly meaningful, especially within the structure of Defining/Significant/Minor Advantages, and furthermore these numerical measuring sticks can be unintuitive and confusing for people who aren’t familiar with other examples in that area. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, and similar definitions should not be submitted with direct, quoted measurements. Narrative comparisons are much more useful to people reading those Advantages, and most usefully within the range of something a character can accomplish with some effort, but not the top end of their capabilities. For instance, their might be able to lift a semi truck, sprint as fast as a car on the highway, or their laser gun may melt holes in battle tanks. The only context in which hard numbers are acceptable is when they exist purely in the realm of descriptive fluff. “The character is ten feet tall”, for instance.&lt;br /&gt;
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===Meta Reference and Rules Restatement===&lt;br /&gt;
Advantages should not be written so that their trappings reference Advantage Points as meta entities, or explicitly refer to parts of MCM’s Advantage system. Dictating interactions with Advantage Points by their official names, directing the reader around an Advantage section like a wiki, and/or leaning on conventions such as the Defining/Significant/Minor tiering system, in order to get the point across is likely to result in Advantage interactions making pseudo-policy calls rather than guiding roleplay. Likewise, Advantage trappings should not restate their own rules text, or MCM’s rules in general, within their writing. Since all official MCM rulings are universal, they’re already implicit in the existence of any Advantage, and so going over things like “this power’s maximum area of effect is about a city block” or “the character cannot copy forms of immortality” is a complete waste of text.&lt;br /&gt;
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===Anti-Consequence Advantages===&lt;br /&gt;
Advantages that exist to prevent other characters from being able to affect their desired target or surroundings are considered impermissible in the same way that invincibility is impermissible as an Advantage for preventing interaction with the character who has it. An easy example of this is the barrier field magic from the Lyrical Nanoha series, which shunts combatants to a dimensional space where no collateral damage can be dealt during the fight. Even though it’s typically used altruistically, this kind of power can instantly make it impossible for someone to achieve a goal that actually involves damaging something present or harming people in the area. A similar Advantage would be forcing two combatants into a space where fighting causes neither of them any sort of harm.&lt;br /&gt;
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===A Word on Force Fields and Energy Shields===&lt;br /&gt;
Personal barriers that block incoming damage are a fairly common fixtures, whether that be 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 are things that require a bit of extra consideration when portraying them on MCM, for the fact that, when played to the hilt, they effectively hard no-sell or ignore attacks and threats up to an arbitrary failure point.&lt;br /&gt;
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In essence, when using these kind of things, we '''require''' that they interact with damage in a way that has some cost to the user, in a way that degrades their combat effectiveness as being injured would. Many of these incarnations already have features like this, such as a psychic taking gradually increasing, impairing mental strain; a magic barrier reducing, rather than fully negating, damage; a personal energy shield with a shallow pool but a fast recharge, meaning it frequently goes down and back up again in combat and results in damage spilling over and adding up to the user, and similar such forms of &amp;quot;blue health segments&amp;quot;. Whatever the case is, Advantages like this cannot definitively &amp;quot;say no&amp;quot; to threats up until they don't anymore. This is treading as close to rules against invincibility as it gets without technically being there, since as long as the shield is up, the character is essentially in no danger, and is only directly threatened at the point at which it goes down, which is usually wholly decided by the player. This rapidly kills all dramatic tension and credibility of threat up until that point, and not-infrequently results in situations where a fight or exposure to danger just doesn't last long enough to get through the field, so the character using it slides by and goes home with no actual consequence to their person, unlike everyone else in the scene. Simply put, we will not pass Advantages of this nature which put the amount of time the shield operates, the integrity of the shield-creating mechanism, or basically anything but &amp;quot;damage being taken&amp;quot;, at issue. The fact is that if a character is exposed to credible, physical danger for a significant length of time, we expect that they will take some appropriately sized lumps, and we don't condone setting arbitrary benchmarks amounting to &amp;quot;okay, now this matters to my character&amp;quot;.&lt;br /&gt;
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===Advantage +1===&lt;br /&gt;
Lastly, design space to be aware of is that MCM does not consider Advantages recurring multiple times equal to “Advantage but better”. A natural superhuman might put on a suit of powered armor that further enhances his superhuman physical abilities, but Superhumanity is Superhumanity, and its is as useful as its slot. They are both contributing sources of Superhumanity, not Superhumanity+1, double Superhumanity, or Superhumanity squared. The most MCM allows for an Advantage to be emphasized is for its slot to contain fewer other Points to heighten the relevance of what it does have. This is frankly in place to prevent silly arms races of stacking Advantages more than everyone else to achieve dominance in a field, and thus everyone else having to stack a minimum amount to stay relevant. This extends to not considering Advantages that hard  trump other Advantages until a trump is devised in return, which gets us the Unblockable Attack -&amp;gt; Unblockable Attack-Blocking Shield -&amp;gt; Unblockable Attack-Blocking Shield-Piercing Attack -&amp;gt; Unblockable Attack-Blocking Shield-Piercing Attack-Blocking Shield, etc. escalation.&lt;br /&gt;
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==Advantage Policy and Limitations==&lt;br /&gt;
As MCM allows an extremely wide variety of characters and character abilities, for the sake of keeping things sane, there are a few universal rules that Advantages must abide by, in order to keep things fun and relatively straightforward.&lt;br /&gt;
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'''Player Character Glass Ceiling:''' In general, we don't allow for entities that flat overpower or supersede PC action, and so MCM is not a game where Cthulhu or Cain will simply defeat you automatically for challenging them. That said, we can play looser with this regarding things that aren't meant to be a permanent fixture on the MUSH. If a plot demands that ghosts need to be dealt with by resolving their issues instead of re-killing them, we may decide that you won't be able to re-kill them in a fight like you would a ghost PC. It's both impolite, and incorrect, to speculate how beyond a PC your Plot Boss is, and it discourages staff from greenlighting those concepts for you if you do.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by physical danger under reasonable circumstances, though reasonable degrees may vary somewhat from character to character. This is to maintain a consistent tone of enemies and hazards being able to present as credible risks to PCs regardless of theme, or else conflicts quickly lose their integrity in a story. This is already present in several types of Advantages outlined in our Advantage Points section, such as '''''Immortality''''' and '''''Proxies''''', but should be understood to be a general consideration regardless.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Intensity of Effect:''' Almost no Advantages are absolute. Defensive Advantages acting against highly dictatorial effects can be, but when someone “attempts to do a thing to you”, it's preferable for “something to happen” rather than “nothing to happen”, although the specifics are in your court. For example, in Harry Potter, the Avada Kedavra spell kills anyone it hits instantly. On MCM, Avada Kedavra would be a powerful attack, but nobody would expect you to automatically die from it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range of Effect:''' Any Advantage that targets another PC is assumed a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players. That means if you are attacking another PC, that PC can fight back somehow; otherwise a scene just becomes tedious and one-sided.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. If an environment has little narrative weight or doesn't map to realspace, we don't mind if destruction is abnormally upscaled there. Blowing up a mountain in the boonies or a pocket dimension just doesn't matter that much. This is to keep the stakes of conflicts roughly within a ballpark that most PCs can interact with.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Conservation of Ninjutsu:''' It's possible to create PC-class power. It isn't possible to mass-produce PC-Class power. Cloning Superman once might get you another Superman, cloning him a hundred times gets you Superman-flavored mooks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''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 is presented with equal prominence, and with the focus being on their dynamics with each other, to the point that extricating one would make them very difficult to play. 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'''''. &lt;br /&gt;
&lt;br /&gt;
A gestalt of two characters is effectively half a character if only one is present and doing something. If a gestalt is set up such that specific characters have specific exclusive abilities, it is assumed that the bit just plain does not have access to the abilities of characters who aren't present, nor are the abilities of characters who aren't helping with a group task at all relevant or factored into the result. All individuals in the gestalt must be represented in the bit's Disadvantages; it is not acceptable to tactically exclude members from a situation in which a Disadvantage might be tripped, as that constitutes selectively negating Disadvantages. The entire gestalt is expected to observe damage to the total bit's amalgamate &amp;quot;life bar&amp;quot; and/or resource pool just as any other character would, even if only part of the gestalt was involved. &lt;br /&gt;
&lt;br /&gt;
If a character concept necessitates a number of additional characters that can function independently with full efficacy, can be done without for a time, who are difficult to fully represent throughout Disadvantages, which draw separately from the character's &amp;quot;life bar&amp;quot;, who can be arbitrarily expanded/exchanged/expended, and/or who shouldn't lower the character's relevance as a PC for not being present, the concept necessitates '''NPCs'''. It should be understood that this state of affairs may be subject to change at some future point, and this statement is fair warning of the fact for those applying for gestalts without '''NPCs'''.&lt;br /&gt;
&lt;br /&gt;
==Advantage Format on Applications==&lt;br /&gt;
This is the section to reference when filling out Advantages on a Character or Upgrade application. A walkthrough of the format follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which Advantages are Defining, Significant, or Minor is determined solely by which section they are placed under. i.e. an entry written under '''3b-1. Advantages: Defining''' on a character application is automatically a Defining Advantage. A name should be given to each Advantage by the player, which can be just about anything, though it should be related to what the Advantage represents. A very brief description of the Advantage may be added as well, as a form of broader trapping to the whole package. This follows the same guides for trappings on Points: less than '''240''' characters is the ideal. No more than this should really be needed when the Advantage Points will cover the bulk of explaining what it does.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, the Advantage can be populated with up to '''3''' Advantage Points. Write the proper designation of the Advantage Point, end it with a colon for neatness’ sake, and then fill in the Point’s individual trappings as desired. For the most part, keep one Point to one line. If two Points are extremely obviously intertwined and could be attributed the same trapping (such as with the components of a teleportation power), they can be put on the same line.&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, add any “free” Advantage Points (as explained in the main body of the Advantages article) to the end. All free Points should go together on a single line, and use the same trapping to encompass all of them, since by their very nature they should need a quick recap at the very most. If there are free Points that are clearly intertwined, they can go on the same line as an existing Point, as explained before. Put all free Points in (parenthesis).&lt;br /&gt;
&lt;br /&gt;
''e.x.''&amp;lt;br&amp;gt; &lt;br /&gt;
''Black Magic:''&amp;lt;br&amp;gt;&lt;br /&gt;
''Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Attack List - Ranged: Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.''&amp;lt;br&amp;gt;&lt;br /&gt;
''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.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Field Shaping: (Attack List - Ranged): Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.''&amp;lt;br&amp;gt;&lt;br /&gt;
''(Destruction, Incapacitation): Black Mage can use personal versions of the intensely destructive or non-lethal spells of his Aeon Summons, albeit weaker and more localized.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, the free Point added to Field Shaping is not strictly necessary, since how it relates to his elemental attack powers is blatantly obvious from its organization and trapping. It’s only an example of how it could be done. The example also references an Aeon Summon Advantage that obviously isn't included to demonstrate unrelated free Points. As a general rule, players should assume that explicitly compounding Points like this is unnecessary when their relation is very clear, or it’s very easy to figure out what comes out of the combination. i.e. Superhumanity + Weapon Mastery - Swords = superhuman feats of swordsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The character’s +advantages entry on the MUSH will parse in ANSI to make things easier to read: Advantage titles are white, Points are green, free Points are blue, and any Point that has a Consent application is marked with a red asterisk (this*). Since Share Power can encompass Advantages up to and including “all of them”, there is no special format; the trapping should give a good idea of what Advantage Points it shares. Please format applications correctly to make things easier on staff generating your character, and to prevent errors.&lt;br /&gt;
&lt;br /&gt;
==Quick Characters==&lt;br /&gt;
Apart from the standard format presented here, written for MCM’s default character application process, players wishing to app relatively streamlined and straightforward character concepts have the option of writing their character to in the format of a &amp;quot;Quick Character Application&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
The Quick application effectively does the following:&amp;lt;br&amp;gt;&lt;br /&gt;
The character still has up to '''two''' Defining Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
The character now has '''two''' Significant Advantages, rather than the default four.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is still limited to a reasonable number of Minor Advantages, but this will rarely be allowed to exceed '''three''' slots.&amp;lt;br&amp;gt;&lt;br /&gt;
The '''Wildcard''' Advantage Point is not accessible. Highly fiddly Advantage Points with high bars of required text (such as '''Improbable Defense''') are discouraged but not disallowed, so long as they are relatively simple examples of their breed.&amp;lt;br&amp;gt;&lt;br /&gt;
The character is obligated to fill out '''only''' a '''Trouble''' for Disadvantages. No further Disadvantages, Significant, Minor or otherwise, should be sent for approval.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Submitted Quick Character Applications are something staff places slightly higher priority on processing, and due to being smaller and simpler in scope, are generally processed and approved more quickly, which makes it the preferred format for characters who just don’t need the full sprawl of Advantage space.&lt;br /&gt;
 &lt;br /&gt;
A character approved under the Quick format can, at any later date, obtain the same '''four''' Significant Advantage slots, somewhat '''increased''' Minor Advantage slots, and access to the '''Wildcard''' Advantage Point, as well as more technical examples of other Advantage Points, afforded to regular character applications, by submitting an [http://multiversemush.com/mw/index.php?title=Upgrade_Application| upgrade application] which fills out the minimum three Disadvantages a normal character application requires. If the player anticipates their character will be upgrading into further Advantages in the near future, they should send in a full character application rather than the Quick format and a following upgrade shortly thereafter. Otherwise, this can be done at any time, so there are no lasting restrictions on a character approved under the Quick format.&lt;br /&gt;
 &lt;br /&gt;
To submit a Quick Character Application, simply submit the existing character application and re-title it from '''Character Application - Name - Faction''' to '''Quick Character - Name - Faction'''. Staff will process it under these adjusted parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Patch Notes 5/13/2018''': Standards on Meta Reference and Rules Restatement added. Cure now uses the Self/Other notation as Healing. Destruction and Skeleton Catch made Significant minimum for common sense's sake. Skeleton Catch now has more explicit interactions in its Significant permutation. Extraordinary senses now more clearly defines required cues. Mind Reading clarified for the purpose of &amp;quot;mundane&amp;quot; versions. NPCs are now more explicit about the fact that are required to be a non-trivial investment for the character, as opposed to Proxy. Share Powers now references the banlist of Power Copy to be specific. Both NPCs and Share Powers have had their standards of Required Text updated to account for the new Meta Reference and Rules Restatement clause.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/19/2018''': Flash Movement interaction with passengers, Healing interaction with different-tier Share Powers, and Destruction and Skeleton Catch interactions in general, clarified. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/13/2018''': Further/missing notes added to Destruction, Improbable Defense, and Mind Manipulation. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/31/2017''': Advantage Redundancy and associated instances of free Points updated. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/29/2017''': Missing Required Text added. Format example expanded. Up-rating Tiers section created. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 12/24/2017''': Format updated to 5.5 Application standards. &lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 6/14/2017''': Edited to flow better for learning the new system.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 2/22/17 7:15 P.M.''': Edited the Conceptual file to encompass another form of broad shorthand: Molecular-level control.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/16/2017 6:18 P.M.''': Edited Minor NPCs to clarify that they cannot have a PL, and how two minor NPCs of different specialties might interact.&lt;br /&gt;
&lt;br /&gt;
'''Patch Notes 1/12/2017 8:31 P.M.''': Edited out Monsters of the Week as a standalone advantage. A MotW would be a &amp;quot;blank&amp;quot; Defining NPC entry with possible advantages fleshed out as a mix'n'match package defined as a part of the character's other advantages.&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=15381</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=15381"/>
				<updated>2018-07-27T02:15:40Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: /* Core Concepts of Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (csys) uses the AGE system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE. The most important thing to immediately understand is the Mantle system.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a cohesive package of combat data that contains all the necessary parts to be thrown into the combat system and run, analogous to a &amp;quot;stat block&amp;quot; or &amp;quot;loadout&amp;quot;, and is what a player uses when interacting with the csys. They are named Mantles because the prime function of the Mantle system is the ability to exchange and put on different Mantles to allow for a player to represent entities other than their own character in combat, primarily in the case of scene and plot runners. &lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for alongside the character. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their core combat sheet, and is made to be customized, as well as to keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs.&lt;br /&gt;
&lt;br /&gt;
A character Mantle is automatically assigned to the character as the default. When you feel the need to try on another, use '''+mantle/claim''' to see a list of all available Mantles. From there, use '''+mantle/claim &amp;lt;ID or Name&amp;gt;''' to pick one from the list, and add it to your personal list. Your personal list can be viewed with the '''+mantle''' command, where your claimed Mantles can be managed. Finally, select a Mantle to load with '''+mantle #'''. The next time you ready for combat, you will don the selected Mantle. Using the '''+reset''' command will load the Mantle you currently have claimed.&lt;br /&gt;
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It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, especially for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
The central aspects that comprise a Mantle, or any combat entity in general, are the '''Archetype''', their '''Quirks''', their '''Stats''', their '''Weight''' class, and any '''Enhancement''' bonuses. These five elements together build up most of a character's combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''+stats''' command, however not all of them will be visible unless the target is your own character (no target defaults to your character).&lt;br /&gt;
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A list of all Archetypes and Quirks can be found in this article: &amp;lt;big&amp;gt;[[Archetypes and Quirks]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, an player character's Archetype may be changed once in the case that the original just doesn't isn't their style, but otherwise, an application is required to change an Archetype. Archetypes are visible to other players.&lt;br /&gt;
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'''Quirks:''' Any Mantle may have up to three different Quirks assigned to it at any given time. Quirks amount to smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Quirks may be changed at any time by the Mantle owner until a battle has begun, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks comprise the core tool by which players are able to put their character's own unique stamp on their Archetype, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
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'''Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: '''Poor''', '''Average''', '''Good''', '''Great''', and '''Excellent'''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value. One character's Average Power may commonly deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Stats are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''+keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters, to an extent. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Boss Weight Mantles are not mechanically unbeatable, even by single characters. They largely exist to provide tough fights for large crowds at important moments in TPs and more authentic escalation.&lt;br /&gt;
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'''Enhancement:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can accrue Enhancement Stars across their characters, usually representing that the character's power has grown in some incremental manner. These stars are assigned to a stat of the player's choice, where they provide a small, permanent boost. The total number of stars add up to the character's Enhancement level. All characters enter play with '''0''' stars, and the maximum Enhancement level currently attainable is '''3'''. Enhancement level has only a minor impact on combat, and serves to represent character growth and player effort put into developing them, rather than an inherent narrative trait. Enhancement level is visible to other players, while placement of stars is not.&lt;br /&gt;
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==On Balance, Power, and Matchups==&lt;br /&gt;
The AGE system is designed with a very high degree of modularity to allow it to be tailored to the audience of an individual MUSH. As far as MCM goes, we've started on the side closer to fair arbitration, as opposed to immediately pursuing a full tabletop/video game system. That means MCM's combat system is heavily tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery of said system. This is intended to minimize the amount of mechanical learning necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to allow combat to play out in a low-stress way, rather than be a  zero-sum fun mechanic. We've sunk a great deal of effort into cleaning the system of trap choices and secret options that can break a character, and are committed to maintaining the moving parts of the csys as items that don't require spreadsheets to use correctly.&lt;br /&gt;
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That said, in order to allow for our csys to retain breadth and depth of choice in building characters and in play, our csys is designed with a minimum expectation of common sense when it comes to choices. If a character has rock bottom accuracy, we expect our players are smart enough not to stock up on Quirks that require accurate hits to be useful. Likewise, if a player is sitting at 1 HP and has piles of attack resources, we assume they know better than to throw out their puniest attack for their last ditch effort. The general rule is that if something explicitly says exactly how it works, it is presented as &amp;quot;use at discretion&amp;quot;. If an expensive ability says it doubles damage, and you spend it to double your weakest attack, we can't help you.&lt;br /&gt;
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Overall, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other rather than compare odds, and our csys is designed to make ordinary fights fairly fast and casual.&lt;br /&gt;
&lt;br /&gt;
==Core Concepts of Combat==&lt;br /&gt;
'''Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus.&lt;br /&gt;
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The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
&lt;br /&gt;
''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
&lt;br /&gt;
Certain effects cannot be quantified in their impact by static and universal means. Instead, they use a second track of Adjectives that denote tight ranges of relative effect. This ladder goes:&lt;br /&gt;
&lt;br /&gt;
''Tiny''&amp;lt;br&amp;gt;&lt;br /&gt;
''Small''&amp;lt;br&amp;gt;&lt;br /&gt;
''Standard''&amp;lt;br&amp;gt;&lt;br /&gt;
''Considerable''&amp;lt;br&amp;gt;&lt;br /&gt;
''Substantial''&amp;lt;br&amp;gt;&lt;br /&gt;
''Overwhelming''&lt;br /&gt;
&lt;br /&gt;
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'''Resources:''' There are three resources that are tracked during a battle. '''HP''', '''Drive''', and '''Hype'''. These are universal across all characters and Mantles, and are the most important parts of combat.&lt;br /&gt;
:'''HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have a default pool of 1000 HP under normal circumstances, though this may be raised or lowered by their choice of Archetype and Quirks. Unlike many games, HP on MCM does not correspond strictly to character injury. While we expect all characters to face a reasonable degree of harm in combat, hitting 0 HP does not equate to total incapacitation under normal circumstances, but rather the point at which the character ceases fighting due to being a sane actor who isn't eager to be severely wounded or killed over day to day skirmishes. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later. HP is visible to other players as a percentage of your maximum.&lt;br /&gt;
:'''Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of 100 Drive, and begin with 70, which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-0:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;0:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. Drive thresholds are visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
:'''Hype:''' Hype is the resource used to use Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype when used, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''Attacking:''' Players take turns attacking each other with the '''+attack''' command, formatted as '''+attack &amp;lt;target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Massive:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    65    The character loses 65 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is the level of the attack.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that level 1, 2, and 3 attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Level 4 and 5 attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day.&lt;br /&gt;
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'''Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''+defend''' command, formatted as '''+defend target=type'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Bolster: Your next attack gains a Moderate bonus to Power.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum. Attack/defense resolution is considered the start of a &amp;quot;new turn&amp;quot; overall. The first defender of a battle gains 25 bonus Drive to counterbalance being attacked first.&lt;br /&gt;
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'''Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Hype gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. When you do so, the opponent is notified that you have used a Push, but not which one. The command '''+push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''+push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff. &lt;br /&gt;
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It should be mentioned that Pushes are largely self-balancing; unless they clearly state otherwise, they result in proportionally higher gains when used with lower level attacks, and proportionally lower gains when used with higher level attacks. This is to allow people to spend Hype freely and use Pushes when dramatically appropriate,rather than being required to hoard it to spend optimally.&lt;br /&gt;
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'''Support Actions:''' Some Archetypes have the ability to support and empower teammates in battle. These Archetypes have access to the +support command, which makes an ally the recipient of that Archetype's special support action benefits. If no target is selected, the benefits of '''+support''' are applied to your own character until one is. Once a target is set, it cannot be changed until the battle is finished. This is the mechanical compromise that allows support characters to exist without any special rules regarding who they're allowed to support and when.&lt;br /&gt;
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'''Consequences:''' When finishing a battle below a certain threshold of HP, a character receives a lasting malus to their combat performance called a Consequence. Consequences represent that the character has taken a degree of damage that they won't immediately walk off, and are the only real way in which MCM tracks and enforces healing/repair time. Consequences come in three severities:&lt;br /&gt;
:'''Mild:''' When finishing a battle below 35% HP. Automatically applied when Playing for Keeps. Reduces maximum HP to 90%. &lt;br /&gt;
The character has one or more minor but non-superficial injuries, resulting in some degree of pain, exhaustion, weakness, or impaired mobility, which hampers them somewhat in combat. These will typically heal on their own even without medical attention.&lt;br /&gt;
:'''Moderate:''' When finishing a battle below 50% HP while Playing for Keeps. Reduces maximum HP to 75%. &lt;br /&gt;
The character has suffered serious but non-life threatening injuries, which necessitate some medical attention. Broken bones, severe blood loss, damaged muscles, or other heavily impairing injuries are to be expected. The character should try to avoid serious fighting.&lt;br /&gt;
:'''Severe:''' When finishing a battle below 25% HP while playing for Keeps. Reduces maximum HP to 60%. Prohibits the use of +keeps. &lt;br /&gt;
The character has sustained extensive or critical injuries that put them at serious risk and will require prolonged attention to see repaired. The character has likely suffered injuries that came close to killing them, and can expect to probably lose in any real fight until they get better.&lt;br /&gt;
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Consequences decrease in severity and disappear over time, either in real time, or decreased by number of scenes. Simply RPing is the fastest way to clear up a Consequence (especially RP that gets healing-type characters involved). When a character gets into a big fight and takes some heavy hits to show for it, going out into the MUSH and actually playing the result is preferable in every way to not playing them at all until they fully heal, so we reward the former. As a general note, scenes only count towards Consequence timers once they have been closed, so if you're chronically terrible at remembering to hit +scene/finish, improve that habit!&lt;br /&gt;
:'''Mild:''' Expires after 1 scene or 7 days.&lt;br /&gt;
:'''Moderate:''' Downgrades to Mild after 1 scene or 14 days.&lt;br /&gt;
:'''Severe:''' Downgrades to Moderate after 2 scenes or 28 days.&lt;br /&gt;
Taking further Consequences does not increase their severity, it only refreshes the timer of the existing one.&lt;br /&gt;
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==Playing for Keeps==&lt;br /&gt;
In most battles, the characters participating will inevitably have a mutually exclusive goal which they've come into conflict over, but not be so invested in that they're willing to die or be seriously wounded for it. No sensible actor, real or fictional, voluntarily fights to the death over anything of less than critical importance or value, and even in the combat-heavy lives of most player characters, these kinds of battles are likely to be in the minority. MCM assumes that as a general rule, player characters fight with self-preservation mind, and will concede the objective when they are persuasively injured. For those exceptional circumstances in which this isn't the case, the player has the option of Playing for Keeps.&lt;br /&gt;
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Playing for Keeps is activated by the '''+keeps''' command, which comes with a '''&amp;lt;Reason&amp;gt;''' field, because each time it is activated, the use of +keeps is logged alongside the pressing reason the character had for doing so. When this command is activated, it indicates that a serious tone shift has occurred, and that a player character is no longer fighting an ordinary conflict, but is so invested that they're willing to put everything on the line to win. Different characters will inevitably have different reasons for getting this serious. Some might only Play for Keeps when the lives of their friends or threatened, where others might do so simply out of sheer unthinking fury, and others might do so for a grave insult to their pride or honor. Whatever the case, staff keeps track of this fairly powerful tool to make sure it's being used appropriately, and not &amp;quot;because the other guy did&amp;quot;.&lt;br /&gt;
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When +keeps is activated, the character who is now Playing for Keeps receives an immediate boost to all their combat stats, and visibly increases one Weight class, for the entire length of the battle. If +keeps is activated partway into a battle, they gain a boost to their next attack and defense proportionate to how many turns the battle has already progressed, so as to enable dramatic triggers to happen in battle without wasting most of the command. Pressing +keeps is a considerable advantage, and will either significantly tilt a battle in a character's favour, or significantly even out one slanted against them. In exchange for this temporary surge in fighting ability, the character opens themselves up to much more grievous injury, by going past their ordinary limits and prioritizing victory over their safety, reflected in the Consequences system.&lt;br /&gt;
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It should be noted that this boost in power is not absolute, and users should be warned that it is still entirely possible to lose after hitting +keeps. The tool doesn't exist as a win button with drawbacks, but a way to have some control over the narrative of their character, to pick out and underscore pivotal moments, and to have some extra say in the outcome of a battle with important ramifications. So long as there is a solid reason for a character to Play for Keeps, any mechanism by which they do so is up to the player. Whether it's a dramatic transformation or simply trying their absolute hardest, all player characters can Play for Keeps. Public Mantles do not have access to this command.&lt;br /&gt;
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==Fighting Multiple Opponents==&lt;br /&gt;
COMING SOON™&amp;lt;br&amp;gt;&lt;br /&gt;
In the meantime, we have the '''+tank &amp;lt;#&amp;gt;''' command, which multiplies your maximum HP by the chosen number (up to five times), which should be the number of other players you're fighting. This is a stopgap tool until the full infrastructure is done, not a finely honed mechanic. Since it just multiplies HP, the player using this is still at somewhat of a disadvantage (though not a crippling one), and should basically be using it with some level of magnanimity. Two opponents might be plausible, but it's a command to fight groups without being atomized in one turn.&lt;br /&gt;
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==Scenarios==&lt;br /&gt;
ALSO COMING SOON™&lt;br /&gt;
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==Applying and Upgrades==&lt;br /&gt;
&amp;lt;big&amp;gt;'''''For characters existing before the implementation of the AGE combat system, please use [http://multiversemush.com/mw/index.php?title=Csys_Application this form] to update from your Unshaped Mantle to a personalized Character Mantle.'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
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When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
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In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement Stars (and notify the player), but in the majority of instances, these are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
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The application for Enhancement Stars or other upgrades is here: (coming soon™)&lt;br /&gt;
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MCM's standards for Enhancement Star approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment and satisfaction of players who want to go for them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;. The typical (though not universal) case for an Enhancement Star is a character concretely and demonstrably increasing their combat ability in some way due to RP, but in all cases, this should be RP that the player has some ownership of; simply tagging along to a lot of scenes and scavenging toys isn't sufficient. The process that lead up to the upgrade should have involved either directly creating RP, or taking a lead role in fostering and/or expanding upon existing RP with the character. Because we're very much aware that the time dedicated to running scenes rarely allows the player's character to feature as prominently in them, staff will also try to acknowledge the contributions to the community of players consistently running scenes and plot and approve upgrades to their characters without them overtly pursuing a powerup on-screen.&lt;br /&gt;
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In general though, Enhancement Stars are a fairly small benefit, and considered a luxury rather than a necessity to make a character a credible combatant. We consider upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, not something that will skyrocket a character's combat ability well beyond their point at chargen.&lt;br /&gt;
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==Stance on Combat RP==&lt;br /&gt;
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'''Lethality and Sell:''' As far as MUSHes go, MCM's csys presumes that damage and injury to player characters is handled with a certain degree of cinematic frequency and logic, and that all PCs are able to access Multiversal healing and repair some way or another. We also presume that any sane and rational character isn't eager to have their guts spilled over the pavement to get a granny's purse back from an alley robber, and have some basic concept of self-preservation. Because of this, we don't assign a strict or particular value or correlation to HP, nor do we strictly demand that players portray damage to their characters in a highly regulated way. Our default tone for combat can roughly be considered &amp;quot;pulp action&amp;quot;, so players have some liberty deciding how gritty or how Star Wars they want their fights to be. &lt;br /&gt;
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In typical, day to day skirmishes, the ground assumption is that characters will fight until they have a convincing enough reason not to. This most commonly takes the form of hitting 0 HP and picking up a Mild Consequence, which is where real people usually look to get out of a fight they're not highly invested in, but can also be due to the circumstances they're fighting over having changed, one or both characters withdrawing before any decisive blow happens, or players simply running out of time. Whatever the reason, the presumed state of affairs is that combat ends with one side conceding the goal and breaking off to fight another day, as most properties go when they have a limited cast of core characters expected to fight many times, and indeed as most real life battles go. Playing for Keeps is the exception to this, as hitting +keeps indicates a tone shift from an episodic skirmish to a serious moment where the character is putting their life on the line. Hitting 0 HP while Playing for Keeps indicates being physically unable to fight any longer, and in real (albeit hypothetical) danger of being killed.&lt;br /&gt;
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The one big demand we have in how players treat the combat system, is that when they take Consequences, they own them and play to them. If your character takes a Consequence, they were meaningfully injured in some way, and not only is that not up for argument, it is mechanically incarnated. Rather than demanding our players be ultra serious and measure their combat sell turn by turn, have their characters mangled half to death by every attack to properly respect how big a deal other characters are, or enforce a codified set of healing downtime in which a character can't be played, we can afford to allow people to have ownership of how they want to portray their characters in combat, and we can incorporate the idea of a &amp;quot;casual fight&amp;quot;, by boiling the hurt that matters down to Consequences. Be good with them. Engage with them in good faith, and treat them with some respect. Consequences are the evidence that a fight happened between two characters (at least more than a quick exchange of blows), and playing one out is a great way to legitimize the RP that happened. If players can do that, then we need ask nothing further of them, and combat shouldn't be a stressful exercise.&lt;br /&gt;
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'''Team Fights:''' It is far from uncommon for fights to break out between numerous player characters in the same scene, arranged in two or more groups. The much preferred way to handle this is by pairing off into one on one battles that can happen simultaneously; at the moment, the tools for handling multiple vs one are still in the works. When team battles arise, people should prioritize choosing matchups they think would be interesting and fun. Where fairness is a strong concern, matchups can be judged &amp;quot;close enough&amp;quot; by letting characters of a lower Weight class, Enhancement level, and significantly base lesser stat adjectives (shared at player discretion) take first picks.&lt;br /&gt;
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'''Dummy Testing:''' Because MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems, we simply can't have players sitting around with spreadsheets and whiteboards trying to reverse engineer its nuts and bolts. The combat system is already pulling off fifteen layers of black magic behind the scenes to ensure that it is tightly balanced regardless of advanced game knowledge, so not only is attempting reverse engineering incredibly unlikely to go very far, it also yields no significant benefit for doing so. We prohibit intensive testing of the system not so we can protect a pot of secret gold at the end of a mathematical rainbow, but because it infringes on the freedom of future installations of AGE on sister MUSHes to construct their combat systems in a sterile environment and in a way they like, and is generally a huge waste of people's time besides. &lt;br /&gt;
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That means we do not allow players conducting coded battles between their own alts, sitting in rooms bashing on public Mantles as dummy targets, pairing up with a friend to fiddle with stats and weights, or other applications of the csys that have nothing to do with RP. There's no reason for it to be used outside of an actual scene where a fight is happening, period. This is really easy for us to notice with our back end tools and will be considered extreme ill-faith interaction with system, and concerning not just MCM. This is something we will punish.&lt;br /&gt;
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'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
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'''Long Memory:''' The way that MCM incorporates power divide between characters in combat is intentionally in the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with only some pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be understood and internalized by players in regards to combat RP as a culture, because it indicates how MCM is intentionally set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but soon enough it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in long memory and milk a victory or rub a loss in someone's face for months or years, often because one win or loss can be indicative of a character's overall chances on some roleplays. This is absolutely not the case on MCM, and so we discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work very well with our narrowly banded power scale.&lt;br /&gt;
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==Commands Glossary==&lt;br /&gt;
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'''+mantle/claim'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Mantles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle/claim &amp;lt;Name or ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
Copies a Mantle to your personal list.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle/release &amp;lt;Name or ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes a Mantle from your personal list.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles on your personal list.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+mantle &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number shown next to the Mantles on your list.&amp;lt;br&amp;gt;&lt;br /&gt;
Loads the targeted Mantle. Will be initialized and loaded when you use +reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+reset'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Weight class, and Enhancement level, as well as Drive Threshold and current HP as a percentage of max. It also shows Consequences, if any are currently applied.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Weight Class, Enhancement level, and Enhancement Stars, as well as any Consequences you may be under.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+health &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Target&amp;gt; is the name of the opponent. Defaults to user if left blank.&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all status effects applied to the target and their number of remaining turns. When used on yourself, it also shows HP, Drive and its threshold, and Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+quirk/add &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Does not work during a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+quirk/remove &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for removing Quirks. Only works for player character Mantles. Does not work during a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+quirk/wipe'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Does not work during a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until the battle concludes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo +keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+keeps &amp;lt;Reason&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Reason&amp;gt; must be filled in with the circumstances surrounding the use of the +keeps command. Use of +keeps is logged with its attached reason.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, and it becomes possible to suffer Moderate and Severe Consequences. If +keeps is used partway through a battle, you gain a bonus to your next attack and defense to make up for lost turns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+takehit &amp;lt;Severity&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Severity&amp;gt; must be Mild, Moderate, or Severe.&amp;lt;br&amp;gt;&lt;br /&gt;
Automatically applies the chosen level of Consequence to yourself when the current scene closes. Has no other mechanical interaction. This is just a tool to use to underscore a dramatic moment or intense fight in non-coded RP for the fun of it, or possibly to show a scenerunner that you mean business with your pose.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+restrain'''&amp;lt;br&amp;gt;&lt;br /&gt;
Applies a slight penalty to your combat stats overall. Stacks with +pull.&amp;lt;br&amp;gt; &lt;br /&gt;
'''+pull'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lowers your Weight class by one step. Has no effect for Lightweights.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lowers your defense against the next attack used on you, or lowers your attack on the next attack you use, whichever comes first.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
As +sell, but with a much stronger penalty. Does not stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+tank &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; must be from 1-5.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, multiplies maximum HP by the chosen number. Placeholder command.&amp;lt;br&amp;gt;&lt;br /&gt;
'''+boss'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''+scale'''&amp;lt;br&amp;gt;&lt;br /&gt;
To be implemented.&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=5954/Dog_versus_Mouse&amp;diff=15377</id>
		<title>5954/Dog versus Mouse</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=5954/Dog_versus_Mouse&amp;diff=15377"/>
				<updated>2018-07-23T01:30:19Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: Created page with &amp;quot;{{Log Header |Date of Scene=2018/07/22 |Location=The Shrine of Adversity |Synopsis=Wandering Dog spars with Leyanne Mace. |Cast of Characters=1154, 1100 |pretty=yes }} {{Poses...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Log Header&lt;br /&gt;
|Date of Scene=2018/07/22&lt;br /&gt;
|Location=The Shrine of Adversity&lt;br /&gt;
|Synopsis=Wandering Dog spars with Leyanne Mace.&lt;br /&gt;
|Cast of Characters=1154, 1100&lt;br /&gt;
|pretty=yes&lt;br /&gt;
}}&lt;br /&gt;
{{Poses&lt;br /&gt;
|Poses=:'''{{#var:1154|Wandering Dog (1154)}} has posed:'''&amp;lt;br&amp;gt;THE SHRINE OF ADVERSITY&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Having sent an invitation to spar, and snagging an opponent, Wandering Dog has set up one of the Shrine of Adversity's 'holodecks' for a spar. As the first one there, he's set up the environment to his liking, and is waiting for the battle.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The fighting ring is currently in the form of a large forest with close-together trees that can be navigated around for cover if necessary, with a central clearing between the trees for open battle, complete with a shallow river flowing through it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Wandering Dog is resting against a tree, waiting. He's an older man, in his late 40s-early 50s, with sea blue hair and a short beard. Several scars mar his face, mostly above the eye and on the cheek. The martial artist is dressed in a silk tunic, otherwise barefoot and unarmed. Now to wait for his opponent.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1100|Leyanne (1100)}} has posed:'''&amp;lt;br&amp;gt;Leyanne steps into the Shrine not far behind Wandering Dog, the eight-foot mouse having to duck under some branches before she steps into the clearing. Today's gun seems to be an M2 Browning... although it's fully possible that the holodeck has been configured to have the trees bullet-resistant. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Evening!&amp;quot; She says, cheerfully, looking around the arena, then then over at her opponent. Huh, blue hair. She takes her place opposite him. &amp;quot;Looking to just shake the rust off, or properly test yourself out?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1154|Wandering Dog (1154)}} has posed:'''&amp;lt;br&amp;gt;Well, that's not the type of person Wandering Dog was expecting as an opponent, when the giant mouse arrives...but that gun makes her out to certainly be an interesting opponent nonetheless. The man laughs lightly at her words, speaking up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Oh, I don't need to test myself out, I know I've got the skill. I'm just a fighter, and a good spar's how I exercise and keep my skills in tip-top shape, yeah?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then, Wandering Dog steps forward from the trees, towards the river. &amp;quot;I'll take the first strike. Ten seconds to prepare.&amp;quot; He waits ten whole seconds after this for Leyanne to be prepared for his strike...and then suddenly leaps upwards. Mid-jump, once he's cleared Leyanne's height, the martial artist suddenly stretches out his foot and launches back down at her direction, moving to slam foot first into Leyanne's center of mass. &amp;quot;Beginning Kick!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1100|Leyanne (1100)}} has posed:'''&amp;lt;br&amp;gt;Leyanne nods &amp;quot;No worries, I get you.&amp;quot; She agrees. As he warns her he's ready, she unhooks the gun from her pack and readies it. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;However, when Wandering Dog goes for makes his attack, she's just not ready for it. She takes the kick to her mid-chest with barely the most token attempt at defending herself. It's something like kicking a wall; she doesn't move back very far (due to her weight), but from the grunt she makes, it's clear she felt *that* one, even through the armour. &amp;quot;Damn...!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Melee? She can do that. Her left arm's lights suddenly flick from red to green, and with that the mouse springs forward, attempting to swing a punch at his belly - before he lands. &amp;quot;You hit pretty hard.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1154|Wandering Dog (1154)}} has posed:'''&amp;lt;br&amp;gt;Wandering Dog can feel the impact as his foot slams against Leyanne's chest. The weight of the metal against it as he does so, foot kept from breaking due to his supernatural might. As he's about to reach his footing, he's not expecting a counter-strike right then, or one as hard as Leyanne's throwing at him, and her fist impacts straight with his stomach, sending him flying backwards. He doesn't weigh enough to not fly back, but he has the mobility to force himself to land on his feet, spinning on one and regaining forward-facing position. &amp;quot;I better, this isn't just a hobby! Fighting's my life.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then, Wandering Dog dashes forward at a breakneck pace, moving to cross the river. As he does so, he leaps forward, trying to slam his knee straight up and into Leyanne's upper torso, seeing how she reacts. It's intended to be a hard hit, harder than the last, but he's still testing the waters before he starts throwing out his strongest stuff.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1100|Leyanne (1100)}} has posed:'''&amp;lt;br&amp;gt;Leyanne nods as she listens to Wandering dog. &amp;quot;Fair! enough.&amp;quot; She replies. &amp;quot;Nice landing.... frack you're fast!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She's interrupted because of his knee, coming up for her midsection. Her left hand comes in to block, plastic cracking and fracturing on impact. It's just surface damage, for now, but still. That's Arkadyne's combat-grade composite outer shell. &amp;quot;Not bad.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;She takes a quick step back, turning and going for what - at first - looks to be a roundhouse kick. But as her leg sweeps in for his face, relatively easy to dodge, the rodent's tail swings low, attempting to hook his legs out from under him.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Should that work, he'll only have a moment's notice to dodge the elbow-drop followup. Leyanne's learnt most of her close-in fighting from wrestling... and at her size and weight? It's surprisingly effective, if easy to counter.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1154|Wandering Dog (1154)}} has posed:'''&amp;lt;br&amp;gt;Leyanne manages to block Wandering Dog's knee, moving to sweep for a roundhouse kick. Wandering Dog bobs his head to the side, dodging the kick, at the cost of the leg-lock. But his senses and reflexes are fast, so it's not as crippling as it could be, as the martial artist is tripped up. He moves to bend his legs back down to land on the ground, and expecting foul play, quickly throws his arms forward, blocking the elbow blow from hitting anything vital or taking the wind out of him at the cost of it knocking him back and making a large bruise on one of his arms as the elbow impacts.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Staggering backwards, Wandering Dog takes a deep breath, flexing, and then starts laughing. &amp;quot;Alright, you're strong. Let's see how you stand when I start going all-out, though. Letting my essence flow out!&amp;quot; As he says that, black and blue energy starts to flow aroujnd him, roiling around him with little 'roads' in a pattern in an aura around him. The trails flowing around him don't seem to be much but a banner of energy, as suddenly, he flexes his knuckles and his hands strengthen, hardening visibly and covering themselves in black, roily ink-like energy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then, Wandering Dog surges forward for a punch to the solar plexus. He's a bit faster than he was before, not holding back, and he blurs like ink ever so slightly, oily trails lashing behind him. If the punch impacts, it's incredibly hard, enough to make due against metal and potentially crack bone. &amp;quot;Take this! Spine-Shattering Bite!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1100|Leyanne (1100)}} has posed:'''&amp;lt;br&amp;gt;Leyanne gets back to her feet just as Wandering Dog finishes building that energy. She blinks at that rolling black inky energy. &amp;quot;I'm strong, but not agile.&amp;quot; She admits. &amp;quot;Lotta metal in me, you know? Sir Isaac says I can't change direction very fast, and nobody argues with him.&amp;quot; She chuckles. This time it's her left forearm that she blocks the blow with, and there's much more visible damage this time; a few shards of the casing fly free, revealing the mechanisms underneath. And because of the force, she's knocked back a few feet, having to use her tail to prevent herself overbalancing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;That one hurt and I blocked it.&amp;quot; She comments, shaking her cybernetic hand as one might an organic limb that's taken a hit. She thinks about using her guns for a moment, but fuck, it's been too long since she's just had a -fight-, and she used to be a terror in the pubs of London. With a grin she's straight back into the fray, cocking back her left fist to attempt a sucker-punch.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1154|Wandering Dog (1154)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;I have no idea who Sir Isaac is, but you don't gotta listen to him! I've never taken other people's advice on how to fight in the long run!&amp;quot; The only advice Wandering Dog has ever taken is 'how the technique works', not 'when and where to throw a punch and who to punch', after all. Though as Leyanne comes forth with that sucker punch, it hits true, impacting with his jaw. He forces his hands up to stop it from getting too far forward and shattering his jaw. The blow does seriously hurt, though, and he forces himself backwards. Wandering Dog lifts his hands up to his jaw, pops it back into place, and takes another deep breath.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then, he surges forward with a flurry of rapid blows, almost too fast to see. The oily energy still covers and hardens his fists, and he moves to try and overwhelm Leyanne with punch after punch after punch to the gut. &amp;quot;Yeah, you're hitting like a bull. Never really fought a metal person, it's some good exercise!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1100|Leyanne (1100)}} has posed:'''&amp;lt;br&amp;gt;Leyanne chuckles at the reaction to her hit. &amp;quot;I'm a tank. Hit hard, take hits hard... move slow.&amp;quot; She says. She's goign to say more but Wandering Dog is suddenly back in her face, swinging for her gut. There's not much bone protecting her abdomen, and the armour over it is mostly kevlar and vac-sealing. She tries to block, but, even with her left arm moving superhumanly fast, she simply can't block them all. She's knocked back, step by step, and when the punches stop, the big mouse drops to one knee for a moment, before slowly hauling herself up to her feet again. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Sir Isaac's the dude that described the way gravity and intertia work.&amp;quot; She explains, though her voice is croaky, and she's a -touch- unsteady on her feet. &amp;quot;I'm near five hundred pounds in armour. Turning's tricky.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hm. There are two Wandering Dogs in front of her. She takes a swing at one of them - the wrong one - and then scowls. &amp;quot;Man, that one really hurt...&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1154|Wandering Dog (1154)}} has posed:'''&amp;lt;br&amp;gt;As he impacts over and over, Wandering Dog's doing good...but he overexerts himself. As he throws the last punch, he starts panting, and can feel himself reaching his limits. So as Leyanne swings at an afterimage and misses, he steps back...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And throws his hands in the air. &amp;quot;Wow, I went too far there. Can feel my muscles burning, and can't throw another hit.&amp;quot; A cough, as he moves as if he's going to duck to the river and take a drink, before grumbling as he remembers it's not real. &amp;quot;As much as I hate to do it, I yield. If you'd hit me, I'd probably be down.&amp;quot; A stretch of his tired arms, as he steps back towards the river.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You're good. Name's Wandering Dog. You?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1100|Leyanne (1100)}} has posed:'''&amp;lt;br&amp;gt;Leyanne chuckles and pulls a flask from her belt, taking a swig and offering it over. &amp;quot;Don't think I could take another hit like that either.&amp;quot; She admits. &amp;quot;One more, even a gentle slap, and I'd be tapping out.&amp;quot; She offers her hand to him. &amp;quot;Leyanne Mace. Most folks call me Tiny. Got the name in Boot, 'cause it was quicker to shout than 'low bridge'.&amp;quot; She laughs. &amp;quot;You're not too shabby, yourself. You hit pretty hard, and you're a lot faster than me.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1154|Wandering Dog (1154)}} has posed:'''&amp;lt;br&amp;gt;Wandering Dog takes his own swig of whatever Leyanne's offering before returning it, and moving to glance over towards the Shrine's entrance. And then, after a wave, he moves to head that way. &amp;quot;I'm going to grab the nearest bite of food I can. Nice meeting you, Leyanne Mace, wouldn't be against sparring with you again. With a punch like that, you could be one hell of a martial artist with training, though with the gun, I doubt that's the life for you. Whatever life you follow, make it a good one!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then, eventually, he's gone. Wandering Dog's gonna go rest off his exhaustion and also possibly try and eat a way-too-large hamburger and win himself a t-shirt.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1100|Leyanne (1100)}} has posed:'''&amp;lt;br&amp;gt;Leyanne smiles &amp;quot;Nice meeting you too, Wandering Dog. You're right... I'm mostly a gunner, but it's good to know how to fight in close.&amp;quot; She also heads towards the entrance to the Shrine... she really needs to get back home and finish work on that customer's bike.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=5939/FateParadox_-_Duel&amp;diff=15371</id>
		<title>5939/FateParadox - Duel</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=5939/FateParadox_-_Duel&amp;diff=15371"/>
				<updated>2018-07-21T23:07:15Z</updated>
		
		<summary type="html">&lt;p&gt;Sirrus: Created page with &amp;quot;{{Log Header |Date of Scene=2018/07/19 |Location=Horizons Apartments |Synopsis=Saber Gwyn and Archer Shogo Arisu fight in a courtyard while several curious Elites try to track...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Log Header&lt;br /&gt;
|Date of Scene=2018/07/19&lt;br /&gt;
|Location=Horizons Apartments&lt;br /&gt;
|Synopsis=Saber Gwyn and Archer Shogo Arisu fight in a courtyard while several curious Elites try to track down their Masters, and chaos ensues.&lt;br /&gt;
|Cast of Characters=533, 70, 451, 1143, 705, 6381, 317&lt;br /&gt;
|Tinyplot=Fate/Paradox&lt;br /&gt;
|pretty=yes&lt;br /&gt;
}}&lt;br /&gt;
{{Poses&lt;br /&gt;
|Poses=:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;The Horizons Apartment Complex.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Built rapidly in the aftermath of the disaster that fell the Union and Confederacy, it was an attempt to cash in on the massive flood of displaced refugees, so 'fast' and 'cheap' was the order of the day.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;However, just as it was complete, the Paladins established their foothold and began overseeing all matters relating to disaster relief. Horizons was immediately pegged as unsafe, and the site was condemned and scheduled for demolition.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;However, it seems the unsafe buildings would see a coronation of sorts on this night.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The sounds of metal ringing against metal, mixed with gunfire and thunderclaps have been emanating from the site, prompting calls to emergency services. Eyewitnesses in the form of a bunch of young hoodlums using the place as a canvas reported seeing 'a way-old Gandalf-looking m********ker' fighting with 'some guy carrying more swords and guns than my little brother's dumb anime characters.'&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Those who arrive to observe would see two figures engaging in a courtyard overlooked by towering half-complete buildings. It is quite transparently Saber and Archer, engaged in a duel. The old king constantly strides towards his opponent, his large sword flashing in an attempt to slice him, while the fallen exorcist tries to maintain his distance, peppering Saber with gunfire that he seems ill-equipped to deal with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Every now and again, Saber manages a fake-out by hurling lightning bolts to gradually corner Archer, at which point he moves in, forcing the dead exorcist to switch to his blades to fight back. But Saber, as per his name, clearly outmatches Archer in swordplay, overwhelming his dual-wielded defences and landing some clean blows. But each time, Archer manages to slip out of the trap and resume his ranged offense.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;It's clear that Saber is the one worse off. With each exchange, new holes are blown into him, scattering flame and ash before closing off, each one taking that slight bit longer. Archer has taken some wounds, but all on his upper body. He's done a fine job of defending his legs so as to maintain mobility.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;But, once again, no immediate signs of their Masters hanging about. But if they were on-site, they would have plenty of places to hide...&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:70|Priscilla (70)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Priscilla had been waiting for this. Though the odd report had filtered in regarding this grail war, and its atypically infrequent but dramatic skirmishes, the First of the Concord had one very particular, and very obvious, investment in this matter that transcended all else. While content to allow other Partners to survey and interfere with other battles, one in which the Saber of this war appears is the point at which she puts everything on hold, delegates all standing arrangements to subordinates, and goes out herself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The abandoned apartment complex is at least a far cry from a crowded and Multiversally travelled road, and so the Magi of the Grail War have at least taken that warning seriously. On the other hand, it's an environment where a Master could very easily be hide and be highly obnoxious to pin down, which may very well be the point, if they're actually here. Ascertaining that fact is what Priscilla tries to do after arriving at the scene early. Though dearly tempted to, she does not interfere with the battle immediately, moving from building to building in her faded away state, scanning with her eyes and ears, but also for the telltale whiff of living souls.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;While she has the opportunity she studies the battle, and the more she sees of it, the more she frowns, gradually picking up her pace with more stiff and urgent steps. There should be no way this should be a contest, under normal circumstances. She knows Lord Gwyn to be insanely, overwhelmingly powerful -literally a god amongst gods. It perplexes her that he should struggle in any way with this, until she picks out the wounds made of crumbling ash and smouldering embers.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;It explains a lot, but troubles her even more.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:451|Karian Icefang (451)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Also arriving onto the scene was another of the participants of the Grail War. Though not active in the battle itself, it served a strategic advantage to know your enemies capabilities. With that in mind, Karian Icefang was currently standing on one of the nearby rooftops, watching the battle. He was sure his own Servant, the Rider of this War, would be watching as well, doing the same thing he was.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:1143|Touta Konoe (1143)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The young man has never even heard about the Horizons Apartment Complex till he hears word of the confrontation occurring amongst the Servants through the comms. Though one look at the place sorta reminds him of the slums back in his world. Frankly, he probably could be mistaken for a local in the area. Or at least as the dumb little brother's anime character. Touta arrived on the scene ready for anything with his trusty sable-side stick (that's his sword), Kurobo. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Once he makes it to the seen though he's pretty surprised at the scene unfolding before him. &amp;quot;Wow, these guys are impressive.&amp;quot; Of course that was to be expected of individuals who would be summoned by the Holy Grail as Heroic Spirits. Individuals who had proven that they were the greatest of warriors, and even when faced with an opponent that they probably had no understanding of they still proved to be capable of fending for themselves. Especially Archer in this case who seemed to be slowly winning this battle of attrition. At least at first glance that appears to be the case. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;We should help Archer, I haven't heard that Reiji or Xiaomu have been able to talk to him yet.&amp;quot; The young man is ready with guns...Well sword ablazing. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;span class=&amp;quot;bold_fg_r bg_n ++ hr&amp;quot;&amp;gt;&amp;quot;Touta wait! There's no telling what will happen if we decide to hop in now, there might be others lying in wait. Besides, does it look like Archer is in need of help?&amp;quot;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; He can't really argue with the sword. It apparently had a idea of the situation than Touta did. So if that was the case, the next best thing he could probably do was try to find either Reiji or Xiaomu. They'd definitely be coming if they heard about Archer's arrival. So if that was the case Touta intended to meet up with them before anything else. Still there was another question going through Touta's mind. If there was a battle going on with the Servants...Wasn't Ruler somewhere nearby?&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:705|Reiji Arisu (705)}} has posed:'''&amp;lt;br&amp;gt;This is a complicated situation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Not just the fact that there's evidently a duel between servant playing out in an ostensibly occupied (and rightfully condemned) residential zone. That's definitely a concern. No, what's weighing on Reiji Arisu's mind right now is the identity of one of the combatants.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And, more importantly, whether he would be able to be... Impartial. About this.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Something tells him that no, he would not.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But does he have any other choice? He /must/ be here. He could never forgive himself if he were not.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The exorcist alights on a nearby building and turns a pair of binoculars to the flashing blades and bursting gunfire in the distance. It's them, alright. No doubt about it. And if Gwyn is here, then Priscilla must be, too.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But... What about the masters...? Could they be observing the battle as well?&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6381|Nova Terra (6381)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova presses herself up against the wall as she approaches the window. It's unlikely anyone here has yet to penetrate her invisibility but it doesn't hurt to be cautious. She peeks out through the windows at the fight playing out in the courtyard below. She watches for several moments, appreciating the gunmanship of the Archer. Saber's swordmanship is not as interesting to her, Nova's own skill in the art barely passable.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Of course, the Servants are not really the main focus of Nova's presence here. Similar to her previous missions revolving around this specific Grail War, Nova's interest is more in the Masters. Many of them are still unknown and that lack of information in such a crucial situation bothers Nova.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Finally turning her eyes away from the battle, Nova looks over the various apartment buildings that make up the complex. She can obviously only see the facing sides, checking each window before moving on. Of course, anyone trying to remain hidden is unlikely to just be standing in plain sight. So the initial search is unlikely to reveal anything obvious. Searching each room individually would be time consuming and likely ineffective if the Masters have any skill whatsoever at hiding. So more unique methods are required.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova leans her head back against the wall and closes her eyes. She reaches out with her mind's power, seeking out signs of other minds in the area. She's not trying to read them, not yet. First step is just to confirm their existence and rough locations.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:317|Theo Morrison (317)}} has posed:'''&amp;lt;br&amp;gt;Potential Servant on Servant violence? Theo is on the case.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Literally, actually. It's a case, and he's handling it. Sure, people think of the Paladins as being a glorified Multiversal police precinct, but it really isn't quite that simple. While he refers to the whole thing as his 'case,' it's more like he has a certain level of authority based on his specialization -- namely, his placement in the Multiversal Anti-Counterfeit Division. It sure /sounds/ like a police department, anyway... but you'd be better off thinking of it as a very specialized superhero team.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(It almost goes without saying that Theo really likes being considered a superhero nowadays. Bonus!)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Theo arrives at the scene of the clash on foot, hurrying down an adjacent street alongside his three-foot-tall robotic bird sidekick Kickotron. He wears square-rimmed glasses, a local map projected on the frame-mounted heads-up display and connected to a flexible band of material looped around his left wrist that is in actuality a high-tech piece of computer equipment. Kickotron, meanwhile, wears a riot helmet sized for his big bird head and totes around a military surplus backpack full of something-or-other, huge on his tiny metal body.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Theo stops, standing at the corner of a wall near the courtyard and letting his magical senses open up more fully. His senses of sight and hearing magnify at the same time, letting him feel out sources of active and passive magic nearby as well as any telltale signs of, say, enormous invisible monsters about to stab him in the back. He just needs a good idea where to start looking, and then...&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;Various figures show, but none get in the middle of the fight, so the fight continues as it is.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As the battle wages on and is simply observed by several there, refusing to interrupt, Archer keeps up his ranged assault. The gunfire continues to pepper into Saber, but at some point, as he fights, he seems to understand what he's facing. So when Archer moves to blast him with shotgun, Saber's blade suddenly spins out, deflecting the shot to the side, much to Archer's surprise. Saber takes this moment to slash into him, forcing Archer back, who quickly draws his blade to counter. If they even notice anyone, they don't react that way.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At this point, a figure appears looking out a high window of one of the apartment buildings. Nova's people sense would be able to pick up the telltale trace of a mind, while Priscilla's search through the buildings and eventual arrival at this building will find a room locked up tight, possibly barricaded based on the noises when it's attempted to be open. Someone's here - she can sense a single soul past the door, though it's pretty quiet if she tries to listen in. Nova's mind sense will also spot something in one of the dumpsters...a person, maybe? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There's a presence next to Karian, looking down from the building with him. The winged figure in shining golden armor speaks up, the Rider's voice calm, if spirited. &amp;lt;span style=&amp;quot;color:xterm220&amp;quot;&amp;gt;&amp;quot;Two opponents are engaged in a duel, Master. What are your commands?&amp;quot;&amp;lt;/span&amp;gt; His blade is at his side, ready to shed blood if his Master deems it necessary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Touta's thoughts about Ruler are justified, but if he takes a look around the area for the man on the broom, he's nowhere to be seen. Perhaps he's hiding, if he's at all there?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Theo's magical sense detects three signatures close by that are definitely Servants - Saber, Archer, and the Rider high on a rooftop. There's a fourth more faint one high above them in the air, beyond what the eye can see.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:451|Karian Icefang (451)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Karian hmm's softly. &amp;quot;For the moment, we watch the battle. It's not our place to interfere. But if any moves to insert themselves, stop them. If we're lucky, the masters of the Servants will reveal themselves.&amp;quot; He says, watching closely, looking for possible weaknesses in the Servants.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:70|Priscilla (70)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Priscilla doesn't quite have the time to feel a little ease of tension and swell of pride as the tides of battle change not too far away from her. Of all the other combatants, the Archer is probably the one she &amp;quot;doesn't care about at all&amp;quot;-s the least. Finding the first sign of a Master is a more important affair, and what she had come here for to start with. If it isn't the one she's hoping for, it can still be one who is useful to her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;She only very gently tries the door, for the exact issue of jiggling and yanking the doorknob making a lot of noise that is very likely to alert someone inside. As soon as she determines the handle won't turn, she lays that hand on the wood of the door instead, and ostensibly empty space 'splashes' slightly, as if it were some almost perfectly transparent liquid.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Priscilla steps inside the apartment. A door is something she can manage, despite trying this very little. She slows her pace even more once inside, using all of her senses to look out for potential traps from a paranoid magus, and shifting her weight as slowly as possible as she searches from room to room. If she can actually catch one unaware, the sensible thing to do is to grab them immediately. A magus shouldn't be hard to physically overpower, and to the best of her knowledge, typically need their hands free to use combat magic.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:1143|Touta Konoe (1143)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;No luck finding Nagi anywhere. That wasn't the biggest deal for him though. At the moment Touta was more or less on standby. He figures Reiji and Xiaomu gotta be here somewhere and until they pop out he figures he shouldn't either. Or it's more correct to say Kurobo will keep him from being too reckless until something crazy happens. After all he didn't personally have anything to gain or lose from this Grail War but he knew that Reiji and Xiaomu would probably be upset if they didn't get to talk to his dad at least once. Hopefully they'd have a better conversation than Touta did with Nagi. Though he feels that wouldn't be too hard to accomplish. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; For now the young man decides that his top priority is to meet up with those two. Though...Does he have a way to contact them that wouldn't be overheard? Probably not. So with that being the case Touta's forced to scower rooftops hoping to find one of the two to figure out what to do. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; With him hopping around though he still has a pretty clear view of the situation going on of the battlefield, and it looked like the tides had turned slightly in Saber's favor. Guess that's to be expected of Priscilla's gramps. That said Archer still didn't look like he was in dire need of help just yet, so until he sees some sort of actions from one of the two, he's keeping his own distance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;Where the hell are you guys?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:317|Theo Morrison (317)}} has posed:'''&amp;lt;br&amp;gt;Theo gets a sense of three -- no... four people, and mutters into his radio. Two must be Saber and Archer, who he wants to attract the attention of the least. One is Rider, who is apparently Karian's Servant, which will definitely be a problem later. That means the last one is...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;...maybe Ruler,&amp;quot; he murmurs to himself, &amp;quot;but maybe not.&amp;quot; He turns to Kickotron, stepping back behind the corner and putting more building between him and the Servants. &amp;quot;Alright, we're not here to start a fight just yet, so hold a box in reserve. I'm gonna gather intel before someone jumps our shit.&amp;quot; Kickotron nods, rummaging through the bag while Theo rubs his hands together, getting something ready. Both are, really.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Signal Pest.&amp;quot; There's a flicker of mana and coalesced aether, a white fog rising on the spot Theo points at. The resulting thing that forms out of it looks a bit like a metal grasshopper crossed with a shelled soldier. It's got an array of little red eyes along its head, segmented legs, and big, strong three-fingered hands to grip things. &amp;quot;Start sweeping the interior of the building,&amp;quot; he tells it. &amp;quot;Stay out of sight.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Signal Pest jumps away, moving with quiet long jumps into the complex. Theo gestures with one hand as soon as it leaves, sweeping his fingers across open air and seeming to wrinkle it in the process. A third-person camera-style view of the Signal Pest's surroundings appears to one side of him. He does it again, and a second window opens to the other... except its point of view is up in the sky, aimed at the hidden magical signature watching from there.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Scry two, bitches,&amp;quot; Theo mumbles to nobody in particular.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:705|Reiji Arisu (705)}} has posed:'''&amp;lt;br&amp;gt;It's not as if the tide of battle was bound to stay its course. Reiji remembers all too well what it was like to do battle with Lordran's once-patriarch. The force of that withered husk's blows are still strong in his memory-- but something about seeing his father endure one himself makes Reiji's hand twitch dangerously close to his own set of firearms.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But--&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If he interferes now, then that might be the end of it. There's an atmosphere of cooperation between the Paladins and the Concord over this particular operation, and tilting the scales against Priscilla's father in favor of his own might just disrupt that delicate balance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And so Reiji is left with the difficult choice to... Trust in his father's abilities and instead go about doing his job.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The exorcist sighs and turns his attention to the local leylines. His hand presses flat against the concrete beneath his feet as he expands his perception beyond the limitation of his five senses. The raw power of three Servants and multiple Elites will make this tricky, but he is familiar with at least a handful of them. But more importantly, Servants do not exist on their own; they are connected to a master, and the master provides mana to sustain their servant. The question, then, is from where does the mana flow? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Maybe, just maybe, he might be able to catch a glimpse...?&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6381|Nova Terra (6381)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova locates a number of minds in the area. Some on the roof. Some on the ground... Wait, wasn't that where the building's dupsters were? One really high up in the air... Could be a good place for a Master to hide. But hard for Nova to confirm easily right now. Maybe check that one out later. A couple high up in one of the other buildings-&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova shudders, wrapping her arms around herself at the disturbing feeling. Having interupted her search, the feeling begins to fade. Not entirely though, the sensation niggling at the edge of Nova's mind. The Ghost leans to look through the windows up to the source. She can see a faint figure hidden in the dark, but not much more. Could it be a Master? A part of Nova doesn't want to find out. A part that she listens to. Nova takes a few silent steps back, before turning around and beginning to move.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Some brief scouting reveals that Nova knows most of the people she picked up, not counting the two in the building she's avoiding. Or the one that just arrived with a robot companion, but said arrival and his actions suggest he probably isn't one of the Masters. Nova's not discounting the possibility, but for now she still has a couple others to check on. That just leaves the one in the air and the one near the dumpsters.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova makes her way down and out of the building she's in. She probably passes by Theo's strange jumping creature, which causes some initial concern. But holding her position and remaining hidden, Nova decides to avoid engaging as she waits for it to pass.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Continuing on, Nova begins to approach the location of her current target. She had remembered correctly, the location containing dumpsters. On the one hand, it's a good place to hide. On the other... It's a freaking dumpster! Still, Nova readies her rifle and slowly approaches with the intention of identifying the target. That will probably require opening the dumpster they're in.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;As Priscilla creeps into the barricaded apartment using her teleportation abilities, she'll find the traps rather easily - wires at waist-level all over the place, connecting from room to room where each door is cracked to let them pass through. The wires don't seem to be coursing with energy or electricity or anything of the sort, but much more mundane - there's a series of bells all across the apartment, which if any of the wires are even cut, will likely be tripped based off how gently they're hanging. Too mundane for a mage, so what kind of man would do this?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Eventually, though, Priscilla can find her man, peeking out of a window with a sniper rifle. It appears to be a bolt-action, set up with a scope, and the sniper is looking for the right time to make his target. He has short black hair, and his breathing and stance is incredibly calm, especially with the fact the wires are most concentrated right at his back - getting anywhere close to him or the window is difficult with sounding the alarm or being incredibly cautious. The sniper suddenly takes his finger over to the trigger...he's about to make a shot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Regarding the same building, the Signal Pest going through the ductwork will eventually be able to find the same sights of the man with the sniper rifle through one of the ventilation ducts in the apartment bedroom, though the Master wasn't blind to those, either - the wires extend to the door of it, and any tampering with them will also set off the bells.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:70|Priscilla (70)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;As it turns out, wires at waist height are actually incredibly annoying for Priscilla. She's too tall to confidently crawl under them, and they're still too high off the ground to step over. She assumes that someone who isn't confident in their chances of escape would attach grenades or talismans to them instead of bells, which ironically makes her more reluctant to trip them. It comes down to spending a lot of time meticulously and painstakingly fading into the largest spots she can find between them, taking a long time to size each one up even for being such short jaunts. The window itself is an entirely different matter however, with the man she finds having essentially roped himself in. She hadn't expected to see a gun of all things. This War might be considerably more diverse than she had already imagined.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Unfortunately, she's not willing to gamble the 50/50 (more like 80/20 really) odds that this man is on the wrong side, and she doesn't have a lot of time to spare to figure out how to get at him. When she detects that telltale half-breath, stiffened posture, and slight trigger movement, Priscilla -still held back by the bells- darts her tail underneath the wires, hooks it around one of his ankles, and then forcefully yanks his leg backwards. Quite probably, it'll knock him to the floor and drag him away from the window. At the very minimum, he won't be shooting anyone with any accuracy.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:451|Karian Icefang (451)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Karian hears the call of a sniper, and is immidiately on the move. He was cautious, despite knowing that his armor would most likely be able to take the hit. But as he moved to get close, a thought occured to him. He tried to figure out where the sniper was and...literally crash through the ceiling into the same room. Something to be said for shock tactics.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;Theo's scrying into the air will be able to find something - high in the air, watching the battle through a pair of binoculars, is a military man on a pair of flying skis. He's armed to the gills - an M1 Garand rifle, a tommy gun, and a trench gun are all on his person. It seems like he's preparing to descend at any moment, but he's not holding any of his guns or readying hostile manuevers. What is he planning?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meanwhile, Reiji tries to tap into the leylines, figure out where the magic that the Servants possess is flowing from. He's able to make his match rather quickly - Archer's connection leads up to the man in the high window, inside the barricaded apartment, while Saber's leads into...the dumpsters! There is absolutely a Master hiding in a dumpster, it seems. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Who Nova is approaching on. With her stealth skills, the person in the dumpster doesn't see her coming, so as she opens it, she's able to spot...a young woman, in her late teens or early twenties at the most, with half-black and half-white hair down to her rear, and a dress that fits a well-off young woman from a more medieval time. As Nova opens the dumpster, the woman looks up...and immediately spots the rifle. Her eyes widen, and she panics, moving to flow blue energy through her hand. She doesn't move to attack, but seems to be preparing in case Nova moves to straight out shoot her, to do something in return, as she has very little preparation time.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6381|Nova Terra (6381)}} has posed:'''&amp;lt;br&amp;gt;Quickly opening the dumpster and preparing her rifle in case her target turned immediately hostile, Nova is... A little surprised by what she finds. A dress is hardly appropriate wear for hiding in a dumpster. The surprise is visible on Nova's face for a moment, before she recovers from it and gets down to business.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Rifle still aimed but not yet fired, Nova notices the gathering of magic. Or so she assumes. Nova is far from a magic expert. But that fact that she hasn't been turned into a frog or senting flying suggests it's not yet been launched. Makes sense, Nova clearly having the upperhand. The woman's panic is plain to see, telepath or no.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova decides to utilize her advantageous position. Keeping her rifle trained on the woman, trigger finger ready but still, Nova says in a demanding tone, &amp;quot;Identify yourself!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;Meanwhile, Touta's watching the fight between Archer and Saber. Now that Saber can deflect gunfire, and because of his superior swordsman skills, Archer is having trouble on both fronts. His bullets still occasionally hit, but it's becoming rarer and rarer each time. &amp;lt;span style=&amp;quot;color:xterm124&amp;quot;&amp;gt;&amp;quot;You sure as hell learned quickly, Saber. One hell of a sword arm on you.&amp;quot;&amp;lt;/span&amp;gt; Saber, meanwhile, just remains quiet, hmphing as he moves for another sword strike.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:705|Reiji Arisu (705)}} has posed:'''&amp;lt;br&amp;gt;Two targets. One is in the building-- Archer's master. His father's master. Reiji's expression hardens as the battle-tide continues to shift. But...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There's a way he can make this work out. Saber's master is down below. If she feels as though she's in a dangerous situation, will Gwyn be forced to retreat? The exorcist rises, then turns and leaps from the rooftop, hopping from windowsill to windowsill as he gradually descends to ground level, only to find...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That he isn't the only one who figured out where Saber's master was hiding.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;You're going to want to do that, yourself,&amp;quot; the exorcist grunts as he draws and levels his own pistol-- not at the girl in the dumpster, but at the woman with the rifle. &amp;quot;I have business with that girl. If you don't mind kindly lowering your weapon?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:1143|Touta Konoe (1143)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;SCREW IT!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;span class=&amp;quot;bold_fg_r bg_n ++ hr&amp;quot;&amp;gt;&amp;quot;Touta wait!&amp;quot;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; If anyone had even bothered to notice Touta they would have realized he had looked as though he had vanished. He just couldn't wait anymore in good conscious of what was about to happen. He didn't know why Reiji wasn't intervening but at this rate his dad was going to be cut down, and if Touta was able to do something and he didn't, what the hell kinda guy did that make him? Well he was about to find out. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Using Shundo Touta had launched himself from the rooftop all the way to the battlefield, more specifically at Gwyn, the Saber of this war and Priscilla's relative. The back of his sword would come swinging across the larger man's chest with the back of his blade. It wouldn't be a fatal blow however... &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;2000 FOLD!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; But that wasn't his intention. Whether Gwyn blocked or not he was about to be smacked with the weight of an industrial truck condensed into a single sword edge and if all went well he hoped to slam him a into the distance, or at the very least give Archer some breathing room. As for Touta's feelings on what he had just done. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;Hi, I'm Touta. I'm friend's with your son.&amp;quot; While there's a smirk on his face he's not looking at Archer. In fact there's a slight bead of sweat running hesitantly down the side of his face. There's a part of him that knows what he's just opened himself up to. He might be immortal, but it doesn't mean he likes pain...&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;Priscilla is unable to get to the man through the wires, up until she decides to use her tail to trip him. The man is shocked, pulled back and losing his grip on his rifle, but at the same time, his reaction is fast. As he's pulled backkwards, he suddenly grabs a knife from his belt...and then, as fast as he can, tries to stab it into the tail wrapped around his ankle, with the grip so tight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's at this point that Karian crashes through the ceiling, which also startles the man, but he seems to be built for chaotic situations like this, because if he can break Priscilla's grip, he'll try and roll straight out and through the window. If not, though, he's in big trouble.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;Nova has the woman at gunpoint. The woman stares up at her, not finalizing her magical spell into something more dangerous...and forcibly calms herself, speaking with a more cool and haughty demeanor. &amp;quot;I am Cenedril of Astora. If you wish to communicate, put down your gun and speak like a civil person.&amp;quot; Though, as she speaks up, someone else shows up and also asks her to lower her weapon...and as she spots him, Cenedril's eyes actually seem to be full of...admiration?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Reiji Arisu...! What is the meaning of this?&amp;quot; Cenedril of Astora seems to know him, from the way she talks, but he has absolutely never seen her before or met her.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:317|Theo Morrison (317)}} has posed:'''&amp;lt;br&amp;gt;Theo's Signal Pest magi-cam gives him some weird readings. He keeps picking up sounds of things that aren't there. It seems like footsteps at first, and then again there's some... odd rippling, maybe? The bells all make sense, but what's with those? Invisible wizards?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Theo chalks it up to ghosts, reports it in, amd leaves it at that.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Signal Pest remains in the vent, peering out between the metal slats with its array of tiny red eyes. It certainly isn't invisible, but it also isn't the focus of that particular mess, so it might just go unnoticed if Theo is lucky. He leaves it where it is, but with Karian inbound, he doesn't expect to need to focus there, so he dismisses the scrying window. Instead, he motions to Kickotron, who hands him a cloudy white plastic container. He pops the lid, tossing the contents back and forth between his hands, and then laying them out on a table that his sidekick has helpfully propped up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Plains. Sol Ring.&amp;quot; He looks at the window still showing him the guy in the air. A moment passes as gunfire and superhuman sword skill erupt. Rectangles of cardstock inside plastic sleeves hit the tabletop, gleaming in the light cast from a band of silver and sunlight on one of his fingers. &amp;quot;Plains. Fabled Hero.&amp;quot; Another flicker of aether. A tall man with a darker Mediterranean complexion materializes, dressed from the waist down in white and gold and bearing a cape over his shoulder and across his back. Theo points at him. &amp;quot;Cover this and get ready to move. Gonna check a thing.&amp;quot; The man salutes, grinning. Theo puts his hand of cards down face-down next to it, sighing and stepping back. He looks straight up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;One of the trinkets worn under his jacket warms. Theo mutters something, and he drifts slightly up off the ground -- and then vanishes, seemingly coming apart into motes of light and slipping through the cracks in the world.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;He reappears high in the sky, suspended there by a hazy blue aura around his feet. The Flight spell is incredibly simple, incredibly old, and super reliable. He keeps a defensive one at the tip of his tongue, and then clears his throat, apparently 'standing' behind the man with the binoculars. &amp;quot;Nice day, isn't it?&amp;quot; he asks. &amp;quot;You just taking in the sights, or d'you have money on one of the guys on the ground?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:451|Karian Icefang (451)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;As he came through the ceiling, he'd immidiately spot the knife and with all the enhanced speed that the Imperium's finest were known to possess. He reaches out to grab the man by both the arm and the neck, making sure not to accidentally snap anything, and as he was right by the window, he spotted Touta moving in, and with a quick point, directs Rider to get involved at last.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;As Touta interferes, a few things happen. Saber moves to block that sword blow, but as it impacts on his sword, he's sent flying backwards, skidding across the ground from the sheer weight of it. &amp;lt;span style=&amp;quot;color:xterm202&amp;quot;&amp;gt;&amp;quot;Hrrr! Do not interfere. This is a fair duel that I hath requested. If you insist on such foolishness, I shalt be forced to deal with you.&amp;quot;&amp;lt;/span&amp;gt; Archer just takes a moment to pull back, and laughs a little. &amp;lt;span style=&amp;quot;color:xterm124&amp;quot;&amp;gt;&amp;quot;Oh, hey, a friend of Reiji's? Nice hit, kid.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;However, before either of them can react in any other way, a third party is flying in. Rider was told to stop anyone who interferes in the fight, and so, he swoops down to take a strike with that sword at Touta and blow him back. &amp;lt;span style=&amp;quot;color:xterm220&amp;quot;&amp;gt;&amp;quot;I am Rider! I shall not let you interfere in this fight. Bring your blade at me if you are to bring it at anyone, child.&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Though, there's suddenly a feeling, and Archer...moves to start booking it towards the apartment building, getting ready to leap. It appears he senses something's wrong, as he's frowning.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;As Theo rises into the air next to the man on skis, the Servant in the sky quickly draws his trench gun...but he doesn't infact fire. Instead, he looks Theo over, and speaks up. &amp;lt;span style=&amp;quot;color:xterm243&amp;quot;&amp;gt;&amp;quot;A Master or a bystander.&amp;quot;&amp;lt;/span&amp;gt; The military man takes several moments to consider what he'll do next, and then finally speaks up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:xterm243&amp;quot;&amp;gt;&amp;quot;I have no cares about this fight. I only seek the death of Tanya Degurechaff. While I can do so myself, I was going to descend to offer a deal. In exchange for assistance or proof of her demise, I will assist whoever helps me.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then, with a cold and determined stare, Avenger stares into Theo's eyes. &amp;lt;span style=&amp;quot;color:xterm243&amp;quot;&amp;gt;&amp;quot;Are you interested?&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:70|Priscilla (70)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;And just when Priscilla has her quarry by surprise, a giant man wearing a car compactor and a tiny anime boy start ruining everything. Only the even bigger dude in a shinier gold car compactor prevents things from turning to a complete and total clusterfuck that'd make Priscilla wish she'd brought more hands, just to be in more places at once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;First and foremost, it's her tail the knife is menacing. Easy enough to deal with, except that nobody knows she's even here, and so when aforementioned giantboy crashes through the roof like an orientation-challenged Koolaid Man, she's pretty much right in the way. There's not much to do except to appear in a faint splash of reality a split second before Karian hits the floor (which she secretly hopes he falls through given how hilariously unsafe these apartments apparently are) and take some space back, immediately setting off the jingling bells as she deposits herself in the cramped living room. She isn't entirely sure what to do in the heat of the moment, given that he has her target, but is also keeping Touta at bay via his Servant. The fact he has a Servant means he is /also/ a Master, and in fact allowed to deal a killing blow to this one, both good and bad. She quickly decides that's unlikely if Rider is actively protecting the duel instead of sabotaging it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;quot;Sir Icefang.&amp;quot; Priscilla says from behind, announcing her presence somewhere in the apartment. &amp;quot;Thou hast chosen a strange time. By rights however, thou art entitled to be here, apparently, by thine possession of a Servant. I supposeth this answers another question of mine. I shalt ask of thee thus: what is thine intention here, today. To whom is thine allegiance.&amp;quot; Invisibly, she looks to the man he too is after. &amp;quot;And to him, to whom he is /owed/ allegiance.&amp;quot; If it were just Karian, she could pass this off as a complication of the skirmish, but if unrelated shounens are here, that probably means other Elites have been tipped off and drawn here as well.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6381|Nova Terra (6381)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova chuckles at Cenedril's request that Nova lower her weapon, &amp;quot;Like a civil person?&amp;quot; Her eyes glance around at the dumpster that Cenedril is hiding in, &amp;quot;Right. Because a dumpster behind an abandoned building is the place for civilized conversation.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Things get a little more complicated though as someone else arrives. The raising pistol doesn't go unnoticed as Nova takes a few steps back away from the dumpster. She swings her rifle around to aim at Reiji now, considering him the greater threat at this point.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;At the request of identification, Nova simply replies, &amp;quot;A concerned individual.&amp;quot; Obviously dodging the question. As for the second request, Nova considers for a moment. Her eyes glance between Cenedril and Reiji, taking in the obvious recognition the former displays...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova lowers her large rifle, &amp;quot;Fine.&amp;quot; Shifting the weapon to hold in one hand, she gestures a wave towards Cenedril, saying to Reiji, &amp;quot;Go right ahead with your business.&amp;quot; Nova waits patiently.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:317|Theo Morrison (317)}} has posed:'''&amp;lt;br&amp;gt;&amp;quot;Interested magical third party,&amp;quot; Theo replies to the first bit. He lifts his hands, showing the backs. &amp;quot;See? No crazy tattoos.&amp;quot; The military man can probably spot the shoulder holster he's got concealed under his jacket. Theo isn't exactly an international assassin skilled at hiding weapons in impossible places. It's certainly not something a normal Master would carry, anyway. Then again, sniper guy is down there...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Tanya Degurechaff? What for?&amp;quot; He blinks. He's actually kind of surprised at the forward and forthright way the guy is laying out what he wants. It's refreshing, even if the coldness there is also definitely creepy. It takes him a second to recompose himself. &amp;quot;Uh... interested? Yeah, I'd say you've piqued my interest.&amp;quot; He folds his arms. &amp;quot;I'm looking into the Grail itself, and how this all started. Maybe we could come to some kind of arrangement?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;MEANWHILE&amp;lt;br&amp;gt;ON THE GROUND&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Kickotron walks around the wary Fabled Hero, over to the front of the card table. He puts a discarded milk crate on the ground, then hops up onto it, picking up Theo's fan of cards. Mechanically, as if obeying instructions, he lays a few down in a particular order...&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:1143|Touta Konoe (1143)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Yep, this was bound to happen the moment he did this. There is no one he can blame at this point but himself. But that there was no point thinking about it now. Even though he had only used the back of his blade but for him to just be skidding across, not even falling back or feeling the blunt force of the attack. Yeah, this was definitely going to be a tough fight if he decided to keep going. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;Yeah, sorry to bust your chops old man but you think you can reschedule for another time. See this guy's suppose to be meeting with his kid later, and I'd hate to break up a family reunion ya know?&amp;quot; He really doubts that Saber's going to be so compromising so if that's the case he'll probably be end up wrapped up in this fight after all. Either way he's got his sword up defensively. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; That's when another party comes into the mix. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;span class=&amp;quot;bold_fg_r bg_n ++ hr&amp;quot;&amp;gt;&amp;quot;Touta above you!&amp;quot;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;Huh?!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; An...Angel starts flying straight at Touta. That's the best way he can describe it and there's not alot he can do in terms of dodging such a quick attack. So if that's the case he'll be forced to take the brunt of it. Thankfully, there is one thing he can do in such a scenario. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;100,000 FOLD!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; As Rider strikes he's met by Touta's blade and it would make sense that the young man with such a small frame would be sent flying without much fuss when something going at a greater speed and greater mass was sent at him, but for some reason he'll be much heavier to blow back than intended. Infact, the boy feels so heavy that it looks like the ground below him was beginning to have trouble supporting the weight and was starting to slowly crumble beneath him. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Still that wouldn't mean Touta's out of the woods. It just means this is probably a 2 vs 2 fight apparently and it would probably take him and Archer to... &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;Archer...Archer?! Where the Hell are you going?!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Did he seriously just get ditched with Rider and Saber to deal with by himself? Was that really what was going on?!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;As the sniper is pinned to the ground, dropping his knife, he has no choice but to play along. As Priscilla's voice appears, the man looks forward at his traps, the only place he could look. He really should have attached a grenade to them. He doesn't speak until Priscilla asks for his allegiance...and it's the perfect time to confirm a signal. His Archer's already likely to be concerned since he didn't fire the shot, after all. &amp;quot;Archer.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Doubling as both an answer and a call. Priscilla would be able to detect the soul coming up at rapid speed, only moments to prepare before he crashes through that window. Once he finally does, the Servant draws his shotgun and his sword, and points both at Karian's head.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:xterm124&amp;quot;&amp;gt;&amp;quot;Sorry, but I'm gonna need to ask you to let him go. It'd be pretty bad for me if he died right here, and all that.&amp;quot;&amp;lt;/span&amp;gt; Despite his attitude, the Servant is actually worried. It seems he's trying to figure out a strategy to make sure his Master gets out of this alive.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:705|Reiji Arisu (705)}} has posed:'''&amp;lt;br&amp;gt;'Reiji Arisu?' The girl knows who he is?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Reiji considers her for a moment before realizing what this must be about. Astora, of course. Chances are good that she knows who he is, all things considered. Reiji's gaze flickers over towards the girl in the dumpster before shifting back over toward Nova. &amp;quot;A 'concerned individual,' huh? What exactly concerns you about this Holy Grail War?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The tension in the air is thick. Thick enough to cut with a knife, even. But soon, Nova lowers her weapon. Reiji soon does the same, shaking his head. &amp;quot;Sorry. Cenedril of Astora, right? I mean no disrespect for asking, but why is a woman of Astora hiding inside a pile of urban refuse...? Our guest is correct in that it's a bit of an awkward place to have a conversation.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;I presume you know that I work for the Paladins. Miss Cenedril, would you be so kind as to answer a few of my questions? My associates and I are concerned about the nature of this Holy Grail War and would like to learn whatever we're able.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;As Theo turns over his hands, the military man nods. And as he asks 'why', the man shifts the trench gun in his hands, and moves to respond. &amp;lt;span style=&amp;quot;color:xterm243&amp;quot;&amp;gt;&amp;quot;She has committed a great many atrocities against me and my countrymen. For that, I, the Avenger, will punish her.&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Avenger moves to look down at the battle below, and then continues. &amp;lt;span style=&amp;quot;color:xterm243&amp;quot;&amp;gt;&amp;quot;If that is what it'll take, I'll find out everything about this war. But she must die. That is my only wish.&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:451|Karian Icefang (451)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;KArian simply looks up to Archer. &amp;quot;Impressive reaction time. Almost as fast as an Astartes. But if you came when your master is threatened...I'm certain Rider will come just as quickly.&amp;quot; He says, a knowing grin emerging along his face, exposing his fangs. &amp;quot;My intentions were initially to learn of my competition, Lady Priscilla. As well as to enjoy a duel between one whom I assume to be a parent of yours, based on our last encounter. Our sniper friend here may also have answers a few associates of mine seek.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:70|Priscilla (70)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Strategy complete: leave Karian as the only one visible and let him take the fall.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Priscilla got her answers from the both of them, and this teeny tiny apartment with a Space Marine in the way is means a successful surprise attack on the Archer is exceedingly unlikely to be effective. There's no reason to stick around here, and every reason to be somewhere else. Her attentions had been divided to start with, and so with Archer and Karian both being a convenient distraction to the other, Priscilla bails before either of them can notice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Engage second stage: bully small child.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;If Touta is upset about being left 2v1, he can be extra upset about a 3v1 surprise attack. There is a split second wash of frigid air over his right side and the sound of disturbed water, followed by the shriek of air being split too fast by something too sharp to make any other noise. That might as well be a formality though, for someone capable of picking up the massive spike of strange, cold and terrible, alien bloodlust. All that advanced warning given though, Touta doesn't get the luxury of getting to /see/ what is attacking him, or what type of attack it is, before a razor sharp curved blade larger than his torso is very very much his problem.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;As Nova snarks at Cenedril, the girl hmphs, crossing her arms as she begins to stand up. As the gun is put away, she herself puts away her sorcery, and turns to Reiji. &amp;quot;I am in here because it is a fine hiding place, no reason more. Sir Arisu, I would be willing to tell you all you need to know once my business here is done. I am terribly quite busy at the moment.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Cenedril seems like she's about to try and stand up and get out of the way, if Reiji will allow her. No use in a disgusting hiding spot that's been compromised, after all.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meanwhile, Touta is being threatened by both Saber and Rider. Rider feels how heavy the kid's blade is, and moves as if he's going to try another strike, when something happens: Archer runs off, and is heading in the direction of his master. Rider just bows his head, and suddenly moves to break off, leaving Saber and Touta (and a hidden Priscilla). Saber speaks up, taking over what Touta has to say. &amp;lt;span style=&amp;quot;color:xterm202&amp;quot;&amp;gt;&amp;quot;You would fight solely for that reason? You seem to be no Master, nay, just a bystander. What compels you to do such a thing?&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Archer considers what Karian has to say...he's a Master, huh. Well, there's only one thing to do. His finger moves to the trigger. &amp;lt;span style=&amp;quot;color:xterm124&amp;quot;&amp;gt;&amp;quot;As you know, I'm an Archer-class Servant. That means I can survive without a Master, yeah? I doubt your Rider can do the same. If you want information, put him down and talk, or I'll take you out here and now.&amp;quot;&amp;lt;/span&amp;gt; Surprisingly cold-blooded, but likely a bluff? His face seems stone-cold, and the Master himself seems...to approve. &amp;quot;Throwing me to the wolves? How heartless.&amp;quot; Though he only has a few moments before Rider arrives for the tactic to work.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:451|Karian Icefang (451)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Karian keeps his grin up. &amp;quot;Far worse things then you have tried, friend. Traitor's dragged me to a deamon-infested world and tried to make me turn and failed. I am my world's Warrior-Elite. In the time it would take you to squeeze that trigger, I can react in a millisecond, and avoid it, or worse, move your master into the path. But then the information he has may be lost. Follow me willingly, and you have my word I will let him go.&amp;quot; Karian says, every hint in his voice and body language screaming out that he was not kidding about any of this.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;Archer keeps his finger on the trigger for several long seconds. He's considering. The Master doesn't move. Finally...it's the /Master/ who speaks up, Russian accent clear. &amp;quot;Fine. We will come with you.&amp;quot; Archer sighs, relaxing his gun. Rider also flies up at this point, and looks to his Master, hearing his honorable pledge. The question is...will he keep it? The Master, atleast, seems to believe so. If he wanted to kill him, he would have done so before Archer arrived.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:451|Karian Icefang (451)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Karian does as he promised, and let's his grip go. &amp;quot;Know this. We, the Sons of Russ, the Space Wolves, honor our word. When we say something, we always follow through.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:317|Theo Morrison (317)}} has posed:'''&amp;lt;br&amp;gt;Theo frowns for a second, looking aside as if something else had caught his attention. &amp;quot;Island. Nimbus Naiad. Sol Ring. Eidolon of Countless Battles.&amp;quot; He squints into the middle distance and then shakes his head sharply. &amp;quot;Sorry. Stuff on the ground seems like it's escalating. You probably won't find any help down there.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;He turns back to the Servant -- the Avenger. &amp;quot;Atrocities? Really? That's...&amp;quot; He slowly shakes his head. &amp;quot;...that's horrible. I don't know what I'd do if I was in your shoes. Maybe the same.&amp;quot; He sticks his hands in his coat pockets, suddenly uncomfortable. &amp;quot;Listen. I believe in justice. I think maybe straight-up killing them is... getting off too easy, if they've done what you say they have. And if that's the case, I'm willing to help you put them in the deepest, darkest hole that nobody will ever find, locking the door and throwing away the key.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Theo shrugs, frowning. &amp;quot;But I'm not an executioner. I got taught that we have to be better than monsters like that if we want to beat them. If that's not enough... well, I'm sorry I wasted your time.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MEANWHILE&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ON THE GROUND&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Kickotron arranges the board the way Theo wants him to, fulfilling the physical component of the oddball ritual magic. The Fabled Hero suddenly takes on an azure hue, a cloak of stars and darkness falling over his shoulders and accompanied by ethereal armor. He turns, stepping into the air as if it were solid ground, and runs out into the courtyard, leaving a trail of otherworldly starlight in his wake.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Here comes a new challenger?!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:1143|Touta Konoe (1143)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; An Angel, A God, and a frightening sense of incoming death. This was fine...Except oh lord it wasn't. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Touta's instincts force his body to respond. Not to a sound, not to sight, not to a smell, not to any other sense. His body was inherently responding to a bloodlust aimed at him. It was as though a pair of vicious fangs had been bared at him. There's not even a moment to worry about Rider, or Gwyn, or any other possible Servant. He has no chance to respond to Gwyn's remark and if Saber could see the boy's face it almost looks like for a moment his eyes had gone dull, as though he's not even consciously aware of what he's doing. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; At 100,000 FOLD the blade was immensely heavy to manuver and even for Touta it would require him to return to weight to something manageable, but the sensation of death encroaching upon him is so strong there's no time. An evil Miasma envelops the boy's arms giving the appearence of demonic gauntlets of a sort, it's almost instaneous in doing so but in the next moment without even looking the small boy finds the strength to lift the small yet immensely heavy weapon at whoever was attempting to bare their fangs at him. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; He has no idea what he's swinging into whether it be a weapon, a person, or some sort of armor but whatever it is, Touta was swinging the gravity blade at 100,000 fold with all of his strength to challenge whatever it was that dared to bare its fangs into him.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:705|Reiji Arisu (705)}} has posed:'''&amp;lt;br&amp;gt;Reiji certainly doesn't stop a girl who's trying to get OUT of a dumpster. That would just be INCREDIBLY rude. However, as she's /getting/ out, the exorcist shrugs and glances up at a certain nearby rooftop. &amp;quot;It seems as though the battle has been concluded. Mostly. I can't sense... Archer there anymore, though I believe your servant might still be engaged. Unless you mean that there's some other business that you need to take care of here?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Mmmmaybe he's not just going to let her run off on her own.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;In which case,&amp;quot; the exorcist cants his head, &amp;quot;I don't suppose you would object if I accompanied you?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6381|Nova Terra (6381)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova's eyes dart between Cenedril and Reiji as she observes. She recognised that the woman was more likely to be open to Reiji and as such might provide more useful information. However she is being somewhat tight lipped.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Reiji's question about Nova's motivations is somewhat relevant to the conversation, so she offers, &amp;quot;It should be pretty obvious when there's a magical wish granting device at the end of this little war. I'm sure as hell not going to sit back and watch it fall into the wrong hands.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;As the conversation continues, Nova's eyes turn in the direction of the central courtyard on the other side of the building. She can't actually see anything, but she's getting those chills again, &amp;quot;Oh, as a sidenote. There's some horrible dread monster attacking a rather nice guy in the courtyard. Just thought you might want to know, being a Paladin.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova returns her gaze to Cenedril, &amp;quot;Back to the matter at hand. I have just one question, Master of Saber...&amp;quot; Nova eyes Cenedril intently, trying to tap into the woman's surface thoughts as the question is asked, &amp;quot;Why do you seek the Grail?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:705|Reiji Arisu (705)}} has posed:'''&amp;lt;br&amp;gt;Reiji gives Nova a long, flat stare...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then sort of shrugs?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Yeah the information is appreciated. Though I think my talents are better used right here, you know, being a Paladin who just walked into a strange woman in a tactical bodysuit who I don't know pointing a gun at a girl in a dumpster.&amp;quot; He shrugs again. Looks like he's staying right here... for now.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;Avenger just continues to stare at Theo, and in the end, begins to prepare to fly. &amp;lt;span style=&amp;quot;color:xterm243&amp;quot;&amp;gt;&amp;quot;She has killed me twice without mercy, a monster in human skin. I will end her.&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And then, Avenger flies off on those skis, heading in the rough direction of the warpgate. Seems like he's not going to be a problem here, in the end.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:70|Priscilla (70)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;While Priscilla may be genuinely shocked Touta had reacted that fast, or rather, almost precognitively, to her attack, she isn't going to be taken off guard by his sword. She'd already seen it knock a Saber class Servant back a considerable distance, so she moves under the assumption that she won't be able to overpower it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;There is a a harsh, metallic, and oddly bell-like clang as Touta connects with his enemy's weapon, whereupon a massive black scythe of unknown material etched with whirling silver suddenly appears out of thin air, seemingly knocked out of his adversary's hands. In truth, Priscilla hadn't even tried to keep hold of it, letting go the instant blades had clashed. A split second later is when she herself appears, dangerously close for someone using a long bladed weapon, and as little more than a ghostly white streak with gold slitted eyes, surrounded in an aura of liquid black. There's no dramatic clash or reset to neutral; Priscilla doesn't fight without going for the kill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;What actually comes next is hard to say. No second weapon is visibly produced, and it doesn't seem like she had reached out to strike Touta with a body blow. It's almost like that horrible and utterly inhuman sense of sentient violence had rushed out and stabbed him instead, like a pulse of physically manifest killing intent, visible as a streak of monochrome disturbance akin to a bullet shot through water. She actually slams into him just after, aiming to tackle him to the ground and then fire off her breath weapon in his face, discharging the blast of blue-white soulfire without a word, a warning, or a wasted second, merciless even when dealing with children.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;It should be said that while Touta is probably used to dealing with physical and magical attacks, the formless strike mixed in is much worse. Where it hits, the body goes cold and unresponsibe, is subject to vicious pain, and bleeds explosively all over. Violent trauma aside, there's a much worse feeling about it -something capital W 'Wrong'; it feels inherently poisonous to his being somehow, like it'll do something much worse than just tear him up if he lets it keep hitting him.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;As Cenedril climbs out of the dumpster, she shakes herself off and turns to Reiji. &amp;quot;If you mean you wish to escort me home, I cannot risk such a thing, especially with enemies around me. If you mean you wish to take me in, I must also refuse such. I have no wish to be locked in a witness room.&amp;quot; At Nova's question, she bristles a little. &amp;quot;I am not going to tell a stranger such a personal thing. Needless to say, it is a noble wish, one you have no reason to concern yourself about.&amp;quot; While that doesn't say much, Nova's skilled at reading people in ways they'd never expect. And her thoughtrs are as clear as day.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'I'm going to bring them back.'&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At this point, Cenedril calls out. &amp;quot;Saber, return to me!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But Saber doesn't return, not immediately.. There's a problem. He spots the look on Touta Konoe's eyes, and his reaction to something behind him. An invisible foe attacking the boy? And then, the foe shows herself. The abilities she uses and her appearance are most recognizable, but before he could say anything, Cenedril does first.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;L-lady Priscilla!&amp;quot; She can't help but shout out, her eyes in even more fawning and admiration than they were to Reiji. Cenedril steps forward and moves to step past Reiji and in her direction. Saber's going to try and move towards her, at the same time, and join up with her. Hopefully, there'd be no interruptions.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:6381|Nova Terra (6381)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nova just gives Reiji a smirk at the reference to her own dangerous nature, &amp;quot;Fair enough.&amp;quot; Then Cenedril admits to no desire to be locked up by the Paladin. Nova nods in agreement, tightening the grip on her weapon as she says, &amp;quot;I'll have to agree with Cenedril here. Taking her in, or any Master for that matter, could result in a serious shift in the path of this war. And until we have more information about who's fighting it, that's best avoid.&amp;quot; Nova clearly isn't willing to let Reiji just take Cenedril.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;As Cenedril responds Nova's own question, Nova pays close attention. She's well aware that what's not said is just as important as what is. Like the fact that Cenedril doesn't deny being Saber's master. And of course the thought that Nova picks up on, while lacking in details, does provide some insight into the woman's motives. And so, for the moment, Nova is satisfied. She shrugs, pretending like she got nothing from the exchange, &amp;quot;Fine. Just remember there are many other people with a stake in this war. Not just you Masters.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:317|Theo Morrison (317)}} has posed:'''&amp;lt;br&amp;gt;Avenger floats creepily, and then bails. Theo tracks him with his magical senses until he's clearly moving through a warpgate, and then he loses him. He figures he could follow if he really needed to, but that seems... dangerous. Theo hasn't gotten this far by doing needlessly dangerous thi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;ahahahahaha&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;yeah okay.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Theo disappears from mid-air. His summoned creature, the juiced-up Fabled Hero, steps into the courtyard, lazily twirling a chain with a spike and a back-curling hook on the end in one hand. The other hand holds a copy of the same weapon. His shadow is cast in the shape of constellations of a foreign sky, and his cloak seems to drip the same as it ripples off of him in waves. Walking on solid ground seems to be a suggestion at the moment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Planeswalker who commands him materializes out of a hazy outline of a hole in space. &amp;quot;Ah, shit,&amp;quot; Theo sighs. &amp;quot;Go save the kid,&amp;quot; he tells him. The Hero nods, then charges off to do just that. He pauses to point back at Theo, who looks puzzled. &amp;quot;You. Poet.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Theo blinks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Be sure to write this down.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Theo groans.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;One of those chain-whips lashes out, but not at Priscilla. The back-curving hook on it goes to snag him under one leg and yank him away from the point-blank dragon's breath, the superhuman strength of the Fabled Hero intending to drag him across the paving stones and to safety, but none too comfortably. &amp;quot;No child of Theros will fall to a monstrous beast on /my/ watch,&amp;quot; the Hero yells, in typically heroic fashion. &amp;quot;Hold on, boy!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The second gets lashed out to a full extension and swept through the air around where her midsection should be, intending to attack her at the same time and jostle her away with a blunt impact clearly meant to keep her off-balance instead of actually injure her. It seems to twist and loop, dropping lower and hooking around a leg, intent on restraint. The chain-weapons are weirdly animated, and clouds of mist roll off of them as they move through the air, a feminine shape dimly visible near them. It's like something was physically moving them in flight to find their targets... is there more than one combatant there?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;I'm not trying to cramp your style,&amp;quot; Theo calls from the far side of the courtyard, &amp;quot;but we might need him to deal with Ruler. Can we call this one a draw, please?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:705|Reiji Arisu (705)}} has posed:'''&amp;lt;br&amp;gt;Of course it would never be that easy. Reiji sighs, running a hand through his hair. &amp;quot;Yeah, we're going to have to talk about that later. But as long as you're willing to answer my questions and help us get to the bottom of all this, there shouldn't be an issue. Don't worry, I'm not about to haul someone in just because--&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'Priscilla.'&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Fighting... Touta?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Reiji's eyes narrow. They narrow further when Cenedril begins drifting in a vaguely Priscilla-like direction. The plumes of killing energy are far too familiar to him. He can feel the sheer wrongness roiling off of her even from a distance. She's in full kill-a-bitch mode. Damnation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Well.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Only one thing to do.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Reiji darts forward, toward and then past Cenedril, surging toward the flashing blades in the near distance... Right on time for Theo's summoned creature to step in and do what he was about to do. Well!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That's fine!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There's room for two heroes here!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Touta, I've got you,&amp;quot; Reiji shouts, leaping forward to catch the immortal as the Hero of Theros ratchets him out of immediate danger. Of course, things will become significantly more awkward if Touta /isn't/ tossed away from the melee, but Reiji is willing to brave Priscilla's scythe to save a good kid and babysitter from a premature end.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;After all, if anything might be able to at least deflect that wrongness, it's the blade at Reiji's hip...!&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:1143|Touta Konoe (1143)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Touta has seen this ghostly white streak before, those gold slitted eyes. At once she seemed rather pleasant to him but now that he had assaulted Gwyn there was no way she could consider him a non-hostile. This was definitely turning into more of a fight than he had imagined. It was one thing to face a servant, it was another to face the literal face head of the Concord. Those guys were wild in so many different ways and he had literally just picked a bone with the queen of them. How it happened didn't matter now though. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Touta's first strike proves fruitful in disarming whatever it was that attacked. Though it proves irrelevant as Priscilla uses her large body to go for a body strike intended to strike right into the small boy and it takes its mark. It's in this moment he can tell that whatever sort of feelings or regards she had towards him were irrelevant now. The feeling of impending death she was emitting before was sincere and even with her presence revealed she intended to take Touta down. It's probably very easy to pin the boy down, there's not much of him to need to hold down. It's in the next moment that she opens her mouth right in his face. Was she trying to devour his head? Spit in his face? Worse??? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Still while Touta might be a small boy, that doesn't mean he's weak. While his appearence was much less menacing than Priscilla's Touta was just as much a monster as her and that monster had monsterous strength capable of wielding such an inhumanly heavy blade. While it was true she had tackled and even pinned him, that was mostly due to her body slamming into him full force. But in terms of raw strength he had already proven just how much of a difference there was between the two. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;Uwaaaaaaaaaah!!!!!!&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; A strange sort of fire begins coming from her mouth and without warning. Touta uses all his strength to push the large creature off of him just enough to give him space for his arms to move. Hopefully it'd be enough to avoid a direct hit from whatever it was that Priscilla was trying to spit on him but if that wasn't the case he still had to try and fight back. The moment one of his arms was free he slammed a fist into Priscilla's lower jaw to shut her up and keep her from spewing anymore of that fire. Though his gauntlet like fist would likely not come out unscathed from whatever it was. The cold, numbing feeling would sink into that of the black gauntlet and strangely enough that black arm reverted to normal before a profuse amount of blood would begin to erupt from his arm. L There's not even enough time to think about what's happening if he didn't find a way to surpress Priscilla than he would di- &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;quot;Huh?&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; A chain wraps around the boy's leg and it feels like it's trying to tug him likely overexerting itself. It's probably hindered by the weight of his blade but that's changed real quick as it's returned to it's normal but in doing so likely flings Touta way into the air. Unfortunately he doesn't have much manuverability options while in the air so he's pretty much a sitting duck unless either the others get him or he thinks of a way out.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:70|Priscilla (70)}} has posed:'''&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;When the semi-solid lance of incomprehensible energy pieces Touta and causes its mysterious and extreme blood loss, Touta is in for one last nasty surprise: his magical energy begins rapidly bleeding out with it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Priscilla tackling him and aiming a glowy white dragon breath attack in his face is much more standard to deal with though. It's actually something he barely needs to deal with, given the Fabled Hero and Reiji Arisu leaping to his rescue. The weighted chain hits her dead in the midsection jolting her off target, and then pulls down on her leg, just as Reiji swoops in to dive the kid out of the way. The result is that Touta's fast glances off Priscilla's jaw, delivering a nasty impact that'll be sure to leave a bruise regardless of the fact that her bone is somehow /really/ hard, and that Priscilla's breath beam largely misses him, instead partially catching Reiji's shoulder in the blast with it scorching soulfire and that crystallization he's very familiar with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Priscilla hisses with a puff of blue vapour from her lips, clutching the side of her face. Her other hand dives down to one of the cases on the silver chain around her hips, and flicks outwards with a fistful of knives at the Fabled Hero, dripping with some red resin. The chain can't keep her anchored for too long, as she demonstrates the offputting teleportation ability in plain sight, dropping through some dark and intangible ocean omnipresent in the air, and then appearing behind him with her slightly less infamous Lifehunt Dagger, aiming to viciously plunge it down the gap between his neck and shoulderblade, characteristic of her usual efficient and brutal violence. It gives Reiji some time to escape with Touta, and let his regeneration fight the apparently black-stained and faintly smoking wound, which would in fact be getting steadily worse without it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;quot;Arisu!&amp;quot; she calls out, for once without the standard Sir. &amp;quot;Thou knowest full well the punishment for raising a blade against the Great Lord Gwyn is death! Thinketh not what respect I hath for thee shalt protect him!&amp;quot; Even Reiji can tell that wild and seething edge to her voice isn't the kind for talking about a matter of duty and law. It's blatantly personal. &amp;quot;Thou shouldst knoweth full well I am capable of killing thee all!&amp;quot; Concerningly confident, especially considering an immortal present.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Ironically, it'd been Gwyn's Master that Priscilla had come here to exact some form of judgement on for their sheer presumptuousness, but when she hears that unfamiliar voice call out, it takes her all of half a second to recognize Astoran-influenced fashion (under the stains at least). The fact that the Master is a young girl is relatively immaterial, but the fact that she is quite probably native to the world Priscilla is responsible for, rather than a random Multiversal meddler to cut down, is not.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The period of visible indecision where she glances between Reiji and Cenedril lasts only a second. Decisive as always, Priscilla goes to the Master instead, and offputtingly quickly. Not about to let the Paladins (or Watch) have what she came for, she outright picks the girl up on the way past. &amp;quot;Believeth not that this is over.&amp;quot; she says, carrying the dubiously fortunate girl away.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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:'''{{#var:533|Gawain (533)}} has posed:'''&amp;lt;br&amp;gt;As Priscilla shouts out about punishment for Lord Gwyn, the Saber hms, but shows little emotional reaction, though the personal seething causes him some discomfort. However, when Priscilla goes to grab Cenedril, straight up kidnapping her and leaving the girl shocked, confused, and in sheer awe of Priscilla's confidence and determination, he shouts out. &amp;lt;span style=&amp;quot;color:xterm202&amp;quot;&amp;gt;&amp;quot;Master...!&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But, instead of moving to strike at Priscilla with his blade, it's his Master who changes things. &amp;quot;S-saber, do not attack! Just follow for now.&amp;quot; The Saber seems absolutely shocked by Cenedril's request, but Cenedril seems confident about her safety. After all, it's someone important carrying her off, and if Priscilla wanted her dead, she'd just kill her. Therefore, she wants to talk to her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So, in the end, two Masters have been 'captured'. Archer's Master, unknown, by the Paladins. And Saber's Master, Cenedril of Astora, by Priscilla of the Concord. They'll might both be able to get valuable information from them.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''{{#var:317|Theo Morrison (317)}} has posed:'''&amp;lt;br&amp;gt;The Lifehunt Dagger plunges right into the Fabled Hero's neck, driving through the man's flesh and apparently striking the life from him. For a scant few seconds, he twists, grasping at Priscilla's arm like he intends to break it -- and with the superhuman strength he possesses, and the inexplicable durability he's showing, he might just be able to. He drops one whip, closing his fingers -- and then he laughs, coughing wetly, and pitches towards the ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The stars don't leave.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Two more figures arise from the rapidly-vanishing corpse of the Fabled Hero. One, a woman made of cloudstuff, the alluring figure of a nymph cast from the skies, drifting on the wind and staring down at the body in sadness. The other, a hoplite, a soldier wearing bronze armor and with a body made of the blurred shape of countless soldiers all laid across one another, silhouettes joined by the starry night. He clutches a short sword, and looks like he knows how to use it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Both of them back off. Theo twitches at the claim that Priscilla could kill them all. Could she? She was doing a number on that guy they pulled out of there, that's for sure. He'd put money on her familiarity with Reiji translating to knowing how to fight him, if she's as brutally efficient as she was with the Hero. Still...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Deep breath. He doesn't need to start that fight right now. That would be pointless, especially given her momentum and his general-purpose setup right now. He doesn't have to prove he can beat her right now. He just needs to be prepared to do it next time.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And, with the way she's taking that other Master, Theo doesn't have any doubts that there will be a next time whatsoever.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirrus</name></author>	</entry>

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